Index: ps/trunk/binaries/data/mods/public/gui/session/menu.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/menu.js (revision 17281) +++ ps/trunk/binaries/data/mods/public/gui/session/menu.js (revision 17282) @@ -1,716 +1,716 @@ const PAUSE = translate("Pause"); const RESUME = translate("Resume"); /* * MENU POSITION CONSTANTS */ // Menu / panel border size const MARGIN = 4; // Includes the main menu button const NUM_BUTTONS = 8; // Regular menu buttons const BUTTON_HEIGHT = 32; // The position where the bottom of the menu will end up (currently 228) const END_MENU_POSITION = (BUTTON_HEIGHT * NUM_BUTTONS) + MARGIN; // Menu starting position: bottom const MENU_BOTTOM = 0; // Menu starting position: top const MENU_TOP = MENU_BOTTOM - END_MENU_POSITION; // Menu starting position: overall const INITIAL_MENU_POSITION = "100%-164 " + MENU_TOP + " 100% " + MENU_BOTTOM; // Number of pixels per millisecond to move const MENU_SPEED = 1.2; // Trade menu: available resources and step for probability changes const RESOURCES = ["food", "wood", "stone", "metal"]; const STEP = 5; var isMenuOpen = false; var menu; var isDiplomacyOpen = false; var isTradeOpen = false; // Redefined every time someone makes a tribute (so we can save some data in a closure). Called in input.js handleInputBeforeGui. var flushTributing = function() {}; // Ignore size defined in XML and set the actual menu size here function initMenuPosition() { menu = Engine.GetGUIObjectByName("menu"); menu.size = INITIAL_MENU_POSITION; } // ============================================================================= // Overall Menu // ============================================================================= // // Slide menu function updateMenuPosition(dt) { if (isMenuOpen) { var maxOffset = END_MENU_POSITION - menu.size.bottom; if (maxOffset > 0) { var offset = Math.min(MENU_SPEED * dt, maxOffset); var size = menu.size; size.top += offset; size.bottom += offset; menu.size = size; } } else { var maxOffset = menu.size.top - MENU_TOP; if (maxOffset > 0) { var offset = Math.min(MENU_SPEED * dt, maxOffset); var size = menu.size; size.top -= offset; size.bottom -= offset; menu.size = size; } } } // Opens the menu by revealing the screen which contains the menu function openMenu() { isMenuOpen = true; } // Closes the menu and resets position function closeMenu() { isMenuOpen = false; } function toggleMenu() { if (isMenuOpen == true) closeMenu(); else openMenu(); } // Menu buttons // ============================================================================= function optionsMenuButton() { closeMenu(); closeOpenDialogs(); openOptions(); } function chatMenuButton() { closeMenu(); closeOpenDialogs(); openChat(); } function diplomacyMenuButton() { closeMenu(); closeOpenDialogs(); openDiplomacy(); } function pauseMenuButton() { togglePause(); } function resignMenuButton() { closeMenu(); closeOpenDialogs(); pauseGame(); var btCaptions = [translate("No"), translate("Yes")]; var btCode = [resumeGame, resignGame]; messageBox(400, 200, translate("Are you sure you want to resign?"), translate("Confirmation"), 0, btCaptions, btCode); } function exitMenuButton() { closeMenu(); closeOpenDialogs(); pauseGame(); if (g_IsNetworked && g_IsController) { var btCode = [resumeGame, leaveGame]; var message = translate("Are you sure you want to quit? Leaving will disconnect all other players."); } else if (g_IsNetworked && !g_GameEnded && !g_IsObserver) { var btCode = [resumeGame, networkReturnQuestion]; var message = translate("Are you sure you want to quit?"); } else { var btCode = [resumeGame, leaveGame]; var message = translate("Are you sure you want to quit?"); } messageBox(400, 200, message, translate("Confirmation"), 0, [translate("No"), translate("Yes")], btCode); } function networkReturnQuestion() { var btCaptions = [translate("I will return"), translate("I resign")]; var btCode = [leaveGame, resignGame]; var btArgs = [true, false]; messageBox(400, 200, translate("Do you want to resign or will you return soon?"), translate("Confirmation"), 0, btCaptions, btCode, btArgs); } function openDeleteDialog(selection) { closeMenu(); closeOpenDialogs(); var deleteSelectedEntities = function (selectionArg) { Engine.PostNetworkCommand({"type": "delete-entities", "entities": selectionArg}); }; var btCaptions = [translate("No"), translate("Yes")]; var btCode = [resumeGame, deleteSelectedEntities]; var btArgs = [null, selection]; messageBox(400, 200, translate("Destroy everything currently selected?"), translate("Delete"), 0, btCaptions, btCode, btArgs); } // Menu functions // ============================================================================= function openSave() { closeMenu(); closeOpenDialogs(); pauseGame(); var savedGameData = getSavedGameData(); Engine.PushGuiPage("page_savegame.xml", {"savedGameData":savedGameData, "callback":"resumeGame"}); } function openOptions() { pauseGame(); Engine.PushGuiPage("page_options.xml", {"callback":"resumeGame"}); } function openChat() { updateTeamCheckbox(false); Engine.GetGUIObjectByName("chatInput").focus(); // Grant focus to the input area Engine.GetGUIObjectByName("chatDialogPanel").hidden = false; } function closeChat() { Engine.GetGUIObjectByName("chatInput").caption = ""; // Clear chat input Engine.GetGUIObjectByName("chatInput").blur(); // Remove focus Engine.GetGUIObjectByName("chatDialogPanel").hidden = true; } function updateTeamCheckbox(check) { Engine.GetGUIObjectByName("toggleTeamChatLabel").hidden = g_IsObserver; let toggleTeamChat = Engine.GetGUIObjectByName("toggleTeamChat"); toggleTeamChat.hidden = g_IsObserver; toggleTeamChat.checked = !g_IsObserver && check; } function toggleChatWindow(teamChat) { var chatWindow = Engine.GetGUIObjectByName("chatDialogPanel"); var chatInput = Engine.GetGUIObjectByName("chatInput"); if (chatWindow.hidden) chatInput.focus(); // Grant focus to the input area else { if (chatInput.caption.length) { submitChatInput(); return; } chatInput.caption = ""; // Clear chat input } updateTeamCheckbox(teamChat); chatWindow.hidden = !chatWindow.hidden; } function setDiplomacy(data) { Engine.PostNetworkCommand({"type": "diplomacy", "to": data.to, "player": data.player}); } function tributeResource(data) { Engine.PostNetworkCommand({"type": "tribute", "player": data.player, "amounts": data.amounts}); } function openDiplomacy() { if (isTradeOpen) closeTrade(); isDiplomacyOpen = true; let we = Engine.GetPlayerID(); // Get offset for one line let onesize = Engine.GetGUIObjectByName("diplomacyPlayer[0]").size; let rowsize = onesize.bottom - onesize.top; // We don't include gaia for (let i = 1; i < g_Players.length; ++i) { // Apply offset let row = Engine.GetGUIObjectByName("diplomacyPlayer["+(i-1)+"]"); let size = row.size; size.top = rowsize*(i-1); size.bottom = rowsize*i; row.size = size; // Set background color let playerColor = rgbToGuiColor(g_Players[i].color); row.sprite = "color: "+playerColor + " 32"; Engine.GetGUIObjectByName("diplomacyPlayerName["+(i-1)+"]").caption = "[color=\"" + playerColor + "\"]" + g_Players[i].name + "[/color]"; Engine.GetGUIObjectByName("diplomacyPlayerCiv["+(i-1)+"]").caption = g_CivData[g_Players[i].civ].Name; Engine.GetGUIObjectByName("diplomacyPlayerTeam["+(i-1)+"]").caption = (g_Players[i].team < 0) ? translateWithContext("team", "None") : g_Players[i].team+1; if (i != we) Engine.GetGUIObjectByName("diplomacyPlayerTheirs["+(i-1)+"]").caption = (g_Players[i].isAlly[we] ? translate("Ally") : (g_Players[i].isNeutral[we] ? translate("Neutral") : translate("Enemy"))); // Don't display the options for ourself, or if we or the other player aren't active anymore if (i == we || g_Players[we].state != "active" || g_Players[i].state != "active") { // Hide the unused/unselectable options for each (let a in ["TributeFood", "TributeWood", "TributeStone", "TributeMetal", "Ally", "Neutral", "Enemy"]) Engine.GetGUIObjectByName("diplomacyPlayer"+a+"["+(i-1)+"]").hidden = true; Engine.GetGUIObjectByName("diplomacyAttackRequest["+(i-1)+"]").hidden = true; continue; } // Tribute for each (let resource in ["food", "wood", "stone", "metal"]) { let button = Engine.GetGUIObjectByName("diplomacyPlayerTribute"+resource[0].toUpperCase()+resource.substring(1)+"["+(i-1)+"]"); button.onpress = (function(player, resource, button){ // Implement something like how unit batch training works. Shift+click to send 500, shift+click+click to send 1000, etc. // Also see input.js (searching for "INPUT_MASSTRIBUTING" should get all the relevant parts). let multiplier = 1; return function() { let isBatchTrainPressed = Engine.HotkeyIsPressed("session.masstribute"); if (isBatchTrainPressed) { inputState = INPUT_MASSTRIBUTING; multiplier += multiplier == 1 ? 4 : 5; } let amounts = { "food": (resource == "food" ? 100 : 0) * multiplier, "wood": (resource == "wood" ? 100 : 0) * multiplier, "stone": (resource == "stone" ? 100 : 0) * multiplier, "metal": (resource == "metal" ? 100 : 0) * multiplier, }; button.tooltip = formatTributeTooltip(g_Players[player], resource, amounts[resource]); // This is in a closure so that we have access to `player`, `amounts`, and `multiplier` without some // evil global variable hackery. flushTributing = function() { tributeResource({"player": player, "amounts": amounts}); multiplier = 1; button.tooltip = formatTributeTooltip(g_Players[player], resource, 100); }; if (!isBatchTrainPressed) flushTributing(); }; })(i, resource, button); button.hidden = false; button.tooltip = formatTributeTooltip(g_Players[i], resource, 100); } // Attack Request var simState = GetSimState(); let button = Engine.GetGUIObjectByName("diplomacyAttackRequest["+(i-1)+"]"); button.hidden = simState.ceasefireActive || !(g_Players[i].isEnemy[we]); button.tooltip = translate("Request your allies to attack this enemy"); button.onpress = (function(i, we){ return function() { Engine.PostNetworkCommand({"type": "attack-request", "source": we, "target": i}); } })(i, we); // Skip our own teams on teams locked if (g_Players[we].teamsLocked && g_Players[we].team != -1 && g_Players[we].team == g_Players[i].team) continue; // Diplomacy settings // Set up the buttons for each (let setting in ["Ally", "Neutral", "Enemy"]) { let button = Engine.GetGUIObjectByName("diplomacyPlayer"+setting+"["+(i-1)+"]"); button.caption = g_Players[we]["is"+setting][i] ? translate("x") : ""; button.onpress = (function(e){ return function() { setDiplomacy(e); } })({"player": i, "to": setting.toLowerCase()}); button.hidden = simState.ceasefireActive; } } Engine.GetGUIObjectByName("diplomacyDialogPanel").hidden = false; } function closeDiplomacy() { isDiplomacyOpen = false; Engine.GetGUIObjectByName("diplomacyDialogPanel").hidden = true; } function toggleDiplomacy() { if (isDiplomacyOpen) closeDiplomacy(); else openDiplomacy(); } function openTrade() { if (isDiplomacyOpen) closeDiplomacy(); isTradeOpen = true; var updateButtons = function() { for (var res in button) { button[res].label.caption = proba[res] + "%"; if (res == selec) { button[res].sel.hidden = false; button[res].up.hidden = true; button[res].dn.hidden = true; } else { button[res].sel.hidden = true; button[res].up.hidden = (proba[res] == 100 || proba[selec] == 0); button[res].dn.hidden = (proba[res] == 0 || proba[selec] == 100); } } }; var proba = Engine.GuiInterfaceCall("GetTradingGoods"); var button = {}; var selec = RESOURCES[0]; for (var i = 0; i < RESOURCES.length; ++i) { var buttonResource = Engine.GetGUIObjectByName("tradeResource["+i+"]"); if (i > 0) { var size = Engine.GetGUIObjectByName("tradeResource["+(i-1)+"]").size; var width = size.right - size.left; size.left += width; size.right += width; Engine.GetGUIObjectByName("tradeResource["+i+"]").size = size; } var resource = RESOURCES[i]; proba[resource] = (proba[resource] ? proba[resource] : 0); var buttonResource = Engine.GetGUIObjectByName("tradeResourceButton["+i+"]"); var icon = Engine.GetGUIObjectByName("tradeResourceIcon["+i+"]"); icon.sprite = "stretched:session/icons/resources/" + resource + ".png"; var label = Engine.GetGUIObjectByName("tradeResourceText["+i+"]"); var buttonUp = Engine.GetGUIObjectByName("tradeArrowUp["+i+"]"); var buttonDn = Engine.GetGUIObjectByName("tradeArrowDn["+i+"]"); var iconSel = Engine.GetGUIObjectByName("tradeResourceSelection["+i+"]"); button[resource] = { "up": buttonUp, "dn": buttonDn, "label": label, "sel": iconSel }; buttonResource.onpress = (function(resource){ return function() { if (Engine.HotkeyIsPressed("session.fulltradeswap")) { for (var ress of RESOURCES) proba[ress] = 0; proba[resource] = 100; Engine.PostNetworkCommand({"type": "set-trading-goods", "tradingGoods": proba}); } selec = resource; updateButtons(); }; })(resource); buttonUp.onpress = (function(resource){ return function() { proba[resource] += Math.min(STEP, proba[selec]); proba[selec] -= Math.min(STEP, proba[selec]); Engine.PostNetworkCommand({"type": "set-trading-goods", "tradingGoods": proba}); updateButtons(); }; })(resource); buttonDn.onpress = (function(resource){ return function() { proba[selec] += Math.min(STEP, proba[resource]); proba[resource] -= Math.min(STEP, proba[resource]); Engine.PostNetworkCommand({"type": "set-trading-goods", "tradingGoods": proba}); updateButtons(); }; })(resource); } updateButtons(); var traderNumber = Engine.GuiInterfaceCall("GetTraderNumber"); var caption = ""; if (traderNumber.landTrader.total == 0) caption = translate("There are no land traders."); else { var inactive = traderNumber.landTrader.total - traderNumber.landTrader.trading - traderNumber.landTrader.garrisoned; var inactiveString = ""; if (inactive > 0) inactiveString = "[color=\"orange\"]" + sprintf(translatePlural("%(numberOfLandTraders)s inactive", "%(numberOfLandTraders)s inactive", inactive), { numberOfLandTraders: inactive }) + "[/color]"; if (traderNumber.landTrader.trading > 0) { var openingTradingString = sprintf(translatePlural("There is %(numberTrading)s land trader trading", "There are %(numberTrading)s land traders trading", traderNumber.landTrader.trading), { numberTrading: traderNumber.landTrader.trading }); if (traderNumber.landTrader.garrisoned > 0) { var garrisonedString = sprintf(translatePlural("%(numberGarrisoned)s garrisoned on a trading merchant ship", "%(numberGarrisoned)s garrisoned on a trading merchant ship", traderNumber.landTrader.garrisoned), { numberGarrisoned: traderNumber.landTrader.garrisoned }); if (inactive > 0) { caption = sprintf(translate("%(openingTradingString)s, %(garrisonedString)s, and %(inactiveString)s."), { openingTradingString: openingTradingString, garrisonedString: garrisonedString, inactiveString: inactiveString }); } else { caption = sprintf(translate("%(openingTradingString)s, and %(garrisonedString)s."), { openingTradingString: openingTradingString, garrisonedString: garrisonedString }); } } else { if (inactive > 0) { caption = sprintf(translate("%(openingTradingString)s, and %(inactiveString)s."), { openingTradingString: openingTradingString, inactiveString: inactiveString }); } else { caption = sprintf(translate("%(openingTradingString)s."), { openingTradingString: openingTradingString, }); } } } else { if (traderNumber.landTrader.garrisoned > 0) { var openingGarrisonedString = sprintf(translatePlural("There is %(numberGarrisoned)s land trader garrisoned on a trading merchant ship", "There are %(numberGarrisoned)s land traders garrisoned on a trading merchant ship", traderNumber.landTrader.garrisoned), { numberGarrisoned: traderNumber.landTrader.garrisoned }); if (inactive > 0) { caption = sprintf(translate("%(openingGarrisonedString)s, and %(inactiveString)s."), { openingGarrisonedString: openingGarrisonedString, inactiveString: inactiveString }); } else { caption = sprintf(translate("%(openingGarrisonedString)s."), { openingGarrisonedString: openingGarrisonedString }); } } else { if (inactive > 0) { inactiveString = "[color=\"orange\"]" + sprintf(translatePlural("%(numberOfLandTraders)s land trader inactive", "%(numberOfLandTraders)s land traders inactive", inactive), { numberOfLandTraders: inactive }) + "[/color]"; caption = sprintf(translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive), { inactiveString: inactiveString }); } // The “else” here is already handled by “if (traderNumber.landTrader.total == 0)” above. } } } Engine.GetGUIObjectByName("landTraders").caption = caption; caption = ""; if (traderNumber.shipTrader.total == 0) caption = translate("There are no merchant ships."); else { var inactive = traderNumber.shipTrader.total - traderNumber.shipTrader.trading; var inactiveString = ""; if (inactive > 0) inactiveString = "[color=\"orange\"]" + sprintf(translatePlural("%(numberOfShipTraders)s inactive", "%(numberOfShipTraders)s inactive", inactive), { numberOfShipTraders: inactive }) + "[/color]"; if (traderNumber.shipTrader.trading > 0) { var openingTradingString = sprintf(translatePlural("There is %(numberTrading)s merchant ship trading", "There are %(numberTrading)s merchant ships trading", traderNumber.shipTrader.trading), { numberTrading: traderNumber.shipTrader.trading }); if (inactive > 0) { caption = sprintf(translate("%(openingTradingString)s, and %(inactiveString)s."), { openingTradingString: openingTradingString, inactiveString: inactiveString }); } else { caption = sprintf(translate("%(openingTradingString)s."), { openingTradingString: openingTradingString, }); } } else { if (inactive > 0) { inactiveString = "[color=\"orange\"]" + sprintf(translatePlural("%(numberOfShipTraders)s merchant ship inactive", "%(numberOfShipTraders)s merchant ships inactive", inactive), { numberOfShipTraders: inactive }) + "[/color]"; caption = sprintf(translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive), { inactiveString: inactiveString }); } // The “else” here is already handled by “if (traderNumber.shipTrader.total == 0)” above. } } Engine.GetGUIObjectByName("shipTraders").caption = caption; Engine.GetGUIObjectByName("tradeDialogPanel").hidden = false; } function closeTrade() { isTradeOpen = false; Engine.GetGUIObjectByName("tradeDialogPanel").hidden = true; } function toggleTrade() { if (isTradeOpen) closeTrade(); else openTrade(); } function toggleGameSpeed() { var gameSpeed = Engine.GetGUIObjectByName("gameSpeed"); gameSpeed.hidden = !gameSpeed.hidden; } function openStrucTree() { closeMenu(); closeOpenDialogs(); pauseGame(); var data = { // TODO add info about researched techs and unlocked entities "civ" : g_Players[Engine.GetPlayerID()].civ, "callback": "resumeGame", }; Engine.PushGuiPage("page_structree.xml", data); } /** * Pause the game in single player mode. */ function pauseGame() { if (g_IsNetworked) return; Engine.GetGUIObjectByName("pauseButtonText").caption = RESUME; Engine.GetGUIObjectByName("pauseOverlay").hidden = false; Engine.SetPaused(true); } function resumeGame() { Engine.GetGUIObjectByName("pauseButtonText").caption = PAUSE; Engine.GetGUIObjectByName("pauseOverlay").hidden = true; Engine.SetPaused(false); } function togglePause() { if (!Engine.GetGUIObjectByName("pauseButton").enabled) return; closeMenu(); closeOpenDialogs(); var pauseOverlay = Engine.GetGUIObjectByName("pauseOverlay"); if (pauseOverlay.hidden) { Engine.GetGUIObjectByName("pauseButtonText").caption = RESUME; Engine.SetPaused(true); } else { Engine.SetPaused(false); Engine.GetGUIObjectByName("pauseButtonText").caption = PAUSE; } pauseOverlay.hidden = !pauseOverlay.hidden; } function openManual() { closeMenu(); closeOpenDialogs(); pauseGame(); Engine.PushGuiPage("page_manual.xml", {"page": "manual/intro", "title":translate("Manual"), "url":"http://trac.wildfiregames.com/wiki/0adManual", "callback": "resumeGame"}); } function toggleDeveloperOverlay() { - // The developer overlay is disabled in ranked games - if (Engine.HasXmppClient() && Engine.IsRankedGame()) + // The developer overlay is disabled when cheats are disabled + if (g_IsObserver || !g_SimState.players[Engine.GetPlayerID()].cheatsEnabled) return; var devCommands = Engine.GetGUIObjectByName("devCommands"); if (devCommands.hidden) submitChatDirectly(translate("The Developer Overlay was opened.")); else submitChatDirectly(translate("The Developer Overlay was closed.")); // Toggle the overlay devCommands.hidden = !devCommands.hidden; } function closeOpenDialogs() { closeMenu(); closeChat(); closeDiplomacy(); closeTrade(); } function formatTributeTooltip(player, resource, amount) { let playerColor = rgbToGuiColor(player.color); return sprintf(translate("Tribute %(resourceAmount)s %(resourceType)s to %(playerName)s. Shift-click to tribute %(greaterAmount)s."), { resourceAmount: amount, resourceType: getLocalizedResourceName(resource, "withinSentence"), playerName: "[color=\"" + playerColor + "\"]" + player.name + "[/color]", greaterAmount: (amount < 500 ? 500 : amount + 500) }); } Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 17281) +++ ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 17282) @@ -1,1641 +1,1649 @@ // Setting this to true will display some warnings when commands // are likely to fail, which may be useful for debugging AIs var g_DebugCommands = false; function ProcessCommand(player, cmd) { // Do some basic checks here that commanding player is valid var data = {}; data.cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); if (!data.cmpPlayerMan || player < 0) return; data.playerEnt = data.cmpPlayerMan.GetPlayerByID(player); if (data.playerEnt == INVALID_ENTITY) return; data.cmpPlayer = Engine.QueryInterface(data.playerEnt, IID_Player); if (!data.cmpPlayer) return; data.controlAllUnits = data.cmpPlayer.CanControlAllUnits(); if (cmd.entities) data.entities = FilterEntityList(cmd.entities, player, data.controlAllUnits); // Note: checks of UnitAI targets are not robust enough here, as ownership // can change after the order is issued, they should be checked by UnitAI // when the specific behavior (e.g. attack, garrison) is performed. // (Also it's not ideal if a command silently fails, it's nicer if UnitAI // moves the entities closer to the target before giving up.) // Now handle various commands if (g_Commands[cmd.type]) { var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); cmpTrigger.CallEvent("PlayerCommand", {"player": player, "cmd": cmd}); g_Commands[cmd.type](player, cmd, data); } else error("Invalid command: unknown command type: "+uneval(cmd)); } var g_Commands = { "debug-print": function(player, cmd, data) { print(cmd.message); }, "chat": function(player, cmd, data) { var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({"type": cmd.type, "players": [player], "message": cmd.message}); }, "aichat": function(player, cmd, data) { var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); var notification = { "players": [player] }; for (var key in cmd) notification[key] = cmd[key]; cmpGuiInterface.PushNotification(notification); }, "cheat": function(player, cmd, data) { Cheat(cmd); }, "quit": function(player, cmd, data) { // Let the AI exit the game for testing purposes var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({"type": "quit", "players": [player]}); }, "diplomacy": function(player, cmd, data) { switch(cmd.to) { case "ally": data.cmpPlayer.SetAlly(cmd.player); break; case "neutral": data.cmpPlayer.SetNeutral(cmd.player); break; case "enemy": data.cmpPlayer.SetEnemy(cmd.player); break; default: warn("Invalid command: Could not set "+player+" diplomacy status of player "+cmd.player+" to "+cmd.to); } var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({"type": "diplomacy", "players": [player], "player1": cmd.player, "status": cmd.to}); }, "tribute": function(player, cmd, data) { data.cmpPlayer.TributeResource(cmd.player, cmd.amounts); }, "control-all": function(player, cmd, data) { + if (!data.cmpPlayer.GetCheatsEnabled()) + return; + data.cmpPlayer.SetControlAllUnits(cmd.flag); }, "reveal-map": function(player, cmd, data) { + if (!data.cmpPlayer.GetCheatsEnabled()) + return; + // Reveal the map for all players, not just the current player, // primarily to make it obvious to everyone that the player is cheating var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); cmpRangeManager.SetLosRevealAll(-1, cmd.enable); }, "walk": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued); }); }, "walk-to-range": function(player, cmd, data) { // Only used by the AI for each (var ent in data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if(cmpUnitAI) cmpUnitAI.WalkToPointRange(cmd.x, cmd.z, cmd.min, cmd.max, cmd.queued); } }, "attack-walk": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.WalkAndFight(cmd.x, cmd.z, cmd.targetClasses, cmd.queued); }); }, "attack": function(player, cmd, data) { if (g_DebugCommands && !(IsOwnedByEnemyOfPlayer(player, cmd.target) || IsOwnedByNeutralOfPlayer(player, cmd.target))) { // This check is for debugging only! warn("Invalid command: attack target is not owned by enemy of player "+player+": "+uneval(cmd)); } if (cmd.allowCapture == null) cmd.allowCapture = true; // See UnitAI.CanAttack for target checks GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Attack(cmd.target, cmd.queued, cmd.allowCapture); }); }, "heal": function(player, cmd, data) { if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByAllyOfPlayer(player, cmd.target))) { // This check is for debugging only! warn("Invalid command: heal target is not owned by player "+player+" or their ally: "+uneval(cmd)); } // See UnitAI.CanHeal for target checks GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Heal(cmd.target, cmd.queued); }); }, "repair": function(player, cmd, data) { // This covers both repairing damaged buildings, and constructing unfinished foundations if (g_DebugCommands && !IsOwnedByAllyOfPlayer(player, cmd.target)) { // This check is for debugging only! warn("Invalid command: repair target is not owned by ally of player "+player+": "+uneval(cmd)); } // See UnitAI.CanRepair for target checks GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued); }); }, "gather": function(player, cmd, data) { if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByGaia(cmd.target))) { // This check is for debugging only! warn("Invalid command: resource is not owned by gaia or player "+player+": "+uneval(cmd)); } // See UnitAI.CanGather for target checks GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Gather(cmd.target, cmd.queued); }); }, "gather-near-position": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.GatherNearPosition(cmd.x, cmd.z, cmd.resourceType, cmd.resourceTemplate, cmd.queued); }); }, "returnresource": function(player, cmd, data) { // Check dropsite is owned by player if (g_DebugCommands && !IsOwnedByPlayer(player, cmd.target)) { // This check is for debugging only! warn("Invalid command: dropsite is not owned by player "+player+": "+uneval(cmd)); } // See UnitAI.CanReturnResource for target checks GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.ReturnResource(cmd.target, cmd.queued); }); }, "back-to-work": function(player, cmd, data) { for each (var ent in data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if(!cmpUnitAI || !cmpUnitAI.BackToWork()) notifyBackToWorkFailure(player); } }, "remove-guard": function(player, cmd, data) { for each (var ent in data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if(cmpUnitAI) cmpUnitAI.RemoveGuard(); } }, "train": function(player, cmd, data) { // Check entity limits var cmpTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTempMan.GetTemplate(cmd.template); var unitCategory = null; if (template.TrainingRestrictions) unitCategory = template.TrainingRestrictions.Category; // Verify that the building(s) can be controlled by the player if (data.entities.length <= 0) { if (g_DebugCommands) warn("Invalid command: training building(s) cannot be controlled by player "+player+": "+uneval(cmd)); return; } for each (var ent in data.entities) { if (unitCategory) { var cmpPlayerEntityLimits = QueryOwnerInterface(ent, IID_EntityLimits); if (!cmpPlayerEntityLimits.AllowedToTrain(unitCategory, cmd.count)) { if (g_DebugCommands) warn(unitCategory + " train limit is reached: " + uneval(cmd)); continue; } } var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager); if (!cmpTechnologyManager.CanProduce(cmd.template)) { if (g_DebugCommands) warn("Invalid command: training requires unresearched technology: " + uneval(cmd)); continue; } var queue = Engine.QueryInterface(ent, IID_ProductionQueue); // Check if the building can train the unit // TODO: the AI API does not take promotion technologies into account for the list // of trainable units (taken directly from the unit template). Here is a temporary fix. if (queue && data.cmpPlayer.IsAI()) { var list = queue.GetEntitiesList(); if (list.indexOf(cmd.template) === -1 && cmd.promoted) { for (var promoted of cmd.promoted) { if (list.indexOf(promoted) === -1) continue; cmd.template = promoted; break; } } } if (queue && queue.GetEntitiesList().indexOf(cmd.template) != -1) if ("metadata" in cmd) queue.AddBatch(cmd.template, "unit", +cmd.count, cmd.metadata); else queue.AddBatch(cmd.template, "unit", +cmd.count); } }, "research": function(player, cmd, data) { // Verify that the building can be controlled by the player if (!CanControlUnit(cmd.entity, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: research building cannot be controlled by player "+player+": "+uneval(cmd)); return; } var cmpTechnologyManager = QueryOwnerInterface(cmd.entity, IID_TechnologyManager); if (!cmpTechnologyManager.CanResearch(cmd.template)) { if (g_DebugCommands) warn("Invalid command: Requirements to research technology are not met: " + uneval(cmd)); return; } var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue); if (queue) queue.AddBatch(cmd.template, "technology"); }, "stop-production": function(player, cmd, data) { // Verify that the building can be controlled by the player if (!CanControlUnit(cmd.entity, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: production building cannot be controlled by player "+player+": "+uneval(cmd)); return; } var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue); if (queue) queue.RemoveBatch(cmd.id); }, "construct": function(player, cmd, data) { TryConstructBuilding(player, data.cmpPlayer, data.controlAllUnits, cmd); }, "construct-wall": function(player, cmd, data) { TryConstructWall(player, data.cmpPlayer, data.controlAllUnits, cmd); }, "delete-entities": function(player, cmd, data) { for (let ent of data.entities) { // don't allow to delete entities who are half-captured var cmpCapturable = Engine.QueryInterface(ent, IID_Capturable); if (cmpCapturable) { var capturePoints = cmpCapturable.GetCapturePoints(); var maxCapturePoints = cmpCapturable.GetMaxCapturePoints(); if (capturePoints[player] < maxCapturePoints / 2) return; } // either kill or delete the entity var cmpHealth = Engine.QueryInterface(ent, IID_Health); if (cmpHealth) { var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply); if (!cmpResourceSupply || !cmpResourceSupply.GetKillBeforeGather()) cmpHealth.Kill(); } else Engine.DestroyEntity(ent); } }, "set-rallypoint": function(player, cmd, data) { for each (var ent in data.entities) { var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) { if (!cmd.queued) cmpRallyPoint.Unset(); cmpRallyPoint.AddPosition(cmd.x, cmd.z); cmpRallyPoint.AddData(cmd.data); } } }, "unset-rallypoint": function(player, cmd, data) { for each (var ent in data.entities) { var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) cmpRallyPoint.Reset(); } }, "defeat-player": function(player, cmd, data) { // Send "OnPlayerDefeated" message to player Engine.PostMessage(data.playerEnt, MT_PlayerDefeated, { "playerId": player } ); }, "garrison": function(player, cmd, data) { // Verify that the building can be controlled by the player or is mutualAlly if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: garrison target cannot be controlled by player "+player+" (or ally): "+uneval(cmd)); return; } GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Garrison(cmd.target, cmd.queued); }); }, "guard": function(player, cmd, data) { // Verify that the target can be controlled by the player or is mutualAlly if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: guard/escort target cannot be controlled by player "+player+": "+uneval(cmd)); return; } GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Guard(cmd.target, cmd.queued); }); }, "stop": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Stop(cmd.queued); }); }, "unload": function(player, cmd, data) { // Verify that the building can be controlled by the player or is mutualAlly if (!CanControlUnitOrIsAlly(cmd.garrisonHolder, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: unload target cannot be controlled by player "+player+" (or ally): "+uneval(cmd)); return; } var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder); var notUngarrisoned = 0; // The owner can ungarrison every garrisoned unit if (IsOwnedByPlayer(player, cmd.garrisonHolder)) data.entities = cmd.entities; for each (var ent in data.entities) if (!cmpGarrisonHolder || !cmpGarrisonHolder.Unload(ent)) notUngarrisoned++; if (notUngarrisoned != 0) notifyUnloadFailure(player, cmd.garrisonHolder); }, "unload-template": function(player, cmd, data) { var index = cmd.template.indexOf("&"); // Templates for garrisoned units are extended if (index == -1) return; var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits); for each (var garrisonHolder in entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (cmpGarrisonHolder) { // Only the owner of the garrisonHolder may unload entities from any owners if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits && player != +cmd.template.slice(1,index)) continue; if (!cmpGarrisonHolder.UnloadTemplate(cmd.template, cmd.all)) notifyUnloadFailure(player, garrisonHolder); } } }, "unload-all-own": function(player, cmd, data) { var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits); for each (var garrisonHolder in entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAllOwn()) notifyUnloadFailure(player, garrisonHolder); } }, "unload-all-by-owner": function(player, cmd, data) { var entities = cmd.garrisonHolders; for (var garrisonHolder of entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAllByOwner(player)) notifyUnloadFailure(player, garrisonHolder); } }, "unload-all": function(player, cmd, data) { var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits); for each (var garrisonHolder in entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAll()) notifyUnloadFailure(player, garrisonHolder); } }, "increase-alert-level": function(player, cmd, data) { for each (var ent in data.entities) { var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser); if (!cmpAlertRaiser || !cmpAlertRaiser.IncreaseAlertLevel()) notifyAlertFailure(player); } }, "alert-end": function(player, cmd, data) { for each (var ent in data.entities) { var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser); if (cmpAlertRaiser) cmpAlertRaiser.EndOfAlert(); } }, "formation": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd.name).forEach(function(cmpUnitAI) { cmpUnitAI.MoveIntoFormation(cmd); }); }, "promote": function(player, cmd, data) { - // No need to do checks here since this is a cheat anyway + if (!data.cmpPlayer.GetCheatsEnabled()) + return; + var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({"type": "chat", "players": [player], "message": "(Cheat - promoted units)"}); for each (var ent in cmd.entities) { var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion); if (cmpPromotion) cmpPromotion.IncreaseXp(cmpPromotion.GetRequiredXp() - cmpPromotion.GetCurrentXp()); } }, "stance": function(player, cmd, data) { for each (var ent in data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI && !cmpUnitAI.IsTurret()) cmpUnitAI.SwitchToStance(cmd.name); } }, "wall-to-gate": function(player, cmd, data) { for each (var ent in data.entities) { TryTransformWallToGate(ent, data.cmpPlayer, cmd.template); } }, "lock-gate": function(player, cmd, data) { for each (var ent in data.entities) { var cmpGate = Engine.QueryInterface(ent, IID_Gate); if (cmpGate) { if (cmd.lock) cmpGate.LockGate(); else cmpGate.UnlockGate(); } } }, "setup-trade-route": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.SetupTradeRoute(cmd.target, cmd.source, cmd.route, cmd.queued); }); }, "select-required-goods": function(player, cmd, data) { for each (var ent in data.entities) { var cmpTrader = Engine.QueryInterface(ent, IID_Trader); if (cmpTrader) cmpTrader.SetRequiredGoods(cmd.requiredGoods); } }, "set-trading-goods": function(player, cmd, data) { data.cmpPlayer.SetTradingGoods(cmd.tradingGoods); }, "barter": function(player, cmd, data) { var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter); cmpBarter.ExchangeResources(data.playerEnt, cmd.sell, cmd.buy, cmd.amount); }, "set-shading-color": function(player, cmd, data) { // Debug command to make an entity brightly colored for each (var ent in cmd.entities) { var cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) cmpVisual.SetShadingColor(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0); // alpha isn't used so just send 0 } }, "pack": function(player, cmd, data) { for each (var ent in data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) { if (cmd.pack) cmpUnitAI.Pack(cmd.queued); else cmpUnitAI.Unpack(cmd.queued); } } }, "cancel-pack": function(player, cmd, data) { for each (var ent in data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) { if (cmd.pack) cmpUnitAI.CancelPack(cmd.queued); else cmpUnitAI.CancelUnpack(cmd.queued); } } }, "attack-request": function(player, cmd, data) { // Send a chat message to human players var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); if (cmpGuiInterface) { var notification = { "type": "aichat", "players": [player], "message": "/allies " + markForTranslation("Attack against %(_player_)s requested."), "translateParameters": ["_player_"], "parameters": {"_player_": cmd.target} }; cmpGuiInterface.PushNotification(notification); } // And send an attackRequest event to the AIs let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); if (cmpAIInterface) cmpAIInterface.PushEvent("AttackRequest", cmd); }, "dialog-answer": function(player, cmd, data) { // Currently nothing. Triggers can read it anyway, and send this // message to any component you like. }, }; /** * Sends a GUI notification about unit(s) that failed to ungarrison. */ function notifyUnloadFailure(player, garrisonHolder) { var cmpPlayer = QueryPlayerIDInterface(player, IID_Player); var notification = {"players": [cmpPlayer.GetPlayerID()], "message": "Unable to ungarrison unit(s)" }; var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification(notification); } /** * Sends a GUI notification about worker(s) that failed to go back to work. */ function notifyBackToWorkFailure(player) { var cmpPlayer = QueryPlayerIDInterface(player, IID_Player); var notification = {"players": [cmpPlayer.GetPlayerID()], "message": "Some unit(s) can't go back to work" }; var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification(notification); } /** * Sends a GUI notification about Alerts that failed to be raised */ function notifyAlertFailure(player) { var cmpPlayer = QueryPlayerIDInterface(player, IID_Player); var notification = {"players": [cmpPlayer.GetPlayerID()], "message": "You can't raise the alert to a higher level !" }; var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification(notification); } /** * Get some information about the formations used by entities. * The entities must have a UnitAI component. */ function ExtractFormations(ents) { var entities = []; // subset of ents that have UnitAI var members = {}; // { formationentity: [ent, ent, ...], ... } for each (var ent in ents) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); var fid = cmpUnitAI.GetFormationController(); if (fid != INVALID_ENTITY) { if (!members[fid]) members[fid] = []; members[fid].push(ent); } entities.push(ent); } var ids = [ id for (id in members) ]; return { "entities": entities, "members": members, "ids": ids }; } /** * Tries to find the best angle to put a dock at a given position * Taken from GuiInterface.js */ function GetDockAngle(template, x, z) { var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager); if (!cmpTerrain || !cmpWaterManager) return undefined; // Get footprint size var halfSize = 0; if (template.Footprint.Square) halfSize = Math.max(template.Footprint.Square["@depth"], template.Footprint.Square["@width"])/2; else if (template.Footprint.Circle) halfSize = template.Footprint.Circle["@radius"]; /* Find direction of most open water, algorithm: * 1. Pick points in a circle around dock * 2. If point is in water, add to array * 3. Scan array looking for consecutive points * 4. Find longest sequence of consecutive points * 5. If sequence equals all points, no direction can be determined, * expand search outward and try (1) again * 6. Calculate angle using average of sequence */ const numPoints = 16; for (var dist = 0; dist < 4; ++dist) { var waterPoints = []; for (var i = 0; i < numPoints; ++i) { var angle = (i/numPoints)*2*Math.PI; var d = halfSize*(dist+1); var nx = x - d*Math.sin(angle); var nz = z + d*Math.cos(angle); if (cmpTerrain.GetGroundLevel(nx, nz) < cmpWaterManager.GetWaterLevel(nx, nz)) waterPoints.push(i); } var consec = []; var length = waterPoints.length; if (!length) continue; for (var i = 0; i < length; ++i) { var count = 0; for (var j = 0; j < (length-1); ++j) { if (((waterPoints[(i + j) % length]+1) % numPoints) == waterPoints[(i + j + 1) % length]) ++count; else break; } consec[i] = count; } var start = 0; var count = 0; for (var c in consec) { if (consec[c] > count) { start = c; count = consec[c]; } } // If we've found a shoreline, stop searching if (count != numPoints-1) return -(((waterPoints[start] + consec[start]/2) % numPoints)/numPoints*2*Math.PI); } return undefined; } /** * Attempts to construct a building using the specified parameters. * Returns true on success, false on failure. */ function TryConstructBuilding(player, cmpPlayer, controlAllUnits, cmd) { // Message structure: // { // "type": "construct", // "entities": [...], // entities that will be ordered to construct the building (if applicable) // "template": "...", // template name of the entity being constructed // "x": ..., // "z": ..., // "angle": ..., // "metadata": "...", // AI metadata of the building // "actorSeed": ..., // "autorepair": true, // whether to automatically start constructing/repairing the new foundation // "autocontinue": true, // whether to automatically gather/build/etc after finishing this // "queued": true, // whether to add the construction/repairing of this foundation to entities' queue (if applicable) // "obstructionControlGroup": ..., // Optional; the obstruction control group ID that should be set for this building prior to obstruction // // testing to determine placement validity. If specified, must be a valid control group ID (> 0). // "obstructionControlGroup2": ..., // Optional; secondary obstruction control group ID that should be set for this building prior to obstruction // // testing to determine placement validity. May be INVALID_ENTITY. // } /* * Construction process: * . Take resources away immediately. * . Create a foundation entity with 1hp, 0% build progress. * . Increase hp and build progress up to 100% when people work on it. * . If it's destroyed, an appropriate fraction of the resource cost is refunded. * . If it's completed, it gets replaced with the real building. */ // Check whether we can control these units var entities = FilterEntityList(cmd.entities, player, controlAllUnits); if (!entities.length) return false; var foundationTemplate = "foundation|" + cmd.template; // Tentatively create the foundation (we might find later that it's a invalid build command) var ent = Engine.AddEntity(foundationTemplate); if (ent == INVALID_ENTITY) { // Error (e.g. invalid template names) error("Error creating foundation entity for '" + cmd.template + "'"); return false; } // If it's a dock, get the right angle. var cmpTemplateMgr = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTemplateMgr.GetTemplate(cmd.template); if (template.BuildRestrictions.Category === "Dock") { var angle = GetDockAngle(template, cmd.x, cmd.z); if (angle !== undefined) cmd.angle = angle; } // Move the foundation to the right place var cmpPosition = Engine.QueryInterface(ent, IID_Position); cmpPosition.JumpTo(cmd.x, cmd.z); cmpPosition.SetYRotation(cmd.angle); // Set the obstruction control group if needed if (cmd.obstructionControlGroup || cmd.obstructionControlGroup2) { var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); // primary control group must always be valid if (cmd.obstructionControlGroup) { if (cmd.obstructionControlGroup <= 0) warn("[TryConstructBuilding] Invalid primary obstruction control group " + cmd.obstructionControlGroup + " received; must be > 0"); cmpObstruction.SetControlGroup(cmd.obstructionControlGroup); } if (cmd.obstructionControlGroup2) cmpObstruction.SetControlGroup2(cmd.obstructionControlGroup2); } // Make it owned by the current player var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether building placement is valid var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (cmpBuildRestrictions) { var ret = cmpBuildRestrictions.CheckPlacement(); if (!ret.success) { if (g_DebugCommands) { warn("Invalid command: build restrictions check failed with '"+ret.message+"' for player "+player+": "+uneval(cmd)); } var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); ret.players = [player]; cmpGuiInterface.PushNotification(ret); // Remove the foundation because the construction was aborted // move it out of world because it's not destroyed immediately. cmpPosition.MoveOutOfWorld(); Engine.DestroyEntity(ent); return false; } } else error("cmpBuildRestrictions not defined"); // Check entity limits var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits); if (!cmpEntityLimits || !cmpEntityLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory())) { if (g_DebugCommands) { warn("Invalid command: build limits check failed for player "+player+": "+uneval(cmd)); } // Remove the foundation because the construction was aborted cmpPosition.MoveOutOfWorld(); Engine.DestroyEntity(ent); return false; } var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); if (!cmpTechnologyManager.CanProduce(cmd.template)) { if (g_DebugCommands) { warn("Invalid command: required technology check failed for player "+player+": "+uneval(cmd)); } var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "players": [player], "message": "Building's technology requirements are not met." }); // Remove the foundation because the construction was aborted cmpPosition.MoveOutOfWorld(); Engine.DestroyEntity(ent); } // We need the cost after tech modifications // To calculate this with an entity requires ownership, so use the template instead var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTemplateManager.GetTemplate(foundationTemplate); var costs = {}; for (var r in template.Cost.Resources) { costs[r] = +template.Cost.Resources[r]; if (cmpTechnologyManager) costs[r] = cmpTechnologyManager.ApplyModificationsTemplate("Cost/Resources/"+r, costs[r], template); } if (!cmpPlayer.TrySubtractResources(costs)) { if (g_DebugCommands) warn("Invalid command: building cost check failed for player "+player+": "+uneval(cmd)); Engine.DestroyEntity(ent); cmpPosition.MoveOutOfWorld(); return false; } var cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual && cmd.actorSeed !== undefined) cmpVisual.SetActorSeed(cmd.actorSeed); // Initialise the foundation var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation); cmpFoundation.InitialiseConstruction(player, cmd.template); // send Metadata info if any if (cmd.metadata) Engine.PostMessage(ent, MT_AIMetadata, { "id": ent, "metadata" : cmd.metadata, "owner" : player } ); // Tell the units to start building this new entity if (cmd.autorepair) { ProcessCommand(player, { "type": "repair", "entities": entities, "target": ent, "autocontinue": cmd.autocontinue, "queued": cmd.queued }); } return ent; } function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd) { // 'cmd' message structure: // { // "type": "construct-wall", // "entities": [...], // entities that will be ordered to construct the wall (if applicable) // "pieces": [ // ordered list of information about the pieces making up the wall (towers, wall segments, ...) // { // "template": "...", // one of the templates from the wallset // "x": ..., // "z": ..., // "angle": ..., // }, // ... // ], // "wallSet": { // "templates": { // "tower": // tower template name // "long": // long wall segment template name // ... // etc. // }, // "maxTowerOverlap": ..., // "minTowerOverlap": ..., // }, // "startSnappedEntity": // optional; entity ID of tower being snapped to at the starting side of the wall // "endSnappedEntity": // optional; entity ID of tower being snapped to at the ending side of the wall // "autorepair": true, // whether to automatically start constructing/repairing the new foundation // "autocontinue": true, // whether to automatically gather/build/etc after finishing this // "queued": true, // whether to add the construction/repairing of this wall's pieces to entities' queue (if applicable) // } if (cmd.pieces.length <= 0) return; if (cmd.startSnappedEntity && cmd.pieces[0].template == cmd.wallSet.templates.tower) { error("[TryConstructWall] Starting wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the starting side"); return; } if (cmd.endSnappedEntity && cmd.pieces[cmd.pieces.length - 1].template == cmd.wallSet.templates.tower) { error("[TryConstructWall] Ending wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the ending side"); return; } // Assign obstruction control groups to allow the wall pieces to mutually overlap during foundation placement // and during construction. The scheme here is that whatever wall pieces are inbetween two towers inherit the control // groups of both of the towers they are connected to (either newly constructed ones as part of the wall, or existing // towers in the case of snapping). The towers themselves all keep their default unique control groups. // To support this, every non-tower piece registers the entity ID of the towers (or foundations thereof) that neighbour // it on either side. Specifically, each non-tower wall piece has its primary control group set equal to that of the // first tower encountered towards the starting side of the wall, and its secondary control group set equal to that of // the first tower encountered towards the ending side of the wall (if any). // We can't build the whole wall at once by linearly stepping through the wall pieces and build them, because the // wall segments may/will need the entity IDs of towers that come afterwards. So, build it in two passes: // // FIRST PASS: // - Go from start to end and construct wall piece foundations as far as we can without running into a piece that // cannot be built (e.g. because it is obstructed). At each non-tower, set the most recently built tower's ID // as the primary control group, thus allowing it to be built overlapping the previous piece. // - If we encounter a new tower along the way (which will gain its own control group), do the following: // o First build it using temporarily the same control group of the previous (non-tower) piece // o Set the previous piece's secondary control group to the tower's entity ID // o Restore the primary control group of the constructed tower back its original (unique) value. // The temporary control group is necessary to allow the newer tower with its unique control group ID to be able // to be placed while overlapping the previous piece. // // SECOND PASS: // - Go end to start from the last successfully placed wall piece (which might be a tower we backtracked to), this // time registering the right neighbouring tower in each non-tower piece. // first pass; L -> R var lastTowerIndex = -1; // index of the last tower we've encountered in cmd.pieces var lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces // If we're snapping to an existing entity at the starting end, set lastTowerControlGroup to its control group ID so that // the first wall piece can be built while overlapping it. if (cmd.startSnappedEntity) { var cmpSnappedStartObstruction = Engine.QueryInterface(cmd.startSnappedEntity, IID_Obstruction); if (!cmpSnappedStartObstruction) { error("[TryConstructWall] Snapped entity on starting side does not have an obstruction component"); return; } lastTowerControlGroup = cmpSnappedStartObstruction.GetControlGroup(); //warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup); } var i = 0; for (; i < cmd.pieces.length; ++i) { var piece = cmd.pieces[i]; // All wall pieces after the first must be queued. if (i > 0 && !cmd.queued) cmd.queued = true; // 'lastTowerControlGroup' must always be defined and valid here, except if we're at the first piece and we didn't do // start position snapping (implying that the first entity we build must be a tower) if (lastTowerControlGroup === null || lastTowerControlGroup == INVALID_ENTITY) { if (!(i == 0 && piece.template == cmd.wallSet.templates.tower && !cmd.startSnappedEntity)) { error("[TryConstructWall] Expected last tower control group to be available, none found (1st pass, iteration " + i + ")"); break; } } var constructPieceCmd = { "type": "construct", "entities": cmd.entities, "template": piece.template, "x": piece.x, "z": piece.z, "angle": piece.angle, "autorepair": cmd.autorepair, "autocontinue": cmd.autocontinue, "queued": cmd.queued, // Regardless of whether we're building a tower or an intermediate wall piece, it is always (first) constructed // using the control group of the last tower (see comments above). "obstructionControlGroup": lastTowerControlGroup, }; // If we're building the last piece and we're attaching to a snapped entity, we need to add in the snapped entity's // control group directly at construction time (instead of setting it in the second pass) to allow it to be built // while overlapping the snapped entity. if (i == cmd.pieces.length - 1 && cmd.endSnappedEntity) { var cmpEndSnappedObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction); if (cmpEndSnappedObstruction) constructPieceCmd.obstructionControlGroup2 = cmpEndSnappedObstruction.GetControlGroup(); } var pieceEntityId = TryConstructBuilding(player, cmpPlayer, controlAllUnits, constructPieceCmd); if (pieceEntityId) { // wall piece foundation successfully built, save the entity ID in the piece info object so we can reference it later piece.ent = pieceEntityId; // if we built a tower, do the control group dance (see outline above) and update lastTowerControlGroup and lastTowerIndex if (piece.template == cmd.wallSet.templates.tower) { var cmpTowerObstruction = Engine.QueryInterface(pieceEntityId, IID_Obstruction); var newTowerControlGroup = pieceEntityId; if (i > 0) { //warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup); var cmpPreviousObstruction = Engine.QueryInterface(cmd.pieces[i-1].ent, IID_Obstruction); // TODO: ensure that cmpPreviousObstruction exists // TODO: ensure that the previous obstruction does not yet have a secondary control group set cmpPreviousObstruction.SetControlGroup2(newTowerControlGroup); } // TODO: ensure that cmpTowerObstruction exists cmpTowerObstruction.SetControlGroup(newTowerControlGroup); // give the tower its own unique control group lastTowerIndex = i; lastTowerControlGroup = newTowerControlGroup; } } else { // failed to build wall piece, abort i = j + 1; // compensate for the -1 subtracted by lastBuiltPieceIndex below break; } } var lastBuiltPieceIndex = i - 1; var wallComplete = (lastBuiltPieceIndex == cmd.pieces.length - 1); // At this point, 'i' is the index of the last wall piece that was successfully constructed (which may or may not be a tower). // Now do the second pass going right-to-left, registering the control groups of the towers to the right of each piece (if any) // as their secondary control groups. lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces // only start off with the ending side's snapped tower's control group if we were able to build the entire wall if (cmd.endSnappedEntity && wallComplete) { var cmpSnappedEndObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction); if (!cmpSnappedEndObstruction) { error("[TryConstructWall] Snapped entity on ending side does not have an obstruction component"); return; } lastTowerControlGroup = cmpSnappedEndObstruction.GetControlGroup(); } for (var j = lastBuiltPieceIndex; j >= 0; --j) { var piece = cmd.pieces[j]; if (!piece.ent) { error("[TryConstructWall] No entity ID set for constructed entity of template '" + piece.template + "'"); continue; } var cmpPieceObstruction = Engine.QueryInterface(piece.ent, IID_Obstruction); if (!cmpPieceObstruction) { error("[TryConstructWall] Wall piece of template '" + piece.template + "' has no Obstruction component"); continue; } if (piece.template == cmd.wallSet.templates.tower) { // encountered a tower entity, update the last tower control group lastTowerControlGroup = cmpPieceObstruction.GetControlGroup(); } else { // Encountered a non-tower entity, update its secondary control group to 'lastTowerControlGroup'. // Note that the wall piece may already have its secondary control group set to the tower's entity ID from a control group // dance during the first pass, in which case we should validate it against 'lastTowerControlGroup'. var existingSecondaryControlGroup = cmpPieceObstruction.GetControlGroup2(); if (existingSecondaryControlGroup == INVALID_ENTITY) { if (lastTowerControlGroup != null && lastTowerControlGroup != INVALID_ENTITY) { cmpPieceObstruction.SetControlGroup2(lastTowerControlGroup); } } else if (existingSecondaryControlGroup != lastTowerControlGroup) { error("[TryConstructWall] Existing secondary control group of non-tower entity does not match expected value (2nd pass, iteration " + j + ")"); break; } } } } /** * Remove the given list of entities from their current formations. */ function RemoveFromFormation(ents) { var formation = ExtractFormations(ents); for (var fid in formation.members) { var cmpFormation = Engine.QueryInterface(+fid, IID_Formation); if (cmpFormation) cmpFormation.RemoveMembers(formation.members[fid]); } } /** * Returns a list of UnitAI components, each belonging either to a * selected unit or to a formation entity for groups of the selected units. */ function GetFormationUnitAIs(ents, player, formationTemplate) { // If an individual was selected, remove it from any formation // and command it individually if (ents.length == 1) { // Skip unit if it has no UnitAI var cmpUnitAI = Engine.QueryInterface(ents[0], IID_UnitAI); if (!cmpUnitAI) return []; RemoveFromFormation(ents); return [ cmpUnitAI ]; } // Separate out the units that don't support the chosen formation var formedEnts = []; var nonformedUnitAIs = []; for each (var ent in ents) { // Skip units with no UnitAI or no position var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); var cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpUnitAI || !cmpPosition || !cmpPosition.IsInWorld()) continue; var cmpIdentity = Engine.QueryInterface(ent, IID_Identity); // TODO: We only check if the formation is usable by some units // if we move them to it. We should check if we can use formations // for the other cases. var nullFormation = (formationTemplate || cmpUnitAI.GetLastFormationTemplate()) == "formations/null"; if (!nullFormation && cmpIdentity && cmpIdentity.CanUseFormation(formationTemplate || "formations/null")) formedEnts.push(ent); else { if (nullFormation) cmpUnitAI.SetLastFormationTemplate("formations/null"); nonformedUnitAIs.push(cmpUnitAI); } } if (formedEnts.length == 0) { // No units support the foundation - return all the others return nonformedUnitAIs; } // Find what formations the formationable selected entities are currently in var formation = ExtractFormations(formedEnts); var formationUnitAIs = []; if (formation.ids.length == 1) { // Selected units either belong to this formation or have no formation // Check that all its members are selected var fid = formation.ids[0]; var cmpFormation = Engine.QueryInterface(+fid, IID_Formation); if (cmpFormation && cmpFormation.GetMemberCount() == formation.members[fid].length && cmpFormation.GetMemberCount() == formation.entities.length) { cmpFormation.DeleteTwinFormations(); // The whole formation was selected, so reuse its controller for this command formationUnitAIs = [Engine.QueryInterface(+fid, IID_UnitAI)]; if (formationTemplate && CanMoveEntsIntoFormation(formation.entities, formationTemplate)) cmpFormation.LoadFormation(formationTemplate); } } if (!formationUnitAIs.length) { // We need to give the selected units a new formation controller // Remove selected units from their current formation for (var fid in formation.members) { var cmpFormation = Engine.QueryInterface(+fid, IID_Formation); if (cmpFormation) cmpFormation.RemoveMembers(formation.members[fid]); } // TODO replace the fixed 60 with something sensible, based on vision range f.e. var formationSeparation = 60; var clusters = ClusterEntities(formation.entities, formationSeparation); var formationEnts = []; for each (var cluster in clusters) { if (!formationTemplate || !CanMoveEntsIntoFormation(cluster, formationTemplate)) { // get the most recently used formation, or default to line closed var lastFormationTemplate = undefined; for each (var ent in cluster) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) { var template = cmpUnitAI.GetLastFormationTemplate(); if (lastFormationTemplate === undefined) { lastFormationTemplate = template; } else if (lastFormationTemplate != template) { lastFormationTemplate = undefined; break; } } } if (lastFormationTemplate && CanMoveEntsIntoFormation(cluster, lastFormationTemplate)) formationTemplate = lastFormationTemplate; else formationTemplate = "formations/null"; } // Create the new controller var formationEnt = Engine.AddEntity(formationTemplate); var cmpFormation = Engine.QueryInterface(formationEnt, IID_Formation); formationUnitAIs.push(Engine.QueryInterface(formationEnt, IID_UnitAI)); cmpFormation.SetFormationSeparation(formationSeparation); cmpFormation.SetMembers(cluster); for each (var ent in formationEnts) cmpFormation.RegisterTwinFormation(ent); formationEnts.push(formationEnt); var cmpOwnership = Engine.QueryInterface(formationEnt, IID_Ownership); cmpOwnership.SetOwner(player); } } return nonformedUnitAIs.concat(formationUnitAIs); } /** * Group a list of entities in clusters via single-links */ function ClusterEntities(ents, separationDistance) { var clusters = []; if (!ents.length) return clusters; var distSq = separationDistance * separationDistance; var positions = []; // triangular matrix with the (squared) distances between the different clusters // the other half is not initialised var matrix = []; for (var i = 0; i < ents.length; i++) { matrix[i] = []; clusters.push([ents[i]]); var cmpPosition = Engine.QueryInterface(ents[i], IID_Position); positions.push(cmpPosition.GetPosition2D()); for (var j = 0; j < i; j++) matrix[i][j] = positions[i].distanceToSquared(positions[j]); } while (clusters.length > 1) { // search two clusters that are closer than the required distance var smallDist = Infinity; var closeClusters = undefined; for (var i = matrix.length - 1; i >= 0 && !closeClusters; --i) for (var j = i - 1; j >= 0 && !closeClusters; --j) if (matrix[i][j] < distSq) closeClusters = [i,j]; // if no more close clusters found, just return all found clusters so far if (!closeClusters) return clusters; // make a new cluster with the entities from the two found clusters var newCluster = clusters[closeClusters[0]].concat(clusters[closeClusters[1]]); // calculate the minimum distance between the new cluster and all other remaining // clusters by taking the minimum of the two distances. var distances = []; for (var i = 0; i < clusters.length; i++) { if (i == closeClusters[1] || i == closeClusters[0]) continue; var dist1 = matrix[closeClusters[1]][i] || matrix[i][closeClusters[1]]; var dist2 = matrix[closeClusters[0]][i] || matrix[i][closeClusters[0]]; distances.push(Math.min(dist1, dist2)); } // remove the rows and columns in the matrix for the merged clusters, // and the clusters themselves from the cluster list clusters.splice(closeClusters[0],1); clusters.splice(closeClusters[1],1); matrix.splice(closeClusters[0],1); matrix.splice(closeClusters[1],1); for (var i = 0; i < matrix.length; i++) { if (matrix[i].length > closeClusters[0]) matrix[i].splice(closeClusters[0],1); if (matrix[i].length > closeClusters[1]) matrix[i].splice(closeClusters[1],1); } // add a new row of distances to the matrix and the new cluster clusters.push(newCluster); matrix.push(distances); } return clusters; } function GetFormationRequirements(formationTemplate) { var cmpTempManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTempManager.GetTemplate(formationTemplate); if (!template.Formation) return false; return {"minCount": +template.Formation.RequiredMemberCount}; } function CanMoveEntsIntoFormation(ents, formationTemplate) { // TODO: should check the player's civ is allowed to use this formation // See simulation/components/Player.js GetFormations() for a list of all allowed formations var requirements = GetFormationRequirements(formationTemplate); if (!requirements) return false; var count = 0; var reqClasses = requirements.classesRequired || []; for each (var ent in ents) { var cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (!cmpIdentity || !cmpIdentity.CanUseFormation(formationTemplate)) continue; count++; } return count >= requirements.minCount; } /** * Check if player can control this entity * returns: true if the entity is valid and owned by the player * or control all units is activated, else false */ function CanControlUnit(entity, player, controlAll) { return (IsOwnedByPlayer(player, entity) || controlAll); } /** * Check if player can control this entity * returns: true if the entity is valid and owned by the player * or the entity is owned by an mutualAlly * or control all units is activated, else false */ function CanControlUnitOrIsAlly(entity, player, controlAll) { return (IsOwnedByPlayer(player, entity) || IsOwnedByMutualAllyOfPlayer(player, entity) || controlAll); } /** * Filter entities which the player can control */ function FilterEntityList(entities, player, controlAll) { return entities.filter(function(ent) { return CanControlUnit(ent, player, controlAll);} ); } /** * Filter entities which the player can control or are mutualAlly */ function FilterEntityListWithAllies(entities, player, controlAll) { return entities.filter(function(ent) { return CanControlUnitOrIsAlly(ent, player, controlAll);} ); } /** * Try to transform a wall to a gate */ function TryTransformWallToGate(ent, cmpPlayer, template) { var cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (!cmpIdentity) return; // Check if this is a valid long wall segment if (!cmpIdentity.HasClass("LongWall")) { if (g_DebugCommands) warn("Invalid command: invalid wall conversion to gate for player "+player+": "+uneval(cmd)); return; } var civ = cmpIdentity.GetCiv(); var gate = Engine.AddEntity(template); var cmpCost = Engine.QueryInterface(gate, IID_Cost); if (!cmpPlayer.TrySubtractResources(cmpCost.GetResourceCosts())) { if (g_DebugCommands) warn("Invalid command: convert gate cost check failed for player "+player+": "+uneval(cmd)); Engine.DestroyEntity(gate); return; } ReplaceBuildingWith(ent, gate); } /** * Unconditionally replace a building with another one */ function ReplaceBuildingWith(ent, building) { // Move the building to the right place var cmpPosition = Engine.QueryInterface(ent, IID_Position); var cmpBuildingPosition = Engine.QueryInterface(building, IID_Position); var pos = cmpPosition.GetPosition2D(); cmpBuildingPosition.JumpTo(pos.x, pos.y); var rot = cmpPosition.GetRotation(); cmpBuildingPosition.SetYRotation(rot.y); cmpBuildingPosition.SetXZRotation(rot.x, rot.z); // Copy ownership var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); var cmpBuildingOwnership = Engine.QueryInterface(building, IID_Ownership); cmpBuildingOwnership.SetOwner(cmpOwnership.GetOwner()); // Copy control groups var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); var cmpBuildingObstruction = Engine.QueryInterface(building, IID_Obstruction); cmpBuildingObstruction.SetControlGroup(cmpObstruction.GetControlGroup()); cmpBuildingObstruction.SetControlGroup2(cmpObstruction.GetControlGroup2()); // Copy health level from the old entity to the new var cmpHealth = Engine.QueryInterface(ent, IID_Health); var cmpBuildingHealth = Engine.QueryInterface(building, IID_Health); var healthFraction = Math.max(0, Math.min(1, cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints())); var buildingHitpoints = Math.round(cmpBuildingHealth.GetMaxHitpoints() * healthFraction); cmpBuildingHealth.SetHitpoints(buildingHitpoints); PlaySound("constructed", building); Engine.PostMessage(ent, MT_ConstructionFinished, { "entity": ent, "newentity": building }); Engine.BroadcastMessage(MT_EntityRenamed, { entity: ent, newentity: building }); Engine.DestroyEntity(ent); } Engine.RegisterGlobal("GetFormationRequirements", GetFormationRequirements); Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation); Engine.RegisterGlobal("GetDockAngle", GetDockAngle); Engine.RegisterGlobal("ProcessCommand", ProcessCommand); Engine.RegisterGlobal("g_Commands", g_Commands);