//----------------------------------------------------------------------------------------------
bool WinGameGoal::SuccessConditionsSatisfied(RtsGame& game)
{
    EntityList enemyEntities;
    game.Enemy()->Entities(enemyEntities);

    // All enemy units are destroyed, win game!
    return enemyEntities.empty();
}
//----------------------------------------------------------------------------------------------
vector<GoalEx*> WinGameGoal::GetSucceededInstances(RtsGame &game)
{
    vector<GoalEx*> succeededGoals;
    EntityList enemyEntities;
    game.Enemy()->Entities(enemyEntities);

    if (enemyEntities.empty())
    {
        PlanStepParameters params;
        params[PARAM_StrategyTypeId] = STRTYPE_EarlyTierRush;
        succeededGoals.push_back(g_GoalFactory.GetGoal(GOALEX_WinGame, params, true));
        LogInfo("WinGameGoal succeeded with strategt type='%s'", Enums[params[PARAM_StrategyTypeId]]);
    }

    return succeededGoals;
}
示例#3
0
//----------------------------------------------------------------------------------------------
bool AttackEntityAction::SuccessConditionsSatisfied(RtsGame& game)
{
    _ASSERTE(PlanStepEx::GetState() == ESTATE_Executing);
    bool targetExists = g_Assist.DoesEntityObjectExist(m_targetId, PLAYER_Enemy);

    if (targetExists)
    {
        GameEntity* pGameTarget = game.Enemy()->GetEntity(m_targetId);
        _ASSERTE(pGameTarget);

        ObjectStateType targetState = (ObjectStateType)pGameTarget->P(OP_State);
        return targetState == OBJSTATE_UnderAttack;
    }
    else
    {
        return true;
    }
}