0ad/binaries/data/mods/public/maps/scripts/Conquest.js
2014-06-23 18:25:19 +00:00

71 lines
2.4 KiB
JavaScript

/*
* Check players the next turn. Avoids problems in Atlas, with promoting entities etc
*/
Trigger.prototype.CheckConquestCriticalEntities = function()
{
if (this.checkingConquestCriticalEntities)
return;
// wait a turn for actually checking the players
this.DoAfterDelay(0, "CheckConquestCriticalEntitiesNow", null);
this.checkingConquestCriticalEntities = true;
};
/*
* Check players immediately. Might cause problems with converting/promoting entities.
*/
Trigger.prototype.CheckConquestCriticalEntitiesNow = function()
{
this.checkingConquestCriticalEntities = false;
// for all other game types, defeat that player
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
// Ignore gaia
var numPlayers = cmpPlayerManager.GetNumPlayers();
var cmpPlayers = [];
var allies = [];
var onlyAlliesLeft = true;
// If the player is currently active but needs to be defeated,
// mark that player as defeated
// cache the cmpPlayer instances of the other players and search the allies
for (var i = 1; i < numPlayers; i++)
{
// cmpPlayer should always exist for the player ids from 1 to numplayers
// so no tests on the existance of cmpPlayer are needed
var playerEntityId = cmpPlayerManager.GetPlayerByID(i);
cmpPlayers[i] = Engine.QueryInterface(playerEntityId, IID_Player);
if (cmpPlayers[i].GetState() != "active")
continue;
if (cmpPlayers[i].GetConquestCriticalEntitiesCount() == 0)
Engine.PostMessage(playerEntityId, MT_PlayerDefeated, { "playerId": i } );
else
{
if (!allies.length || cmpPlayers[allies[0]].IsMutualAlly(i))
allies.push(i);
else
onlyAlliesLeft = false;
}
}
// check if there are winners, or the game needs to continue
if (!allies.length || !onlyAlliesLeft || !(cmpEndGameManager.alliedVictory || allies.length == 1))
return;
for each (var p in allies)
cmpPlayers[p].SetState("won");
// Reveal the map to all players
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetLosRevealAll(-1, true);
};
var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
var data = {"enabled": true};
cmpTrigger.RegisterTrigger("OnOwnershipChanged", "CheckConquestCriticalEntities", data);
// also check at the start of the game
cmpTrigger.DoAfterDelay(0, "CheckConquestCriticalEntitiesNow", null);
cmpTrigger.checkingConquestCriticalEntities = false;