#region Copyright & License Information /* * Copyright 2007-2014 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.RA { public enum ObjectiveType { Primary, Secondary }; public enum ObjectiveState { Incomplete, Completed, Failed }; public class MissionObjective { public readonly ObjectiveType Type; public readonly string Description; public ObjectiveState State; public MissionObjective(ObjectiveType type, string description) { Type = type; Description = description; State = ObjectiveState.Incomplete; } } public class MissionObjectivesInfo : ITraitInfo { [Desc("Set this to true if multiple cooperative players have a distinct set of " + "objectives that each of them has to complete to win the game. This is mainly " + "useful for multiplayer coop missions. Do not use this for skirmish team games.")] public readonly bool Cooperative = false; [Desc("If set to true, this setting causes the game to end immediately once the first " + "player (or team of cooperative players) fails or completes his objectives. If " + "set to false, players that fail their objectives will stick around and become observers.")] public readonly bool EarlyGameOver = false; [Desc("Delay between the game over condition being met, and the game actually ending, in milliseconds.")] public readonly int GameOverDelay = 1500; public object Create(ActorInitializer init) { return new MissionObjectives(init.world, this); } } public class MissionObjectives : INotifyObjectivesUpdated, ISync, IResolveOrder { readonly MissionObjectivesInfo info; readonly List objectives = new List(); public ReadOnlyList Objectives; [Sync] public int ObjectivesHash { get { return Objectives.Aggregate(0, (code, objective) => code ^ Sync.hash(objective.State)); } } // This property is used as a flag in 'Cooperative' games to mark that the player has completed all his objectives. // The player's WinState is only updated when his allies have all completed their objective as well. public WinState WinStateCooperative { get; private set; } public MissionObjectives(World world, MissionObjectivesInfo moInfo) { info = moInfo; Objectives = new ReadOnlyList(objectives); world.ObserveAfterWinOrLose = !info.EarlyGameOver; } public int Add(Player player, string description, ObjectiveType type = ObjectiveType.Primary) { var newID = objectives.Count; objectives.Insert(newID, new MissionObjective(type, description)); ObjectiveAdded(player); foreach (var inou in player.PlayerActor.TraitsImplementing()) inou.OnObjectiveAdded(player, newID); return newID; } public void MarkCompleted(Player player, int objectiveID) { if (objectiveID >= objectives.Count || objectives[objectiveID].State == ObjectiveState.Completed) return; var inous = player.PlayerActor.TraitsImplementing(); objectives[objectiveID].State = ObjectiveState.Completed; foreach (var inou in inous) inou.OnObjectiveCompleted(player, objectiveID); if (objectives[objectiveID].Type == ObjectiveType.Primary) { var playerWon = objectives.Where(o => o.Type == ObjectiveType.Primary).All(o => o.State == ObjectiveState.Completed); if (playerWon) { foreach (var inou in inous) inou.OnPlayerWon(player); CheckIfGameIsOver(player); } } } public void MarkFailed(Player player, int objectiveID) { if (objectiveID >= objectives.Count || objectives[objectiveID].State != ObjectiveState.Incomplete) return; var inous = player.PlayerActor.TraitsImplementing(); objectives[objectiveID].State = ObjectiveState.Failed; foreach (var inou in inous) inou.OnObjectiveFailed(player, objectiveID); if (objectives[objectiveID].Type == ObjectiveType.Primary) { var playerLost = objectives.Where(o => o.Type == ObjectiveType.Primary).Any(o => o.State == ObjectiveState.Failed); if (playerLost) { foreach (var inou in inous) inou.OnPlayerLost(player); CheckIfGameIsOver(player); } } } void CheckIfGameIsOver(Player player) { var players = player.World.Players.Where(p => !p.NonCombatant); var gameOver = players.All(p => p.WinState != WinState.Undefined); if (gameOver) Game.RunAfterDelay(info.GameOverDelay, () => { player.World.EndGame(); player.World.SetPauseState(true); player.World.PauseStateLocked = true; }); } public void OnPlayerWon(Player player) { var players = player.World.Players.Where(p => !p.NonCombatant); var enemies = players.Where(p => !p.IsAlliedWith(player)); if (info.Cooperative) { WinStateCooperative = WinState.Won; var allies = players.Where(p => p.IsAlliedWith(player)); if (allies.All(p => p.PlayerActor.Trait().WinStateCooperative == WinState.Won)) { foreach (var p in allies) { p.WinState = WinState.Won; p.World.OnPlayerWinStateChanged(p); } if (info.EarlyGameOver) foreach (var p in enemies) p.PlayerActor.Trait().ForceDefeat(p); } } else { player.WinState = WinState.Won; player.World.OnPlayerWinStateChanged(player); if (info.EarlyGameOver) foreach (var p in enemies) p.PlayerActor.Trait().ForceDefeat(p); } } public void OnPlayerLost(Player player) { var players = player.World.Players.Where(p => !p.NonCombatant); var enemies = players.Where(p => !p.IsAlliedWith(player)); if (info.Cooperative) { WinStateCooperative = WinState.Lost; var allies = players.Where(p => p.IsAlliedWith(player)); if (allies.Any(p => p.PlayerActor.Trait().WinStateCooperative == WinState.Lost)) { foreach (var p in allies) { p.WinState = WinState.Lost; p.World.OnPlayerWinStateChanged(p); } if (info.EarlyGameOver) foreach (var p in enemies) p.PlayerActor.Trait().ForceDefeat(p); } } else { player.WinState = WinState.Lost; player.World.OnPlayerWinStateChanged(player); if (info.EarlyGameOver) foreach (var p in enemies) { p.WinState = WinState.Won; p.World.OnPlayerWinStateChanged(p); } } } public void ForceDefeat(Player player) { for (var id = 0; id < Objectives.Count; id++) if (Objectives[id].State == ObjectiveState.Incomplete) MarkFailed(player, id); } public event Action ObjectiveAdded = player => { }; public void OnObjectiveAdded(Player player, int id) {} public void OnObjectiveCompleted(Player player, int id) {} public void OnObjectiveFailed(Player player, int id) {} public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Surrender") ForceDefeat(self.Owner); } } [Desc("Provides game mode progress information for players.", "Goes on WorldActor - observers don't have a player it can live on.", "Current options for PanelName are 'SKIRMISH_STATS' and 'MISSION_OBJECTIVES'.")] public class ObjectivesPanelInfo : ITraitInfo { public string PanelName = null; public object Create(ActorInitializer init) { return new ObjectivesPanel(this); } } public class ObjectivesPanel : IObjectivesPanel { ObjectivesPanelInfo info; public ObjectivesPanel(ObjectivesPanelInfo info) { this.info = info; } public string PanelName { get { return info.PanelName; } } } }