Files
OpenRA/OpenRA.Mods.RA/ConquestVictoryConditions.cs
Kenny f41fb32d60 Introducing per-player shrouds.
- Each player has their own shroud and their visibility does not extend outside of the shroud. 
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00

108 lines
3.2 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 int NotificationDelay = 1500; // Milliseconds
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.RenderedShroud.Disabled = true;
Game.RunAfterDelay(Info.NotificationDelay, () =>
{
if (Game.IsCurrentWorld(self.World))
Sound.PlayNotification(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;
Game.Debug("{0} is victorious.".F(self.Owner.PlayerName));
if (self.Owner == self.World.LocalPlayer)
{
self.World.RenderedShroud.Disabled = true;
Game.RunAfterDelay(Info.NotificationDelay, () => Sound.PlayNotification(self.Owner, "Speech", "Win", self.Owner.Country.Race));
}
}
}
/* tag trait for things that must be destroyed for a short game to end */
public class MustBeDestroyedInfo : TraitInfo<MustBeDestroyed> { }
public class MustBeDestroyed { }
// 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; } }
}
}