Files
OpenRA/OpenRA.Mods.Common/Scripting/Properties/MissionObjectiveProperties.cs
2022-05-28 00:35:10 -05:00

129 lines
4.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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 Eluant;
using OpenRA.Mods.Common.Traits;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Scripting
{
[ScriptPropertyGroup("MissionObjectives")]
public class MissionObjectiveProperties : ScriptPlayerProperties, Requires<MissionObjectivesInfo>
{
readonly MissionObjectives mo;
readonly bool shortGame;
public MissionObjectiveProperties(ScriptContext context, Player player)
: base(context, player)
{
mo = player.PlayerActor.Trait<MissionObjectives>();
shortGame = player.World.WorldActor.Trait<MapOptions>().ShortGame;
}
[ScriptActorPropertyActivity]
[Desc("Add a 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 AddObjective(string description, string type = "Primary", bool required = true)
{
return mo.Add(Player, description, type, required);
}
[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 AddObjective(description);
}
[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 AddObjective(description, "Secondary", false);
}
[ScriptActorPropertyActivity]
[Desc("Mark an objective as completed. This needs the objective ID returned " +
"by AddObjective as argument. When this player has completed all primary " +
"objectives, (s)he has won the game.")]
public void MarkCompletedObjective(int id)
{
if (id < 0 || id >= mo.Objectives.Count)
throw new LuaException("Objective ID is out of range.");
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)
{
if (id < 0 || id >= mo.Objectives.Count)
throw new LuaException("Objective ID is out of range.");
mo.MarkFailed(Player, id);
}
[ScriptActorPropertyActivity]
[Desc("Returns true if the objective has been successfully completed, false otherwise.")]
public bool IsObjectiveCompleted(int id)
{
if (id < 0 || id >= mo.Objectives.Count)
throw new LuaException("Objective ID is out of range.");
return mo.Objectives[id].State == ObjectiveState.Completed;
}
[ScriptActorPropertyActivity]
[Desc("Returns true if the objective has been failed, false otherwise.")]
public bool IsObjectiveFailed(int id)
{
if (id < 0 || id >= mo.Objectives.Count)
throw new LuaException("Objective ID is out of range.");
return mo.Objectives[id].State == ObjectiveState.Failed;
}
[ScriptActorPropertyActivity]
[Desc("Returns the description of an objective.")]
public string GetObjectiveDescription(int id)
{
if (id < 0 || id >= mo.Objectives.Count)
throw new LuaException("Objective ID is out of range.");
return mo.Objectives[id].Description;
}
[ScriptActorPropertyActivity]
[Desc("Returns the type of an objective.")]
public string GetObjectiveType(int id)
{
if (id < 0 || id >= mo.Objectives.Count)
throw new LuaException("Objective ID is out of range.");
return mo.Objectives[id].Type;
}
[ScriptActorPropertyActivity]
[Desc("Returns true if this player has lost all units/actors that have " +
"the MustBeDestroyed trait (according to the short game option).")]
public bool HasNoRequiredUnits()
{
return Player.HasNoRequiredUnits(shortGame);
}
}
}