List of changes: * Better and more filters with new layout, for both mods. * Rename/Delete/Detele all functionality. * Simplified ReplayMetadata class considerably by introducing a new GameInformation data object. The new GameInformation class contains more information than previously available so the new solution is not compatible with old replays, meaning it can't read old replays. * Better and cleaner game information gathering in order to be written at the end of the replay file. * Revert changes to ReplayConnection, no longer necessary. * Better exception message on missing sprites and fonts. * New "SpawnOccupant" class that holds all the information needed by the MapPreviewWidget to visualize a spawn point. It was using Session.Client before and it was necessary to separate it to be able to show information not available at lobby time. * Fix keyboard focus UI bug when closing a window would not remove focus.
112 lines
3.3 KiB
C#
112 lines
3.3 KiB
C#
#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.Linq;
|
|
using OpenRA.FileFormats;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.RA
|
|
{
|
|
public class ConquestVictoryConditionsInfo : ITraitInfo
|
|
{
|
|
[Desc("Milliseconds")]
|
|
public int NotificationDelay = 1500;
|
|
|
|
public object Create(ActorInitializer init) { return new ConquestVictoryConditions(init.world, this); }
|
|
}
|
|
|
|
public class ConquestVictoryConditions : ITick, IResolveOrder
|
|
{
|
|
ConquestVictoryConditionsInfo Info;
|
|
public ConquestVictoryConditions(World world, ConquestVictoryConditionsInfo info)
|
|
{
|
|
world.ObserveAfterWinOrLose = true;
|
|
Info = info;
|
|
}
|
|
|
|
public void Tick(Actor self)
|
|
{
|
|
if (self.Owner.WinState != WinState.Undefined || self.Owner.NonCombatant) return;
|
|
|
|
var hasAnything = self.World.ActorsWithTrait<MustBeDestroyed>()
|
|
.Any(a => a.Actor.Owner == self.Owner);
|
|
|
|
if (!hasAnything && !self.Owner.NonCombatant)
|
|
Lose(self);
|
|
|
|
var others = self.World.Players.Where(p => !p.NonCombatant
|
|
&& p != self.Owner && p.Stances[self.Owner] != Stance.Ally);
|
|
|
|
if (!others.Any()) return;
|
|
|
|
if (others.All(p => p.WinState == WinState.Lost))
|
|
Win(self);
|
|
}
|
|
|
|
public void ResolveOrder(Actor self, Order order)
|
|
{
|
|
if (order.OrderString == "Surrender")
|
|
Lose(self);
|
|
}
|
|
|
|
public void Lose(Actor self)
|
|
{
|
|
if (self.Owner.WinState == WinState.Lost) return;
|
|
self.Owner.WinState = WinState.Lost;
|
|
self.World.OnPlayerWinStateChanged(self.Owner);
|
|
|
|
Game.Debug("{0} is defeated.".F(self.Owner.PlayerName));
|
|
|
|
foreach (var a in self.World.Actors.Where(a => a.Owner == self.Owner))
|
|
a.Kill(a);
|
|
|
|
if (self.Owner == self.World.LocalPlayer)
|
|
{
|
|
Game.RunAfterDelay(Info.NotificationDelay, () =>
|
|
{
|
|
if (Game.IsCurrentWorld(self.World))
|
|
Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "Lose", self.Owner.Country.Race);
|
|
});
|
|
}
|
|
}
|
|
|
|
public void Win(Actor self)
|
|
{
|
|
if (self.Owner.WinState == WinState.Won) return;
|
|
self.Owner.WinState = WinState.Won;
|
|
self.World.OnPlayerWinStateChanged(self.Owner);
|
|
|
|
Game.Debug("{0} is victorious.".F(self.Owner.PlayerName));
|
|
|
|
if (self.Owner == self.World.LocalPlayer)
|
|
Game.RunAfterDelay(Info.NotificationDelay, () => Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", "Win", self.Owner.Country.Race));
|
|
}
|
|
}
|
|
|
|
[Desc("Tag trait for things that must be destroyed for a short game to end.")]
|
|
public class MustBeDestroyedInfo : TraitInfo<MustBeDestroyed> { }
|
|
public class MustBeDestroyed { }
|
|
|
|
[Desc("Provides game mode information for players/observers.",
|
|
"Goes on WorldActor - observers don't have a player it can live on.")]
|
|
public class ConquestObjectivesPanelInfo : ITraitInfo
|
|
{
|
|
public string ObjectivesPanel = null;
|
|
public object Create(ActorInitializer init) { return new ConquestObjectivesPanel(this); }
|
|
}
|
|
|
|
public class ConquestObjectivesPanel : IObjectivesPanel
|
|
{
|
|
ConquestObjectivesPanelInfo info;
|
|
public ConquestObjectivesPanel(ConquestObjectivesPanelInfo info) { this.info = info; }
|
|
public string ObjectivesPanel { get { return info.ObjectivesPanel; } }
|
|
}
|
|
}
|