1
0
forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/EndGameManager.js
2010-10-01 20:51:21 +00:00

111 lines
3.1 KiB
JavaScript

// Repetition interval (msecs) for checking end game conditions
var g_ProgressInterval = 1000;
/**
* System component which regularly checks victory/defeat conditions
* and if they are satisfied then it marks the player as victorious/defeated.
*/
function EndGameManager() {}
EndGameManager.prototype.Schema =
"<a:component type='system'/><empty/>";
EndGameManager.prototype.Init = function()
{
// Game type, initialised from the map settings.
// One of: "conquest" (default) and "endless"
this.gameType = "conquest";
};
EndGameManager.prototype.SetGameType = function(newGameType)
{
this.gameType = newGameType;
};
/**
* Begin checking the end-game conditions.
* Must be called once, after calling SetGameType.
*/
EndGameManager.prototype.Start = function()
{
if (this.gameType != "endless")
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_EndGameManager, "ProgressTimeout", g_ProgressInterval, {});
}
};
EndGameManager.prototype.OnDestroy = function()
{
if (this.timer)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
}
};
EndGameManager.prototype.ProgressTimeout = function(data)
{
this.UpdatePlayerStates();
// Repeat the timer
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_EndGameManager, "ProgressTimeout", g_ProgressInterval, data);
};
EndGameManager.prototype.UpdatePlayerStates = function()
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
switch (this.gameType)
{
case "conquest":
// If a player is currently active but has no suitable units left,
// mark that player as defeated
// (Start from player 1 since we ignore Gaia)
for (var i = 1; i < cmpPlayerManager.GetNumPlayers(); i++)
{
var playerEntityId = cmpPlayerManager.GetPlayerByID(i);
var cmpPlayer = Engine.QueryInterface(playerEntityId, IID_Player);
if (cmpPlayer.GetState() == "active")
{
if (cmpPlayer.GetConquestCriticalEntitiesCount() == 0)
{
Engine.PostMessage(playerEntityId, MT_PlayerDefeated, null);
}
}
}
// If there's only player remaining active, mark them as the winner
// TODO: update this code for allies
var alivePlayersCount = 0;
var lastAlivePlayerId;
// (Start from 1 to ignore Gaia)
for (var i = 1; i < cmpPlayerManager.GetNumPlayers(); i++)
{
var playerEntityId = cmpPlayerManager.GetPlayerByID(i);
var cmpPlayer = Engine.QueryInterface(playerEntityId, IID_Player);
if (cmpPlayer.GetState() == "active")
{
alivePlayersCount++;
lastAlivePlayerId = i;
}
}
if (alivePlayersCount == 1)
{
var playerEntityId = cmpPlayerManager.GetPlayerByID(lastAlivePlayerId);
var cmpPlayer = Engine.QueryInterface(playerEntityId, IID_Player);
cmpPlayer.SetState("won");
}
break;
default:
error("Invalid game type "+this.gameType);
break;
}
};
Engine.RegisterComponentType(IID_EndGameManager, "EndGameManager", EndGameManager);