Convert timer actions to be properties
This commit is contained in:
@@ -1,235 +1,244 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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* Copyright 2007-2012 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;
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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.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Missions
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{
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class Allies02ScriptInfo : TraitInfo<Allies02Script>, Requires<SpawnMapActorsInfo> { }
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class Allies02Script : IWorldLoaded, ITick
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{
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*/
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#endregion
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using System;
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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.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Missions
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{
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class Allies02ScriptInfo : TraitInfo<Allies02Script>, Requires<SpawnMapActorsInfo> { }
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class Allies02Script : IWorldLoaded, ITick
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{
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static readonly string[] objectives =
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{
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"Destroy the SAM sites. Tanya and Einstein must survive.",
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"Wait for the helicopter and extract Einstein. Tanya and Einstein must survive."
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};
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int currentObjective;
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Actor sam1;
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Actor sam2;
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Actor sam3;
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Actor sam4;
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Actor tanya;
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Actor einstein;
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Actor chinookHusk;
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Actor allies2BasePoint;
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Actor reinforcementsEntryPoint;
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World world;
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Player allies1;
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Player allies2;
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Player soviets;
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CountdownTimerWidget reinfTimer;
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const int CountdownTicks = 18000;
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static readonly string[] reinforcements = { "1tnk", "1tnk", "jeep", "mcv" };
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void DisplayObjective()
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{
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Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]);
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Sound.Play("bleep6.aud");
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}
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void MissionFailed(Actor self, string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Lost;
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Game.AddChatLine(Color.Red, "Mission failed", text);
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Sound.Play("misnlst1.aud");
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}
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void MissionAccomplished(Actor self, string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Won;
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Game.AddChatLine(Color.Blue, "Mission accomplished", text);
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Sound.Play("misnwon1.aud");
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}
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public void Tick(Actor self)
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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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if (currentObjective == 0)
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{
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if (sam1.Destroyed && sam2.Destroyed && sam3.Destroyed && sam4.Destroyed)
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{
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currentObjective++;
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DisplayObjective();
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}
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}
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else if (currentObjective == 1)
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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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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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void StartReinforcementsTimer()
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{
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reinfTimer.IsVisible = () => true;
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Sound.Play("timergo1.aud");
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}
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void TimerExpired()
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{
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reinfTimer.IsVisible = () => false;
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SendReinforcements();
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}
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void SendReinforcements()
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{
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Sound.Play("reinfor1.aud");
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foreach (var unit in reinforcements)
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{
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var actor = world.CreateActor(unit, new TypeDictionary { new LocationInit(reinforcementsEntryPoint.Location), new FacingInit(0), new OwnerInit(allies2) });
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actor.QueueActivity(new Move.Move(allies2BasePoint.Location));
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}
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}
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public void WorldLoaded(World w)
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{
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world = w;
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allies1 = w.Players.Single(p => p.InternalName == "Allies1");
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allies2 = w.Players.Single(p => p.InternalName == "Allies2");
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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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chinookHusk = actors["ChinookHusk"];
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sam1 = actors["SAM1"];
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sam2 = actors["SAM2"];
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sam3 = actors["SAM3"];
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sam4 = actors["SAM4"];
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tanya = actors["Tanya"];
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einstein = actors["Einstein"];
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allies2BasePoint = actors["Allies2BasePoint"];
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reinforcementsEntryPoint = actors["ReinforcementsEntryPoint"];
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w.WorldActor.Trait<Shroud>().Explore(w, sam1.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam2.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam3.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam4.Location, 2);
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reinfTimer = new CountdownTimerWidget("Reinforcements arrive in", CountdownTicks)
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{
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IsVisible = () => false,
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OnExpired = TimerExpired
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};
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Ui.Root.AddChild(reinfTimer);
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Game.MoveViewport(((w.LocalPlayer ?? allies1) == allies1 ? chinookHusk.Location : allies2BasePoint.Location).ToFloat2());
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StartReinforcementsTimer();
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}
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}
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class CountdownTimerWidget : Widget
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{
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public string Header { get; set; }
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public int TicksLeft { get; set; }
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int ticks;
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public CountdownTimerWidget(string header, int ticksLeft)
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{
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Header = header;
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TicksLeft = ticksLeft;
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}
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public Action OnExpired;
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public Action OnOneMinuteRemaining = () => Sound.Play("1minr.aud");
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public Action OnTwoMinutesRemaining = () => Sound.Play("2minr.aud");
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public Action OnThreeMinutesRemaining = () => Sound.Play("3minr.aud");
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public Action OnFourMinutesRemaining = () => Sound.Play("4minr.aud");
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public Action OnFiveMinutesRemaining = () => Sound.Play("5minr.aud");
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public Action OnTenMinutesRemaining = () => Sound.Play("10minr.aud");
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public Action OnTwentyMinutesRemaining = () => Sound.Play("20minr.aud");
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public Action OnThirtyMinutesRemaining = () => Sound.Play("30minr.aud");
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public Action OnFortyMinutesRemaining = () => Sound.Play("40minr.aud");
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const int Expired = 0;
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const int OneMinute = 1500;
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const int TwoMinutes = OneMinute * 2;
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const int ThreeMinutes = OneMinute * 3;
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const int FourMinutes = OneMinute * 4;
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const int FiveMinutes = OneMinute * 5;
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const int TenMinutes = OneMinute * 10;
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const int TwentyMinutes = OneMinute * 20;
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const int ThirtyMinutes = OneMinute * 30;
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const int FortyMinutes = OneMinute * 40;
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public override void Tick()
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{
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if (!IsVisible())
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{
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return;
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}
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ticks++;
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if (TicksLeft > 0)
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{
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TicksLeft--;
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switch (TicksLeft)
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{
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case Expired: OnExpired(); break;
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case OneMinute: OnOneMinuteRemaining(); break;
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case TwoMinutes: OnTwoMinutesRemaining(); break;
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case ThreeMinutes: OnThreeMinutesRemaining(); break;
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case FourMinutes: OnFourMinutesRemaining(); break;
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case FiveMinutes: OnFiveMinutesRemaining(); break;
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case TenMinutes: OnTenMinutesRemaining(); break;
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case TwentyMinutes: OnTwentyMinutesRemaining(); break;
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case ThirtyMinutes: OnThirtyMinutesRemaining(); break;
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case FortyMinutes: OnFortyMinutesRemaining(); break;
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}
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}
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}
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public override void Draw()
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{
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if (!IsVisible())
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{
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return;
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}
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var font = Game.Renderer.Fonts["Bold"];
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var text = "{0}: {1}".F(Header, WidgetUtils.FormatTime(TicksLeft));
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font.DrawTextWithContrast(text, new float2(32, 64), TicksLeft == 0 && ticks % 60 >= 30 ? Color.Red : Color.White, Color.Black, 1);
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}
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}
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}
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};
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int currentObjective;
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Actor sam1;
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Actor sam2;
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Actor sam3;
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Actor sam4;
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Actor tanya;
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Actor einstein;
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Actor chinookHusk;
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Actor allies2BasePoint;
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Actor reinforcementsEntryPoint;
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World world;
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Player allies1;
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Player allies2;
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Player soviets;
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CountdownTimerWidget reinfTimer;
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const int CountdownTicks = /*18000;*/300;
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static readonly string[] reinforcements = { "1tnk", "1tnk", "jeep", "mcv" };
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void DisplayObjective()
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{
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Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]);
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Sound.Play("bleep6.aud");
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}
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void MissionFailed(Actor self, string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Lost;
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Game.AddChatLine(Color.Red, "Mission failed", text);
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Sound.Play("misnlst1.aud");
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}
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void MissionAccomplished(Actor self, string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Won;
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Game.AddChatLine(Color.Blue, "Mission accomplished", text);
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Sound.Play("misnwon1.aud");
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}
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public void Tick(Actor self)
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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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if (currentObjective == 0)
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{
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if (sam1.Destroyed && sam2.Destroyed && sam3.Destroyed && sam4.Destroyed)
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{
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currentObjective++;
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DisplayObjective();
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}
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}
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else if (currentObjective == 1)
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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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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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void StartReinforcementsTimer()
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{
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reinfTimer.IsVisible = () => true;
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Sound.Play("timergo1.aud");
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}
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void TimerExpired()
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{
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reinfTimer.IsVisible = () => false;
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SendReinforcements();
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}
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void SendReinforcements()
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{
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Sound.Play("reinfor1.aud");
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foreach (var unit in reinforcements)
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{
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var actor = world.CreateActor(unit, new TypeDictionary { new LocationInit(reinforcementsEntryPoint.Location), new FacingInit(0), new OwnerInit(allies2) });
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actor.QueueActivity(new Move.Move(allies2BasePoint.Location));
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}
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}
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public void WorldLoaded(World w)
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{
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world = w;
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allies1 = w.Players.Single(p => p.InternalName == "Allies1");
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allies2 = w.Players.Single(p => p.InternalName == "Allies2");
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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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chinookHusk = actors["ChinookHusk"];
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sam1 = actors["SAM1"];
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sam2 = actors["SAM2"];
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sam3 = actors["SAM3"];
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sam4 = actors["SAM4"];
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tanya = actors["Tanya"];
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einstein = actors["Einstein"];
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allies2BasePoint = actors["Allies2BasePoint"];
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reinforcementsEntryPoint = actors["ReinforcementsEntryPoint"];
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w.WorldActor.Trait<Shroud>().Explore(w, sam1.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam2.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam3.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam4.Location, 2);
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reinfTimer = new CountdownTimerWidget("Reinforcements arrive in", CountdownTicks)
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{
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IsVisible = () => false,
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OnExpired = TimerExpired
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};
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Ui.Root.AddChild(reinfTimer);
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Game.MoveViewport(((w.LocalPlayer ?? allies1) == allies1 ? chinookHusk.Location : allies2BasePoint.Location).ToFloat2());
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StartReinforcementsTimer();
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}
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}
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class CountdownTimerWidget : Widget
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{
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public string Header { get; set; }
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public int TicksLeft { get; set; }
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int ticks;
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public CountdownTimerWidget(string header, int ticksLeft)
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{
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Header = header;
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TicksLeft = ticksLeft;
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OnOneMinuteRemaining = () => Sound.Play("1minr.aud");
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OnTwoMinutesRemaining = () => Sound.Play("2minr.aud");
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OnThreeMinutesRemaining = () => Sound.Play("3minr.aud");
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OnFourMinutesRemaining = () => Sound.Play("4minr.aud");
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OnFiveMinutesRemaining = () => Sound.Play("5minr.aud");
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OnTenMinutesRemaining = () => Sound.Play("10minr.aud");
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OnTwentyMinutesRemaining = () => Sound.Play("20minr.aud");
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OnThirtyMinutesRemaining = () => Sound.Play("30minr.aud");
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OnFortyMinutesRemaining = () => Sound.Play("40minr.aud");
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}
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public Action OnExpired;
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public Action OnOneMinuteRemaining { get; set; }
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public Action OnTwoMinutesRemaining { get; set; }
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public Action OnThreeMinutesRemaining { get; set; }
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public Action OnFourMinutesRemaining { get; set; }
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public Action OnFiveMinutesRemaining { get; set; }
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public Action OnTenMinutesRemaining { get; set; }
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public Action OnTwentyMinutesRemaining { get; set; }
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public Action OnThirtyMinutesRemaining { get; set; }
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public Action OnFortyMinutesRemaining { get; set; }
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const int Expired = 0;
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const int OneMinute = 1500;
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const int TwoMinutes = OneMinute * 2;
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const int ThreeMinutes = OneMinute * 3;
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const int FourMinutes = OneMinute * 4;
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const int FiveMinutes = OneMinute * 5;
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const int TenMinutes = OneMinute * 10;
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const int TwentyMinutes = OneMinute * 20;
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const int ThirtyMinutes = OneMinute * 30;
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const int FortyMinutes = OneMinute * 40;
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public override void Tick()
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{
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if (!IsVisible())
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{
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return;
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}
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ticks++;
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if (TicksLeft > 0)
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{
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TicksLeft--;
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switch (TicksLeft)
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{
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case Expired: OnExpired(); break;
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case OneMinute: OnOneMinuteRemaining(); break;
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case TwoMinutes: OnTwoMinutesRemaining(); break;
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case ThreeMinutes: OnThreeMinutesRemaining(); break;
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case FourMinutes: OnFourMinutesRemaining(); break;
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case FiveMinutes: OnFiveMinutesRemaining(); break;
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case TenMinutes: OnTenMinutesRemaining(); break;
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case TwentyMinutes: OnTwentyMinutesRemaining(); break;
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case ThirtyMinutes: OnThirtyMinutesRemaining(); break;
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case FortyMinutes: OnFortyMinutesRemaining(); break;
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}
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}
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}
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public override void Draw()
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{
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if (!IsVisible())
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{
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return;
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}
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var font = Game.Renderer.Fonts["Bold"];
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var text = "{0}: {1}".F(Header, WidgetUtils.FormatTime(TicksLeft));
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font.DrawTextWithContrast(text, new float2(32, 64), TicksLeft == 0 && ticks % 60 >= 30 ? Color.Red : Color.White, Color.Black, 1);
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}
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}
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}
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Reference in New Issue
Block a user