#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Collections.Generic; using System.Linq; using OpenRA.Network; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Used to mark a place that needs to be in possession for StrategicVictoryConditions.")] public class StrategicPointInfo : TraitInfo { } public class StrategicPoint { } [Desc("Allows King of the Hill (KotH) style gameplay.")] public class StrategicVictoryConditionsInfo : TraitInfo, Requires { [Desc("Amount of time (in game ticks) that the player has to hold all the strategic points.", "Defaults to 7500 ticks (5 minutes at default speed).")] public readonly int HoldDuration = 7500; [Desc("Should the timer reset when the player loses hold of a strategic point.")] public readonly bool ResetOnHoldLost = true; [Desc("Percentage of all strategic points the player has to hold to win.")] public readonly int RatioRequired = 50; [Desc("Delay for the end game notification in milliseconds.")] public readonly int NotificationDelay = 1500; [Desc("Description of the objective")] public readonly string Objective = "Hold all the strategic positions!"; [Desc("Disable the win/loss messages and audio notifications?")] public readonly bool SuppressNotifications = false; public override object Create(ActorInitializer init) { return new StrategicVictoryConditions(init.Self, this); } } public class StrategicVictoryConditions : ITick, ISync, INotifyWinStateChanged, INotifyTimeLimit { [FluentReference("player")] const string PlayerIsVictorious = "notification-player-is-victorious"; [FluentReference("player")] const string PlayerIsDefeated = "notification-player-is-defeated"; readonly StrategicVictoryConditionsInfo info; [Sync] public int TicksLeft; readonly Player player; readonly MissionObjectives mo; readonly bool shortGame; int objectiveID = -1; public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo svcInfo) { info = svcInfo; TicksLeft = info.HoldDuration; player = self.Owner; mo = self.Trait(); shortGame = player.World.WorldActor.Trait().ShortGame; } public IEnumerable AllPoints => player.World.ActorsHavingTrait(); public int Total => AllPoints.Count(); int Owned { get { return AllPoints.Count(a => a.Owner.RelationshipWith(player) == PlayerRelationship.Ally); } } public bool Holding => Owned >= info.RatioRequired * Total / 100; void ITick.Tick(Actor self) { if (player.WinState != WinState.Undefined || player.NonCombatant) return; if (objectiveID < 0) objectiveID = mo.Add(player, info.Objective, "Primary", inhibitAnnouncement: true); if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits(shortGame)) mo.MarkFailed(self.Owner, objectiveID); var allOthersLost = true; var anyOtherWon = false; foreach (var other in self.World.Players) { if (other.NonCombatant || other.IsAlliedWith(self.Owner)) continue; allOthersLost = allOthersLost && other.WinState == WinState.Lost; anyOtherWon = anyOtherWon || other.WinState == WinState.Won; } if (allOthersLost) mo.MarkCompleted(player, objectiveID); if (anyOtherWon) mo.MarkFailed(player, objectiveID); // See if any of the conditions are met to increase the count if (Total > 0) { if (Holding) { // Hah! We met this critical owned condition if (--TicksLeft == 0) mo.MarkCompleted(player, objectiveID); } else if (TicksLeft != 0) if (info.ResetOnHoldLost) TicksLeft = info.HoldDuration; // Reset the time hold } } void INotifyTimeLimit.NotifyTimerExpired(Actor self) { if (objectiveID < 0) return; var myTeam = self.World.LobbyInfo.ClientWithIndex(self.Owner.ClientIndex).Team; var victoriousTeam = self.World.Players.Where(p => !p.NonCombatant && p.Playable) .Select(p => (Player: p, PlayerStatistics: p.PlayerActor.TraitOrDefault())) .OrderByDescending(p => p.PlayerStatistics?.Experience ?? 0) .GroupBy(p => (self.World.LobbyInfo.ClientWithIndex(p.Player.ClientIndex) ?? new Session.Client()).Team) .OrderByDescending(g => g.Sum(gg => gg.PlayerStatistics?.Experience ?? 0)) .First(); if (victoriousTeam.Key == myTeam && (myTeam != 0 || victoriousTeam.First().Player == self.Owner)) { mo.MarkCompleted(self.Owner, objectiveID); return; } mo.MarkFailed(self.Owner, objectiveID); } void INotifyWinStateChanged.OnPlayerLost(Player player) { foreach (var a in player.World.ActorsWithTrait().Where(a => a.Actor.Owner == player)) a.Trait.OnOwnerLost(a.Actor); if (info.SuppressNotifications) return; TextNotificationsManager.AddSystemLine(PlayerIsDefeated, FluentBundle.Arguments("player", player.ResolvedPlayerName)); Game.RunAfterDelay(info.NotificationDelay, () => { if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer) { Game.Sound.PlayNotification(player.World.Map.Rules, player, "Speech", mo.Info.LoseNotification, player.Faction.InternalName); TextNotificationsManager.AddTransientLine(player, mo.Info.LoseTextNotification); } }); } void INotifyWinStateChanged.OnPlayerWon(Player player) { if (info.SuppressNotifications) return; TextNotificationsManager.AddSystemLine(PlayerIsVictorious, FluentBundle.Arguments("player", player.ResolvedPlayerName)); Game.RunAfterDelay(info.NotificationDelay, () => { if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer) { Game.Sound.PlayNotification(player.World.Map.Rules, player, "Speech", mo.Info.WinNotification, player.Faction.InternalName); TextNotificationsManager.AddTransientLine(player, mo.Info.WinTextNotification); } }); } } }