137 lines
4.5 KiB
C#
137 lines
4.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Missions
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{
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class DesertShellmapScriptInfo : TraitInfo<DesertShellmapScript>, Requires<SpawnMapActorsInfo> { }
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class DesertShellmapScript : ITick, IWorldLoaded
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{
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World world;
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Player allies;
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Player soviets;
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List<int2> viewportTargets = new List<int2>();
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int2 viewportTarget;
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int viewportTargetNumber;
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int2 viewportOrigin;
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float mul;
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float div = 400;
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int waitTicks = 0;
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Actor attackLocation;
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Actor coastRP1;
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Actor coastRP2;
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int coastUnitsLeft;
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static readonly string[] CoastUnits = { "e1", "e1", "e2", "e3", "e4" };
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Actor paradropLZ;
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Actor paradropEntry;
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static readonly string[] ParadropUnits = { "e1", "e1", "e1", "e2", "e2" };
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Actor offmapAttackerSpawn1;
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Actor offmapAttackerSpawn2;
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Actor offmapAttackerSpawn3;
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Actor[] offmapAttackerSpawns;
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static readonly string[] OffmapAttackers = { "ftrk", "apc", "ttnk", "1tnk" };
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Dictionary<string, Actor> mapActors;
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public void Tick(Actor self)
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{
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if (world.FrameNumber % 100 == 0)
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{
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var u = world.CreateActor(OffmapAttackers.Random(world.SharedRandom), soviets, offmapAttackerSpawns.Random(world.SharedRandom).Location, 128);
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u.QueueActivity(new AttackMove.AttackMoveActivity(u, new Move.Move(attackLocation.Location, 0)));
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}
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if (world.FrameNumber % 25 == 0)
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foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && a.IsIdle && !a.IsDead() && a.HasTrait<AttackBase>() && a.HasTrait<Mobile>())
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.Except(mapActors.Values))
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actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(attackLocation.Location, 0)));
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if (world.FrameNumber % 20 == 0 && coastUnitsLeft-- > 0)
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{
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var u = world.CreateActor(CoastUnits.Random(world.SharedRandom), soviets, coastRP1.Location, null);
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u.QueueActivity(new Move.Move(coastRP2.Location, 0));
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u.QueueActivity(new AttackMove.AttackMoveActivity(u, new Move.Move(attackLocation.Location, 0)));
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}
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if (--waitTicks <= 0)
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{
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if (++mul <= div)
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Game.MoveViewport(float2.Lerp(viewportOrigin, viewportTarget, mul / div));
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else
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{
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mul = 0;
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viewportOrigin = viewportTarget;
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viewportTarget = viewportTargets[(viewportTargetNumber = (viewportTargetNumber + 1) % viewportTargets.Count)];
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waitTicks = 100;
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if (viewportTargetNumber == 0)
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coastUnitsLeft = 15;
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if (viewportTargetNumber == 1)
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MissionUtils.Paradrop(world, soviets, ParadropUnits, paradropEntry.Location, paradropLZ.Location);
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}
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}
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MissionUtils.CapOre(soviets);
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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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allies = w.Players.Single(p => p.InternalName == "Allies");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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mapActors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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attackLocation = mapActors["AttackLocation"];
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coastRP1 = mapActors["CoastRP1"];
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coastRP2 = mapActors["CoastRP2"];
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paradropLZ = mapActors["ParadropLZ"];
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paradropEntry = mapActors["ParadropEntry"];
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var t1 = mapActors["ViewportTarget1"];
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var t2 = mapActors["ViewportTarget2"];
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var t3 = mapActors["ViewportTarget3"];
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var t4 = mapActors["ViewportTarget4"];
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var t5 = mapActors["ViewportTarget5"];
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viewportTargets = new[] { t1, t2, t3, t4, t5 }.Select(t => t.Location.ToInt2()).ToList();
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offmapAttackerSpawn1 = mapActors["OffmapAttackerSpawn1"];
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offmapAttackerSpawn2 = mapActors["OffmapAttackerSpawn2"];
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offmapAttackerSpawn3 = mapActors["OffmapAttackerSpawn3"];
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offmapAttackerSpawns = new[] { offmapAttackerSpawn1, offmapAttackerSpawn2, offmapAttackerSpawn3 };
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foreach (var actor in mapActors.Values.Where(a => a.Owner == allies || a.HasTrait<Bridge>()))
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{
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if (actor.Owner == allies && actor.HasTrait<AutoTarget>())
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actor.Trait<AutoTarget>().stance = UnitStance.Defend;
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actor.AddTrait(new Invulnerable());
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}
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viewportOrigin = viewportTargets[0];
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viewportTargetNumber = 1;
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viewportTarget = viewportTargets[1];
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Game.viewport.Center(viewportOrigin);
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Sound.SoundVolumeModifier = 0.25f;
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MissionUtils.Paradrop(world, soviets, ParadropUnits, paradropEntry.Location, paradropLZ.Location);
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}
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}
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}
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