Improvements to VictoryConditions, and Dead = Chat to all
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@@ -17,20 +17,21 @@ namespace OpenRA.Mods.RA
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class ConquestVictoryConditions : ITick, IVictoryConditions, IResolveOrder
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{
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public bool HasLost { get; private set; }
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public bool HasWon { get; private set; }
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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.Queries.OwnedBy[self.Owner]
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.WithTrait<MustBeDestroyed>().Any();
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var hasLost = !hasAnything && !self.Owner.NonCombatant;
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if (hasLost && !HasLost)
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if (!hasAnything && !self.Owner.NonCombatant)
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Surrender(self);
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HasLost = hasLost;
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var others = self.World.players.Where( p => !p.Value.NonCombatant && p.Value != self.Owner && p.Value.Stances[self.Owner] != Stance.Ally );
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if (others.Count() == 0) return;
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if(others.All(p => p.Value.WinState == WinState.Lost))
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Win(self);
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}
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public void ResolveOrder(Actor self, Order order)
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@@ -41,12 +42,24 @@ namespace OpenRA.Mods.RA
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void Surrender(Actor self)
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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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Game.Debug("{0} is defeated.".F(self.Owner.PlayerName));
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foreach (var a in self.World.Queries.OwnedBy[self.Owner])
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a.InflictDamage(a, a.Health, null);
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self.Owner.Shroud.Disabled = true;
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HasLost = true;
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}
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void Win(Actor self)
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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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Game.Debug("{0} is victorious.".F(self.Owner.PlayerName));
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self.Owner.Shroud.Disabled = true;
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}
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}
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