Index: ps/trunk/binaries/data/mods/public/maps/scripts/disable_ptol_lighthouse.js =================================================================== --- ps/trunk/binaries/data/mods/public/maps/scripts/disable_ptol_lighthouse.js (revision 16631) +++ ps/trunk/binaries/data/mods/public/maps/scripts/disable_ptol_lighthouse.js (nonexistent) @@ -1,8 +0,0 @@ -let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); - -for (let i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i) -{ - let cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player); - if (cmpPlayer) - cmpPlayer.AddDisabledTemplate("structures/ptol_lighthouse"); -} Index: ps/trunk/binaries/data/mods/public/maps/random/belgian_uplands.json =================================================================== --- ps/trunk/binaries/data/mods/public/maps/random/belgian_uplands.json (revision 16631) +++ ps/trunk/binaries/data/mods/public/maps/random/belgian_uplands.json (revision 16632) @@ -1,15 +1,15 @@ { "settings" : { "Name" : "Belgian Uplands", "Script" : "belgian_uplands.js", "Description" : "An experimental map with its heightmap generated by erosion to look more natural. Not all seeds will be fair though! Tiny maps with 8 players may take a while to generate.", + "DisabledTemplates": [ + "structures/ptol_lighthouse" + ], "CircularMap" : false, "BaseTerrain" : ["temp_grass", "temp_grass_b", "temp_grass_c", "temp_grass_d", "temp_grass_long_b", "temp_grass_clovers_2", "temp_grass_mossy", "temp_grass_plants"], "BaseHeight" : 0, "Preview" : "belgian_uplands.png", - "TriggerScripts": [ - "scripts/disable_ptol_lighthouse.js" - ], "XXXXXX" : "Optionally define other things here, like we would for a scenario" } } Index: ps/trunk/binaries/data/mods/public/maps/scenarios/Belgian_Bog_night.xml =================================================================== --- ps/trunk/binaries/data/mods/public/maps/scenarios/Belgian_Bog_night.xml (revision 16631) +++ ps/trunk/binaries/data/mods/public/maps/scenarios/Belgian_Bog_night.xml (revision 16632) @@ -1,22568 +1,22568 @@ dark2 0.00398437 0.400391 clap 21.9279 229.004 1.0 0.800781 0.304688 0 1 0.99 0.1999 hdr 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 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ps/trunk/binaries/data/mods/public/simulation/helpers/Player.js (revision 16632) @@ -1,405 +1,410 @@ /** * Used to create player entities prior to reading the rest of a map, * all other initialization must be done after loading map (terrain/entities). * DO NOT use other components here, as they may fail unpredictably. * settings is the object containing settings for this map. * newPlayers if true will remove old player entities or add new ones until * the new number of player entities is obtained * (used when loading a map or when Atlas changes the number of players). */ function LoadPlayerSettings(settings, newPlayers) { // Default settings if (!settings) settings = {}; // Get default player data var rawData = Engine.ReadJSONFile("player_defaults.json"); if (!(rawData && rawData.PlayerData)) throw("Player.js: Error reading player_defaults.json"); // Add gaia to simplify iteration if (settings.PlayerData && settings.PlayerData[0]) settings.PlayerData.unshift(null); var playerDefaults = rawData.PlayerData; var playerData = settings.PlayerData; // Get player manager var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var numPlayers = cmpPlayerManager.GetNumPlayers(); var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); // Remove existing players or add new ones if (newPlayers) { var settingsNumPlayers = 9; // default 8 players + gaia if (playerData) settingsNumPlayers = playerData.length; // includes gaia (see above) else warn("Player.js: Setup has no player data - using defaults"); while (settingsNumPlayers > numPlayers) { // Add player entity to engine var civ = getSetting(playerData, playerDefaults, numPlayers, "Civ"); var template = cmpTemplateManager.TemplateExists("special/player_"+civ) ? "special/player_"+civ : "special/player"; var entID = Engine.AddEntity(template); var cmpPlayer = Engine.QueryInterface(entID, IID_Player); if (!cmpPlayer) throw("Player.js: Error creating player entity " + numPlayers); cmpPlayerManager.AddPlayer(entID); ++numPlayers; } while (settingsNumPlayers < numPlayers) { cmpPlayerManager.RemoveLastPlayer(); --numPlayers; } } // Even when no new player, we must check the template compatibility as player template may be civ dependent for (var i = 0; i < numPlayers; ++i) { var civ = getSetting(playerData, playerDefaults, i, "Civ"); var template = cmpTemplateManager.TemplateExists("special/player_"+civ) ? "special/player_"+civ : "special/player"; var entID = cmpPlayerManager.GetPlayerByID(i); if (cmpTemplateManager.GetCurrentTemplateName(entID) === template) continue; // We need to recreate this player to have the right template entID = Engine.AddEntity(template); cmpPlayerManager.ReplacePlayer(i, entID); } // Initialize the player data for (var i = 0; i < numPlayers; ++i) { var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player); cmpPlayer.SetName(getSetting(playerData, playerDefaults, i, "Name")); cmpPlayer.SetCiv(getSetting(playerData, playerDefaults, i, "Civ")); var color = getSetting(playerData, playerDefaults, i, "Color"); cmpPlayer.SetColor(color.r, color.g, color.b); // Special case for gaia if (i == 0) { // Gaia should be its own ally. cmpPlayer.SetAlly(0); // Gaia is everyone's enemy for (var j = 1; j < numPlayers; ++j) cmpPlayer.SetEnemy(j); continue; } // Note: this is not yet implemented but I leave it commented to highlight it's easy // If anyone ever adds handicap. //if (getSetting(playerData, playerDefaults, i, "GatherRateMultiplier") !== undefined) // cmpPlayer.SetGatherRateMultiplier(getSetting(playerData, playerDefaults, i, "GatherRateMultiplier")); if (getSetting(playerData, playerDefaults, i, "PopulationLimit") !== undefined) cmpPlayer.SetMaxPopulation(getSetting(playerData, playerDefaults, i, "PopulationLimit")); if (getSetting(playerData, playerDefaults, i, "Resources") !== undefined) cmpPlayer.SetResourceCounts(getSetting(playerData, playerDefaults, i, "Resources")); if (getSetting(playerData, playerDefaults, i, "StartingTechnologies") !== undefined) cmpPlayer.SetStartingTechnologies(getSetting(playerData, playerDefaults, i, "StartingTechnologies")); if (getSetting(playerData, playerDefaults, i, "DisabledTechnologies") !== undefined) cmpPlayer.SetDisabledTechnologies(getSetting(playerData, playerDefaults, i, "DisabledTechnologies")); + let disabledTemplates = []; + if (settings.DisabledTemplates !== undefined) + disabledTemplates = settings.DisabledTemplates; if (getSetting(playerData, playerDefaults, i, "DisabledTemplates") !== undefined) - cmpPlayer.SetDisabledTemplates(getSetting(playerData, playerDefaults, i, "DisabledTemplates")); + disabledTemplates = disabledTemplates.concat(getSetting(playerData, playerDefaults, i, "DisabledTemplates")); + if (disabledTemplates.length) + cmpPlayer.SetDisabledTemplates(disabledTemplates); // If diplomacy explicitly defined, use that; otherwise use teams if (getSetting(playerData, playerDefaults, i, "Diplomacy") !== undefined) cmpPlayer.SetDiplomacy(getSetting(playerData, playerDefaults, i, "Diplomacy")); else { // Init diplomacy var myTeam = getSetting(playerData, playerDefaults, i, "Team"); // Set all but self as enemies as SetTeam takes care of allies for (var j = 0; j < numPlayers; ++j) { if (i == j) cmpPlayer.SetAlly(j); else cmpPlayer.SetEnemy(j); } cmpPlayer.SetTeam((myTeam !== undefined) ? myTeam : -1); } // If formations explicitly defined, use that; otherwise use civ defaults var formations = getSetting(playerData, playerDefaults, i, "Formations"); if (formations !== undefined) cmpPlayer.SetFormations(formations); else { var rawFormations = Engine.ReadCivJSONFile(cmpPlayer.GetCiv()+".json"); if (!(rawFormations && rawFormations.Formations)) throw("Player.js: Error reading "+cmpPlayer.GetCiv()+".json"); cmpPlayer.SetFormations(rawFormations.Formations); } var startCam = getSetting(playerData, playerDefaults, i, "StartingCamera"); if (startCam !== undefined) cmpPlayer.SetStartingCamera(startCam.Position, startCam.Rotation); } // NOTE: We need to do the team locking here, as otherwise // SetTeam can't ally the players. if (settings.LockTeams) for (var i = 0; i < numPlayers; ++i) { var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player); cmpPlayer.SetLockTeams(true); } // Disable the AIIinterface when no AI players are present if (playerData && !playerData.some(function(v) { return v && v.AI ? true : false; })) Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface).Disable(); } // Get a setting if it exists or return default function getSetting(settings, defaults, idx, property) { if (settings && settings[idx] && (property in settings[idx])) return settings[idx][property]; // Use defaults if (defaults && defaults[idx] && (property in defaults[idx])) return defaults[idx][property]; return undefined; } /** * Similar to Engine.QueryInterface but applies to the player entity * that owns the given entity. * iid is typically IID_Player. */ function QueryOwnerInterface(ent, iid = IID_Player) { var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (!cmpOwnership) return null; var owner = cmpOwnership.GetOwner(); if (owner == -1) return null; var playerEnt = cmpPlayerManager.GetPlayerByID(owner); if (!playerEnt) return null; return Engine.QueryInterface(playerEnt, iid); } /** * Similar to Engine.QueryInterface but applies to the player entity * with the given ID number. * iid is typically IID_Player. */ function QueryPlayerIDInterface(id, iid = IID_Player) { var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var playerEnt = cmpPlayerManager.GetPlayerByID(id); if (!playerEnt) return null; return Engine.QueryInterface(playerEnt, iid); } /** * Similar to Engine.QueryInterface but first checks if the entity * mirages the interface. */ function QueryMiragedInterface(ent, iid) { var cmp = Engine.QueryInterface(ent, IID_Mirage); if (cmp && !cmp.Mirages(iid)) return null; else if (!cmp) cmp = Engine.QueryInterface(ent, iid); return cmp; } /** * Returns true if the entity 'target' is owned by an ally of * the owner of 'entity'. */ function IsOwnedByAllyOfEntity(entity, target) { // Figure out which player controls us var owner = 0; var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership); if (cmpOwnership) owner = cmpOwnership.GetOwner(); // Figure out which player controls the target entity var targetOwner = 0; var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership); if (cmpOwnershipTarget) targetOwner = cmpOwnershipTarget.GetOwner(); var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player); // Check for allied diplomacy status if (cmpPlayer.IsAlly(targetOwner)) return true; return false; } /** * Returns true if the entity 'target' is owned by a mutual ally of * the owner of 'entity'. */ function IsOwnedByMutualAllyOfEntity(entity, target) { // Figure out which player controls us var owner = 0; var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership); if (cmpOwnership) owner = cmpOwnership.GetOwner(); // Figure out which player controls the target entity var targetOwner = 0; var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership); if (cmpOwnershipTarget) targetOwner = cmpOwnershipTarget.GetOwner(); var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player); // Check for mutual allied diplomacy status if (cmpPlayer.IsMutualAlly(targetOwner)) return true; return false; } /** * Returns true if the entity 'target' is owned by player */ function IsOwnedByPlayer(player, target) { var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership); return (cmpOwnershipTarget && player == cmpOwnershipTarget.GetOwner()); } /** * Returns true if the entity 'target' is owned by gaia (player 0) */ function IsOwnedByGaia(target) { var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership); return (cmpOwnershipTarget && cmpOwnershipTarget.GetOwner() == 0); } /** * Returns true if the entity 'target' is owned by an ally of player */ function IsOwnedByAllyOfPlayer(player, target) { var targetOwner = 0; var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership); if (cmpOwnershipTarget) targetOwner = cmpOwnershipTarget.GetOwner(); var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player); // Check for allied diplomacy status if (cmpPlayer.IsAlly(targetOwner)) return true; return false; } /** * Returns true if the entity 'target' is owned by a mutual ally of player */ function IsOwnedByMutualAllyOfPlayer(player, target) { var targetOwner = 0; var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership); if (cmpOwnershipTarget) targetOwner = cmpOwnershipTarget.GetOwner(); var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player); // Check for mutual allied diplomacy status if (cmpPlayer.IsMutualAlly(targetOwner)) return true; return false; } /** * Returns true if the entity 'target' is owned by someone neutral to player */ function IsOwnedByNeutralOfPlayer(player,target) { var targetOwner = 0; var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership); if (cmpOwnershipTarget) targetOwner = cmpOwnershipTarget.GetOwner(); var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player); // Check for neutral diplomacy status if (cmpPlayer.IsNeutral(targetOwner)) return true; return false; } /** * Returns true if the entity 'target' is owned by an enemy of player */ function IsOwnedByEnemyOfPlayer(player, target) { var targetOwner = 0; var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership); if (cmpOwnershipTarget) targetOwner = cmpOwnershipTarget.GetOwner(); var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player); // Check for enemy diplomacy status if (cmpPlayer.IsEnemy(targetOwner)) return true; return false; } Engine.RegisterGlobal("LoadPlayerSettings", LoadPlayerSettings); Engine.RegisterGlobal("QueryOwnerInterface", QueryOwnerInterface); Engine.RegisterGlobal("QueryPlayerIDInterface", QueryPlayerIDInterface); Engine.RegisterGlobal("QueryMiragedInterface", QueryMiragedInterface); Engine.RegisterGlobal("IsOwnedByAllyOfEntity", IsOwnedByAllyOfEntity); Engine.RegisterGlobal("IsOwnedByMutualAllyOfEntity", IsOwnedByMutualAllyOfEntity); Engine.RegisterGlobal("IsOwnedByPlayer", IsOwnedByPlayer); Engine.RegisterGlobal("IsOwnedByGaia", IsOwnedByGaia); Engine.RegisterGlobal("IsOwnedByAllyOfPlayer", IsOwnedByAllyOfPlayer); Engine.RegisterGlobal("IsOwnedByMutualAllyOfPlayer", IsOwnedByMutualAllyOfPlayer); Engine.RegisterGlobal("IsOwnedByNeutralOfPlayer", IsOwnedByNeutralOfPlayer); Engine.RegisterGlobal("IsOwnedByEnemyOfPlayer", IsOwnedByEnemyOfPlayer);