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692cc8240d
This was SVN commit r15430.
71 lines
2.4 KiB
JavaScript
71 lines
2.4 KiB
JavaScript
/*
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* Check players the next turn. Avoids problems in Atlas, with promoting entities etc
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*/
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Trigger.prototype.CheckConquestCriticalEntities = function()
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{
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if (this.checkingConquestCriticalEntities)
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return;
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// wait a turn for actually checking the players
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this.DoAfterDelay(0, "CheckConquestCriticalEntitiesNow", null);
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this.checkingConquestCriticalEntities = true;
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};
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/*
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* Check players immediately. Might cause problems with converting/promoting entities.
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*/
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Trigger.prototype.CheckConquestCriticalEntitiesNow = function()
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{
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this.checkingConquestCriticalEntities = false;
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// for all other game types, defeat that player
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
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// Ignore gaia
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var numPlayers = cmpPlayerManager.GetNumPlayers();
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var cmpPlayers = [];
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var allies = [];
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var onlyAlliesLeft = true;
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// If the player is currently active but needs to be defeated,
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// mark that player as defeated
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// cache the cmpPlayer instances of the other players and search the allies
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for (var i = 1; i < numPlayers; i++)
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{
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// cmpPlayer should always exist for the player ids from 1 to numplayers
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// so no tests on the existance of cmpPlayer are needed
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var playerEntityId = cmpPlayerManager.GetPlayerByID(i);
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cmpPlayers[i] = Engine.QueryInterface(playerEntityId, IID_Player);
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if (cmpPlayers[i].GetState() != "active")
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continue;
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if (cmpPlayers[i].GetConquestCriticalEntitiesCount() == 0)
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Engine.PostMessage(playerEntityId, MT_PlayerDefeated, { "playerId": i } );
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else
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{
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if (!allies.length || cmpPlayers[allies[0]].IsMutualAlly(i))
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allies.push(i);
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else
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onlyAlliesLeft = false;
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}
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}
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// check if there are winners, or the game needs to continue
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if (!allies.length || !onlyAlliesLeft || !(cmpEndGameManager.alliedVictory || allies.length == 1))
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return;
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for each (var p in allies)
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cmpPlayers[p].SetState("won");
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// Reveal the map to all players
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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cmpRangeManager.SetLosRevealAll(-1, true);
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};
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var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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var data = {"enabled": true};
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cmpTrigger.RegisterTrigger("OnOwnershipChanged", "CheckConquestCriticalEntities", data);
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// also check at the start of the game
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cmpTrigger.DoAfterDelay(0, "CheckConquestCriticalEntitiesNow", null);
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cmpTrigger.checkingConquestCriticalEntities = false;
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