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

182 lines
6.2 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.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<StrategicPoint> { }
public class StrategicPoint { }
[Desc("Allows King of the Hill (KotH) style gameplay.")]
public class StrategicVictoryConditionsInfo : TraitInfo, Requires<MissionObjectivesInfo>
{
[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<MissionObjectives>();
shortGame = player.World.WorldActor.Trait<MapOptions>().ShortGame;
}
public IEnumerable<Actor> AllPoints => player.World.ActorsHavingTrait<StrategicPoint>();
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<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);
}
});
}
}
}