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