Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 19626) +++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 19627) @@ -1,2020 +1,2018 @@ function GuiInterface() {} GuiInterface.prototype.Schema = ""; GuiInterface.prototype.Serialize = function() { // This component isn't network-synchronised for the biggest part // So most of the attributes shouldn't be serialized // Return an object with a small selection of deterministic data return { "timeNotifications": this.timeNotifications, "timeNotificationID": this.timeNotificationID }; }; GuiInterface.prototype.Deserialize = function(data) { this.Init(); this.timeNotifications = data.timeNotifications; this.timeNotificationID = data.timeNotificationID; }; GuiInterface.prototype.Init = function() { this.placementEntity = undefined; // = undefined or [templateName, entityID] this.placementWallEntities = undefined; this.placementWallLastAngle = 0; this.notifications = []; this.renamedEntities = []; this.miragedEntities = []; this.timeNotificationID = 1; this.timeNotifications = []; this.entsRallyPointsDisplayed = []; this.entsWithAuraAndStatusBars = new Set(); this.enabledVisualRangeOverlayTypes = {}; }; /* * All of the functions defined below are called via Engine.GuiInterfaceCall(name, arg) * from GUI scripts, and executed here with arguments (player, arg). * * CAUTION: The input to the functions in this module is not network-synchronised, so it * mustn't affect the simulation state (i.e. the data that is serialised and can affect * the behaviour of the rest of the simulation) else it'll cause out-of-sync errors. */ /** * Returns global information about the current game state. * This is used by the GUI and also by AI scripts. */ GuiInterface.prototype.GetSimulationState = function() { let ret = { "players": [] }; let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); let numPlayers = cmpPlayerManager.GetNumPlayers(); for (let i = 0; i < numPlayers; ++i) { let playerEnt = cmpPlayerManager.GetPlayerByID(i); let cmpPlayerEntityLimits = Engine.QueryInterface(playerEnt, IID_EntityLimits); let cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player); // Work out what phase we are in let phase = ""; let cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager); if (cmpTechnologyManager) { if (cmpTechnologyManager.IsTechnologyResearched("phase_city")) phase = "city"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_town")) phase = "town"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_village")) phase = "village"; } // store player ally/neutral/enemy data as arrays let allies = []; let mutualAllies = []; let neutrals = []; let enemies = []; for (let j = 0; j < numPlayers; ++j) { allies[j] = cmpPlayer.IsAlly(j); mutualAllies[j] = cmpPlayer.IsMutualAlly(j); neutrals[j] = cmpPlayer.IsNeutral(j); enemies[j] = cmpPlayer.IsEnemy(j); } ret.players.push({ "name": cmpPlayer.GetName(), "civ": cmpPlayer.GetCiv(), "color": cmpPlayer.GetColor(), "controlsAll": cmpPlayer.CanControlAllUnits(), "popCount": cmpPlayer.GetPopulationCount(), "popLimit": cmpPlayer.GetPopulationLimit(), "popMax": cmpPlayer.GetMaxPopulation(), "panelEntities": cmpPlayer.GetPanelEntities(), "resourceCounts": cmpPlayer.GetResourceCounts(), "trainingBlocked": cmpPlayer.IsTrainingBlocked(), "state": cmpPlayer.GetState(), "team": cmpPlayer.GetTeam(), "teamsLocked": cmpPlayer.GetLockTeams(), "cheatsEnabled": cmpPlayer.GetCheatsEnabled(), "disabledTemplates": cmpPlayer.GetDisabledTemplates(), "disabledTechnologies": cmpPlayer.GetDisabledTechnologies(), "hasSharedDropsites": cmpPlayer.HasSharedDropsites(), "hasSharedLos": cmpPlayer.HasSharedLos(), "spyCostMultiplier": cmpPlayer.GetSpyCostMultiplier(), "phase": phase, "isAlly": allies, "isMutualAlly": mutualAllies, "isNeutral": neutrals, "isEnemy": enemies, "entityLimits": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimits() : null, "entityCounts": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetCounts() : null, "entityLimitChangers": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimitChangers() : null, "researchQueued": cmpTechnologyManager ? cmpTechnologyManager.GetQueuedResearch() : null, "researchStarted": cmpTechnologyManager ? cmpTechnologyManager.GetStartedTechs() : null, "researchedTechs": cmpTechnologyManager ? cmpTechnologyManager.GetResearchedTechs() : null, "classCounts": cmpTechnologyManager ? cmpTechnologyManager.GetClassCounts() : null, "typeCountsByClass": cmpTechnologyManager ? cmpTechnologyManager.GetTypeCountsByClass() : null, "canBarter": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).PlayerHasMarket(playerEnt), "barterPrices": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).GetPrices(playerEnt) }); } - - let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) ret.circularMap = cmpRangeManager.GetLosCircular(); let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); if (cmpTerrain) ret.mapSize = 4 * cmpTerrain.GetTilesPerSide(); // Add timeElapsed let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); ret.timeElapsed = cmpTimer.GetTime(); // Add ceasefire info let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager); if (cmpCeasefireManager) { ret.ceasefireActive = cmpCeasefireManager.IsCeasefireActive(); ret.ceasefireTimeRemaining = ret.ceasefireActive ? cmpCeasefireManager.GetCeasefireStartedTime() + cmpCeasefireManager.GetCeasefireTime() - ret.timeElapsed : 0; } // Add the game type and allied victory let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager); ret.gameType = cmpEndGameManager.GetGameType(); ret.alliedVictory = cmpEndGameManager.GetAlliedVictory(); // Add Resource Codes, untranslated names and AI Analysis ret.resources = { "codes": Resources.GetCodes(), "names": Resources.GetNames(), "aiInfluenceGroups": {} }; for (let res of ret.resources.codes) ret.resources.aiInfluenceGroups[res] = Resources.GetResource(res).aiAnalysisInfluenceGroup; // Add basic statistics to each player for (let i = 0; i < numPlayers; ++i) { let playerEnt = cmpPlayerManager.GetPlayerByID(i); let cmpPlayerStatisticsTracker = Engine.QueryInterface(playerEnt, IID_StatisticsTracker); if (cmpPlayerStatisticsTracker) ret.players[i].statistics = cmpPlayerStatisticsTracker.GetBasicStatistics(); } return ret; }; /** * Returns global information about the current game state, plus statistics. * This is used by the GUI at the end of a game, in the summary screen. * Note: Amongst statistics, the team exploration map percentage is computed from * scratch, so the extended simulation state should not be requested too often. */ GuiInterface.prototype.GetExtendedSimulationState = function() { // Get basic simulation info let ret = this.GetSimulationState(); // Add statistics to each player let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); let n = cmpPlayerManager.GetNumPlayers(); for (let i = 0; i < n; ++i) { let playerEnt = cmpPlayerManager.GetPlayerByID(i); let cmpPlayerStatisticsTracker = Engine.QueryInterface(playerEnt, IID_StatisticsTracker); if (cmpPlayerStatisticsTracker) ret.players[i].sequences = cmpPlayerStatisticsTracker.GetSequences(); } return ret; }; GuiInterface.prototype.GetRenamedEntities = function(player) { if (this.miragedEntities[player]) return this.renamedEntities.concat(this.miragedEntities[player]); else return this.renamedEntities; }; GuiInterface.prototype.ClearRenamedEntities = function() { this.renamedEntities = []; this.miragedEntities = []; }; GuiInterface.prototype.AddMiragedEntity = function(player, entity, mirage) { if (!this.miragedEntities[player]) this.miragedEntities[player] = []; this.miragedEntities[player].push({ "entity": entity, "newentity": mirage }); }; /** * Get common entity info, often used in the gui */ GuiInterface.prototype.GetEntityState = function(player, ent) { let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); // All units must have a template; if not then it's a nonexistent entity id let template = cmpTemplateManager.GetCurrentTemplateName(ent); if (!template) return null; let ret = { "id": ent, "template": template, "alertRaiser": null, "builder": null, "identity": null, "fogging": null, "foundation": null, "garrisonHolder": null, "gate": null, "guard": null, "market": null, "mirage": null, "pack": null, "upgrade" : null, "player": -1, "position": null, "production": null, "rallyPoint": null, "resourceCarrying": null, "rotation": null, "trader": null, "unitAI": null, "visibility": null, }; let cmpMirage = Engine.QueryInterface(ent, IID_Mirage); if (cmpMirage) ret.mirage = true; let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (cmpIdentity) ret.identity = { "rank": cmpIdentity.GetRank(), "classes": cmpIdentity.GetClassesList(), "visibleClasses": cmpIdentity.GetVisibleClassesList(), "selectionGroupName": cmpIdentity.GetSelectionGroupName() }; let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (cmpPosition && cmpPosition.IsInWorld()) { ret.position = cmpPosition.GetPosition(); ret.rotation = cmpPosition.GetRotation(); } let cmpHealth = QueryMiragedInterface(ent, IID_Health); if (cmpHealth) { ret.hitpoints = cmpHealth.GetHitpoints(); ret.maxHitpoints = cmpHealth.GetMaxHitpoints(); ret.needsRepair = cmpHealth.IsRepairable() && cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints(); ret.needsHeal = !cmpHealth.IsUnhealable(); ret.canDelete = !cmpHealth.IsUndeletable(); } let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable); if (cmpCapturable) { ret.capturePoints = cmpCapturable.GetCapturePoints(); ret.maxCapturePoints = cmpCapturable.GetMaxCapturePoints(); } let cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (cmpBuilder) ret.builder = true; let cmpMarket = QueryMiragedInterface(ent, IID_Market); if (cmpMarket) ret.market = { "land": cmpMarket.HasType("land"), "naval": cmpMarket.HasType("naval"), }; let cmpPack = Engine.QueryInterface(ent, IID_Pack); if (cmpPack) ret.pack = { "packed": cmpPack.IsPacked(), "progress": cmpPack.GetProgress(), }; var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade); if (cmpUpgrade) ret.upgrade = { "upgrades" : cmpUpgrade.GetUpgrades(), "progress": cmpUpgrade.GetProgress(), "template": cmpUpgrade.GetUpgradingTo() }; let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue); if (cmpProductionQueue) ret.production = { "entities": cmpProductionQueue.GetEntitiesList(), "technologies": cmpProductionQueue.GetTechnologiesList(), "techCostMultiplier": cmpProductionQueue.GetTechCostMultiplier(), "queue": cmpProductionQueue.GetQueue() }; let cmpTrader = Engine.QueryInterface(ent, IID_Trader); if (cmpTrader) ret.trader = { "goods": cmpTrader.GetGoods() }; let cmpFogging = Engine.QueryInterface(ent, IID_Fogging); if (cmpFogging) ret.fogging = { "mirage": cmpFogging.IsMiraged(player) ? cmpFogging.GetMirage(player) : null }; let cmpFoundation = QueryMiragedInterface(ent, IID_Foundation); if (cmpFoundation) ret.foundation = { "progress": cmpFoundation.GetBuildPercentage(), "numBuilders": cmpFoundation.GetNumBuilders() }; let cmpRepairable = QueryMiragedInterface(ent, IID_Repairable); if (cmpRepairable) ret.repairable = { "numBuilders": cmpRepairable.GetNumBuilders() }; let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (cmpOwnership) ret.player = cmpOwnership.GetOwner(); let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) ret.rallyPoint = { "position": cmpRallyPoint.GetPositions()[0] }; // undefined or {x,z} object let cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder); if (cmpGarrisonHolder) ret.garrisonHolder = { "entities": cmpGarrisonHolder.GetEntities(), "buffHeal": cmpGarrisonHolder.GetHealRate(), "allowedClasses": cmpGarrisonHolder.GetAllowedClasses(), "capacity": cmpGarrisonHolder.GetCapacity(), "garrisonedEntitiesCount": cmpGarrisonHolder.GetGarrisonedEntitiesCount() }; let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) ret.unitAI = { "state": cmpUnitAI.GetCurrentState(), "orders": cmpUnitAI.GetOrders(), "hasWorkOrders": cmpUnitAI.HasWorkOrders(), "canGuard": cmpUnitAI.CanGuard(), "isGuarding": cmpUnitAI.IsGuardOf(), "canPatrol": cmpUnitAI.CanPatrol(), "possibleStances": cmpUnitAI.GetPossibleStances(), "isIdle":cmpUnitAI.IsIdle(), }; let cmpGuard = Engine.QueryInterface(ent, IID_Guard); if (cmpGuard) ret.guard = { "entities": cmpGuard.GetEntities(), }; let cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer); if (cmpResourceGatherer) ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus(); let cmpGate = Engine.QueryInterface(ent, IID_Gate); if (cmpGate) ret.gate = { "locked": cmpGate.IsLocked(), }; let cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser); if (cmpAlertRaiser) ret.alertRaiser = { "level": cmpAlertRaiser.GetLevel(), "canIncreaseLevel": cmpAlertRaiser.CanIncreaseLevel(), "hasRaisedAlert": cmpAlertRaiser.HasRaisedAlert(), }; let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); ret.visibility = cmpRangeManager.GetLosVisibility(ent, player); return ret; }; /** * Get additionnal entity info, rarely used in the gui */ GuiInterface.prototype.GetExtendedEntityState = function(player, ent) { let ret = { "armour": null, "attack": null, "buildingAI": null, "heal": null, "isBarterMarket": null, "loot": null, "obstruction": null, "turretParent":null, "promotion": null, "repairRate": null, "buildRate": null, "resourceDropsite": null, "resourceGatherRates": null, "resourceSupply": null, "resourceTrickle": null, "speed": null, }; let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); let cmpAttack = Engine.QueryInterface(ent, IID_Attack); if (cmpAttack) { let types = cmpAttack.GetAttackTypes(); if (types.length) ret.attack = {}; for (let type of types) { ret.attack[type] = cmpAttack.GetAttackStrengths(type); ret.attack[type].splash = cmpAttack.GetSplashDamage(type); let range = cmpAttack.GetRange(type); ret.attack[type].minRange = range.min; ret.attack[type].maxRange = range.max; let timers = cmpAttack.GetTimers(type); ret.attack[type].prepareTime = timers.prepare; ret.attack[type].repeatTime = timers.repeat; if (type != "Ranged") { // not a ranged attack, set some defaults ret.attack[type].elevationBonus = 0; ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; continue; } ret.attack[type].elevationBonus = range.elevationBonus; let cmpPosition = Engine.QueryInterface(ent, IID_Position); let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpUnitAI && cmpPosition && cmpPosition.IsInWorld()) { // For units, take the range in front of it, no spread. So angle = 0 ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 0); } else if(cmpPosition && cmpPosition.IsInWorld()) { // For buildings, take the average elevation around it. So angle = 2*pi ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 2*Math.PI); } else { // not in world, set a default? ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; } } } let cmpArmour = Engine.QueryInterface(ent, IID_DamageReceiver); if (cmpArmour) ret.armour = cmpArmour.GetArmourStrengths(); let cmpAuras = Engine.QueryInterface(ent, IID_Auras); if (cmpAuras) ret.auras = cmpAuras.GetDescriptions(); let cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI); if (cmpBuildingAI) ret.buildingAI = { "defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(), "maxArrowCount": cmpBuildingAI.GetMaxArrowCount(), "garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(), "garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(), "arrowCount": cmpBuildingAI.GetArrowCount() }; let cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); if (cmpObstruction) ret.obstruction = { "controlGroup": cmpObstruction.GetControlGroup(), "controlGroup2": cmpObstruction.GetControlGroup2(), }; let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY) ret.turretParent = cmpPosition.GetTurretParent(); let cmpRepairable = Engine.QueryInterface(ent, IID_Repairable); if (cmpRepairable) ret.repairRate = cmpRepairable.GetRepairRate(); let cmpFoundation = Engine.QueryInterface(ent, IID_Foundation); if (cmpFoundation) ret.buildRate = cmpFoundation.GetBuildRate(); let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply); if (cmpResourceSupply) ret.resourceSupply = { "isInfinite": cmpResourceSupply.IsInfinite(), "max": cmpResourceSupply.GetMaxAmount(), "amount": cmpResourceSupply.GetCurrentAmount(), "type": cmpResourceSupply.GetType(), "killBeforeGather": cmpResourceSupply.GetKillBeforeGather(), "maxGatherers": cmpResourceSupply.GetMaxGatherers(), "numGatherers": cmpResourceSupply.GetNumGatherers() }; let cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer); if (cmpResourceGatherer) ret.resourceGatherRates = cmpResourceGatherer.GetGatherRates(); let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite); if (cmpResourceDropsite) ret.resourceDropsite = { "types": cmpResourceDropsite.GetTypes(), "sharable": cmpResourceDropsite.IsSharable(), "shared": cmpResourceDropsite.IsShared() }; let cmpPromotion = Engine.QueryInterface(ent, IID_Promotion); if (cmpPromotion) ret.promotion = { "curr": cmpPromotion.GetCurrentXp(), "req": cmpPromotion.GetRequiredXp() }; if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket")) ret.isBarterMarket = true; let cmpHeal = Engine.QueryInterface(ent, IID_Heal); if (cmpHeal) ret.heal = { "hp": cmpHeal.GetHP(), "range": cmpHeal.GetRange().max, "rate": cmpHeal.GetRate(), "unhealableClasses": cmpHeal.GetUnhealableClasses(), "healableClasses": cmpHeal.GetHealableClasses(), }; let cmpLoot = Engine.QueryInterface(ent, IID_Loot); if (cmpLoot) { let resources = cmpLoot.GetResources(); ret.loot = { "xp": cmpLoot.GetXp() }; for (let res of Resources.GetCodes()) ret.loot[res] = resources[res]; } let cmpResourceTrickle = Engine.QueryInterface(ent, IID_ResourceTrickle); if (cmpResourceTrickle) { ret.resourceTrickle = { "interval": cmpResourceTrickle.GetTimer(), "rates": {} }; let rates = cmpResourceTrickle.GetRates(); for (let res in rates) ret.resourceTrickle.rates[res] = rates[res]; } let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) ret.speed = { "walk": cmpUnitMotion.GetWalkSpeed(), "run": cmpUnitMotion.GetRunSpeed() }; return ret; }; GuiInterface.prototype.GetAverageRangeForBuildings = function(player, cmd) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); let rot = { "x": 0, "y": 0, "z": 0 }; let pos = { "x": cmd.x, "y": cmpTerrain.GetGroundLevel(cmd.x, cmd.z), "z": cmd.z }; let elevationBonus = cmd.elevationBonus || 0; let range = cmd.range; return cmpRangeManager.GetElevationAdaptedRange(pos, rot, range, elevationBonus, 2*Math.PI); }; GuiInterface.prototype.GetTemplateData = function(player, name) { let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); let template = cmpTemplateManager.GetTemplate(name); if (!template) return null; let aurasTemplate = {}; if (!template.Auras) return GetTemplateDataHelper(template, player, aurasTemplate, Resources); // Add aura name and description loaded from JSON file let auraNames = template.Auras._string.split(/\s+/); let cmpDataTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_DataTemplateManager); for (let name of auraNames) aurasTemplate[name] = cmpDataTemplateManager.GetAuraTemplate(name); return GetTemplateDataHelper(template, player, aurasTemplate, Resources); }; GuiInterface.prototype.GetTechnologyData = function(player, data) { let cmpDataTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_DataTemplateManager); let template = cmpDataTemplateManager.GetTechnologyTemplate(data.name); if (!template) { warn("Tried to get data for invalid technology: " + data.name); return null; } let cmpPlayer = QueryPlayerIDInterface(player, IID_Player); return GetTechnologyDataHelper(template, data.civ || cmpPlayer.GetCiv(), Resources); }; GuiInterface.prototype.IsTechnologyResearched = function(player, data) { if (!data.tech) return true; let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager); if (!cmpTechnologyManager) return false; return cmpTechnologyManager.IsTechnologyResearched(data.tech); }; // Checks whether the requirements for this technology have been met GuiInterface.prototype.CheckTechnologyRequirements = function(player, data) { let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager); if (!cmpTechnologyManager) return false; return cmpTechnologyManager.CanResearch(data.tech); }; // Returns technologies that are being actively researched, along with // which entity is researching them and how far along the research is. GuiInterface.prototype.GetStartedResearch = function(player) { let cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); if (!cmpTechnologyManager) return {}; let ret = {}; for (let tech in cmpTechnologyManager.GetStartedTechs()) { ret[tech] = { "researcher": cmpTechnologyManager.GetResearcher(tech) }; let cmpProductionQueue = Engine.QueryInterface(ret[tech].researcher, IID_ProductionQueue); if (cmpProductionQueue) ret[tech].progress = cmpProductionQueue.GetQueue()[0].progress; else ret[tech].progress = 0; } return ret; }; // Returns the battle state of the player. GuiInterface.prototype.GetBattleState = function(player) { let cmpBattleDetection = QueryPlayerIDInterface(player, IID_BattleDetection); if (!cmpBattleDetection) return false; return cmpBattleDetection.GetState(); }; // Returns a list of ongoing attacks against the player. GuiInterface.prototype.GetIncomingAttacks = function(player) { return QueryPlayerIDInterface(player, IID_AttackDetection).GetIncomingAttacks(); }; // Used to show a red square over GUI elements you can't yet afford. GuiInterface.prototype.GetNeededResources = function(player, data) { return QueryPlayerIDInterface(data.player || player).GetNeededResources(data.cost); }; /** * Add a timed notification. * Warning: timed notifacations are serialised * (to also display them on saved games or after a rejoin) * so they should allways be added and deleted in a deterministic way. */ GuiInterface.prototype.AddTimeNotification = function(notification, duration = 10000) { let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); notification.endTime = duration + cmpTimer.GetTime(); notification.id = ++this.timeNotificationID; // Let all players and observers receive the notification by default if (notification.players == undefined) { let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); let numPlayers = cmpPlayerManager.GetNumPlayers(); notification.players = [-1]; for (let i = 1; i < numPlayers; ++i) notification.players.push(i); } this.timeNotifications.push(notification); this.timeNotifications.sort((n1, n2) => n2.endTime - n1.endTime); cmpTimer.SetTimeout(this.entity, IID_GuiInterface, "DeleteTimeNotification", duration, this.timeNotificationID); return this.timeNotificationID; }; GuiInterface.prototype.DeleteTimeNotification = function(notificationID) { this.timeNotifications = this.timeNotifications.filter(n => n.id != notificationID); }; GuiInterface.prototype.GetTimeNotifications = function(player) { let time = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime(); // filter on players and time, since the delete timer might be executed with a delay return this.timeNotifications.filter(n => n.players.indexOf(player) != -1 && n.endTime > time); }; GuiInterface.prototype.PushNotification = function(notification) { if (!notification.type || notification.type == "text") this.AddTimeNotification(notification); else this.notifications.push(notification); }; GuiInterface.prototype.GetNotifications = function() { let n = this.notifications; this.notifications = []; return n; }; GuiInterface.prototype.GetAvailableFormations = function(player, wantedPlayer) { return QueryPlayerIDInterface(wantedPlayer).GetFormations(); }; GuiInterface.prototype.GetFormationRequirements = function(player, data) { return GetFormationRequirements(data.formationTemplate); }; GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data) { return CanMoveEntsIntoFormation(data.ents, data.formationTemplate); }; GuiInterface.prototype.GetFormationInfoFromTemplate = function(player, data) { let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); let template = cmpTemplateManager.GetTemplate(data.templateName); if (!template || !template.Formation) return {}; return { "name": template.Formation.FormationName, "tooltip": template.Formation.DisabledTooltip || "", "icon": template.Formation.Icon }; }; GuiInterface.prototype.IsFormationSelected = function(player, data) { for (let ent of data.ents) { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); // GetLastFormationName is named in a strange way as it (also) is // the value of the current formation (see Formation.js LoadFormation) if (cmpUnitAI && cmpUnitAI.GetLastFormationTemplate() == data.formationTemplate) return true; } return false; }; GuiInterface.prototype.IsStanceSelected = function(player, data) { for (let ent of data.ents) { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI && cmpUnitAI.GetStanceName() == data.stance) return true; } return false; }; GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd) { let buildableEnts = []; for (let ent of cmd.entities) { let cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (!cmpBuilder) continue; for (let building of cmpBuilder.GetEntitiesList()) if (buildableEnts.indexOf(building) == -1) buildableEnts.push(building); } return buildableEnts; }; GuiInterface.prototype.SetSelectionHighlight = function(player, cmd) { let playerColors = {}; // cache of owner -> color map for (let ent of cmd.entities) { let cmpSelectable = Engine.QueryInterface(ent, IID_Selectable); if (!cmpSelectable) continue; // Find the entity's owner's color: let owner = -1; let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (cmpOwnership) owner = cmpOwnership.GetOwner(); let color = playerColors[owner]; if (!color) { color = { "r":1, "g":1, "b":1 }; let cmpPlayer = QueryPlayerIDInterface(owner); if (cmpPlayer) color = cmpPlayer.GetColor(); playerColors[owner] = color; } cmpSelectable.SetSelectionHighlight({ "r": color.r, "g": color.g, "b": color.b, "a": cmd.alpha }, cmd.selected); let cmpRangeVisualization = Engine.QueryInterface(ent, IID_RangeVisualization); if (!cmpRangeVisualization || player != owner && player != -1) continue; cmpRangeVisualization.SetEnabled(cmd.selected, this.enabledVisualRangeOverlayTypes); } }; GuiInterface.prototype.EnableVisualRangeOverlayType = function(player, data) { this.enabledVisualRangeOverlayTypes[data.type] = data.enabled; }; GuiInterface.prototype.GetEntitiesWithStatusBars = function() { return [...this.entsWithAuraAndStatusBars]; }; GuiInterface.prototype.SetStatusBars = function(player, cmd) { let affectedEnts = new Set(); for (let ent of cmd.entities) { let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars); if (!cmpStatusBars) continue; cmpStatusBars.SetEnabled(cmd.enabled); let cmpAuras = Engine.QueryInterface(ent, IID_Auras); if (!cmpAuras) continue; for (let name of cmpAuras.GetAuraNames()) { if (!cmpAuras.GetOverlayIcon(name)) continue; for (let e of cmpAuras.GetAffectedEntities(name)) affectedEnts.add(e); if (cmd.enabled) this.entsWithAuraAndStatusBars.add(ent); else this.entsWithAuraAndStatusBars.delete(ent); } } for (let ent of affectedEnts) { let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars); if (cmpStatusBars) cmpStatusBars.RegenerateSprites(); } }; GuiInterface.prototype.SetRangeOverlays = function(player, cmd) { for (let ent of cmd.entities) { let cmpRangeVisualization = Engine.QueryInterface(ent, IID_RangeVisualization); if (cmpRangeVisualization) cmpRangeVisualization.SetEnabled(cmd.enabled, this.enabledVisualRangeOverlayTypes); } }; GuiInterface.prototype.GetPlayerEntities = function(player) { return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(player); }; GuiInterface.prototype.GetNonGaiaEntities = function() { return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities(); }; /** * Displays the rally points of a given list of entities (carried in cmd.entities). * * The 'cmd' object may carry its own x/z coordinate pair indicating the location where the rally point should * be rendered, in order to support instantaneously rendering a rally point marker at a specified location * instead of incurring a delay while PostNetworkCommand processes the set-rallypoint command (see input.js). * If cmd doesn't carry a custom location, then the position to render the marker at will be read from the * RallyPoint component. */ GuiInterface.prototype.DisplayRallyPoint = function(player, cmd) { let cmpPlayer = QueryPlayerIDInterface(player); // If there are some rally points already displayed, first hide them for (let ent of this.entsRallyPointsDisplayed) { let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); if (cmpRallyPointRenderer) cmpRallyPointRenderer.SetDisplayed(false); } this.entsRallyPointsDisplayed = []; // Show the rally points for the passed entities for (let ent of cmd.entities) { let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); if (!cmpRallyPointRenderer) continue; // entity must have a rally point component to display a rally point marker // (regardless of whether cmd specifies a custom location) let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (!cmpRallyPoint) continue; // Verify the owner let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (!(cmpPlayer && cmpPlayer.CanControlAllUnits())) if (!cmpOwnership || cmpOwnership.GetOwner() != player) continue; // If the command was passed an explicit position, use that and // override the real rally point position; otherwise use the real position let pos; if (cmd.x && cmd.z) pos = cmd; else pos = cmpRallyPoint.GetPositions()[0]; // may return undefined if no rally point is set if (pos) { // Only update the position if we changed it (cmd.queued is set) if ("queued" in cmd) if (cmd.queued == true) cmpRallyPointRenderer.AddPosition({ 'x': pos.x, 'y': pos.z }); // AddPosition takes a CFixedVector2D which has X/Y components, not X/Z else cmpRallyPointRenderer.SetPosition({ 'x': pos.x, 'y': pos.z }); // SetPosition takes a CFixedVector2D which has X/Y components, not X/Z // rebuild the renderer when not set (when reading saved game or in case of building update) else if (!cmpRallyPointRenderer.IsSet()) for (let posi of cmpRallyPoint.GetPositions()) cmpRallyPointRenderer.AddPosition({ 'x': posi.x, 'y': posi.z }); cmpRallyPointRenderer.SetDisplayed(true); // remember which entities have their rally points displayed so we can hide them again this.entsRallyPointsDisplayed.push(ent); } } }; /** * Display the building placement preview. * cmd.template is the name of the entity template, or "" to disable the preview. * cmd.x, cmd.z, cmd.angle give the location. * * Returns result object from CheckPlacement: * { * "success": true iff the placement is valid, else false * "message": message to display in UI for invalid placement, else "" * "parameters": parameters to use in the message * "translateMessage": localisation info * "translateParameters": localisation info * "pluralMessage": we might return a plural translation instead (optional) * "pluralCount": localisation info (optional) * } */ GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd) { let result = { "success": false, "message": "", "parameters": {}, "translateMessage": false, "translateParameters": [], }; // See if we're changing template if (!this.placementEntity || this.placementEntity[0] != cmd.template) { // Destroy the old preview if there was one if (this.placementEntity) Engine.DestroyEntity(this.placementEntity[1]); // Load the new template if (cmd.template == "") this.placementEntity = undefined; else this.placementEntity = [cmd.template, Engine.AddLocalEntity("preview|" + cmd.template)]; } if (this.placementEntity) { let ent = this.placementEntity[1]; // Move the preview into the right location let pos = Engine.QueryInterface(ent, IID_Position); if (pos) { pos.JumpTo(cmd.x, cmd.z); pos.SetYRotation(cmd.angle); } let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether building placement is valid let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (!cmpBuildRestrictions) error("cmpBuildRestrictions not defined"); else result = cmpBuildRestrictions.CheckPlacement(); // Set it to a red shade if this is an invalid location let cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) { if (cmd.actorSeed !== undefined) cmpVisual.SetActorSeed(cmd.actorSeed); if (!result.success) cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1); else cmpVisual.SetShadingColor(1, 1, 1, 1); } } return result; }; /** * Previews the placement of a wall between cmd.start and cmd.end, or just the starting piece of a wall if cmd.end is not * specified. Returns an object with information about the list of entities that need to be newly constructed to complete * at least a part of the wall, or false if there are entities required to build at least part of the wall but none of * them can be validly constructed. * * It's important to distinguish between three lists of entities that are at play here, because they may be subsets of one * another depending on things like snapping and whether some of the entities inside them can be validly positioned. * We have: * - The list of entities that previews the wall. This list is usually equal to the entities required to construct the * entire wall. However, if there is snapping to an incomplete tower (i.e. a foundation), it includes extra entities * to preview the completed tower on top of its foundation. * * - The list of entities that need to be newly constructed to build the entire wall. This list is regardless of whether * any of them can be validly positioned. The emphasishere here is on 'newly'; this list does not include any existing * towers at either side of the wall that we snapped to. Or, more generally; it does not include any _entities_ that we * snapped to; we might still snap to e.g. terrain, in which case the towers on either end will still need to be newly * constructed. * * - The list of entities that need to be newly constructed to build at least a part of the wall. This list is the same * as the one above, except that it is truncated at the first entity that cannot be validly positioned. This happens * e.g. if the player tries to build a wall straight through an obstruction. Note that any entities that can be validly * constructed but come after said first invalid entity are also truncated away. * * With this in mind, this method will return false if the second list is not empty, but the third one is. That is, if there * were entities that are needed to build the wall, but none of them can be validly constructed. False is also returned in * case of unexpected errors (typically missing components), and when clearing the preview by passing an empty wallset * argument (see below). Otherwise, it will return an object with the following information: * * result: { * 'startSnappedEnt': ID of the entity that we snapped to at the starting side of the wall. Currently only supports towers. * 'endSnappedEnt': ID of the entity that we snapped to at the (possibly truncated) ending side of the wall. Note that this * can only be set if no truncation of the second list occurs; if we snapped to an entity at the ending side * but the wall construction was truncated before we could reach it, it won't be set here. Currently only * supports towers. * 'pieces': Array with the following data for each of the entities in the third list: * [{ * 'template': Template name of the entity. * 'x': X coordinate of the entity's position. * 'z': Z coordinate of the entity's position. * 'angle': Rotation around the Y axis of the entity (in radians). * }, * ...] * 'cost': { The total cost required for constructing all the pieces as listed above. * 'food': ..., * 'wood': ..., * 'stone': ..., * 'metal': ..., * 'population': ..., * 'populationBonus': ..., * } * } * * @param cmd.wallSet Object holding the set of wall piece template names. Set to an empty value to clear the preview. * @param cmd.start Starting point of the wall segment being created. * @param cmd.end (Optional) Ending point of the wall segment being created. If not defined, it is understood that only * the starting point of the wall is available at this time (e.g. while the player is still in the process * of picking a starting point), and that therefore only the first entity in the wall (a tower) should be * previewed. * @param cmd.snapEntities List of candidate entities to snap the start and ending positions to. */ GuiInterface.prototype.SetWallPlacementPreview = function(player, cmd) { let wallSet = cmd.wallSet; let start = { "pos": cmd.start, "angle": 0, "snapped": false, // did the start position snap to anything? "snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID }; let end = { "pos": cmd.end, "angle": 0, "snapped": false, // did the start position snap to anything? "snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID }; // -------------------------------------------------------------------------------- // do some entity cache management and check for snapping if (!this.placementWallEntities) this.placementWallEntities = {}; if (!wallSet) { // we're clearing the preview, clear the entity cache and bail for (let tpl in this.placementWallEntities) { for (let ent of this.placementWallEntities[tpl].entities) Engine.DestroyEntity(ent); this.placementWallEntities[tpl].numUsed = 0; this.placementWallEntities[tpl].entities = []; // keep template data around } return false; } else { // Move all existing cached entities outside of the world and reset their use count for (let tpl in this.placementWallEntities) { for (let ent of this.placementWallEntities[tpl].entities) { let pos = Engine.QueryInterface(ent, IID_Position); if (pos) pos.MoveOutOfWorld(); } this.placementWallEntities[tpl].numUsed = 0; } // Create cache entries for templates we haven't seen before for (let type in wallSet.templates) { let tpl = wallSet.templates[type]; if (!(tpl in this.placementWallEntities)) { this.placementWallEntities[tpl] = { "numUsed": 0, "entities": [], "templateData": this.GetTemplateData(player, tpl), }; // ensure that the loaded template data contains a wallPiece component if (!this.placementWallEntities[tpl].templateData.wallPiece) { error("[SetWallPlacementPreview] No WallPiece component found for wall set template '" + tpl + "'"); return false; } } } } // prevent division by zero errors further on if the start and end positions are the same if (end.pos && (start.pos.x === end.pos.x && start.pos.z === end.pos.z)) end.pos = undefined; // See if we need to snap the start and/or end coordinates to any of our list of snap entities. Note that, despite the list // of snapping candidate entities, it might still snap to e.g. terrain features. Use the "ent" key in the returned snapping // data to determine whether it snapped to an entity (if any), and to which one (see GetFoundationSnapData). if (cmd.snapEntities) { let snapRadius = this.placementWallEntities[wallSet.templates.tower].templateData.wallPiece.length * 0.5; // determined through trial and error let startSnapData = this.GetFoundationSnapData(player, { "x": start.pos.x, "z": start.pos.z, "template": wallSet.templates.tower, "snapEntities": cmd.snapEntities, "snapRadius": snapRadius, }); if (startSnapData) { start.pos.x = startSnapData.x; start.pos.z = startSnapData.z; start.angle = startSnapData.angle; start.snapped = true; if (startSnapData.ent) start.snappedEnt = startSnapData.ent; } if (end.pos) { let endSnapData = this.GetFoundationSnapData(player, { "x": end.pos.x, "z": end.pos.z, "template": wallSet.templates.tower, "snapEntities": cmd.snapEntities, "snapRadius": snapRadius, }); if (endSnapData) { end.pos.x = endSnapData.x; end.pos.z = endSnapData.z; end.angle = endSnapData.angle; end.snapped = true; if (endSnapData.ent) end.snappedEnt = endSnapData.ent; } } } // clear the single-building preview entity (we'll be rolling our own) this.SetBuildingPlacementPreview(player, { "template": "" }); // -------------------------------------------------------------------------------- // calculate wall placement and position preview entities let result = { "pieces": [], "cost": { "population": 0, "populationBonus": 0, "time": 0 }, }; for (let res of Resources.GetCodes()) result.cost[res] = 0; let previewEntities = []; if (end.pos) previewEntities = GetWallPlacement(this.placementWallEntities, wallSet, start, end); // see helpers/Walls.js // For wall placement, we may (and usually do) need to have wall pieces overlap each other more than would // otherwise be allowed by their obstruction shapes. However, during this preview phase, this is not so much of // an issue, because all preview entities have their obstruction components deactivated, meaning that their // obstruction shapes do not register in the simulation and hence cannot affect it. This implies that the preview // entities cannot be found to obstruct each other, which largely solves the issue of overlap between wall pieces. // Note that they will still be obstructed by existing shapes in the simulation (that have the BLOCK_FOUNDATION // flag set), which is what we want. The only exception to this is when snapping to existing towers (or // foundations thereof); the wall segments that connect up to these will be found to be obstructed by the // existing tower/foundation, and be shaded red to indicate that they cannot be placed there. To prevent this, // we manually set the control group of the outermost wall pieces equal to those of the snapped-to towers, so // that they are free from mutual obstruction (per definition of obstruction control groups). This is done by // assigning them an extra "controlGroup" field, which we'll then set during the placement loop below. // Additionally, in the situation that we're snapping to merely a foundation of a tower instead of a fully // constructed one, we'll need an extra preview entity for the starting tower, which also must not be obstructed // by the foundation it snaps to. if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY) { let startEntObstruction = Engine.QueryInterface(start.snappedEnt, IID_Obstruction); if (previewEntities.length > 0 && startEntObstruction) previewEntities[0].controlGroups = [startEntObstruction.GetControlGroup()]; // if we're snapping to merely a foundation, add an extra preview tower and also set it to the same control group let startEntState = this.GetEntityState(player, start.snappedEnt); if (startEntState.foundation) { let cmpPosition = Engine.QueryInterface(start.snappedEnt, IID_Position); if (cmpPosition) previewEntities.unshift({ "template": wallSet.templates.tower, "pos": start.pos, "angle": cmpPosition.GetRotation().y, "controlGroups": [(startEntObstruction ? startEntObstruction.GetControlGroup() : undefined)], "excludeFromResult": true, // preview only, must not appear in the result }); } } else { // Didn't snap to an existing entity, add the starting tower manually. To prevent odd-looking rotation jumps // when shift-clicking to build a wall, reuse the placement angle that was last seen on a validly positioned // wall piece. // To illustrate the last point, consider what happens if we used some constant instead, say, 0. Issuing the // build command for a wall is asynchronous, so when the preview updates after shift-clicking, the wall piece // foundations are not registered yet in the simulation. This means they cannot possibly be picked in the list // of candidate entities for snapping. In the next preview update, we therefore hit this case, and would rotate // the preview to 0 radians. Then, after one or two simulation updates or so, the foundations register and // onSimulationUpdate in session.js updates the preview again. It first grabs a new list of snapping candidates, // which this time does include the new foundations; so we snap to the entity, and rotate the preview back to // the foundation's angle. // The result is a noticeable rotation to 0 and back, which is undesirable. So, for a split second there until // the simulation updates, we fake it by reusing the last angle and hope the player doesn't notice. previewEntities.unshift({ "template": wallSet.templates.tower, "pos": start.pos, "angle": (previewEntities.length > 0 ? previewEntities[0].angle : this.placementWallLastAngle) }); } if (end.pos) { // Analogous to the starting side case above if (end.snappedEnt && end.snappedEnt != INVALID_ENTITY) { let endEntObstruction = Engine.QueryInterface(end.snappedEnt, IID_Obstruction); // Note that it's possible for the last entity in previewEntities to be the same as the first, i.e. the // same wall piece snapping to both a starting and an ending tower. And it might be more common than you would // expect; the allowed overlap between wall segments and towers facilitates this to some degree. To deal with // the possibility of dual initial control groups, we use a '.controlGroups' array rather than a single // '.controlGroup' property. Note that this array can only ever have 0, 1 or 2 elements (checked at a later time). if (previewEntities.length > 0 && endEntObstruction) { previewEntities[previewEntities.length-1].controlGroups = (previewEntities[previewEntities.length-1].controlGroups || []); previewEntities[previewEntities.length-1].controlGroups.push(endEntObstruction.GetControlGroup()); } // if we're snapping to a foundation, add an extra preview tower and also set it to the same control group let endEntState = this.GetEntityState(player, end.snappedEnt); if (endEntState.foundation) { let cmpPosition = Engine.QueryInterface(end.snappedEnt, IID_Position); if (cmpPosition) previewEntities.push({ "template": wallSet.templates.tower, "pos": end.pos, "angle": cmpPosition.GetRotation().y, "controlGroups": [(endEntObstruction ? endEntObstruction.GetControlGroup() : undefined)], "excludeFromResult": true }); } } else previewEntities.push({ "template": wallSet.templates.tower, "pos": end.pos, "angle": (previewEntities.length > 0 ? previewEntities[previewEntities.length-1].angle : this.placementWallLastAngle) }); } let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); if (!cmpTerrain) { error("[SetWallPlacementPreview] System Terrain component not found"); return false; } let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (!cmpRangeManager) { error("[SetWallPlacementPreview] System RangeManager component not found"); return false; } // Loop through the preview entities, and construct the subset of them that need to be, and can be, validly constructed // to build at least a part of the wall (meaning that the subset is truncated after the first entity that needs to be, // but cannot validly be, constructed). See method-level documentation for more details. let allPiecesValid = true; let numRequiredPieces = 0; // number of entities that are required to build the entire wall, regardless of validity for (let i = 0; i < previewEntities.length; ++i) { let entInfo = previewEntities[i]; let ent = null; let tpl = entInfo.template; let tplData = this.placementWallEntities[tpl].templateData; let entPool = this.placementWallEntities[tpl]; if (entPool.numUsed >= entPool.entities.length) { // allocate new entity ent = Engine.AddLocalEntity("preview|" + tpl); entPool.entities.push(ent); } else // reuse an existing one ent = entPool.entities[entPool.numUsed]; if (!ent) { error("[SetWallPlacementPreview] Failed to allocate or reuse preview entity of template '" + tpl + "'"); continue; } // move piece to right location // TODO: consider reusing SetBuildingPlacementReview for this, enhanced to be able to deal with multiple entities let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (cmpPosition) { cmpPosition.JumpTo(entInfo.pos.x, entInfo.pos.z); cmpPosition.SetYRotation(entInfo.angle); // if this piece is a tower, then it should have a Y position that is at least as high as its surrounding pieces if (tpl === wallSet.templates.tower) { let terrainGroundPrev = null; let terrainGroundNext = null; if (i > 0) terrainGroundPrev = cmpTerrain.GetGroundLevel(previewEntities[i-1].pos.x, previewEntities[i-1].pos.z); if (i < previewEntities.length - 1) terrainGroundNext = cmpTerrain.GetGroundLevel(previewEntities[i+1].pos.x, previewEntities[i+1].pos.z); if (terrainGroundPrev != null || terrainGroundNext != null) { let targetY = Math.max(terrainGroundPrev, terrainGroundNext); cmpPosition.SetHeightFixed(targetY); } } } let cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); if (!cmpObstruction) { error("[SetWallPlacementPreview] Preview entity of template '" + tpl + "' does not have an Obstruction component"); continue; } // Assign any predefined control groups. Note that there can only be 0, 1 or 2 predefined control groups; if there are // more, we've made a programming error. The control groups are assigned from the entInfo.controlGroups array on a // first-come first-served basis; the first value in the array is always assigned as the primary control group, and // any second value as the secondary control group. // By default, we reset the control groups to their standard values. Remember that we're reusing entities; if we don't // reset them, then an ending wall segment that was e.g. at one point snapped to an existing tower, and is subsequently // reused as a non-snapped ending wall segment, would no longer be capable of being obstructed by the same tower it was // once snapped to. let primaryControlGroup = ent; let secondaryControlGroup = INVALID_ENTITY; if (entInfo.controlGroups && entInfo.controlGroups.length > 0) { if (entInfo.controlGroups.length > 2) { error("[SetWallPlacementPreview] Encountered preview entity of template '" + tpl + "' with more than 2 initial control groups"); break; } primaryControlGroup = entInfo.controlGroups[0]; if (entInfo.controlGroups.length > 1) secondaryControlGroup = entInfo.controlGroups[1]; } cmpObstruction.SetControlGroup(primaryControlGroup); cmpObstruction.SetControlGroup2(secondaryControlGroup); // check whether this wall piece can be validly positioned here let validPlacement = false; let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether it's in a visible or fogged region // TODO: should definitely reuse SetBuildingPlacementPreview, this is just straight up copy/pasta let visible = (cmpRangeManager.GetLosVisibility(ent, player) != "hidden"); if (visible) { let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (!cmpBuildRestrictions) { error("[SetWallPlacementPreview] cmpBuildRestrictions not defined for preview entity of template '" + tpl + "'"); continue; } // TODO: Handle results of CheckPlacement validPlacement = (cmpBuildRestrictions && cmpBuildRestrictions.CheckPlacement().success); // If a wall piece has two control groups, it's likely a segment that spans // between two existing towers. To avoid placing a duplicate wall segment, // check for collisions with entities that share both control groups. if (validPlacement && entInfo.controlGroups && entInfo.controlGroups.length > 1) validPlacement = cmpObstruction.CheckDuplicateFoundation(); } allPiecesValid = allPiecesValid && validPlacement; // The requirement below that all pieces so far have to have valid positions, rather than only this single one, // ensures that no more foundations will be placed after a first invalidly-positioned piece. (It is possible // for pieces past some invalidly-positioned ones to still have valid positions, e.g. if you drag a wall // through and past an existing building). // Additionally, the excludeFromResult flag is set for preview entities that were manually added to be placed // on top of foundations of incompleted towers that we snapped to; they must not be part of the result. if (!entInfo.excludeFromResult) ++numRequiredPieces; if (allPiecesValid && !entInfo.excludeFromResult) { result.pieces.push({ "template": tpl, "x": entInfo.pos.x, "z": entInfo.pos.z, "angle": entInfo.angle, }); this.placementWallLastAngle = entInfo.angle; // grab the cost of this wall piece and add it up (note; preview entities don't have their Cost components // copied over, so we need to fetch it from the template instead). // TODO: we should really use a Cost object or at least some utility functions for this, this is mindless // boilerplate that's probably duplicated in tons of places. for (let res of Resources.GetCodes().concat(["population", "populationBonus", "time"])) result.cost[res] += tplData.cost[res]; } let canAfford = true; let cmpPlayer = QueryPlayerIDInterface(player, IID_Player); if (cmpPlayer && cmpPlayer.GetNeededResources(result.cost)) canAfford = false; let cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) { if (!allPiecesValid || !canAfford) cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1); else cmpVisual.SetShadingColor(1, 1, 1, 1); } ++entPool.numUsed; } // If any were entities required to build the wall, but none of them could be validly positioned, return failure // (see method-level documentation). if (numRequiredPieces > 0 && result.pieces.length == 0) return false; if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY) result.startSnappedEnt = start.snappedEnt; // We should only return that we snapped to an entity if all pieces up until that entity can be validly constructed, // i.e. are included in result.pieces (see docs for the result object). if (end.pos && end.snappedEnt && end.snappedEnt != INVALID_ENTITY && allPiecesValid) result.endSnappedEnt = end.snappedEnt; return result; }; /** * Given the current position {data.x, data.z} of an foundation of template data.template, returns the position and angle to snap * it to (if necessary/useful). * * @param data.x The X position of the foundation to snap. * @param data.z The Z position of the foundation to snap. * @param data.template The template to get the foundation snapping data for. * @param data.snapEntities Optional; list of entity IDs to snap to if {data.x, data.z} is within a circle of radius data.snapRadius * around the entity. Only takes effect when used in conjunction with data.snapRadius. * When this option is used and the foundation is found to snap to one of the entities passed in this list * (as opposed to e.g. snapping to terrain features), then the result will contain an additional key "ent", * holding the ID of the entity that was snapped to. * @param data.snapRadius Optional; when used in conjunction with data.snapEntities, indicates the circle radius around an entity that * {data.x, data.z} must be located within to have it snap to that entity. */ GuiInterface.prototype.GetFoundationSnapData = function(player, data) { let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(data.template); if (!template) { warn("[GetFoundationSnapData] Failed to load template '" + data.template + "'"); return false; } if (data.snapEntities && data.snapRadius && data.snapRadius > 0) { // see if {data.x, data.z} is inside the snap radius of any of the snap entities; and if so, to which it is closest // (TODO: break unlikely ties by choosing the lowest entity ID) let minDist2 = -1; let minDistEntitySnapData = null; let radius2 = data.snapRadius * data.snapRadius; for (let ent of data.snapEntities) { let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpPosition || !cmpPosition.IsInWorld()) continue; let pos = cmpPosition.GetPosition(); let dist2 = (data.x - pos.x) * (data.x - pos.x) + (data.z - pos.z) * (data.z - pos.z); if (dist2 > radius2) continue; if (minDist2 < 0 || dist2 < minDist2) { minDist2 = dist2; minDistEntitySnapData = { "x": pos.x, "z": pos.z, "angle": cmpPosition.GetRotation().y, "ent": ent }; } } if (minDistEntitySnapData != null) return minDistEntitySnapData; } if (template.BuildRestrictions.Category == "Dock") { let angle = GetDockAngle(template, data.x, data.z); if (angle !== undefined) return { "x": data.x, "z": data.z, "angle": angle }; } return false; }; GuiInterface.prototype.PlaySound = function(player, data) { if (!data.entity) return; PlaySound(data.name, data.entity); }; /** * Find any idle units. * * @param data.idleClasses Array of class names to include. * @param data.prevUnit The previous idle unit, if calling a second time to iterate through units. May be left undefined. * @param data.limit The number of idle units to return. May be left undefined (will return all idle units). * @param data.excludeUnits Array of units to exclude. * * Returns an array of idle units. * If multiple classes were supplied, and multiple items will be returned, the items will be sorted by class. */ GuiInterface.prototype.FindIdleUnits = function(player, data) { let idleUnits = []; // The general case is that only the 'first' idle unit is required; filtering would examine every unit. // This loop imitates a grouping/aggregation on the first matching idle class. let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); for (let entity of cmpRangeManager.GetEntitiesByPlayer(player)) { let filtered = this.IdleUnitFilter(entity, data.idleClasses, data.excludeUnits); if (!filtered.idle) continue; // If the entity is in the 'current' (first, 0) bucket on a resumed search, it must be after the "previous" unit, if any. // By adding to the 'end', there is no pause if the series of units loops. var bucket = filtered.bucket; if(bucket == 0 && data.prevUnit && entity <= data.prevUnit) bucket = data.idleClasses.length; if (!idleUnits[bucket]) idleUnits[bucket] = []; idleUnits[bucket].push(entity); // If enough units have been collected in the first bucket, go ahead and return them. if (data.limit && bucket == 0 && idleUnits[0].length == data.limit) return idleUnits[0]; } let reduced = idleUnits.reduce((prev, curr) => prev.concat(curr), []); if (data.limit && reduced.length > data.limit) return reduced.slice(0, data.limit); return reduced; }; /** * Discover if the player has idle units. * * @param data.idleClasses Array of class names to include. * @param data.excludeUnits Array of units to exclude. * * Returns a boolean of whether the player has any idle units */ GuiInterface.prototype.HasIdleUnits = function(player, data) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); return cmpRangeManager.GetEntitiesByPlayer(player).some(unit => this.IdleUnitFilter(unit, data.idleClasses, data.excludeUnits).idle); }; /** * Whether to filter an idle unit * * @param unit The unit to filter. * @param idleclasses Array of class names to include. * @param excludeUnits Array of units to exclude. * * Returns an object with the following fields: * - idle - true if the unit is considered idle by the filter, false otherwise. * - bucket - if idle, set to the index of the first matching idle class, undefined otherwise. */ GuiInterface.prototype.IdleUnitFilter = function(unit, idleClasses, excludeUnits) { let cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI); if (!cmpUnitAI || !cmpUnitAI.IsIdle() || cmpUnitAI.IsGarrisoned()) return { "idle": false }; let cmpIdentity = Engine.QueryInterface(unit, IID_Identity); if(!cmpIdentity) return { "idle": false }; let bucket = idleClasses.findIndex(elem => MatchesClassList(cmpIdentity.GetClassesList(), elem)); if (bucket == -1 || excludeUnits.indexOf(unit) > -1) return { "idle": false }; return { "idle": true, "bucket": bucket }; }; GuiInterface.prototype.GetTradingRouteGain = function(player, data) { if (!data.firstMarket || !data.secondMarket) return null; return CalculateTraderGain(data.firstMarket, data.secondMarket, data.template); }; GuiInterface.prototype.GetTradingDetails = function(player, data) { let cmpEntityTrader = Engine.QueryInterface(data.trader, IID_Trader); if (!cmpEntityTrader || !cmpEntityTrader.CanTrade(data.target)) return null; let firstMarket = cmpEntityTrader.GetFirstMarket(); let secondMarket = cmpEntityTrader.GetSecondMarket(); let result = null; if (data.target === firstMarket) { result = { "type": "is first", "hasBothMarkets": cmpEntityTrader.HasBothMarkets() }; if (cmpEntityTrader.HasBothMarkets()) result.gain = cmpEntityTrader.GetGoods().amount; } else if (data.target === secondMarket) { result = { "type": "is second", "gain": cmpEntityTrader.GetGoods().amount, }; } else if (!firstMarket) { result = { "type": "set first" }; } else if (!secondMarket) { result = { "type": "set second", "gain": cmpEntityTrader.CalculateGain(firstMarket, data.target), }; } else { // Else both markets are not null and target is different from them result = { "type": "set first" }; } return result; }; GuiInterface.prototype.CanAttack = function(player, data) { let cmpAttack = Engine.QueryInterface(data.entity, IID_Attack); return cmpAttack && cmpAttack.CanAttack(data.target, data.types || undefined); }; /* * Returns batch build time. */ GuiInterface.prototype.GetBatchTime = function(player, data) { let cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue); if (!cmpProductionQueue) return 0; return cmpProductionQueue.GetBatchTime(data.batchSize); }; GuiInterface.prototype.IsMapRevealed = function(player) { return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetLosRevealAll(player); }; GuiInterface.prototype.SetPathfinderDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetDebugOverlay(enabled); }; GuiInterface.prototype.SetPathfinderHierDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetHierDebugOverlay(enabled); }; GuiInterface.prototype.SetObstructionDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).SetDebugOverlay(enabled); }; GuiInterface.prototype.SetMotionDebugOverlay = function(player, data) { for (let ent of data.entities) { let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) cmpUnitMotion.SetDebugOverlay(data.enabled); } }; GuiInterface.prototype.SetRangeDebugOverlay = function(player, enabled) { Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).SetDebugOverlay(enabled); }; GuiInterface.prototype.GetTraderNumber = function(player) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let traders = cmpRangeManager.GetEntitiesByPlayer(player).filter(e => Engine.QueryInterface(e, IID_Trader)); let landTrader = { "total": 0, "trading": 0, "garrisoned": 0 }; let shipTrader = { "total": 0, "trading": 0 }; for (let ent of traders) { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpIdentity || !cmpUnitAI) continue; if (cmpIdentity.HasClass("Ship")) { ++shipTrader.total; if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade") ++shipTrader.trading; } else { ++landTrader.total; if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade") ++landTrader.trading; if (cmpUnitAI.order && cmpUnitAI.order.type == "Garrison") { let holder = cmpUnitAI.order.data.target; let cmpHolderUnitAI = Engine.QueryInterface(holder, IID_UnitAI); if (cmpHolderUnitAI && cmpHolderUnitAI.order && cmpHolderUnitAI.order.type == "Trade") ++landTrader.garrisoned; } } } return { "landTrader": landTrader, "shipTrader": shipTrader }; }; GuiInterface.prototype.GetTradingGoods = function(player) { return QueryPlayerIDInterface(player).GetTradingGoods(); }; GuiInterface.prototype.OnGlobalEntityRenamed = function(msg) { this.renamedEntities.push(msg); }; // List the GuiInterface functions that can be safely called by GUI scripts. // (GUI scripts are non-deterministic and untrusted, so these functions must be // appropriately careful. They are called with a first argument "player", which is // trusted and indicates the player associated with the current client; no data should // be returned unless this player is meant to be able to see it.) let exposedFunctions = { "GetSimulationState": 1, "GetExtendedSimulationState": 1, "GetRenamedEntities": 1, "ClearRenamedEntities": 1, "GetEntityState": 1, "GetExtendedEntityState": 1, "GetAverageRangeForBuildings": 1, "GetTemplateData": 1, "GetTechnologyData": 1, "IsTechnologyResearched": 1, "CheckTechnologyRequirements": 1, "GetStartedResearch": 1, "GetBattleState": 1, "GetIncomingAttacks": 1, "GetNeededResources": 1, "GetNotifications": 1, "GetTimeNotifications": 1, "GetAvailableFormations": 1, "GetFormationRequirements": 1, "CanMoveEntsIntoFormation": 1, "IsFormationSelected": 1, "GetFormationInfoFromTemplate": 1, "IsStanceSelected": 1, "SetSelectionHighlight": 1, "GetAllBuildableEntities": 1, "SetStatusBars": 1, "GetPlayerEntities": 1, "GetNonGaiaEntities": 1, "DisplayRallyPoint": 1, "SetBuildingPlacementPreview": 1, "SetWallPlacementPreview": 1, "GetFoundationSnapData": 1, "PlaySound": 1, "FindIdleUnits": 1, "HasIdleUnits": 1, "GetTradingRouteGain": 1, "GetTradingDetails": 1, "CanAttack": 1, "GetBatchTime": 1, "IsMapRevealed": 1, "SetPathfinderDebugOverlay": 1, "SetPathfinderHierDebugOverlay": 1, "SetObstructionDebugOverlay": 1, "SetMotionDebugOverlay": 1, "SetRangeDebugOverlay": 1, "EnableVisualRangeOverlayType": 1, "SetRangeOverlays": 1, "GetTraderNumber": 1, "GetTradingGoods": 1, }; GuiInterface.prototype.ScriptCall = function(player, name, args) { if (exposedFunctions[name]) return this[name](player, args); else throw new Error("Invalid GuiInterface Call name \""+name+"\""); }; Engine.RegisterSystemComponentType(IID_GuiInterface, "GuiInterface", GuiInterface); Index: ps/trunk/binaries/data/mods/public/simulation/components/Player.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Player.js (revision 19626) +++ ps/trunk/binaries/data/mods/public/simulation/components/Player.js (revision 19627) @@ -1,912 +1,912 @@ function Player() {} Player.prototype.Schema = "" + "" + "" + Resources.BuildSchema("positiveDecimal") + "" + "" + Resources.BuildSchema("positiveDecimal") + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""; /** * Which units will be shown with special icons at the top. */ var panelEntityClasses = "Hero Relic"; Player.prototype.Init = function() { this.playerID = undefined; this.name = undefined; // define defaults elsewhere (supporting other languages) this.civ = undefined; this.color = { "r": 0.0, "g": 0.0, "b": 0.0, "a": 1.0 }; this.popUsed = 0; // population of units owned or trained by this player this.popBonuses = 0; // sum of population bonuses of player's entities this.maxPop = 300; // maximum population this.trainingBlocked = false; // indicates whether any training queue is currently blocked this.resourceCount = {}; this.tradingGoods = []; // goods for next trade-route and its proba in % (the sum of probas must be 100) this.team = -1; // team number of the player, players on the same team will always have ally diplomatic status - also this is useful for team emblems, scoring, etc. this.teamsLocked = false; this.state = "active"; // game state - one of "active", "defeated", "won" this.diplomacy = []; // array of diplomatic stances for this player with respect to other players (including gaia and self) this.sharedDropsites = false; this.formations = []; this.startCam = undefined; this.controlAllUnits = false; this.isAI = false; this.gatherRateMultiplier = 1; this.tradeRateMultiplier = 1; this.cheatsEnabled = false; this.cheatTimeMultiplier = 1; this.panelEntities = []; this.resourceNames = {}; this.disabledTemplates = {}; this.disabledTechnologies = {}; this.startingTechnologies = []; this.spyCostMultiplier = +this.template.SpyCostMultiplier; this.barterMultiplier = { "buy": clone(this.template.BarterMultiplier.Buy), "sell": clone(this.template.BarterMultiplier.Sell) }; // Initial resources and trading goods probability in steps of 5 let resCodes = Resources.GetCodes(); let quotient = Math.floor(20 / resCodes.length); let remainder = 20 % resCodes.length; for (let i in resCodes) { let res = resCodes[i]; this.resourceCount[res] = 300; this.resourceNames[res] = Resources.GetResource(res).name; this.tradingGoods.push({ "goods": res, "proba": 5 * (quotient + (+i < remainder ? 1 : 0)) }); } }; Player.prototype.SetPlayerID = function(id) { this.playerID = id; }; Player.prototype.GetPlayerID = function() { return this.playerID; }; Player.prototype.SetName = function(name) { this.name = name; }; Player.prototype.GetName = function() { return this.name; }; Player.prototype.SetCiv = function(civcode) { var oldCiv = this.civ; this.civ = civcode; // Normally, the civ is only set once // But in Atlas, the map designers can change civs at any time var playerID = this.GetPlayerID(); if (oldCiv && playerID && oldCiv != civcode) Engine.BroadcastMessage(MT_CivChanged, { "player": playerID, "from": oldCiv, "to": civcode }); }; Player.prototype.GetCiv = function() { return this.civ; }; Player.prototype.SetColor = function(r, g, b) { this.color = { "r": r/255.0, "g": g/255.0, "b": b/255.0, "a": 1.0 }; }; Player.prototype.GetColor = function() { return this.color; }; // Try reserving num population slots. Returns 0 on success or number of missing slots otherwise. Player.prototype.TryReservePopulationSlots = function(num) { if (num != 0 && num > (this.GetPopulationLimit() - this.GetPopulationCount())) return num - (this.GetPopulationLimit() - this.GetPopulationCount()); this.popUsed += num; return 0; }; Player.prototype.UnReservePopulationSlots = function(num) { this.popUsed -= num; }; Player.prototype.GetPopulationCount = function() { return this.popUsed; }; Player.prototype.AddPopulation = function(num) { this.popUsed += num; }; Player.prototype.SetPopulationBonuses = function(num) { this.popBonuses = num; }; Player.prototype.AddPopulationBonuses = function(num) { this.popBonuses += num; }; Player.prototype.GetPopulationLimit = function() { return Math.min(this.GetMaxPopulation(), this.popBonuses); }; Player.prototype.SetMaxPopulation = function(max) { this.maxPop = max; }; Player.prototype.GetMaxPopulation = function() { return Math.round(ApplyValueModificationsToPlayer("Player/MaxPopulation", this.maxPop, this.entity, this.playerID)); }; Player.prototype.GetBarterMultiplier = function() { return this.barterMultiplier; }; Player.prototype.SetGatherRateMultiplier = function(value) { this.gatherRateMultiplier = value; }; Player.prototype.GetGatherRateMultiplier = function() { return this.gatherRateMultiplier; }; Player.prototype.SetTradeRateMultiplier = function(value) { this.tradeRateMultiplier = value; }; Player.prototype.GetTradeRateMultiplier = function() { return this.tradeRateMultiplier; }; Player.prototype.GetSpyCostMultiplier = function() { return this.spyCostMultiplier; }; Player.prototype.GetPanelEntities = function() { return this.panelEntities; }; Player.prototype.IsTrainingBlocked = function() { return this.trainingBlocked; }; Player.prototype.BlockTraining = function() { this.trainingBlocked = true; }; Player.prototype.UnBlockTraining = function() { this.trainingBlocked = false; }; Player.prototype.SetResourceCounts = function(resources) { for (let res in resources) this.resourceCount[res] = resources[res]; }; Player.prototype.GetResourceCounts = function() { return this.resourceCount; }; /** * Add resource of specified type to player * @param type Generic type of resource (string) * @param amount Amount of resource, which should be added (integer) */ Player.prototype.AddResource = function(type, amount) { this.resourceCount[type] += +amount; }; /** * Add resources to player */ Player.prototype.AddResources = function(amounts) { for (var type in amounts) this.resourceCount[type] += +amounts[type]; }; Player.prototype.GetNeededResources = function(amounts) { // Check if we can afford it all var amountsNeeded = {}; for (var type in amounts) if (this.resourceCount[type] != undefined && amounts[type] > this.resourceCount[type]) amountsNeeded[type] = amounts[type] - Math.floor(this.resourceCount[type]); if (Object.keys(amountsNeeded).length == 0) return undefined; return amountsNeeded; }; Player.prototype.SubtractResourcesOrNotify = function(amounts) { var amountsNeeded = this.GetNeededResources(amounts); // If we don't have enough resources, send a notification to the player if (amountsNeeded) { var parameters = {}; var i = 0; for (var type in amountsNeeded) { ++i; parameters["resourceType"+i] = this.resourceNames[type]; parameters["resourceAmount"+i] = amountsNeeded[type]; } var msg = ""; // when marking strings for translations, you need to include the actual string, // not some way to derive the string if (i < 1) warn("Amounts needed but no amounts given?"); else if (i == 1) msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s"); else if (i == 2) msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s"); else if (i == 3) msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s"); else if (i == 4) msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s, %(resourceAmount4)s %(resourceType4)s"); else warn("Localisation: Strings are not localised for more than 4 resources"); // Send as time-notification let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "players": [this.playerID], "message": msg, "parameters": parameters, "translateMessage": true, "translateParameters": { "resourceType1": "withinSentence", "resourceType2": "withinSentence", "resourceType3": "withinSentence", "resourceType4": "withinSentence", }, }); return false; } for (var type in amounts) this.resourceCount[type] -= amounts[type]; return true; }; Player.prototype.TrySubtractResources = function(amounts) { if (!this.SubtractResourcesOrNotify(amounts)) return false; var cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker); if (cmpStatisticsTracker) for (var type in amounts) cmpStatisticsTracker.IncreaseResourceUsedCounter(type, amounts[type]); return true; }; Player.prototype.GetNextTradingGoods = function() { var value = randFloat(0, 100); var last = this.tradingGoods.length - 1; var sumProba = 0; for (var i = 0; i < last; ++i) { sumProba += this.tradingGoods[i].proba; if (value < sumProba) return this.tradingGoods[i].goods; } return this.tradingGoods[last].goods; }; Player.prototype.GetTradingGoods = function() { var tradingGoods = {}; for (let resource of this.tradingGoods) tradingGoods[resource.goods] = resource.proba; return tradingGoods; }; Player.prototype.SetTradingGoods = function(tradingGoods) { let resCodes = Resources.GetCodes(); let sumProba = 0; for (let resource in tradingGoods) { if (resCodes.indexOf(resource) == -1) { error("Invalid trading goods: " + uneval(tradingGoods)); return; } sumProba += tradingGoods[resource]; } if (sumProba != 100) { error("Invalid trading goods: " + uneval(tradingGoods)); return; } this.tradingGoods = []; for (let resource in tradingGoods) this.tradingGoods.push({ "goods": resource, "proba": tradingGoods[resource] }); }; Player.prototype.GetState = function() { return this.state; }; Player.prototype.SetState = function(newState, resign) { if (this.state != "active") return; if (newState != "won" && newState != "defeated") { warn("Can't change playerstate to " + this.state); return; } this.state = newState; let won = newState == "won"; let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (won) cmpRangeManager.SetLosRevealAll(this.playerID, true); else { // Reassign all player's entities to Gaia let entities = cmpRangeManager.GetEntitiesByPlayer(this.playerID); // The ownership change is done in two steps so that entities don't hit idle // (and thus possibly look for "enemies" to attack) before nearby allies get // converted to Gaia as well. for (let entity of entities) { let cmpOwnership = Engine.QueryInterface(entity, IID_Ownership); cmpOwnership.SetOwnerQuiet(0); } // With the real ownership change complete, send OwnershipChanged messages. for (let entity of entities) Engine.PostMessage(entity, MT_OwnershipChanged, { "entity": entity, "from": this.playerID, "to": 0 }); } Engine.BroadcastMessage(won ? MT_PlayerWon : MT_PlayerDefeated, { "playerId": this.playerID }); let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); if (won) cmpGUIInterface.PushNotification({ "type": "won", "players": [this.playerID] }); else cmpGUIInterface.PushNotification({ "type": "defeat", "players": [this.playerID], "resign": resign }); }; Player.prototype.GetTeam = function() { return this.team; }; Player.prototype.SetTeam = function(team) { if (this.teamsLocked) return; this.team = team; // Set all team members as allies let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); if (cmpPlayerManager && this.team != -1) for (let i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i) { let cmpPlayer = QueryPlayerIDInterface(i); if (this.team != cmpPlayer.GetTeam()) continue; this.SetAlly(i); cmpPlayer.SetAlly(this.playerID); } Engine.BroadcastMessage(MT_DiplomacyChanged, { "player": this.playerID, "otherPlayer": null }); }; Player.prototype.SetLockTeams = function(value) { this.teamsLocked = value; }; Player.prototype.GetLockTeams = function() { return this.teamsLocked; }; Player.prototype.GetDiplomacy = function() { return this.diplomacy.slice(); }; Player.prototype.SetDiplomacy = function(dipl) { this.diplomacy = dipl.slice(); Engine.BroadcastMessage(MT_DiplomacyChanged, { "player": this.playerID, "otherPlayer": null }); }; Player.prototype.SetDiplomacyIndex = function(idx, value) { let cmpPlayer = QueryPlayerIDInterface(idx); if (!cmpPlayer) return; if (this.state != "active" || cmpPlayer.state != "active") return; this.diplomacy[idx] = value; Engine.BroadcastMessage(MT_DiplomacyChanged, { "player": this.playerID, "otherPlayer": cmpPlayer.GetPlayerID() }); // Mutual worsening of relations if (cmpPlayer.diplomacy[this.playerID] > value) cmpPlayer.SetDiplomacyIndex(this.playerID, value); }; Player.prototype.UpdateSharedLos = function() { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager); if (!cmpRangeManager || !cmpTechnologyManager) return; if (!cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech)) { cmpRangeManager.SetSharedLos(this.playerID, [this.playerID]); return; } cmpRangeManager.SetSharedLos(this.playerID, this.GetMutualAllies()); }; Player.prototype.GetFormations = function() { return this.formations; }; Player.prototype.SetFormations = function(formations) { this.formations = formations; }; Player.prototype.GetStartingCameraPos = function() { return this.startCam.position; }; Player.prototype.GetStartingCameraRot = function() { return this.startCam.rotation; }; Player.prototype.SetStartingCamera = function(pos, rot) { this.startCam = { "position": pos, "rotation": rot }; }; Player.prototype.HasStartingCamera = function() { return this.startCam !== undefined; }; Player.prototype.HasSharedLos = function() { let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager); return cmpTechnologyManager && cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech); }; Player.prototype.HasSharedDropsites = function() { return this.sharedDropsites; }; Player.prototype.SetControlAllUnits = function(c) { this.controlAllUnits = c; }; Player.prototype.CanControlAllUnits = function() { return this.controlAllUnits; }; Player.prototype.SetAI = function(flag) { this.isAI = flag; }; Player.prototype.IsAI = function() { return this.isAI; }; Player.prototype.GetPlayersByDiplomacy = function(func) { var players = []; for (var i = 0; i < this.diplomacy.length; ++i) if (this[func](i)) players.push(i); return players; }; Player.prototype.SetAlly = function(id) { this.SetDiplomacyIndex(id, 1); }; /** * Check if given player is our ally */ Player.prototype.IsAlly = function(id) { return this.diplomacy[id] > 0; }; Player.prototype.GetAllies = function() { return this.GetPlayersByDiplomacy("IsAlly"); }; /** * Check if given player is our ally excluding ourself */ Player.prototype.IsExclusiveAlly = function(id) { return this.playerID != id && this.IsAlly(id); }; /** * Check if given player is our ally, and we are its ally */ Player.prototype.IsMutualAlly = function(id) { var cmpPlayer = QueryPlayerIDInterface(id); return this.IsAlly(id) && cmpPlayer && cmpPlayer.IsAlly(this.playerID); }; Player.prototype.GetMutualAllies = function() { return this.GetPlayersByDiplomacy("IsMutualAlly"); }; /** * Check if given player is our ally, and we are its ally, excluding ourself */ Player.prototype.IsExclusiveMutualAlly = function(id) { return this.playerID != id && this.IsMutualAlly(id); }; Player.prototype.SetEnemy = function(id) { this.SetDiplomacyIndex(id, -1); }; /** * Check if given player is our enemy */ Player.prototype.IsEnemy = function(id) { return this.diplomacy[id] < 0; }; Player.prototype.GetEnemies = function() { return this.GetPlayersByDiplomacy("IsEnemy"); }; Player.prototype.SetNeutral = function(id) { this.SetDiplomacyIndex(id, 0); }; /** * Check if given player is neutral */ Player.prototype.IsNeutral = function(id) { return this.diplomacy[id] == 0; }; /** * Do some map dependant initializations */ Player.prototype.OnGlobalInitGame = function(msg) { let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager); if (cmpTechnologyManager) for (let tech of this.startingTechnologies) cmpTechnologyManager.ResearchTechnology(tech); // Replace the "{civ}" code with this civ ID let disabledTemplates = this.disabledTemplates; this.disabledTemplates = {}; for (let template in disabledTemplates) if (disabledTemplates[template]) this.disabledTemplates[template.replace(/\{civ\}/g, this.civ)] = true; }; /** * Keep track of population effects of all entities that * become owned or unowned by this player */ Player.prototype.OnGlobalOwnershipChanged = function(msg) { if (msg.from != this.playerID && msg.to != this.playerID) return; var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity); var cmpCost = Engine.QueryInterface(msg.entity, IID_Cost); if (msg.from == this.playerID) { if (cmpCost) this.popUsed -= cmpCost.GetPopCost(); if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), panelEntityClasses)) { let index = this.panelEntities.indexOf(msg.entity); if (index >= 0) this.panelEntities.splice(index, 1); } } if (msg.to == this.playerID) { if (cmpCost) this.popUsed += cmpCost.GetPopCost(); if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), panelEntityClasses)) this.panelEntities.push(msg.entity); } }; Player.prototype.OnResearchFinished = function(msg) { if (msg.tech == this.template.SharedLosTech) this.UpdateSharedLos(); else if (msg.tech == this.template.SharedDropsitesTech) this.sharedDropsites = true; }; Player.prototype.OnDiplomacyChanged = function() { this.UpdateSharedLos(); }; Player.prototype.OnValueModification = function(msg) { if (msg.component != "Player") return; if (msg.valueNames.indexOf("Player/SpyCostMultiplier") != -1) this.spyCostMultiplier = ApplyValueModificationsToPlayer("Player/SpyCostMultiplier", +this.template.SpyCostMultiplier, this.entity, this.playerID); - if (msg.valueNames.some(mod => mod.startsWith("Player/BarterMultiplier/")) != -1) + if (msg.valueNames.some(mod => mod.startsWith("Player/BarterMultiplier/"))) for (let res in this.template.BarterMultiplier.Buy) { this.barterMultiplier.buy[res] = ApplyValueModificationsToEntity("Player/BarterMultiplier/Buy/"+res, +this.template.BarterMultiplier.Buy[res], this.entity); this.barterMultiplier.sell[res] = ApplyValueModificationsToEntity("Player/BarterMultiplier/Sell/"+res, +this.template.BarterMultiplier.Sell[res], this.entity); } }; Player.prototype.SetCheatsEnabled = function(flag) { this.cheatsEnabled = flag; }; Player.prototype.GetCheatsEnabled = function() { return this.cheatsEnabled; }; Player.prototype.SetCheatTimeMultiplier = function(time) { this.cheatTimeMultiplier = time; }; Player.prototype.GetCheatTimeMultiplier = function() { return this.cheatTimeMultiplier; }; Player.prototype.TributeResource = function(player, amounts) { var cmpPlayer = QueryPlayerIDInterface(player); if (!cmpPlayer) return; if (this.state != "active" || cmpPlayer.state != "active") return; if (!this.SubtractResourcesOrNotify(amounts)) return; cmpPlayer.AddResources(amounts); var total = Object.keys(amounts).reduce((sum, type) => sum + amounts[type], 0); var cmpOurStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker); if (cmpOurStatisticsTracker) cmpOurStatisticsTracker.IncreaseTributesSentCounter(total); var cmpTheirStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker); if (cmpTheirStatisticsTracker) cmpTheirStatisticsTracker.IncreaseTributesReceivedCounter(total); var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); if (cmpGUIInterface) cmpGUIInterface.PushNotification({ "type": "tribute", "players": [player], "donator": this.playerID, "amounts": amounts }); Engine.BroadcastMessage(MT_TributeExchanged, { "to": player, "from": this.playerID, "amounts": amounts }); }; Player.prototype.AddDisabledTemplate = function(template) { this.disabledTemplates[template] = true; Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {}); var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "resetselectionpannel", "players": [this.GetPlayerID()] }); }; Player.prototype.RemoveDisabledTemplate = function(template) { this.disabledTemplates[template] = false; Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {}); var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "resetselectionpannel", "players": [this.GetPlayerID()] }); }; Player.prototype.SetDisabledTemplates = function(templates) { this.disabledTemplates = {}; for (let template of templates) this.disabledTemplates[template] = true; Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {}); var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "resetselectionpannel", "players": [this.GetPlayerID()] }); }; Player.prototype.GetDisabledTemplates = function() { return this.disabledTemplates; }; Player.prototype.AddDisabledTechnology = function(tech) { this.disabledTechnologies[tech] = true; Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {}); }; Player.prototype.RemoveDisabledTechnology = function(tech) { this.disabledTechnologies[tech] = false; Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {}); }; Player.prototype.SetDisabledTechnologies = function(techs) { this.disabledTechnologies = {}; for (let tech of techs) this.disabledTechnologies[tech] = true; Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {}); }; Player.prototype.GetDisabledTechnologies = function() { return this.disabledTechnologies; }; Player.prototype.AddStartingTechnology = function(tech) { if (this.startingTechnologies.indexOf(tech) == -1) this.startingTechnologies.push(tech); }; Player.prototype.SetStartingTechnologies = function(techs) { this.startingTechnologies = techs; }; Engine.RegisterComponentType(IID_Player, "Player", Player);