Files
OpenRA/OpenRA.Mods.RA/Strategic/StrategicVictoryConditions.cs
geckosoft 175b07c0ff Added: StrategicProgressWidget to show the capturing progress (including custom gfx)
Fixed: Sync on unsyncable field type
Added: StrategicProgressWidget to both cnc & ra
2010-11-21 10:59:32 +13:00

212 lines
5.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 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 LICENSE.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
/// <summary>
/// Attach to players only kthx :)
/// </summary>
public class StrategicVictoryConditionsInfo : ITraitInfo
{
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
{
[Sync] public Actor Self;
public StrategicVictoryConditionsInfo Info;
[Sync] public int TicksToHold;
[Sync] public bool ResetOnHoldLost;
public float RatioRequired;
public float CriticalRatioRequired;
[Sync] public bool SplitHolds;
[Sync] public int TicksLeft = 0;
[Sync] public int CriticalTicksLeft = 0;
public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo info)
{
Self = self;
Info = info;
TicksToHold = info.TicksToHold;
ResetOnHoldLost = info.ResetOnHoldLost;
RatioRequired = info.RatioRequired;
CriticalRatioRequired = info.CriticalRatioRequired;
SplitHolds = info.SplitHolds;
}
/// <summary>
/// Includes your allies as well
/// </summary>
public int Owned
{
get { return (SplitHolds) ? CountOwnedPoints(false) : CountOwnedPoints(false) + OwnedCritical; }
}
/// <summary>
/// Includes your allies as well
/// </summary>
public int OwnedCritical
{
get { return CountOwnedPoints(true); }
}
public int Total
{
get
{
return (SplitHolds) ? Self.World.Actors.Where(a => !a.Destroyed && a.HasTrait<StrategicPoint>() && a.TraitOrDefault<StrategicPoint>().Critical == false).Count() : Self.World.Actors.Where(a => a.HasTrait<StrategicPoint>()).Count();
}
}
public int TotalCritical
{
get
{
return Self.World.Actors.Where(a => !a.Destroyed && a.HasTrait<StrategicPoint>() && a.TraitOrDefault<StrategicPoint>().Critical).Count();
}
}
public int CountOwnedPoints(bool critical)
{
int total = 0;
foreach (var p in Self.World.players.Select(k => k.Value))
{
if (p == Self.Owner || (p.Stances[Self.Owner] == Stance.Ally && Self.Owner.Stances[p] == Stance.Ally))
{
total += Self.World.Queries.OwnedBy[p].Where(a => a.HasTrait<StrategicPoint>() && a.TraitOrDefault<StrategicPoint>().Critical == critical).Count();
}
}
return total;
}
public bool HoldingCritical
{
get
{
var criticalOwned = 1f / TotalCritical * OwnedCritical;
return (criticalOwned >= CriticalRatioRequired);
}
}
public bool Holding
{
get
{
var owned = 1f / Total * Owned;
return (owned >= RatioRequired);
}
}
public void Tick(Actor self)
{
if (self.Owner.WinState != WinState.Undefined || self.Owner.NonCombatant) return;
var cvc = self.TraitOrDefault<ConquestVictoryConditions>();
if (cvc == null)
return; // Cannot work without ConquestVictoryConditions
// 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)
{
// First time
CriticalTicksLeft = TicksToHold;
}
else
{
// nth time
if (--CriticalTicksLeft == 0)
{
// Player & allies have won!
Won();
}
}
}
else if (CriticalTicksLeft != 0)
{
// we lost the hold :/
if (ResetOnHoldLost)
{
CriticalTicksLeft = 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)
{
// First time
TicksLeft = TicksToHold;
}
else
{
// nth time
if (--TicksLeft == 0)
{
// Player & allies have won!
Won();
}
}
}
else if (TicksLeft != 0)
{
// we lost the hold :/
if (ResetOnHoldLost)
{
TicksLeft = TicksToHold; // Reset the time hold
}
}
}
}
public void Won()
{
// Player has won
foreach (var p in Self.World.players.Select(k => k.Value))
{
var cvc = p.PlayerActor.TraitOrDefault<ConquestVictoryConditions>();
if ((p.WinState == WinState.Undefined) && (p == Self.Owner || (p.Stances[Self.Owner] == Stance.Ally && Self.Owner.Stances[p] == Stance.Ally)))
{
cvc.Win(p.PlayerActor);
}
else if (p.WinState == WinState.Undefined)
{
cvc.Surrender(p.PlayerActor);
}
}
}
}
}