Add mission objectives to Lua interface

This commit is contained in:
Oliver Brakmann
2014-07-07 12:12:26 +02:00
parent a448ba29a8
commit cca6646927
8 changed files with 168 additions and 2 deletions

View File

@@ -485,6 +485,7 @@
<Compile Include="Scripting\Global\CoordinateGlobals.cs" />
<Compile Include="Scripting\Properties\ResourceProperties.cs" />
<Compile Include="Scripting\Properties\ProductionProperties.cs" />
<Compile Include="Scripting\Properties\MissionObjectiveProperties.cs" />
<Compile Include="Scripting\Properties\MobileProperties.cs" />
<Compile Include="Scripting\Properties\GeneralProperties.cs" />
<Compile Include="Scripting\Properties\HealthProperties.cs" />

View File

@@ -109,6 +109,41 @@ namespace OpenRA.Mods.RA.Scripting
GetScriptTriggers(a).RegisterCallback(Trigger.OnProduction, func, context);
}
[Desc("Call a function when this player completes all primary objectives. " +
"The callback function will be called as func(Player player).")]
public void OnPlayerWon(Player player, LuaFunction func)
{
GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnPlayerWon, func, context);
}
[Desc("Call a function when this player fails any primary objective. " +
"The callback function will be called as func(Player player).")]
public void OnPlayerLost(Player player, LuaFunction func)
{
GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnPlayerLost, func, context);
}
[Desc("Call a function when this player is assigned a new objective. " +
"The callback function will be called as func(Player player, int objectiveID).")]
public void OnObjectiveAdded(Player player, LuaFunction func)
{
GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveAdded, func, context);
}
[Desc("Call a function when this player completes an objective " +
"The callback function will be called as func(Player player, int objectiveID).")]
public void OnObjectiveCompleted(Player player, LuaFunction func)
{
GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveCompleted, func, context);
}
[Desc("Call a function when this player fails an objective " +
"The callback function will be called as func(Player player, int objectiveID).")]
public void OnObjectiveFailed(Player player, LuaFunction func)
{
GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveFailed, func, context);
}
[Desc("Removes all triggers from this actor")]
public void ClearAll(Actor a)
{

View File

@@ -0,0 +1,70 @@
#region Copyright & License Information
/*
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using OpenRA.Traits;
using OpenRA.Scripting;
using OpenRA.Mods.RA;
namespace OpenRA.Mods.RA.Scripting
{
[ScriptPropertyGroup("MissionObjectives")]
public class MissionObjectiveProperties : ScriptPlayerProperties
{
readonly MissionObjectives mo;
public MissionObjectiveProperties(Player player)
: base(player)
{
mo = player.PlayerActor.Trait<MissionObjectives>();
}
[ScriptActorPropertyActivity]
[Desc("Add a primary mission objective for this player. The function returns the " +
"ID of the newly created objective, so that it can be referred to later.")]
public int AddPrimaryObjective(string description)
{
return mo.Add(player, description, ObjectiveType.Primary);
}
[ScriptActorPropertyActivity]
[Desc("Add a secondary mission objective for this player. The function returns the " +
"ID of the newly created objective, so that it can be referred to later.")]
public int AddSecondaryObjective(string description)
{
return mo.Add(player, description, ObjectiveType.Secondary);
}
[ScriptActorPropertyActivity]
[Desc("Mark an objective as completed. This needs the objective ID returned " +
"by AddObjective as argument. When the player has completed all primary " +
"objectives, (s)he has won the game.")]
public void MarkCompletedObjective(int id)
{
mo.MarkCompleted(player, id);
}
[ScriptActorPropertyActivity]
[Desc("Mark an objective as failed. This needs the objective ID returned " +
"by AddObjective as argument. Secondary objectives do not have any " +
"influence whatsoever on the outcome of the game.")]
public void MarkFailedObjective(int id)
{
mo.MarkFailed(player, id);
}
[ScriptActorPropertyActivity]
[Desc("Returns true if 'player' has lost all units/actors that have the 'MustBeDestroyed' trait.")]
public bool HasNoRequiredUnits()
{
return player.HasNoRequiredUnits();
}
}
}

View File

@@ -18,12 +18,12 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Scripting
{
public enum Trigger { OnIdle, OnDamaged, OnKilled, OnProduction };
public enum Trigger { OnIdle, OnDamaged, OnKilled, OnProduction, OnPlayerWon, OnPlayerLost, OnObjectiveAdded, OnObjectiveCompleted, OnObjectiveFailed };
[Desc("Allows map scripts to attach triggers to this actor via the Triggers global.")]
public class ScriptTriggersInfo : TraitInfo<ScriptTriggers> { }
public sealed class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, IDisposable
public sealed class ScriptTriggers : INotifyIdle, INotifyDamage, INotifyKilled, INotifyProduction, INotifyObjectivesUpdated, IDisposable
{
public event Action<Actor> OnKilledInternal = _ => {};
@@ -90,6 +90,62 @@ namespace OpenRA.Mods.RA.Scripting
}
}
public void OnPlayerWon(Player player)
{
foreach (var f in Triggers[Trigger.OnPlayerWon])
{
var a = player.ToLuaValue(f.Second);
f.First.Call(a).Dispose();
a.Dispose();
}
}
public void OnPlayerLost(Player player)
{
foreach (var f in Triggers[Trigger.OnPlayerLost])
{
var a = player.ToLuaValue(f.Second);
f.First.Call(a).Dispose();
a.Dispose();
}
}
public void OnObjectiveAdded(Player player, int id)
{
foreach (var f in Triggers[Trigger.OnObjectiveAdded])
{
var a = player.ToLuaValue(f.Second);
var b = id.ToLuaValue(f.Second);
f.First.Call(a, b).Dispose();
a.Dispose();
b.Dispose();
}
}
public void OnObjectiveCompleted(Player player, int id)
{
foreach (var f in Triggers[Trigger.OnObjectiveCompleted])
{
var a = player.ToLuaValue(f.Second);
var b = id.ToLuaValue(f.Second);
f.First.Call(a, b).Dispose();
a.Dispose();
b.Dispose();
}
}
public void OnObjectiveFailed(Player player, int id)
{
foreach (var f in Triggers[Trigger.OnObjectiveFailed])
{
var a = player.ToLuaValue(f.Second);
var b = id.ToLuaValue(f.Second);
f.First.Call(a, b).Dispose();
a.Dispose();
b.Dispose();
}
}
public void Clear(Trigger trigger)
{
Triggers[trigger].Clear();