Index: ps/trunk/binaries/data/mods/public/simulation/components/Attack.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Attack.js (revision 22303)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Attack.js (revision 22304)
@@ -1,694 +1,712 @@
function Attack() {}
var g_AttackTypes = ["Melee", "Ranged", "Capture"];
+Attack.prototype.statusEffectsSchema =
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "";
+
Attack.prototype.bonusesSchema =
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
Attack.prototype.preferredClassesSchema =
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"";
Attack.prototype.restrictedClassesSchema =
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"";
Attack.prototype.Schema =
"Controls the attack abilities and strengths of the unit." +
"" +
"" +
"10.0" +
"0.0" +
"5.0" +
"4.0" +
"1000" +
"" +
"" +
"pers" +
"Infantry" +
"1.5" +
"" +
"" +
"Cavalry Melee" +
"1.5" +
"" +
"" +
"Champion" +
"Cavalry Infantry" +
"" +
"" +
"0.0" +
"10.0" +
"0.0" +
"44.0" +
"20.0" +
"15.0" +
"800" +
"1600" +
"1000" +
"" +
"" +
"Cavalry" +
"2" +
"" +
"" +
"" +
"50.0" +
"2.5" +
"props/units/weapons/rock_flaming.xml" +
"props/units/weapons/rock_explosion.xml" +
"0.1" +
"" +
"Champion" +
"" +
"Circular" +
"20" +
"false" +
"0.0" +
"10.0" +
"0.0" +
"" +
"" +
"" +
"1000.0" +
"0.0" +
"0.0" +
"4.0" +
"" +
"" +
"" +
"" +
"" +
DamageTypes.BuildSchema("damage strength") +
"" +
"" +
"" +
"" +
"" + // TODO: it shouldn't be stretched
"" +
"" +
Attack.prototype.bonusesSchema +
Attack.prototype.preferredClassesSchema +
Attack.prototype.restrictedClassesSchema +
"" +
"" +
"" +
"" +
"" +
"" +
DamageTypes.BuildSchema("damage strength") +
"" +
"" +
""+
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
DamageTypes.BuildSchema("damage strength") +
Attack.prototype.bonusesSchema +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
+ Attack.prototype.statusEffectsSchema +
Attack.prototype.bonusesSchema +
Attack.prototype.preferredClassesSchema +
Attack.prototype.restrictedClassesSchema +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" + // TODO: it shouldn't be stretched
"" +
"" +
Attack.prototype.bonusesSchema +
Attack.prototype.preferredClassesSchema +
Attack.prototype.restrictedClassesSchema +
"" +
"" +
"" +
"" +
"" +
"" +
DamageTypes.BuildSchema("damage strength") +
"" + // TODO: how do these work?
Attack.prototype.bonusesSchema +
Attack.prototype.preferredClassesSchema +
Attack.prototype.restrictedClassesSchema +
"" +
"" +
"";
Attack.prototype.Init = function()
{
};
Attack.prototype.Serialize = null; // we have no dynamic state to save
Attack.prototype.GetAttackTypes = function(wantedTypes)
{
let types = g_AttackTypes.filter(type => !!this.template[type]);
if (!wantedTypes)
return types;
let wantedTypesReal = wantedTypes.filter(wtype => wtype.indexOf("!") != 0);
return types.filter(type => wantedTypes.indexOf("!" + type) == -1 &&
(!wantedTypesReal || !wantedTypesReal.length || wantedTypesReal.indexOf(type) != -1));
};
Attack.prototype.GetPreferredClasses = function(type)
{
if (this.template[type] && this.template[type].PreferredClasses &&
this.template[type].PreferredClasses._string)
return this.template[type].PreferredClasses._string.split(/\s+/);
return [];
};
Attack.prototype.GetRestrictedClasses = function(type)
{
if (this.template[type] && this.template[type].RestrictedClasses &&
this.template[type].RestrictedClasses._string)
return this.template[type].RestrictedClasses._string.split(/\s+/);
return [];
};
Attack.prototype.CanAttack = function(target, wantedTypes)
{
let cmpFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpFormation)
return true;
let cmpThisPosition = Engine.QueryInterface(this.entity, IID_Position);
let cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpThisPosition || !cmpTargetPosition || !cmpThisPosition.IsInWorld() || !cmpTargetPosition.IsInWorld())
return false;
let cmpIdentity = QueryMiragedInterface(target, IID_Identity);
if (!cmpIdentity)
return false;
let cmpHealth = QueryMiragedInterface(target, IID_Health);
let targetClasses = cmpIdentity.GetClassesList();
if (targetClasses.indexOf("Domestic") != -1 && this.template.Slaughter && cmpHealth && cmpHealth.GetHitpoints() &&
(!wantedTypes || !wantedTypes.filter(wType => wType.indexOf("!") != 0).length))
return true;
let cmpEntityPlayer = QueryOwnerInterface(this.entity);
let cmpTargetPlayer = QueryOwnerInterface(target);
if (!cmpTargetPlayer || !cmpEntityPlayer)
return false;
let types = this.GetAttackTypes(wantedTypes);
let entityOwner = cmpEntityPlayer.GetPlayerID();
let targetOwner = cmpTargetPlayer.GetPlayerID();
let cmpCapturable = QueryMiragedInterface(target, IID_Capturable);
// Check if the relative height difference is larger than the attack range
// If the relative height is bigger, it means they will never be able to
// reach each other, no matter how close they come.
let heightDiff = Math.abs(cmpThisPosition.GetHeightOffset() - cmpTargetPosition.GetHeightOffset());
for (let type of types)
{
if (type != "Capture" && (!cmpEntityPlayer.IsEnemy(targetOwner) || !cmpHealth || !cmpHealth.GetHitpoints()))
continue;
if (type == "Capture" && (!cmpCapturable || !cmpCapturable.CanCapture(entityOwner)))
continue;
if (heightDiff > this.GetRange(type).max)
continue;
let restrictedClasses = this.GetRestrictedClasses(type);
if (!restrictedClasses.length)
return true;
if (!MatchesClassList(targetClasses, restrictedClasses))
return true;
}
return false;
};
/**
* Returns null if we have no preference or the lowest index of a preferred class.
*/
Attack.prototype.GetPreference = function(target)
{
let cmpIdentity = Engine.QueryInterface(target, IID_Identity);
if (!cmpIdentity)
return undefined;
let targetClasses = cmpIdentity.GetClassesList();
let minPref = null;
for (let type of this.GetAttackTypes())
{
let preferredClasses = this.GetPreferredClasses(type);
for (let targetClass of targetClasses)
{
let pref = preferredClasses.indexOf(targetClass);
if (pref === 0)
return pref;
if (pref != -1 && (minPref === null || minPref > pref))
minPref = pref;
}
}
return minPref;
};
/**
* Get the full range of attack using all available attack types.
*/
Attack.prototype.GetFullAttackRange = function()
{
let ret = { "min": Infinity, "max": 0 };
for (let type of this.GetAttackTypes())
{
let range = this.GetRange(type);
ret.min = Math.min(ret.min, range.min);
ret.max = Math.max(ret.max, range.max);
}
return ret;
};
Attack.prototype.GetBestAttackAgainst = function(target, allowCapture)
{
let cmpFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpFormation)
{
// TODO: Formation against formation needs review
let types = this.GetAttackTypes();
return g_AttackTypes.find(attack => types.indexOf(attack) != -1);
}
let cmpIdentity = Engine.QueryInterface(target, IID_Identity);
if (!cmpIdentity)
return undefined;
let targetClasses = cmpIdentity.GetClassesList();
let isTargetClass = className => targetClasses.indexOf(className) != -1;
// Always slaughter domestic animals instead of using a normal attack
if (isTargetClass("Domestic") && this.template.Slaughter)
return "Slaughter";
let types = this.GetAttackTypes().filter(type => !this.GetRestrictedClasses(type).some(isTargetClass));
// check if the target is capturable
let captureIndex = types.indexOf("Capture");
if (captureIndex != -1)
{
let cmpCapturable = QueryMiragedInterface(target, IID_Capturable);
let cmpPlayer = QueryOwnerInterface(this.entity);
if (allowCapture && cmpPlayer && cmpCapturable && cmpCapturable.CanCapture(cmpPlayer.GetPlayerID()))
return "Capture";
// not capturable, so remove this attack
types.splice(captureIndex, 1);
}
let isPreferred = className => this.GetPreferredClasses(className).some(isTargetClass);
return types.sort((a, b) =>
(types.indexOf(a) + (isPreferred(a) ? types.length : 0)) -
(types.indexOf(b) + (isPreferred(b) ? types.length : 0))).pop();
};
Attack.prototype.CompareEntitiesByPreference = function(a, b)
{
let aPreference = this.GetPreference(a);
let bPreference = this.GetPreference(b);
if (aPreference === null && bPreference === null) return 0;
if (aPreference === null) return 1;
if (bPreference === null) return -1;
return aPreference - bPreference;
};
Attack.prototype.GetTimers = function(type)
{
let prepare = +(this.template[type].PrepareTime || 0);
prepare = ApplyValueModificationsToEntity("Attack/" + type + "/PrepareTime", prepare, this.entity);
let repeat = +(this.template[type].RepeatTime || 1000);
repeat = ApplyValueModificationsToEntity("Attack/" + type + "/RepeatTime", repeat, this.entity);
return { "prepare": prepare, "repeat": repeat };
};
Attack.prototype.GetAttackStrengths = function(type)
{
// Work out the attack values with technology effects
let template = this.template[type];
let splash = "";
if (!template)
{
template = this.template[type.split(".")[0]].Splash;
splash = "/Splash";
}
let applyMods = damageType =>
ApplyValueModificationsToEntity("Attack/" + type + splash + "/" + damageType, +(template[damageType] || 0), this.entity);
if (type == "Capture")
return { "value": applyMods("Value") };
let ret = {};
for (let damageType of DamageTypes.GetTypes())
ret[damageType] = applyMods(damageType);
return ret;
};
Attack.prototype.GetSplashDamage = function(type)
{
if (!this.template[type].Splash)
return false;
let splash = this.GetAttackStrengths(type + ".Splash");
splash.friendlyFire = this.template[type].Splash.FriendlyFire != "false";
splash.shape = this.template[type].Splash.Shape;
return splash;
};
Attack.prototype.GetRange = function(type)
{
let max = +this.template[type].MaxRange;
max = ApplyValueModificationsToEntity("Attack/" + type + "/MaxRange", max, this.entity);
let min = +(this.template[type].MinRange || 0);
min = ApplyValueModificationsToEntity("Attack/" + type + "/MinRange", min, this.entity);
let elevationBonus = +(this.template[type].ElevationBonus || 0);
elevationBonus = ApplyValueModificationsToEntity("Attack/" + type + "/ElevationBonus", elevationBonus, this.entity);
return { "max": max, "min": min, "elevationBonus": elevationBonus };
};
Attack.prototype.GetBonusTemplate = function(type)
{
let template = this.template[type];
if (!template)
template = this.template[type.split(".")[0]].Splash;
return template.Bonuses || null;
};
/**
* Attack the target entity. This should only be called after a successful range check,
* and should only be called after GetTimers().repeat msec has passed since the last
* call to PerformAttack.
*/
Attack.prototype.PerformAttack = function(type, target)
{
let attackerOwner = Engine.QueryInterface(this.entity, IID_Ownership).GetOwner();
let cmpDamage = Engine.QueryInterface(SYSTEM_ENTITY, IID_Damage);
// If this is a ranged attack, then launch a projectile
if (type == "Ranged")
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
let turnLength = cmpTimer.GetLatestTurnLength()/1000;
// In the future this could be extended:
// * Obstacles like trees could reduce the probability of the target being hit
// * Obstacles like walls should block projectiles entirely
let horizSpeed = +this.template[type].Projectile.Speed;
let gravity = +this.template[type].Projectile.Gravity;
//horizSpeed /= 2; gravity /= 2; // slow it down for testing
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
let selfPosition = cmpPosition.GetPosition();
let cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return;
let targetPosition = cmpTargetPosition.GetPosition();
let previousTargetPosition = Engine.QueryInterface(target, IID_Position).GetPreviousPosition();
let targetVelocity = Vector3D.sub(targetPosition, previousTargetPosition).div(turnLength);
let timeToTarget = this.PredictTimeToTarget(selfPosition, horizSpeed, targetPosition, targetVelocity);
let predictedPosition = (timeToTarget !== false) ? Vector3D.mult(targetVelocity, timeToTarget).add(targetPosition) : targetPosition;
// Add inaccuracy based on spread.
let distanceModifiedSpread = ApplyValueModificationsToEntity("Attack/Ranged/Spread", +this.template[type].Projectile.Spread, this.entity) *
predictedPosition.horizDistanceTo(selfPosition) / 100;
let randNorm = randomNormal2D();
let offsetX = randNorm[0] * distanceModifiedSpread;
let offsetZ = randNorm[1] * distanceModifiedSpread;
let realTargetPosition = new Vector3D(predictedPosition.x + offsetX, targetPosition.y, predictedPosition.z + offsetZ);
// Recalculate when the missile will hit the target position.
let realHorizDistance = realTargetPosition.horizDistanceTo(selfPosition);
timeToTarget = realHorizDistance / horizSpeed;
let missileDirection = Vector3D.sub(realTargetPosition, selfPosition).div(realHorizDistance);
// Launch the graphical projectile.
let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
let actorName = "";
let impactActorName = "";
let impactAnimationLifetime = 0;
actorName = this.template[type].Projectile.ActorName || "";
impactActorName = this.template[type].Projectile.ImpactActorName || "";
impactAnimationLifetime = this.template[type].Projectile.ImpactAnimationLifetime || 0;
// TODO: Use unit rotation to implement x/z offsets.
let deltaLaunchPoint = new Vector3D(0, this.template[type].Projectile.LaunchPoint["@y"], 0.0);
let launchPoint = Vector3D.add(selfPosition, deltaLaunchPoint);
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
{
// if the projectile definition is missing from the template
// then fallback to the projectile name and launchpoint in the visual actor
if (!actorName)
actorName = cmpVisual.GetProjectileActor();
let visualActorLaunchPoint = cmpVisual.GetProjectileLaunchPoint();
if (visualActorLaunchPoint.length() > 0)
launchPoint = visualActorLaunchPoint;
}
let id = cmpProjectileManager.LaunchProjectileAtPoint(launchPoint, realTargetPosition, horizSpeed, gravity, actorName, impactActorName, impactAnimationLifetime);
let attackImpactSound = "";
let cmpSound = Engine.QueryInterface(this.entity, IID_Sound);
if (cmpSound)
attackImpactSound = cmpSound.GetSoundGroup("attack_impact_" + type.toLowerCase());
let data = {
"type": type,
"attacker": this.entity,
"target": target,
"strengths": this.GetAttackStrengths(type),
"position": realTargetPosition,
"direction": missileDirection,
"projectileId": id,
"bonus": this.GetBonusTemplate(type),
"isSplash": false,
"attackerOwner": attackerOwner,
- "attackImpactSound": attackImpactSound
+ "attackImpactSound": attackImpactSound,
+ "statusEffects": this.template[type].StatusEffects
};
if (this.template[type].Splash)
{
data.friendlyFire = this.template[type].Splash.FriendlyFire != "false";
data.radius = +this.template[type].Splash.Range;
data.shape = this.template[type].Splash.Shape;
data.isSplash = true;
data.splashStrengths = this.GetAttackStrengths(type + ".Splash");
data.splashBonus = this.GetBonusTemplate(type + ".Splash");
}
cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_Damage, "MissileHit", timeToTarget * 1000 + +this.template[type].Delay, data);
}
else if (type == "Capture")
{
if (attackerOwner == INVALID_PLAYER)
return;
let multiplier = GetDamageBonus(target, this.GetBonusTemplate(type));
let cmpHealth = Engine.QueryInterface(target, IID_Health);
if (!cmpHealth || cmpHealth.GetHitpoints() == 0)
return;
multiplier *= cmpHealth.GetMaxHitpoints() / (0.1 * cmpHealth.GetMaxHitpoints() + 0.9 * cmpHealth.GetHitpoints());
let cmpCapturable = Engine.QueryInterface(target, IID_Capturable);
if (!cmpCapturable || !cmpCapturable.CanCapture(attackerOwner))
return;
let strength = this.GetAttackStrengths("Capture").value * multiplier;
if (cmpCapturable.Reduce(strength, attackerOwner) && IsOwnedByEnemyOfPlayer(attackerOwner, target))
Engine.PostMessage(target, MT_Attacked, {
"attacker": this.entity,
"target": target,
"type": type,
"damage": strength,
"attackerOwner": attackerOwner
});
}
else
{
// Melee attack - hurt the target immediately
cmpDamage.CauseDamage({
"strengths": this.GetAttackStrengths(type),
"target": target,
"attacker": this.entity,
"multiplier": GetDamageBonus(target, this.GetBonusTemplate(type)),
"type": type,
"attackerOwner": attackerOwner
});
}
};
/**
* Get the predicted time of collision between a projectile (or a chaser)
* and its target, assuming they both move in straight line at a constant speed.
* Vertical component of movement is ignored.
* @param {Vector3D} selfPosition - the 3D position of the projectile (or chaser).
* @param {number} horizSpeed - the horizontal speed of the projectile (or chaser).
* @param {Vector3D} targetPosition - the 3D position of the target.
* @param {Vector3D} targetVelocity - the 3D velocity vector of the target.
* @return {Vector3D|boolean} - the 3D predicted position or false if the collision will not happen.
*/
Attack.prototype.PredictTimeToTarget = function(selfPosition, horizSpeed, targetPosition, targetVelocity)
{
let relativePosition = new Vector3D.sub(targetPosition, selfPosition);
let a = targetVelocity.x * targetVelocity.x + targetVelocity.z * targetVelocity.z - horizSpeed * horizSpeed;
let b = relativePosition.x * targetVelocity.x + relativePosition.z * targetVelocity.z;
let c = relativePosition.x * relativePosition.x + relativePosition.z * relativePosition.z;
// The predicted time to reach the target is the smallest non negative solution
// (when it exists) of the equation a t^2 + 2 b t + c = 0.
// Using c>=0, we can straightly compute the right solution.
if (c == 0)
return 0;
let disc = b * b - a * c;
if (a < 0 || b < 0 && disc >= 0)
return c / (Math.sqrt(disc) - b);
return false;
};
Attack.prototype.OnValueModification = function(msg)
{
if (msg.component != "Attack")
return;
let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (!cmpUnitAI)
return;
if (this.GetAttackTypes().some(type =>
msg.valueNames.indexOf("Attack/" + type + "/MaxRange") != -1))
cmpUnitAI.UpdateRangeQueries();
};
Attack.prototype.GetRangeOverlays = function()
{
if (!this.template.Ranged || !this.template.Ranged.RangeOverlay)
return [];
let range = this.GetRange("Ranged");
let rangeOverlays = [];
for (let i in range)
if ((i == "min" || i == "max") && range[i])
rangeOverlays.push({
"radius": range[i],
"texture": this.template.Ranged.RangeOverlay.LineTexture,
"textureMask": this.template.Ranged.RangeOverlay.LineTextureMask,
"thickness": +this.template.Ranged.RangeOverlay.LineThickness,
});
return rangeOverlays;
};
Engine.RegisterComponentType(IID_Attack, "Attack", Attack);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Damage.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Damage.js (revision 22303)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Damage.js (revision 22304)
@@ -1,306 +1,312 @@
function Damage() {}
Damage.prototype.Schema =
"";
Damage.prototype.Init = function()
{
};
/**
* Gives the position of the given entity, taking the lateness into account.
* @param {number} ent - entity id of the entity we are finding the location for.
* @param {number} lateness - the time passed since the expected time to fire the function.
* @return {Vector3D} - the location of the entity.
*/
Damage.prototype.InterpolatedLocation = function(ent, lateness)
{
let cmpTargetPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) // TODO: handle dead target properly
return undefined;
let curPos = cmpTargetPosition.GetPosition();
let prevPos = cmpTargetPosition.GetPreviousPosition();
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
let turnLength = cmpTimer.GetLatestTurnLength();
return new Vector3D(
(curPos.x * (turnLength - lateness) + prevPos.x * lateness) / turnLength,
0,
(curPos.z * (turnLength - lateness) + prevPos.z * lateness) / turnLength);
};
/**
* Test if a point is inside of an entity's footprint.
* @param {number} ent - id of the entity we are checking with.
* @param {Vector3D} point - the point we are checking with.
* @param {number} lateness - the time passed since the expected time to fire the function.
* @return {boolean} - true if the point is inside of the entity's footprint.
*/
Damage.prototype.TestCollision = function(ent, point, lateness)
{
let targetPosition = this.InterpolatedLocation(ent, lateness);
if (!targetPosition)
return false;
let cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
if (!cmpFootprint)
return false;
let targetShape = cmpFootprint.GetShape();
if (!targetShape)
return false;
if (targetShape.type == "circle")
return targetPosition.horizDistanceToSquared(point) < targetShape.radius * targetShape.radius;
if (targetShape.type == "square")
{
let angle = Engine.QueryInterface(ent, IID_Position).GetRotation().y;
let distance = Vector2D.from3D(Vector3D.sub(point, targetPosition)).rotate(-angle);
return Math.abs(distance.x) < targetShape.width / 2 && Math.abs(distance.y) < targetShape.depth / 2;
}
warn("TestCollision called with an invalid footprint shape");
return false;
};
/**
* Get the list of players affected by the damage.
* @param {number} attackerOwner - the player id of the attacker.
* @param {boolean} friendlyFire - a flag indicating if allied entities are also damaged.
* @return {number[]} - the ids of players need to be damaged
*/
Damage.prototype.GetPlayersToDamage = function(attackerOwner, friendlyFire)
{
if (!friendlyFire)
return QueryPlayerIDInterface(attackerOwner).GetEnemies();
return Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
};
/**
* Handles hit logic after the projectile travel time has passed.
* @param {Object} data - the data sent by the caller.
* @param {number} data.attacker - the entity id of the attacker.
* @param {number} data.target - the entity id of the target.
* @param {Vector2D} data.origin - the origin of the projectile hit.
* @param {Object} data.strengths - data of the form { 'hack': number, 'pierce': number, 'crush': number }.
* @param {string} data.type - the type of damage.
* @param {number} data.attackerOwner - the player id of the owner of the attacker.
* @param {boolean} data.isSplash - a flag indicating if it's splash damage.
* @param {Vector3D} data.position - the expected position of the target.
* @param {number} data.projectileId - the id of the projectile.
* @param {Vector3D} data.direction - the unit vector defining the direction.
* @param {Object} data.bonus - the attack bonus template from the attacker.
* @param {string} data.attackImpactSound - the name of the sound emited on impact.
+ * @param {Object} data.statusEffects - status effects eg. poisoning, burning etc.
* ***When splash damage***
* @param {boolean} data.friendlyFire - a flag indicating if allied entities are also damaged.
* @param {number} data.radius - the radius of the splash damage.
* @param {string} data.shape - the shape of the splash range.
* @param {Object} data.splashBonus - the attack bonus template from the attacker.
* @param {Object} data.splashStrengths - data of the form { 'hack': number, 'pierce': number, 'crush': number }.
*/
Damage.prototype.MissileHit = function(data, lateness)
{
if (!data.position)
return;
let cmpSoundManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager);
if (cmpSoundManager && data.attackImpactSound)
cmpSoundManager.PlaySoundGroupAtPosition(data.attackImpactSound, data.position);
// Do this first in case the direct hit kills the target
if (data.isSplash)
{
this.CauseSplashDamage({
"attacker": data.attacker,
"origin": Vector2D.from3D(data.position),
"radius": data.radius,
"shape": data.shape,
"strengths": data.splashStrengths,
"splashBonus": data.splashBonus,
"direction": data.direction,
"playersToDamage": this.GetPlayersToDamage(data.attackerOwner, data.friendlyFire),
"type": data.type,
"attackerOwner": data.attackerOwner
});
}
let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
// Deal direct damage if we hit the main target
// and if the target has DamageReceiver (not the case for a mirage for example)
let cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
if (cmpDamageReceiver && this.TestCollision(data.target, data.position, lateness))
{
data.multiplier = GetDamageBonus(data.target, data.bonus);
this.CauseDamage(data);
cmpProjectileManager.RemoveProjectile(data.projectileId);
+
+ let cmpStatusReceiver = Engine.QueryInterface(data.target, IID_StatusEffectsReceiver);
+ if (cmpStatusReceiver && data.statusEffects)
+ cmpStatusReceiver.InflictEffects(data.statusEffects);
+
return;
}
let targetPosition = this.InterpolatedLocation(data.target, lateness);
if (!targetPosition)
return;
// If we didn't hit the main target look for nearby units
let cmpPlayer = QueryPlayerIDInterface(data.attackerOwner);
let ents = this.EntitiesNearPoint(Vector2D.from3D(data.position), targetPosition.horizDistanceTo(data.position) * 2, cmpPlayer.GetEnemies());
for (let ent of ents)
{
if (!this.TestCollision(ent, data.position, lateness))
continue;
this.CauseDamage({
"strengths": data.strengths,
"target": ent,
"attacker": data.attacker,
"multiplier": GetDamageBonus(ent, data.bonus),
"type": data.type,
"attackerOwner": data.attackerOwner
});
cmpProjectileManager.RemoveProjectile(data.projectileId);
break;
}
};
/**
* Damages units around a given origin.
* @param {Object} data - the data sent by the caller.
* @param {number} data.attacker - the entity id of the attacker.
* @param {Vector2D} data.origin - the origin of the projectile hit.
* @param {number} data.radius - the radius of the splash damage.
* @param {string} data.shape - the shape of the radius.
* @param {Object} data.strengths - data of the form { 'hack': number, 'pierce': number, 'crush': number }.
* @param {string} data.type - the type of damage.
* @param {number} data.attackerOwner - the player id of the attacker.
* @param {Vector3D} [data.direction] - the unit vector defining the direction. Needed for linear splash damage.
* @param {Object} data.splashBonus - the attack bonus template from the attacker.
* @param {number[]} data.playersToDamage - the array of player id's to damage.
*/
Damage.prototype.CauseSplashDamage = function(data)
{
// Get nearby entities and define variables
let nearEnts = this.EntitiesNearPoint(data.origin, data.radius, data.playersToDamage);
let damageMultiplier = 1;
// Cycle through all the nearby entities and damage it appropriately based on its distance from the origin.
for (let ent of nearEnts)
{
let entityPosition = Engine.QueryInterface(ent, IID_Position).GetPosition2D();
if (data.shape == 'Circular') // circular effect with quadratic falloff in every direction
damageMultiplier = 1 - data.origin.distanceToSquared(entityPosition) / (data.radius * data.radius);
else if (data.shape == 'Linear') // linear effect with quadratic falloff in two directions (only used for certain missiles)
{
// Get position of entity relative to splash origin.
let relativePos = entityPosition.sub(data.origin);
// Get the position relative to the missile direction.
let direction = Vector2D.from3D(data.direction);
let parallelPos = relativePos.dot(direction);
let perpPos = relativePos.cross(direction);
// The width of linear splash is one fifth of the normal splash radius.
let width = data.radius / 5;
// Check that the unit is within the distance splash width of the line starting at the missile's
// landing point which extends in the direction of the missile for length splash radius.
if (parallelPos >= 0 && Math.abs(perpPos) < width) // If in radius, quadratic falloff in both directions
damageMultiplier = (1 - parallelPos * parallelPos / (data.radius * data.radius)) *
(1 - perpPos * perpPos / (width * width));
else
damageMultiplier = 0;
}
else // In case someone calls this function with an invalid shape.
{
warn("The " + data.shape + " splash damage shape is not implemented!");
}
if (data.splashBonus)
damageMultiplier *= GetDamageBonus(ent, data.splashBonus);
// Call CauseDamage which reduces the hitpoints, posts network command, plays sounds....
this.CauseDamage({
"strengths": data.strengths,
"target": ent,
"attacker": data.attacker,
"multiplier": damageMultiplier,
"type": data.type + ".Splash",
"attackerOwner": data.attackerOwner
});
}
};
/**
* Causes damage on a given unit.
* @param {Object} data - the data passed by the caller.
* @param {Object} data.strengths - data in the form of { 'hack': number, 'pierce': number, 'crush': number }.
* @param {number} data.target - the entity id of the target.
- * @param {number} data.attacker - the entity id og the attacker.
+ * @param {number} data.attacker - the entity id of the attacker.
* @param {number} data.multiplier - the damage multiplier.
* @param {string} data.type - the type of damage.
* @param {number} data.attackerOwner - the player id of the attacker.
*/
Damage.prototype.CauseDamage = function(data)
{
let cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
if (!cmpDamageReceiver)
return;
let targetState = cmpDamageReceiver.TakeDamage(data.strengths, data.multiplier);
let cmpPromotion = Engine.QueryInterface(data.attacker, IID_Promotion);
let cmpLoot = Engine.QueryInterface(data.target, IID_Loot);
let cmpHealth = Engine.QueryInterface(data.target, IID_Health);
if (cmpPromotion && cmpLoot && cmpLoot.GetXp() > 0)
cmpPromotion.IncreaseXp(cmpLoot.GetXp() * -targetState.change / cmpHealth.GetMaxHitpoints());
if (targetState.killed)
this.TargetKilled(data.attacker, data.target, data.attackerOwner);
Engine.PostMessage(data.target, MT_Attacked, { "attacker": data.attacker, "target": data.target, "type": data.type, "damage": -targetState.change, "attackerOwner": data.attackerOwner });
};
/**
* Gets entities near a give point for given players.
* @param {Vector2D} origin - the point to check around.
* @param {number} radius - the radius around the point to check.
* @param {number[]} players - the players of which we need to check entities.
* @return {number[]} - the id's of the entities in range of the given point.
*/
Damage.prototype.EntitiesNearPoint = function(origin, radius, players)
{
// If there is insufficient data return an empty array.
if (!origin || !radius || !players)
return [];
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).ExecuteQueryAroundPos(origin, 0, radius, players, IID_DamageReceiver);
};
/**
* Called when a unit kills something (another unit, building, animal etc)
* @param {number} attacker - the entity id of the killer.
* @param {number} target - the entity id of the target.
* @param {number} attackerOwner - the player id of the attacker.
*/
Damage.prototype.TargetKilled = function(attacker, target, attackerOwner)
{
let cmpAttackerOwnership = Engine.QueryInterface(attacker, IID_Ownership);
let atkOwner = cmpAttackerOwnership && cmpAttackerOwnership.GetOwner() != INVALID_PLAYER ? cmpAttackerOwnership.GetOwner() : attackerOwner;
// Add to killer statistics.
let cmpKillerPlayerStatisticsTracker = QueryPlayerIDInterface(atkOwner, IID_StatisticsTracker);
if (cmpKillerPlayerStatisticsTracker)
cmpKillerPlayerStatisticsTracker.KilledEntity(target);
// Add to loser statistics.
let cmpTargetPlayerStatisticsTracker = QueryOwnerInterface(target, IID_StatisticsTracker);
if (cmpTargetPlayerStatisticsTracker)
cmpTargetPlayerStatisticsTracker.LostEntity(target);
// If killer can collect loot, let's try to collect it.
let cmpLooter = Engine.QueryInterface(attacker, IID_Looter);
if (cmpLooter)
cmpLooter.Collect(target);
};
Engine.RegisterSystemComponentType(IID_Damage, "Damage", Damage);
Index: ps/trunk/binaries/data/mods/public/simulation/components/StatusEffectsReceiver.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/StatusEffectsReceiver.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/simulation/components/StatusEffectsReceiver.js (revision 22304)
@@ -0,0 +1,69 @@
+function StatusEffectsReceiver() {}
+
+StatusEffectsReceiver.prototype.Init = function()
+{
+ this.activeStatusEffects = {};
+};
+
+StatusEffectsReceiver.prototype.InflictEffects = function(statusEffects)
+{
+ for (let effect in statusEffects)
+ this.InflictEffect(effect, statusEffects[effect]);
+};
+
+StatusEffectsReceiver.prototype.InflictEffect = function(statusName, data)
+{
+ if (this.activeStatusEffects[statusName])
+ return;
+
+ this.activeStatusEffects[statusName] = {};
+ let status = this.activeStatusEffects[statusName];
+ status.duration = +data.Duration;
+ status.interval = +data.Interval;
+ status.damage = +data.Damage;
+ status.timeElapsed = 0;
+ status.firstTime = true;
+
+ let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
+ status.timer = cmpTimer.SetInterval(this.entity, IID_StatusEffectsReceiver, "ExecuteEffect", 0, +status.interval, statusName);
+};
+
+StatusEffectsReceiver.prototype.RemoveEffect = function(statusName) {
+ if (!this.activeStatusEffects[statusName])
+ return;
+
+ let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
+ cmpTimer.CancelTimer(this.activeStatusEffects[statusName].timer);
+ this.activeStatusEffects[statusName] = undefined;
+};
+
+StatusEffectsReceiver.prototype.ExecuteEffect = function(statusName, lateness)
+{
+ let status = this.activeStatusEffects[statusName];
+ if (!status)
+ return;
+
+ if (status.firstTime)
+ {
+ status.firstTime = false;
+ status.timeElapsed += lateness;
+ }
+ else
+ status.timeElapsed += status.interval + lateness;
+
+ let cmpDamage = Engine.QueryInterface(SYSTEM_ENTITY, IID_Damage);
+
+ cmpDamage.CauseDamage({
+ "strengths": { [statusName]: status.damage },
+ "target": this.entity,
+ "attacker": -1,
+ "multiplier": 1,
+ "type": statusName,
+ "attackerOwner": -1
+ });
+
+ if (status.timeElapsed >= status.duration)
+ this.RemoveEffect(statusName);
+};
+
+Engine.RegisterComponentType(IID_StatusEffectsReceiver, "StatusEffectsReceiver", StatusEffectsReceiver);
Property changes on: ps/trunk/binaries/data/mods/public/simulation/components/StatusEffectsReceiver.js
___________________________________________________________________
Added: svn:executable
## -0,0 +1 ##
+*
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/simulation/components/interfaces/StatusEffectsReceiver.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/interfaces/StatusEffectsReceiver.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/simulation/components/interfaces/StatusEffectsReceiver.js (revision 22304)
@@ -0,0 +1 @@
+Engine.RegisterInterface("StatusEffectsReceiver");
Property changes on: ps/trunk/binaries/data/mods/public/simulation/components/interfaces/StatusEffectsReceiver.js
___________________________________________________________________
Added: svn:executable
## -0,0 +1 ##
+*
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Damage.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Damage.js (revision 22303)
+++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Damage.js (revision 22304)
@@ -1,550 +1,551 @@
Engine.LoadHelperScript("DamageBonus.js");
Engine.LoadHelperScript("DamageTypes.js");
Engine.LoadHelperScript("Player.js");
Engine.LoadHelperScript("Sound.js");
Engine.LoadHelperScript("ValueModification.js");
Engine.LoadComponentScript("interfaces/Attack.js");
Engine.LoadComponentScript("interfaces/AttackDetection.js");
Engine.LoadComponentScript("interfaces/AuraManager.js");
Engine.LoadComponentScript("interfaces/Damage.js");
Engine.LoadComponentScript("interfaces/DamageReceiver.js");
Engine.LoadComponentScript("interfaces/Health.js");
Engine.LoadComponentScript("interfaces/Loot.js");
Engine.LoadComponentScript("interfaces/Player.js");
Engine.LoadComponentScript("interfaces/Promotion.js");
+Engine.LoadComponentScript("interfaces/StatusEffectsReceiver.js");
Engine.LoadComponentScript("interfaces/TechnologyManager.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("Attack.js");
Engine.LoadComponentScript("Damage.js");
Engine.LoadComponentScript("Timer.js");
function Test_Generic()
{
ResetState();
let cmpDamage = ConstructComponent(SYSTEM_ENTITY, "Damage");
let cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer");
cmpTimer.OnUpdate({ turnLength: 1 });
let attacker = 11;
let atkPlayerEntity = 1;
let attackerOwner = 6;
let cmpAttack = ConstructComponent(attacker, "Attack",
{
"Ranged": {
"MaxRange": 50,
"MinRange": 0,
"Delay": 0,
"Projectile": {
"Speed": 75.0,
"Spread": 0.5,
"Gravity": 9.81,
"LaunchPoint": { "@y": 3 }
}
}
});
let damage = 5;
let target = 21;
let targetOwner = 7;
let targetPos = new Vector3D(3, 0, 3);
let type = "Melee";
let damageTaken = false;
cmpAttack.GetAttackStrengths = attackType => ({ "hack": 0, "pierce": 0, "crush": damage });
let data = {
"attacker": attacker,
"target": target,
"type": "Melee",
"strengths": { "hack": 0, "pierce": 0, "crush": damage },
"multiplier": 1.0,
"attackerOwner": attackerOwner,
"position": targetPos,
"isSplash": false,
"projectileId": 9,
"direction": new Vector3D(1,0,0)
};
AddMock(atkPlayerEntity, IID_Player, {
"GetEnemies": () => [targetOwner]
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": id => atkPlayerEntity,
"GetAllPlayers": () => [0, 1, 2, 3, 4]
});
AddMock(SYSTEM_ENTITY, IID_ProjectileManager, {
"RemoveProjectile": () => {},
"LaunchProjectileAtPoint": (ent, pos, speed, gravity) => {},
});
AddMock(target, IID_Position, {
"GetPosition": () => targetPos,
"GetPreviousPosition": () => targetPos,
"GetPosition2D": () => Vector2D.From(targetPos),
"IsInWorld": () => true,
});
AddMock(target, IID_Health, {});
AddMock(target, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => { damageTaken = true; return { "killed": false, "change": -multiplier * strengths.crush }; },
});
Engine.PostMessage = function(ent, iid, message)
{
TS_ASSERT_UNEVAL_EQUALS({ "attacker": attacker, "target": target, "type": type, "damage": damage, "attackerOwner": attackerOwner }, message);
};
AddMock(target, IID_Footprint, {
"GetShape": () => ({ "type": "circle", "radius": 20 }),
});
AddMock(attacker, IID_Ownership, {
"GetOwner": () => attackerOwner,
});
AddMock(attacker, IID_Position, {
"GetPosition": () => new Vector3D(2, 0, 3),
"GetRotation": () => new Vector3D(1, 2, 3),
"IsInWorld": () => true,
});
function TestDamage()
{
cmpTimer.OnUpdate({ turnLength: 1 });
TS_ASSERT(damageTaken);
damageTaken = false;
}
cmpDamage.CauseDamage(data);
TestDamage();
type = data.type = "Ranged";
cmpDamage.CauseDamage(data);
TestDamage();
// Check for damage still being dealt if the attacker dies
cmpAttack.PerformAttack("Ranged", target);
Engine.DestroyEntity(attacker);
TestDamage();
atkPlayerEntity = 1;
AddMock(atkPlayerEntity, IID_Player, {
"GetEnemies": () => [2, 3]
});
TS_ASSERT_UNEVAL_EQUALS(cmpDamage.GetPlayersToDamage(atkPlayerEntity, true), [0, 1, 2, 3, 4]);
TS_ASSERT_UNEVAL_EQUALS(cmpDamage.GetPlayersToDamage(atkPlayerEntity, false), [2, 3]);
}
Test_Generic();
function TestLinearSplashDamage()
{
ResetState();
Engine.PostMessage = (ent, iid, message) => {};
const attacker = 50;
const attackerOwner = 1;
const origin = new Vector2D(0, 0);
let data = {
"attacker": attacker,
"origin": origin,
"radius": 10,
"shape": "Linear",
"strengths": { "hack" : 100, "pierce" : 0, "crush": 0 },
"direction": new Vector3D(1, 747, 0),
"playersToDamage": [2],
"type": "Ranged",
"attackerOwner": attackerOwner
};
let fallOff = function(x,y)
{
return (1 - x * x / (data.radius * data.radius)) * (1 - 25 * y * y / (data.radius * data.radius));
};
let hitEnts = new Set();
let cmpDamage = ConstructComponent(SYSTEM_ENTITY, "Damage");
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"ExecuteQueryAroundPos": () => [60, 61, 62],
});
AddMock(60, IID_Position, {
"GetPosition2D": () => new Vector2D(2.2, -0.4),
});
AddMock(61, IID_Position, {
"GetPosition2D": () => new Vector2D(0, 0),
});
AddMock(62, IID_Position, {
"GetPosition2D": () => new Vector2D(5, 2),
});
AddMock(60, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
hitEnts.add(60);
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 100 * fallOff(2.2, -0.4));
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(61, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
hitEnts.add(61);
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 100 * fallOff(0, 0));
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(62, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
hitEnts.add(62);
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 0);
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
cmpDamage.CauseSplashDamage(data);
TS_ASSERT(hitEnts.has(60));
TS_ASSERT(hitEnts.has(61));
TS_ASSERT(hitEnts.has(62));
hitEnts.clear();
data.direction = new Vector3D(0.6, 747, 0.8);
AddMock(60, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
hitEnts.add(60);
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 100 * fallOff(1, 2));
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
cmpDamage.CauseSplashDamage(data);
TS_ASSERT(hitEnts.has(60));
TS_ASSERT(hitEnts.has(61));
TS_ASSERT(hitEnts.has(62));
hitEnts.clear();
}
TestLinearSplashDamage();
function TestCircularSplashDamage()
{
ResetState();
Engine.PostMessage = (ent, iid, message) => {};
const radius = 10;
let fallOff = function(r)
{
return 1 - r * r / (radius * radius);
};
let cmpDamage = ConstructComponent(SYSTEM_ENTITY, "Damage");
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"ExecuteQueryAroundPos": () => [60, 61, 62, 64],
});
AddMock(60, IID_Position, {
"GetPosition2D": () => new Vector2D(3, 4),
});
AddMock(61, IID_Position, {
"GetPosition2D": () => new Vector2D(0, 0),
});
AddMock(62, IID_Position, {
"GetPosition2D": () => new Vector2D(3.6, 3.2),
});
AddMock(63, IID_Position, {
"GetPosition2D": () => new Vector2D(10, -10),
});
// Target on the frontier of the shape
AddMock(64, IID_Position, {
"GetPosition2D": () => new Vector2D(9, -4),
});
AddMock(60, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 100 * fallOff(0));
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(61, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 100 * fallOff(5));
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(62, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 100 * fallOff(1));
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(63, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
TS_ASSERT(false);
}
});
AddMock(64, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 0);
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
cmpDamage.CauseSplashDamage({
"attacker": 50,
"origin": new Vector2D(3, 4),
"radius": radius,
"shape": "Circular",
"strengths": { "hack" : 100, "pierce" : 0, "crush": 0 },
"playersToDamage": [2],
"type": "Ranged",
"attackerOwner": 1
});
}
TestCircularSplashDamage();
function Test_MissileHit()
{
ResetState();
Engine.PostMessage = (ent, iid, message) => {};
let cmpDamage = ConstructComponent(SYSTEM_ENTITY, "Damage");
let target = 60;
let targetOwner = 1;
let targetPos = new Vector3D(3, 10, 0);
let hitEnts = new Set();
AddMock(SYSTEM_ENTITY, IID_Timer, {
"GetLatestTurnLength": () => 500
});
const radius = 10;
let data = {
"type": "Ranged",
"attacker": 70,
"target": 60,
"strengths": { "hack": 0, "pierce": 100, "crush": 0 },
"position": targetPos,
"direction": new Vector3D(1, 0, 0),
"projectileId": 9,
"bonus": undefined,
"isSplash": false,
"attackerOwner": 1
};
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": id => id == 1 ? 10 : 11,
"GetAllPlayers": () => [0, 1]
});
AddMock(SYSTEM_ENTITY, IID_ProjectileManager, {
"RemoveProjectile": () => {},
"LaunchProjectileAtPoint": (ent, pos, speed, gravity) => {},
});
AddMock(60, IID_Position, {
"GetPosition": () => targetPos,
"GetPreviousPosition": () => targetPos,
"GetPosition2D": () => Vector2D.From(targetPos),
"IsInWorld": () => true,
});
AddMock(60, IID_Health, {});
AddMock(60, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
hitEnts.add(60);
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 100);
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(60, IID_Footprint, {
"GetShape": () => ({ "type": "circle", "radius": 20 }),
});
AddMock(70, IID_Ownership, {
"GetOwner": () => 1,
});
AddMock(70, IID_Position, {
"GetPosition": () => new Vector3D(0, 0, 0),
"GetRotation": () => new Vector3D(0, 0, 0),
"IsInWorld": () => true,
});
AddMock(10, IID_Player, {
"GetEnemies": () => [2]
});
cmpDamage.MissileHit(data, 0);
TS_ASSERT(hitEnts.has(60));
hitEnts.clear();
// The main target is not hit but another one is hit.
AddMock(60, IID_Position, {
"GetPosition": () => new Vector3D(900, 10, 0),
"GetPreviousPosition": () => new Vector3D(900, 10, 0),
"GetPosition2D": () => new Vector2D(900, 0),
"IsInWorld": () => true,
});
AddMock(60, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
TS_ASSERT_EQUALS(false);
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"ExecuteQueryAroundPos": () => [61]
});
AddMock(61, IID_Position, {
"GetPosition": () => targetPos,
"GetPreviousPosition": () => targetPos,
"GetPosition2D": () => Vector2D.from3D(targetPos),
"IsInWorld": () => true,
});
AddMock(61, IID_Health, {});
AddMock(61, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 100);
hitEnts.add(61);
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(61, IID_Footprint, {
"GetShape": () => ({ "type": "circle", "radius": 20 }),
});
cmpDamage.MissileHit(data, 0);
TS_ASSERT(hitEnts.has(61));
hitEnts.clear();
// Add a splash damage.
data.friendlyFire = false;
data.radius = 10;
data.shape = "Circular";
data.isSplash = true;
data.splashStrengths = { "hack": 0, "pierce": 0, "crush": 200 };
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"ExecuteQueryAroundPos": () => [61, 62]
});
let dealtDamage = 0;
AddMock(61, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
dealtDamage += multiplier * (strengths.hack + strengths.pierce + strengths.crush);
hitEnts.add(61);
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(62, IID_Position, {
"GetPosition": () => new Vector3D(8, 10, 0),
"GetPreviousPosition": () => new Vector3D(8, 10, 0),
"GetPosition2D": () => new Vector2D(8, 0),
"IsInWorld": () => true,
});
AddMock(62, IID_Health, {});
AddMock(62, IID_DamageReceiver, {
"TakeDamage": (strengths, multiplier) => {
TS_ASSERT_EQUALS(multiplier * (strengths.hack + strengths.pierce + strengths.crush), 200 * 0.75);
hitEnts.add(62);
return { "killed": false, "change": -multiplier * (strengths.hack + strengths.pierce + strengths.crush) };
}
});
AddMock(62, IID_Footprint, {
"GetShape": () => ({ "type": "circle", "radius": 20 }),
});
cmpDamage.MissileHit(data, 0);
TS_ASSERT(hitEnts.has(61));
TS_ASSERT_EQUALS(dealtDamage, 100 + 200);
dealtDamage = 0;
TS_ASSERT(hitEnts.has(62));
hitEnts.clear();
// Add some hard counters bonus.
Engine.DestroyEntity(62);
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
"ExecuteQueryAroundPos": () => [61]
});
let bonus= { "BonusCav": { "Classes": "Cavalry", "Multiplier": 400 } };
let splashBonus = { "BonusCav": { "Classes": "Cavalry", "Multiplier": 10000 } };
AddMock(61, IID_Identity, {
"HasClass": cl => cl == "Cavalry"
});
data.bonus = bonus;
cmpDamage.MissileHit(data, 0);
TS_ASSERT(hitEnts.has(61));
TS_ASSERT_EQUALS(dealtDamage, 400 * 100 + 200);
dealtDamage = 0;
hitEnts.clear();
data.splashBonus = splashBonus;
cmpDamage.MissileHit(data, 0);
TS_ASSERT(hitEnts.has(61));
TS_ASSERT_EQUALS(dealtDamage, 400 * 100 + 10000 * 200);
dealtDamage = 0;
hitEnts.clear();
data.bonus = undefined;
cmpDamage.MissileHit(data, 0);
TS_ASSERT(hitEnts.has(61));
TS_ASSERT_EQUALS(dealtDamage, 100 + 10000 * 200);
dealtDamage = 0;
hitEnts.clear();
data.bonus = null;
cmpDamage.MissileHit(data, 0);
TS_ASSERT(hitEnts.has(61));
TS_ASSERT_EQUALS(dealtDamage, 100 + 10000 * 200);
dealtDamage = 0;
hitEnts.clear();
data.bonus = {};
cmpDamage.MissileHit(data, 0);
TS_ASSERT(hitEnts.has(61));
TS_ASSERT_EQUALS(dealtDamage, 100 + 10000 * 200);
dealtDamage = 0;
hitEnts.clear();
}
Test_MissileHit();
Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_StatusEffectsReceiver.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_StatusEffectsReceiver.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_StatusEffectsReceiver.js (revision 22304)
@@ -0,0 +1,119 @@
+Engine.LoadComponentScript("interfaces/Damage.js");
+Engine.LoadComponentScript("interfaces/StatusEffectsReceiver.js");
+Engine.LoadComponentScript("interfaces/Timer.js");
+Engine.LoadComponentScript("StatusEffectsReceiver.js");
+Engine.LoadComponentScript("Timer.js");
+
+var target = 42;
+var cmpStatusReceiver;
+var cmpTimer;
+var dealtDamage;
+
+function setup()
+{
+ cmpStatusReceiver = ConstructComponent(target, "StatusEffectsReceiver");
+ cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer");
+ dealtDamage = 0;
+}
+
+function testInflictEffects()
+{
+ setup();
+ let statusName = "Burn";
+ AddMock(SYSTEM_ENTITY, IID_Damage, {
+ "CauseDamage": (data) => { dealtDamage += data.strengths[statusName]; }
+ });
+
+ // damage scheduled: 0, 10, 20 sec
+ cmpStatusReceiver.InflictEffects({
+ [statusName]: {
+ "Duration": 20000,
+ "Interval": 10000,
+ "Damage": 1
+ }
+ });
+
+ cmpTimer.OnUpdate({ "turnLength": 1 });
+ TS_ASSERT_EQUALS(dealtDamage, 1); // 1 sec
+
+ cmpTimer.OnUpdate({ "turnLength": 8 });
+ TS_ASSERT_EQUALS(dealtDamage, 1); // 9 sec
+
+ cmpTimer.OnUpdate({ "turnLength": 1 });
+ TS_ASSERT_EQUALS(dealtDamage, 2); // 10 sec
+
+ cmpTimer.OnUpdate({ "turnLength": 10 });
+ TS_ASSERT_EQUALS(dealtDamage, 3); // 20 sec
+
+ cmpTimer.OnUpdate({ "turnLength": 10 });
+ TS_ASSERT_EQUALS(dealtDamage, 3); // 30 sec
+}
+
+testInflictEffects();
+
+function testMultipleEffects()
+{
+ setup();
+ AddMock(SYSTEM_ENTITY, IID_Damage, {
+ "CauseDamage": (data) => {
+ if (data.strengths.Burn) dealtDamage += data.strengths.Burn;
+ if (data.strengths.Poison) dealtDamage += data.strengths.Poison;
+ }
+ });
+
+ // damage scheduled: 0, 1, 2, 10 sec
+ cmpStatusReceiver.InflictEffects({
+ "Burn": {
+ "Duration": 20000,
+ "Interval": 10000,
+ "Damage": 10
+ },
+ "Poison": {
+ "Duration": 3000,
+ "Interval": 1000,
+ "Damage": 1
+ }
+ });
+
+ cmpTimer.OnUpdate({ "turnLength": 1 });
+ TS_ASSERT_EQUALS(dealtDamage, 12); // 1 sec
+
+ cmpTimer.OnUpdate({ "turnLength": 1 });
+ TS_ASSERT_EQUALS(dealtDamage, 13); // 2 sec
+
+ cmpTimer.OnUpdate({ "turnLength": 1 });
+ TS_ASSERT_EQUALS(dealtDamage, 13); // 3 sec
+
+ cmpTimer.OnUpdate({ "turnLength": 7 });
+ TS_ASSERT_EQUALS(dealtDamage, 23); // 10 sec
+}
+
+testMultipleEffects();
+
+function testRemoveEffect()
+{
+ setup();
+ let statusName = "Poison";
+ AddMock(SYSTEM_ENTITY, IID_Damage, {
+ "CauseDamage": (data) => { dealtDamage += data.strengths[statusName]; }
+ });
+
+ // damage scheduled: 0, 10, 20 sec
+ cmpStatusReceiver.InflictEffects({
+ [statusName]: {
+ "Duration": 20000,
+ "Interval": 10000,
+ "Damage": 1
+ }
+ });
+
+ cmpTimer.OnUpdate({ "turnLength": 1 });
+ TS_ASSERT_EQUALS(dealtDamage, 1); // 1 sec
+
+ cmpStatusReceiver.RemoveEffect(statusName);
+
+ cmpTimer.OnUpdate({ "turnLength": 10 });
+ TS_ASSERT_EQUALS(dealtDamage, 1); // 11 sec
+}
+
+testRemoveEffect();
Property changes on: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_StatusEffectsReceiver.js
___________________________________________________________________
Added: svn:executable
## -0,0 +1 ##
+*
\ No newline at end of property
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure.xml (revision 22303)
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure.xml (revision 22304)
@@ -1,165 +1,166 @@
1
1
1
1
1
1
0
0
Infantry Cavalry
land
own
500
0.5
5.0
0
0
10
0
0
0
0
false
false
0.0
3.0
9.8
0.85
0.65
0.35
corpse
0
0
true
gaia
Structure
Structure
false
0
0
10
0
0
structure
true
true
true
true
false
false
false
false
0
upright
false
0.0
6.0
1.0
1.0
1.0
1.0
special/rallypoint
art/textures/misc/rallypoint_line.png
art/textures/misc/rallypoint_line_mask.png
0.25
square
round
default
2.0
outline_border.png
outline_border_mask.png
0.4
interface/complete/building/complete_universal.xml
attack/destruction/building_collapse_large.xml
interface/alarm/alarm_attackplayer.xml
attack/weapon/arrowfly.xml
attack/impact/arrow_metal.xml
6.0
0.6
12.0
+
20
true
false
false
false
40
false
false
true
false
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml (revision 22303)
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml (revision 22304)
@@ -1,144 +1,145 @@
1
1
15
1
0
1
0
0
0
0
false
false
30.0
0.01
0.0
2.5
corpse
100
0
0
false
gaia
Unit
Unit ConquestCritical
special/formations/null
special/formations/box
special/formations/column_closed
special/formations/line_closed
special/formations/column_open
special/formations/line_open
special/formations/flank
special/formations/battle_line
false
unit
true
true
false
false
true
false
false
false
0
upright
false
0.0
6.0
2.0
1.0
1
10
10
10
10
circle/128x128.png
circle/128x128_mask.png
interface/alarm/alarm_attackplayer.xml
attack/weapon/sword.xml
2.0
0.333
5.0
+
aggressive
12.0
false
true
true
false
default
9.0
1.67
false
false
false
false
12
false
true
false
false