Files
OpenRA/OpenRA.Mods.RA/ConquestVictoryConditions.cs
2014-09-21 10:01:40 +02:00

89 lines
2.7 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.Traits;
namespace OpenRA.Mods.RA
{
public class ConquestVictoryConditionsInfo : ITraitInfo, Requires<MissionObjectivesInfo>
{
[Desc("Delay for the end game notification in milliseconds.")]
public int NotificationDelay = 1500;
public object Create(ActorInitializer init) { return new ConquestVictoryConditions(init.self, this); }
}
public class ConquestVictoryConditions : ITick, INotifyObjectivesUpdated
{
readonly ConquestVictoryConditionsInfo info;
readonly MissionObjectives mo;
int objectiveID = -1;
public ConquestVictoryConditions(Actor self, ConquestVictoryConditionsInfo cvcInfo)
{
info = cvcInfo;
mo = self.Trait<MissionObjectives>();
}
public void Tick(Actor self)
{
if (self.Owner.WinState != WinState.Undefined || self.Owner.NonCombatant) return;
if (objectiveID < 0)
objectiveID = mo.Add(self.Owner, "Destroy all opposition!");
if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits())
mo.MarkFailed(self.Owner, objectiveID);
var others = self.World.Players.Where(p => !p.NonCombatant
&& !p.IsAlliedWith(self.Owner));
if (!others.Any()) return;
if (others.All(p => p.WinState == WinState.Lost))
mo.MarkCompleted(self.Owner, objectiveID);
}
public void OnPlayerLost(Player player)
{
Game.Debug("{0} is defeated.", player.PlayerName);
foreach (var a in player.World.Actors.Where(a => a.Owner == player))
a.Kill(a);
if (player == player.World.LocalPlayer)
{
Game.RunAfterDelay(info.NotificationDelay, () =>
{
if (Game.IsCurrentWorld(player.World))
Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Lose", player.Country.Race);
});
}
}
public void OnPlayerWon(Player player)
{
Game.Debug("{0} is victorious.", player.PlayerName);
if (player == player.World.LocalPlayer)
Game.RunAfterDelay(info.NotificationDelay, () => Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Win", player.Country.Race));
}
public void OnObjectiveAdded(Player player, int id) {}
public void OnObjectiveCompleted(Player player, int id) {}
public void OnObjectiveFailed(Player player, int id) {}
}
[Desc("Tag trait for things that must be destroyed for a short game to end.")]
public class MustBeDestroyedInfo : TraitInfo<MustBeDestroyed> { }
public class MustBeDestroyed { }
}