Files
OpenRA/OpenRA.Mods.Common/Traits/Player/StrategicVictoryConditions.cs
2021-03-08 18:11:25 +01:00

162 lines
5.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, 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.Primitives;
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
{
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 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.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 teams = 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));
if (teams.First().Key == myTeam && (myTeam != 0 || teams.First().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;
Game.AddSystemLine(player.PlayerName + " is defeated.");
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);
});
}
void INotifyWinStateChanged.OnPlayerWon(Player player)
{
if (info.SuppressNotifications)
return;
Game.AddSystemLine(player.PlayerName + " is victorious.");
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);
});
}
}
}