Index: binaries/data/mods/public/globalscripts/DamageTypes.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/globalscripts/DamageTypes.js
@@ -0,0 +1,66 @@
+/**
+ * This class provides a cache for accessing damage types metadata stored in JSON files.
+ * Note that damage types need not be defined in JSON files to be handled in-game.
+ * This class must be initialised before using, as initialising it directly in globalscripts would
+ * introduce disk I/O every time e.g. a GUI page is loaded.
+ */
+class DamageTypesMetadata
+{
+ constructor()
+ {
+ this.damageTypeData = {};
+ this.tooltipDamageTypes = [];
+
+ for (let filename of Engine.ListDirectoryFiles("simulation/data/template_helpers/damage_types", "*.json", false))
+ {
+ let data = Engine.ReadJSONFile(filename);
+ if (!data)
+ continue;
+
+ if (data.code in this.damageTypeData)
+ {
+ error("Encountered two damage types with the code " + data.name);
+ continue;
+ }
+
+ this.damageTypeData[data.code] = data;
+
+ if (data.showInTooltips)
+ this.tooltipDamageTypes.push(data.code);
+ }
+
+ let hasMetadata = (a) => this.damageTypeData[a] ? -1 : 1;
+ this._sort = (a, b) => {
+ if (this.damageTypeData[a] && this.damageTypeData[b])
+ return this.damageTypeData[a].order - this.damageTypeData[b].order;
+ return hasMetadata(a) - hasMetadata(b);
+ };
+ this.tooltipDamageTypes.sort(this._sort);
+ }
+
+ /**
+ * @returns a copy in sorted order.
+ */
+ sort(damageTypes)
+ {
+ let sorted = damageTypes.slice();
+ sorted.sort(this._sort);
+ return sorted;
+ }
+
+ /**
+ * @returns the list of damage types to show in tooltips, ordered.
+ */
+ getTooltipDamageTypes()
+ {
+ return this.tooltipDamageTypes;
+ }
+
+ /**
+ * @returns the name of the @param code damage type, or @code if no metadata exists in JSON files.
+ */
+ getName(code)
+ {
+ return this.damageTypeData[code] ? this.damageTypeData[code].name : code;
+ }
+}
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/StatusEffects.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/globalscripts/StatusEffects.js
@@ -0,0 +1,49 @@
+/**
+ * This class provides a cache for accessing status effects metadata stored in JSON files.
+ * Note that status effects need not be defined in JSON files to be handled in-game.
+ * This class must be initialised before using, as initialising it directly in globalscripts would
+ * introduce disk I/O every time e.g. a GUI page is loaded.
+ */
+class StatusEffectsMetadata
+{
+ constructor()
+ {
+ this.statusEffectData = {};
+
+ for (let filename of Engine.ListDirectoryFiles("simulation/data/template_helpers/status_effects", "*.json", false))
+ {
+ let data = Engine.ReadJSONFile(filename);
+ if (!data)
+ continue;
+
+ if (data.code in this.statusEffectData)
+ {
+ error("Encountered two status effects with the code " + data.code);
+ continue;
+ }
+
+ this.statusEffectData[data.code] = data;
+ }
+
+ this._sort = (a, b) => this.damageTypeData[a].order - this.damageTypeData[b].order;
+ }
+
+ /**
+ * @returns the default data for @param code status effects, augmented with the given template data,
+ * or simply @param templateData if the code is not found in JSON files.
+ */
+ augment(code, templateData)
+ {
+ if (!this.statusEffectData[code])
+ return templateData;
+ else if (!templateData && this.statusEffectData[code])
+ return this.statusEffectData[code];
+ else if (!this.statusEffectData[code] && !templateData)
+ {
+ error("Unknown status effect code " + code + " and no template data given.");
+ return {};
+ }
+
+ return Object.assign(this.statusEffectData[code], templateData);
+ }
+}
Index: binaries/data/mods/public/globalscripts/Technologies.js
===================================================================
--- binaries/data/mods/public/globalscripts/Technologies.js
+++ binaries/data/mods/public/globalscripts/Technologies.js
@@ -39,74 +39,6 @@
return originalValue;
}
-/**
- * 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
*/
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/globalscripts/tests/test_damageTypes.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/globalscripts/tests/test_damageTypes.js
@@ -0,0 +1,25 @@
+let damageTypes = {
+ "test_A": {
+ "code": "test_a",
+ "name": "A",
+ "order": 2
+ },
+ "test_B": {
+ "code": "test_b",
+ "name": "B",
+ "order": 1,
+ "showInTooltips": true
+ }
+};
+
+Engine.ListDirectoryFiles = () => Object.keys(damageTypes);
+Engine.ReadJSONFile = (file) => damageTypes[file];
+
+let dtm = new DamageTypesMetadata();
+
+TS_ASSERT_EQUALS(dtm.getTooltipDamageTypes().length, 1);
+TS_ASSERT_EQUALS(dtm.getName("test_a"), "A");
+TS_ASSERT_EQUALS(dtm.getName("test_b"), "B");
+TS_ASSERT_EQUALS(dtm.getName("test_c"), "test_c");
+
+TS_ASSERT_UNEVAL_EQUALS(dtm.sort(["test_c", "test_a", "test_b"]), ["test_b", "test_a", "test_c"]);
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
@@ -13,6 +13,9 @@
return g_ResourceData.GetCodes().concat(["population", "populationBonus", "time"]);
}
+var g_DamageTypesMetadata = new DamageTypesMetadata();
+var g_StatusEffectsMetadata = new StatusEffectsMetadata();
+
/**
* If true, always shows whether the splash damage deals friendly fire.
* Otherwise display the friendly fire tooltip only if it does.
@@ -257,10 +260,10 @@
if (!damageTemplate)
return "";
- return Object.keys(damageTemplate).filter(dmgType => damageTemplate[dmgType]).map(
+ return g_DamageTypesMetadata.getTooltipDamageTypes().filter(dmgType => !!damageTemplate[dmgType]).map(
dmgType => sprintf(translate("%(damage)s %(damageType)s"), {
"damage": (+damageTemplate[dmgType]).toFixed(1),
- "damageType": unitFont(translateWithContext("damage type", dmgType))
+ "damageType": unitFont(translateWithContext("damage type", g_DamageTypesMetadata.getName(dmgType)))
})).join(commaFont(translate(", ")));
}
@@ -281,7 +284,8 @@
return "";
return sprintf(translate("gives %(name)s"), {
- "name": Object.keys(giveStatusTemplate).map(x => unitFont(translateWithContext("status effect", x))).join(', '),
+ "name": Object.keys(giveStatusTemplate).map(x =>
+ unitFont(translateWithContext("status effect", g_StatusEffectsMetadata.augment(x, giveStatusTemplate[x]).Name))).join(', '),
});
}
@@ -371,19 +375,36 @@
return tooltips.join("\n");
}
-function getStatusEffectsTooltip(name, template)
+function getStatusEffectsTooltip(code, template)
{
+ template = g_StatusEffectsMetadata.augment(code, template);
+
let durationString = "";
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"), {
- "statusName": headerFont(translateWithContext("status effect", name)),
- "effects": attackEffectsDetails(template),
- "rate": attackRateDetails(+template.Interval),
+ 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", template.Name)),
+ "tooltip": tooltipString,
+ "effects": attackEffectsString,
+ "rate": intervalString,
"durationString": durationString
});
}
@@ -508,6 +529,9 @@
*/
function getEntityCostComponentsTooltipString(template, entity, buildingsCountToTrainFullBatch = 1, fullBatchSize = 1, remainderBatch = 0)
{
+ if (!template.cost)
+ return;
+
let totalCosts = multiplyEntityCosts(template, buildingsCountToTrainFullBatch * fullBatchSize + remainderBatch);
if (template.cost.time)
totalCosts.time = Math.ceil(template.cost.time * (entity ? Engine.GuiInterfaceCall("GetBatchTime", {
Index: binaries/data/mods/public/l10n/messages.json
===================================================================
--- binaries/data/mods/public/l10n/messages.json
+++ binaries/data/mods/public/l10n/messages.json
@@ -623,6 +623,32 @@
]
}
},
+ {
+ "extractor": "json",
+ "filemasks": [
+ "simulation/data/template_helpers/damage_types/*.json"
+ ],
+ "options": {
+ "keywords": [
+ "name",
+ "description"
+ ],
+ "context": "damage type"
+ }
+ },
+ {
+ "extractor": "json",
+ "filemasks": [
+ "simulation/data/template_helpers/status_effects/*.json"
+ ],
+ "options": {
+ "keywords": [
+ "Name",
+ "Tooltip"
+ ],
+ "context": "status effect"
+ }
+ },
{
"extractor": "json",
"filemasks": [
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 +1,33 @@
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.
+/**
+ * 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 +38,100 @@
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;
+ status._timeElapsed += +(status.Interval || status._interval) + lateness;
- Attacking.HandleAttackEffects(statusName, status, this.entity, -1, -1);
-
- if (status.Duration && status.TimeElapsed >= +status.Duration)
+ if (status._timeElapsed >= +status.Duration)
this.RemoveStatus(statusName);
};
Index: binaries/data/mods/public/simulation/components/TechnologyManager.js
===================================================================
--- binaries/data/mods/public/simulation/components/TechnologyManager.js
+++ binaries/data/mods/public/simulation/components/TechnologyManager.js
@@ -259,8 +259,19 @@
if (cmpPlayerEntityLimits)
cmpPlayerEntityLimits.UpdateLimitsFromTech(tech);
- // always send research finished message
- Engine.PostMessage(this.entity, MT_ResearchFinished, {"player": playerID, "tech": tech});
+ // Always send research finished message.
+ Engine.PostMessage(this.entity, MT_ResearchFinished, { "player": playerID, "tech": tech });
+
+ if (tech.startsWith("phase") && !template.autoResearch)
+ {
+ let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
+ cmpGUIInterface.PushNotification({
+ "type": "phase",
+ "players": [playerID],
+ "phaseName": tech,
+ "phaseState": "completed"
+ });
+ }
};
/**
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");
Index: binaries/data/mods/public/simulation/data/template_helpers/damage_types/crush.json
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/data/template_helpers/damage_types/crush.json
@@ -0,0 +1,7 @@
+{
+ "code": "Crush",
+ "name": "Crush",
+ "description": "Damage dealt from crushing, such as when ramming a gate.",
+ "order": 3,
+ "showInTooltips": true
+}
Index: binaries/data/mods/public/simulation/data/template_helpers/damage_types/hack.json
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/data/template_helpers/damage_types/hack.json
@@ -0,0 +1,7 @@
+{
+ "code": "Hack",
+ "name": "Hack",
+ "description": "Damage dealt from hacking, such as when fighting with swords.",
+ "order": 1,
+ "showInTooltips": true
+}
Index: binaries/data/mods/public/simulation/data/template_helpers/damage_types/pierce.json
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/data/template_helpers/damage_types/pierce.json
@@ -0,0 +1,7 @@
+{
+ "code": "Pierce",
+ "name": "Pierce",
+ "description": "Damage dealt from piercing, such as when being hit with an arrow.",
+ "order": 2,
+ "showInTooltips": true
+}
Index: binaries/data/mods/public/simulation/data/template_helpers/status_effects/AnotherBogus.json
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/data/template_helpers/status_effects/AnotherBogus.json
@@ -0,0 +1,4 @@
+{
+ "code": "AnotherBogus",
+ "Name": "AnotherBogus"
+}
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 +3,72 @@
*/
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 +272,16 @@
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 +109,18 @@
}
}
+ let cmpStatusEffectsReceiver = Engine.QueryInterface(oldEnt, IID_StatusEffectsReceiver);
+ let cmpNewStatusEffectsReceiver = Engine.QueryInterface(newEnt, IID_StatusEffectsReceiver);
+ if (cmpStatusEffectsReceiver && cmpNewStatusEffectsReceiver)
+ {
+ let activeStatus = cmpStatusEffectsReceiver.GetActiveStatuses();
+ for (let status in activeStatus)
+ if (activeStatus[status].Duration)
+ activeStatus[status].Duration -= activeStatus[status]._timeElapsed;
+
+ cmpNewStatusEffectsReceiver.GiveStatus(activeStatus);
+ }
+
TransferGarrisonedUnits(oldEnt, newEnt);
Engine.PostMessage(oldEnt, MT_EntityRenamed, { "entity": oldEnt, "newentity": newEnt });
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 +11,47 @@
6.0
0
+
+
+ Bogus
+ 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
+
+
+
+
+ Bogus-Test2
+ 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
@@ -34,6 +75,11 @@
5
+
+
+ units/athen_ship_fishing
+
+
1.1