0ad/binaries/data/mods/public/simulation/components/EndGameManager.js
2017-01-03 23:12:52 +00:00

137 lines
3.5 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, {});
};
EndGameManager.prototype.MarkPlayerAsWon = function(playerID)
{
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
let numPlayers = cmpPlayerManager.GetNumPlayers();
this.skipAlliedVictoryCheck = true;
// Group win/defeat messages
for (let won of [false, true])
for (let i = 1; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i);
let hasWon = playerID == i || this.alliedVictory && cmpPlayer.IsMutualAlly(playerID);
if (hasWon == won)
cmpPlayer.SetState(won ? "won" : "defeated");
}
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");
}
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);