// 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";
// Allied victory means allied players can win if victory conditions are met for each of them
// Would be false for a "last man standing" game (when diplomacy is fully implemented)
this.alliedVictory = true;
};
EndGameManager.prototype.GetGameType = function()
{
return this.gameType;
};
EndGameManager.prototype.SetGameType = function(newGameType)
{
this.gameType = newGameType;
Engine.BroadcastMessage(MT_GameTypeChanged, {});
};
EndGameManager.prototype.CheckGameType = function(type)
{
return this.gameType == type;
};
EndGameManager.prototype.MarkPlayerAsWon = function(playerID)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var numPlayers = cmpPlayerManager.GetNumPlayers();
for (var i = 1; i < numPlayers; i++)
{
var playerEntityId = cmpPlayerManager.GetPlayerByID(i);
var cmpPlayer = Engine.QueryInterface(playerEntityId, IID_Player);
if (cmpPlayer.GetState() != "active")
continue;
if (playerID == cmpPlayer.GetPlayerID() || this.alliedVictory && cmpPlayer.IsMutualAlly(playerID))
cmpPlayer.SetState("won");
else
Engine.PostMessage(playerEntityId, MT_PlayerDefeated, { "playerId": i, "skip": true } );
}
// Reveal the map to all players
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetLosRevealAll(-1, true);
};
EndGameManager.prototype.SetAlliedVictory = function(flag)
{
this.alliedVictory = flag;
};
EndGameManager.prototype.OnGlobalPlayerDefeated = function(msg)
{
if (msg.skip)
return;
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayers = [];
var allies = [];
var onlyAlliesLeft = true;
var numPlayers = cmpPlayerManager.GetNumPlayers();
for (var i = 1; i < numPlayers; ++i)
{
cmpPlayers[i] = QueryPlayerIDInterface(i);
if (cmpPlayers[i].GetState() != "active" || i == msg.playerId)
continue;
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 || !this.alliedVictory)
return;
for (var p of allies)
cmpPlayers[p].SetState("won");
// Reveal the map to all players
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetLosRevealAll(-1, true);
};
Engine.RegisterSystemComponentType(IID_EndGameManager, "EndGameManager", EndGameManager);