0ad/binaries/data/mods/public/maps/scripts/CaptureTheRelic.js
bb 63ca7ad672 Split VictoryDuration in RelicDuration and WonderDuration
As proposed by leper in 35377c51a7
refs #4014

Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D874
This was SVN commit r20122.
2017-09-06 08:44:26 +00:00

180 lines
6.5 KiB
JavaScript

Trigger.prototype.InitCaptureTheRelic = function()
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let catafalqueTemplates = shuffleArray(cmpTemplateManager.FindAllTemplates(false).filter(
name => name.startsWith("other/catafalque/")));
let potentialSpawnPoints = TriggerHelper.GetLandSpawnPoints();
if (!potentialSpawnPoints.length)
{
error("No gaia entities found on this map that could be used as spawn points!");
return;
}
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
let numSpawnedRelics = cmpEndGameManager.GetGameTypeSettings().relicCount;
this.playerRelicsCount = new Array(TriggerHelper.GetNumberOfPlayers()).fill(0, 1);
this.playerRelicsCount[0] = numSpawnedRelics;
for (let i = 0; i < numSpawnedRelics; ++i)
{
this.relics[i] = TriggerHelper.SpawnUnits(pickRandom(potentialSpawnPoints), catafalqueTemplates[i], 1, 0)[0];
let cmpDamageReceiver = Engine.QueryInterface(this.relics[i], IID_DamageReceiver);
cmpDamageReceiver.SetInvulnerability(true);
let cmpPositionRelic = Engine.QueryInterface(this.relics[i], IID_Position);
cmpPositionRelic.SetYRotation(randFloat(0, 2 * Math.PI));
}
};
Trigger.prototype.CheckCaptureTheRelicVictory = function(data)
{
let cmpIdentity = Engine.QueryInterface(data.entity, IID_Identity);
if (!cmpIdentity || !cmpIdentity.HasClass("Relic") || data.from == -1)
return;
--this.playerRelicsCount[data.from];
if (data.to == -1)
{
warn("Relic entity " + data.entity + " has been destroyed");
this.relics.splice(this.relics.indexOf(data.entity), 1);
}
else
++this.playerRelicsCount[data.to];
this.CheckCaptureTheRelicCountdown();
};
/**
* Check if an individual player or team has acquired all relics.
* Also check if the countdown needs to be stopped if a player/team no longer has all relics.
* Reset the countdown if any of the original allies tries to change their diplomacy with one of these allies.
*/
Trigger.prototype.CheckCaptureTheRelicCountdown = function(data)
{
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
for (let playerID = 1; playerID < TriggerHelper.GetNumberOfPlayers(); ++playerID)
{
let playerAndAllies = cmpEndGameManager.GetAlliedVictory() ?
QueryPlayerIDInterface(playerID).GetMutualAllies() : [playerID];
let teamRelicsOwned = 0;
for (let ally of playerAndAllies)
teamRelicsOwned += this.playerRelicsCount[ally];
if (teamRelicsOwned == this.relics.length)
{
if (!data ||
!this.relicsVictoryCountdownPlayers.length ||
this.relicsVictoryCountdownPlayers.indexOf(data.player) != -1 &&
this.relicsVictoryCountdownPlayers.indexOf(data.otherPlayer) != -1)
{
this.relicsVictoryCountdownPlayers = playerAndAllies;
this.StartCaptureTheRelicCountdown(playerAndAllies);
}
return;
}
}
this.DeleteCaptureTheRelicVictoryMessages();
};
Trigger.prototype.DeleteCaptureTheRelicVictoryMessages = function()
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.relicsVictoryTimer);
let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.DeleteTimeNotification(this.ownRelicsVictoryMessage);
cmpGuiInterface.DeleteTimeNotification(this.othersRelicsVictoryMessage);
this.relicsVictoryCountdownPlayers = [];
};
Trigger.prototype.StartCaptureTheRelicCountdown = function(playerAndAllies)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (this.relicsVictoryTimer)
{
cmpTimer.CancelTimer(this.relicsVictoryTimer);
cmpGuiInterface.DeleteTimeNotification(this.ownRelicsVictoryMessage);
cmpGuiInterface.DeleteTimeNotification(this.othersRelicsVictoryMessage);
}
if (!this.relics.length)
return;
let others = [-1];
for (let playerID = 1; playerID < TriggerHelper.GetNumberOfPlayers(); ++playerID)
{
let cmpPlayer = QueryPlayerIDInterface(playerID);
if (cmpPlayer.GetState() == "won")
return;
if (playerAndAllies.indexOf(playerID) == -1)
others.push(playerID);
}
let cmpPlayer = QueryOwnerInterface(this.relics[0], IID_Player);
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
let captureTheRelicDuration = cmpEndGameManager.GetGameTypeSettings().relicDuration;
let isTeam = playerAndAllies.length > 1;
this.ownRelicsVictoryMessage = cmpGuiInterface.AddTimeNotification({
"message": isTeam ?
markForTranslation("%(_player_)s's team has captured all relics and will win in %(time)s.") :
markForTranslation("%(_player_)s has captured all relics and will win in %(time)s."),
"players": others,
"parameters": {
"_player_": cmpPlayer.GetPlayerID()
},
"translateMessage": true,
"translateParameters": []
}, captureTheRelicDuration);
this.othersRelicsVictoryMessage = cmpGuiInterface.AddTimeNotification({
"message": isTeam ?
markForTranslation("Your team has captured all relics and will win in %(time)s.") :
markForTranslation("You have captured all relics and will win in %(time)s."),
"players": playerAndAllies,
"translateMessage": true
}, captureTheRelicDuration);
this.relicsVictoryTimer = cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_Trigger,
"CaptureTheRelicVictorySetWinner", captureTheRelicDuration, playerAndAllies[0]);
};
Trigger.prototype.CaptureTheRelicVictorySetWinner = function(playerID)
{
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
cmpEndGameManager.MarkPlayerAsWon(
playerID,
n => markForPluralTranslation(
"%(lastPlayer)s has won (Capture the Relic).",
"%(players)s and %(lastPlayer)s have won (Capture the Relic).",
n),
n => markForPluralTranslation(
"%(lastPlayer)s has been defeated (Capture the Relic).",
"%(players)s and %(lastPlayer)s have been defeated (Capture the Relic).",
n));
};
{
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.relics = [];
cmpTrigger.playerRelicsCount = [];
cmpTrigger.relicsVictoryTimer = undefined;
cmpTrigger.ownRelicsVictoryMessage = undefined;
cmpTrigger.othersRelicsVictoryMessage = undefined;
cmpTrigger.relicsVictoryCountdownPlayers = [];
cmpTrigger.DoAfterDelay(0, "InitCaptureTheRelic", {});
cmpTrigger.RegisterTrigger("OnDiplomacyChanged", "CheckCaptureTheRelicCountdown", { "enabled": true });
cmpTrigger.RegisterTrigger("OnOwnershipChanged", "CheckCaptureTheRelicVictory", { "enabled": true });
cmpTrigger.RegisterTrigger("OnPlayerWon", "DeleteCaptureTheRelicVictoryMessages", { "enabled": true });
}