fix vis,naming of StrategicVictoryConditions.self
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@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA
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public class StrategicVictoryConditions : ITick, ISync
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{
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[Sync] public Actor Self;
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Actor self;
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public StrategicVictoryConditionsInfo Info;
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[Sync] public int TicksToHold;
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@@ -43,7 +43,7 @@ namespace OpenRA.Mods.RA
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public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo info)
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{
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Self = self;
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this.self = self;
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Info = info;
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TicksToHold = info.TicksToHold;
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.RA
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{
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get
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{
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return (SplitHolds) ? Self.World.Actors.Where(a => !a.Destroyed && a.HasTrait<StrategicPoint>() && a.TraitOrDefault<StrategicPoint>().Critical == false).Count() : Self.World.Actors.Where(a => a.HasTrait<StrategicPoint>()).Count();
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return (SplitHolds) ? self.World.Actors.Where(a => !a.Destroyed && a.HasTrait<StrategicPoint>() && a.TraitOrDefault<StrategicPoint>().Critical == false).Count() : self.World.Actors.Where(a => a.HasTrait<StrategicPoint>()).Count();
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}
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}
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@@ -81,7 +81,7 @@ namespace OpenRA.Mods.RA
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{
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get
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{
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return Self.World.Actors.Where(a => !a.Destroyed && a.HasTrait<StrategicPoint>() && a.TraitOrDefault<StrategicPoint>().Critical).Count();
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return self.World.Actors.Where(a => !a.Destroyed && a.HasTrait<StrategicPoint>() && a.TraitOrDefault<StrategicPoint>().Critical).Count();
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}
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}
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@@ -89,11 +89,11 @@ namespace OpenRA.Mods.RA
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{
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int total = 0;
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foreach (var p in Self.World.Players)
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foreach (var p in self.World.Players)
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{
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if (p == Self.Owner || (p.Stances[Self.Owner] == Stance.Ally && Self.Owner.Stances[p] == Stance.Ally))
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if (p == self.Owner || (p.Stances[self.Owner] == Stance.Ally && self.Owner.Stances[p] == Stance.Ally))
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{
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total += Self.World.ActorsWithTrait<StrategicPoint>()
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total += self.World.ActorsWithTrait<StrategicPoint>()
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.Where(a => a.Actor.Owner == p)
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.Count(a => a.Trait.Critical == critical);
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}
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@@ -195,11 +195,11 @@ namespace OpenRA.Mods.RA
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public void Won()
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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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foreach (var p in self.World.Players)
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{
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var cvc = p.PlayerActor.TraitOrDefault<ConquestVictoryConditions>();
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if ((p.WinState == WinState.Undefined) && (p == Self.Owner || (p.Stances[Self.Owner] == Stance.Ally && Self.Owner.Stances[p] == Stance.Ally)))
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if ((p.WinState == WinState.Undefined) && (p == self.Owner || (p.Stances[self.Owner] == Stance.Ally && self.Owner.Stances[p] == Stance.Ally)))
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{
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cvc.Win(p.PlayerActor);
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}
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