Add easy mode to Allies 01 which is like the classic mission
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@@ -168,9 +168,7 @@ namespace OpenRA.Mods.RA.Missions
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OnObjectivesUpdated(true);
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MissionFailed("The remaining Allied forces in the area have been wiped out.");
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}
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else if (!world.Actors.Any(a => a.Owner == soviets && a.IsInWorld && !a.IsDead()
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&& a.HasTrait<Building>() && !a.HasTrait<Wall>() && !a.HasTrait<Allies04TrivialBuilding>() && a != lab)
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&& objectives[InfiltrateID].Status == ObjectiveStatus.Completed)
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else if (SovietBaseDestroyed() && objectives[InfiltrateID].Status == ObjectiveStatus.Completed)
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{
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objectives[DestroyID].Status = ObjectiveStatus.Completed;
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OnObjectivesUpdated(true);
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@@ -178,11 +176,15 @@ namespace OpenRA.Mods.RA.Missions
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}
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}
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bool SovietBaseDestroyed()
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{
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return !world.Actors.Any(a => a.Owner == soviets && a.IsInWorld && !a.IsDead()
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&& a.HasTrait<Building>() && !a.HasTrait<Wall>() && !a.HasTrait<Allies04TrivialBuilding>() && a != lab);
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}
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void OnDestroyBaseTimerExpired(CountdownTimer t)
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{
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if (!world.Actors.Any(a => a.Owner == soviets && a.IsInWorld && !a.IsDead()
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&& a.HasTrait<Building>() && !a.HasTrait<Wall>() && !a.HasTrait<Allies04TrivialBuilding>() && a != lab)
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&& objectives[InfiltrateID].Status == ObjectiveStatus.Completed)
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if (SovietBaseDestroyed() && objectives[InfiltrateID].Status == ObjectiveStatus.Completed)
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{
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return;
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}
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@@ -407,11 +409,11 @@ namespace OpenRA.Mods.RA.Missions
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reinforcementsUnloadPoint = actors["ReinforcementsUnloadPoint"];
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patrols = new[]
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{
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new Patrol(world, new[]{ "e1", "e1", "e1", "e1", "e1" }, soviets, patrolPoints1, 0),
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new Patrol(world, new[]{ "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints2, 3),
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new Patrol(world, new[]{ "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints3, 0),
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new Patrol(world, new[]{ "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints4, 0),
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new Patrol(world, new[]{ "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints5, 0),
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new Patrol(world, new[] { "e1", "e1", "e1", "e1", "e1" }, soviets, patrolPoints1, 0),
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new Patrol(world, new[] { "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints2, 3),
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new Patrol(world, new[] { "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints3, 0),
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new Patrol(world, new[] { "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints4, 0),
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new Patrol(world, new[] { "e1", "dog.patrol", "dog.patrol" }, soviets, patrolPoints5, 0),
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};
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objectives[InfiltrateID].Text = Infiltrate.F(allies1 != allies2 ? "spies" : "spy");
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OnObjectivesUpdated(false);
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