Files
OpenRA/OpenRA.Mods.RA/Missions/Allies02Script.cs

563 lines
17 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 : IWorldLoaded, ITick
{
static readonly string[] Objectives =
{
"Hold off the Soviet forces and destroy the SAM sites. Tanya and Einstein must survive.",
"Wait for the helicopter and extract Einstein. Tanya and Einstein must survive."
};
int currentObjective;
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 badgerEntryPoint;
Actor badgerDropPoint;
Actor sovietRallyPoint;
Actor flamersEntryPoint;
Actor einsteinChinook;
World world;
Player allies1;
Player allies2;
Player soviets;
Actor sovietBarracks;
Actor sovietWarFactory;
CountdownTimer reinforcementsTimer;
CountdownTimerWidget reinforcementsTimerWidget;
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 ReinforcementsTicks = 1500 * 12;
static readonly string[] Reinforcements = { "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk", "jeep", "e1", "e1", "e1", "e1", "e3", "e3", "mcv" };
const int ReinforcementsCash = 2000;
const int ParatroopersTicks = 1500 * 10;
static readonly string[] Paratroopers = { "e1", "e1", "e1", "e2", "3tnk" };
const string BadgerName = "badr";
const int FlamersTicks = 1500 * 7;
static readonly string[] Flamers = { "e4", "e4", "e4", "e4", "e4" };
const string ApcName = "apc";
const string ChinookName = "tran";
const string SignalFlareName = "flare";
const int EngineerSafeRange = 5;
void DisplayObjective()
{
Game.AddChatLine(Color.LimeGreen, "Objective", Objectives[currentObjective]);
Sound.Play("bleep6.aud");
}
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 % 3500 == 1)
{
DisplayObjective();
}
if (world.FrameNumber % 50 == 1)
{
world.Add(new Smoke(world, chinookHusk.CenterLocation, "smoke_m"));
}
if (world.FrameNumber == 1)
{
InitializeSovietFactories();
StartReinforcementsTimer();
}
reinforcementsTimer.Tick();
if (world.FrameNumber == ParatroopersTicks)
{
ParadropSovietUnits();
}
if (world.FrameNumber == FlamersTicks)
{
RushSovietFlamers();
}
if (world.FrameNumber == SovietVehicleAdditionsTicks)
{
sovietVehicles.AddRange(SovietVehicleAdditions);
}
if (world.FrameNumber % 25 == 0)
{
AddSovietCashIfRequired();
BuildSovietUnits();
ManageSovietUnits();
}
if (EngineerSafe())
{
RescueEngineer();
}
if (currentObjective == 0)
{
if (sam1.Destroyed && sam2.Destroyed && sam3.Destroyed && sam4.Destroyed)
{
currentObjective++;
DisplayObjective();
SpawnSignalFlare();
Sound.Play("flaren1.aud");
SendChinook();
}
}
else if (currentObjective == 1 && einsteinChinook != null)
{
if (einsteinChinook.Destroyed)
{
MissionFailed("The extraction helicopter was destroyed.");
}
else if (!world.Map.IsInMap(einsteinChinook.Location) && einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein))
{
MissionAccomplished("Einstein was rescued.");
}
}
if (tanya.Destroyed)
{
MissionFailed("Tanya was killed.");
}
else if (einstein.Destroyed)
{
MissionFailed("Einstein was killed.");
}
else if (!world.Actors.Any(a => a.IsInWorld && a.HasTrait<Building>() && !a.HasTrait<Wall>() && a.Owner == allies2))
{
MissionFailed("The Allied reinforcements have been defeated.");
}
}
void AddSovietCashIfRequired()
{
var resources = soviets.PlayerActor.Trait<PlayerResources>();
if (resources.Cash < ReinforcementsCash)
{
resources.GiveCash(ReinforcementsCash);
}
}
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 = ForcesNearLocation(sovietRallyPoint.CenterLocation, 3).Where(a => a.Owner == soviets && a.IsIdle && a.HasTrait<Mobile>());
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 Move.Move(closestAlliedBuilding.Location, 3)));
}
}
}
}
var idleSovietUnits = ForcesNearLocation(allies2BasePoint.CenterLocation, 20).Where(a => a.Owner == soviets && a.IsIdle);
foreach (var unit in idleSovietUnits)
{
var closestAlliedBuilding = ClosestAlliedBuilding(unit, 40);
if (closestAlliedBuilding != null)
{
unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Move.Move(closestAlliedBuilding.Location, 3)));
}
}
}
Actor ClosestAlliedBuilding(Actor actor, int range)
{
return BuildingsNearLocation(actor.CenterLocation, range)
.Where(a => a.Owner == allies2)
.OrderBy(a => (actor.Location - a.Location).LengthSquared)
.FirstOrDefault();
}
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);
}
IEnumerable<ProductionQueue> FindQueues(Player player, string category)
{
return world.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == player && a.Trait.Info.Type == category)
.Select(a => a.Trait);
}
void BuildSovietUnit(string category, string unit)
{
var queue = FindQueues(soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
if (queue == null)
{
return;
}
var order = Order.StartProduction(queue.self, unit, 1);
if (Game.IsHost)
{
world.IssueOrder(order);
}
}
void SpawnSignalFlare()
{
world.CreateActor(SignalFlareName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZ.Location) });
}
void StartReinforcementsTimer()
{
Sound.Play("timergo1.aud");
reinforcementsTimer = new CountdownTimer(ReinforcementsTicks, ReinforcementsTimerExpired);
reinforcementsTimerWidget = new CountdownTimerWidget(reinforcementsTimer, "Reinforcements arrive in", new float2(128, 96));
Ui.Root.AddChild(reinforcementsTimerWidget);
}
void ParadropSovietUnits()
{
var badger = world.CreateActor(BadgerName, new TypeDictionary
{
new LocationInit(badgerEntryPoint.Location),
new OwnerInit(soviets),
new FacingInit(Util.GetFacing(badgerDropPoint.Location - badgerEntryPoint.Location, 0)),
new AltitudeInit(Rules.Info[BadgerName].Traits.Get<PlaneInfo>().CruiseAltitude),
});
badger.QueueActivity(new FlyAttack(Target.FromCell(badgerDropPoint.Location)));
badger.Trait<ParaDrop>().SetLZ(badgerDropPoint.Location);
var cargo = badger.Trait<Cargo>();
foreach (var unit in Paratroopers)
{
cargo.Load(badger, world.CreateActor(false, unit, new TypeDictionary { new OwnerInit(soviets) }));
}
}
void RushSovietFlamers()
{
var closestAlliedBuilding = ClosestAlliedBuilding(badgerDropPoint, 10);
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 ReinforcementsTimerExpired(CountdownTimer countdownTimer)
{
reinforcementsTimerWidget.Visible = false;
SendReinforcements();
}
void SendReinforcements()
{
Sound.Play("reinfor1.aud");
var resources = allies2.PlayerActor.Trait<PlayerResources>();
resources.GiveCash(2000);
foreach (var unit in Reinforcements)
{
var actor = world.CreateActor(unit, new TypeDictionary
{
new LocationInit(reinforcementsEntryPoint.Location),
new FacingInit(0),
new OwnerInit(allies2)
});
actor.QueueActivity(new Move.Move(allies2BasePoint.Location));
}
}
void SendChinook()
{
einsteinChinook = world.CreateActor(ChinookName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZEntryPoint.Location) });
einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation));
einsteinChinook.QueueActivity(new Turn(0));
einsteinChinook.QueueActivity(new HeliLand(true, 0));
einsteinChinook.QueueActivity(new WaitFor(() => einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein)));
einsteinChinook.QueueActivity(new Wait(150));
einsteinChinook.QueueActivity(new HeliFly(extractionLZEntryPoint.CenterLocation));
einsteinChinook.QueueActivity(new RemoveSelf());
}
IEnumerable<Actor> UnitsNearLocation(PPos location, int range)
{
return world.FindUnitsInCircle(location, Game.CellSize * range)
.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && !a.Owner.NonCombatant);
}
IEnumerable<Actor> BuildingsNearLocation(PPos location, int range)
{
return UnitsNearLocation(location, range).Where(a => a.HasTrait<Building>() && !a.HasTrait<Wall>());
}
IEnumerable<Actor> ForcesNearLocation(PPos location, int range)
{
return UnitsNearLocation(location, range).Where(a => a.HasTrait<IMove>());
}
bool EngineerSafe()
{
if (engineer.Destroyed)
{
return false;
}
var units = ForcesNearLocation(engineer.CenterLocation, EngineerSafeRange);
return units.Any() && units.All(a => a.Owner == allies1);
}
void RescueEngineer()
{
if (!engineer.Destroyed)
{
engineer.ChangeOwner(allies1);
}
}
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"];
chinookHusk = actors["ChinookHusk"];
allies2BasePoint = actors["Allies2BasePoint"];
reinforcementsEntryPoint = actors["ReinforcementsEntryPoint"];
extractionLZ = actors["ExtractionLZ"];
extractionLZEntryPoint = actors["ExtractionLZEntryPoint"];
badgerEntryPoint = actors["BadgerEntryPoint"];
badgerDropPoint = actors["BadgerDropPoint"];
engineer = actors["Engineer"];
sovietBarracks = actors["SovietBarracks"];
sovietWarFactory = actors["SovietWarFactory"];
sovietRallyPoint = actors["SovietRallyPoint"];
flamersEntryPoint = actors["FlamersEntryPoint"];
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());
}
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;
}
}
}
public class CountdownTimer
{
public int TicksLeft { get; set; }
public Action<CountdownTimer> OnExpired { get; set; }
public Action<CountdownTimer> OnOneMinuteRemaining { get; set; }
public Action<CountdownTimer> OnTwoMinutesRemaining { get; set; }
public Action<CountdownTimer> OnThreeMinutesRemaining { get; set; }
public Action<CountdownTimer> OnFourMinutesRemaining { get; set; }
public Action<CountdownTimer> OnFiveMinutesRemaining { get; set; }
public Action<CountdownTimer> OnTenMinutesRemaining { get; set; }
public Action<CountdownTimer> OnTwentyMinutesRemaining { get; set; }
public Action<CountdownTimer> OnThirtyMinutesRemaining { get; set; }
public Action<CountdownTimer> OnFortyMinutesRemaining { get; set; }
public CountdownTimer(int ticksLeft, Action<CountdownTimer> onExpired)
{
TicksLeft = ticksLeft;
OnExpired = onExpired;
OnOneMinuteRemaining = t => Sound.Play("1minr.aud");
OnTwoMinutesRemaining = t => Sound.Play("2minr.aud");
OnThreeMinutesRemaining = t => Sound.Play("3minr.aud");
OnFourMinutesRemaining = t => Sound.Play("4minr.aud");
OnFiveMinutesRemaining = t => Sound.Play("5minr.aud");
OnTenMinutesRemaining = t => Sound.Play("10minr.aud");
OnTwentyMinutesRemaining = t => Sound.Play("20minr.aud");
OnThirtyMinutesRemaining = t => Sound.Play("30minr.aud");
OnFortyMinutesRemaining = t => Sound.Play("40minr.aud");
}
public void Tick()
{
if (TicksLeft > 0)
{
TicksLeft--;
switch (TicksLeft)
{
case 1500 * 00: OnExpired(this); break;
case 1500 * 01: OnOneMinuteRemaining(this); break;
case 1500 * 02: OnTwoMinutesRemaining(this); break;
case 1500 * 03: OnThreeMinutesRemaining(this); break;
case 1500 * 04: OnFourMinutesRemaining(this); break;
case 1500 * 05: OnFiveMinutesRemaining(this); break;
case 1500 * 10: OnTenMinutesRemaining(this); break;
case 1500 * 20: OnTwentyMinutesRemaining(this); break;
case 1500 * 30: OnThirtyMinutesRemaining(this); break;
case 1500 * 40: OnFortyMinutesRemaining(this); break;
}
}
}
}
public class CountdownTimerWidget : Widget
{
public CountdownTimer CountdownTimer { get; set; }
public string Header { get; set; }
public float2 Position { get; set; }
public CountdownTimerWidget(CountdownTimer countdownTimer, string header, float2 position)
{
CountdownTimer = countdownTimer;
Header = header;
Position = position;
}
public override void Draw()
{
if (!IsVisible())
{
return;
}
var font = Game.Renderer.Fonts["Bold"];
var text = "{0}: {1}".F(Header, WidgetUtils.FormatTime(CountdownTimer.TicksLeft));
font.DrawTextWithContrast(text, Position, CountdownTimer.TicksLeft == 0 && Game.LocalTick % 60 >= 30 ? Color.Red : Color.White, Color.Black, 1);
}
}
}