Files
OpenRA/OpenRA.Mods.RA/Strategic/StrategicVictoryConditions.cs
2011-07-14 20:29:09 +12:00

165 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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.Traits;
namespace OpenRA.Mods.RA
{
/// <summary>
/// Attach to players only kthx :)
/// </summary>
public class StrategicVictoryConditionsInfo : ITraitInfo, Requires<ConquestVictoryConditionsInfo>
{
public readonly int TicksToHold = 25 * 60 * 5; // ~5 minutes
public readonly bool ResetOnHoldLost = true;
public readonly float RatioRequired = 0.5f; // 50% required of all koth locations
public readonly float CriticalRatioRequired = 1f; // if someone owns 100% of all critical locations
public readonly bool SplitHolds = true; // disallow or allow the 'holdsrequired' to include critical locations
public object Create(ActorInitializer init) { return new StrategicVictoryConditions(init.self, this); }
}
public class StrategicVictoryConditions : ITick, ISync
{
Actor self;
StrategicVictoryConditionsInfo info;
[Sync] bool SplitHolds;
[Sync] public int TicksLeft = 0;
[Sync] public int CriticalTicksLeft = 0;
public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo info)
{
this.self = self;
this.info = info;
SplitHolds = info.SplitHolds;
}
/// <summary>
/// Includes your allies as well
/// </summary>
int Owned
{
get { return CountOwnedPoints(false) + (SplitHolds ? 0 : OwnedCritical); }
}
/// <summary>
/// Includes your allies as well
/// </summary>
int OwnedCritical
{
get { return CountOwnedPoints(true); }
}
IEnumerable<TraitPair<StrategicPoint>> AllPoints
{
get { return self.World.ActorsWithTrait<StrategicPoint>(); }
}
public int Total
{
get
{
return SplitHolds
? AllPoints.Count( a => a.Trait.Critical )
: AllPoints.Count();
}
}
public int TotalCritical
{
get
{
return AllPoints.Count( a => a.Trait.Critical );
}
}
int CountOwnedPoints(bool critical)
{
return AllPoints.Count( a => a.Trait.Critical == critical &&
WorldUtils.AreMutualAllies( self.Owner, a.Actor.Owner ));
}
public bool HoldingCritical
{
get
{
var criticalOwned = 1f / TotalCritical * OwnedCritical;
return criticalOwned >= info.CriticalRatioRequired;
}
}
public bool Holding
{
get
{
var owned = 1f / Total * Owned;
return owned >= info.RatioRequired;
}
}
public void Tick(Actor self)
{
if (self.Owner.WinState != WinState.Undefined || self.Owner.NonCombatant) return;
// See if any of the conditions are met to increase the count
if (TotalCritical > 0)
{
if (HoldingCritical)
{
// Hah! We met ths critical owned condition
if (CriticalTicksLeft == 0)
CriticalTicksLeft = info.TicksToHold; // crap
else if (--CriticalTicksLeft == 0)
Won();
}
else if (CriticalTicksLeft != 0)
if (info.ResetOnHoldLost)
CriticalTicksLeft = info.TicksToHold; // Reset the time hold
}
// 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)
TicksLeft = info.TicksToHold; // first tick -- this is crap.
else if (--TicksLeft == 0)
Won();
}
else if (TicksLeft != 0)
if (info.ResetOnHoldLost)
TicksLeft = info.TicksToHold; // Reset the time hold
}
}
void Won()
{
// Player has won
foreach (var p in self.World.Players)
{
var cvc = p.PlayerActor.Trait<ConquestVictoryConditions>();
if (p.WinState == WinState.Undefined && WorldUtils.AreMutualAllies(self.Owner, p))
cvc.Win(p.PlayerActor);
else if (p.WinState == WinState.Undefined)
cvc.Lose(p.PlayerActor);
}
}
}
}