Move mission objectives and victory conditions to Mods.Common
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class ConquestVictoryConditionsInfo : ITraitInfo, Requires<MissionObjectivesInfo>
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{
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[Desc("Delay for the end game notification in milliseconds.")]
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public int NotificationDelay = 1500;
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public object Create(ActorInitializer init) { return new ConquestVictoryConditions(init.self, this); }
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}
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public class ConquestVictoryConditions : ITick, INotifyObjectivesUpdated
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{
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readonly ConquestVictoryConditionsInfo info;
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readonly MissionObjectives mo;
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int objectiveID = -1;
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public ConquestVictoryConditions(Actor self, ConquestVictoryConditionsInfo cvcInfo)
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{
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info = cvcInfo;
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mo = self.Trait<MissionObjectives>();
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}
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public void Tick(Actor self)
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{
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if (self.Owner.WinState != WinState.Undefined || self.Owner.NonCombatant) return;
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if (objectiveID < 0)
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objectiveID = mo.Add(self.Owner, "Destroy all opposition!");
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if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits())
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mo.MarkFailed(self.Owner, objectiveID);
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var others = self.World.Players.Where(p => !p.NonCombatant
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&& !p.IsAlliedWith(self.Owner));
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if (!others.Any()) return;
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if (others.All(p => p.WinState == WinState.Lost))
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mo.MarkCompleted(self.Owner, objectiveID);
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}
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public void OnPlayerLost(Player player)
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{
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Game.Debug("{0} is defeated.", player.PlayerName);
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foreach (var a in player.World.Actors.Where(a => a.Owner == player))
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a.Kill(a);
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if (player == player.World.LocalPlayer)
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{
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Game.RunAfterDelay(info.NotificationDelay, () =>
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{
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if (Game.IsCurrentWorld(player.World))
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Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Lose", player.Country.Race);
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});
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}
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}
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public void OnPlayerWon(Player player)
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{
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Game.Debug("{0} is victorious.", player.PlayerName);
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if (player == player.World.LocalPlayer)
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Game.RunAfterDelay(info.NotificationDelay, () => Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Win", player.Country.Race));
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}
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public void OnObjectiveAdded(Player player, int id) { }
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public void OnObjectiveCompleted(Player player, int id) { }
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public void OnObjectiveFailed(Player player, int id) { }
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}
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}
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