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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-19 23:03:56 -07:00
137 lines
3.5 KiB
JavaScript
137 lines
3.5 KiB
JavaScript
/**
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* System component to store the gametype, gametype settings and
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* check for allied victory / last-man-standing.
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*/
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function EndGameManager() {}
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EndGameManager.prototype.Schema =
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"<a:component type='system'/><empty/>";
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EndGameManager.prototype.Init = function()
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{
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this.gameType = "conquest";
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// Contains settings specific to the victory condition,
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// for example wonder victory duration.
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this.gameTypeSettings = {};
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// Allied victory means allied players can win if victory conditions are met for each of them
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// False for a "last man standing" game
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this.alliedVictory = true;
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// Don't do any checks before the diplomacies were set for each player
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// or when marking a player as won.
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this.skipAlliedVictoryCheck = true;
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this.lastManStandingMessage = undefined;
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this.endlessGame = false;
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};
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EndGameManager.prototype.GetGameType = function()
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{
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return this.gameType;
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};
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EndGameManager.prototype.GetGameTypeSettings = function()
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{
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return this.gameTypeSettings;
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};
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EndGameManager.prototype.SetGameType = function(newGameType, newSettings = {})
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{
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this.gameType = newGameType;
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this.gameTypeSettings = newSettings;
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this.skipAlliedVictoryCheck = false;
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this.endlessGame = newGameType == "endless";
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Engine.BroadcastMessage(MT_GameTypeChanged, {});
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};
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EndGameManager.prototype.MarkPlayerAsWon = function(playerID)
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{
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let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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let numPlayers = cmpPlayerManager.GetNumPlayers();
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this.skipAlliedVictoryCheck = true;
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// Group win/defeat messages
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for (let won of [false, true])
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for (let i = 1; i < numPlayers; ++i)
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{
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let cmpPlayer = QueryPlayerIDInterface(i);
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let hasWon = playerID == i || this.alliedVictory && cmpPlayer.IsMutualAlly(playerID);
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if (hasWon == won)
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cmpPlayer.SetState(won ? "won" : "defeated");
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}
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this.skipAlliedVictoryCheck = false;
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};
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EndGameManager.prototype.SetAlliedVictory = function(flag)
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{
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this.alliedVictory = flag;
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};
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EndGameManager.prototype.GetAlliedVictory = function()
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{
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return this.alliedVictory;
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};
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EndGameManager.prototype.AlliedVictoryCheck = function()
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{
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if (this.skipAlliedVictoryCheck || this.endlessGame)
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return;
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let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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if (!cmpGuiInterface || !cmpPlayerManager)
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return;
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cmpGuiInterface.DeleteTimeNotification(this.lastManStandingMessage);
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// Proceed if only allies are remaining
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let allies = [];
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for (let playerID = 1; playerID < cmpPlayerManager.GetNumPlayers(); ++playerID)
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{
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let cmpPlayer = QueryPlayerIDInterface(playerID);
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if (cmpPlayer.GetState() != "active")
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continue;
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if (allies.length && !cmpPlayer.IsMutualAlly(allies[0]))
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return;
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allies.push(playerID);
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}
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if (this.alliedVictory || allies.length == 1)
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for (let playerID of allies)
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{
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let cmpPlayer = QueryPlayerIDInterface(playerID);
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if (cmpPlayer)
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cmpPlayer.SetState("won");
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}
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else
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this.lastManStandingMessage = cmpGuiInterface.AddTimeNotification({
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"message": markForTranslation("Last remaining player wins."),
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"translateMessage": true,
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}, 12 * 60 * 60 * 1000); // 12 hours
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};
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EndGameManager.prototype.OnInitGame = function(msg)
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{
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this.AlliedVictoryCheck();
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};
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EndGameManager.prototype.OnGlobalDiplomacyChanged = function(msg)
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{
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this.AlliedVictoryCheck();
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};
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EndGameManager.prototype.OnGlobalPlayerDefeated = function(msg)
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{
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this.AlliedVictoryCheck();
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};
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Engine.RegisterSystemComponentType(IID_EndGameManager, "EndGameManager", EndGameManager);
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