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--
-- file: game_end.lua
-- brief: spawns start unit and sets storage levels
-- author: Andrea Piras
--
-- Copyright (C) 2010,2011.
-- Licensed under the terms of the GNU GPL, v2 or later.
--
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function gadget:GetInfo()
return {
name = "Game End",
desc = "Handles team/allyteam deaths and declares gameover",
author = "Andrea Piras",
date = "August, 2010",
license = "GNU GPL, v2 or later",
layer = 0,
enabled = true -- loaded by default?
}
end
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-- synced only
if (not gadgetHandler:IsSyncedCode()) then
return false
end
local modOptions = Spring.GetModOptions()
-- teamDeathMode possible values: "none", "teamzerounits" , "allyzerounits"
local teamDeathMode = modOptions.teamdeathmode or "teamzerounits"
-- sharedDynamicAllianceVictory is a C-like bool
local sharedDynamicAllianceVictory = tonumber(modOptions.shareddynamicalliancevictory) or 0
-- ignoreGaia is a C-like bool
local ignoreGaia = tonumber(modOptions.ignoregaiawinner) or 1
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local gaiaTeamID = Spring.GetGaiaTeamID()
local spKillTeam = Spring.KillTeam
local spGetAllyTeamList = Spring.GetAllyTeamList
local spGetTeamList = Spring.GetTeamList
local spGetTeamInfo = Spring.GetTeamInfo
local spGameOver = Spring.GameOver
local spAreTeamsAllied = Spring.AreTeamsAllied
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local gaiaAllyTeamID
local allyTeams = spGetAllyTeamList()
local teamsUnitCount = {}
local allyTeamUnitCount = {}
local allyTeamAliveTeamsCount = {}
local teamToAllyTeam = {}
local aliveAllyTeamCount = 0
local killedAllyTeams = {}
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function gadget:GameOver()
-- remove ourself after successful game over
gadgetHandler:RemoveGadget()
end
local function IsCandidateWinner(allyTeamID)
local isAlive = (killedAllyTeams[allyTeamID] ~= true)
local gaiaCheck = (ignoreGaia == 0) or (allyTeamID ~= gaiaAllyTeamID)
return isAlive and gaiaCheck
end
local function CheckSingleAllyVictoryEnd()
if aliveAllyTeamCount ~= 1 then
return false
end
-- find the last remaining allyteam
for _,candidateWinner in ipairs(allyTeams) do
if IsCandidateWinner(candidateWinner) then
return {candidateWinner}
end
end
return {}
end
local function AreAllyTeamsDoubleAllied( firstAllyTeamID, secondAllyTeamID )
-- we need to check for both directions of alliance
return spAreTeamsAllied( firstAllyTeamID, secondAllyTeamID ) and spAreTeamsAllied( secondAllyTeamID, firstAllyTeamID )
end
local function CheckSharedAllyVictoryEnd()
-- we have to cross check all the alliances
local candidateWinners = {}
local winnerCountSquared = 0
for _,firstAllyTeamID in ipairs(allyTeams) do
if IsCandidateWinner(firstAllyTeamID) then
for _,secondAllyTeamID in ipairs(allyTeams) do
if IsCandidateWinner(secondAllyTeamID) and AreAllyTeamsDoubleAllied( firstAllyTeamID, secondAllyTeamID ) then
-- store both check directions
-- since we're gonna check if we're allied against ourself, only secondAllyTeamID needs to be stored
candidateWinners[secondAllyTeamID] = true
winnerCountSquared = winnerCountSquared + 1
end
end
end
end
if winnerCountSquared == (aliveAllyTeamCount*aliveAllyTeamCount) then
-- all the allyteams alive are bidirectionally allied against eachother, they are all winners
local winnersCorrectFormat = {}
for winner in pairs(candidateWinners) do
winnersCorrectFormat[#winnersCorrectFormat+1] = winner
end
return winnersCorrectFormat
end
-- couldn't find any winner
return false
end
local function CheckGameOver()
local winners
if sharedDynamicAllianceVictory == 0 then
winners = CheckSingleAllyVictoryEnd()
else
winners = CheckSharedAllyVictoryEnd()
end
if winners then
spGameOver(winners)
end
end
local function KillTeamsZeroUnits()
-- kill all the teams that have zero units
for teamID, unitCount in pairs(teamsUnitCount) do
if unitCount == 0 then
spKillTeam( teamID )
end
end
end
local function KillAllyTeamsZeroUnits()
-- kill all the allyteams that have zero units
for allyTeamID, unitCount in pairs(allyTeamUnitCount) do
if unitCount == 0 then
-- kill all the teams in the allyteam
local teamList = spGetTeamList(allyTeamID)
for _,teamID in ipairs(teamList) do
spKillTeam( teamID )
end
end
end
end
local function KillResignedTeams()
-- Check for teams w/o leaders -> all players resigned & no AIs left in the team
-- Note: In the case a player drops he will still be the leader of the team!
-- So he can reconnect and take his units.
local teamList = Spring.GetTeamList()
for i=1, #teamList do
local teamID = teamList[i]
local leaderID = select(2, spGetTeamInfo(teamID))
if (leaderID < 0) then
spKillTeam(teamID)
end
end
end
function gadget:GameFrame(frame)
-- only do a check in slowupdate
if (frame%16) == 0 then
CheckGameOver()
-- kill teams after checking for gameover to avoid to trigger instantly gameover
if teamDeathMode == "teamzerounits" then
KillTeamsZeroUnits()
elseif teamDeathMode == "allyzerounits" then
KillAllyTeamsZeroUnits()
end
KillResignedTeams()
end
end
function gadget:TeamDied(teamID)
teamsUnitCount[teamID] = nil
local allyTeamID = teamToAllyTeam[teamID]
local aliveTeamCount = allyTeamAliveTeamsCount[allyTeamID]
if aliveTeamCount then
aliveTeamCount = aliveTeamCount - 1
allyTeamAliveTeamsCount[allyTeamID] = aliveTeamCount
if aliveTeamCount <= 0 then
-- one allyteam just died
aliveAllyTeamCount = aliveAllyTeamCount - 1
allyTeamUnitCount[allyTeamID] = nil
killedAllyTeams[allyTeamID] = true
end
end
end
function gadget:Initialize()
if teamDeathMode == "none" then
gadgetHandler:RemoveGadget()
end
gaiaAllyTeamID = select(6, spGetTeamInfo(gaiaTeamID))
-- at start, fill in the table of all alive allyteams
for _,allyTeamID in ipairs(allyTeams) do
local teamList = spGetTeamList(allyTeamID)
local teamCount = 0
for _,teamID in ipairs(teamList) do
teamToAllyTeam[teamID] = allyTeamID
if (ignoreGaia == 0) or (teamID ~= gaiaTeamID) then
teamCount = teamCount + 1
end
end
allyTeamAliveTeamsCount[allyTeamID] = teamCount
if teamCount > 0 then
aliveAllyTeamCount = aliveAllyTeamCount + 1
end
end
end
function gadget:UnitCreated(unitID, unitDefID, unitTeamID)
local teamUnitCount = teamsUnitCount[unitTeamID] or 0
teamUnitCount = teamUnitCount + 1
teamsUnitCount[unitTeamID] = teamUnitCount
local allyTeamID = teamToAllyTeam[unitTeamID]
local allyUnitCount = allyTeamUnitCount[allyTeamID] or 0
allyUnitCount = allyUnitCount + 1
allyTeamUnitCount[allyTeamID] = allyUnitCount
end
gadget.UnitGiven = gadget.UnitCreated
gadget.UnitCaptured = gadget.UnitCreated
function gadget:UnitDestroyed(unitID, unitDefID, unitTeamID)
if unitTeamID == gaiaTeamID and ignoreGaia ~= 0 then
-- skip gaia
return
end
local teamUnitCount = teamsUnitCount[unitTeamID]
if teamUnitCount then
teamUnitCount = teamUnitCount - 1
teamsUnitCount[unitTeamID] = teamUnitCount
end
local allyTeamID = teamToAllyTeam[unitTeamID]
local allyUnitCount = allyTeamUnitCount[allyTeamID]
if allyUnitCount then
allyUnitCount = allyUnitCount - 1
allyTeamUnitCount[allyTeamID] = allyUnitCount
end
end
gadget.UnitTaken = gadget.UnitDestroyed
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