#region Copyright & License Information /* * Copyright 2007-2012 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.FileFormats; using OpenRA.Graphics; using OpenRA.Mods.RA.Activities; using OpenRA.Mods.RA.Air; using OpenRA.Mods.RA.Buildings; using OpenRA.Mods.RA.Effects; using OpenRA.Mods.RA.Move; using OpenRA.Traits; using OpenRA.Widgets; namespace OpenRA.Mods.RA.Missions { class Allies02ScriptInfo : TraitInfo, Requires { } class Allies02Script : IHasObjectives, IWorldLoaded, ITick { public event Action OnObjectivesUpdated = notify => { }; public IEnumerable Objectives { get { return new[] { findEinstein, destroySamSites, extractEinstein, maintainPresence, fewDeaths }; } } Objective findEinstein = new Objective(ObjectiveType.Primary, FindEinsteinText, ObjectiveStatus.InProgress); Objective destroySamSites = new Objective(ObjectiveType.Primary, DestroySamSitesText, ObjectiveStatus.InProgress); Objective extractEinstein = new Objective(ObjectiveType.Primary, ExtractEinsteinText, ObjectiveStatus.Inactive); Objective maintainPresence = new Objective(ObjectiveType.Primary, MaintainPresenceText, ObjectiveStatus.InProgress); Objective fewDeaths = new Objective(ObjectiveType.Secondary, "", ObjectiveStatus.InProgress); const string FindEinsteinText = "Find Einstein's crashed helicopter. Tanya must survive."; const string DestroySamSitesText = "Destroy the SAM sites. Tanya must survive."; const string ExtractEinsteinText = "Wait for the helicopter and extract Einstein. Tanya and Einstein must survive."; const string MaintainPresenceText = "Maintain an Allied presence in the area. Reinforcements will arrive soon."; const string FewDeathsTemplate = "Lose fewer than {0}/{1} units."; const int DeathsThreshold = 200; Actor sam1; Actor sam2; Actor sam3; Actor sam4; Actor[] sams; Actor tanya; Actor einstein; Actor engineer; Actor chinookHusk; Actor allies2BasePoint; Actor reinforcementsEntryPoint; Actor extractionLZEntryPoint; Actor extractionLZ; Actor badgerEntryPoint1; Actor badgerEntryPoint2; Actor badgerDropPoint1; Actor badgerDropPoint2; Actor badgerDropPoint3; Actor parabombPoint1; Actor parabombPoint2; Actor sovietRallyPoint; Actor townPoint; Actor sovietTownAttackPoint1; Actor sovietTownAttackPoint2; Actor yakEntryPoint; Actor yakAttackPoint; Actor yak; Actor einsteinChinook; World world; Player allies; Player allies1; Player allies2; Player soviets; Actor sovietBarracks; Actor sovietWarFactory; CountdownTimer reinforcementsTimer; CountdownTimerWidget reinforcementsTimerWidget; CPos alliedBaseTopLeft; CPos alliedBaseBottomRight; const string InfantryQueueName = "Infantry"; const string VehicleQueueName = "Vehicle"; static readonly string[] SovietInfantry = { "e1", "e2", "e3" }; static readonly string[] SovietVehicles1 = { "3tnk" }; static readonly string[] SovietVehicles2 = { "3tnk", "v2rl" }; const int SovietVehiclesUpgradeTicks = 1500 * 4; const int SovietGroupSize = 5; const int ReinforcementsTicks = 1500 * 16; static readonly string[] Reinforcements = { "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk", "jeep", "e1", "e1", "e1", "e1", "e3", "e3", "mcv", "truk", "truk", "truk", "truk", "truk", "truk" }; int currentReinforcement = -1; const int ParabombTicks = 750; const int ParatroopersTicks = 1500 * 5; static readonly string[] Badger1Passengers = { "e1", "e1", "e1", "e2", "3tnk" }; static readonly string[] Badger2Passengers = { "e1", "e1", "e1", "e2", "e2" }; static readonly string[] Badger3Passengers = { "e1", "e1", "e1", "e2", "e2" }; const string SignalFlareName = "flare"; const string YakName = "yak"; const int AlliedTownTransferRange = 15; const int SovietTownAttackGroupRange = 5; const int SovietTownMoveNearEnough = 3; void MissionFailed(string text) { MissionUtils.CoopMissionFailed(world, text, allies1, allies2); if (reinforcementsTimer != null) reinforcementsTimerWidget.Visible = false; } void MissionAccomplished(string text) { MissionUtils.CoopMissionAccomplished(world, text, allies1, allies2); } public void Tick(Actor self) { if (allies1.WinState != WinState.Undefined) return; if (world.FrameNumber % 50 == 1 && chinookHusk.IsInWorld) world.Add(new Smoke(world, chinookHusk.CenterPosition, "smoke_m")); if (world.FrameNumber == 1) { InitializeSovietFactories(); StartReinforcementsTimer(); } reinforcementsTimer.Tick(); if (world.FrameNumber == ParatroopersTicks) { MissionUtils.Paradrop(world, soviets, Badger1Passengers, badgerEntryPoint1.Location, badgerDropPoint1.Location); MissionUtils.Paradrop(world, soviets, Badger2Passengers, badgerEntryPoint1.Location + new CVec(3, 0), badgerDropPoint2.Location); MissionUtils.Paradrop(world, soviets, Badger3Passengers, badgerEntryPoint1.Location + new CVec(6, 0), badgerDropPoint3.Location); } if (world.FrameNumber == ParabombTicks) { MissionUtils.Parabomb(world, soviets, badgerEntryPoint2.Location, parabombPoint1.Location); MissionUtils.Parabomb(world, soviets, badgerEntryPoint2.Location + new CVec(0, 3), parabombPoint2.Location); } if (allies1 != allies2) { if (yak == null || (yak != null && !yak.IsDead() && (yak.GetCurrentActivity() is FlyCircle || yak.IsIdle))) { var alliedUnitsNearYakPoint = world.FindAliveCombatantActorsInCircle(yakAttackPoint.CenterPosition, WRange.FromCells(10)) .Where(a => a.Owner != soviets && a.HasTrait() && a != tanya && a != einstein && a != engineer); if (alliedUnitsNearYakPoint.Any()) YakStrafe(alliedUnitsNearYakPoint); } } if (currentReinforcement > -1 && currentReinforcement < Reinforcements.Length && world.FrameNumber % 25 == 0) SpawnAlliedUnit(Reinforcements[currentReinforcement++]); if (world.FrameNumber % 25 == 0) { BuildSovietUnits(); ManageSovietUnits(); } UpdateDeaths(); if (findEinstein.Status == ObjectiveStatus.InProgress) { if (AlliesNearTown()) { findEinstein.Status = ObjectiveStatus.Completed; OnObjectivesUpdated(true); TransferTownUnitsToAllies(); SovietsAttackTown(); } } if (destroySamSites.Status == ObjectiveStatus.InProgress) { if (sams.All(s => s.IsDead() || s.Owner != soviets)) { destroySamSites.Status = ObjectiveStatus.Completed; extractEinstein.Status = ObjectiveStatus.InProgress; OnObjectivesUpdated(true); world.CreateActor(SignalFlareName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZ.Location) }); Sound.Play("flaren1.aud"); ExtractEinsteinAtLZ(); } } if (extractEinstein.Status == ObjectiveStatus.InProgress && einsteinChinook != null) { if (einsteinChinook.IsDead()) { extractEinstein.Status = ObjectiveStatus.Failed; OnObjectivesUpdated(true); MissionFailed("The extraction helicopter was destroyed."); } else if (!world.Map.IsInMap(einsteinChinook.Location) && einsteinChinook.Trait().Passengers.Contains(einstein)) { extractEinstein.Status = ObjectiveStatus.Completed; maintainPresence.Status = ObjectiveStatus.Completed; if (fewDeaths.Status == ObjectiveStatus.InProgress) fewDeaths.Status = ObjectiveStatus.Completed; OnObjectivesUpdated(true); MissionAccomplished("Einstein was rescued."); } } if (tanya.IsDead()) MissionFailed("Tanya was killed."); else if (einstein.IsDead()) MissionFailed("Einstein was killed."); world.AddFrameEndTask(w => { if (!w.FindAliveCombatantActorsInBox(alliedBaseTopLeft, alliedBaseBottomRight) .Any(a => (a.Owner == allies || a.Owner == allies2) && (a.HasTrait() && !a.HasTrait()) || a.HasTrait())) { maintainPresence.Status = ObjectiveStatus.Failed; OnObjectivesUpdated(true); MissionFailed("The Allied reinforcements have been defeated."); } }); } void UpdateDeaths() { var unitDeaths = allies1.PlayerActor.Trait().UnitsDead + allies2.PlayerActor.Trait().UnitsDead; fewDeaths.Text = FewDeathsTemplate.F(unitDeaths, DeathsThreshold); OnObjectivesUpdated(false); if (unitDeaths >= DeathsThreshold && fewDeaths.Status == ObjectiveStatus.InProgress) { fewDeaths.Status = ObjectiveStatus.Failed; OnObjectivesUpdated(true); } } void YakStrafe(IEnumerable candidates) { if (yak == null) { yak = world.CreateActor(YakName, new TypeDictionary { new LocationInit(yakEntryPoint.Location), new OwnerInit(soviets), new FacingInit(Traits.Util.GetFacing(yakAttackPoint.Location - yakEntryPoint.Location, 0)), new AltitudeInit(Rules.Info[YakName].Traits.Get().CruiseAltitude) }); } if (yak.Trait().HasAmmo()) yak.QueueActivity(new FlyAttack(Target.FromActor(candidates.Random(world.SharedRandom)))); else { yak.QueueActivity(new FlyOffMap()); yak.QueueActivity(new RemoveSelf()); } } void BuildSovietUnits() { if (!sovietBarracks.IsDead()) BuildSovietUnit(InfantryQueueName, SovietInfantry.Random(world.SharedRandom)); if (!sovietWarFactory.IsDead()) { var vehicles = world.FrameNumber >= SovietVehiclesUpgradeTicks ? SovietVehicles2 : SovietVehicles1; BuildSovietUnit(VehicleQueueName, vehicles.Random(world.SharedRandom)); } } void ManageSovietUnits() { var units = world.FindAliveCombatantActorsInCircle(sovietRallyPoint.CenterPosition, WRange.FromCells(10)) .Where(u => u.IsIdle && u.HasTrait() && u.HasTrait() && u.Owner == soviets) .Except(world.WorldActor.Trait().Actors.Values); if (units.Count() >= SovietGroupSize) { foreach (var unit in units) MissionUtils.AttackNearestLandActor(true, unit, allies2); } var scatteredUnits = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && u.IsIdle && u.HasTrait() && u.HasTrait() && u.Owner == soviets) .Except(world.WorldActor.Trait().Actors.Values) .Except(units); foreach (var unit in scatteredUnits) MissionUtils.AttackNearestLandActor(true, unit, allies2); } void SetupAlliedBase() { foreach (var actor in world.Actors.Where(a => a.Owner == allies && a != allies.PlayerActor)) { actor.ChangeOwner(allies2); if (actor.Info.Name == "proc") actor.QueueActivity(new Transform(actor, "proc") { SkipMakeAnims = true }); // for harv spawn foreach (var c in actor.TraitsImplementing()) c.OnCapture(actor, actor, allies, allies2); } } void InitializeSovietFactories() { var sbrp = sovietBarracks.Trait(); var swrp = sovietWarFactory.Trait(); sbrp.rallyPoint = swrp.rallyPoint = sovietRallyPoint.Location; sbrp.nearEnough = swrp.nearEnough = 6; sovietBarracks.Trait().SetPrimaryProducer(sovietBarracks, true); sovietWarFactory.Trait().SetPrimaryProducer(sovietWarFactory, true); } void BuildSovietUnit(string category, string unit) { MissionUtils.StartProduction(world, soviets, category, unit); } void StartReinforcementsTimer() { Sound.Play("timergo1.aud"); reinforcementsTimer = new CountdownTimer(ReinforcementsTicks, ReinforcementsTimerExpired, true); reinforcementsTimerWidget = new CountdownTimerWidget(reinforcementsTimer, "Allied reinforcements arrive in: {0}"); Ui.Root.AddChild(reinforcementsTimerWidget); } void ReinforcementsTimerExpired(CountdownTimer countdownTimer) { reinforcementsTimerWidget.Visible = false; currentReinforcement++; Sound.Play("aarrivs1.aud"); } void SpawnAlliedUnit(string unit) { world.CreateActor(unit, new TypeDictionary { new LocationInit(reinforcementsEntryPoint.Location), new FacingInit(0), new OwnerInit(allies2) }) .QueueActivity(new Move.Move(allies2BasePoint.Location)); } void ExtractEinsteinAtLZ() { einsteinChinook = MissionUtils.ExtractUnitWithChinook( world, allies1, einstein, extractionLZEntryPoint.Location, extractionLZ.Location, extractionLZEntryPoint.Location); } bool AlliesNearTown() { return world.FindAliveCombatantActorsInCircle(townPoint.CenterPosition, WRange.FromCells(AlliedTownTransferRange)) .Any(a => a.Owner == allies1 && a.HasTrait()); } void TransferTownUnitsToAllies() { foreach (var unit in world.FindAliveNonCombatantActorsInCircle(townPoint.CenterPosition, WRange.FromCells(AlliedTownTransferRange)) .Where(a => a.HasTrait())) unit.ChangeOwner(allies1); } void SovietsAttackTown() { var sovietAttackUnits = world.FindAliveCombatantActorsInCircle(sovietTownAttackPoint1.CenterPosition, WRange.FromCells(SovietTownAttackGroupRange)) .Union(world.FindAliveCombatantActorsInCircle(sovietTownAttackPoint2.CenterPosition, WRange.FromCells(SovietTownAttackGroupRange))) .Union(world.FindAliveCombatantActorsInCircle(townPoint.CenterPosition, WRange.FromCells(AlliedTownTransferRange))) .Where(a => a.HasTrait() && a.Owner == soviets); foreach (var unit in sovietAttackUnits) unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Move.Move(townPoint.Location, SovietTownMoveNearEnough))); } public void WorldLoaded(World w, WorldRenderer wr) { world = w; allies1 = w.Players.Single(p => p.InternalName == "Allies1"); allies2 = w.Players.SingleOrDefault(p => p.InternalName == "Allies2"); allies1.PlayerActor.Trait().Cash = 5000; if (allies2 == null) allies2 = allies1; else allies2.PlayerActor.Trait().Cash = 5000; allies = w.Players.Single(p => p.InternalName == "Allies"); soviets = w.Players.Single(p => p.InternalName == "Soviets"); soviets.PlayerActor.Trait().Cash = 1000; var actors = w.WorldActor.Trait().Actors; sam1 = actors["SAM1"]; sam2 = actors["SAM2"]; sam3 = actors["SAM3"]; sam4 = actors["SAM4"]; sams = new[] { sam1, sam2, sam3, sam4 }; tanya = actors["Tanya"]; einstein = actors["Einstein"]; engineer = actors["Engineer"]; chinookHusk = actors["ChinookHusk"]; allies2BasePoint = actors["Allies2BasePoint"]; reinforcementsEntryPoint = actors["ReinforcementsEntryPoint"]; extractionLZ = actors["ExtractionLZ"]; extractionLZEntryPoint = actors["ExtractionLZEntryPoint"]; badgerEntryPoint1 = actors["BadgerEntryPoint1"]; badgerEntryPoint2 = actors["BadgerEntryPoint2"]; badgerDropPoint1 = actors["BadgerDropPoint1"]; badgerDropPoint2 = actors["BadgerDropPoint2"]; badgerDropPoint3 = actors["BadgerDropPoint3"]; parabombPoint1 = actors["ParabombPoint1"]; parabombPoint2 = actors["ParabombPoint2"]; sovietBarracks = actors["SovietBarracks"]; sovietWarFactory = actors["SovietWarFactory"]; sovietRallyPoint = actors["SovietRallyPoint"]; townPoint = actors["TownPoint"]; sovietTownAttackPoint1 = actors["SovietTownAttackPoint1"]; sovietTownAttackPoint2 = actors["SovietTownAttackPoint2"]; yakEntryPoint = actors["YakEntryPoint"]; yakAttackPoint = actors["YakAttackPoint"]; alliedBaseTopLeft = actors["AlliedBaseTopLeft"].Location; alliedBaseBottomRight = actors["AlliedBaseBottomRight"].Location; SetupAlliedBase(); var shroud = allies1.Shroud; shroud.Explore(w, sam1.Location, 2); shroud.Explore(w, sam2.Location, 2); shroud.Explore(w, sam3.Location, 2); shroud.Explore(w, sam4.Location, 2); if (w.LocalPlayer == null || w.LocalPlayer == allies1) wr.Viewport.Center(chinookHusk.CenterPosition); else wr.Viewport.Center(allies2BasePoint.CenterPosition); MissionUtils.PlayMissionMusic(); } } }