#region Copyright & License Information /* * Copyright 2007-2019 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Linq; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { public class ConquestVictoryConditionsInfo : ITraitInfo, Requires { [Desc("Delay for the end game notification in milliseconds.")] public readonly int NotificationDelay = 1500; [Desc("Description of the objective.")] [Translate] public readonly string Objective = "Destroy all opposition!"; [Desc("Disable the win/loss messages and audio notifications?")] public readonly bool SuppressNotifications = false; public object Create(ActorInitializer init) { return new ConquestVictoryConditions(init.Self, this); } } public class ConquestVictoryConditions : ITick, INotifyWinStateChanged { readonly ConquestVictoryConditionsInfo info; readonly MissionObjectives mo; readonly bool shortGame; Player[] otherPlayers; int objectiveID = -1; public ConquestVictoryConditions(Actor self, ConquestVictoryConditionsInfo cvcInfo) { info = cvcInfo; mo = self.Trait(); shortGame = self.Owner.World.WorldActor.Trait().ShortGame; } void ITick.Tick(Actor self) { if (self.Owner.WinState != WinState.Undefined || self.Owner.NonCombatant) return; if (objectiveID < 0) objectiveID = mo.Add(self.Owner, info.Objective, "Primary", inhibitAnnouncement: true); if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits(shortGame)) mo.MarkFailed(self.Owner, objectiveID); // Players, NonCombatants, and IsAlliedWith are all fixed once the game starts, so we can cache the result. if (otherPlayers == null) otherPlayers = self.World.Players.Where(p => !p.NonCombatant && !p.IsAlliedWith(self.Owner)).ToArray(); if (otherPlayers.Length == 0) return; // PERF: Avoid LINQ. foreach (var otherPlayer in otherPlayers) if (otherPlayer.WinState != WinState.Lost) return; mo.MarkCompleted(self.Owner, objectiveID); } void INotifyWinStateChanged.OnPlayerLost(Player player) { foreach (var a in player.World.ActorsWithTrait().Where(a => a.Actor.Owner == player)) a.Trait.OnOwnerLost(a.Actor); if (info.SuppressNotifications) return; Game.AddSystemLine("Battlefield Control", player.PlayerName + " is defeated."); Game.RunAfterDelay(info.NotificationDelay, () => { if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer) Game.Sound.PlayNotification(player.World.Map.Rules, player, "Speech", mo.Info.LoseNotification, player.Faction.InternalName); }); } void INotifyWinStateChanged.OnPlayerWon(Player player) { if (info.SuppressNotifications) return; Game.AddSystemLine("Battlefield Control", player.PlayerName + " is victorious."); Game.RunAfterDelay(info.NotificationDelay, () => { if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer) Game.Sound.PlayNotification(player.World.Map.Rules, player, "Speech", mo.Info.WinNotification, player.Faction.InternalName); }); } } }