Index: ps/trunk/binaries/data/mods/public/simulation/components/Fogging.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Fogging.js (revision 22253) +++ ps/trunk/binaries/data/mods/public/simulation/components/Fogging.js (revision 22254) @@ -1,229 +1,229 @@ const VIS_HIDDEN = 0; const VIS_FOGGED = 1; const VIS_VISIBLE = 2; function Fogging() {} Fogging.prototype.Schema = "Allows this entity to be replaced by mirage entities in the fog-of-war." + ""; Fogging.prototype.Init = function() { this.activated = false; this.mirages = []; this.miraged = []; this.seen = []; let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); for (let player = 0; player < numPlayers; ++player) { this.mirages.push(INVALID_ENTITY); this.miraged.push(false); this.seen.push(false); } }; Fogging.prototype.Activate = function() { let mustUpdate = !this.activated; this.activated = true; if (mustUpdate) { // Load a mirage for each player who has already seen the entity let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); for (let player = 0; player < numPlayers; ++player) if (this.seen[player] && cmpRangeManager.GetLosVisibility(this.entity, player) != "visible") this.LoadMirage(player); } }; Fogging.prototype.IsActivated = function() { return this.activated; }; Fogging.prototype.LoadMirage = function(player) { if (!this.activated) { error("LoadMirage called for an entity with fogging deactivated"); return; } this.miraged[player] = true; if (this.mirages[player] == INVALID_ENTITY) { var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var templateName = "mirage|" + cmpTemplateManager.GetCurrentTemplateName(this.entity); this.mirages[player] = Engine.AddEntity(templateName); } var cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage); if (!cmpMirage) { error("Failed to load a mirage for entity " + this.entity); this.mirages[player] = INVALID_ENTITY; return; } // Copy basic mirage properties cmpMirage.SetPlayer(player); cmpMirage.SetParent(this.entity); // Copy cmpOwnership data var cmpParentOwnership = Engine.QueryInterface(this.entity, IID_Ownership); var cmpMirageOwnership = Engine.QueryInterface(this.mirages[player], IID_Ownership); if (!cmpParentOwnership || !cmpMirageOwnership) { error("Failed to copy the ownership data of the fogged entity " + this.entity); return; } cmpMirageOwnership.SetOwner(cmpParentOwnership.GetOwner()); // Copy cmpPosition data var cmpParentPosition = Engine.QueryInterface(this.entity, IID_Position); var cmpMiragePosition = Engine.QueryInterface(this.mirages[player], IID_Position); if (!cmpParentPosition || !cmpMiragePosition) { error("Failed to copy the position data of the fogged entity " + this.entity); return; } if (!cmpParentPosition.IsInWorld()) return; var pos = cmpParentPosition.GetPosition(); cmpMiragePosition.JumpTo(pos.x, pos.z); var rot = cmpParentPosition.GetRotation(); cmpMiragePosition.SetYRotation(rot.y); cmpMiragePosition.SetXZRotation(rot.x, rot.z); // Copy cmpVisualActor data var cmpParentVisualActor = Engine.QueryInterface(this.entity, IID_Visual); var cmpMirageVisualActor = Engine.QueryInterface(this.mirages[player], IID_Visual); if (!cmpParentVisualActor || !cmpMirageVisualActor) { error("Failed to copy the visual data of the fogged entity " + this.entity); return; } cmpMirageVisualActor.SetActorSeed(cmpParentVisualActor.GetActorSeed()); // Store valuable information into the mirage component (especially for the GUI) var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity); if (cmpIdentity) cmpMirage.CopyIdentity(cmpIdentity); var cmpFoundation = Engine.QueryInterface(this.entity, IID_Foundation); if (cmpFoundation) cmpMirage.CopyFoundation(cmpFoundation); var cmpRepairable = Engine.QueryInterface(this.entity, IID_Repairable); if (cmpRepairable && !cmpFoundation) cmpMirage.CopyRepairable(cmpRepairable); var cmpHealth = Engine.QueryInterface(this.entity, IID_Health); if (cmpHealth) cmpMirage.CopyHealth(cmpHealth); var cmpCapturable = Engine.QueryInterface(this.entity, IID_Capturable); if (cmpCapturable) cmpMirage.CopyCapturable(cmpCapturable); var cmpResourceSupply = Engine.QueryInterface(this.entity, IID_ResourceSupply); if (cmpResourceSupply) cmpMirage.CopyResourceSupply(cmpResourceSupply); var cmpMarket = Engine.QueryInterface(this.entity, IID_Market); if (cmpMarket) cmpMirage.CopyMarket(cmpMarket); // Notify the GUI the entity has been replaced by a mirage, in case it is selected at this moment var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.AddMiragedEntity(player, this.entity, this.mirages[player]); // Notify the range manager the visibility of this entity must be updated let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); cmpRangeManager.RequestVisibilityUpdate(this.entity); }; Fogging.prototype.ForceMiraging = function(player) { if (!this.activated) return; this.seen[player] = true; this.LoadMirage(player); }; Fogging.prototype.IsMiraged = function(player) { if (player < 0 || player >= this.mirages.length) return false; return this.miraged[player]; }; Fogging.prototype.GetMirage = function(player) { if (player < 0 || player >= this.mirages.length) return INVALID_ENTITY; return this.mirages[player]; }; Fogging.prototype.WasSeen = function(player) { if (player < 0 || player >= this.seen.length) return false; return this.seen[player]; }; Fogging.prototype.OnOwnershipChanged = function(msg) { // Always activate fogging for non-Gaia entities if (msg.to > 0) this.Activate(); if (msg.to != -1) return; let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); - for (let player in this.mirages) + for (let player = 0; player < this.mirages.length; ++player) { if (this.mirages[player] == INVALID_ENTITY) continue; // When this.entity is in the line of sight of the player, its mirage is hidden, rather than destroyed, to save on performance. // All hidden mirages can be destroyed now (they won't be needed again), and other mirages will destroy themselves when they get out of the fog. if (cmpRangeManager.GetLosVisibility(this.mirages[player], player) == "hidden") { Engine.DestroyEntity(this.mirages[player]); continue; } let cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage); if (cmpMirage) cmpMirage.SetParent(INVALID_ENTITY); } }; Fogging.prototype.OnVisibilityChanged = function(msg) { if (msg.player < 0 || msg.player >= this.mirages.length) return; if (msg.newVisibility == VIS_VISIBLE) { this.miraged[msg.player] = false; this.seen[msg.player] = true; } if (msg.newVisibility == VIS_FOGGED && this.activated) this.LoadMirage(msg.player); }; Engine.RegisterComponentType(IID_Fogging, "Fogging", Fogging);