fix the end game dialog not showing which objectives failed

- don't mark everything as failed just because one objective did
- remove fake objectives workarounds for non-playable factions
This commit is contained in:
Matthias Mailänder
2014-12-06 20:02:16 +01:00
parent de28df2c41
commit e16bc064a0
4 changed files with 8 additions and 9 deletions

View File

@@ -129,7 +129,7 @@ namespace OpenRA.Mods.RA
{
foreach (var inou in inous)
inou.OnPlayerLost(player);
CheckIfGameIsOver(player);
}
}
@@ -139,7 +139,7 @@ namespace OpenRA.Mods.RA
{
var players = player.World.Players.Where(p => !p.NonCombatant);
var gameOver = players.All(p => p.WinState != WinState.Undefined);
var gameOver = players.All(p => p.WinState != WinState.Undefined || !p.HasObjectives);
if (gameOver)
Game.RunAfterDelay(info.GameOverDelay, () =>
{
@@ -181,6 +181,8 @@ namespace OpenRA.Mods.RA
foreach (var p in enemies)
p.PlayerActor.Trait<MissionObjectives>().ForceDefeat(p);
}
CheckIfGameIsOver(player);
}
public void OnPlayerLost(Player player)
@@ -218,6 +220,8 @@ namespace OpenRA.Mods.RA
p.World.OnPlayerWinStateChanged(p);
}
}
CheckIfGameIsOver(player);
}
public void ForceDefeat(Player player)
@@ -227,7 +231,7 @@ namespace OpenRA.Mods.RA
MarkFailed(player, id);
}
public event Action<Player> ObjectiveAdded = player => { };
public event Action<Player> ObjectiveAdded = player => { player.HasObjectives = true; };
public void OnObjectiveAdded(Player player, int id) {}
public void OnObjectiveCompleted(Player player, int id) {}