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