Files
OpenRA/OpenRA.Mods.Cnc/Missions/CncShellmapScript.cs

90 lines
2.7 KiB
C#
Executable File

#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;
using System.Collections.Generic;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class CncShellmapScriptInfo : TraitInfo<CncShellmapScript> { }
class CncShellmapScript: IWorldLoaded, ITick
{
Dictionary<string, Actor> Actors;
static CPos ViewportOrigin;
public void WorldLoaded(World w)
{
var b = w.Map.Bounds;
ViewportOrigin = new CPos(b.Left + b.Width/2, b.Top + b.Height/2);
Game.MoveViewport(ViewportOrigin.ToFloat2());
Actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
SetViewport();
}
void SetViewport()
{
var t = (ticks + 45) % (360f * speed) * (Math.PI / 180) * 1f / speed;
var loc = ViewportOrigin.ToFloat2() + (new float2(-15,4) * float2.FromAngle( (float)t ));
Game.viewport.Center(loc);
}
int ticks = 0;
float speed = 4f;
public void Tick(Actor self)
{
SetViewport();
if (ticks == 0)
{
LoopTrack(Actors["boat1"], Actors["tl1"].Location, Actors["tr1"].Location);
LoopTrack(Actors["boat3"], Actors["tl1"].Location, Actors["tr1"].Location);
LoopTrack(Actors["boat2"], Actors["tl3"].Location, Actors["tr3"].Location);
LoopTrack(Actors["boat4"], Actors["tl3"].Location, Actors["tr3"].Location);
CreateUnitsInTransport(Actors["lst1"], new string[] {"htnk"});
CreateUnitsInTransport(Actors["lst2"], new string[] {"mcv"});
CreateUnitsInTransport(Actors["lst3"], new string[] {"htnk"});
LoopTrack(Actors["lst1"], Actors["tl2"].Location, Actors["tr2"].Location);
LoopTrack(Actors["lst2"], Actors["tl2"].Location, Actors["tr2"].Location);
LoopTrack(Actors["lst3"], Actors["tl2"].Location, Actors["tr2"].Location);
}
ticks++;
}
void CreateUnitsInTransport(Actor transport, string[] cargo)
{
var f = transport.Trait<IFacing>();
var c = transport.Trait<Cargo>();
foreach (var i in cargo)
c.Load(transport, transport.World.CreateActor(false, i.ToLowerInvariant(), new TypeDictionary
{
new OwnerInit( transport.Owner ),
new FacingInit( f.Facing ),
}));
}
void LoopTrack(Actor self, CPos left, CPos right)
{
var mobile = self.Trait<Mobile>();
self.QueueActivity(mobile.ScriptedMove(left));
self.QueueActivity(new Teleport(right));
self.QueueActivity(new CallFunc(() => LoopTrack(self,left,right)));
}
}
}