Files
OpenRA/OpenRA.Mods.Common/Traits/Player/StrategicVictoryConditions.cs
2015-11-27 16:19:59 +00:00

133 lines
4.3 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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.Collections.Generic;
using System.Linq;
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 : ITraitInfo, Requires<MissionObjectivesInfo>
{
[Desc("Amount of time (in game ticks) that the player has to hold all the strategic points.", "Defaults to 5 minutes.")]
public readonly int TicksToHold = 25 * 60 * 5;
[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 float RatioRequired = 0.5f;
[Desc("Delay for the end game notification in milliseconds.")]
public readonly int NotificationDelay = 1500;
[Desc("Description of the objective")]
[Translate] public readonly string Objective = "Hold all the strategic positions!";
public object Create(ActorInitializer init) { return new StrategicVictoryConditions(init.Self, this); }
}
public class StrategicVictoryConditions : ITick, ISync, INotifyObjectivesUpdated
{
readonly StrategicVictoryConditionsInfo info;
[Sync] public int TicksLeft;
readonly Player player;
readonly MissionObjectives mo;
int objectiveID = -1;
public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo svcInfo)
{
info = svcInfo;
TicksLeft = info.TicksToHold;
player = self.Owner;
mo = self.Trait<MissionObjectives>();
}
public IEnumerable<Actor> AllPoints
{
get { return player.World.ActorsHavingTrait<StrategicPoint>(); }
}
public int Total { get { return AllPoints.Count(); } }
int Owned { get { return AllPoints.Count(a => WorldUtils.AreMutualAllies(player, a.Owner)); } }
public bool Holding { get { return Owned >= info.RatioRequired * Total; } }
public void Tick(Actor self)
{
if (player.WinState != WinState.Undefined || player.NonCombatant) return;
if (objectiveID < 0)
objectiveID = mo.Add(player, info.Objective, ObjectiveType.Primary, true);
if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits())
mo.MarkFailed(self.Owner, objectiveID);
var others = self.World.Players.Where(p => !p.NonCombatant
&& !p.IsAlliedWith(self.Owner));
if (others.All(p => p.WinState == WinState.Lost))
mo.MarkCompleted(player, objectiveID);
if (others.Any(p => p.WinState == WinState.Won))
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.TicksToHold; // Reset the time hold
}
}
public void OnPlayerLost(Player player)
{
Game.Debug("{0} is defeated.", player.PlayerName);
foreach (var a in player.World.Actors.Where(a => a.Owner == player))
a.Kill(a);
Game.RunAfterDelay(info.NotificationDelay, () =>
{
if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer)
Game.Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Lose", player.Faction.InternalName);
});
}
public void OnPlayerWon(Player player)
{
Game.Debug("{0} is victorious.", player.PlayerName);
Game.RunAfterDelay(info.NotificationDelay, () =>
{
if (Game.IsCurrentWorld(player.World) && player == player.World.LocalPlayer)
Game.Sound.PlayNotification(player.World.Map.Rules, player, "Speech", "Win", player.Faction.InternalName);
});
}
public void OnObjectiveAdded(Player player, int id) { }
public void OnObjectiveCompleted(Player player, int id) { }
public void OnObjectiveFailed(Player player, int id) { }
}
}