TBool CWeaponsTutorialLoseIfAllAmericanSoldiersDied::TutorialEventLogic() //checks if the Event Condition has been met
{
	CGameObjectManager* lObjectManager = CFighterPilotThePacificWar::FighterGame->iGameData->GetMap()->GetObjectManager();
	CPointerArray<CGameObject>*& lObjects = lObjectManager->GetAllGameObjects();

	for(TInt lIndex = 0; lIndex < lObjects->GetCount(); lIndex++)
	{
		CGameObject* lCurrentGameObject = lObjects->Get(lIndex);
		if(lCurrentGameObject->GetConflictSide() == EConflictSideAmerican && lCurrentGameObject->GetGameObjectType() == EObjectTypesGroundUnit)
		{
			if(lCurrentGameObject->IsAlive())
				return false;
		}
	}
	
	return true; //all American soldiers on the map died
}
void CStandardRocket::PossibleCollision(CInterval*& aInterval)
{
	//go through all objects and check if care to collide with them
	CPointerArray<CGameObject>* lGameObjects = aInterval->GetGameObjectsByType(EObjectTypesBuilding | EObjectTypesGroundUnit | EObjectTypesArmouredGroundUnit | EObjectTypesPlane | EObjectTypesShip | EObjectTypesFloor);

	if(iAlive)
	{
		for(TInt lCurrentObjectIndex = 0; lCurrentObjectIndex < lGameObjects->GetCount(); lCurrentObjectIndex++)
		{
			CGameObject* lCurrentGameObject = lGameObjects->Get(lCurrentObjectIndex);

			//only collide with alive objects
			if(lCurrentGameObject->IsAlive() && lCurrentGameObject != this)
			{
				//make sure the rocket doesn't collide with the object that created it
				if(lCurrentGameObject != iCreatorObject)
				{
					if(lCurrentGameObject->GetGameObjectType() & (EObjectTypesBuilding | EObjectTypesGroundUnit | EObjectTypesArmouredGroundUnit | EObjectTypesPlane |  EObjectTypesShip))
					{
						//special case, don't collide with Airport or Hangar buildings
						if(lCurrentGameObject->GetGameObjectIdentifier() != EGameObjectIdentifierAirport && lCurrentGameObject->GetGameObjectIdentifier() != EGameObjectIdentifierHangar)
						{
							TPointIntFloat* lCollisionPoint = iHitBox->IntersectionWithCollisionPointL(lCurrentGameObject->GetHitBox());
							//collide
							if(lCollisionPoint)
							{
								//need to create an explosion here
								Destruct(lCollisionPoint);//alread centers the explosion relative to the collision point
								delete lCollisionPoint;
								break;
							}
						}
					}else if(lCurrentGameObject->GetGameObjectType() & (EObjectTypesFloor))
					{

						TPointIntFloat* lCollisionPoint = iHitBox->IntersectionWithCollisionPointL(lCurrentGameObject->GetHitBox());
						//collide
						if(lCollisionPoint)
						{

							//check if explosion happens on water
							if(lCurrentGameObject->GetGameObjectIdentifier() == EGameObjectIdentifierWater)
							{
								//need to adjust explosion since the explosion should be centered relative to the collision point
								lCollisionPoint->iX -= TIntFloat::Convert(EXPLOSION_100KG_IN_WATER_WIDTH) / 2;//since the collision point is at the left end of the explosion, we center it by moving the collision point left
								CFighterPilotThePacificWar::FighterGame->iGameData->GetMap()->AddGameObject(CExplosion100KgInWater::New(*lCollisionPoint));
							}else
							{
								//need to adjust explosion since the explosion should be centered relative to the collision point
								lCollisionPoint->iX -= TIntFloat::Convert(EXPLOSION_100KG_WIDTH) / 2;//since the collision point is at the left end of the explosion, we center it by moving the collision point left
								//create explosion on Ground
								CFighterPilotThePacificWar::FighterGame->iGameData->GetMap()->AddGameObject(CExplosion100Kg::New(*lCollisionPoint));
							}

							//rocket is used Up
							DestructWithoutExplosion();
							delete lCollisionPoint;
							break;//only one explosion possible per bomb :)
						}
					}
				}
			}
		}
	}

	//clean up
	delete lGameObjects;
}