Example #1
0
        internal override void update()
        {
            if (ChapterEndCalling)
            {
                InChapterEnd      = true;
                ChapterEndCalling = false;
            }
            if (InChapterEnd && get_scene_map() != null)
            {
                bool cont = false;
                while (!cont)
                {
                    cont = true;
                    switch (ChapterEndTimer)
                    {
                    case 0:
                        // End of chapter support gains
                        if (SupportPoints)
                        {
                            Global.game_map.apply_chapter_support();
                        }

                        // Send metrics
                        if (SendMetrics)
                        {
#if DEBUG
                            if (!Global.game_temp.chapter_skipped)
                                if (!Global.UnitEditorActive)
#endif
                            send_metrics();
                        }

                        // Show rankings
                        if (ShowRankings)
                        {
                            Global.game_temp.menu_call     = true;
                            Global.game_temp.rankings_call = true;
                        }
                        cont = false;

                        ChapterEndTimer++;
                        break;

                    case 1:
                        // Wait for rankings screen to finish
                        if (!Global.game_temp.menu_call && !Global.game_temp.menuing)
                        {
                            // Reclaim siege engines and show popups for them
                            var constructors = Global.game_map.allies
                                               .Select(x => Global.game_map.units[x])
                                               .Where(x => x.can_reclaim(true))
                                               .ToList();

                            var siegeEngineLocs = constructors.SelectMany(x => x.reclaim_targets())
                                                  .Distinct()
                                                  .ToList();

                            if (siegeEngineLocs.Any())
                            {
                                // Show popup
                                Global.game_system.play_se(System_Sounds.Gain);
                                Global.game_map.get_scene_map().set_popup("Recovered siege engines.", 113);

                                for (int i = 0; i < siegeEngineLocs.Count; i++)
                                {
                                    Siege_Engine siegeEngine = Global.game_map.get_siege(siegeEngineLocs[i]);
                                    // Add a copy of the siege engine's item to the convoy
                                    // (leave the original item on the map so it's visible during the outro)
                                    Item_Data item = new Item_Data(siegeEngine.item);
                                    Global.game_battalions.add_item_to_convoy(item, true);
                                }
                            }

                            ChapterEndTimer++;
                            cont = false;
                        }
                        break;

                    case 2:
                        // Wait for popup to clear
                        if (!Global.game_map.get_scene_map().is_map_popup_active())
                        {
                            InChapterEnd    = false;
                            ChapterEndTimer = 0;
                            ShowRankings    = false;
                            SendMetrics     = false;
                            SupportPoints   = false;
                        }
                        break;
                    }
                }
            }
        }
Example #2
0
 internal void add_siege_engine(Siege_Engine siege)
 {
     SiegeEngines.Add(siege.id, siege);
 }