1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436
|
include "scripting/richtext.lua"
include "scripting/messages.lua"
include "scripting/table.lua"
-- RST
-- win_condition_functions.lua
-- ---------------------------
--
-- This script contains functions that are shared by different win conditions.
--
-- To make these functions available include this file at the beginning
-- of a script via:
--
-- .. code-block:: lua
--
-- include "scripting/win_conditions/win_condition_functions.lua"
--
-- RST
-- .. function:: make_extra_data(plr, name, version[, extra])
--
-- Constructs a string containing information about the win condition.
-- This can e.g be used to inform the metaserver about it.
--
-- :arg plr: Player to calculate extra data for
-- :type plr: :class:`~wl.game.Player`
-- :arg name: Name of the win-condition
-- :type name: :class:`string`
-- :arg version: Version the win-condition
-- :type version: :class:`integer`
-- :arg extra: List of other extra arguments that should be passed
-- to the server. They will also be incorporated into the
-- extra string.
-- :type extra: :class:`array`
--
-- :returns: The extra string that can be passed on
--
function make_extra_data(plr, name, version, extra)
extra = extra or {}
local rv = {
"win_condition=" .. name,
"win_condition_version=" .. version,
"tribe=" .. plr.tribe_name,
}
for k,v in pairs(extra) do
rv[#rv+1] = ("%s=%s"):format(k,v)
end
return table.concat(rv, ";")
end
-- don't declare players defeated instantly with Discovery starting condition
win_conditions__initially_without_warehouse = {}
-- =======================================================================
-- PUBLIC FUNCTIONS
-- =======================================================================
-- RST
-- .. function:: check_player_defeated(plrs, heading, msg, wc_name, wc_ver)
--
-- Checks whether one of the players in the list was defeated and if yes,
-- removes that player from the list and sends him/her a message.
--
-- :arg plrs: List of :class:`players <wl.game.Player>` to be checked
-- :type plrs: :class:`array`
-- :arg heading: Heading of the message the defeated player will get
-- :type heading: :class:`string`
-- :arg msg: Message the defeated player will get
-- :type msg: :class:`string`
-- :arg wc_name: Name of the win condition. If not nil, :meth:`wl.game.report_result`
-- will be called.
-- :type wc_name: :class:`string`
-- :arg wc_ver: Version of the win condition
-- :type wc_ver: :class:`integer`
--
-- :returns: :const:`nil`
function check_player_defeated(plrs, heading, msg, wc_name, wc_ver)
for idx,p in ipairs(plrs) do
if win_conditions__initially_without_warehouse[p.number] == nil then
win_conditions__initially_without_warehouse[p.number] = p.defeated
elseif (p.defeated and not win_conditions__initially_without_warehouse[p.number]) or p.resigned then
if not p.resigned then p:send_to_inbox(heading, msg) end
local fields_to_destroy = {}
-- first sink all ships a player still has
for i,s in ipairs(array_combine(p:get_ships())) do
s:destroy()
end
-- now collect the warehouses/ports/milsites including constructionsites a player has
for name,allowed in ordered_pairs(p.allowed_buildings) do
for i,site in ipairs(p:get_constructionsites(name)) do
table.insert(fields_to_destroy, site.fields[1])
end
for i,site in ipairs(p:get_buildings(name)) do
if site.descr.type_name == "militarysite" or site.descr.type_name == "warehouse" then
table.insert(fields_to_destroy, site.fields[1])
end
end
end
-- destroy the collected sites
for i,f in ipairs(fields_to_destroy) do
if f.immovable then
f.immovable:destroy()
-- add some delay to the destruction for dramaturgical reason
sleep(400)
end
end
p.see_all = 1
if (wc_name and wc_ver) and not p.resigned then
wl.game.report_result(p, 0, make_extra_data(p, wc_name, wc_ver))
end
table.remove(plrs, idx)
break
elseif not p.defeated then
win_conditions__initially_without_warehouse[p.number] = false
end
end
end
-- RST
-- .. function:: count_factions(plrs)
--
-- Calculates and returns the number of factions that are still involved in
-- the running game.
-- A faction is a team or an unteamed player.
--
-- :arg plrs: List of :class:`players <wl.game.Player>`
-- :type plrs: :class:`array`
--
-- :returns: The number of factions left in game
--
function count_factions(plrs)
local factions = 0
local teams = {}
for idx,p in ipairs(plrs) do
local team = p.team
if team == 0 then
factions = factions + 1
else
if not teams[team] then
teams[team] = true
factions = factions + 1
end
end
end
return factions
end
-- RST
-- .. function:: broadcast(plrs, header, msg[, options])
--
-- Broadcast a message to all players using
-- :meth:`send_to_inbox`. All parameters are passed
-- literally.
function broadcast(plrs, header, msg, goptions)
local options = goptions or {}
for idx, p in ipairs(plrs) do
send_to_inbox(p, header, msg, options)
end
end
function broadcast_win(plrs, header, msg, goptions, wc_name, wc_ver, gextra)
local options = goptions or {}
local extra = gextra or {}
for idx, p in ipairs(plrs) do
p:send_to_inbox(header, msg, options)
wl.game.report_result(p, 1, make_extra_data(p, wc_name, wc_ver, extra))
end
end
function broadcast_lost(plrs, header, msg, goptions, wc_name, wc_ver, gextra)
local options = goptions or {}
local extra = gextra or {}
for idx, p in ipairs(plrs) do
p:send_to_inbox(header, msg, options)
wl.game.report_result(p, 0, make_extra_data(p, wc_name, wc_ver, extra))
end
end
-- RST
-- .. function:: broadcast_objective(header, msg, body)
--
-- Broadcast an :class:`~wl.game.Objective` to all players. Technically,
-- it is assigned to player1, because all players will see all objectives.
--
-- :arg name: A unique name for the objective
-- :type name: :class:`string`
-- :arg title: The title to be displayed for the objective
-- :type title: :class:`string`
-- :arg body: The content text to be displayed for the objective
-- :type body: :class:`string`
function broadcast_objective(name, title, body)
local plrs = wl.Game().players
plrs[1]:add_objective(name, title, body)
end
-- RST
-- .. function:: count_owned_valuable_fields_for_all_players(players[, attribute])
--
-- Counts all owned fields for each player.
--
-- :arg players: Table of all :class:`players <wl.game.Player>`
-- :type players: :class:`array` of :class:`wl.game.Player`
-- :arg attribute: If this is set, only count fields that have an immovable
-- with this attribute.
-- :type attribute: :class:`string`
--
-- :returns: A table with ``playernumber=count_of_owned_fields`` entries
--
function count_owned_valuable_fields_for_all_players(players, attribute)
attribute = attribute or ""
local owned_fields = {}
-- Get number of currently owned valuable fields per player.
-- This table can contain defeated players.
local all_plrpoints = wl.Game().map:count_owned_valuable_fields(attribute)
-- Insert points for all players who are still in the game, and 0 points for defeated players.
for idx,plr in ipairs(players) do
if (plr.defeated) or (all_plrpoints[plr.number] == nil) then
owned_fields[plr.number] = 0
else
owned_fields[plr.number] = all_plrpoints[plr.number]
end
end
return owned_fields
end
-- RST
-- .. function:: rank_players(all_player_points, plrs)
--
-- Rank the players and teams according to the highest points
--
-- :arg all_player_points: A table of ``playernumber=points`` entries for
-- all players.
-- :type all_player_points: :class:`array`
-- :arg plrs: A table of all :class:`wl.game.Player` objects
-- :type plrs: :class:`array`
--
-- :returns: A table with ranked player and team points, sorted by points
-- descending. Example:
--
-- .. code-block:: lua
--
-- {
-- -- A player without team
-- {
-- team = 0,
-- points = 1000,
-- players = {
-- { "number" = 5, "points" = 1000 }
-- }
-- },
-- -- This team has a draw with player 5
-- {
-- team = 1,
-- points = 1000,
-- players = {
-- { "number" = 2, "points" = 500 }
-- { "number" = 3, "points" = 400 }
-- { "number" = 4, "points" = 100 }
-- },
-- -- Another player without team
-- {
-- team = 0,
-- points = 800,
-- players = {
-- { "number" = 1, "points" = 800 }
-- }
-- },
-- }
--
function rank_players(all_player_points, plrs)
local ranked_players_and_teams = {}
local team_points = {}
-- Add points for players without teams and calculate team points
for idx, player in ipairs(plrs) do
local player_points = all_player_points[player.number]
local team = player.team
if team == 0 then
-- Player without team - add it directly
local team_table = {
team = 0,
points = player_points,
players = {
{ number = player.number, name = player.name, points = player_points }
}
}
table.insert(ranked_players_and_teams, team_table)
else
-- Team player - add to team points
if not team_points[team] then
team_points[team] = 0
end
team_points[team] = team_points[team] + player_points
end
end
-- Add points for teams and their players
for team, points in pairs(team_points) do
local team_table = {
team = team,
points = points,
players = {}
}
for idx, player in ipairs(plrs) do
if player.team == team then
table.insert(team_table.players, { number = player.number, name = player.name, points = all_player_points[player.number] })
end
end
table.insert(ranked_players_and_teams, team_table)
end
-- Sort the players by points descending
for ids, team in pairs(ranked_players_and_teams) do
table.sort(team.players, function(a,b) return a["points"] > b["points"] end)
end
-- Sort the teams by points descending
table.sort(ranked_players_and_teams, function(a,b) return a["points"] > b["points"] end)
return ranked_players_and_teams
end
-- RST
-- .. function:: format_remaining_raw_time(remaining_time)
--
-- Return a localized message that contains only the remaining game time
-- to be used when sending messages with a duration in them.
--
-- :arg remaining_time: The remaining game time in minutes.
-- :type remaining_time: :class:`integer`
--
function format_remaining_raw_time(remaining_time)
local time = ""
push_textdomain("win_conditions")
local d = math.floor(remaining_time / (60 * 24))
remaining_time = remaining_time - (d * 60 * 24)
local h = math.floor(remaining_time / 60)
local m = remaining_time - (h * 60)
local timestring_d = (ngettext("%1% day", "%1% days", d)):bformat(d)
local timestring_h = (ngettext("%1% hour", "%1% hours", h)):bformat(h)
local timestring_m = (ngettext("%1% minute", "%1% minutes", m)):bformat(m)
if d > 0 then
if h > 0 and m > 0 then
-- TRANSLATORS: 1 day, 12 hours, and 30 minutes
time = _("%1$s, %2$s, and %3$s"):bformat(timestring_d, timestring_h, timestring_m)
else
-- TRANSLATORS: "2 hours and 30 minutes" or "2 days and 12 hours" or "2 days and 30 minutes"
time = _("%1$s and %2$s"):bformat(timestring_d, (h > 0) and timestring_h or timestring_m)
end
else
if h > 0 and m > 0 then
time = _("%1$s and %2$s"):bformat(timestring_h, timestring_m)
else
time = (h > 0) and timestring_h or timestring_m
end
end
pop_textdomain()
return time
end
-- RST
-- .. function:: format_remaining_time(remaining_time)
--
-- Return a localized message that contains the remaining game time
-- to be used when sending status messages about the remaining game time.
--
-- :arg remaining_time: The remaining game time in minutes.
-- :type remaining_time: :class:`integer`
--
function format_remaining_time(remaining_time)
push_textdomain("win_conditions")
-- TRANSLATORS: Context: 'The game will end in (2 hours and) 30 minutes.'
local result = p(_("The game will end in %s.")):bformat(format_remaining_raw_time(remaining_time))
pop_textdomain()
return result
end
-- RST
-- .. function:: notification_remaining_time(max_time, remaining_time)
--
-- Calculate the remaining game time for notifications.
-- Should only be called within a coroutine, because the routine gets blocked.
-- Returns the remaining time and whether the notification should popup.
--
-- To be used when sending status messages.
-- Status messages are to be sent every 30 minutes and every 5 during the last 30 minutes,
-- the message window pops up ever hour, 30, 20 & 10 minutes before the game ends.
--
-- :arg max_time: The time maximum game time in minutes
-- :type max_time: :class:`integer`
-- :arg remaining_time: The remaining time until game ends. On first call
-- this is equal to **max_time**.
-- :type remaining_time: :class:`integer`
--
-- :returns: The remaining_time and :class:`true` if the end of the
-- predefined periods are reached.
--
function notification_remaining_time(max_time, remaining_time)
local show_popup = false
if (wl.Game().time == 100) then
-- Show status at start of the game
-- Execution time is set in logic/game.cc::init_newgame
wake_me(wl.Game().time + 1)
elseif (wl.Game().time < ((max_time - 30) * 60 * 1000)) then --
wake_me(wl.Game().time + (30 * 60 * 1000)) -- 30 minutes
remaining_time = remaining_time - 30
if (remaining_time % 60 == 0) or (remaining_time == 30) then show_popup = true end
else
wake_me(wl.Game().time + (300 * 1000)) --5 Minutes
remaining_time = remaining_time - 5
if ((remaining_time ~= 0) and (remaining_time % 10 == 0)) then show_popup = true end
end
return remaining_time, show_popup
end
|