public MarkCompleted ( Player player, int objectiveID ) : void | ||
player | Player | |
objectiveID | int | |
Résultat | void |
public void Tick(Actor self) { if (player.WinState != WinState.Undefined || player.NonCombatant) { return; } if (objectiveID < 0) { objectiveID = mo.Add(player, info.Objective, ObjectiveType.Primary, true); } 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.All(p => p.WinState == WinState.Lost)) { mo.MarkCompleted(player, objectiveID); } if (others.Any(p => p.WinState == WinState.Won)) { mo.MarkFailed(player, objectiveID); } // See if any of the conditions are met to increase the count if (Total > 0) { if (Holding) { // Hah! We met ths critical owned condition if (--TicksLeft == 0) { mo.MarkCompleted(player, objectiveID); } } else if (TicksLeft != 0) { if (info.ResetOnHoldLost) { TicksLeft = info.TicksToHold; // Reset the time hold } } } }
public void Tick(Actor self) { if (self.Owner.WinState != WinState.Undefined || self.Owner.NonCombatant) { return; } if (objectiveID < 0) { objectiveID = mo.Add(self.Owner, info.Objective, ObjectiveType.Primary, true); } 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); } }
void ITick.Tick(Actor self) { if (self.Owner.WinState != WinState.Undefined || self.Owner.NonCombatant) { return; } if (objectiveID < 0) { objectiveID = mo.Add(self.Owner, info.Objective, "Primary", inhibitAnnouncement: true); } if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits(shortGame)) { mo.MarkFailed(self.Owner, objectiveID); } // Players, NonCombatants, and IsAlliedWith are all fixed once the game starts, so we can cache the result. if (otherPlayers == null) { otherPlayers = self.World.Players.Where(p => !p.NonCombatant && !p.IsAlliedWith(self.Owner)).ToArray(); } if (otherPlayers.Length == 0) { return; } // PERF: Avoid LINQ. foreach (var otherPlayer in otherPlayers) { if (otherPlayer.WinState != WinState.Lost) { return; } } mo.MarkCompleted(self.Owner, objectiveID); }