fix vis,naming of StrategicVictoryConditions.self

This commit is contained in:
Chris Forbes
2011-07-09 11:21:45 +12:00
committed by Paul Chote
parent e44b965785
commit a9c00bdfba

View File

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