47 | | EndGameManager.prototype.OnDestroy = function() |
48 | | { |
49 | | if (this.timer) |
50 | | { |
51 | | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); |
52 | | cmpTimer.CancelTimer(this.timer); |
53 | | } |
54 | | }; |
55 | | |
56 | | EndGameManager.prototype.ProgressTimeout = function(data) |
57 | | { |
58 | | this.UpdatePlayerStates(); |
| 39 | // for all other game types, defeat that player |
| 40 | var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); |
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 | | }; |
64 | | |
65 | | EndGameManager.prototype.UpdatePlayerStates = function() |
66 | | { |
67 | | var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); |
68 | | switch (this.gameType) |
| 42 | // Ignore gaia |
| 43 | var numPlayers = cmpPlayerManager.GetNumPlayers(); |
| 44 | var cmpPlayers = []; |
| 45 | |
| 46 | var allies = []; |
| 47 | var onlyAlliesLeft = true; |
| 48 | // If the player is currently active but needs to be defeated, |
| 49 | // mark that player as defeated |
| 50 | // cache the cmpPlayer instances of the other players and search the allies |
| 51 | for (var i = 1; i < numPlayers; i++) |
70 | | case "conquest": |
71 | | |
72 | | // Ignore gaia |
73 | | var numPlayers = cmpPlayerManager.GetNumPlayers() - 1; |
74 | | var cmpPlayers = new Array(numPlayers); |
75 | | |
76 | | // If a player is currently active but has no suitable units left, |
77 | | // mark that player as defeated |
78 | | for (var i = 0; i < numPlayers; i++) |
| 53 | var playerEntityId = cmpPlayerManager.GetPlayerByID(i); |
| 54 | cmpPlayers[i] = Engine.QueryInterface(playerEntityId, IID_Player); |
| 55 | if (cmpPlayers[i].GetState() != "active") // cmpPlayer should always exist |
| 56 | continue; |
| 57 | if (i == playerID) |
| 58 | Engine.PostMessage(playerEntityId, MT_PlayerDefeated, { "playerId": i } ); |
| 59 | else |
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 | | } |
| 61 | if (!allies.length || cmpPlayers[allies[0]].IsMutualAlly(i)) |
| 62 | allies.push(i); |
| 63 | else |
| 64 | onlyAlliesLeft = false; |
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 | | } |
| 68 | // check if there are winners, or the game needs to continue |
| 69 | if (!allies.length || !onlyAlliesLeft || !(this.alliedVictory || allies.length == 1)) |
| 70 | 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 | | } |
| 75 | // Reveal the map to all players |
| 76 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
| 77 | cmpRangeManager.SetLosRevealAll(-1, true); |