Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using Eluant;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Scripting
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{
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[ScriptPropertyGroup("MissionObjectives")]
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public class MissionObjectiveProperties : ScriptPlayerProperties, Requires<MissionObjectivesInfo>
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{
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readonly MissionObjectives mo;
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readonly bool shortGame;
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public MissionObjectiveProperties(ScriptContext context, Player player)
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: base(context, player)
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{
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mo = player.PlayerActor.Trait<MissionObjectives>();
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shortGame = player.World.WorldActor.Trait<MapOptions>().ShortGame;
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}
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[ScriptActorPropertyActivity]
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[Desc("Add a mission objective for this player. The function returns the " +
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"ID of the newly created objective, so that it can be referred to later.")]
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public int AddObjective(string description, string type = "Primary", bool required = true)
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{
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return mo.Add(Player, description, type, required);
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}
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[ScriptActorPropertyActivity]
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[Desc("Add a primary mission objective for this player. The function returns the " +
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"ID of the newly created objective, so that it can be referred to later.")]
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public int AddPrimaryObjective(string description)
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{
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return AddObjective(description);
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}
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[ScriptActorPropertyActivity]
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[Desc("Add a secondary mission objective for this player. The function returns the " +
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"ID of the newly created objective, so that it can be referred to later.")]
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public int AddSecondaryObjective(string description)
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{
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return AddObjective(description, "Secondary", false);
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}
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[ScriptActorPropertyActivity]
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[Desc("Mark an objective as completed. This needs the objective ID returned " +
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"by AddObjective as argument. When this player has completed all primary " +
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"objectives, (s)he has won the game.")]
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public void MarkCompletedObjective(int id)
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{
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if (id < 0 || id >= mo.Objectives.Count)
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throw new LuaException("Objective ID is out of range.");
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mo.MarkCompleted(Player, id);
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}
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[ScriptActorPropertyActivity]
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[Desc("Mark an objective as failed. This needs the objective ID returned " +
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"by AddObjective as argument. Secondary objectives do not have any " +
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"influence whatsoever on the outcome of the game. " +
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"It is possible to mark a completed objective as a failure.")]
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public void MarkFailedObjective(int id)
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{
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if (id < 0 || id >= mo.Objectives.Count)
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throw new LuaException("Objective ID is out of range.");
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mo.MarkFailed(Player, id);
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}
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[ScriptActorPropertyActivity]
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[Desc("Returns true if the objective has been successfully completed, false otherwise.")]
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public bool IsObjectiveCompleted(int id)
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{
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if (id < 0 || id >= mo.Objectives.Count)
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throw new LuaException("Objective ID is out of range.");
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return mo.Objectives[id].State == ObjectiveState.Completed;
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}
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[ScriptActorPropertyActivity]
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[Desc("Returns true if the objective has been failed, false otherwise.")]
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public bool IsObjectiveFailed(int id)
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{
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if (id < 0 || id >= mo.Objectives.Count)
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throw new LuaException("Objective ID is out of range.");
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return mo.Objectives[id].State == ObjectiveState.Failed;
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}
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[ScriptActorPropertyActivity]
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[Desc("Returns the description of an objective.")]
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public string GetObjectiveDescription(int id)
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{
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if (id < 0 || id >= mo.Objectives.Count)
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throw new LuaException("Objective ID is out of range.");
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return mo.Objectives[id].Description;
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}
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[ScriptActorPropertyActivity]
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[Desc("Returns the type of an objective.")]
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public string GetObjectiveType(int id)
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{
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if (id < 0 || id >= mo.Objectives.Count)
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throw new LuaException("Objective ID is out of range.");
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return mo.Objectives[id].Type;
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}
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[ScriptActorPropertyActivity]
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[Desc("Returns true if this player has lost all units/actors that have " +
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"the MustBeDestroyed trait (according to the short game option).")]
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public bool HasNoRequiredUnits()
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{
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return Player.HasNoRequiredUnits(shortGame);
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}
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}
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}
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