Files
OpenRA/OpenRA.Mods.Common/Traits/Player/MissionObjectives.cs
2015-01-04 15:38:54 +01:00

263 lines
7.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2014 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;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
public enum ObjectiveType { Primary, Secondary }
public enum ObjectiveState { Incomplete, Completed, Failed }
public class MissionObjective
{
public readonly ObjectiveType Type;
public readonly string Description;
public ObjectiveState State;
public MissionObjective(ObjectiveType type, string description)
{
Type = type;
Description = description;
State = ObjectiveState.Incomplete;
}
}
public class MissionObjectivesInfo : ITraitInfo
{
[Desc("Set this to true if multiple cooperative players have a distinct set of " +
"objectives that each of them has to complete to win the game. This is mainly " +
"useful for multiplayer coop missions. Do not use this for skirmish team games.")]
public readonly bool Cooperative = false;
[Desc("If set to true, this setting causes the game to end immediately once the first " +
"player (or team of cooperative players) fails or completes his objectives. If " +
"set to false, players that fail their objectives will stick around and become observers.")]
public readonly bool EarlyGameOver = false;
[Desc("Delay between the game over condition being met, and the game actually ending, in milliseconds.")]
public readonly int GameOverDelay = 1500;
public object Create(ActorInitializer init) { return new MissionObjectives(init.World, this); }
}
public class MissionObjectives : INotifyObjectivesUpdated, ISync, IResolveOrder
{
readonly MissionObjectivesInfo info;
readonly List<MissionObjective> objectives = new List<MissionObjective>();
public ReadOnlyList<MissionObjective> Objectives;
[Sync]
public int ObjectivesHash { get { return Objectives.Aggregate(0, (code, objective) => code ^ Sync.Hash(objective.State)); } }
// This property is used as a flag in 'Cooperative' games to mark that the player has completed all his objectives.
// The player's WinState is only updated when his allies have all completed their objective as well.
public WinState WinStateCooperative { get; private set; }
public MissionObjectives(World world, MissionObjectivesInfo moInfo)
{
info = moInfo;
Objectives = new ReadOnlyList<MissionObjective>(objectives);
world.ObserveAfterWinOrLose = !info.EarlyGameOver;
}
public int Add(Player player, string description, ObjectiveType type = ObjectiveType.Primary)
{
var newID = objectives.Count;
objectives.Insert(newID, new MissionObjective(type, description));
ObjectiveAdded(player);
foreach (var inou in player.PlayerActor.TraitsImplementing<INotifyObjectivesUpdated>())
inou.OnObjectiveAdded(player, newID);
return newID;
}
public void MarkCompleted(Player player, int objectiveID)
{
if (objectiveID >= objectives.Count || objectives[objectiveID].State != ObjectiveState.Incomplete)
return;
var inous = player.PlayerActor.TraitsImplementing<INotifyObjectivesUpdated>();
objectives[objectiveID].State = ObjectiveState.Completed;
foreach (var inou in inous)
inou.OnObjectiveCompleted(player, objectiveID);
if (objectives[objectiveID].Type == ObjectiveType.Primary)
{
var playerWon = objectives.Where(o => o.Type == ObjectiveType.Primary).All(o => o.State == ObjectiveState.Completed);
if (playerWon)
{
foreach (var inou in inous)
inou.OnPlayerWon(player);
CheckIfGameIsOver(player);
}
}
}
public void MarkFailed(Player player, int objectiveID)
{
if (objectiveID >= objectives.Count || objectives[objectiveID].State == ObjectiveState.Failed)
return;
var inous = player.PlayerActor.TraitsImplementing<INotifyObjectivesUpdated>();
objectives[objectiveID].State = ObjectiveState.Failed;
foreach (var inou in inous)
inou.OnObjectiveFailed(player, objectiveID);
if (objectives[objectiveID].Type == ObjectiveType.Primary)
{
var playerLost = objectives.Where(o => o.Type == ObjectiveType.Primary).Any(o => o.State == ObjectiveState.Failed);
if (playerLost)
{
foreach (var inou in inous)
inou.OnPlayerLost(player);
CheckIfGameIsOver(player);
}
}
}
void CheckIfGameIsOver(Player player)
{
var players = player.World.Players.Where(p => !p.NonCombatant);
var gameOver = players.All(p => p.WinState != WinState.Undefined || !p.HasObjectives);
if (gameOver)
Game.RunAfterDelay(info.GameOverDelay, () =>
{
player.World.EndGame();
player.World.SetPauseState(true);
player.World.PauseStateLocked = true;
});
}
public void OnPlayerWon(Player player)
{
var players = player.World.Players.Where(p => !p.NonCombatant);
var enemies = players.Where(p => !p.IsAlliedWith(player));
if (info.Cooperative)
{
WinStateCooperative = WinState.Won;
var allies = players.Where(p => p.IsAlliedWith(player));
if (allies.All(p => p.PlayerActor.Trait<MissionObjectives>().WinStateCooperative == WinState.Won))
{
foreach (var p in allies)
{
p.WinState = WinState.Won;
p.World.OnPlayerWinStateChanged(p);
}
if (info.EarlyGameOver)
foreach (var p in enemies)
p.PlayerActor.Trait<MissionObjectives>().ForceDefeat(p);
}
}
else
{
player.WinState = WinState.Won;
player.World.OnPlayerWinStateChanged(player);
if (info.EarlyGameOver)
foreach (var p in enemies)
p.PlayerActor.Trait<MissionObjectives>().ForceDefeat(p);
}
CheckIfGameIsOver(player);
}
public void OnPlayerLost(Player player)
{
var players = player.World.Players.Where(p => !p.NonCombatant);
var enemies = players.Where(p => !p.IsAlliedWith(player));
if (info.Cooperative)
{
WinStateCooperative = WinState.Lost;
var allies = players.Where(p => p.IsAlliedWith(player));
if (allies.Any(p => p.PlayerActor.Trait<MissionObjectives>().WinStateCooperative == WinState.Lost))
{
foreach (var p in allies)
{
p.WinState = WinState.Lost;
p.World.OnPlayerWinStateChanged(p);
}
if (info.EarlyGameOver)
foreach (var p in enemies)
p.PlayerActor.Trait<MissionObjectives>().ForceDefeat(p);
}
}
else
{
player.WinState = WinState.Lost;
player.World.OnPlayerWinStateChanged(player);
if (info.EarlyGameOver)
foreach (var p in enemies)
{
p.WinState = WinState.Won;
p.World.OnPlayerWinStateChanged(p);
}
}
CheckIfGameIsOver(player);
}
public void ForceDefeat(Player player)
{
for (var id = 0; id < Objectives.Count; id++)
if (Objectives[id].State == ObjectiveState.Incomplete)
MarkFailed(player, id);
}
public event Action<Player> ObjectiveAdded = player => { player.HasObjectives = true; };
public void OnObjectiveAdded(Player player, int id) { }
public void OnObjectiveCompleted(Player player, int id) { }
public void OnObjectiveFailed(Player player, int id) { }
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "Surrender")
ForceDefeat(self.Owner);
}
}
[Desc("Provides game mode progress information for players.",
"Goes on WorldActor - observers don't have a player it can live on.",
"Current options for PanelName are 'SKIRMISH_STATS' and 'MISSION_OBJECTIVES'.")]
public class ObjectivesPanelInfo : ITraitInfo
{
public string PanelName = null;
public object Create(ActorInitializer init) { return new ObjectivesPanel(this); }
}
public class ObjectivesPanel : IObjectivesPanel
{
ObjectivesPanelInfo info;
public ObjectivesPanel(ObjectivesPanelInfo info) { this.info = info; }
public string PanelName { get { return info.PanelName; } }
}
}