Make Conquest- and StrategicVictoryConditions use objectives backend
Note: 3rd party KotH maps will need to be modified to work correctly with this change. Previously, StrategicVictoryConditions was a supplement to ConquestVictoryConditions. After this change, each works by itself. So KotH maps will need to remove the ConquestVictoryConditions trait from the player definitions, or both victory conditions will have to be satisfied to win the game.
This commit is contained in:
@@ -13,80 +13,79 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class ConquestVictoryConditionsInfo : ITraitInfo
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public class ConquestVictoryConditionsInfo : ITraitInfo, Requires<MissionObjectivesInfo>
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{
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[Desc("Milliseconds")]
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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.world, this); }
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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, IResolveOrder
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public class ConquestVictoryConditions : ITick, IResolveOrder, INotifyObjectivesUpdated
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{
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ConquestVictoryConditionsInfo Info;
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public ConquestVictoryConditions(World world, ConquestVictoryConditionsInfo info)
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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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world.ObserveAfterWinOrLose = true;
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Info = info;
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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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var hasAnything = self.World.ActorsWithTrait<MustBeDestroyed>()
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.Any(a => a.Actor.Owner == self.Owner);
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if (objectiveID < 0)
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objectiveID = mo.Add(self.Owner, "Destroy all opposition!");
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if (!hasAnything && !self.Owner.NonCombatant)
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Lose(self);
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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 != self.Owner && p.Stances[self.Owner] != Stance.Ally);
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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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Win(self);
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mo.MarkCompleted(self.Owner, objectiveID);
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}
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Surrender")
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Lose(self);
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mo.MarkFailed(self.Owner, objectiveID);
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}
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public void Lose(Actor self)
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public void OnPlayerLost(Player player)
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{
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if (self.Owner.WinState == WinState.Lost) return;
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self.Owner.WinState = WinState.Lost;
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self.World.OnPlayerWinStateChanged(self.Owner);
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Game.Debug("{0} is defeated.".F(player.PlayerName));
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Game.Debug("{0} is defeated.".F(self.Owner.PlayerName));
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foreach (var a in self.World.Actors.Where(a => a.Owner == self.Owner))
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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 (self.Owner == self.World.LocalPlayer)
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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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Game.RunAfterDelay(info.NotificationDelay, () =>
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{
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if (Game.IsCurrentWorld(self.World))
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Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "Lose", self.Owner.Country.Race);
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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 Win(Actor self)
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public void OnPlayerWon(Player player)
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{
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if (self.Owner.WinState == WinState.Won) return;
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self.Owner.WinState = WinState.Won;
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self.World.OnPlayerWinStateChanged(self.Owner);
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Game.Debug("{0} is victorious.".F(player.PlayerName));
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Game.Debug("{0} is victorious.".F(self.Owner.PlayerName));
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if (self.Owner == self.World.LocalPlayer)
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Game.RunAfterDelay(Info.NotificationDelay, () => Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "Win", self.Owner.Country.Race));
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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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[Desc("Tag trait for things that must be destroyed for a short game to end.")]
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@@ -552,6 +552,7 @@
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<Compile Include="GlobalUpgradable.cs" />
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<Compile Include="Player\GlobalUpgradeManager.cs" />
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<Compile Include="GainsStatUpgrades.cs" />
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<Compile Include="Player\Extensions.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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23
OpenRA.Mods.RA/Player/Extensions.cs
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23
OpenRA.Mods.RA/Player/Extensions.cs
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@@ -0,0 +1,23 @@
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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.Mods.RA;
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namespace OpenRA
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{
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public static class Extensions
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{
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public static bool HasNoRequiredUnits(this Player player)
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{
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return player.World.ActorsWithTrait<MustBeDestroyed>().All(p => p.Actor.Owner != player);
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}
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}
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}
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@@ -319,7 +319,7 @@ namespace OpenRA.Mods.RA.Scripting
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[LuaGlobal]
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public bool RequiredUnitsAreDestroyed(Player player)
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{
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return world.ActorsWithTrait<MustBeDestroyed>().All(p => p.Actor.Owner != player);
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return player.HasNoRequiredUnits();
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}
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[LuaGlobal]
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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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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@@ -17,41 +17,68 @@ namespace OpenRA.Mods.RA
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public class StrategicPointInfo : TraitInfo<StrategicPoint> {}
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public class StrategicPoint {}
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public class StrategicVictoryConditionsInfo : ITraitInfo, Requires<ConquestVictoryConditionsInfo>
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public class StrategicVictoryConditionsInfo : ITraitInfo, Requires<MissionObjectivesInfo>
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{
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[Desc("Amount of time (in game ticks) that the player has to hold all the strategic points.")]
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public readonly int TicksToHold = 25 * 60 * 5; // ~5 minutes
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[Desc("Should the timer reset when the player loses hold of a strategic point.")]
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public readonly bool ResetOnHoldLost = true;
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[Desc("Percentage of strategic points the player has to hold to win.")]
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public readonly float RatioRequired = 0.5f; // 50% required of all koth locations
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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 StrategicVictoryConditions(init.self, this); }
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}
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public class StrategicVictoryConditions : ITick, ISync
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public class StrategicVictoryConditions : ITick, ISync, INotifyObjectivesUpdated
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{
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Actor self;
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StrategicVictoryConditionsInfo info;
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readonly StrategicVictoryConditionsInfo info;
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[Sync] public int TicksLeft = 0;
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[Sync] public int TicksLeft;
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readonly Player player;
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readonly MissionObjectives mo;
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int objectiveID = -1;
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public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo info)
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public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo svcInfo)
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{
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this.self = self;
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this.info = info;
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info = svcInfo;
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TicksLeft = info.TicksToHold;
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player = self.Owner;
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mo = self.Trait<MissionObjectives>();
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}
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public IEnumerable<TraitPair<StrategicPoint>> AllPoints
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{
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get { return self.World.ActorsWithTrait<StrategicPoint>(); }
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get { return player.World.ActorsWithTrait<StrategicPoint>(); }
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}
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public int Total { get { return AllPoints.Count(); } }
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int Owned { get { return AllPoints.Count( a => WorldUtils.AreMutualAllies( self.Owner, a.Actor.Owner )); } }
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int Owned { get { return AllPoints.Count(a => WorldUtils.AreMutualAllies(player, a.Actor.Owner)); } }
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public bool Holding { get { return Owned >= info.RatioRequired * Total; } }
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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 (player.WinState != WinState.Undefined || player.NonCombatant) return;
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if (objectiveID < 0)
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objectiveID = mo.Add(player, "Hold all the strategic positions for a specified time!");
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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.All(p => p.WinState == WinState.Lost))
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mo.MarkCompleted(player, objectiveID);
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if (others.Any(p => p.WinState == WinState.Won))
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mo.MarkFailed(player, objectiveID);
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// See if any of the conditions are met to increase the count
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if (Total > 0)
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@@ -59,10 +86,8 @@ namespace OpenRA.Mods.RA
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if (Holding)
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{
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// Hah! We met ths critical owned condition
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if (TicksLeft == 0)
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TicksLeft = info.TicksToHold; // first tick -- this is crap.
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else if (--TicksLeft == 0)
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Won();
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if (--TicksLeft == 0)
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mo.MarkCompleted(player, objectiveID);
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}
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else if (TicksLeft != 0)
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if (info.ResetOnHoldLost)
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@@ -70,18 +95,33 @@ namespace OpenRA.Mods.RA
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}
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}
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void Won()
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public void OnPlayerLost(Player player)
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{
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// Player has won
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foreach (var p in self.World.Players)
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{
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var cvc = p.PlayerActor.Trait<ConquestVictoryConditions>();
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Game.Debug("{0} is defeated.".F(player.PlayerName));
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if (p.WinState == WinState.Undefined && WorldUtils.AreMutualAllies(self.Owner, p))
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cvc.Win(p.PlayerActor);
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else if (p.WinState == WinState.Undefined)
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cvc.Lose(p.PlayerActor);
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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.".F(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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