120 lines
3.8 KiB
C#
120 lines
3.8 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;
|
|
using Eluant;
|
|
using OpenRA.Mods.Common;
|
|
using OpenRA.Mods.Common.Traits;
|
|
using OpenRA.Scripting;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.RA.Scripting
|
|
{
|
|
[ScriptPropertyGroup("MissionObjectives")]
|
|
public class MissionObjectiveProperties : ScriptPlayerProperties
|
|
{
|
|
readonly MissionObjectives mo;
|
|
|
|
public MissionObjectiveProperties(ScriptContext context, Player player)
|
|
: base(context, player)
|
|
{
|
|
mo = player.PlayerActor.Trait<MissionObjectives>();
|
|
}
|
|
|
|
[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 mo.Add(Player, description, ObjectiveType.Primary);
|
|
}
|
|
|
|
[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 mo.Add(Player, description, ObjectiveType.Secondary);
|
|
}
|
|
|
|
[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 == ObjectiveType.Primary ? "Primary" : "Secondary";
|
|
}
|
|
|
|
[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();
|
|
}
|
|
}
|
|
}
|