Index: ps/trunk/binaries/data/mods/public/simulation/components/Barter.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Barter.js (revision 24113)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Barter.js (revision 24114)
@@ -1,158 +1,140 @@
function Barter() {}
Barter.prototype.Schema =
"";
/**
* The "true price" is a base price of 100 units of resource (for the case of some resources being of more worth than others).
* With current bartering system only relative values makes sense so if for example stone is two times more expensive than wood,
* there will 2:1 exchange rate.
*
* Constant part of price percentage difference between true price and buy/sell price.
* Buy price equal to true price plus constant difference.
* Sell price equal to true price minus constant difference.
*/
Barter.prototype.CONSTANT_DIFFERENCE = 10;
/**
* Additional difference of prices in percents, added after each deal to specified resource price.
*/
Barter.prototype.DIFFERENCE_PER_DEAL = 2;
/**
* Price difference percentage which restored each restore timer tick
*/
Barter.prototype.DIFFERENCE_RESTORE = 0.5;
/**
* Interval of timer which slowly restore prices after deals
*/
Barter.prototype.RESTORE_TIMER_INTERVAL = 5000;
Barter.prototype.Init = function()
{
this.priceDifferences = {};
for (let resource of Resources.GetBarterableCodes())
this.priceDifferences[resource] = 0;
this.restoreTimer = undefined;
};
Barter.prototype.GetPrices = function(cmpPlayer)
{
let prices = { "buy": {}, "sell": {} };
let multiplier = cmpPlayer.GetBarterMultiplier();
for (let resource of Resources.GetBarterableCodes())
{
let truePrice = Resources.GetResource(resource).truePrice;
prices.buy[resource] = truePrice * (100 + this.CONSTANT_DIFFERENCE + this.priceDifferences[resource]) * multiplier.buy[resource] / 100;
prices.sell[resource] = truePrice * (100 - this.CONSTANT_DIFFERENCE + this.priceDifferences[resource]) * multiplier.sell[resource] / 100;
}
return prices;
};
-Barter.prototype.PlayerHasMarket = function(playerID)
-{
- var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
- var entities = cmpRangeManager.GetEntitiesByPlayer(playerID);
- for (var entity of entities)
- {
- var cmpFoundation = Engine.QueryInterface(entity, IID_Foundation);
- var cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
- if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("Barter"))
- return true;
- }
- return false;
-};
-
Barter.prototype.ExchangeResources = function(playerID, resourceToSell, resourceToBuy, amount)
{
if (amount <= 0)
{
warn("ExchangeResources: incorrect amount: " + uneval(amount));
return;
}
let availResources = Resources.GetBarterableCodes();
if (availResources.indexOf(resourceToSell) == -1)
{
warn("ExchangeResources: incorrect resource to sell: " + uneval(resourceToSell));
return;
}
if (availResources.indexOf(resourceToBuy) == -1)
{
warn("ExchangeResources: incorrect resource to buy: " + uneval(resourceToBuy));
return;
}
- // This can occur when the player issues the order just before the market is destroyed or captured
- if (!this.PlayerHasMarket(playerID))
- return;
-
if (amount != 100 && amount != 500)
return;
let cmpPlayer = QueryPlayerIDInterface(playerID);
- if (!cmpPlayer)
+ if (!cmpPlayer || !cmpPlayer.CanBarter())
return;
let prices = this.GetPrices(cmpPlayer);
let amountsToSubtract = {};
amountsToSubtract[resourceToSell] = amount;
if (cmpPlayer.TrySubtractResources(amountsToSubtract))
{
let amountToAdd = Math.round(prices.sell[resourceToSell] / prices.buy[resourceToBuy] * amount);
cmpPlayer.AddResource(resourceToBuy, amountToAdd);
// Display chat message to observers.
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (cmpGUIInterface)
cmpGUIInterface.PushNotification({
"type": "barter",
"players": [playerID],
"amountGiven": amount,
"amountGained": amountToAdd,
"resourceGiven": resourceToSell,
"resourceGained": resourceToBuy
});
let cmpStatisticsTracker = QueryPlayerIDInterface(playerID, IID_StatisticsTracker);
if (cmpStatisticsTracker)
{
cmpStatisticsTracker.IncreaseResourcesSoldCounter(resourceToSell, amount);
cmpStatisticsTracker.IncreaseResourcesBoughtCounter(resourceToBuy, amountToAdd);
}
let difference = this.DIFFERENCE_PER_DEAL * amount / 100;
// Increase price difference for both exchange resources.
// Overall price difference (dynamic +/- constant) can't exceed +-99%.
this.priceDifferences[resourceToSell] -= difference;
this.priceDifferences[resourceToSell] = Math.min(99 - this.CONSTANT_DIFFERENCE, Math.max(this.CONSTANT_DIFFERENCE - 99, this.priceDifferences[resourceToSell]));
this.priceDifferences[resourceToBuy] += difference;
this.priceDifferences[resourceToBuy] = Math.min(99 - this.CONSTANT_DIFFERENCE, Math.max(this.CONSTANT_DIFFERENCE - 99, this.priceDifferences[resourceToBuy]));
}
if (this.restoreTimer === undefined)
this.restoreTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).SetInterval(this.entity, IID_Barter, "ProgressTimeout", this.RESTORE_TIMER_INTERVAL, this.RESTORE_TIMER_INTERVAL, {});
};
Barter.prototype.ProgressTimeout = function(data)
{
let needRestore = false;
for (let resource of Resources.GetBarterableCodes())
{
// Calculate value to restore, it should be limited to [-DIFFERENCE_RESTORE; DIFFERENCE_RESTORE] interval
let differenceRestore = Math.min(this.DIFFERENCE_RESTORE, Math.max(-this.DIFFERENCE_RESTORE, this.priceDifferences[resource]));
differenceRestore = -differenceRestore;
this.priceDifferences[resource] += differenceRestore;
// If price difference still exists then set flag to run timer again
if (this.priceDifferences[resource] != 0)
needRestore = true;
}
if (!needRestore)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.restoreTimer);
this.restoreTimer = undefined;
}
};
Engine.RegisterSystemComponentType(IID_Barter, "Barter", Barter);
Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 24113)
+++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 24114)
@@ -1,2060 +1,2060 @@
function GuiInterface() {}
GuiInterface.prototype.Schema =
"";
GuiInterface.prototype.Serialize = function()
{
// This component isn't network-synchronized for the biggest part,
// so most of the attributes shouldn't be serialized.
// Return an object with a small selection of deterministic data.
return {
"timeNotifications": this.timeNotifications,
"timeNotificationID": this.timeNotificationID
};
};
GuiInterface.prototype.Deserialize = function(data)
{
this.Init();
this.timeNotifications = data.timeNotifications;
this.timeNotificationID = data.timeNotificationID;
};
GuiInterface.prototype.Init = function()
{
this.placementEntity = undefined; // = undefined or [templateName, entityID]
this.placementWallEntities = undefined;
this.placementWallLastAngle = 0;
this.notifications = [];
this.renamedEntities = [];
this.miragedEntities = [];
this.timeNotificationID = 1;
this.timeNotifications = [];
this.entsRallyPointsDisplayed = [];
this.entsWithAuraAndStatusBars = new Set();
this.enabledVisualRangeOverlayTypes = {};
this.templateModified = {};
this.selectionDirty = {};
this.obstructionSnap = new ObstructionSnap();
};
/*
* All of the functions defined below are called via Engine.GuiInterfaceCall(name, arg)
* from GUI scripts, and executed here with arguments (player, arg).
*
* CAUTION: The input to the functions in this module is not network-synchronised, so it
* mustn't affect the simulation state (i.e. the data that is serialised and can affect
* the behaviour of the rest of the simulation) else it'll cause out-of-sync errors.
*/
/**
* Returns global information about the current game state.
* This is used by the GUI and also by AI scripts.
*/
GuiInterface.prototype.GetSimulationState = function()
{
let ret = {
"players": []
};
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
let numPlayers = cmpPlayerManager.GetNumPlayers();
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i);
let cmpPlayerEntityLimits = QueryPlayerIDInterface(i, IID_EntityLimits);
// Work out which phase we are in.
let phase = "";
let cmpTechnologyManager = QueryPlayerIDInterface(i, IID_TechnologyManager);
if (cmpTechnologyManager)
{
if (cmpTechnologyManager.IsTechnologyResearched("phase_city"))
phase = "city";
else if (cmpTechnologyManager.IsTechnologyResearched("phase_town"))
phase = "town";
else if (cmpTechnologyManager.IsTechnologyResearched("phase_village"))
phase = "village";
}
let allies = [];
let mutualAllies = [];
let neutrals = [];
let enemies = [];
for (let j = 0; j < numPlayers; ++j)
{
allies[j] = cmpPlayer.IsAlly(j);
mutualAllies[j] = cmpPlayer.IsMutualAlly(j);
neutrals[j] = cmpPlayer.IsNeutral(j);
enemies[j] = cmpPlayer.IsEnemy(j);
}
ret.players.push({
"name": cmpPlayer.GetName(),
"civ": cmpPlayer.GetCiv(),
"color": cmpPlayer.GetColor(),
"controlsAll": cmpPlayer.CanControlAllUnits(),
"popCount": cmpPlayer.GetPopulationCount(),
"popLimit": cmpPlayer.GetPopulationLimit(),
"popMax": cmpPlayer.GetMaxPopulation(),
"panelEntities": cmpPlayer.GetPanelEntities(),
"resourceCounts": cmpPlayer.GetResourceCounts(),
"trainingBlocked": cmpPlayer.IsTrainingBlocked(),
"state": cmpPlayer.GetState(),
"team": cmpPlayer.GetTeam(),
"teamsLocked": cmpPlayer.GetLockTeams(),
"cheatsEnabled": cmpPlayer.GetCheatsEnabled(),
"disabledTemplates": cmpPlayer.GetDisabledTemplates(),
"disabledTechnologies": cmpPlayer.GetDisabledTechnologies(),
"hasSharedDropsites": cmpPlayer.HasSharedDropsites(),
"hasSharedLos": cmpPlayer.HasSharedLos(),
"spyCostMultiplier": cmpPlayer.GetSpyCostMultiplier(),
"phase": phase,
"isAlly": allies,
"isMutualAlly": mutualAllies,
"isNeutral": neutrals,
"isEnemy": enemies,
"entityLimits": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimits() : null,
"entityCounts": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetCounts() : null,
"entityLimitChangers": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimitChangers() : null,
"researchQueued": cmpTechnologyManager ? cmpTechnologyManager.GetQueuedResearch() : null,
"researchStarted": cmpTechnologyManager ? cmpTechnologyManager.GetStartedTechs() : null,
"researchedTechs": cmpTechnologyManager ? cmpTechnologyManager.GetResearchedTechs() : null,
"classCounts": cmpTechnologyManager ? cmpTechnologyManager.GetClassCounts() : null,
"typeCountsByClass": cmpTechnologyManager ? cmpTechnologyManager.GetTypeCountsByClass() : null,
- "canBarter": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).PlayerHasMarket(i),
+ "canBarter": cmpPlayer.CanBarter(),
"barterPrices": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).GetPrices(cmpPlayer)
});
}
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
ret.circularMap = cmpRangeManager.GetLosCircular();
let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
if (cmpTerrain)
ret.mapSize = cmpTerrain.GetMapSize();
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
ret.timeElapsed = cmpTimer.GetTime();
let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager);
if (cmpCeasefireManager)
{
ret.ceasefireActive = cmpCeasefireManager.IsCeasefireActive();
ret.ceasefireTimeRemaining = ret.ceasefireActive ? cmpCeasefireManager.GetCeasefireStartedTime() + cmpCeasefireManager.GetCeasefireTime() - ret.timeElapsed : 0;
}
let cmpCinemaManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CinemaManager);
if (cmpCinemaManager)
ret.cinemaPlaying = cmpCinemaManager.IsPlaying();
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
ret.victoryConditions = cmpEndGameManager.GetVictoryConditions();
ret.alliedVictory = cmpEndGameManager.GetAlliedVictory();
ret.maxWorldPopulation = cmpPlayerManager.GetMaxWorldPopulation();
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(i, IID_StatisticsTracker);
if (cmpPlayerStatisticsTracker)
ret.players[i].statistics = cmpPlayerStatisticsTracker.GetBasicStatistics();
}
return ret;
};
/**
* Returns global information about the current game state, plus statistics.
* This is used by the GUI at the end of a game, in the summary screen.
* Note: Amongst statistics, the team exploration map percentage is computed from
* scratch, so the extended simulation state should not be requested too often.
*/
GuiInterface.prototype.GetExtendedSimulationState = function()
{
let ret = this.GetSimulationState();
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(i, IID_StatisticsTracker);
if (cmpPlayerStatisticsTracker)
ret.players[i].sequences = cmpPlayerStatisticsTracker.GetSequences();
}
return ret;
};
/**
* Returns the gamesettings that were chosen at the time the match started.
*/
GuiInterface.prototype.GetInitAttributes = function()
{
return InitAttributes;
};
/**
* This data will be stored in the replay metadata file after a match has been finished recording.
*/
GuiInterface.prototype.GetReplayMetadata = function()
{
let extendedSimState = this.GetExtendedSimulationState();
return {
"timeElapsed": extendedSimState.timeElapsed,
"playerStates": extendedSimState.players,
"mapSettings": InitAttributes.settings
};
};
GuiInterface.prototype.GetRenamedEntities = function(player)
{
if (this.miragedEntities[player])
return this.renamedEntities.concat(this.miragedEntities[player]);
return this.renamedEntities;
};
GuiInterface.prototype.ClearRenamedEntities = function()
{
this.renamedEntities = [];
this.miragedEntities = [];
};
GuiInterface.prototype.AddMiragedEntity = function(player, entity, mirage)
{
if (!this.miragedEntities[player])
this.miragedEntities[player] = [];
this.miragedEntities[player].push({ "entity": entity, "newentity": mirage });
};
/**
* Get common entity info, often used in the gui.
*/
GuiInterface.prototype.GetEntityState = function(player, ent)
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
// All units must have a template; if not then it's a nonexistent entity id.
let template = cmpTemplateManager.GetCurrentTemplateName(ent);
if (!template)
return null;
let ret = {
"id": ent,
"player": INVALID_PLAYER,
"template": template
};
let cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
if (cmpMirage)
ret.mirage = true;
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (cmpIdentity)
ret.identity = {
"rank": cmpIdentity.GetRank(),
"classes": cmpIdentity.GetClassesList(),
"selectionGroupName": cmpIdentity.GetSelectionGroupName(),
"canDelete": !cmpIdentity.IsUndeletable(),
"hasSomeFormation": cmpIdentity.HasSomeFormation(),
"formations": cmpIdentity.GetFormationsList()
};
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
ret.position = cmpPosition.GetPosition();
let cmpHealth = QueryMiragedInterface(ent, IID_Health);
if (cmpHealth)
{
ret.hitpoints = cmpHealth.GetHitpoints();
ret.maxHitpoints = cmpHealth.GetMaxHitpoints();
ret.needsRepair = cmpHealth.IsRepairable() && cmpHealth.IsInjured();
ret.needsHeal = !cmpHealth.IsUnhealable();
}
let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable);
if (cmpCapturable)
{
ret.capturePoints = cmpCapturable.GetCapturePoints();
ret.maxCapturePoints = cmpCapturable.GetMaxCapturePoints();
}
let cmpBuilder = Engine.QueryInterface(ent, IID_Builder);
if (cmpBuilder)
ret.builder = true;
let cmpMarket = QueryMiragedInterface(ent, IID_Market);
if (cmpMarket)
ret.market = {
"land": cmpMarket.HasType("land"),
"naval": cmpMarket.HasType("naval")
};
let cmpPack = Engine.QueryInterface(ent, IID_Pack);
if (cmpPack)
ret.pack = {
"packed": cmpPack.IsPacked(),
"progress": cmpPack.GetProgress()
};
let cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
if (cmpUpgrade)
ret.upgrade = {
"upgrades": cmpUpgrade.GetUpgrades(),
"progress": cmpUpgrade.GetProgress(),
"template": cmpUpgrade.GetUpgradingTo(),
"isUpgrading": cmpUpgrade.IsUpgrading()
};
let cmpStatusEffects = Engine.QueryInterface(ent, IID_StatusEffectsReceiver);
if (cmpStatusEffects)
ret.statusEffects = cmpStatusEffects.GetActiveStatuses();
let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue);
if (cmpProductionQueue)
ret.production = {
"entities": cmpProductionQueue.GetEntitiesList(),
"technologies": cmpProductionQueue.GetTechnologiesList(),
"techCostMultiplier": cmpProductionQueue.GetTechCostMultiplier(),
"queue": cmpProductionQueue.GetQueue()
};
let cmpTrader = Engine.QueryInterface(ent, IID_Trader);
if (cmpTrader)
ret.trader = {
"goods": cmpTrader.GetGoods()
};
let cmpFoundation = QueryMiragedInterface(ent, IID_Foundation);
if (cmpFoundation)
ret.foundation = {
"numBuilders": cmpFoundation.GetNumBuilders(),
"buildTime": cmpFoundation.GetBuildTime()
};
let cmpRepairable = QueryMiragedInterface(ent, IID_Repairable);
if (cmpRepairable)
ret.repairable = {
"numBuilders": cmpRepairable.GetNumBuilders(),
"buildTime": cmpRepairable.GetBuildTime()
};
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
ret.player = cmpOwnership.GetOwner();
let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
ret.rallyPoint = { "position": cmpRallyPoint.GetPositions()[0] }; // undefined or {x,z} object
let cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder);
if (cmpGarrisonHolder)
ret.garrisonHolder = {
"entities": cmpGarrisonHolder.GetEntities(),
"buffHeal": cmpGarrisonHolder.GetHealRate(),
"allowedClasses": cmpGarrisonHolder.GetAllowedClasses(),
"capacity": cmpGarrisonHolder.GetCapacity(),
"garrisonedEntitiesCount": cmpGarrisonHolder.GetGarrisonedEntitiesCount()
};
let cmpTurretHolder = Engine.QueryInterface(ent, IID_TurretHolder);
if (cmpTurretHolder)
ret.turretHolder = {
"turretPoints": cmpTurretHolder.GetTurretPoints()
};
ret.canGarrison = !!Engine.QueryInterface(ent, IID_Garrisonable);
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
ret.unitAI = {
"state": cmpUnitAI.GetCurrentState(),
"orders": cmpUnitAI.GetOrders(),
"hasWorkOrders": cmpUnitAI.HasWorkOrders(),
"canGuard": cmpUnitAI.CanGuard(),
"isGuarding": cmpUnitAI.IsGuardOf(),
"canPatrol": cmpUnitAI.CanPatrol(),
"selectableStances": cmpUnitAI.GetSelectableStances(),
"isIdle": cmpUnitAI.IsIdle()
};
let cmpGuard = Engine.QueryInterface(ent, IID_Guard);
if (cmpGuard)
ret.guard = {
"entities": cmpGuard.GetEntities()
};
let cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus();
ret.resourceGatherRates = cmpResourceGatherer.GetGatherRates();
}
let cmpGate = Engine.QueryInterface(ent, IID_Gate);
if (cmpGate)
ret.gate = {
"locked": cmpGate.IsLocked()
};
let cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
if (cmpAlertRaiser)
ret.alertRaiser = true;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
ret.visibility = cmpRangeManager.GetLosVisibility(ent, player);
let cmpAttack = Engine.QueryInterface(ent, IID_Attack);
if (cmpAttack)
{
let types = cmpAttack.GetAttackTypes();
if (types.length)
ret.attack = {};
for (let type of types)
{
ret.attack[type] = {};
Object.assign(ret.attack[type], cmpAttack.GetAttackEffectsData(type));
ret.attack[type].splash = cmpAttack.GetSplashData(type);
if (ret.attack[type].splash)
Object.assign(ret.attack[type].splash, cmpAttack.GetAttackEffectsData(type, true));
let range = cmpAttack.GetRange(type);
ret.attack[type].minRange = range.min;
ret.attack[type].maxRange = range.max;
let timers = cmpAttack.GetTimers(type);
ret.attack[type].prepareTime = timers.prepare;
ret.attack[type].repeatTime = timers.repeat;
if (type != "Ranged")
{
// Not a ranged attack, set some defaults.
ret.attack[type].elevationBonus = 0;
ret.attack[type].elevationAdaptedRange = ret.attack.maxRange;
continue;
}
ret.attack[type].elevationBonus = range.elevationBonus;
if (cmpPosition && cmpPosition.IsInWorld())
// For units, take the range in front of it, no spread, so angle = 0,
// else, take the average elevation around it: angle = 2 * pi.
ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, cmpUnitAI ? 0 : 2 * Math.PI);
else
// Not in world, set a default?
ret.attack[type].elevationAdaptedRange = ret.attack.maxRange;
}
}
let cmpResistance = Engine.QueryInterface(ent, IID_Resistance);
if (cmpResistance)
ret.resistance = cmpResistance.GetResistanceOfForm(cmpFoundation ? "Foundation" : "Entity");
let cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI);
if (cmpBuildingAI)
ret.buildingAI = {
"defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(),
"maxArrowCount": cmpBuildingAI.GetMaxArrowCount(),
"garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(),
"garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(),
"arrowCount": cmpBuildingAI.GetArrowCount()
};
if (cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY)
ret.turretParent = cmpPosition.GetTurretParent();
let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply);
if (cmpResourceSupply)
ret.resourceSupply = {
"isInfinite": cmpResourceSupply.IsInfinite(),
"max": cmpResourceSupply.GetMaxAmount(),
"amount": cmpResourceSupply.GetCurrentAmount(),
"type": cmpResourceSupply.GetType(),
"killBeforeGather": cmpResourceSupply.GetKillBeforeGather(),
"maxGatherers": cmpResourceSupply.GetMaxGatherers(),
"numGatherers": cmpResourceSupply.GetNumGatherers()
};
let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
if (cmpResourceDropsite)
ret.resourceDropsite = {
"types": cmpResourceDropsite.GetTypes(),
"sharable": cmpResourceDropsite.IsSharable(),
"shared": cmpResourceDropsite.IsShared()
};
let cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
if (cmpPromotion)
ret.promotion = {
"curr": cmpPromotion.GetCurrentXp(),
"req": cmpPromotion.GetRequiredXp()
};
if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("Barter"))
ret.isBarterMarket = true;
let cmpHeal = Engine.QueryInterface(ent, IID_Heal);
if (cmpHeal)
ret.heal = {
"health": cmpHeal.GetHealth(),
"range": cmpHeal.GetRange().max,
"interval": cmpHeal.GetInterval(),
"unhealableClasses": cmpHeal.GetUnhealableClasses(),
"healableClasses": cmpHeal.GetHealableClasses()
};
let cmpLoot = Engine.QueryInterface(ent, IID_Loot);
if (cmpLoot)
{
ret.loot = cmpLoot.GetResources();
ret.loot.xp = cmpLoot.GetXp();
}
let cmpResourceTrickle = Engine.QueryInterface(ent, IID_ResourceTrickle);
if (cmpResourceTrickle)
ret.resourceTrickle = {
"interval": cmpResourceTrickle.GetInterval(),
"rates": cmpResourceTrickle.GetRates()
};
let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
if (cmpUnitMotion)
ret.speed = {
"walk": cmpUnitMotion.GetWalkSpeed(),
"run": cmpUnitMotion.GetWalkSpeed() * cmpUnitMotion.GetRunMultiplier()
};
return ret;
};
GuiInterface.prototype.GetMultipleEntityStates = function(player, ents)
{
return ents.map(ent => ({ "entId": ent, "state": this.GetEntityState(player, ent) }));
};
GuiInterface.prototype.GetAverageRangeForBuildings = function(player, cmd)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
let rot = { "x": 0, "y": 0, "z": 0 };
let pos = {
"x": cmd.x,
"y": cmpTerrain.GetGroundLevel(cmd.x, cmd.z),
"z": cmd.z
};
let elevationBonus = cmd.elevationBonus || 0;
let range = cmd.range;
return cmpRangeManager.GetElevationAdaptedRange(pos, rot, range, elevationBonus, 2 * Math.PI);
};
GuiInterface.prototype.GetTemplateData = function(player, data)
{
let templateName = data.templateName;
let owner = data.player !== undefined ? data.player : player;
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(templateName);
if (!template)
return null;
let aurasTemplate = {};
if (!template.Auras)
return GetTemplateDataHelper(template, owner, aurasTemplate);
let auraNames = template.Auras._string.split(/\s+/);
for (let name of auraNames)
aurasTemplate[name] = AuraTemplates.Get(name);
return GetTemplateDataHelper(template, owner, aurasTemplate);
};
GuiInterface.prototype.IsTechnologyResearched = function(player, data)
{
if (!data.tech)
return true;
let cmpTechnologyManager = QueryPlayerIDInterface(data.player !== undefined ? data.player : player, IID_TechnologyManager);
if (!cmpTechnologyManager)
return false;
return cmpTechnologyManager.IsTechnologyResearched(data.tech);
};
/**
* Checks whether the requirements for this technology have been met.
*/
GuiInterface.prototype.CheckTechnologyRequirements = function(player, data)
{
let cmpTechnologyManager = QueryPlayerIDInterface(data.player !== undefined ? data.player : player, IID_TechnologyManager);
if (!cmpTechnologyManager)
return false;
return cmpTechnologyManager.CanResearch(data.tech);
};
/**
* Returns technologies that are being actively researched, along with
* which entity is researching them and how far along the research is.
*/
GuiInterface.prototype.GetStartedResearch = function(player)
{
let cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
if (!cmpTechnologyManager)
return {};
let ret = {};
for (let tech of cmpTechnologyManager.GetStartedTechs())
{
ret[tech] = { "researcher": cmpTechnologyManager.GetResearcher(tech) };
let cmpProductionQueue = Engine.QueryInterface(ret[tech].researcher, IID_ProductionQueue);
if (cmpProductionQueue)
{
ret[tech].progress = cmpProductionQueue.GetQueue()[0].progress;
ret[tech].timeRemaining = cmpProductionQueue.GetQueue()[0].timeRemaining;
}
else
{
ret[tech].progress = 0;
ret[tech].timeRemaining = 0;
}
}
return ret;
};
/**
* Returns the battle state of the player.
*/
GuiInterface.prototype.GetBattleState = function(player)
{
let cmpBattleDetection = QueryPlayerIDInterface(player, IID_BattleDetection);
if (!cmpBattleDetection)
return false;
return cmpBattleDetection.GetState();
};
/**
* Returns a list of ongoing attacks against the player.
*/
GuiInterface.prototype.GetIncomingAttacks = function(player)
{
let cmpAttackDetection = QueryPlayerIDInterface(player, IID_AttackDetection);
if (!cmpAttackDetection)
return [];
return cmpAttackDetection.GetIncomingAttacks();
};
/**
* Used to show a red square over GUI elements you can't yet afford.
*/
GuiInterface.prototype.GetNeededResources = function(player, data)
{
let cmpPlayer = QueryPlayerIDInterface(data.player !== undefined ? data.player : player);
return cmpPlayer ? cmpPlayer.GetNeededResources(data.cost) : {};
};
/**
* State of the templateData (player dependent): true when some template values have been modified
* and need to be reloaded by the gui.
*/
GuiInterface.prototype.OnTemplateModification = function(msg)
{
this.templateModified[msg.player] = true;
this.selectionDirty[msg.player] = true;
};
GuiInterface.prototype.IsTemplateModified = function(player)
{
return this.templateModified[player] || false;
};
GuiInterface.prototype.ResetTemplateModified = function()
{
this.templateModified = {};
};
/**
* Some changes may require an update to the selection panel,
* which is cached for efficiency. Inform the GUI it needs reloading.
*/
GuiInterface.prototype.OnDisabledTemplatesChanged = function(msg)
{
this.selectionDirty[msg.player] = true;
};
GuiInterface.prototype.OnDisabledTechnologiesChanged = function(msg)
{
this.selectionDirty[msg.player] = true;
};
GuiInterface.prototype.SetSelectionDirty = function(player)
{
this.selectionDirty[player] = true;
};
GuiInterface.prototype.IsSelectionDirty = function(player)
{
return this.selectionDirty[player] || false;
};
GuiInterface.prototype.ResetSelectionDirty = function()
{
this.selectionDirty = {};
};
/**
* Add a timed notification.
* Warning: timed notifacations are serialised
* (to also display them on saved games or after a rejoin)
* so they should allways be added and deleted in a deterministic way.
*/
GuiInterface.prototype.AddTimeNotification = function(notification, duration = 10000)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
notification.endTime = duration + cmpTimer.GetTime();
notification.id = ++this.timeNotificationID;
// Let all players and observers receive the notification by default.
if (!notification.players)
{
notification.players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
notification.players[0] = -1;
}
this.timeNotifications.push(notification);
this.timeNotifications.sort((n1, n2) => n2.endTime - n1.endTime);
cmpTimer.SetTimeout(this.entity, IID_GuiInterface, "DeleteTimeNotification", duration, this.timeNotificationID);
return this.timeNotificationID;
};
GuiInterface.prototype.DeleteTimeNotification = function(notificationID)
{
this.timeNotifications = this.timeNotifications.filter(n => n.id != notificationID);
};
GuiInterface.prototype.GetTimeNotifications = function(player)
{
let time = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime();
// Filter on players and time, since the delete timer might be executed with a delay.
return this.timeNotifications.filter(n => n.players.indexOf(player) != -1 && n.endTime > time);
};
GuiInterface.prototype.PushNotification = function(notification)
{
if (!notification.type || notification.type == "text")
this.AddTimeNotification(notification);
else
this.notifications.push(notification);
};
GuiInterface.prototype.GetNotifications = function()
{
let n = this.notifications;
this.notifications = [];
return n;
};
GuiInterface.prototype.GetAvailableFormations = function(player, wantedPlayer)
{
let cmpPlayer = QueryPlayerIDInterface(wantedPlayer);
if (!cmpPlayer)
return [];
return cmpPlayer.GetFormations();
};
GuiInterface.prototype.GetFormationRequirements = function(player, data)
{
return GetFormationRequirements(data.formationTemplate);
};
GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data)
{
return CanMoveEntsIntoFormation(data.ents, data.formationTemplate);
};
GuiInterface.prototype.GetFormationInfoFromTemplate = function(player, data)
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(data.templateName);
if (!template || !template.Formation)
return {};
return {
"name": template.Formation.FormationName,
"tooltip": template.Formation.DisabledTooltip || "",
"icon": template.Formation.Icon
};
};
GuiInterface.prototype.IsFormationSelected = function(player, data)
{
return data.ents.some(ent => {
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
return cmpUnitAI && cmpUnitAI.GetFormationTemplate() == data.formationTemplate;
});
};
GuiInterface.prototype.IsStanceSelected = function(player, data)
{
for (let ent of data.ents)
{
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI && cmpUnitAI.GetStanceName() == data.stance)
return true;
}
return false;
};
GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd)
{
let buildableEnts = [];
for (let ent of cmd.entities)
{
let cmpBuilder = Engine.QueryInterface(ent, IID_Builder);
if (!cmpBuilder)
continue;
for (let building of cmpBuilder.GetEntitiesList())
if (buildableEnts.indexOf(building) == -1)
buildableEnts.push(building);
}
return buildableEnts;
};
GuiInterface.prototype.UpdateDisplayedPlayerColors = function(player, data)
{
let updateEntityColor = (iids, entities) => {
for (let ent of entities)
for (let iid of iids)
{
let cmp = Engine.QueryInterface(ent, iid);
if (cmp)
cmp.UpdateColor();
}
};
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let i = 1; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i, IID_Player);
if (!cmpPlayer)
continue;
cmpPlayer.SetDisplayDiplomacyColor(data.displayDiplomacyColors);
if (data.displayDiplomacyColors)
cmpPlayer.SetDiplomacyColor(data.displayedPlayerColors[i]);
updateEntityColor(data.showAllStatusBars && (i == player || player == -1) ?
[IID_Minimap, IID_RangeOverlayRenderer, IID_RallyPointRenderer, IID_StatusBars] :
[IID_Minimap, IID_RangeOverlayRenderer, IID_RallyPointRenderer],
cmpRangeManager.GetEntitiesByPlayer(i));
}
updateEntityColor([IID_Selectable, IID_StatusBars], data.selected);
Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager).UpdateColors();
};
GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
{
// Cache of owner -> color map
let playerColors = {};
for (let ent of cmd.entities)
{
let cmpSelectable = Engine.QueryInterface(ent, IID_Selectable);
if (!cmpSelectable)
continue;
// Find the entity's owner's color.
let owner = INVALID_PLAYER;
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
let color = playerColors[owner];
if (!color)
{
color = { "r": 1, "g": 1, "b": 1 };
let cmpPlayer = QueryPlayerIDInterface(owner);
if (cmpPlayer)
color = cmpPlayer.GetDisplayedColor();
playerColors[owner] = color;
}
cmpSelectable.SetSelectionHighlight({ "r": color.r, "g": color.g, "b": color.b, "a": cmd.alpha }, cmd.selected);
let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager);
if (!cmpRangeOverlayManager || player != owner && player != INVALID_PLAYER)
continue;
cmpRangeOverlayManager.SetEnabled(cmd.selected, this.enabledVisualRangeOverlayTypes, false);
}
};
GuiInterface.prototype.EnableVisualRangeOverlayType = function(player, data)
{
this.enabledVisualRangeOverlayTypes[data.type] = data.enabled;
};
GuiInterface.prototype.GetEntitiesWithStatusBars = function()
{
return Array.from(this.entsWithAuraAndStatusBars);
};
GuiInterface.prototype.SetStatusBars = function(player, cmd)
{
let affectedEnts = new Set();
for (let ent of cmd.entities)
{
let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars);
if (!cmpStatusBars)
continue;
cmpStatusBars.SetEnabled(cmd.enabled, cmd.showRank, cmd.showExperience);
let cmpAuras = Engine.QueryInterface(ent, IID_Auras);
if (!cmpAuras)
continue;
for (let name of cmpAuras.GetAuraNames())
{
if (!cmpAuras.GetOverlayIcon(name))
continue;
for (let e of cmpAuras.GetAffectedEntities(name))
affectedEnts.add(e);
if (cmd.enabled)
this.entsWithAuraAndStatusBars.add(ent);
else
this.entsWithAuraAndStatusBars.delete(ent);
}
}
for (let ent of affectedEnts)
{
let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars);
if (cmpStatusBars)
cmpStatusBars.RegenerateSprites();
}
};
GuiInterface.prototype.SetRangeOverlays = function(player, cmd)
{
for (let ent of cmd.entities)
{
let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager);
if (cmpRangeOverlayManager)
cmpRangeOverlayManager.SetEnabled(cmd.enabled, this.enabledVisualRangeOverlayTypes, true);
}
};
GuiInterface.prototype.GetPlayerEntities = function(player)
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(player);
};
GuiInterface.prototype.GetNonGaiaEntities = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities();
};
/**
* Displays the rally points of a given list of entities (carried in cmd.entities).
*
* The 'cmd' object may carry its own x/z coordinate pair indicating the location where the rally point should
* be rendered, in order to support instantaneously rendering a rally point marker at a specified location
* instead of incurring a delay while PostNetworkCommand processes the set-rallypoint command (see input.js).
* If cmd doesn't carry a custom location, then the position to render the marker at will be read from the
* RallyPoint component.
*/
GuiInterface.prototype.DisplayRallyPoint = function(player, cmd)
{
let cmpPlayer = QueryPlayerIDInterface(player);
// If there are some rally points already displayed, first hide them.
for (let ent of this.entsRallyPointsDisplayed)
{
let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer);
if (cmpRallyPointRenderer)
cmpRallyPointRenderer.SetDisplayed(false);
}
this.entsRallyPointsDisplayed = [];
// Show the rally points for the passed entities.
for (let ent of cmd.entities)
{
let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer);
if (!cmpRallyPointRenderer)
continue;
// Entity must have a rally point component to display a rally point marker
// (regardless of whether cmd specifies a custom location).
let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (!cmpRallyPoint)
continue;
// Verify the owner.
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (!(cmpPlayer && cmpPlayer.CanControlAllUnits()))
if (!cmpOwnership || cmpOwnership.GetOwner() != player)
continue;
// If the command was passed an explicit position, use that and
// override the real rally point position; otherwise use the real position.
let pos;
if (cmd.x && cmd.z)
pos = cmd;
else
// May return undefined if no rally point is set.
pos = cmpRallyPoint.GetPositions()[0];
if (pos)
{
// Only update the position if we changed it (cmd.queued is set).
// Note that Add-/SetPosition take a CFixedVector2D which has X/Y components, not X/Z.
if ("queued" in cmd)
{
if (cmd.queued == true)
cmpRallyPointRenderer.AddPosition(new Vector2D(pos.x, pos.z));
else
cmpRallyPointRenderer.SetPosition(new Vector2D(pos.x, pos.z));
}
else if (!cmpRallyPointRenderer.IsSet())
// Rebuild the renderer when not set (when reading saved game or in case of building update).
for (let posi of cmpRallyPoint.GetPositions())
cmpRallyPointRenderer.AddPosition(new Vector2D(posi.x, posi.z));
cmpRallyPointRenderer.SetDisplayed(true);
// Remember which entities have their rally points displayed so we can hide them again.
this.entsRallyPointsDisplayed.push(ent);
}
}
};
GuiInterface.prototype.AddTargetMarker = function(player, cmd)
{
let ent = Engine.AddLocalEntity(cmd.template);
if (!ent)
return;
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
cmpPosition.JumpTo(cmd.x, cmd.z);
};
/**
* Display the building placement preview.
* cmd.template is the name of the entity template, or "" to disable the preview.
* cmd.x, cmd.z, cmd.angle give the location.
*
* Returns result object from CheckPlacement:
* {
* "success": true iff the placement is valid, else false
* "message": message to display in UI for invalid placement, else ""
* "parameters": parameters to use in the message
* "translateMessage": localisation info
* "translateParameters": localisation info
* "pluralMessage": we might return a plural translation instead (optional)
* "pluralCount": localisation info (optional)
* }
*/
GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd)
{
let result = {
"success": false,
"message": "",
"parameters": {},
"translateMessage": false,
"translateParameters": []
};
if (!this.placementEntity || this.placementEntity[0] != cmd.template)
{
if (this.placementEntity)
Engine.DestroyEntity(this.placementEntity[1]);
if (cmd.template == "")
this.placementEntity = undefined;
else
this.placementEntity = [cmd.template, Engine.AddLocalEntity("preview|" + cmd.template)];
}
if (this.placementEntity)
{
let ent = this.placementEntity[1];
let pos = Engine.QueryInterface(ent, IID_Position);
if (pos)
{
pos.JumpTo(cmd.x, cmd.z);
pos.SetYRotation(cmd.angle);
}
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpOwnership.SetOwner(player);
let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
if (!cmpBuildRestrictions)
error("cmpBuildRestrictions not defined");
else
result = cmpBuildRestrictions.CheckPlacement();
let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager);
if (cmpRangeOverlayManager)
cmpRangeOverlayManager.SetEnabled(true, this.enabledVisualRangeOverlayTypes);
// Set it to a red shade if this is an invalid location.
let cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual)
{
if (cmd.actorSeed !== undefined)
cmpVisual.SetActorSeed(cmd.actorSeed);
if (!result.success)
cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1);
else
cmpVisual.SetShadingColor(1, 1, 1, 1);
}
}
return result;
};
/**
* Previews the placement of a wall between cmd.start and cmd.end, or just the starting piece of a wall if cmd.end is not
* specified. Returns an object with information about the list of entities that need to be newly constructed to complete
* at least a part of the wall, or false if there are entities required to build at least part of the wall but none of
* them can be validly constructed.
*
* It's important to distinguish between three lists of entities that are at play here, because they may be subsets of one
* another depending on things like snapping and whether some of the entities inside them can be validly positioned.
* We have:
* - The list of entities that previews the wall. This list is usually equal to the entities required to construct the
* entire wall. However, if there is snapping to an incomplete tower (i.e. a foundation), it includes extra entities
* to preview the completed tower on top of its foundation.
*
* - The list of entities that need to be newly constructed to build the entire wall. This list is regardless of whether
* any of them can be validly positioned. The emphasishere here is on 'newly'; this list does not include any existing
* towers at either side of the wall that we snapped to. Or, more generally; it does not include any _entities_ that we
* snapped to; we might still snap to e.g. terrain, in which case the towers on either end will still need to be newly
* constructed.
*
* - The list of entities that need to be newly constructed to build at least a part of the wall. This list is the same
* as the one above, except that it is truncated at the first entity that cannot be validly positioned. This happens
* e.g. if the player tries to build a wall straight through an obstruction. Note that any entities that can be validly
* constructed but come after said first invalid entity are also truncated away.
*
* With this in mind, this method will return false if the second list is not empty, but the third one is. That is, if there
* were entities that are needed to build the wall, but none of them can be validly constructed. False is also returned in
* case of unexpected errors (typically missing components), and when clearing the preview by passing an empty wallset
* argument (see below). Otherwise, it will return an object with the following information:
*
* result: {
* 'startSnappedEnt': ID of the entity that we snapped to at the starting side of the wall. Currently only supports towers.
* 'endSnappedEnt': ID of the entity that we snapped to at the (possibly truncated) ending side of the wall. Note that this
* can only be set if no truncation of the second list occurs; if we snapped to an entity at the ending side
* but the wall construction was truncated before we could reach it, it won't be set here. Currently only
* supports towers.
* 'pieces': Array with the following data for each of the entities in the third list:
* [{
* 'template': Template name of the entity.
* 'x': X coordinate of the entity's position.
* 'z': Z coordinate of the entity's position.
* 'angle': Rotation around the Y axis of the entity (in radians).
* },
* ...]
* 'cost': { The total cost required for constructing all the pieces as listed above.
* 'food': ...,
* 'wood': ...,
* 'stone': ...,
* 'metal': ...,
* 'population': ...,
* 'populationBonus': ...,
* }
* }
*
* @param cmd.wallSet Object holding the set of wall piece template names. Set to an empty value to clear the preview.
* @param cmd.start Starting point of the wall segment being created.
* @param cmd.end (Optional) Ending point of the wall segment being created. If not defined, it is understood that only
* the starting point of the wall is available at this time (e.g. while the player is still in the process
* of picking a starting point), and that therefore only the first entity in the wall (a tower) should be
* previewed.
* @param cmd.snapEntities List of candidate entities to snap the start and ending positions to.
*/
GuiInterface.prototype.SetWallPlacementPreview = function(player, cmd)
{
let wallSet = cmd.wallSet;
// Did the start position snap to anything?
// If we snapped, was it to an entity? If yes, hold that entity's ID.
let start = {
"pos": cmd.start,
"angle": 0,
"snapped": false,
"snappedEnt": INVALID_ENTITY
};
// Did the end position snap to anything?
// If we snapped, was it to an entity? If yes, hold that entity's ID.
let end = {
"pos": cmd.end,
"angle": 0,
"snapped": false,
"snappedEnt": INVALID_ENTITY
};
// --------------------------------------------------------------------------------
// Do some entity cache management and check for snapping.
if (!this.placementWallEntities)
this.placementWallEntities = {};
if (!wallSet)
{
// We're clearing the preview, clear the entity cache and bail.
for (let tpl in this.placementWallEntities)
{
for (let ent of this.placementWallEntities[tpl].entities)
Engine.DestroyEntity(ent);
this.placementWallEntities[tpl].numUsed = 0;
this.placementWallEntities[tpl].entities = [];
// Keep template data around.
}
return false;
}
for (let tpl in this.placementWallEntities)
{
for (let ent of this.placementWallEntities[tpl].entities)
{
let pos = Engine.QueryInterface(ent, IID_Position);
if (pos)
pos.MoveOutOfWorld();
}
this.placementWallEntities[tpl].numUsed = 0;
}
// Create cache entries for templates we haven't seen before.
for (let type in wallSet.templates)
{
if (type == "curves")
continue;
let tpl = wallSet.templates[type];
if (!(tpl in this.placementWallEntities))
{
this.placementWallEntities[tpl] = {
"numUsed": 0,
"entities": [],
"templateData": this.GetTemplateData(player, { "templateName": tpl }),
};
if (!this.placementWallEntities[tpl].templateData.wallPiece)
{
error("[SetWallPlacementPreview] No WallPiece component found for wall set template '" + tpl + "'");
return false;
}
}
}
// Prevent division by zero errors further on if the start and end positions are the same.
if (end.pos && (start.pos.x === end.pos.x && start.pos.z === end.pos.z))
end.pos = undefined;
// See if we need to snap the start and/or end coordinates to any of our list of snap entities. Note that, despite the list
// of snapping candidate entities, it might still snap to e.g. terrain features. Use the "ent" key in the returned snapping
// data to determine whether it snapped to an entity (if any), and to which one (see GetFoundationSnapData).
if (cmd.snapEntities)
{
// Value of 0.5 was determined through trial and error.
let snapRadius = this.placementWallEntities[wallSet.templates.tower].templateData.wallPiece.length * 0.5;
let startSnapData = this.GetFoundationSnapData(player, {
"x": start.pos.x,
"z": start.pos.z,
"template": wallSet.templates.tower,
"snapEntities": cmd.snapEntities,
"snapRadius": snapRadius,
});
if (startSnapData)
{
start.pos.x = startSnapData.x;
start.pos.z = startSnapData.z;
start.angle = startSnapData.angle;
start.snapped = true;
if (startSnapData.ent)
start.snappedEnt = startSnapData.ent;
}
if (end.pos)
{
let endSnapData = this.GetFoundationSnapData(player, {
"x": end.pos.x,
"z": end.pos.z,
"template": wallSet.templates.tower,
"snapEntities": cmd.snapEntities,
"snapRadius": snapRadius,
});
if (endSnapData)
{
end.pos.x = endSnapData.x;
end.pos.z = endSnapData.z;
end.angle = endSnapData.angle;
end.snapped = true;
if (endSnapData.ent)
end.snappedEnt = endSnapData.ent;
}
}
}
// Clear the single-building preview entity (we'll be rolling our own).
this.SetBuildingPlacementPreview(player, { "template": "" });
// --------------------------------------------------------------------------------
// Calculate wall placement and position preview entities.
let result = {
"pieces": [],
"cost": { "population": 0, "populationBonus": 0, "time": 0 }
};
for (let res of Resources.GetCodes())
result.cost[res] = 0;
let previewEntities = [];
if (end.pos)
// See helpers/Walls.js.
previewEntities = GetWallPlacement(this.placementWallEntities, wallSet, start, end);
// For wall placement, we may (and usually do) need to have wall pieces overlap each other more than would
// otherwise be allowed by their obstruction shapes. However, during this preview phase, this is not so much of
// an issue, because all preview entities have their obstruction components deactivated, meaning that their
// obstruction shapes do not register in the simulation and hence cannot affect it. This implies that the preview
// entities cannot be found to obstruct each other, which largely solves the issue of overlap between wall pieces.
// Note that they will still be obstructed by existing shapes in the simulation (that have the BLOCK_FOUNDATION
// flag set), which is what we want. The only exception to this is when snapping to existing towers (or
// foundations thereof); the wall segments that connect up to these will be found to be obstructed by the
// existing tower/foundation, and be shaded red to indicate that they cannot be placed there. To prevent this,
// we manually set the control group of the outermost wall pieces equal to those of the snapped-to towers, so
// that they are free from mutual obstruction (per definition of obstruction control groups). This is done by
// assigning them an extra "controlGroup" field, which we'll then set during the placement loop below.
// Additionally, in the situation that we're snapping to merely a foundation of a tower instead of a fully
// constructed one, we'll need an extra preview entity for the starting tower, which also must not be obstructed
// by the foundation it snaps to.
if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY)
{
let startEntObstruction = Engine.QueryInterface(start.snappedEnt, IID_Obstruction);
if (previewEntities.length && startEntObstruction)
previewEntities[0].controlGroups = [startEntObstruction.GetControlGroup()];
// If we're snapping to merely a foundation, add an extra preview tower and also set it to the same control group.
let startEntState = this.GetEntityState(player, start.snappedEnt);
if (startEntState.foundation)
{
let cmpPosition = Engine.QueryInterface(start.snappedEnt, IID_Position);
if (cmpPosition)
previewEntities.unshift({
"template": wallSet.templates.tower,
"pos": start.pos,
"angle": cmpPosition.GetRotation().y,
"controlGroups": [startEntObstruction ? startEntObstruction.GetControlGroup() : undefined],
"excludeFromResult": true // Preview only, must not appear in the result.
});
}
}
else
{
// Didn't snap to an existing entity, add the starting tower manually. To prevent odd-looking rotation jumps
// when shift-clicking to build a wall, reuse the placement angle that was last seen on a validly positioned
// wall piece.
// To illustrate the last point, consider what happens if we used some constant instead, say, 0. Issuing the
// build command for a wall is asynchronous, so when the preview updates after shift-clicking, the wall piece
// foundations are not registered yet in the simulation. This means they cannot possibly be picked in the list
// of candidate entities for snapping. In the next preview update, we therefore hit this case, and would rotate
// the preview to 0 radians. Then, after one or two simulation updates or so, the foundations register and
// onSimulationUpdate in session.js updates the preview again. It first grabs a new list of snapping candidates,
// which this time does include the new foundations; so we snap to the entity, and rotate the preview back to
// the foundation's angle.
// The result is a noticeable rotation to 0 and back, which is undesirable. So, for a split second there until
// the simulation updates, we fake it by reusing the last angle and hope the player doesn't notice.
previewEntities.unshift({
"template": wallSet.templates.tower,
"pos": start.pos,
"angle": previewEntities.length ? previewEntities[0].angle : this.placementWallLastAngle
});
}
if (end.pos)
{
// Analogous to the starting side case above.
if (end.snappedEnt && end.snappedEnt != INVALID_ENTITY)
{
let endEntObstruction = Engine.QueryInterface(end.snappedEnt, IID_Obstruction);
// Note that it's possible for the last entity in previewEntities to be the same as the first, i.e. the
// same wall piece snapping to both a starting and an ending tower. And it might be more common than you would
// expect; the allowed overlap between wall segments and towers facilitates this to some degree. To deal with
// the possibility of dual initial control groups, we use a '.controlGroups' array rather than a single
// '.controlGroup' property. Note that this array can only ever have 0, 1 or 2 elements (checked at a later time).
if (previewEntities.length > 0 && endEntObstruction)
{
previewEntities[previewEntities.length - 1].controlGroups = previewEntities[previewEntities.length - 1].controlGroups || [];
previewEntities[previewEntities.length - 1].controlGroups.push(endEntObstruction.GetControlGroup());
}
// If we're snapping to a foundation, add an extra preview tower and also set it to the same control group.
let endEntState = this.GetEntityState(player, end.snappedEnt);
if (endEntState.foundation)
{
let cmpPosition = Engine.QueryInterface(end.snappedEnt, IID_Position);
if (cmpPosition)
previewEntities.push({
"template": wallSet.templates.tower,
"pos": end.pos,
"angle": cmpPosition.GetRotation().y,
"controlGroups": [endEntObstruction ? endEntObstruction.GetControlGroup() : undefined],
"excludeFromResult": true
});
}
}
else
previewEntities.push({
"template": wallSet.templates.tower,
"pos": end.pos,
"angle": previewEntities.length ? previewEntities[previewEntities.length - 1].angle : this.placementWallLastAngle
});
}
let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
if (!cmpTerrain)
{
error("[SetWallPlacementPreview] System Terrain component not found");
return false;
}
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
{
error("[SetWallPlacementPreview] System RangeManager component not found");
return false;
}
// Loop through the preview entities, and construct the subset of them that need to be, and can be, validly constructed
// to build at least a part of the wall (meaning that the subset is truncated after the first entity that needs to be,
// but cannot validly be, constructed). See method-level documentation for more details.
let allPiecesValid = true;
// Number of entities that are required to build the entire wall, regardless of validity.
let numRequiredPieces = 0;
for (let i = 0; i < previewEntities.length; ++i)
{
let entInfo = previewEntities[i];
let ent = null;
let tpl = entInfo.template;
let tplData = this.placementWallEntities[tpl].templateData;
let entPool = this.placementWallEntities[tpl];
if (entPool.numUsed >= entPool.entities.length)
{
ent = Engine.AddLocalEntity("preview|" + tpl);
entPool.entities.push(ent);
}
else
ent = entPool.entities[entPool.numUsed];
if (!ent)
{
error("[SetWallPlacementPreview] Failed to allocate or reuse preview entity of template '" + tpl + "'");
continue;
}
// Move piece to right location.
// TODO: Consider reusing SetBuildingPlacementReview for this, enhanced to be able to deal with multiple entities.
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpPosition)
{
cmpPosition.JumpTo(entInfo.pos.x, entInfo.pos.z);
cmpPosition.SetYRotation(entInfo.angle);
// If this piece is a tower, then it should have a Y position that is at least as high as its surrounding pieces.
if (tpl === wallSet.templates.tower)
{
let terrainGroundPrev = null;
let terrainGroundNext = null;
if (i > 0)
terrainGroundPrev = cmpTerrain.GetGroundLevel(previewEntities[i - 1].pos.x, previewEntities[i - 1].pos.z);
if (i < previewEntities.length - 1)
terrainGroundNext = cmpTerrain.GetGroundLevel(previewEntities[i + 1].pos.x, previewEntities[i + 1].pos.z);
if (terrainGroundPrev != null || terrainGroundNext != null)
{
let targetY = Math.max(terrainGroundPrev, terrainGroundNext);
cmpPosition.SetHeightFixed(targetY);
}
}
}
let cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
if (!cmpObstruction)
{
error("[SetWallPlacementPreview] Preview entity of template '" + tpl + "' does not have an Obstruction component");
continue;
}
// Assign any predefined control groups. Note that there can only be 0, 1 or 2 predefined control groups; if there are
// more, we've made a programming error. The control groups are assigned from the entInfo.controlGroups array on a
// first-come first-served basis; the first value in the array is always assigned as the primary control group, and
// any second value as the secondary control group.
// By default, we reset the control groups to their standard values. Remember that we're reusing entities; if we don't
// reset them, then an ending wall segment that was e.g. at one point snapped to an existing tower, and is subsequently
// reused as a non-snapped ending wall segment, would no longer be capable of being obstructed by the same tower it was
// once snapped to.
let primaryControlGroup = ent;
let secondaryControlGroup = INVALID_ENTITY;
if (entInfo.controlGroups && entInfo.controlGroups.length > 0)
{
if (entInfo.controlGroups.length > 2)
{
error("[SetWallPlacementPreview] Encountered preview entity of template '" + tpl + "' with more than 2 initial control groups");
break;
}
primaryControlGroup = entInfo.controlGroups[0];
if (entInfo.controlGroups.length > 1)
secondaryControlGroup = entInfo.controlGroups[1];
}
cmpObstruction.SetControlGroup(primaryControlGroup);
cmpObstruction.SetControlGroup2(secondaryControlGroup);
let validPlacement = false;
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpOwnership.SetOwner(player);
// Check whether it's in a visible or fogged region.
// TODO: Should definitely reuse SetBuildingPlacementPreview, this is just straight up copy/pasta.
let visible = cmpRangeManager.GetLosVisibility(ent, player) != "hidden";
if (visible)
{
let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
if (!cmpBuildRestrictions)
{
error("[SetWallPlacementPreview] cmpBuildRestrictions not defined for preview entity of template '" + tpl + "'");
continue;
}
// TODO: Handle results of CheckPlacement.
validPlacement = cmpBuildRestrictions && cmpBuildRestrictions.CheckPlacement().success;
// If a wall piece has two control groups, it's likely a segment that spans
// between two existing towers. To avoid placing a duplicate wall segment,
// check for collisions with entities that share both control groups.
if (validPlacement && entInfo.controlGroups && entInfo.controlGroups.length > 1)
validPlacement = cmpObstruction.CheckDuplicateFoundation();
}
allPiecesValid = allPiecesValid && validPlacement;
// The requirement below that all pieces so far have to have valid positions, rather than only this single one,
// ensures that no more foundations will be placed after a first invalidly-positioned piece. (It is possible
// for pieces past some invalidly-positioned ones to still have valid positions, e.g. if you drag a wall
// through and past an existing building).
// Additionally, the excludeFromResult flag is set for preview entities that were manually added to be placed
// on top of foundations of incompleted towers that we snapped to; they must not be part of the result.
if (!entInfo.excludeFromResult)
++numRequiredPieces;
if (allPiecesValid && !entInfo.excludeFromResult)
{
result.pieces.push({
"template": tpl,
"x": entInfo.pos.x,
"z": entInfo.pos.z,
"angle": entInfo.angle,
});
this.placementWallLastAngle = entInfo.angle;
// Grab the cost of this wall piece and add it up (note; preview entities don't have their Cost components
// copied over, so we need to fetch it from the template instead).
// TODO: We should really use a Cost object or at least some utility functions for this, this is mindless
// boilerplate that's probably duplicated in tons of places.
for (let res of Resources.GetCodes().concat(["population", "populationBonus", "time"]))
result.cost[res] += tplData.cost[res];
}
let canAfford = true;
let cmpPlayer = QueryPlayerIDInterface(player, IID_Player);
if (cmpPlayer && cmpPlayer.GetNeededResources(result.cost))
canAfford = false;
let cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual)
{
if (!allPiecesValid || !canAfford)
cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1);
else
cmpVisual.SetShadingColor(1, 1, 1, 1);
}
++entPool.numUsed;
}
// If any were entities required to build the wall, but none of them could be validly positioned, return failure
// (see method-level documentation).
if (numRequiredPieces > 0 && result.pieces.length == 0)
return false;
if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY)
result.startSnappedEnt = start.snappedEnt;
// We should only return that we snapped to an entity if all pieces up until that entity can be validly constructed,
// i.e. are included in result.pieces (see docs for the result object).
if (end.pos && end.snappedEnt && end.snappedEnt != INVALID_ENTITY && allPiecesValid)
result.endSnappedEnt = end.snappedEnt;
return result;
};
/**
* Given the current position {data.x, data.z} of an foundation of template data.template, returns the position and angle to snap
* it to (if necessary/useful).
*
* @param data.x The X position of the foundation to snap.
* @param data.z The Z position of the foundation to snap.
* @param data.template The template to get the foundation snapping data for.
* @param data.snapEntities Optional; list of entity IDs to snap to if {data.x, data.z} is within a circle of radius data.snapRadius
* around the entity. Only takes effect when used in conjunction with data.snapRadius.
* When this option is used and the foundation is found to snap to one of the entities passed in this list
* (as opposed to e.g. snapping to terrain features), then the result will contain an additional key "ent",
* holding the ID of the entity that was snapped to.
* @param data.snapRadius Optional; when used in conjunction with data.snapEntities, indicates the circle radius around an entity that
* {data.x, data.z} must be located within to have it snap to that entity.
*/
GuiInterface.prototype.GetFoundationSnapData = function(player, data)
{
let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(data.template);
if (!template)
{
warn("[GetFoundationSnapData] Failed to load template '" + data.template + "'");
return false;
}
if (data.snapEntities && data.snapRadius && data.snapRadius > 0)
{
// See if {data.x, data.z} is inside the snap radius of any of the snap entities; and if so, to which it is closest.
// (TODO: Break unlikely ties by choosing the lowest entity ID.)
let minDist2 = -1;
let minDistEntitySnapData = null;
let radius2 = data.snapRadius * data.snapRadius;
for (let ent of data.snapEntities)
{
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
let pos = cmpPosition.GetPosition();
let dist2 = (data.x - pos.x) * (data.x - pos.x) + (data.z - pos.z) * (data.z - pos.z);
if (dist2 > radius2)
continue;
if (minDist2 < 0 || dist2 < minDist2)
{
minDist2 = dist2;
minDistEntitySnapData = {
"x": pos.x,
"z": pos.z,
"angle": cmpPosition.GetRotation().y,
"ent": ent
};
}
}
if (minDistEntitySnapData != null)
return minDistEntitySnapData;
}
if (data.snapToEdges)
{
let position = this.obstructionSnap.getPosition(data, template);
if (position)
return position;
}
if (template.BuildRestrictions.PlacementType == "shore")
{
let angle = GetDockAngle(template, data.x, data.z);
if (angle !== undefined)
return {
"x": data.x,
"z": data.z,
"angle": angle
};
}
return false;
};
GuiInterface.prototype.PlaySound = function(player, data)
{
if (!data.entity)
return;
PlaySound(data.name, data.entity);
};
/**
* Find any idle units.
*
* @param data.idleClasses Array of class names to include.
* @param data.prevUnit The previous idle unit, if calling a second time to iterate through units. May be left undefined.
* @param data.limit The number of idle units to return. May be left undefined (will return all idle units).
* @param data.excludeUnits Array of units to exclude.
*
* Returns an array of idle units.
* If multiple classes were supplied, and multiple items will be returned, the items will be sorted by class.
*/
GuiInterface.prototype.FindIdleUnits = function(player, data)
{
let idleUnits = [];
// The general case is that only the 'first' idle unit is required; filtering would examine every unit.
// This loop imitates a grouping/aggregation on the first matching idle class.
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
for (let entity of cmpRangeManager.GetEntitiesByPlayer(player))
{
let filtered = this.IdleUnitFilter(entity, data.idleClasses, data.excludeUnits);
if (!filtered.idle)
continue;
// If the entity is in the 'current' (first, 0) bucket on a resumed search, it must be after the "previous" unit, if any.
// By adding to the 'end', there is no pause if the series of units loops.
let bucket = filtered.bucket;
if (bucket == 0 && data.prevUnit && entity <= data.prevUnit)
bucket = data.idleClasses.length;
if (!idleUnits[bucket])
idleUnits[bucket] = [];
idleUnits[bucket].push(entity);
// If enough units have been collected in the first bucket, go ahead and return them.
if (data.limit && bucket == 0 && idleUnits[0].length == data.limit)
return idleUnits[0];
}
let reduced = idleUnits.reduce((prev, curr) => prev.concat(curr), []);
if (data.limit && reduced.length > data.limit)
return reduced.slice(0, data.limit);
return reduced;
};
/**
* Discover if the player has idle units.
*
* @param data.idleClasses Array of class names to include.
* @param data.excludeUnits Array of units to exclude.
*
* Returns a boolean of whether the player has any idle units
*/
GuiInterface.prototype.HasIdleUnits = function(player, data)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return cmpRangeManager.GetEntitiesByPlayer(player).some(unit => this.IdleUnitFilter(unit, data.idleClasses, data.excludeUnits).idle);
};
/**
* Whether to filter an idle unit
*
* @param unit The unit to filter.
* @param idleclasses Array of class names to include.
* @param excludeUnits Array of units to exclude.
*
* Returns an object with the following fields:
* - idle - true if the unit is considered idle by the filter, false otherwise.
* - bucket - if idle, set to the index of the first matching idle class, undefined otherwise.
*/
GuiInterface.prototype.IdleUnitFilter = function(unit, idleClasses, excludeUnits)
{
let cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI);
if (!cmpUnitAI || !cmpUnitAI.IsIdle() || cmpUnitAI.IsGarrisoned())
return { "idle": false };
let cmpIdentity = Engine.QueryInterface(unit, IID_Identity);
if (!cmpIdentity)
return { "idle": false };
let bucket = idleClasses.findIndex(elem => MatchesClassList(cmpIdentity.GetClassesList(), elem));
if (bucket == -1 || excludeUnits.indexOf(unit) > -1)
return { "idle": false };
return { "idle": true, "bucket": bucket };
};
GuiInterface.prototype.GetTradingRouteGain = function(player, data)
{
if (!data.firstMarket || !data.secondMarket)
return null;
return CalculateTraderGain(data.firstMarket, data.secondMarket, data.template);
};
GuiInterface.prototype.GetTradingDetails = function(player, data)
{
let cmpEntityTrader = Engine.QueryInterface(data.trader, IID_Trader);
if (!cmpEntityTrader || !cmpEntityTrader.CanTrade(data.target))
return null;
let firstMarket = cmpEntityTrader.GetFirstMarket();
let secondMarket = cmpEntityTrader.GetSecondMarket();
let result = null;
if (data.target === firstMarket)
{
result = {
"type": "is first",
"hasBothMarkets": cmpEntityTrader.HasBothMarkets()
};
if (cmpEntityTrader.HasBothMarkets())
result.gain = cmpEntityTrader.GetGoods().amount;
}
else if (data.target === secondMarket)
result = {
"type": "is second",
"gain": cmpEntityTrader.GetGoods().amount,
};
else if (!firstMarket)
result = { "type": "set first" };
else if (!secondMarket)
result = {
"type": "set second",
"gain": cmpEntityTrader.CalculateGain(firstMarket, data.target),
};
else
result = { "type": "set first" };
return result;
};
GuiInterface.prototype.CanAttack = function(player, data)
{
let cmpAttack = Engine.QueryInterface(data.entity, IID_Attack);
return cmpAttack && cmpAttack.CanAttack(data.target, data.types || undefined);
};
/*
* Returns batch build time.
*/
GuiInterface.prototype.GetBatchTime = function(player, data)
{
let cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue);
if (!cmpProductionQueue)
return 0;
return cmpProductionQueue.GetBatchTime(data.batchSize);
};
GuiInterface.prototype.IsMapRevealed = function(player)
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetLosRevealAll(player);
};
GuiInterface.prototype.SetPathfinderDebugOverlay = function(player, enabled)
{
Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetDebugOverlay(enabled);
};
GuiInterface.prototype.SetPathfinderHierDebugOverlay = function(player, enabled)
{
Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetHierDebugOverlay(enabled);
};
GuiInterface.prototype.SetObstructionDebugOverlay = function(player, enabled)
{
Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).SetDebugOverlay(enabled);
};
GuiInterface.prototype.SetMotionDebugOverlay = function(player, data)
{
for (let ent of data.entities)
{
let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.SetDebugOverlay(data.enabled);
}
};
GuiInterface.prototype.SetRangeDebugOverlay = function(player, enabled)
{
Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).SetDebugOverlay(enabled);
};
GuiInterface.prototype.GetTraderNumber = function(player)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let traders = cmpRangeManager.GetEntitiesByPlayer(player).filter(e => Engine.QueryInterface(e, IID_Trader));
let landTrader = { "total": 0, "trading": 0, "garrisoned": 0 };
let shipTrader = { "total": 0, "trading": 0 };
for (let ent of traders)
{
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpIdentity || !cmpUnitAI)
continue;
if (cmpIdentity.HasClass("Ship"))
{
++shipTrader.total;
if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade")
++shipTrader.trading;
}
else
{
++landTrader.total;
if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade")
++landTrader.trading;
if (cmpUnitAI.order && cmpUnitAI.order.type == "Garrison")
{
let holder = cmpUnitAI.order.data.target;
let cmpHolderUnitAI = Engine.QueryInterface(holder, IID_UnitAI);
if (cmpHolderUnitAI && cmpHolderUnitAI.order && cmpHolderUnitAI.order.type == "Trade")
++landTrader.garrisoned;
}
}
}
return { "landTrader": landTrader, "shipTrader": shipTrader };
};
GuiInterface.prototype.GetTradingGoods = function(player)
{
let cmpPlayer = QueryPlayerIDInterface(player);
if (!cmpPlayer)
return [];
return cmpPlayer.GetTradingGoods();
};
GuiInterface.prototype.OnGlobalEntityRenamed = function(msg)
{
this.renamedEntities.push(msg);
};
/**
* List the GuiInterface functions that can be safely called by GUI scripts.
* (GUI scripts are non-deterministic and untrusted, so these functions must be
* appropriately careful. They are called with a first argument "player", which is
* trusted and indicates the player associated with the current client; no data should
* be returned unless this player is meant to be able to see it.)
*/
let exposedFunctions = {
"GetSimulationState": 1,
"GetExtendedSimulationState": 1,
"GetInitAttributes": 1,
"GetReplayMetadata": 1,
"GetRenamedEntities": 1,
"ClearRenamedEntities": 1,
"GetEntityState": 1,
"GetMultipleEntityStates": 1,
"GetAverageRangeForBuildings": 1,
"GetTemplateData": 1,
"IsTechnologyResearched": 1,
"CheckTechnologyRequirements": 1,
"GetStartedResearch": 1,
"GetBattleState": 1,
"GetIncomingAttacks": 1,
"GetNeededResources": 1,
"GetNotifications": 1,
"GetTimeNotifications": 1,
"GetAvailableFormations": 1,
"GetFormationRequirements": 1,
"CanMoveEntsIntoFormation": 1,
"IsFormationSelected": 1,
"GetFormationInfoFromTemplate": 1,
"IsStanceSelected": 1,
"UpdateDisplayedPlayerColors": 1,
"SetSelectionHighlight": 1,
"GetAllBuildableEntities": 1,
"SetStatusBars": 1,
"GetPlayerEntities": 1,
"GetNonGaiaEntities": 1,
"DisplayRallyPoint": 1,
"AddTargetMarker": 1,
"SetBuildingPlacementPreview": 1,
"SetWallPlacementPreview": 1,
"GetFoundationSnapData": 1,
"PlaySound": 1,
"FindIdleUnits": 1,
"HasIdleUnits": 1,
"GetTradingRouteGain": 1,
"GetTradingDetails": 1,
"CanAttack": 1,
"GetBatchTime": 1,
"IsMapRevealed": 1,
"SetPathfinderDebugOverlay": 1,
"SetPathfinderHierDebugOverlay": 1,
"SetObstructionDebugOverlay": 1,
"SetMotionDebugOverlay": 1,
"SetRangeDebugOverlay": 1,
"EnableVisualRangeOverlayType": 1,
"SetRangeOverlays": 1,
"GetTraderNumber": 1,
"GetTradingGoods": 1,
"IsTemplateModified": 1,
"ResetTemplateModified": 1,
"IsSelectionDirty": 1,
"ResetSelectionDirty": 1
};
GuiInterface.prototype.ScriptCall = function(player, name, args)
{
if (exposedFunctions[name])
return this[name](player, args);
throw new Error("Invalid GuiInterface Call name \"" + name + "\"");
};
Engine.RegisterSystemComponentType(IID_GuiInterface, "GuiInterface", GuiInterface);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Player.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Player.js (revision 24113)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Player.js (revision 24114)
@@ -1,923 +1,936 @@
function Player() {}
Player.prototype.Schema =
"" +
"" +
"" +
Resources.BuildSchema("positiveDecimal") +
"" +
"" +
Resources.BuildSchema("positiveDecimal") +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
/**
* Don't serialize diplomacyColor or displayDiplomacyColor since they're modified by the GUI.
*/
Player.prototype.Serialize = function()
{
let state = {};
for (let key in this)
if (this.hasOwnProperty(key))
state[key] = this[key];
state.diplomacyColor = undefined;
state.displayDiplomacyColor = false;
return state;
};
/**
* Which units will be shown with special icons at the top.
*/
var panelEntityClasses = "Hero Relic";
Player.prototype.Init = function()
{
this.playerID = undefined;
this.name = undefined; // Define defaults elsewhere (supporting other languages).
this.civ = undefined;
this.color = undefined;
this.diplomacyColor = undefined;
this.displayDiplomacyColor = false;
this.popUsed = 0; // Population of units owned or trained by this player.
this.popBonuses = 0; // Sum of population bonuses of player's entities.
this.maxPop = 300; // Maximum population.
this.trainingBlocked = false; // Indicates whether any training queue is currently blocked.
this.resourceCount = {};
this.tradingGoods = []; // Goods for next trade-route and its probabilities * 100.
this.team = -1; // Team number of the player, players on the same team will always have ally diplomatic status. Also this is useful for team emblems, scoring, etc.
this.teamsLocked = false;
this.state = "active"; // Game state. One of "active", "defeated", "won".
this.diplomacy = []; // Array of diplomatic stances for this player with respect to other players (including gaia and self).
this.sharedDropsites = false;
this.formations = [];
this.startCam = undefined;
this.controlAllUnits = false;
this.isAI = false;
this.cheatsEnabled = false;
this.panelEntities = [];
this.resourceNames = {};
this.disabledTemplates = {};
this.disabledTechnologies = {};
this.startingTechnologies = [];
this.spyCostMultiplier = +this.template.SpyCostMultiplier;
+ this.barterEntities = [];
this.barterMultiplier = {
"buy": clone(this.template.BarterMultiplier.Buy),
"sell": clone(this.template.BarterMultiplier.Sell)
};
// Initial resources.
let resCodes = Resources.GetCodes();
for (let res of resCodes)
{
this.resourceCount[res] = 300;
this.resourceNames[res] = Resources.GetResource(res).name;
}
// Trading goods probability in steps of 5.
let resTradeCodes = Resources.GetTradableCodes();
let quotient = Math.floor(20 / resTradeCodes.length);
let remainder = 20 % resTradeCodes.length;
for (let i in resTradeCodes)
this.tradingGoods.push({
"goods": resTradeCodes[i],
"proba": 5 * (quotient + (+i < remainder ? 1 : 0))
});
};
Player.prototype.SetPlayerID = function(id)
{
this.playerID = id;
};
Player.prototype.GetPlayerID = function()
{
return this.playerID;
};
Player.prototype.SetName = function(name)
{
this.name = name;
};
Player.prototype.GetName = function()
{
return this.name;
};
Player.prototype.SetCiv = function(civcode)
{
let oldCiv = this.civ;
this.civ = civcode;
// Normally, the civ is only set once. But in Atlas, map designers can change civs at any time.
if (oldCiv && this.playerID && oldCiv != civcode)
Engine.BroadcastMessage(MT_CivChanged, {
"player": this.playerID,
"from": oldCiv,
"to": civcode
});
};
Player.prototype.GetCiv = function()
{
return this.civ;
};
Player.prototype.SetColor = function(r, g, b)
{
let colorInitialized = !!this.color;
this.color = { "r": r / 255, "g": g / 255, "b": b / 255, "a": 1 };
// Used in Atlas.
if (colorInitialized)
Engine.BroadcastMessage(MT_PlayerColorChanged, {
"player": this.playerID
});
};
Player.prototype.SetDiplomacyColor = function(color)
{
this.diplomacyColor = { "r": color.r / 255, "g": color.g / 255, "b": color.b / 255, "a": 1 };
};
Player.prototype.SetDisplayDiplomacyColor = function(displayDiplomacyColor)
{
this.displayDiplomacyColor = displayDiplomacyColor;
};
Player.prototype.GetColor = function()
{
return this.color;
};
Player.prototype.GetDisplayedColor = function()
{
return this.displayDiplomacyColor ? this.diplomacyColor : this.color;
};
// Try reserving num population slots. Returns 0 on success or number of missing slots otherwise.
Player.prototype.TryReservePopulationSlots = function(num)
{
if (num != 0 && num > (this.GetPopulationLimit() - this.popUsed))
return num - (this.GetPopulationLimit() - this.popUsed);
this.popUsed += num;
return 0;
};
Player.prototype.UnReservePopulationSlots = function(num)
{
this.popUsed -= num;
};
Player.prototype.GetPopulationCount = function()
{
return this.popUsed;
};
Player.prototype.AddPopulation = function(num)
{
this.popUsed += num;
};
Player.prototype.SetPopulationBonuses = function(num)
{
this.popBonuses = num;
};
Player.prototype.AddPopulationBonuses = function(num)
{
this.popBonuses += num;
};
Player.prototype.GetPopulationLimit = function()
{
return Math.min(this.GetMaxPopulation(), this.popBonuses);
};
Player.prototype.SetMaxPopulation = function(max)
{
this.maxPop = max;
};
Player.prototype.GetMaxPopulation = function()
{
return Math.round(ApplyValueModificationsToEntity("Player/MaxPopulation", this.maxPop, this.entity));
};
+Player.prototype.CanBarter = function()
+{
+ return this.barterEntities.length > 0;
+};
+
Player.prototype.GetBarterMultiplier = function()
{
return this.barterMultiplier;
};
Player.prototype.GetSpyCostMultiplier = function()
{
return this.spyCostMultiplier;
};
Player.prototype.GetPanelEntities = function()
{
return this.panelEntities;
};
Player.prototype.IsTrainingBlocked = function()
{
return this.trainingBlocked;
};
Player.prototype.BlockTraining = function()
{
this.trainingBlocked = true;
};
Player.prototype.UnBlockTraining = function()
{
this.trainingBlocked = false;
};
Player.prototype.SetResourceCounts = function(resources)
{
for (let res in resources)
this.resourceCount[res] = resources[res];
};
Player.prototype.GetResourceCounts = function()
{
return this.resourceCount;
};
/**
* Add resource of specified type to player.
* @param {string} type - Generic type of resource.
* @param {number} amount - Amount of resource, which should be added.
*/
Player.prototype.AddResource = function(type, amount)
{
this.resourceCount[type] += +amount;
};
/**
* Add resources to player.
*/
Player.prototype.AddResources = function(amounts)
{
for (let type in amounts)
this.resourceCount[type] += +amounts[type];
};
Player.prototype.GetNeededResources = function(amounts)
{
// Check if we can afford it all.
let amountsNeeded = {};
for (let type in amounts)
if (this.resourceCount[type] != undefined && amounts[type] > this.resourceCount[type])
amountsNeeded[type] = amounts[type] - Math.floor(this.resourceCount[type]);
if (Object.keys(amountsNeeded).length == 0)
return undefined;
return amountsNeeded;
};
Player.prototype.SubtractResourcesOrNotify = function(amounts)
{
let amountsNeeded = this.GetNeededResources(amounts);
// If we don't have enough resources, send a notification to the player.
if (amountsNeeded)
{
let parameters = {};
let i = 0;
for (let type in amountsNeeded)
{
++i;
parameters["resourceType" + i] = this.resourceNames[type];
parameters["resourceAmount" + i] = amountsNeeded[type];
}
let msg = "";
// When marking strings for translations, you need to include the actual string,
// not some way to derive the string.
if (i < 1)
warn("Amounts needed but no amounts given?");
else if (i == 1)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s");
else if (i == 2)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s");
else if (i == 3)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s");
else if (i == 4)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s, %(resourceAmount4)s %(resourceType4)s");
else
warn("Localisation: Strings are not localised for more than 4 resources");
// Send as time-notification.
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [this.playerID],
"message": msg,
"parameters": parameters,
"translateMessage": true,
"translateParameters": {
"resourceType1": "withinSentence",
"resourceType2": "withinSentence",
"resourceType3": "withinSentence",
"resourceType4": "withinSentence"
}
});
return false;
}
for (let type in amounts)
this.resourceCount[type] -= amounts[type];
return true;
};
Player.prototype.TrySubtractResources = function(amounts)
{
if (!this.SubtractResourcesOrNotify(amounts))
return false;
let cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpStatisticsTracker)
for (let type in amounts)
cmpStatisticsTracker.IncreaseResourceUsedCounter(type, amounts[type]);
return true;
};
Player.prototype.GetNextTradingGoods = function()
{
let value = randFloat(0, 100);
let last = this.tradingGoods.length - 1;
let sumProba = 0;
for (let i = 0; i < last; ++i)
{
sumProba += this.tradingGoods[i].proba;
if (value < sumProba)
return this.tradingGoods[i].goods;
}
return this.tradingGoods[last].goods;
};
Player.prototype.GetTradingGoods = function()
{
let tradingGoods = {};
for (let resource of this.tradingGoods)
tradingGoods[resource.goods] = resource.proba;
return tradingGoods;
};
Player.prototype.SetTradingGoods = function(tradingGoods)
{
let resTradeCodes = Resources.GetTradableCodes();
let sumProba = 0;
for (let resource in tradingGoods)
{
if (resTradeCodes.indexOf(resource) == -1 || tradingGoods[resource] < 0)
{
error("Invalid trading goods: " + uneval(tradingGoods));
return;
}
sumProba += tradingGoods[resource];
}
if (sumProba != 100)
{
error("Invalid trading goods probability: " + uneval(sumProba));
return;
}
this.tradingGoods = [];
for (let resource in tradingGoods)
this.tradingGoods.push({
"goods": resource,
"proba": tradingGoods[resource]
});
};
Player.prototype.GetState = function()
{
return this.state;
};
/**
* @param {string} newState - Either "defeated" or "won".
* @param {string|undefined} message - A string to be shown in chat, for example
* markForTranslation("%(player)s has been defeated (failed objective).").
* If it is undefined, the caller MUST send that GUI notification manually.
*/
Player.prototype.SetState = function(newState, message)
{
if (this.state != "active")
return;
if (newState != "won" && newState != "defeated")
{
warn("Can't change playerstate to " + this.state);
return;
}
if (!this.playerID)
{
warn("Gaia can't change state.");
return;
}
this.state = newState;
let won = newState == "won";
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (won)
cmpRangeManager.SetLosRevealAll(this.playerID, true);
else
{
// Reassign all player's entities to Gaia.
let entities = cmpRangeManager.GetEntitiesByPlayer(this.playerID);
// The ownership change is done in two steps so that entities don't hit idle
// (and thus possibly look for "enemies" to attack) before nearby allies get
// converted to Gaia as well.
for (let entity of entities)
{
let cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
cmpOwnership.SetOwnerQuiet(0);
}
// With the real ownership change complete, send OwnershipChanged messages.
for (let entity of entities)
Engine.PostMessage(entity, MT_OwnershipChanged, {
"entity": entity,
"from": this.playerID,
"to": 0
});
}
Engine.PostMessage(this.entity, won ? MT_PlayerWon : MT_PlayerDefeated, { "playerId": this.playerID });
if (message)
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": won ? "won" : "defeat",
"players": [this.playerID],
"allies": [this.playerID],
"message": message
});
}
};
Player.prototype.GetTeam = function()
{
return this.team;
};
Player.prototype.SetTeam = function(team)
{
if (this.teamsLocked)
return;
this.team = team;
// Set all team members as allies.
if (this.team != -1)
{
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i);
if (this.team != cmpPlayer.GetTeam())
continue;
this.SetAlly(i);
cmpPlayer.SetAlly(this.playerID);
}
}
Engine.BroadcastMessage(MT_DiplomacyChanged, {
"player": this.playerID,
"otherPlayer": null
});
};
Player.prototype.SetLockTeams = function(value)
{
this.teamsLocked = value;
};
Player.prototype.GetLockTeams = function()
{
return this.teamsLocked;
};
Player.prototype.GetDiplomacy = function()
{
return this.diplomacy.slice();
};
Player.prototype.SetDiplomacy = function(dipl)
{
this.diplomacy = dipl.slice();
Engine.BroadcastMessage(MT_DiplomacyChanged, {
"player": this.playerID,
"otherPlayer": null
});
};
Player.prototype.SetDiplomacyIndex = function(idx, value)
{
let cmpPlayer = QueryPlayerIDInterface(idx);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
this.diplomacy[idx] = value;
Engine.BroadcastMessage(MT_DiplomacyChanged, {
"player": this.playerID,
"otherPlayer": cmpPlayer.GetPlayerID()
});
// Mutual worsening of relations.
if (cmpPlayer.diplomacy[this.playerID] > value)
cmpPlayer.SetDiplomacyIndex(this.playerID, value);
};
Player.prototype.UpdateSharedLos = function()
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
if (!cmpRangeManager || !cmpTechnologyManager)
return;
if (!cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech))
{
cmpRangeManager.SetSharedLos(this.playerID, [this.playerID]);
return;
}
cmpRangeManager.SetSharedLos(this.playerID, this.GetMutualAllies());
};
Player.prototype.GetFormations = function()
{
return this.formations;
};
Player.prototype.SetFormations = function(formations)
{
this.formations = formations;
};
Player.prototype.GetStartingCameraPos = function()
{
return this.startCam.position;
};
Player.prototype.GetStartingCameraRot = function()
{
return this.startCam.rotation;
};
Player.prototype.SetStartingCamera = function(pos, rot)
{
this.startCam = { "position": pos, "rotation": rot };
};
Player.prototype.HasStartingCamera = function()
{
return this.startCam !== undefined;
};
Player.prototype.HasSharedLos = function()
{
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
return cmpTechnologyManager && cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech);
};
Player.prototype.HasSharedDropsites = function()
{
return this.sharedDropsites;
};
Player.prototype.SetControlAllUnits = function(c)
{
this.controlAllUnits = c;
};
Player.prototype.CanControlAllUnits = function()
{
return this.controlAllUnits;
};
Player.prototype.SetAI = function(flag)
{
this.isAI = flag;
};
Player.prototype.IsAI = function()
{
return this.isAI;
};
Player.prototype.GetPlayersByDiplomacy = function(func)
{
let players = [];
for (let i = 0; i < this.diplomacy.length; ++i)
if (this[func](i))
players.push(i);
return players;
};
Player.prototype.SetAlly = function(id)
{
this.SetDiplomacyIndex(id, 1);
};
/**
* Check if given player is our ally.
*/
Player.prototype.IsAlly = function(id)
{
return this.diplomacy[id] > 0;
};
Player.prototype.GetAllies = function()
{
return this.GetPlayersByDiplomacy("IsAlly");
};
/**
* Check if given player is our ally excluding ourself
*/
Player.prototype.IsExclusiveAlly = function(id)
{
return this.playerID != id && this.IsAlly(id);
};
/**
* Check if given player is our ally, and we are its ally
*/
Player.prototype.IsMutualAlly = function(id)
{
let cmpPlayer = QueryPlayerIDInterface(id);
return this.IsAlly(id) && cmpPlayer && cmpPlayer.IsAlly(this.playerID);
};
Player.prototype.GetMutualAllies = function()
{
return this.GetPlayersByDiplomacy("IsMutualAlly");
};
/**
* Check if given player is our ally, and we are its ally, excluding ourself
*/
Player.prototype.IsExclusiveMutualAlly = function(id)
{
return this.playerID != id && this.IsMutualAlly(id);
};
Player.prototype.SetEnemy = function(id)
{
this.SetDiplomacyIndex(id, -1);
};
/**
* Check if given player is our enemy
*/
Player.prototype.IsEnemy = function(id)
{
return this.diplomacy[id] < 0;
};
Player.prototype.GetEnemies = function()
{
return this.GetPlayersByDiplomacy("IsEnemy");
};
Player.prototype.SetNeutral = function(id)
{
this.SetDiplomacyIndex(id, 0);
};
/**
* Check if given player is neutral
*/
Player.prototype.IsNeutral = function(id)
{
return this.diplomacy[id] == 0;
};
/**
* Do some map dependant initializations
*/
Player.prototype.OnGlobalInitGame = function(msg)
{
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
if (cmpTechnologyManager)
for (let tech of this.startingTechnologies)
cmpTechnologyManager.ResearchTechnology(tech);
// Replace the "{civ}" code with this civ ID.
let disabledTemplates = this.disabledTemplates;
this.disabledTemplates = {};
for (let template in disabledTemplates)
if (disabledTemplates[template])
this.disabledTemplates[template.replace(/\{civ\}/g, this.civ)] = true;
};
/**
* Keep track of population effects of all entities that
* become owned or unowned by this player.
*/
Player.prototype.OnGlobalOwnershipChanged = function(msg)
{
if (msg.from != this.playerID && msg.to != this.playerID)
return;
- let cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
let cmpCost = Engine.QueryInterface(msg.entity, IID_Cost);
if (msg.from == this.playerID)
{
if (cmpCost)
this.popUsed -= cmpCost.GetPopCost();
- if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), panelEntityClasses))
- {
- let index = this.panelEntities.indexOf(msg.entity);
- if (index >= 0)
- this.panelEntities.splice(index, 1);
- }
+ let panelIndex = this.panelEntities.indexOf(msg.entity);
+ if (panelIndex >= 0)
+ this.panelEntities.splice(panelIndex, 1);
+
+ let barterIndex = this.barterEntities.indexOf(msg.entity);
+ if (barterIndex >= 0)
+ this.barterEntities.splice(barterIndex, 1);
}
if (msg.to == this.playerID)
{
if (cmpCost)
this.popUsed += cmpCost.GetPopCost();
- if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), panelEntityClasses))
+ let cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
+ if (!cmpIdentity)
+ return;
+
+ if (MatchesClassList(cmpIdentity.GetClassesList(), panelEntityClasses))
this.panelEntities.push(msg.entity);
+
+ if (cmpIdentity.HasClass("Barter") && !Engine.QueryInterface(msg.entity, IID_Foundation))
+ this.barterEntities.push(msg.entity);
}
};
Player.prototype.OnResearchFinished = function(msg)
{
if (msg.tech == this.template.SharedLosTech)
this.UpdateSharedLos();
else if (msg.tech == this.template.SharedDropsitesTech)
this.sharedDropsites = true;
};
Player.prototype.OnDiplomacyChanged = function()
{
this.UpdateSharedLos();
};
Player.prototype.OnValueModification = function(msg)
{
if (msg.component != "Player")
return;
if (msg.valueNames.indexOf("Player/SpyCostMultiplier") != -1)
this.spyCostMultiplier = ApplyValueModificationsToEntity("Player/SpyCostMultiplier", +this.template.SpyCostMultiplier, this.entity);
if (msg.valueNames.some(mod => mod.startsWith("Player/BarterMultiplier/")))
for (let res in this.template.BarterMultiplier.Buy)
{
this.barterMultiplier.buy[res] = ApplyValueModificationsToEntity("Player/BarterMultiplier/Buy/"+res, +this.template.BarterMultiplier.Buy[res], this.entity);
this.barterMultiplier.sell[res] = ApplyValueModificationsToEntity("Player/BarterMultiplier/Sell/"+res, +this.template.BarterMultiplier.Sell[res], this.entity);
}
};
Player.prototype.SetCheatsEnabled = function(flag)
{
this.cheatsEnabled = flag;
};
Player.prototype.GetCheatsEnabled = function()
{
return this.cheatsEnabled;
};
Player.prototype.TributeResource = function(player, amounts)
{
let cmpPlayer = QueryPlayerIDInterface(player);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
let resTribCodes = Resources.GetTributableCodes();
for (let resCode in amounts)
if (resTribCodes.indexOf(resCode) == -1 ||
!Number.isInteger(amounts[resCode]) ||
amounts[resCode] < 0)
{
warn("Invalid tribute amounts: " + uneval(resCode) + ": " + uneval(amounts));
return;
}
if (!this.SubtractResourcesOrNotify(amounts))
return;
cmpPlayer.AddResources(amounts);
let total = Object.keys(amounts).reduce((sum, type) => sum + amounts[type], 0);
let cmpOurStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpOurStatisticsTracker)
cmpOurStatisticsTracker.IncreaseTributesSentCounter(total);
let cmpTheirStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
if (cmpTheirStatisticsTracker)
cmpTheirStatisticsTracker.IncreaseTributesReceivedCounter(total);
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (cmpGUIInterface)
cmpGUIInterface.PushNotification({
"type": "tribute",
"players": [player],
"donator": this.playerID,
"amounts": amounts
});
Engine.BroadcastMessage(MT_TributeExchanged, {
"to": player,
"from": this.playerID,
"amounts": amounts
});
};
Player.prototype.AddDisabledTemplate = function(template)
{
this.disabledTemplates[template] = true;
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, { "player": this.playerID });
};
Player.prototype.RemoveDisabledTemplate = function(template)
{
this.disabledTemplates[template] = false;
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, { "player": this.playerID });
};
Player.prototype.SetDisabledTemplates = function(templates)
{
this.disabledTemplates = {};
for (let template of templates)
this.disabledTemplates[template] = true;
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, { "player": this.playerID });
};
Player.prototype.GetDisabledTemplates = function()
{
return this.disabledTemplates;
};
Player.prototype.AddDisabledTechnology = function(tech)
{
this.disabledTechnologies[tech] = true;
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, { "player": this.playerID });
};
Player.prototype.RemoveDisabledTechnology = function(tech)
{
this.disabledTechnologies[tech] = false;
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, { "player": this.playerID });
};
Player.prototype.SetDisabledTechnologies = function(techs)
{
this.disabledTechnologies = {};
for (let tech of techs)
this.disabledTechnologies[tech] = true;
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, { "player": this.playerID });
};
Player.prototype.GetDisabledTechnologies = function()
{
return this.disabledTechnologies;
};
Player.prototype.AddStartingTechnology = function(tech)
{
if (this.startingTechnologies.indexOf(tech) == -1)
this.startingTechnologies.push(tech);
};
Player.prototype.SetStartingTechnologies = function(techs)
{
this.startingTechnologies = techs;
};
Engine.RegisterComponentType(IID_Player, "Player", Player);
Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Barter.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Barter.js (revision 24113)
+++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Barter.js (revision 24114)
@@ -1,193 +1,176 @@
Engine.LoadHelperScript("Player.js");
Engine.LoadComponentScript("interfaces/Barter.js");
Engine.LoadComponentScript("interfaces/Foundation.js");
Engine.LoadComponentScript("interfaces/Player.js");
Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("Barter.js");
// truePrice. Use the same for each resource for those tests.
const truePrice = 110;
Resources = {
"GetBarterableCodes": () => ["wood", "stone", "metal"],
"GetResource": (resource) => ({ "truePrice": truePrice })
};
const playerID = 1;
const playerEnt = 11;
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": id => playerEnt
});
let timerActivated = false;
let bought = 0;
let sold = 0;
let multiplier = {
"buy": {
"wood": 1.0,
"stone": 1.0,
"metal": 1.0
},
"sell": {
"wood": 1.0,
"stone": 1.0,
"metal": 1.0
}
};
let cmpBarter = ConstructComponent(SYSTEM_ENTITY, "Barter");
AddMock(SYSTEM_ENTITY, IID_Timer, {
"CancelTimer": id => { timerActivated = false; },
"SetInterval": (ent, iid, funcname, time, repeattime, data) => {
TS_ASSERT_EQUALS(time, cmpBarter.RESTORE_TIMER_INTERVAL);
TS_ASSERT_EQUALS(repeattime, cmpBarter.RESTORE_TIMER_INTERVAL);
timerActivated = true;
return 7;
}
});
// Init
TS_ASSERT_EQUALS(cmpBarter.restoreTimer, undefined);
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.priceDifferences, { "wood": 0, "stone": 0, "metal": 0 });
let cmpPlayer = AddMock(playerEnt, IID_Player, {
"TrySubtractResources": amounts => {
sold = amounts[Object.keys(amounts)[0]];
return true;
},
"AddResource": (type, amount) => {
bought = amount;
return true;
},
+ "CanBarter": () => true,
"GetBarterMultiplier": () => multiplier
});
-AddMock(SYSTEM_ENTITY, IID_RangeManager, {
- "GetEntitiesByPlayer": (id) => id == playerID ? [62, 60, 61, 63] : []
-});
-
-AddMock(60, IID_Identity, {
- "HasClass": (cl) => true
-});
-
-AddMock(60, IID_Foundation, {});
-
// GetPrices
cmpBarter.priceDifferences = { "wood": 8, "stone": 0, "metal": 0 };
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.GetPrices(cmpPlayer).buy, {
"wood": truePrice * (100 + 8 + cmpBarter.CONSTANT_DIFFERENCE) / 100,
"stone": truePrice * (100 + cmpBarter.CONSTANT_DIFFERENCE) / 100,
"metal": truePrice * (100 + cmpBarter.CONSTANT_DIFFERENCE) / 100
});
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.GetPrices(cmpPlayer).sell, {
"wood": truePrice * (100 + 8 - cmpBarter.CONSTANT_DIFFERENCE) / 100,
"stone": truePrice * (100 - cmpBarter.CONSTANT_DIFFERENCE) / 100,
"metal": truePrice * (100 - cmpBarter.CONSTANT_DIFFERENCE) / 100
});
multiplier.buy.stone = 2.0;
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.GetPrices(cmpPlayer).buy, {
"wood": truePrice * (100 + 8 + cmpBarter.CONSTANT_DIFFERENCE) / 100,
"stone": truePrice * (100 + cmpBarter.CONSTANT_DIFFERENCE) * 2.0 / 100,
"metal": truePrice * (100 + cmpBarter.CONSTANT_DIFFERENCE) / 100
});
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.GetPrices(cmpPlayer).sell, {
"wood": truePrice * (100 + 8 - cmpBarter.CONSTANT_DIFFERENCE) / 100,
"stone": truePrice * (100 - cmpBarter.CONSTANT_DIFFERENCE) / 100,
"metal": truePrice * (100 - cmpBarter.CONSTANT_DIFFERENCE) / 100
});
multiplier.buy.stone = 1.0;
-// PlayerHasMarket
-TS_ASSERT(!cmpBarter.PlayerHasMarket(playerID));
-
-AddMock(61, IID_Identity, {
- "HasClass": (cl) => true
-});
-
-TS_ASSERT(cmpBarter.PlayerHasMarket(playerID));
-
// ExchangeResources
// Price differences magnitude are caped by 99 - CONSTANT_DIFFERENCE.
// If we have a bigger DIFFERENCE_PER_DEAL than 99 - CONSTANT_DIFFERENCE at each deal we reach the cap.
TS_ASSERT(cmpBarter.DIFFERENCE_PER_DEAL < 99 - cmpBarter.CONSTANT_DIFFERENCE);
cmpBarter.priceDifferences = { "wood": 0, "stone": 0, "metal": 0 };
cmpBarter.ExchangeResources(playerID, "wood", "stone", 100);
TS_ASSERT_EQUALS(cmpBarter.restoreTimer, 7);
TS_ASSERT(timerActivated);
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.priceDifferences, { "wood": -cmpBarter.DIFFERENCE_PER_DEAL, "stone": cmpBarter.DIFFERENCE_PER_DEAL, "metal": 0 });
TS_ASSERT_EQUALS(sold, 100);
TS_ASSERT_EQUALS(bought, Math.round(100 * (100 - cmpBarter.CONSTANT_DIFFERENCE + 0) / (100 + cmpBarter.CONSTANT_DIFFERENCE + 0)));
// Amount which is not 100 or 500 is invalid.
cmpBarter.priceDifferences = { "wood": 0, "stone": 0, "metal": 0 };
cmpBarter.ExchangeResources(playerID, "wood", "stone", 40);
bought = 0;
sold = 0;
timerActivated = false;
TS_ASSERT(!timerActivated);
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.priceDifferences, { "wood": 0, "stone": 0, "metal": 0 });
TS_ASSERT_EQUALS(sold, 0);
TS_ASSERT_EQUALS(bought, 0);
// Amount which is NaN is invalid.
cmpBarter.priceDifferences = { "wood": 0, "stone": 0, "metal": 0 };
cmpBarter.ExchangeResources(playerID, "wood", "stone", NaN);
TS_ASSERT(!timerActivated);
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.priceDifferences, { "wood": 0, "stone": 0, "metal": 0 });
TS_ASSERT_EQUALS(sold, 0);
TS_ASSERT_EQUALS(bought, 0);
cmpBarter.priceDifferences = { "wood": 0, "stone": 99 - cmpBarter.CONSTANT_DIFFERENCE, "metal": 0 };
cmpBarter.ExchangeResources(playerID, "wood", "stone", 100);
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.priceDifferences, { "wood": -cmpBarter.DIFFERENCE_PER_DEAL, "stone": 99 - cmpBarter.CONSTANT_DIFFERENCE, "metal": 0 });
TS_ASSERT_EQUALS(bought, Math.round(100 * (100 - cmpBarter.CONSTANT_DIFFERENCE + 0) / (100 + cmpBarter.CONSTANT_DIFFERENCE + 99 - cmpBarter.CONSTANT_DIFFERENCE)));
cmpBarter.priceDifferences = { "wood": -99 + cmpBarter.CONSTANT_DIFFERENCE, "stone": 0, "metal": 0 };
cmpBarter.ExchangeResources(playerID, "wood", "stone", 100);
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.priceDifferences, { "wood": -99 + cmpBarter.CONSTANT_DIFFERENCE, "stone": cmpBarter.DIFFERENCE_PER_DEAL, "metal": 0 });
TS_ASSERT_EQUALS(bought, Math.round(100 * (100 - cmpBarter.CONSTANT_DIFFERENCE - 99 + cmpBarter.CONSTANT_DIFFERENCE) / (100 + cmpBarter.CONSTANT_DIFFERENCE + 0)));
cmpBarter.priceDifferences = { "wood": 0, "stone": 0, "metal": 0 };
cmpBarter.restoreTimer = undefined;
timerActivated = false;
AddMock(playerEnt, IID_Player, {
"TrySubtractResources": () => false,
"AddResource": () => {},
+ "CanBarter": () => true,
"GetBarterMultiplier": () => multiplier
});
cmpBarter.ExchangeResources(playerID, "wood", "stone", 100);
// It seems useless to try to activate the timer if we don't barter any resources.
TS_ASSERT_EQUALS(cmpBarter.restoreTimer, 7);
TS_ASSERT(timerActivated);
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.priceDifferences, { "wood": 0, "stone": 0, "metal": 0 });
DeleteMock(playerEnt, IID_Player);
// ProgressTimeout
// Price difference restoration magnitude is capped by DIFFERENCE_RESTORE.
AddMock(playerEnt, IID_Player, {
"TrySubtractResources": () => true,
"AddResource": () => {}
});
timerActivated = true;
cmpBarter.restoreTimer = 7;
cmpBarter.priceDifferences = { "wood": -cmpBarter.DIFFERENCE_RESTORE, "stone": -1 - cmpBarter.DIFFERENCE_RESTORE, "metal": cmpBarter.DIFFERENCE_RESTORE };
cmpBarter.ProgressTimeout();
TS_ASSERT_EQUALS(cmpBarter.restoreTimer, 7);
TS_ASSERT(timerActivated);
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.priceDifferences, { "wood": 0, "stone": -1, "metal": 0 });
cmpBarter.restoreTimer = 7;
cmpBarter.priceDifferences = { "wood": -cmpBarter.DIFFERENCE_RESTORE, "stone": cmpBarter.DIFFERENCE_RESTORE / 2, "metal": cmpBarter.DIFFERENCE_RESTORE };
cmpBarter.ProgressTimeout();
TS_ASSERT_EQUALS(cmpBarter.restoreTimer, undefined);
TS_ASSERT(!timerActivated);
TS_ASSERT_UNEVAL_EQUALS(cmpBarter.priceDifferences, { "wood": 0, "stone": 0, "metal": 0 });
Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js (revision 24113)
+++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js (revision 24114)
@@ -1,597 +1,598 @@
Engine.LoadHelperScript("ObstructionSnap.js");
Engine.LoadHelperScript("Player.js");
Engine.LoadComponentScript("interfaces/AlertRaiser.js");
Engine.LoadComponentScript("interfaces/Auras.js");
Engine.LoadComponentScript("interfaces/Barter.js");
Engine.LoadComponentScript("interfaces/Builder.js");
Engine.LoadComponentScript("interfaces/Capturable.js");
Engine.LoadComponentScript("interfaces/CeasefireManager.js");
Engine.LoadComponentScript("interfaces/Resistance.js");
Engine.LoadComponentScript("interfaces/DeathDamage.js");
Engine.LoadComponentScript("interfaces/EndGameManager.js");
Engine.LoadComponentScript("interfaces/EntityLimits.js");
Engine.LoadComponentScript("interfaces/Foundation.js");
Engine.LoadComponentScript("interfaces/Garrisonable.js");
Engine.LoadComponentScript("interfaces/GarrisonHolder.js");
Engine.LoadComponentScript("interfaces/Gate.js");
Engine.LoadComponentScript("interfaces/Guard.js");
Engine.LoadComponentScript("interfaces/Heal.js");
Engine.LoadComponentScript("interfaces/Health.js");
Engine.LoadComponentScript("interfaces/Loot.js");
Engine.LoadComponentScript("interfaces/Market.js");
Engine.LoadComponentScript("interfaces/Pack.js");
Engine.LoadComponentScript("interfaces/ProductionQueue.js");
Engine.LoadComponentScript("interfaces/Promotion.js");
Engine.LoadComponentScript("interfaces/Repairable.js");
Engine.LoadComponentScript("interfaces/ResourceDropsite.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
Engine.LoadComponentScript("interfaces/ResourceTrickle.js");
Engine.LoadComponentScript("interfaces/ResourceSupply.js");
Engine.LoadComponentScript("interfaces/TechnologyManager.js");
Engine.LoadComponentScript("interfaces/Trader.js");
Engine.LoadComponentScript("interfaces/TurretHolder.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
Engine.LoadComponentScript("interfaces/StatusEffectsReceiver.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("interfaces/Upgrade.js");
Engine.LoadComponentScript("interfaces/BuildingAI.js");
Engine.LoadComponentScript("GuiInterface.js");
Resources = {
"GetCodes": () => ["food", "metal", "stone", "wood"],
"GetNames": () => ({
"food": "Food",
"metal": "Metal",
"stone": "Stone",
"wood": "Wood"
}),
"GetResource": resource => ({
"aiAnalysisInfluenceGroup":
resource == "food" ? "ignore" :
resource == "wood" ? "abundant" : "sparse"
})
};
var cmp = ConstructComponent(SYSTEM_ENTITY, "GuiInterface");
AddMock(SYSTEM_ENTITY, IID_Barter, {
"GetPrices": function() {
return {
"buy": { "food": 150 },
"sell": { "food": 25 }
};
- },
- "PlayerHasMarket": function() { return false; }
+ }
});
AddMock(SYSTEM_ENTITY, IID_EndGameManager, {
"GetVictoryConditions": () => ["conquest", "wonder"],
"GetAlliedVictory": function() { return false; }
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetNumPlayers": function() { return 2; },
"GetPlayerByID": function(id) { TS_ASSERT(id === 0 || id === 1); return 100 + id; },
"GetMaxWorldPopulation": function() {}
});
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"GetLosVisibility": function(ent, player) { return "visible"; },
"GetLosCircular": function() { return false; }
});
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
"GetCurrentTemplateName": function(ent) { return "example"; },
"GetTemplate": function(name) { return ""; }
});
AddMock(SYSTEM_ENTITY, IID_Timer, {
"GetTime": function() { return 0; },
"SetTimeout": function(ent, iid, funcname, time, data) { return 0; }
});
AddMock(100, IID_Player, {
"GetName": function() { return "Player 1"; },
"GetCiv": function() { return "gaia"; },
"GetColor": function() { return { "r": 1, "g": 1, "b": 1, "a": 1 }; },
"CanControlAllUnits": function() { return false; },
"GetPopulationCount": function() { return 10; },
"GetPopulationLimit": function() { return 20; },
"GetMaxPopulation": function() { return 200; },
"GetResourceCounts": function() { return { "food": 100 }; },
"GetPanelEntities": function() { return []; },
"IsTrainingBlocked": function() { return false; },
"GetState": function() { return "active"; },
"GetTeam": function() { return -1; },
"GetLockTeams": function() { return false; },
"GetCheatsEnabled": function() { return false; },
"GetDiplomacy": function() { return [-1, 1]; },
"IsAlly": function() { return false; },
"IsMutualAlly": function() { return false; },
"IsNeutral": function() { return false; },
"IsEnemy": function() { return true; },
"GetDisabledTemplates": function() { return {}; },
"GetDisabledTechnologies": function() { return {}; },
+ "CanBarter": function() { return false; },
"GetSpyCostMultiplier": function() { return 1; },
"HasSharedDropsites": function() { return false; },
"HasSharedLos": function() { return false; }
});
AddMock(100, IID_EntityLimits, {
"GetLimits": function() { return { "Foo": 10 }; },
"GetCounts": function() { return { "Foo": 5 }; },
"GetLimitChangers": function() {return { "Foo": {} }; }
});
AddMock(100, IID_TechnologyManager, {
"IsTechnologyResearched": tech => tech == "phase_village",
"GetQueuedResearch": () => new Map(),
"GetStartedTechs": () => new Set(),
"GetResearchedTechs": () => new Set(),
"GetClassCounts": () => ({}),
"GetTypeCountsByClass": () => ({})
});
AddMock(100, IID_StatisticsTracker, {
"GetBasicStatistics": function() {
return {
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0
},
"percentMapExplored": 10
};
},
"GetSequences": function() {
return {
"unitsTrained": [0, 10],
"unitsLost": [0, 42],
"buildingsConstructed": [1, 3],
"buildingsCaptured": [3, 7],
"buildingsLost": [3, 10],
"civCentresBuilt": [4, 10],
"resourcesGathered": {
"food": [5, 100],
"wood": [0, 0],
"metal": [0, 0],
"stone": [0, 0],
"vegetarianFood": [0, 0]
},
"treasuresCollected": [1, 20],
"lootCollected": [0, 2],
"percentMapExplored": [0, 10],
"teamPercentMapExplored": [0, 10],
"percentMapControlled": [0, 10],
"teamPercentMapControlled": [0, 10],
"peakPercentOfMapControlled": [0, 10],
"teamPeakPercentOfMapControlled": [0, 10]
};
},
"IncreaseTrainedUnitsCounter": function() { return 1; },
"IncreaseConstructedBuildingsCounter": function() { return 1; },
"IncreaseBuiltCivCentresCounter": function() { return 1; }
});
AddMock(101, IID_Player, {
"GetName": function() { return "Player 2"; },
"GetCiv": function() { return "mace"; },
"GetColor": function() { return { "r": 1, "g": 0, "b": 0, "a": 1 }; },
"CanControlAllUnits": function() { return true; },
"GetPopulationCount": function() { return 40; },
"GetPopulationLimit": function() { return 30; },
"GetMaxPopulation": function() { return 300; },
"GetResourceCounts": function() { return { "food": 200 }; },
"GetPanelEntities": function() { return []; },
"IsTrainingBlocked": function() { return false; },
"GetState": function() { return "active"; },
"GetTeam": function() { return -1; },
"GetLockTeams": function() {return false; },
"GetCheatsEnabled": function() { return false; },
"GetDiplomacy": function() { return [-1, 1]; },
"IsAlly": function() { return true; },
"IsMutualAlly": function() {return false; },
"IsNeutral": function() { return false; },
"IsEnemy": function() { return false; },
"GetDisabledTemplates": function() { return {}; },
"GetDisabledTechnologies": function() { return {}; },
+ "CanBarter": function() { return false; },
"GetSpyCostMultiplier": function() { return 1; },
"HasSharedDropsites": function() { return false; },
"HasSharedLos": function() { return false; }
});
AddMock(101, IID_EntityLimits, {
"GetLimits": function() { return { "Bar": 20 }; },
"GetCounts": function() { return { "Bar": 0 }; },
"GetLimitChangers": function() {return { "Bar": {} }; }
});
AddMock(101, IID_TechnologyManager, {
"IsTechnologyResearched": tech => tech == "phase_village",
"GetQueuedResearch": () => new Map(),
"GetStartedTechs": () => new Set(),
"GetResearchedTechs": () => new Set(),
"GetClassCounts": () => ({}),
"GetTypeCountsByClass": () => ({})
});
AddMock(101, IID_StatisticsTracker, {
"GetBasicStatistics": function() {
return {
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0
},
"percentMapExplored": 10
};
},
"GetSequences": function() {
return {
"unitsTrained": [0, 10],
"unitsLost": [0, 9],
"buildingsConstructed": [0, 5],
"buildingsCaptured": [0, 7],
"buildingsLost": [0, 4],
"civCentresBuilt": [0, 1],
"resourcesGathered": {
"food": [0, 100],
"wood": [0, 0],
"metal": [0, 0],
"stone": [0, 0],
"vegetarianFood": [0, 0]
},
"treasuresCollected": [0, 0],
"lootCollected": [0, 0],
"percentMapExplored": [0, 10],
"teamPercentMapExplored": [0, 10],
"percentMapControlled": [0, 10],
"teamPercentMapControlled": [0, 10],
"peakPercentOfMapControlled": [0, 10],
"teamPeakPercentOfMapControlled": [0, 10]
};
},
"IncreaseTrainedUnitsCounter": function() { return 1; },
"IncreaseConstructedBuildingsCounter": function() { return 1; },
"IncreaseBuiltCivCentresCounter": function() { return 1; }
});
// Note: property order matters when using TS_ASSERT_UNEVAL_EQUALS,
// because uneval preserves property order. So make sure this object
// matches the ordering in GuiInterface.
TS_ASSERT_UNEVAL_EQUALS(cmp.GetSimulationState(), {
"players": [
{
"name": "Player 1",
"civ": "gaia",
"color": { "r": 1, "g": 1, "b": 1, "a": 1 },
"controlsAll": false,
"popCount": 10,
"popLimit": 20,
"popMax": 200,
"panelEntities": [],
"resourceCounts": { "food": 100 },
"trainingBlocked": false,
"state": "active",
"team": -1,
"teamsLocked": false,
"cheatsEnabled": false,
"disabledTemplates": {},
"disabledTechnologies": {},
"hasSharedDropsites": false,
"hasSharedLos": false,
"spyCostMultiplier": 1,
"phase": "village",
"isAlly": [false, false],
"isMutualAlly": [false, false],
"isNeutral": [false, false],
"isEnemy": [true, true],
"entityLimits": { "Foo": 10 },
"entityCounts": { "Foo": 5 },
"entityLimitChangers": { "Foo": {} },
"researchQueued": new Map(),
"researchStarted": new Set(),
"researchedTechs": new Set(),
"classCounts": {},
"typeCountsByClass": {},
"canBarter": false,
"barterPrices": {
"buy": { "food": 150 },
"sell": { "food": 25 }
},
"statistics": {
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0
},
"percentMapExplored": 10
}
},
{
"name": "Player 2",
"civ": "mace",
"color": { "r": 1, "g": 0, "b": 0, "a": 1 },
"controlsAll": true,
"popCount": 40,
"popLimit": 30,
"popMax": 300,
"panelEntities": [],
"resourceCounts": { "food": 200 },
"trainingBlocked": false,
"state": "active",
"team": -1,
"teamsLocked": false,
"cheatsEnabled": false,
"disabledTemplates": {},
"disabledTechnologies": {},
"hasSharedDropsites": false,
"hasSharedLos": false,
"spyCostMultiplier": 1,
"phase": "village",
"isAlly": [true, true],
"isMutualAlly": [false, false],
"isNeutral": [false, false],
"isEnemy": [false, false],
"entityLimits": { "Bar": 20 },
"entityCounts": { "Bar": 0 },
"entityLimitChangers": { "Bar": {} },
"researchQueued": new Map(),
"researchStarted": new Set(),
"researchedTechs": new Set(),
"classCounts": {},
"typeCountsByClass": {},
"canBarter": false,
"barterPrices": {
"buy": { "food": 150 },
"sell": { "food": 25 }
},
"statistics": {
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0
},
"percentMapExplored": 10
}
}
],
"circularMap": false,
"timeElapsed": 0,
"victoryConditions": ["conquest", "wonder"],
"alliedVictory": false,
"maxWorldPopulation": undefined
});
TS_ASSERT_UNEVAL_EQUALS(cmp.GetExtendedSimulationState(), {
"players": [
{
"name": "Player 1",
"civ": "gaia",
"color": { "r": 1, "g": 1, "b": 1, "a": 1 },
"controlsAll": false,
"popCount": 10,
"popLimit": 20,
"popMax": 200,
"panelEntities": [],
"resourceCounts": { "food": 100 },
"trainingBlocked": false,
"state": "active",
"team": -1,
"teamsLocked": false,
"cheatsEnabled": false,
"disabledTemplates": {},
"disabledTechnologies": {},
"hasSharedDropsites": false,
"hasSharedLos": false,
"spyCostMultiplier": 1,
"phase": "village",
"isAlly": [false, false],
"isMutualAlly": [false, false],
"isNeutral": [false, false],
"isEnemy": [true, true],
"entityLimits": { "Foo": 10 },
"entityCounts": { "Foo": 5 },
"entityLimitChangers": { "Foo": {} },
"researchQueued": new Map(),
"researchStarted": new Set(),
"researchedTechs": new Set(),
"classCounts": {},
"typeCountsByClass": {},
"canBarter": false,
"barterPrices": {
"buy": { "food": 150 },
"sell": { "food": 25 }
},
"statistics": {
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0
},
"percentMapExplored": 10
},
"sequences": {
"unitsTrained": [0, 10],
"unitsLost": [0, 42],
"buildingsConstructed": [1, 3],
"buildingsCaptured": [3, 7],
"buildingsLost": [3, 10],
"civCentresBuilt": [4, 10],
"resourcesGathered": {
"food": [5, 100],
"wood": [0, 0],
"metal": [0, 0],
"stone": [0, 0],
"vegetarianFood": [0, 0]
},
"treasuresCollected": [1, 20],
"lootCollected": [0, 2],
"percentMapExplored": [0, 10],
"teamPercentMapExplored": [0, 10],
"percentMapControlled": [0, 10],
"teamPercentMapControlled": [0, 10],
"peakPercentOfMapControlled": [0, 10],
"teamPeakPercentOfMapControlled": [0, 10]
}
},
{
"name": "Player 2",
"civ": "mace",
"color": { "r": 1, "g": 0, "b": 0, "a": 1 },
"controlsAll": true,
"popCount": 40,
"popLimit": 30,
"popMax": 300,
"panelEntities": [],
"resourceCounts": { "food": 200 },
"trainingBlocked": false,
"state": "active",
"team": -1,
"teamsLocked": false,
"cheatsEnabled": false,
"disabledTemplates": {},
"disabledTechnologies": {},
"hasSharedDropsites": false,
"hasSharedLos": false,
"spyCostMultiplier": 1,
"phase": "village",
"isAlly": [true, true],
"isMutualAlly": [false, false],
"isNeutral": [false, false],
"isEnemy": [false, false],
"entityLimits": { "Bar": 20 },
"entityCounts": { "Bar": 0 },
"entityLimitChangers": { "Bar": {} },
"researchQueued": new Map(),
"researchStarted": new Set(),
"researchedTechs": new Set(),
"classCounts": {},
"typeCountsByClass": {},
"canBarter": false,
"barterPrices": {
"buy": { "food": 150 },
"sell": { "food": 25 }
},
"statistics": {
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0
},
"percentMapExplored": 10
},
"sequences": {
"unitsTrained": [0, 10],
"unitsLost": [0, 9],
"buildingsConstructed": [0, 5],
"buildingsCaptured": [0, 7],
"buildingsLost": [0, 4],
"civCentresBuilt": [0, 1],
"resourcesGathered": {
"food": [0, 100],
"wood": [0, 0],
"metal": [0, 0],
"stone": [0, 0],
"vegetarianFood": [0, 0]
},
"treasuresCollected": [0, 0],
"lootCollected": [0, 0],
"percentMapExplored": [0, 10],
"teamPercentMapExplored": [0, 10],
"percentMapControlled": [0, 10],
"teamPercentMapControlled": [0, 10],
"peakPercentOfMapControlled": [0, 10],
"teamPeakPercentOfMapControlled": [0, 10]
}
}
],
"circularMap": false,
"timeElapsed": 0,
"victoryConditions": ["conquest", "wonder"],
"alliedVictory": false,
"maxWorldPopulation": undefined
});
AddMock(10, IID_Builder, {
"GetEntitiesList": function() {
return ["test1", "test2"];
},
});
AddMock(10, IID_Health, {
"GetHitpoints": function() { return 50; },
"GetMaxHitpoints": function() { return 60; },
"IsRepairable": function() { return false; },
"IsUnhealable": function() { return false; }
});
AddMock(10, IID_Identity, {
"GetClassesList": function() { return ["class1", "class2"]; },
"GetRank": function() { return "foo"; },
"GetSelectionGroupName": function() { return "Selection Group Name"; },
"HasClass": function() { return true; },
"IsUndeletable": function() { return false; },
"HasSomeFormation": function() { return false; },
"GetFormationsList": function() { return []; },
});
AddMock(10, IID_Position, {
"GetTurretParent": function() { return INVALID_ENTITY; },
"GetPosition": function() {
return { "x": 1, "y": 2, "z": 3 };
},
"IsInWorld": function() {
return true;
}
});
AddMock(10, IID_ResourceTrickle, {
"GetInterval": () => 1250,
"GetRates": () => ({ "food": 2, "wood": 3, "stone": 5, "metal": 9 })
});
// Note: property order matters when using TS_ASSERT_UNEVAL_EQUALS,
// because uneval preserves property order. So make sure this object
// matches the ordering in GuiInterface.
TS_ASSERT_UNEVAL_EQUALS(cmp.GetEntityState(-1, 10), {
"id": 10,
"player": INVALID_PLAYER,
"template": "example",
"identity": {
"rank": "foo",
"classes": ["class1", "class2"],
"selectionGroupName": "Selection Group Name",
"canDelete": true,
"hasSomeFormation": false,
"formations": [],
},
"position": { "x": 1, "y": 2, "z": 3 },
"hitpoints": 50,
"maxHitpoints": 60,
"needsRepair": false,
"needsHeal": true,
"builder": true,
"canGarrison": false,
"visibility": "visible",
"isBarterMarket": true,
"resourceTrickle": {
"interval": 1250,
"rates": { "food": 2, "wood": 3, "stone": 5, "metal": 9 }
}
});
Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Player.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Player.js (revision 24113)
+++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Player.js (revision 24114)
@@ -1,68 +1,100 @@
Resources = {
"GetCodes": () => ["food", "metal", "stone", "wood"],
"GetTradableCodes": () => ["food", "metal", "stone", "wood"],
"GetBarterableCodes": () => ["food", "metal", "stone", "wood"],
"GetResource": () => ({}),
"BuildSchema": (type) => {
let schema = "";
for (let res of Resources.GetCodes())
schema +=
"" +
"" +
"" +
"" +
"";
return "" + schema + "";
}
};
Engine.LoadHelperScript("ValueModification.js");
Engine.LoadComponentScript("interfaces/Player.js");
+Engine.LoadComponentScript("interfaces/Cost.js");
+Engine.LoadComponentScript("interfaces/Foundation.js");
Engine.LoadComponentScript("interfaces/ModifiersManager.js");
Engine.LoadComponentScript("Player.js");
var cmpPlayer = ConstructComponent(10, "Player", {
"SpyCostMultiplier": 1,
"BarterMultiplier": {
"Buy": {
"wood": 1.0,
"stone": 1.0,
"metal": 1.0
},
"Sell": {
"wood": 1.0,
"stone": 1.0,
"metal": 1.0
}
},
});
+var playerID = 1;
+cmpPlayer.SetPlayerID(playerID);
+TS_ASSERT_EQUALS(cmpPlayer.GetPlayerID(), playerID);
+
TS_ASSERT_EQUALS(cmpPlayer.GetPopulationCount(), 0);
TS_ASSERT_EQUALS(cmpPlayer.GetPopulationLimit(), 0);
cmpPlayer.SetDiplomacy([-1, 1, 0, 1, -1]);
TS_ASSERT_UNEVAL_EQUALS(cmpPlayer.GetAllies(), [1, 3]);
TS_ASSERT_UNEVAL_EQUALS(cmpPlayer.GetEnemies(), [0, 4]);
var diplo = cmpPlayer.GetDiplomacy();
diplo[0] = 1;
TS_ASSERT(cmpPlayer.IsEnemy(0));
diplo = [1, 1, 0];
cmpPlayer.SetDiplomacy(diplo);
diplo[1] = -1;
TS_ASSERT(cmpPlayer.IsAlly(1));
TS_ASSERT_EQUALS(cmpPlayer.GetSpyCostMultiplier(), 1);
TS_ASSERT_UNEVAL_EQUALS(cmpPlayer.GetBarterMultiplier(), {
"buy": {
"wood": 1.0,
"stone": 1.0,
"metal": 1.0
},
"sell": {
"wood": 1.0,
"stone": 1.0,
"metal": 1.0
}
});
+
+AddMock(60, IID_Identity, {
+ "GetClassesList": () => {},
+ "HasClass": (cl) => true
+});
+AddMock(60, IID_Ownership);
+AddMock(60, IID_Foundation, {});
+cmpPlayer.OnGlobalOwnershipChanged({ "entity": 60, "from": INVALID_PLAYER, "to": playerID });
+TS_ASSERT(!cmpPlayer.CanBarter());
+
+AddMock(61, IID_Identity, {
+ "GetClassesList": () => {},
+ "HasClass": (cl) => false
+});
+cmpPlayer.OnGlobalOwnershipChanged({ "entity": 61, "from": INVALID_PLAYER, "to": playerID });
+TS_ASSERT(!cmpPlayer.CanBarter());
+
+AddMock(62, IID_Identity, {
+ "GetClassesList": () => {},
+ "HasClass": (cl) => true
+});
+cmpPlayer.OnGlobalOwnershipChanged({ "entity": 62, "from": INVALID_PLAYER, "to": playerID });
+TS_ASSERT(cmpPlayer.CanBarter());
+
+cmpPlayer.OnGlobalOwnershipChanged({ "entity": 62, "from": playerID, "to": INVALID_PLAYER });
+TS_ASSERT(!cmpPlayer.CanBarter());