forked from 0ad/0ad
62 lines
2.0 KiB
JavaScript
62 lines
2.0 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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// Allied victory means allied players can win if victory conditions are met for each of them
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// Would be false for a "last man standing" game (when diplomacy is fully implemented)
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this.alliedVictory = true;
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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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Engine.BroadcastMessage(MT_GameTypeChanged, {});
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};
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EndGameManager.prototype.CheckGameType = function(type)
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{
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return this.gameType == type;
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};
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EndGameManager.prototype.MarkPlayerAsWon = function(playerID)
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{
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var numPlayers = cmpPlayerManager.GetNumPlayers();
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for (var i = 1; i < numPlayers; 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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continue;
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if (playerID == cmpPlayer.GetPlayerID() || this.alliedVictory && cmpPlayer.IsMutualAlly(playerID))
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cmpPlayer.SetState("won")
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else
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Engine.PostMessage(playerEntityId, MT_PlayerDefeated, { "playerId": i } );
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}
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// Reveal the map to all players
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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cmpRangeManager.SetLosRevealAll(-1, true);
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};
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EndGameManager.prototype.SetAlliedVictory = function(flag)
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{
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this.alliedVictory = flag;
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};
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Engine.RegisterSystemComponentType(IID_EndGameManager, "EndGameManager", EndGameManager);
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