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