Files
OpenRA/OpenRA.Mods.RA/Missions/Allies02Script.cs
2012-10-08 23:34:38 +13:00

633 lines
20 KiB
C#

#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.Drawing;
using System.Linq;
using OpenRA.FileFormats;
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.Network;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Missions
{
class Allies02ScriptInfo : TraitInfo<Allies02Script>, Requires<SpawnMapActorsInfo> { }
class Allies02Script : IHasObjectives, IWorldLoaded, ITick
{
public event Action OnObjectivesUpdated;
public IEnumerable<Objective> Objectives { get { return objectives.Values; } }
Dictionary<int, Objective> objectives = new Dictionary<int, Objective>()
{
{ FindEinsteinID, new Objective(ObjectiveType.Primary, FindEinstein, ObjectiveStatus.InProgress) },
{ DestroySamSitesID, new Objective(ObjectiveType.Primary, DestroySamSites, ObjectiveStatus.InProgress) },
{ ExtractEinsteinID, new Objective(ObjectiveType.Primary, ExtractEinstein, ObjectiveStatus.Inactive) },
{ MaintainPresenceID, new Objective(ObjectiveType.Secondary, MaintainPresence, ObjectiveStatus.InProgress) }
};
const int FindEinsteinID = 0;
const int DestroySamSitesID = 1;
const int ExtractEinsteinID = 2;
const int MaintainPresenceID = 3;
const string FindEinstein = "Find Einstein's crashed helicopter. Tanya must survive.";
const string DestroySamSites = "Destroy the SAM sites. Tanya must survive.";
const string ExtractEinstein = "Wait for the helicopter and extract Einstein. Tanya and Einstein must survive.";
const string MaintainPresence = "Maintain an Allied presence in the area. Reinforcements will arrive soon.";
Actor sam1;
Actor sam2;
Actor sam3;
Actor sam4;
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 flamersEntryPoint;
Actor tanksEntryPoint;
Actor townPoint;
Actor sovietTownAttackPoint1;
Actor sovietTownAttackPoint2;
Actor yakEntryPoint;
Actor yakAttackPoint;
Actor yak;
Actor sovietReinforcementsEntryPoint1;
Actor sovietReinforcementsEntryPoint2;
Actor einsteinChinook;
World world;
Player allies1;
Player allies2;
Player soviets;
Actor sovietBarracks;
Actor sovietWarFactory;
CountdownTimer reinforcementsTimer;
CountdownTimerWidget reinforcementsTimerWidget;
CountdownTimer sovietReinforcementsTimer;
CountdownTimerWidget sovietReinforcementsTimerWidget;
List<Actor> sovietReinforcementsUnits = new List<Actor>();
const string InfantryQueueName = "Infantry";
const string VehicleQueueName = "Vehicle";
readonly List<string> sovietInfantry = new List<string> { "e1", "e2", "e3" };
readonly List<string> sovietVehicles = new List<string> { "3tnk" };
static readonly string[] SovietVehicleAdditions = { "v2rl" };
const int SovietGroupSize = 8;
const int SovietVehicleAdditionsTicks = 1500 * 4;
const int SovietHelperCash = 2000;
const int ReinforcementsTicks = 1500 * 12;
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"
};
const int SovietReinforcementsTicks = 1500 * 16;
static readonly string[] SovietReinforcements =
{
"3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk",
"v2rl", "v2rl", "v2rl", "v2rl",
"ftrk", "ftrk"
};
const int ParabombTicks = 750;
const int FlamersTicks = 1500 * 2;
static readonly string[] Flamers = { "e4", "e4", "e4", "e4", "e4" };
const string ApcName = "apc";
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 int TanksTicks = 1500 * 8;
static readonly string[] Tanks = { "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk" };
const string SignalFlareName = "flare";
const string YakName = "yak";
const int AlliedTownTransferRange = 15;
const int SovietTownAttackGroupRange = 5;
const int SovietTownMoveNearEnough = 3;
void MissionFailed(string text)
{
if (allies1.WinState != WinState.Undefined)
{
return;
}
allies1.WinState = allies2.WinState = WinState.Lost;
if (reinforcementsTimer != null)
{
reinforcementsTimerWidget.Visible = false;
}
foreach (var actor in world.Actors.Where(a => a.IsInWorld && (a.Owner == allies1 || a.Owner == allies2) && !a.IsDead()))
{
actor.Kill(actor);
}
Game.AddChatLine(Color.Red, "Mission failed", text);
Sound.Play("misnlst1.aud");
}
void MissionAccomplished(string text)
{
if (allies1.WinState != WinState.Undefined)
{
return;
}
allies1.WinState = allies2.WinState = WinState.Won;
if (reinforcementsTimer != null)
{
reinforcementsTimerWidget.Visible = false;
}
Game.AddChatLine(Color.Blue, "Mission accomplished", text);
Sound.Play("misnwon1.aud");
}
public void Tick(Actor self)
{
if (allies1.WinState != WinState.Undefined)
{
return;
}
if (world.FrameNumber % 50 == 1 && chinookHusk.IsInWorld)
{
world.Add(new Smoke(world, chinookHusk.CenterLocation, "smoke_m"));
}
if (world.FrameNumber == 1)
{
InitializeSovietFactories();
StartReinforcementsTimer();
StartSovietReinforcementsTimer();
}
reinforcementsTimer.Tick();
sovietReinforcementsTimer.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 == FlamersTicks)
{
RushSovietFlamers();
}
if (world.FrameNumber == TanksTicks)
{
RushSovietUnits();
}
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 (world.FrameNumber == SovietVehicleAdditionsTicks)
{
sovietVehicles.AddRange(SovietVehicleAdditions);
}
if (yak == null || (yak != null && !yak.IsDead() && (yak.GetCurrentActivity() is FlyCircle || yak.IsIdle)))
{
var alliedUnitsNearYakPoint = world.FindAliveCombatantActorsInCircle(yakAttackPoint.CenterLocation, 10)
.Where(a => a.Owner != soviets && a.HasTrait<IMove>() && a != tanya && a != einstein && a != engineer);
if (alliedUnitsNearYakPoint.Any())
{
YakStrafe(alliedUnitsNearYakPoint);
}
}
if (world.FrameNumber % 25 == 0)
{
AddSovietCashIfRequired();
BuildSovietUnits();
ManageSovietUnits();
}
if (objectives[FindEinsteinID].Status == ObjectiveStatus.InProgress)
{
if (AlliesNearTown())
{
objectives[FindEinsteinID].Status = ObjectiveStatus.Completed;
OnObjectivesUpdated();
TransferTownUnitsToAllies();
SovietsAttackTown();
}
}
if (objectives[DestroySamSitesID].Status == ObjectiveStatus.InProgress)
{
if (sam1.Destroyed && sam2.Destroyed && sam3.Destroyed && sam4.Destroyed)
{
objectives[DestroySamSitesID].Status = ObjectiveStatus.Completed;
objectives[ExtractEinsteinID].Status = ObjectiveStatus.InProgress;
OnObjectivesUpdated();
SpawnSignalFlare();
Sound.Play("flaren1.aud");
ExtractEinsteinAtLZ();
}
}
if (objectives[ExtractEinsteinID].Status == ObjectiveStatus.InProgress && einsteinChinook != null)
{
if (einsteinChinook.Destroyed)
{
objectives[ExtractEinsteinID].Status = ObjectiveStatus.Failed;
objectives[MaintainPresenceID].Status = ObjectiveStatus.Failed;
OnObjectivesUpdated();
MissionFailed("The extraction helicopter was destroyed.");
}
else if (!world.Map.IsInMap(einsteinChinook.Location) && einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein))
{
objectives[ExtractEinsteinID].Status = ObjectiveStatus.Completed;
objectives[MaintainPresenceID].Status = ObjectiveStatus.Completed;
OnObjectivesUpdated();
MissionAccomplished("Einstein was rescued.");
}
}
if (tanya.Destroyed)
{
MissionFailed("Tanya was killed.");
}
else if (einstein.Destroyed)
{
MissionFailed("Einstein was killed.");
}
world.AddFrameEndTask(w =>
{
if (!world.FindAliveCombatantActorsInCircle(allies2BasePoint.CenterLocation, 20).Any(a => a.HasTrait<Building>() && !a.HasTrait<Wall>() && a.Owner == allies2))
{
objectives[MaintainPresenceID].Status = ObjectiveStatus.Failed;
OnObjectivesUpdated();
MissionFailed("The Allied reinforcements have been defeated.");
}
});
}
void YakStrafe(IEnumerable<Actor> candidates)
{
if (yak == null)
{
yak = world.CreateActor(YakName, new TypeDictionary
{
new LocationInit(yakEntryPoint.Location),
new OwnerInit(soviets),
new FacingInit(Util.GetFacing(yakAttackPoint.Location - yakEntryPoint.Location, 0)),
new AltitudeInit(Rules.Info[YakName].Traits.Get<PlaneInfo>().CruiseAltitude),
});
}
if (yak.Trait<LimitedAmmo>().HasAmmo())
{
yak.QueueActivity(new FlyAttack(Target.FromActor(candidates.Random(world.SharedRandom))));
}
else
{
yak.QueueActivity(new FlyOffMap());
yak.QueueActivity(new RemoveSelf());
}
}
void AddSovietCashIfRequired()
{
var resources = soviets.PlayerActor.Trait<PlayerResources>();
if (resources.Cash < SovietHelperCash)
{
resources.GiveCash(SovietHelperCash);
}
}
void BuildSovietUnits()
{
var powerManager = soviets.PlayerActor.Trait<PowerManager>();
if (powerManager.ExcessPower < 0)
{
return;
}
if (!sovietBarracks.Destroyed)
{
BuildSovietUnit(InfantryQueueName, sovietInfantry.Random(world.SharedRandom));
}
if (!sovietWarFactory.Destroyed)
{
BuildSovietUnit(VehicleQueueName, sovietVehicles.Random(world.SharedRandom));
}
}
void ManageSovietUnits()
{
var idleSovietUnitsAtRP = world.FindAliveCombatantActorsInCircle(sovietRallyPoint.CenterLocation, 3).Where(a => a.Owner == soviets && a.IsIdle && a.HasTrait<IMove>());
if (idleSovietUnitsAtRP.Count() >= SovietGroupSize)
{
var firstUnit = idleSovietUnitsAtRP.FirstOrDefault();
if (firstUnit != null)
{
var closestAlliedBuilding = ClosestAlliedBuilding(firstUnit, 40);
if (closestAlliedBuilding != null)
{
foreach (var unit in idleSovietUnitsAtRP)
{
unit.Trait<Mobile>().Nudge(unit, unit, true);
unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Attack(Target.FromActor(closestAlliedBuilding), 3)));
}
}
}
}
var idleSovietUnits = world.FindAliveCombatantActorsInCircle(allies2BasePoint.CenterLocation, 20).Where(a => a.Owner == soviets && a.IsIdle && a.HasTrait<IMove>());
idleSovietUnits = idleSovietUnits.Union(sovietReinforcementsUnits.Where(a => !a.IsDead() && a.IsIdle && a.HasTrait<IMove>()));
foreach (var unit in idleSovietUnits)
{
var closestAlliedBuilding = ClosestAlliedBuilding(unit, 40);
if (closestAlliedBuilding != null)
{
unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Attack(Target.FromActor(closestAlliedBuilding), 3)));
}
}
}
Actor ClosestAlliedBuilding(Actor actor, int range)
{
return MissionUtils.ClosestPlayerBuilding(world, allies2, actor.CenterLocation, range);
}
IEnumerable<Actor> ClosestAlliedBuildings(Actor actor, int range)
{
return MissionUtils.ClosestPlayerBuildings(world, allies2, actor.CenterLocation, range);
}
void InitializeSovietFactories()
{
var sbrp = sovietBarracks.Trait<RallyPoint>();
var swrp = sovietWarFactory.Trait<RallyPoint>();
sbrp.rallyPoint = swrp.rallyPoint = sovietRallyPoint.Location;
sbrp.nearEnough = swrp.nearEnough = 3;
sovietBarracks.Trait<PrimaryBuilding>().SetPrimaryProducer(sovietBarracks, true);
sovietWarFactory.Trait<PrimaryBuilding>().SetPrimaryProducer(sovietWarFactory, true);
}
void BuildSovietUnit(string category, string unit)
{
var queue = MissionUtils.FindQueues(world, soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
if (queue == null)
{
return;
}
if (Game.IsHost)
{
world.IssueOrder(Order.StartProduction(queue.self, unit, 1));
}
}
void SpawnSignalFlare()
{
world.CreateActor(SignalFlareName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZ.Location) });
}
void StartReinforcementsTimer()
{
reinforcementsTimer = new CountdownTimer(ReinforcementsTicks, ReinforcementsTimerExpired, false);
reinforcementsTimerWidget = new CountdownTimerWidget(
reinforcementsTimer,
"Allied reinforcements arrive in: {0}",
new float2(Game.viewport.Width * 0.2f, Game.viewport.Height * 0.8f));
Ui.Root.AddChild(reinforcementsTimerWidget);
}
void StartSovietReinforcementsTimer()
{
Sound.Play("timergo1.aud");
sovietReinforcementsTimer = new CountdownTimer(SovietReinforcementsTicks, SovietReinforcementsTimerExpired, true);
sovietReinforcementsTimerWidget = new CountdownTimerWidget(
sovietReinforcementsTimer,
"Soviet reinforcements arrive in: {0}",
new float2(Game.viewport.Width * 0.2f, Game.viewport.Height * 0.85f));
Ui.Root.AddChild(sovietReinforcementsTimerWidget);
}
void SovietReinforcementsTimerExpired(CountdownTimer countdownTimer)
{
sovietReinforcementsTimerWidget.Visible = false;
SendSovietReinforcements();
Sound.Play("sovrein1.aud");
}
void SendSovietReinforcements()
{
foreach (var entryPoint in new[] { sovietReinforcementsEntryPoint1, sovietReinforcementsEntryPoint2 })
{
foreach (var unit in SovietReinforcements)
{
var u = world.CreateActor(unit, new TypeDictionary
{
new LocationInit(entryPoint.Location),
new FacingInit(Util.GetFacing(allies2BasePoint.Location - entryPoint.Location, 0)),
new OwnerInit(soviets)
});
sovietReinforcementsUnits.Add(u);
}
}
}
void ReinforcementsTimerExpired(CountdownTimer countdownTimer)
{
reinforcementsTimerWidget.Visible = false;
SendReinforcements();
Sound.Play("aarrivs1.aud");
}
void SendReinforcements()
{
foreach (var unit in Reinforcements)
{
var u = world.CreateActor(unit, new TypeDictionary
{
new LocationInit(reinforcementsEntryPoint.Location),
new FacingInit(0),
new OwnerInit(allies2)
});
u.QueueActivity(new Move.Move(allies2BasePoint.Location));
}
}
void RushSovietUnits()
{
var closestAlliedBuildings = ClosestAlliedBuildings(badgerDropPoint1, 40);
if (!closestAlliedBuildings.Any())
{
return;
}
foreach (var tank in Tanks)
{
var unit = world.CreateActor(tank, new TypeDictionary
{
new OwnerInit(soviets),
new LocationInit(tanksEntryPoint.Location)
});
foreach (var building in closestAlliedBuildings)
{
unit.QueueActivity(new Attack(Target.FromActor(building), 3));
}
}
}
void RushSovietFlamers()
{
var closestAlliedBuilding = ClosestAlliedBuilding(badgerDropPoint1, 40);
if (closestAlliedBuilding == null)
{
return;
}
var apc = world.CreateActor(ApcName, new TypeDictionary { new OwnerInit(soviets), new LocationInit(flamersEntryPoint.Location) });
foreach (var flamer in Flamers)
{
var unit = world.CreateActor(false, flamer, new TypeDictionary { new OwnerInit(soviets) });
apc.Trait<Cargo>().Load(apc, unit);
}
apc.QueueActivity(new MoveAdjacentTo(Target.FromActor(closestAlliedBuilding)));
apc.QueueActivity(new UnloadCargo(true));
}
void ExtractEinsteinAtLZ()
{
einsteinChinook = MissionUtils.ExtractUnitWithChinook(
world,
allies1,
einstein,
extractionLZEntryPoint.Location,
extractionLZ.Location,
extractionLZEntryPoint.Location);
}
bool AlliesNearTown()
{
return world.FindAliveCombatantActorsInCircle(townPoint.CenterLocation, AlliedTownTransferRange).Where(a => a.HasTrait<IMove>()).Any(a => a.Owner == allies1);
}
void TransferTownUnitsToAllies()
{
foreach (var unit in world.FindAliveNonCombatantActorsInCircle(townPoint.CenterLocation, AlliedTownTransferRange).Where(a => a.HasTrait<IMove>()))
{
unit.ChangeOwner(allies1);
}
}
void SovietsAttackTown()
{
var sovietAttackUnits = world.FindAliveCombatantActorsInCircle(sovietTownAttackPoint1.CenterLocation, SovietTownAttackGroupRange)
.Union(world.FindAliveCombatantActorsInCircle(sovietTownAttackPoint2.CenterLocation, SovietTownAttackGroupRange))
.Union(world.FindAliveCombatantActorsInCircle(townPoint.CenterLocation, AlliedTownTransferRange))
.Where(a => a.HasTrait<IMove>() && 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)
{
world = w;
allies1 = w.Players.Single(p => p.InternalName == "Allies1");
allies2 = w.Players.Single(p => p.InternalName == "Allies2");
soviets = w.Players.Single(p => p.InternalName == "Soviets");
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
sam1 = actors["SAM1"];
sam2 = actors["SAM2"];
sam3 = actors["SAM3"];
sam4 = actors["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"];
flamersEntryPoint = actors["FlamersEntryPoint"];
tanksEntryPoint = actors["TanksEntryPoint"];
townPoint = actors["TownPoint"];
sovietTownAttackPoint1 = actors["SovietTownAttackPoint1"];
sovietTownAttackPoint2 = actors["SovietTownAttackPoint2"];
yakEntryPoint = actors["YakEntryPoint"];
yakAttackPoint = actors["YakAttackPoint"];
sovietReinforcementsEntryPoint1 = actors["SovietReinforcementsEntryPoint1"];
sovietReinforcementsEntryPoint2 = actors["SovietReinforcementsEntryPoint2"];
var shroud = w.WorldActor.Trait<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)
{
Game.MoveViewport(chinookHusk.Location.ToFloat2());
}
else
{
Game.MoveViewport(allies2BasePoint.Location.ToFloat2());
}
OnObjectivesUpdated();
PlayMusic();
Game.ConnectionStateChanged += StopMusic;
}
void PlayMusic()
{
if (!Rules.InstalledMusic.Any())
{
return;
}
var track = Rules.InstalledMusic.Random(Game.CosmeticRandom);
Sound.PlayMusicThen(track.Value, PlayMusic);
}
void StopMusic(OrderManager orderManager)
{
if (!orderManager.GameStarted)
{
Sound.StopMusic();
Game.ConnectionStateChanged -= StopMusic;
}
}
}
}