Aetheria/Assets/Scripts/ServerShared/Scenarios/Pursuit.cs
2026-11-11 07:16:40 +00:00

69 lines
4.3 KiB
C#

using System.Linq;
using static CultMath.math;
using static ItemRotation;
public sealed class Pursuit : Scenario
{
// The pursuer starts astern, inside the 400 at which VapourCloudTests.ACloudBreaksALockAtRange shows a fresh vent
// cloud breaking a sensor's lock, and well outside the 40 at which AStrongCloseSensorBurnsThrough shows a close
// sensor burning through.
private const float Astern = 300;
// Crates each shooter's hold is stocked with: the measured draw over a run (ScenarioAmmunitionRunTests: at most ten minutes of play, and in
// practice the ~250-270 s a shooter holding every gun down lasts before it dies of heat; a pilot who vents heat is unmeasured) plus half again and one where the hold has room. The player laid four crates of Mines and drew
// 33 Ammo; its hold takes 54 crates after five consumables and Mines, so its Ammo stops at 39. The pursuer drew 31 Ammo and one Missiles. A launcher
// that drew under a reload carries the default three crates.
public const int MineCrates = 7, PlayerAmmoCrates = 39, PlayerMissileCrates = 3, PursuerAmmoCrates = 47, PursuerMissileCrates = 3;
public override string Name => "Pursuit";
public override string Id => "pursuit";
public override string Brief => "A hostile Longinus on your tail; a Mine Launcher fitted, three Coolant Vents and two Thruster " +
"Overdrives aboard. Verify: lay mines in its path, the mine pulses slowly after 2 s, fast when " +
"the hostile is near, explodes 2 s later; vent and coast to lose it; overdrive away.";
public override uint Seed => 111;
public override bool Ambient => false;
public override Galaxy Generate(GalaxyStage stage) => stage.Prelude(DemoTerminus.Cast);
public override void Stage(ScenarioStage stage)
{
var layer = stage.Fit("Longinus",
("Cockpit 2x2", int2(2, 6), None),
("Large Drive", int2(1, 0), Reversed),
("Large Drive", int2(3, 0), Reversed),
("Rugged Drive", int2(2, 14), CounterClockwise),
("Rugged Drive", int2(3, 14), Clockwise),
("Compact Reactor", int2(2, 4), None),
("parting gift", int2(0, 5), None), // Mine Launcher
("Leonid", int2(5, 5), None), // Swarm Rocket Pod
("FastBlast+-", int2(1, 8), None), // Cell Blaster
("FastBlast+-", int2(4, 8), None), // Cell Blaster
("Radiator", int2(2, 2), CounterClockwise),
("Radiator", int2(3, 2), Clockwise),
("not if i see you first", int2(3, 10), None), // Compact Sensor
("Panopticon Prime", int2(1, 6), Clockwise), // Fire Control Array
("Store-All Plus", int2(2, 8), None)); // Cargo Bay
var pursuer = stage.Fit("Longinus",
("Cockpit 2x2", int2(2, 6), None),
("Large Drive", int2(1, 0), Reversed),
("Large Drive", int2(3, 0), Reversed),
("Rugged Drive", int2(2, 14), CounterClockwise),
("Rugged Drive", int2(3, 14), Clockwise),
("Compact Reactor", int2(2, 4), None),
("GT 3K", int2(0, 5), None), // Guided Missile Launcher
("GT 3K", int2(5, 5), None), // Guided Missile Launcher
("FastBlast+-", int2(1, 8), None), // Cell Blaster
("FastBlast+-", int2(4, 8), None), // Cell Blaster
("Radiator", int2(2, 2), CounterClockwise),
("Radiator", int2(3, 2), Clockwise),
("not if i see you first", int2(3, 10), None), // Compact Sensor
("Capacitor", int2(1, 5), None),
("Panopticon Prime", int2(1, 6), Clockwise), // Fire Control Array
("Store-All Plus", int2(2, 8), None)); // Cargo Bay
var player = stage.Player(layer, float2(0, 0), facing: float2(0, 1));
stage.Cargo(player, new[] { "Morning Fog", "Morning Fog", "Morning Fog", "send it", "send it" }
.Concat(Enumerable.Repeat("Mines", MineCrates)).Concat(Enumerable.Repeat("Ammo", PlayerAmmoCrates)).Concat(Enumerable.Repeat("Missiles", PlayerMissileCrates)).ToArray());
var hostile = stage.Place(pursuer, float2(0, -Astern), facing: float2(0, 1), stance: ScenarioStance.Hostile, piloted: true);
stage.Cargo(hostile, Enumerable.Repeat("Ammo", PursuerAmmoCrates).Concat(Enumerable.Repeat("Missiles", PursuerMissileCrates)).ToArray());
}
}