47 | | EndGameManager.prototype.OnDestroy = function() |
48 | | { |
49 | | if (this.timer) |
| 39 | // for all other game types, defeat that player |
| 40 | var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); |
| 41 | |
| 42 | // Ignore gaia |
| 43 | var numPlayers = cmpPlayerManager.GetNumPlayers() - 1; |
| 44 | var cmpPlayers = []; |
| 45 | |
| 46 | // If the player is currently active but needs to be defeated, |
| 47 | // mark that player as defeated |
| 48 | // cache the cmpPlayer instances of the other players |
| 49 | var firstActivePlayer = -1; |
| 50 | for (var i = 0; i < numPlayers; i++) |
51 | | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); |
52 | | cmpTimer.CancelTimer(this.timer); |
| 52 | var playerEntityId = cmpPlayerManager.GetPlayerByID(i+1); |
| 53 | cmpPlayers[i] = Engine.QueryInterface(playerEntityId, IID_Player); |
| 54 | if (cmpPlayers[i].GetState() == "active") // cmpPlayer should always exist |
| 55 | { |
| 56 | if (firstActivePlayer == -1) |
| 57 | firstActivePlayer = i; |
| 58 | if (cmpPlayers[i].GetPlayerID() == playerID) |
| 59 | Engine.PostMessage(playerEntityId, MT_PlayerDefeated, { "playerId": i } ); |
| 60 | } |
56 | | EndGameManager.prototype.ProgressTimeout = function(data) |
57 | | { |
58 | | this.UpdatePlayerStates(); |
59 | | |
60 | | // Repeat the timer |
61 | | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); |
62 | | this.timer = cmpTimer.SetTimeout(this.entity, IID_EndGameManager, "ProgressTimeout", g_ProgressInterval, data); |
63 | | }; |
| 63 | if (firstActivePlayer == -1) |
| 64 | return; // no active players |
80 | | var playerEntityId = cmpPlayerManager.GetPlayerByID(i+1); |
81 | | cmpPlayers[i] = Engine.QueryInterface(playerEntityId, IID_Player); |
82 | | if (cmpPlayers[i].GetState() == "active") |
83 | | { |
84 | | if (cmpPlayers[i].GetConquestCriticalEntitiesCount() == 0) |
85 | | { // Defeated - notify AIs by sending playerId |
86 | | Engine.PostMessage(playerEntityId, MT_PlayerDefeated, { "playerId": i } ); |
87 | | } |
88 | | } |
| 72 | if (cmpPlayers[activePlayer].IsMutualAlly(i+1)) |
| 73 | allies.push(i); |
| 74 | else |
| 75 | return; // not only allies are left, nobody has won yet |
91 | | var onlyAlliesLeft = true; |
92 | | var allies = []; |
93 | | for (var i = 0; i < numPlayers && onlyAlliesLeft; i++) |
94 | | { |
95 | | if (cmpPlayers[i].GetState() == "active") |
96 | | { //Active player |
97 | | for (var j = 0; j < numPlayers && onlyAlliesLeft; j++) |
98 | | { |
99 | | if (cmpPlayers[j].GetState() == "active" |
100 | | && (cmpPlayers[i].IsEnemy(j+1) || cmpPlayers[j].IsEnemy(i+1) |
101 | | || cmpPlayers[i].IsNeutral(j+1) || cmpPlayers[j].IsNeutral(i+1))) |
102 | | { // Only need to find an active non-allied player |
103 | | onlyAlliesLeft = false; |
104 | | } |
105 | | } |
106 | | |
107 | | if (onlyAlliesLeft) |
108 | | allies.push(i); |
109 | | } |
110 | | } |
| 79 | // If only allies left and allied victory set (or only one player left) |
| 80 | if (!this.alliedVictory && allies.length != 1) |
| 81 | return; |
120 | | // Reveal the map to all players |
121 | | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
122 | | cmpRangeManager.SetLosRevealAll(-1, true); |
123 | | } |
124 | | |
125 | | break; |
126 | | |
127 | | default: |
128 | | error("Invalid game type "+this.gameType); |
129 | | break; |
130 | | } |
| 86 | // Reveal the map to all players |
| 87 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
| 88 | cmpRangeManager.SetLosRevealAll(-1, true); |