#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.Collections.Generic; using System.Linq; using OpenRA.Traits; namespace OpenRA.Mods.RA { public class StrategicPointInfo : TraitInfo {} public class StrategicPoint {} public class StrategicVictoryConditionsInfo : ITraitInfo, Requires { [Desc("Amount of time (in game ticks) that the player has to hold all the strategic points.")] public readonly int TicksToHold = 25 * 60 * 5; // ~5 minutes [Desc("Should the timer reset when the player loses hold of a strategic point.")] public readonly bool ResetOnHoldLost = true; [Desc("Percentage of strategic points the player has to hold to win.")] public readonly float RatioRequired = 0.5f; // 50% required of all koth locations [Desc("Delay for the end game notification in milliseconds.")] public int NotificationDelay = 1500; public object Create(ActorInitializer init) { return new StrategicVictoryConditions(init.self, this); } } public class StrategicVictoryConditions : ITick, ISync, INotifyObjectivesUpdated { readonly StrategicVictoryConditionsInfo info; [Sync] public int TicksLeft; readonly Player player; readonly MissionObjectives mo; int objectiveID = -1; public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo svcInfo) { info = svcInfo; TicksLeft = info.TicksToHold; player = self.Owner; mo = self.Trait(); } public IEnumerable> AllPoints { get { return player.World.ActorsWithTrait(); } } public int Total { get { return AllPoints.Count(); } } int Owned { get { return AllPoints.Count(a => WorldUtils.AreMutualAllies(player, a.Actor.Owner)); } } public bool Holding { get { return Owned >= info.RatioRequired * Total; } } public void Tick(Actor self) { if (player.WinState != WinState.Undefined || player.NonCombatant) return; if (objectiveID < 0) objectiveID = mo.Add(player, "Hold all the strategic positions for a specified time!"); if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits()) mo.MarkFailed(self.Owner, objectiveID); var others = self.World.Players.Where(p => !p.NonCombatant && !p.IsAlliedWith(self.Owner)); if (others.All(p => p.WinState == WinState.Lost)) mo.MarkCompleted(player, objectiveID); if (others.Any(p => p.WinState == WinState.Won)) mo.MarkFailed(player, objectiveID); // See if any of the conditions are met to increase the count if (Total > 0) { if (Holding) { // Hah! We met ths critical owned condition if (--TicksLeft == 0) mo.MarkCompleted(player, objectiveID); } else if (TicksLeft != 0) if (info.ResetOnHoldLost) TicksLeft = info.TicksToHold; // Reset the time hold } } public void OnPlayerLost(Player player) { Game.Debug("{0} is defeated.", player.PlayerName); foreach (var a in player.World.Actors.Where(a => a.Owner == player)) a.Kill(a); if (player == player.World.LocalPlayer) { Game.RunAfterDelay(info.NotificationDelay, () => { if (Game.IsCurrentWorld(player.World)) Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Lose", player.Country.Race); }); } } public void OnPlayerWon(Player player) { Game.Debug("{0} is victorious.", player.PlayerName); if (player == player.World.LocalPlayer) Game.RunAfterDelay(info.NotificationDelay, () => Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Win", player.Country.Race)); } public void OnObjectiveAdded(Player player, int id) {} public void OnObjectiveCompleted(Player player, int id) {} public void OnObjectiveFailed(Player player, int id) {} } }