Files
OpenRA/OpenRA.Mods.RA/Missions/Allies01Script.cs

270 lines
10 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.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Air;
using OpenRA.Network;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Missions
{
public class Allies01ScriptInfo : TraitInfo<Allies01Script>, Requires<SpawnMapActorsInfo> { }
public class Allies01Script : IWorldLoaded, ITick
{
private static readonly string[] objectives =
{
"Find Einstein.",
"Wait for the helicopter and extract Einstein."
};
private int currentObjective;
private Player allies;
private Player soviets;
private ISound music;
private Actor insertionLZ;
private Actor extractionLZ;
private Actor lab;
private Actor insertionLZEntryPoint;
private Actor extractionLZEntryPoint;
private Actor chinookExitPoint;
private Actor shipSpawnPoint;
private Actor shipMovePoint;
private Actor einstein;
private Actor einsteinChinook;
private Actor tanya;
private Actor attackEntryPoint1;
private Actor attackEntryPoint2;
private static readonly string[] taunts = { "laugh1.aud", "lefty1.aud", "cmon1.aud", "gotit1.aud" };
private static readonly string[] ships = { "ca", "ca", "ca", "ca" };
private static readonly string[] attackWave = { "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "dog" };
private int currentAttackWaveFrameNumber;
private int currentAttackWave;
private const int einsteinChinookArrivesAtAttackWave = 5;
private const int labRange = 5;
private const string einsteinName = "c1";
private const string tanyaName = "e7";
private const string chinookName = "tran";
private const string signalFlareName = "flare";
private void NextObjective()
{
currentObjective++;
}
private void DisplayObjective()
{
Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]);
Sound.Play("bleep6.aud", 5);
}
private void MissionFailed(Actor self, string text)
{
if (allies.WinState != WinState.Undefined)
{
return;
}
allies.WinState = WinState.Lost;
Game.AddChatLine(Color.Red, "Mission failed", text);
self.World.LocalShroud.Disabled = true;
Sound.Play("misnlst1.aud", 5);
}
private void MissionAccomplished(Actor self, string text)
{
if (allies.WinState != WinState.Undefined)
{
return;
}
allies.WinState = WinState.Won;
Game.AddChatLine(Color.Blue, "Mission accomplished", text);
self.World.LocalShroud.Disabled = true;
Sound.Play("misnwon1.aud", 5);
}
public void Tick(Actor self)
{
if (allies.WinState != WinState.Undefined)
{
return;
}
// display current objective every so often
if (self.World.FrameNumber % 1500 == 1)
{
DisplayObjective();
}
// taunt every so often
if (self.World.FrameNumber % 1000 == 0)
{
Sound.Play(taunts[self.World.SharedRandom.Next(taunts.Length)]);
}
// take Tanya to the LZ
if (self.World.FrameNumber == 1)
{
FlyTanyaToInsertionLZ(self);
}
// objectives
if (currentObjective == 0)
{
if (AlliesControlLab(self))
{
SpawnSignalFlare(self);
Sound.Play("flaren1.aud", 5);
SpawnEinsteinAtLab(self); // spawn Einstein once the area is clear
Sound.Play("einok1.aud"); // "Incredible!" - Einstein
SendShips(self);
NextObjective();
DisplayObjective();
currentAttackWaveFrameNumber = self.World.FrameNumber;
}
if (lab.Destroyed)
{
MissionFailed(self, "Einstein was killed.");
}
}
else if (currentObjective == 1)
{
if (self.World.FrameNumber >= currentAttackWaveFrameNumber + 600)
{
Sound.Play("enmyapp1.aud", 5);
SendAttackWave(self, attackWave);
currentAttackWave++;
currentAttackWaveFrameNumber = self.World.FrameNumber;
if (currentAttackWave == einsteinChinookArrivesAtAttackWave)
{
FlyEinsteinFromExtractionLZ(self);
}
}
if (einsteinChinook != null && !self.World.Map.IsInMap(einsteinChinook.Location) && !einstein.IsInWorld)
{
MissionAccomplished(self, "Einstein was rescued.");
}
if (einstein.Destroyed)
{
MissionFailed(self, "Einstein was killed.");
}
}
if (tanya.Destroyed)
{
MissionFailed(self, "Tanya was killed.");
}
}
private void SpawnSignalFlare(Actor self)
{
self.World.CreateActor(signalFlareName, new TypeDictionary { new OwnerInit(allies), new LocationInit(extractionLZ.Location) });
}
private void SendAttackWave(Actor self, IEnumerable<string> wave)
{
foreach (var unit in wave)
{
var spawnActor = self.World.SharedRandom.Next(2) == 0 ? attackEntryPoint1 : attackEntryPoint2;
var actor = self.World.CreateActor(unit, new TypeDictionary { new OwnerInit(soviets), new LocationInit(spawnActor.Location) });
actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Attack(Target.FromActor(einstein), 3))); // better way of doing this?
}
}
private IEnumerable<Actor> UnitsNearActor(Actor self, Actor actor, int range)
{
return self.World.FindUnitsInCircle(actor.CenterLocation, Game.CellSize * range)
.Where(a => a.IsInWorld && a != self.World.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
}
private bool AlliesControlLab(Actor self)
{
var units = UnitsNearActor(self, lab, labRange);
return units.Any() && units.All(a => a.Owner == allies);
}
private void SpawnEinsteinAtLab(Actor self)
{
einstein = self.World.CreateActor(einsteinName, new TypeDictionary { new OwnerInit(allies), new LocationInit(lab.Location) });
}
private void SendShips(Actor self)
{
for (int i = 0; i < ships.Length; i++)
{
var actor = self.World.CreateActor(ships[i],
new TypeDictionary { new OwnerInit(allies), new LocationInit(shipSpawnPoint.Location + new int2(i * 2, 0)) });
actor.QueueActivity(new Move.Move(shipMovePoint.Location + new int2(i * 4, 0)));
}
}
private void FlyEinsteinFromExtractionLZ(Actor self)
{
einsteinChinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(extractionLZEntryPoint.Location) });
einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation));
einsteinChinook.QueueActivity(new Turn(0));
einsteinChinook.QueueActivity(new HeliLand(true));
einsteinChinook.QueueActivity(new WaitFor(() => einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein)));
einsteinChinook.QueueActivity(new Wait(150));
einsteinChinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation));
einsteinChinook.QueueActivity(new RemoveSelf());
}
private void FlyTanyaToInsertionLZ(Actor self)
{
tanya = self.World.CreateActor(false, tanyaName, new TypeDictionary { new OwnerInit(allies) });
var chinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(insertionLZEntryPoint.Location) });
chinook.Trait<Cargo>().Load(chinook, tanya);
// use CenterLocation for HeliFly, Location for Move
chinook.QueueActivity(new HeliFly(insertionLZ.CenterLocation));
chinook.QueueActivity(new Turn(0));
chinook.QueueActivity(new HeliLand(true));
chinook.QueueActivity(new UnloadCargo());
chinook.QueueActivity(new CallFunc(() => Sound.Play("laugh1.aud")));
chinook.QueueActivity(new Wait(150));
chinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation));
chinook.QueueActivity(new RemoveSelf());
}
public void WorldLoaded(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;
insertionLZ = actors["InsertionLZ"];
extractionLZ = actors["ExtractionLZ"];
lab = actors["Lab"];
insertionLZEntryPoint = actors["InsertionLZEntryPoint"];
chinookExitPoint = actors["ChinookExitPoint"];
extractionLZEntryPoint = actors["ExtractionLZEntryPoint"];
shipSpawnPoint = actors["ShipSpawnPoint"];
shipMovePoint = actors["ShipMovePoint"];
attackEntryPoint1 = actors["SovietAttackEntryPoint1"];
attackEntryPoint2 = actors["SovietAttackEntryPoint2"];
music = Sound.Play("hell226m.aud"); // Hell March
Game.ConnectionStateChanged += StopMusic;
}
private void StopMusic(OrderManager orderManager)
{
if (!orderManager.GameStarted)
{
Sound.StopSound(music);
Game.ConnectionStateChanged -= StopMusic;
}
}
}
}