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0ad/binaries/data/mods/public/simulation/components/EndGameManager.js
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elexis 97e1d002f1 Add two missing checks in the EndgameManager for players who already had won or were defeated in d2d43ab46f as reported by fatherbushido, refs #4382.
Add a warning if a Trigger script (like the one on Treasure Islands,
refs #4507) tries to marks a player as won who had already won or lost.
Merge a duplicate call in the Player component.

This was SVN commit r20156.
2017-09-10 15:30:53 +00:00

202 lines
5.2 KiB
JavaScript

/**
* System component to store the gametype, gametype settings and
* check for allied victory / last-man-standing.
*/
function EndGameManager() {}
EndGameManager.prototype.Schema =
"<a:component type='system'/><empty/>";
EndGameManager.prototype.Init = function()
{
this.gameType = "conquest";
// Contains settings specific to the victory condition,
// for example wonder victory duration.
this.gameTypeSettings = {};
// Allied victory means allied players can win if victory conditions are met for each of them
// False for a "last man standing" game
this.alliedVictory = true;
// Don't do any checks before the diplomacies were set for each player
// or when marking a player as won.
this.skipAlliedVictoryCheck = true;
this.lastManStandingMessage = undefined;
this.endlessGame = false;
};
EndGameManager.prototype.GetGameType = function()
{
return this.gameType;
};
EndGameManager.prototype.GetGameTypeSettings = function()
{
return this.gameTypeSettings;
};
EndGameManager.prototype.SetGameType = function(newGameType, newSettings = {})
{
this.gameType = newGameType;
this.gameTypeSettings = newSettings;
this.skipAlliedVictoryCheck = false;
this.endlessGame = newGameType == "endless";
Engine.BroadcastMessage(MT_GameTypeChanged, {});
};
/**
* Sets the given player (and the allies if allied victory is enabled) as a winner.
*
* @param {number} playerID - The player that should win.
* @param {function} victoryReason - Function that maps from number to plural string, for example
* n => markForPluralTranslation(
* "%(lastPlayer)s has won (game mode).",
* "%(players)s and %(lastPlayer)s have won (game mode).",
* n));
*/
EndGameManager.prototype.MarkPlayerAsWon = function(playerID, victoryString, defeatString)
{
let state = QueryPlayerIDInterface(playerID).GetState();
if (state != "active")
{
warn("Can't mark player " + playerID + " as won, since the state is " + state);
return;
}
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
let numPlayers = cmpPlayerManager.GetNumPlayers();
this.skipAlliedVictoryCheck = true;
let winningPlayers = [];
let defeatedPlayers = [];
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
// Group win/defeat messages
for (let won of [false, true])
for (let i = 1; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i);
if (cmpPlayer.GetState() != "active")
continue;
let hasWon = playerID == i || this.alliedVictory && cmpPlayer.IsMutualAlly(playerID);
if (hasWon == won)
{
if (won)
{
cmpPlayer.SetState("won", undefined);
winningPlayers.push(i);
}
else
{
cmpPlayer.SetState("defeated", undefined);
defeatedPlayers.push(i);
}
}
}
if (winningPlayers.length)
cmpGUIInterface.PushNotification({
"type": "won",
"players": [winningPlayers[0]],
"allies" : winningPlayers,
"message": victoryString(winningPlayers.length)
});
if (defeatedPlayers.length)
cmpGUIInterface.PushNotification({
"type": "defeat",
"players": [defeatedPlayers[0]],
"allies" : defeatedPlayers,
"message": defeatString(defeatedPlayers.length)
});
this.skipAlliedVictoryCheck = false;
};
EndGameManager.prototype.SetAlliedVictory = function(flag)
{
this.alliedVictory = flag;
};
EndGameManager.prototype.GetAlliedVictory = function()
{
return this.alliedVictory;
};
EndGameManager.prototype.AlliedVictoryCheck = function()
{
if (this.skipAlliedVictoryCheck || this.endlessGame)
return;
let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpGuiInterface || !cmpPlayerManager)
return;
cmpGuiInterface.DeleteTimeNotification(this.lastManStandingMessage);
// Proceed if only allies are remaining
let allies = [];
for (let playerID = 1; playerID < cmpPlayerManager.GetNumPlayers(); ++playerID)
{
let cmpPlayer = QueryPlayerIDInterface(playerID);
if (cmpPlayer.GetState() != "active")
continue;
if (allies.length && !cmpPlayer.IsMutualAlly(allies[0]))
return;
allies.push(playerID);
}
if (this.alliedVictory || allies.length == 1)
{
for (let playerID of allies)
{
let cmpPlayer = QueryPlayerIDInterface(playerID);
if (cmpPlayer)
cmpPlayer.SetState("won", undefined);
}
cmpGuiInterface.PushNotification({
"type": "won",
"players": [allies[0]],
"allies" : allies,
"message": markForPluralTranslation(
"%(lastPlayer)s has won (last player alive).",
"%(players)s and %(lastPlayer)s have won (last players alive).",
allies.length)
});
}
else
this.lastManStandingMessage = cmpGuiInterface.AddTimeNotification({
"message": markForTranslation("Last remaining player wins."),
"translateMessage": true,
}, 12 * 60 * 60 * 1000); // 12 hours
};
EndGameManager.prototype.OnInitGame = function(msg)
{
this.AlliedVictoryCheck();
};
EndGameManager.prototype.OnGlobalDiplomacyChanged = function(msg)
{
this.AlliedVictoryCheck();
};
EndGameManager.prototype.OnGlobalPlayerDefeated = function(msg)
{
this.AlliedVictoryCheck();
};
Engine.RegisterSystemComponentType(IID_EndGameManager, "EndGameManager", EndGameManager);