Index: binaries/data/mods/public/globalscripts/ModificationTemplates.js
===================================================================
--- binaries/data/mods/public/globalscripts/ModificationTemplates.js
+++ binaries/data/mods/public/globalscripts/ModificationTemplates.js
@@ -43,3 +43,156 @@
global.AuraTemplates = new ModificationTemplates("simulation/data/auras/");
global.TechnologyTemplates = new ModificationTemplates("simulation/data/technologies/");
}
+
+/**
+ * Derives modifications (to be applied to entities) from a given aura/technology.
+ *
+ * @param {Object} techTemplate - The aura/technology template to derive the modifications from.
+ * @return {Object} - An object containing the relevant modifications.
+ */
+function DeriveModificationsFromTech(techTemplate)
+{
+ if (!techTemplate.modifications)
+ return {};
+
+ let techMods = {};
+ let techAffects = [];
+ if (techTemplate.affects && techTemplate.affects.length)
+ techAffects = techTemplate.affects.map(affected => affected.split(/\s+/));
+ else
+ techAffects.push([]);
+
+ for (let mod of techTemplate.modifications)
+ {
+ let affects = techAffects.slice();
+ if (mod.affects)
+ {
+ let specAffects = mod.affects.split(/\s+/);
+ for (let a in affects)
+ affects[a] = affects[a].concat(specAffects);
+ }
+
+ let newModifier = { "affects": affects };
+ for (let idx in mod)
+ if (idx !== "value" && idx !== "affects")
+ newModifier[idx] = mod[idx];
+
+ if (!techMods[mod.value])
+ techMods[mod.value] = [];
+ techMods[mod.value].push(newModifier);
+ }
+ return techMods;
+}
+
+/**
+ * Derives modifications (to be applied to entities) from a provided array
+ * of aura/technology template data.
+ *
+ * @param {Object[]} techsDataArray
+ * @return {Object} - The combined relevant modifications of all the technologies.
+ */
+function DeriveModificationsFromTechnologies(techsDataArray)
+{
+ let derivedModifiers = {};
+ for (let technology of techsDataArray)
+ {
+ if (!technology.reqs)
+ continue;
+
+ let modifiers = DeriveModificationsFromTech(technology);
+ for (let modPath in modifiers)
+ {
+ if (!derivedModifiers[modPath])
+ derivedModifiers[modPath] = [];
+ derivedModifiers[modPath] = derivedModifiers[modPath].concat(modifiers[modPath]);
+ }
+ }
+ return derivedModifiers;
+}
+
+/**
+ * Common definition of the XML schema for in-template modifications.
+ */
+const ModificationSchema =
+"" +
+ "" +
+ "" +
+ "tokens" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "tokens" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+"";
+
+const ModificationsSchema =
+"" +
+ "" +
+ "" +
+ "" +
+ ModificationSchema +
+ "" +
+ "" +
+"";
+
+/**
+ * Derives a single modification (to be applied to entities) from a given XML template.
+ *
+ * @param {Object} techTemplate - The XML template node to derive the modification from.
+ * @return {Object} containing the relevant modification.
+ */
+function DeriveModificationFromXMLTemplate(template)
+{
+ let effect = {};
+ if (template.Add)
+ effect.add = +template.Add;
+ if (template.Multiply)
+ effect.multiply = +template.Multiply;
+ if (template.Replace)
+ effect.replace = template.Replace;
+ effect.affects = template.Affects ? template.Affects._string.split(/\s/) : [];
+
+ let ret = {};
+ template.Paths._string.split(/\s/).forEach(path => {
+ ret[path] = [effect];
+ });
+
+ return ret;
+}
+
+/**
+ * Derives all modifications (to be applied to entities) from a given XML template.
+ *
+ * @param {Object} techTemplate - The XML template node to derive the modifications from.
+ * @return {Object} containing the combined modifications.
+ */
+function DeriveModificationsFromXMLTemplate(template)
+{
+ let ret = {};
+ for (let name in template)
+ {
+ let modification = DeriveModificationFromXMLTemplate(template[name]);
+ for (let path in modification)
+ {
+ if (!ret[path])
+ ret[path] = [];
+ ret[path] = ret[path].concat(modification[path]);
+ }
+ }
+ return ret;
+}
Index: binaries/data/mods/public/globalscripts/Technologies.js
===================================================================
--- binaries/data/mods/public/globalscripts/Technologies.js
+++ binaries/data/mods/public/globalscripts/Technologies.js
@@ -40,74 +40,6 @@
}
/**
- * Derives modifications (to be applied to entities) from a given technology.
- *
- * @param {Object} techTemplate - The technology template to derive the modifications from.
- * @return {Object} containing the relevant modifications.
- */
-function DeriveModificationsFromTech(techTemplate)
-{
- if (!techTemplate.modifications)
- return {};
-
- let techMods = {};
- let techAffects = [];
- if (techTemplate.affects && techTemplate.affects.length)
- for (let affected of techTemplate.affects)
- techAffects.push(affected.split(/\s+/));
- else
- techAffects.push([]);
-
- for (let mod of techTemplate.modifications)
- {
- let affects = techAffects.slice();
- if (mod.affects)
- {
- let specAffects = mod.affects.split(/\s+/);
- for (let a in affects)
- affects[a] = affects[a].concat(specAffects);
- }
-
- let newModifier = { "affects": affects };
- for (let idx in mod)
- if (idx !== "value" && idx !== "affects")
- newModifier[idx] = mod[idx];
-
- if (!techMods[mod.value])
- techMods[mod.value] = [];
- techMods[mod.value].push(newModifier);
- }
- return techMods;
-}
-
-/**
- * Derives modifications (to be applied to entities) from a provided array
- * of technology template data.
- *
- * @param {array} techsDataArray
- * @return {object} containing the combined relevant modifications of all
- * the technologies.
- */
-function DeriveModificationsFromTechnologies(techsDataArray)
-{
- let derivedModifiers = {};
- for (let technology of techsDataArray)
- {
- if (!technology.reqs)
- continue;
-
- let modifiers = DeriveModificationsFromTech(technology);
- for (let modPath in modifiers)
- {
- if (!derivedModifiers[modPath])
- derivedModifiers[modPath] = [];
- derivedModifiers[modPath] = derivedModifiers[modPath].concat(modifiers[modPath]);
- }
- }
- return derivedModifiers;
-}
-
-/**
* Returns whether the given modification applies to the entity containing the given class list
*/
function DoesModificationApply(modification, classes)
Index: binaries/data/mods/public/globalscripts/Templates.js
===================================================================
--- binaries/data/mods/public/globalscripts/Templates.js
+++ binaries/data/mods/public/globalscripts/Templates.js
@@ -180,7 +180,9 @@
effects.Damage[damageType] = getEntityValue(path + "/Damage/" + damageType);
}
- // TODO: status effects
+ if (temp.GiveStatus)
+ effects.GiveStatus = temp.GiveStatus;
+
return effects;
};
Index: binaries/data/mods/public/gui/common/tooltips.js
===================================================================
--- binaries/data/mods/public/gui/common/tooltips.js
+++ binaries/data/mods/public/gui/common/tooltips.js
@@ -377,13 +377,28 @@
if (template.Duration)
durationString = sprintf(translate(", %(durName)s: %(duration)s"), {
"durName": headerFont(translate("Duration")),
- "duration": getSecondsString((template.TimeElapsed ? +template.Duration - template.TimeElapsed : +template.Duration) / 1000),
+ "duration": getSecondsString((template._timeElapsed ? +template.Duration - template._timeElapsed : +template.Duration) / 1000),
});
- return sprintf(translate("%(statusName)s: %(effects)s, %(rate)s%(durationString)s"), {
+ let intervalString = "";
+ if (template.Interval)
+ intervalString = sprintf(translate(", %(interval)s"), {
+ "interval": attackRateDetails(+template.Interval)
+ });
+
+ let tooltipString = "";
+ if (template.Tooltip)
+ tooltipString = translate(template.Tooltip);
+
+ let attackEffectsString = "";
+ if (template.Damage || template.Capture)
+ attackEffectsString = attackEffectsDetails(template);
+
+ return sprintf(translate("%(statusName)s: %(tooltip)s%(effects)s%(rate)s%(durationString)s"), {
"statusName": headerFont(translateWithContext("status effect", name)),
- "effects": attackEffectsDetails(template),
- "rate": attackRateDetails(+template.Interval),
+ "tooltip": tooltipString,
+ "effects": attackEffectsString,
+ "rate": intervalString,
"durationString": durationString
});
}
Index: binaries/data/mods/public/simulation/components/StatusEffectsReceiver.js
===================================================================
--- binaries/data/mods/public/simulation/components/StatusEffectsReceiver.js
+++ binaries/data/mods/public/simulation/components/StatusEffectsReceiver.js
@@ -1,16 +1,44 @@
function StatusEffectsReceiver() {}
+/**
+ * Initialises the status effects.
+ */
StatusEffectsReceiver.prototype.Init = function()
{
this.activeStatusEffects = {};
};
+/**
+ * Which status effects are active on this entity.
+ *
+ * @return {Object} - An object containing the status effects which currently affect the entity.
+ */
StatusEffectsReceiver.prototype.GetActiveStatuses = function()
{
return this.activeStatusEffects;
};
-// Called by attacking effects.
+/**
+ * Used to set status effects on an entity, used only from Transform.js.
+ * Do not use this to set new a new status effect on an entity, for no timer is set!
+ *
+ * @param {Object} data - The status effects to set on this entity.
+ */
+StatusEffectsReceiver.prototype.SetActiveStatuses = function(data)
+{
+ this.activeStatusEffects = data;
+};
+
+/**
+ * Called by Attacking effects. Adds status effects for each entry in the effectData.
+ *
+ * @param {Object} effectData - An object containing the status effects to give to the entity.
+ * @param {number} attacker - The entity ID of the attacker.
+ * @param {number} attackerOwner - The player ID of the attacker.
+ * @param {number} bonusMultiplier - A value to multiply the damage with (not implemented yet for SE).
+ *
+ * @return {Object} - The names of the status effects which were processed.
+ */
StatusEffectsReceiver.prototype.GiveStatus = function(effectData, attacker, attackerOwner, bonusMultiplier)
{
for (let effect in effectData)
@@ -21,49 +49,100 @@
return { "inflictedStatuses": Object.keys(effectData) };
};
+/**
+ * Adds a status effect to the entity.
+ *
+ * @param {string} statusName - The name of the status effect.
+ * @param {object} data - The various effects and timings.
+ */
StatusEffectsReceiver.prototype.AddStatus = function(statusName, data)
{
if (this.activeStatusEffects[statusName])
+ {
+ // TODO: implement different behaviour when receiving the same status multiple times.
+ // For now, these are ignored.
return;
+ }
this.activeStatusEffects[statusName] = {};
let status = this.activeStatusEffects[statusName];
Object.assign(status, data);
- status.Interval = +data.Interval;
- status.TimeElapsed = 0;
- status.FirstTime = true;
+
+ if (status.Modifiers)
+ {
+ let modifications = DeriveModificationsFromXMLTemplate(status.Modifiers);
+ let cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager);
+ cmpModifiersManager.AddModifiers(statusName, modifications, this.entity);
+ }
+
+ // With neither an interval nor a duration, there is no point in starting a timer.
+ if (!status.Duration && !status.Interval)
+ return;
+
+ // We want an interval to update the GUI to show how much time of the status effect
+ // is left even if the status effect itself has no interval.
+ if (!status.Interval)
+ status._interval = 1000;
+
+ status._timeElapsed = 0;
+ status._firstTime = true;
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
- status.Timer = cmpTimer.SetInterval(this.entity, IID_StatusEffectsReceiver, "ExecuteEffect", 0, +status.Interval, statusName);
+ status._timer = cmpTimer.SetInterval(this.entity, IID_StatusEffectsReceiver, "ExecuteEffect", 0, +(status.Interval || status._interval), statusName);
};
+/**
+ * Removes a status effect from the entity.
+ *
+ * @param {string} statusName - The status effect to be removed.
+ */
StatusEffectsReceiver.prototype.RemoveStatus = function(statusName)
{
- if (!this.activeStatusEffects[statusName])
+ let statusEffect = this.activeStatusEffects[statusName];
+ if (!statusEffect)
return;
- let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
- cmpTimer.CancelTimer(this.activeStatusEffects[statusName].Timer);
+ if (statusEffect.Modifiers)
+ {
+ let cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager);
+ cmpModifiersManager.RemoveAllModifiers(statusName, this.entity);
+ }
+
+ if (statusEffect._timer)
+ {
+ let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
+ cmpTimer.CancelTimer(statusEffect._timer);
+ }
delete this.activeStatusEffects[statusName];
};
+/**
+ * Called by the timers. Executes a status effect.
+ *
+ * @param {string} statusName - The name of the status effect to be executed.
+ * @param {number} lateness - The delay between the calling of the function and the actual execution (turn time?).
+ */
StatusEffectsReceiver.prototype.ExecuteEffect = function(statusName, lateness)
{
let status = this.activeStatusEffects[statusName];
if (!status)
return;
- if (status.FirstTime)
+ if (status.Damage || status.Capture)
+ Attacking.HandleAttackEffects(statusName, status, this.entity, INVALID_ENTITY, INVALID_PLAYER);
+
+ if (!status.Duration)
+ return;
+
+ if (status._firstTime)
{
- status.FirstTime = false;
- status.TimeElapsed += lateness;
+ status._firstTime = false;
+ status._timeElapsed += lateness;
}
else
- status.TimeElapsed += status.Interval + lateness;
-
- Attacking.HandleAttackEffects(statusName, status, this.entity, -1, -1);
+ status._timeElapsed += +(status.Interval || status._interval) + lateness;
- if (status.Duration && status.TimeElapsed >= +status.Duration)
+ if (status._timeElapsed >= +status.Duration)
this.RemoveStatus(statusName);
};
Index: binaries/data/mods/public/simulation/components/Timer.js
===================================================================
--- binaries/data/mods/public/simulation/components/Timer.js
+++ binaries/data/mods/public/simulation/components/Timer.js
@@ -20,6 +20,35 @@
};
/**
+ * Gives the timers belonging to a specific entity.
+ *
+ * @param {number} entity - The entity ID of the entity to return the timers for.
+ *
+ * @return {Object[]} - An array of the timers which the entity has.
+ */
+Timer.prototype.GetTimers = function(entity)
+{
+ let timers = {};
+ for (let [id, timer] of this.timers)
+ if (timer.entity == entity)
+ timers[id] = timer;
+ return timers;
+};
+
+/**
+ * Transfers a timer from an entity to a new entity, e.g. when promoting.
+ *
+ * @param {number} timerID - The timer ID to be transfered.
+ * @param {number} newEnt - The entity ID of the entity to which the timer ought to be transferred.
+ */
+Timer.prototype.TransferTimer = function(timerID, newEnt)
+{
+ for (let [id, timer] of this.timers)
+ if (id == timerID)
+ timer.entity = newEnt;
+};
+
+/**
* Returns the duration of the latest turn in milliseconds.
*/
Timer.prototype.GetLatestTurnLength = function()
Index: binaries/data/mods/public/simulation/components/tests/test_Pack.js
===================================================================
--- binaries/data/mods/public/simulation/components/tests/test_Pack.js
+++ binaries/data/mods/public/simulation/components/tests/test_Pack.js
@@ -11,6 +11,7 @@
Engine.LoadComponentScript("interfaces/Player.js");
Engine.LoadComponentScript("interfaces/Promotion.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
+Engine.LoadComponentScript("interfaces/StatusEffectsReceiver.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("Pack.js");
@@ -39,7 +40,8 @@
AddMock(SYSTEM_ENTITY, IID_Timer, {
"CancelTimer": id => { timerActivated = false; return; },
- "SetInterval": (ent, iid, funcname, time, repeattime, data) => { timerActivated = true; return 7; }
+ "SetInterval": (ent, iid, funcname, time, repeattime, data) => { timerActivated = true; return 7; },
+ "GetTimers": () => []
});
Engine.AddEntity = function(template) {
Index: binaries/data/mods/public/simulation/components/tests/test_Timer.js
===================================================================
--- binaries/data/mods/public/simulation/components/tests/test_Timer.js
+++ binaries/data/mods/public/simulation/components/tests/test_Timer.js
@@ -78,3 +78,10 @@
cmpTimer.OnUpdate({ "turnLength": 3.0 });
TS_ASSERT_UNEVAL_EQUALS(fired, [["s",2500]]);
+
+fired = [];
+
+var t = cmpTimer.SetTimeout(10, IID_Test, "Callback", 1000, "t");
+cmpTimer.TransferTimer(t, 20);
+cmpTimer.OnUpdate({ "turnLength": 1.0 });
+TS_ASSERT_UNEVAL_EQUALS(fired, [["t",0]]);
Index: binaries/data/mods/public/simulation/helpers/Attacking.js
===================================================================
--- binaries/data/mods/public/simulation/helpers/Attacking.js
+++ binaries/data/mods/public/simulation/helpers/Attacking.js
@@ -3,50 +3,69 @@
*/
function Attacking() {}
+const DirectEffectsSchema =
+ "" +
+ "" +
+ "" +
+ "" +
+ // Armour requires Foundation to not be a damage type.
+ "Foundation" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "";
+
+const StatusEffectsSchema =
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ DirectEffectsSchema +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ ModificationsSchema +
+ "" +
+ "" +
+ "" +
+ "" +
+ "";
+
/**
* Builds a RelaxRNG schema of possible attack effects.
* See globalscripts/AttackEffects.js for possible elements.
* Attacks may also have a "Bonuses" element.
*
- * @return {string} - RelaxNG schema string
+ * @return {string} - RelaxNG schema string.
*/
-const DamageSchema = "" +
- "" +
- "" +
- "" +
- // Armour requires Foundation to not be a damage type.
- "Foundation" +
- "" +
- "" +
- "" +
- "";
-
Attacking.prototype.BuildAttackEffectsSchema = function()
{
return "" +
"" +
"" +
- "" +
- DamageSchema +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" + DamageSchema + "" +
- "" +
- "" +
- "" +
- "" +
+ DirectEffectsSchema +
+ StatusEffectsSchema +
"" +
"" +
"" +
@@ -250,13 +269,16 @@
Object.assign(targetState, cmpReceiver[receiver.method](attackData[effectType], attacker, attackerOwner, bonusMultiplier));
}
+ if (targetState.killed)
+ this.TargetKilled(attacker, target, attackerOwner);
+
+ if (attacker == INVALID_ENTITY)
+ return;
+
let cmpPromotion = Engine.QueryInterface(attacker, IID_Promotion);
if (cmpPromotion && targetState.xp)
cmpPromotion.IncreaseXp(targetState.xp);
- if (targetState.killed)
- this.TargetKilled(attacker, target, attackerOwner);
-
Engine.PostMessage(target, MT_Attacked, {
"type": attackType,
"target": target,
Index: binaries/data/mods/public/simulation/helpers/Transform.js
===================================================================
--- binaries/data/mods/public/simulation/helpers/Transform.js
+++ binaries/data/mods/public/simulation/helpers/Transform.js
@@ -109,6 +109,12 @@
}
}
+ let cmpStatusEffectsReceiver = Engine.QueryInterface(oldEnt, IID_StatusEffectsReceiver);
+ let cmpNewStatusEffectsReceiver = Engine.QueryInterface(newEnt, IID_StatusEffectsReceiver);
+ if (cmpStatusEffectsReceiver && cmpNewStatusEffectsReceiver)
+ cmpNewStatusEffectsReceiver.SetActiveStatuses(cmpStatusEffectsReceiver.GetActiveStatuses());
+
+ TransferTimers(oldEnt, newEnt);
TransferGarrisonedUnits(oldEnt, newEnt);
Engine.PostMessage(oldEnt, MT_EntityRenamed, { "entity": oldEnt, "newentity": newEnt });
@@ -256,6 +262,21 @@
}
}
+/**
+ * Transfers timers from oldEnt to newEnt.
+ *
+ * @param {number} oldEnt - The entity ID of the entity to transfer the timer from.
+ * @param {number} newEnt - The entity ID of the entity to transfer the timer to.
+ */
+function TransferTimers(oldEnt, newEnt)
+{
+ let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
+ let timers = cmpTimer.GetTimers(oldEnt);
+ for (let timer in timers)
+ if (Engine.QueryInterface(newEnt, timers[timer].iid))
+ cmpTimer.TransferTimer(timer, newEnt);
+}
+
Engine.RegisterGlobal("ChangeEntityTemplate", ChangeEntityTemplate);
Engine.RegisterGlobal("CanGarrisonedChangeTemplate", CanGarrisonedChangeTemplate);
Engine.RegisterGlobal("ObstructionsBlockingTemplateChange", ObstructionsBlockingTemplateChange);
Index: binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml
+++ binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml
@@ -11,6 +11,45 @@
6.0
0
+
+
+ Some bogus bonus tooltip describing the effect of the modifiers. This speeds up the entity but halves the health and resource gathering speed.
+ 15000
+
+
+ UnitMotion/WalkSpeed
+ Unit
+ 20
+
+
+ Health/Max ResourceGatherer/BaseSpeed
+ Unit Structure
+ 0.5
+
+
+
+
+ 10000
+ 1000
+
+ 1
+
+
+
+ Some bogus bonus tooltip describing the effect of the modifiers. This increases the armour permanently.
+ 1000
+
+ 1
+
+
+
+ Armour/Hack Armour/Pierce Armour/Crush
+ Unit
+ 20
+
+
+
+
72.0
0.0
600