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OpenRA/OpenRA.Mods.RA/Missions/DesertShellmapScript.cs

116 lines
3.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Missions
{
class DesertShellmapScriptInfo : TraitInfo<DesertShellmapScript>, Requires<SpawnMapActorsInfo> { }
class DesertShellmapScript : ITick, IWorldLoaded
{
World world;
Player allies;
Player soviets;
List<int2> viewportTargets = new List<int2>();
int2 viewportTarget;
int viewportTargetNumber;
int2 viewportOrigin;
float mul;
float div = 400;
int waitTicks = 0;
Actor attackLocation;
Actor coastRP1;
Actor coastRP2;
int coastUnitsLeft;
static readonly string[] CoastUnits = { "e1", "e1", "e2", "e3", "e4" };
Actor paradropLocation;
static readonly string[] ParadropUnits = { "e1", "e1", "e1", "e2", "e2" };
public void Tick(Actor self)
{
MissionUtils.CapOre(soviets);
if (world.FrameNumber % 20 == 0 && coastUnitsLeft-- > 0)
{
var u = world.CreateActor(CoastUnits.Random(world.SharedRandom), soviets, coastRP1.Location, null);
u.QueueActivity(new Move.Move(coastRP2.Location, 0));
u.QueueActivity(new AttackMove.AttackMoveActivity(u, new Move.Move(attackLocation.Location, 0)));
}
if (world.FrameNumber % 25 == 0)
foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && a.IsIdle && !a.IsDead()
&& a.HasTrait<AttackBase>() && a.HasTrait<Mobile>()))
actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(attackLocation.Location)));
if (--waitTicks <= 0)
{
if (++mul <= div)
Game.MoveViewport(float2.Lerp(viewportOrigin, viewportTarget, mul / div));
else
{
mul = 0;
viewportOrigin = viewportTarget;
viewportTarget = viewportTargets[(viewportTargetNumber = (viewportTargetNumber + 1) % viewportTargets.Count)];
waitTicks = 100;
if (viewportTargetNumber == 0)
coastUnitsLeft = 15;
if (viewportTargetNumber == 2)
MissionUtils.Paradrop(world, soviets, ParadropUnits, world.ChooseRandomEdgeCell(), paradropLocation.Location);
}
}
}
public void WorldLoaded(World w)
{
world = w;
allies = w.Players.Single(p => p.InternalName == "Allies");
soviets = w.Players.Single(p => p.InternalName == "Soviets");
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
attackLocation = actors["AttackLocation"];
coastRP1 = actors["CoastRP1"];
coastRP2 = actors["CoastRP2"];
paradropLocation = actors["ParadropLocation"];
var t1 = actors["ViewportTarget1"];
var t2 = actors["ViewportTarget2"];
var t3 = actors["ViewportTarget3"];
var t4 = actors["ViewportTarget4"];
var t5 = actors["ViewportTarget5"];
viewportTargets = new[] { t1, t2, t3, t4, t5 }.Select(t => t.Location.ToInt2()).ToList();
foreach (var actor in actors.Values.Where(a => a.Owner == allies || a.HasTrait<Bridge>()))
{
if (actor.Owner == allies && actor.HasTrait<AutoTarget>())
actor.Trait<AutoTarget>().stance = UnitStance.Defend;
actor.AddTrait(new Invulnerable());
}
viewportOrigin = viewportTargets[0];
viewportTargetNumber = 1;
viewportTarget = viewportTargets[1];
Game.viewport.Center(viewportOrigin);
Sound.SoundVolumeModifier = 0.25f;
world.RenderedPlayer = allies;
world.RenderedShroud.Jank();
}
}
}