Files
OpenRA/OpenRA.Mods.Common/Traits/Player/ConquestVictoryConditions.cs
2024-10-04 15:11:27 +03:00

136 lines
4.7 KiB
C#

#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.Linq;
using OpenRA.Network;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.Player)]
public class ConquestVictoryConditionsInfo : TraitInfo, Requires<MissionObjectivesInfo>
{
[Desc("Delay for the end game notification in milliseconds.")]
public readonly int NotificationDelay = 1500;
[Desc("Description of the objective.")]
public readonly string Objective = "Destroy all opposition!";
[Desc("Disable the win/loss messages and audio notifications?")]
public readonly bool SuppressNotifications = false;
public override object Create(ActorInitializer init) { return new ConquestVictoryConditions(init.Self, this); }
}
public class ConquestVictoryConditions : ITick, INotifyWinStateChanged, INotifyTimeLimit
{
[FluentReference("player")]
const string PlayerIsVictorious = "notification-player-is-victorious";
[FluentReference("player")]
const string PlayerIsDefeated = "notification-player-is-defeated";
readonly ConquestVictoryConditionsInfo info;
readonly MissionObjectives mo;
readonly bool shortGame;
Player[] otherPlayers;
int objectiveID = -1;
public ConquestVictoryConditions(Actor self, ConquestVictoryConditionsInfo cvcInfo)
{
info = cvcInfo;
mo = self.Trait<MissionObjectives>();
shortGame = self.Owner.World.WorldActor.Trait<MapOptions>().ShortGame;
}
void ITick.Tick(Actor self)
{
if (self.Owner.WinState != WinState.Undefined || self.Owner.NonCombatant)
return;
if (objectiveID < 0)
objectiveID = mo.Add(self.Owner, info.Objective, "Primary", inhibitAnnouncement: true);
if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits(shortGame))
mo.MarkFailed(self.Owner, objectiveID);
// Players, NonCombatants, and IsAlliedWith are all fixed once the game starts, so we can cache the result.
otherPlayers ??= self.World.Players.Where(p => !p.NonCombatant && !p.IsAlliedWith(self.Owner)).ToArray();
if (otherPlayers.Length == 0) return;
// PERF: Avoid LINQ.
foreach (var otherPlayer in otherPlayers)
if (otherPlayer.WinState != WinState.Lost)
return;
mo.MarkCompleted(self.Owner, objectiveID);
}
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<PlayerStatistics>()))
.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<INotifyOwnerLost>().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);
}
});
}
}
}