517 lines
15 KiB
C#
517 lines
15 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2012 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Network;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Missions
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{
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class Allies04ScriptInfo : TraitInfo<Allies04Script>, Requires<SpawnMapActorsInfo> { }
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class Allies04Script : IHasObjectives, IWorldLoaded, ITick
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{
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public event ObjectivesUpdatedEventHandler OnObjectivesUpdated = notify => { };
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public IEnumerable<Objective> Objectives { get { return objectives.Values; } }
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Dictionary<int, Objective> objectives = new Dictionary<int, Objective>
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{
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{ InfiltrateID, new Objective(ObjectiveType.Primary, "", ObjectiveStatus.InProgress) },
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{ DestroyID, new Objective(ObjectiveType.Primary, "Secure the laboratory and destroy the rest of the Soviet base. Ensure that the laboratory is not destroyed.", ObjectiveStatus.Inactive) }
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};
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const int InfiltrateID = 0;
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const int DestroyID = 1;
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const string Infiltrate = "The Soviets are currently developing a new defensive system named the \"Iron Curtain\" at their main research laboratory. Get our {0} into the laboratory undetected.";
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Actor lstEntryPoint;
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Actor lstUnloadPoint;
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Actor lstExitPoint;
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Actor hijackTruck;
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Actor baseGuard;
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Actor baseGuardMovePos;
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Actor baseGuardTruckPos;
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Actor lab;
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int baseGuardTicks = 100;
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Actor allies1Spy;
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Actor allies2Spy;
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bool allies1SpyInfiltratedLab;
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bool allies2SpyInfiltratedLab;
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int frameInfiltrated = -1;
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CountdownTimer destroyBaseTimer;
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CountdownTimerWidget destroyBaseTimerWidget;
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Player allies;
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Player allies1;
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Player allies2;
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Player soviets;
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World world;
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Patrol[] patrols;
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CPos[] patrolPoints1;
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CPos[] patrolPoints2;
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CPos[] patrolPoints3;
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CPos[] patrolPoints4;
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CPos[] patrolPoints5;
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CPos hind1EntryPoint;
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PPos[] hind1Points;
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CPos hind1ExitPoint;
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Actor reinforcementsEntryPoint;
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Actor reinforcementsUnloadPoint;
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string difficulty;
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int destroyBaseTicks;
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void MissionFailed(string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Lost;
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foreach (var actor in world.Actors.Where(a => a.IsInWorld && (a.Owner == allies1 || a.Owner == allies2) && !a.IsDead()))
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{
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actor.Kill(actor);
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}
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Game.AddChatLine(Color.Red, "Mission failed", text);
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Sound.Play("misnlst1.aud");
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}
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void MissionAccomplished(string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Won;
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Game.AddChatLine(Color.Blue, "Mission accomplished", text);
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Sound.Play("misnwon1.aud");
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}
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public void Tick(Actor self)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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if (world.FrameNumber == 1)
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{
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InsertSpies();
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}
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if (world.FrameNumber == 600)
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{
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SendHind(hind1EntryPoint, hind1Points, hind1ExitPoint);
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}
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if (frameInfiltrated != -1)
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{
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if (world.FrameNumber == frameInfiltrated + 100)
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{
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Sound.Play("aarrivs1.aud");
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Game.MoveViewport(reinforcementsUnloadPoint.Location.ToFloat2());
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world.AddFrameEndTask(w => SendReinforcements());
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}
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if (world.FrameNumber == frameInfiltrated + 200)
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{
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Sound.Play("timergo1.aud");
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destroyBaseTimer = new CountdownTimer(destroyBaseTicks, OnDestroyBaseTimerExpired, true);
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destroyBaseTimerWidget = new CountdownTimerWidget(destroyBaseTimer, "Secure lab in: {0}");
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Ui.Root.AddChild(destroyBaseTimerWidget);
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}
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if (world.FrameNumber >= frameInfiltrated + 200)
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{
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destroyBaseTimer.Tick();
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}
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}
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foreach (var patrol in patrols)
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{
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patrol.DoPatrol();
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}
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ManageSovietOre();
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BaseGuardTick();
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if (allies1Spy.IsDead() || (allies2Spy != null && allies2Spy.IsDead()))
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{
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objectives[InfiltrateID].Status = ObjectiveStatus.Failed;
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OnObjectivesUpdated(true);
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MissionFailed("{0} spy was killed.".F(allies1 != allies2 ? "A" : "The"));
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}
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else if (lab.Destroyed)
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{
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MissionFailed("The Soviet research laboratory was destroyed.");
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}
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else if (!world.Actors.Any(a => (a.Owner == allies1 || a.Owner == allies2) && !a.IsDead()
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&& (a.HasTrait<Building>() && !a.HasTrait<Wall>()) || a.HasTrait<BaseBuilding>()))
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{
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objectives[DestroyID].Status = ObjectiveStatus.Failed;
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OnObjectivesUpdated(true);
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MissionFailed("The remaining Allied forces in the area have been wiped out.");
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}
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else if (!world.Actors.Any(a => a.Owner == soviets && a.IsInWorld && !a.IsDead()
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&& a.HasTrait<Building>() && !a.HasTrait<Wall>() && !a.HasTrait<Allies04TrivialBuilding>() && a != lab)
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&& objectives[InfiltrateID].Status == ObjectiveStatus.Completed)
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{
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objectives[DestroyID].Status = ObjectiveStatus.Completed;
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OnObjectivesUpdated(true);
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MissionAccomplished("The Soviet research laboratory has been secured successfully.");
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}
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}
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void OnDestroyBaseTimerExpired(CountdownTimer t)
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{
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if (!world.Actors.Any(a => a.Owner == soviets && a.IsInWorld && !a.IsDead()
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&& a.HasTrait<Building>() && !a.HasTrait<Wall>() && !a.HasTrait<Allies04TrivialBuilding>() && a != lab)
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&& objectives[InfiltrateID].Status == ObjectiveStatus.Completed)
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{
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return;
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}
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objectives[DestroyID].Status = ObjectiveStatus.Failed;
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OnObjectivesUpdated(true);
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MissionFailed("The Soviet research laboratory was not secured in time.");
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}
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void ManageSovietOre()
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{
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var res = soviets.PlayerActor.Trait<PlayerResources>();
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res.TakeOre(res.Ore);
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res.TakeCash(res.Cash);
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}
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void BaseGuardTick()
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{
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if (baseGuardTicks <= 0 || baseGuard.IsDead() || !baseGuard.IsInWorld)
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{
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return;
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}
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if (hijackTruck.Location == baseGuardTruckPos.Location)
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{
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if (--baseGuardTicks <= 0)
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{
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baseGuard.QueueActivity(new Move.Move(baseGuardMovePos.Location));
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}
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}
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else
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{
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baseGuardTicks = 100;
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}
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}
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void OnLabInfiltrated(Actor spy)
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{
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if (spy == allies1Spy) { allies1SpyInfiltratedLab = true; }
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else if (spy == allies2Spy) { allies2SpyInfiltratedLab = true; }
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if (allies1SpyInfiltratedLab && (allies2SpyInfiltratedLab || allies2Spy == null))
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{
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objectives[InfiltrateID].Status = ObjectiveStatus.Completed;
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objectives[DestroyID].Status = ObjectiveStatus.InProgress;
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OnObjectivesUpdated(true);
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frameInfiltrated = world.FrameNumber;
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}
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}
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void SendReinforcements()
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{
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var lst = world.CreateActor("lst.unselectable", new TypeDictionary
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{
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new OwnerInit(allies1),
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new LocationInit(reinforcementsEntryPoint.Location)
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});
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lst.Trait<Cargo>().Load(lst, world.CreateActor(false, "mcv", new TypeDictionary { new OwnerInit(allies1) }));
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if (allies1 != allies2)
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{
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lst.Trait<Cargo>().Load(lst, world.CreateActor(false, "mcv", new TypeDictionary { new OwnerInit(allies2) }));
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}
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lst.QueueActivity(new Move.Move(reinforcementsUnloadPoint.Location));
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lst.QueueActivity(new Wait(10));
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lst.QueueActivity(new UnloadCargo(true));
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lst.QueueActivity(new Wait(10));
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lst.QueueActivity(new Move.Move(reinforcementsEntryPoint.Location));
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lst.QueueActivity(new RemoveSelf());
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}
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class Patrol
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{
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Actor[] actors;
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CPos[] points;
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int pointIndex;
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World world;
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public Patrol(World world, string[] actorNames, Player owner, CPos[] points, int pointIndex)
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{
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this.world = world;
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this.points = points;
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this.pointIndex = pointIndex;
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var td = new TypeDictionary { new OwnerInit(owner), new LocationInit(points[pointIndex]) };
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this.actors = actorNames.Select(a => world.CreateActor(a, td)).ToArray();
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}
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public void DoPatrol()
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{
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if (actors.Any(a => a.IsDead() || !a.IsIdle || !a.IsInWorld))
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{
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return;
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}
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pointIndex = (pointIndex + 1) % points.Length;
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foreach (var actor in actors.Where(a => !a.IsDead() && a.IsInWorld))
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{
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actor.QueueActivity(new Wait(world.SharedRandom.Next(50, 75)));
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actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(points[pointIndex], 0)));
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}
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}
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}
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void SendHind(CPos start, IEnumerable<PPos> points, CPos exit)
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{
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var hind = world.CreateActor("hind.autotarget", new TypeDictionary
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{
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new OwnerInit(soviets),
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new LocationInit(start),
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new FacingInit(Util.GetFacing(points.First().ToCPos() - start, 0)),
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new AltitudeInit(Rules.Info["hind.autotarget"].Traits.Get<HelicopterInfo>().CruiseAltitude),
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});
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foreach (var point in points.Concat(new[] { Util.CenterOfCell(exit) }))
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{
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hind.QueueActivity(new AttackMove.AttackMoveActivity(hind, new HeliFly(point)));
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}
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hind.QueueActivity(new RemoveSelf());
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}
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void InsertSpies()
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{
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var lst = world.CreateActor("lst.unselectable", new TypeDictionary
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{
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new OwnerInit(allies1),
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new LocationInit(lstEntryPoint.Location)
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});
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allies1Spy = world.CreateActor(false, "spy.strong", new TypeDictionary { new OwnerInit(allies1) });
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lst.Trait<Cargo>().Load(lst, allies1Spy);
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if (allies1 != allies2)
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{
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allies2Spy = world.CreateActor(false, "spy.strong", new TypeDictionary { new OwnerInit(allies2) });
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lst.Trait<Cargo>().Load(lst, allies2Spy);
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}
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lst.QueueActivity(new Move.Move(lstUnloadPoint.Location));
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lst.QueueActivity(new Wait(10));
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lst.QueueActivity(new UnloadCargo(true));
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lst.QueueActivity(new Wait(10));
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lst.QueueActivity(new Move.Move(lstExitPoint.Location));
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lst.QueueActivity(new RemoveSelf());
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}
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void SetupSubStances()
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{
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if (!Game.IsHost)
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{
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return;
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}
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foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && !a.IsDead() && a.HasTrait<TargetableSubmarine>()))
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{
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world.IssueOrder(new Order("SetUnitStance", actor, false)
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{
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TargetLocation = new CPos((int)UnitStance.Defend, 0)
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});
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}
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}
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public void WorldLoaded(World w)
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{
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world = w;
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difficulty = w.LobbyInfo.GlobalSettings.Difficulty;
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Game.Debug("{0} difficulty selected".F(difficulty));
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allies1 = w.Players.Single(p => p.InternalName == "Allies1");
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allies2 = w.Players.SingleOrDefault(p => p.InternalName == "Allies2");
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if (allies2 == null)
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{
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allies2 = allies1;
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}
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allies = w.Players.Single(p => p.InternalName == "Allies");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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destroyBaseTicks = difficulty == "Hard" ? 1500 * 20 : difficulty == "Normal" ? 1500 * 25 : 1500 * 30;
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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lstEntryPoint = actors["LstEntryPoint"];
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lstUnloadPoint = actors["LstUnloadPoint"];
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lstExitPoint = actors["LstExitPoint"];
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hijackTruck = actors["HijackTruck"];
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baseGuard = actors["BaseGuard"];
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baseGuardMovePos = actors["BaseGuardMovePos"];
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baseGuardTruckPos = actors["BaseGuardTruckPos"];
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patrolPoints1 = new[]
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{
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actors["PatrolPoint11"].Location,
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actors["PatrolPoint12"].Location,
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actors["PatrolPoint13"].Location,
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actors["PatrolPoint14"].Location,
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actors["PatrolPoint15"].Location
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};
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patrolPoints2 = patrolPoints1;
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patrolPoints3 = new[]
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{
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actors["PatrolPoint21"].Location,
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actors["PatrolPoint22"].Location,
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actors["PatrolPoint23"].Location,
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actors["PatrolPoint24"].Location,
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actors["PatrolPoint25"].Location
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};
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patrolPoints4 = new[]
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{
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actors["PatrolPoint31"].Location,
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actors["PatrolPoint32"].Location,
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actors["PatrolPoint33"].Location,
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actors["PatrolPoint34"].Location
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};
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patrolPoints5 = new[]
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{
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actors["PatrolPoint41"].Location,
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actors["PatrolPoint42"].Location,
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actors["PatrolPoint43"].Location,
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actors["PatrolPoint44"].Location,
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actors["PatrolPoint45"].Location
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};
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lab = actors["Lab"];
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lab.AddTrait(new Allies04InfiltrateAction(OnLabInfiltrated));
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hind1EntryPoint = actors["Hind1EntryPoint"].Location;
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hind1Points = new[]
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{
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actors["Hind1Point1"].CenterLocation,
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actors["Hind1Point2"].CenterLocation
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};
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hind1ExitPoint = actors["Hind1ExitPoint"].Location;
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reinforcementsEntryPoint = actors["ReinforcementsEntryPoint"];
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reinforcementsUnloadPoint = actors["ReinforcementsUnloadPoint"];
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patrols = new[]
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{
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new Patrol(world, new[]{ "e1", "e1", "e1", "e1", "e1" }, soviets, patrolPoints1, 0),
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new Patrol(world, new[]{ "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints2, 3),
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new Patrol(world, new[]{ "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints3, 0),
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new Patrol(world, new[]{ "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints4, 0),
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new Patrol(world, new[]{ "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints5, 0),
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};
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objectives[InfiltrateID].Text = Infiltrate.F(allies1 != allies2 ? "spies" : "spy");
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OnObjectivesUpdated(false);
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SetupSubStances();
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Game.MoveViewport(lstEntryPoint.Location.ToFloat2());
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PlayMusic();
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Game.ConnectionStateChanged += StopMusic;
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}
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void PlayMusic()
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{
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if (!Rules.InstalledMusic.Any())
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{
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return;
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}
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var track = Rules.InstalledMusic.Random(Game.CosmeticRandom);
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Sound.PlayMusicThen(track.Value, PlayMusic);
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}
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void StopMusic(OrderManager orderManager)
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{
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if (!orderManager.GameStarted)
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{
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Sound.StopMusic();
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Game.ConnectionStateChanged -= StopMusic;
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}
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}
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}
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class Allies04HijackableInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new Allies04Hijackable(init.self); }
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}
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class Allies04Hijackable : IAcceptSpy, INotifyPassengerExited
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{
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public Player OldOwner;
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public Allies04Hijackable(Actor self)
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{
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OldOwner = self.Owner;
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}
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public void OnInfiltrate(Actor self, Actor spy)
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{
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if (self.Trait<Cargo>().IsEmpty(self))
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{
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self.ChangeOwner(spy.Owner);
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}
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self.Trait<Cargo>().Load(self, spy);
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}
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public void PassengerExited(Actor self, Actor passenger)
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{
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if (self.Trait<Cargo>().IsEmpty(self))
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{
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self.CancelActivity();
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self.ChangeOwner(OldOwner);
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}
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else if (self.Owner == passenger.Owner)
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{
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self.ChangeOwner(self.Trait<Cargo>().Passengers.First().Owner);
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}
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}
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}
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class Allies04RenderHijackedInfo : RenderUnitInfo
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{
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public override object Create(ActorInitializer init) { return new Allies04RenderHijacked(init.self, this); }
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}
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class Allies04RenderHijacked : RenderUnit, IRenderModifier
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{
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Allies04Hijackable hijackable;
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public Allies04RenderHijacked(Actor self, Allies04RenderHijackedInfo info)
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: base(self)
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{
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hijackable = self.Trait<Allies04Hijackable>();
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}
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public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
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{
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return r.Select(a => a.WithPalette(Palette(hijackable.OldOwner)));
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}
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}
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class Allies04InfiltrateAction : IAcceptSpy
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{
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Action<Actor> a;
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public Allies04InfiltrateAction(Action<Actor> a)
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{
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this.a = a;
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}
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|
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public void OnInfiltrate(Actor self, Actor spy)
|
|
{
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|
a(spy);
|
|
}
|
|
}
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|
|
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class Allies04TrivialBuildingInfo : TraitInfo<Allies04TrivialBuilding> { }
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|
|
|
class Allies04TrivialBuilding { }
|
|
}
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