map goals?

Started by Sorrontis, September 23, 2016, 10:06:08 AM

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Sorrontis

Can someone explain the difference between "Total Destruction" and "Destroy Enemies"?

Thanks!
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

planetfall

Quote from: Sorrontis on September 23, 2016, 10:06:08 AM
Can someone explain the difference between "Total Destruction" and "Destroy Enemies"?

Thanks!

Total Destruction requires you to destroy all enemy struc, particles, and mire (I think?)
Pretty sure I'm supposed to be banned, someone might want to get on that.

Quote from: GoodMorning on December 01, 2016, 05:58:30 PM"Build a ladder to the moon" is simple as a sentence, but actually doing it is not.

Sorrontis

Quote from: planetfall on September 23, 2016, 10:07:30 AM
Quote from: Sorrontis on September 23, 2016, 10:06:08 AM
Can someone explain the difference between "Total Destruction" and "Destroy Enemies"?

Thanks!

Total Destruction requires you to destroy all enemy struc, particles, and mire (I think?)

Thanks, that's what I thought. Lets see if someone knows with confidence :D
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

knucracker

Quote from: Sorrontis on September 23, 2016, 10:09:01 AM
Thanks, that's what I thought. Lets see if someone knows with confidence :D

This will be as authoritative as it gets.  Looks like structures, particles, emergent, and mines have to be destroyed.


            if (gameGoal == GAME_GOAL.DESTROY_ENEMIES) {
                //Debug.Log(goalEnemies.Count + " " + goalPlayer.Count);
                if (goalEnemies.Count == 0) {
                    if (!requireAllItemCollection || goalPlayer.Count == 0) {
                        if (importantMessage.gameObject.activeSelf) importantMessage.Hide();
                        MissionComplete(true);
                    } else {
                        if (!importantMessage.gameObject.activeSelf) importantMessage.Show("COLLECT ALL ITEMS TO COMPLETE MISSION");
                    }
                }
                return;
            } else if (gameGoal == GAME_GOAL.TOTAL_DESTRUCTION) {
                bool enemies = goalEnemies.Count == 0;
                bool particles = redParticleCount == 0;
                bool emergent = redEmergents.Count == 0;
                bool emines = true;
                foreach (EnergyMine em in energyMines) {
                    if (em.enemy) {
                        emines = false;
                        break;
                    }
                }
                if (enemies && particles && emergent && emines) {
                    if (!requireAllItemCollection || goalPlayer.Count == 0) {
                        if (importantMessage.gameObject.activeSelf) importantMessage.Hide();
                        MissionComplete(true);
                    } else {
                        if (!importantMessage.gameObject.activeSelf) importantMessage.Show("COLLECT ALL ITEMS TO COMPLETE MISSION");
                    }
                    return;
                }
            } else if (gameGoal == GAME_GOAL.COLLECT_ITEMS) {
                //Debug.Log(goalEnemies.Count + " " + goalPlayer.Count);
                if (goalPlayer.Count == 0) {
                    if (importantMessage.gameObject.activeSelf) importantMessage.Hide();
                    MissionComplete(true);
                }
                return;
            } else if (gameGoal == GAME_GOAL.PERCENT_MIRE) {
                float mireCoverage = (float)Land.instance.blueCoverTotal / (float)Land.instance.landTotal * 100f;
                if (mireCoverage >= gameGoalMirePercent) {
                    if (!requireAllItemCollection || goalPlayer.Count == 0) {
                        if (importantMessage.gameObject.activeSelf) importantMessage.Hide();
                        MissionComplete(true);
                    } else {
                        if (!importantMessage.gameObject.activeSelf) importantMessage.Show("COLLECT ALL ITEMS TO COMPLETE MISSION");
                    }
                    return;
                }
            } else if (gameGoal == GAME_GOAL.CUSTOM) {
                //Something in PRPL has to cause the win
            }


Sorrontis

Wow, I love your style!
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Tjgalon

enough confidence  for you? hehe

Karsten75

It might have been easier to understand if "Total Destruction" was titled "Total Clean-up".

GoodMorning

A narrative is a lightly-marked path to another reality.

Karsten75


Sorrontis

I was keeping my mouth shut on the sterilization one  :-[
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

GoodMorning

A narrative is a lightly-marked path to another reality.