The options button starts blinking when a new objective is added, which happens in all game modes, even skirmish and koth. This change prevents the button from blinking in the latter two cases. This prevents 1) confusion on part of the players, and 2) an unnecessary announcement of the objective since in skirmish and koth it is always the same.
130 lines
4.2 KiB
C#
130 lines
4.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Used to mark a place that needs to be in possession for StrategicVictoryConditions.")]
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public class StrategicPointInfo : TraitInfo<StrategicPoint> { }
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public class StrategicPoint { }
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[Desc("Allows King of the Hill (KotH) style gameplay.")]
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public class StrategicVictoryConditionsInfo : ITraitInfo, Requires<MissionObjectivesInfo>
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{
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[Desc("Amount of time (in game ticks) that the player has to hold all the strategic points.", "Defaults to 5 minutes.")]
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public readonly int TicksToHold = 25 * 60 * 5;
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[Desc("Should the timer reset when the player loses hold of a strategic point.")]
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public readonly bool ResetOnHoldLost = true;
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[Desc("Percentage of all strategic points the player has to hold to win.")]
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public readonly float RatioRequired = 0.5f;
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[Desc("Delay for the end game notification in milliseconds.")]
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public int NotificationDelay = 1500;
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public object Create(ActorInitializer init) { return new StrategicVictoryConditions(init.Self, this); }
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}
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public class StrategicVictoryConditions : ITick, ISync, INotifyObjectivesUpdated
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{
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readonly StrategicVictoryConditionsInfo info;
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[Sync] public int TicksLeft;
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readonly Player player;
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readonly MissionObjectives mo;
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int objectiveID = -1;
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public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo svcInfo)
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{
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info = svcInfo;
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TicksLeft = info.TicksToHold;
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player = self.Owner;
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mo = self.Trait<MissionObjectives>();
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}
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public IEnumerable<TraitPair<StrategicPoint>> AllPoints
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{
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get { return player.World.ActorsWithTrait<StrategicPoint>(); }
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}
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public int Total { get { return AllPoints.Count(); } }
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int Owned { get { return AllPoints.Count(a => WorldUtils.AreMutualAllies(player, a.Actor.Owner)); } }
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public bool Holding { get { return Owned >= info.RatioRequired * Total; } }
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public void Tick(Actor self)
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{
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if (player.WinState != WinState.Undefined || player.NonCombatant) return;
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if (objectiveID < 0)
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objectiveID = mo.Add(player, "Hold all the strategic positions for a specified time!", ObjectiveType.Primary, true);
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if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits())
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mo.MarkFailed(self.Owner, objectiveID);
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var others = self.World.Players.Where(p => !p.NonCombatant
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&& !p.IsAlliedWith(self.Owner));
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if (others.All(p => p.WinState == WinState.Lost))
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mo.MarkCompleted(player, objectiveID);
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if (others.Any(p => p.WinState == WinState.Won))
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mo.MarkFailed(player, objectiveID);
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// See if any of the conditions are met to increase the count
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if (Total > 0)
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{
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if (Holding)
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{
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// Hah! We met ths critical owned condition
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if (--TicksLeft == 0)
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mo.MarkCompleted(player, objectiveID);
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}
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else if (TicksLeft != 0)
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if (info.ResetOnHoldLost)
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TicksLeft = info.TicksToHold; // Reset the time hold
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}
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}
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public void OnPlayerLost(Player player)
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{
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Game.Debug("{0} is defeated.", player.PlayerName);
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foreach (var a in player.World.Actors.Where(a => a.Owner == player))
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a.Kill(a);
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if (player == player.World.LocalPlayer)
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{
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Game.RunAfterDelay(info.NotificationDelay, () =>
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{
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if (Game.IsCurrentWorld(player.World))
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Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Lose", player.Country.Race);
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});
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}
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}
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public void OnPlayerWon(Player player)
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{
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Game.Debug("{0} is victorious.", player.PlayerName);
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if (player == player.World.LocalPlayer)
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Game.RunAfterDelay(info.NotificationDelay, () => Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Win", player.Country.Race));
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}
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public void OnObjectiveAdded(Player player, int id) { }
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public void OnObjectiveCompleted(Player player, int id) { }
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public void OnObjectiveFailed(Player player, int id) { }
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}
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}
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