Files
OpenRA/OpenRA.Mods.RA/ConquestVictoryConditions.cs
2011-06-20 22:50:26 +12:00

90 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Traits;
namespace OpenRA.Mods.RA
{
public class ConquestVictoryConditionsInfo : ITraitInfo
{
public string WinNotification = null;
public string LoseNotification = null;
public object Create(ActorInitializer init) { return new ConquestVictoryConditions(this); }
}
public class ConquestVictoryConditions : ITick, IResolveOrder
{
ConquestVictoryConditionsInfo Info;
public ConquestVictoryConditions(ConquestVictoryConditionsInfo info) { 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.Count() == 0) 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;
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)
{
self.World.LocalShroud.Disabled = true;
Sound.Play(Info.LoseNotification);
}
}
public void Win(Actor self)
{
if (self.Owner.WinState == WinState.Won) return;
self.Owner.WinState = WinState.Won;
Game.Debug("{0} is victorious.".F(self.Owner.PlayerName));
if (self.Owner == self.World.LocalPlayer)
{
self.World.LocalShroud.Disabled = true;
Sound.Play(Info.WinNotification);
}
}
}
/* tag trait for things that must be destroyed for a short game to end */
class MustBeDestroyedInfo : TraitInfo<MustBeDestroyed> { }
class MustBeDestroyed { }
}