Index: ps/trunk/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js
===================================================================
--- ps/trunk/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js (revision 24050)
@@ -1,307 +1,311 @@
/**
* If set to true, it will print how many templates would be spawned if the players were not defeated.
*/
const dryRun = false;
/**
* If enabled, prints the number of units to the command line output.
*/
const debugLog = false;
/**
* Get the number of minutes to pass between spawning new treasures.
*/
var treasureTime = () => randFloat(3, 5);
/**
* Get the time in minutes when the first wave of attackers will be spawned.
*/
var firstWaveTime = () => randFloat(4, 6);
/**
* Maximum time in minutes between two consecutive waves.
*/
var maxWaveTime = 4;
/**
* Get the next attacker wave delay.
*/
var waveTime = () => randFloat(0.5, 1) * maxWaveTime;
/**
* Roughly the number of attackers on the first wave.
*/
var initialAttackers = 5;
/**
* Increase the number of attackers exponentially, by this percent value per minute.
*/
var percentPerMinute = 1.05;
/**
* Greatest amount of attackers that can be spawned.
*/
var totalAttackerLimit = 200;
/**
* Least and greatest amount of siege engines per wave.
*/
var siegeFraction = () => randFloat(0.2, 0.5);
/**
* Potentially / definitely spawn a gaia hero after this number of minutes.
*/
var heroTime = () => randFloat(20, 60);
/**
* The following templates can't be built by any player.
*/
var disabledTemplates = (civ) => [
// Economic structures
"structures/" + civ + "_corral",
"structures/" + civ + "_farmstead",
"structures/" + civ + "_field",
"structures/" + civ + "_storehouse",
"structures/" + civ + "_rotarymill",
"units/maur_support_elephant",
// Expansions
"structures/" + civ + "_civil_centre",
"structures/" + civ + "_military_colony",
// Walls
"structures/" + civ + "_wallset_stone",
"structures/rome_wallset_siege",
"structures/wallset_palisade",
// Shoreline
"structures/" + civ + "_dock",
"structures/brit_crannog",
"structures/cart_super_dock",
"structures/ptol_lighthouse"
];
/**
* Spawn these treasures in regular intervals.
*/
var treasures = [
"gaia/treasure/food_barrel",
"gaia/treasure/food_bin",
"gaia/treasure/food_crate",
"gaia/treasure/food_jars",
"gaia/treasure/metal",
"gaia/treasure/stone",
"gaia/treasure/wood",
"gaia/treasure/wood",
"gaia/treasure/wood"
];
/**
* An object that maps from civ [f.e. "spart"] to an object
* that has the keys "champions", "siege" and "heroes",
* which is an array containing all these templates,
* trainable from a building or not.
*/
var attackerUnitTemplates = {};
Trigger.prototype.InitSurvival = function()
{
this.InitStartingUnits();
this.LoadAttackerTemplates();
this.SetDisableTemplates();
this.PlaceTreasures();
this.InitializeEnemyWaves();
};
Trigger.prototype.debugLog = function(txt)
{
if (!debugLog)
return;
print("DEBUG [" + Math.round(TriggerHelper.GetMinutes()) + "] " + txt + "\n");
};
Trigger.prototype.LoadAttackerTemplates = function()
{
for (let civ of ["gaia", ...Object.keys(loadCivFiles(false))])
attackerUnitTemplates[civ] = {
"heroes": TriggerHelper.GetTemplateNamesByClasses("Hero", civ, undefined, true),
"champions": TriggerHelper.GetTemplateNamesByClasses("Champion+!Elephant", civ, undefined, true),
"siege": TriggerHelper.GetTemplateNamesByClasses("Siege Champion+Elephant", civ, "packed", undefined)
};
this.debugLog("Attacker templates:");
this.debugLog(uneval(attackerUnitTemplates));
};
Trigger.prototype.SetDisableTemplates = function()
{
for (let i = 1; i < TriggerHelper.GetNumberOfPlayers(); ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i);
cmpPlayer.SetDisabledTemplates(disabledTemplates(cmpPlayer.GetCiv()));
}
};
/**
* Remember civic centers and make women invincible.
*/
Trigger.prototype.InitStartingUnits = function()
{
for (let playerID = 1; playerID < TriggerHelper.GetNumberOfPlayers(); ++playerID)
{
this.playerCivicCenter[playerID] = TriggerHelper.GetPlayerEntitiesByClass(playerID, "CivilCentre")[0];
this.treasureFemale[playerID] = TriggerHelper.GetPlayerEntitiesByClass(playerID, "FemaleCitizen")[0];
Engine.QueryInterface(this.treasureFemale[playerID], IID_Resistance).SetInvulnerability(true);
}
};
Trigger.prototype.InitializeEnemyWaves = function()
{
let time = firstWaveTime() * 60 * 1000;
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).AddTimeNotification({
"message": markForTranslation("The first wave will start in %(time)s!"),
"translateMessage": true
}, time);
this.DoAfterDelay(time, "StartAnEnemyWave", {});
};
Trigger.prototype.StartAnEnemyWave = function()
{
let currentMin = TriggerHelper.GetMinutes();
let nextWaveTime = waveTime();
let civ = pickRandom(Object.keys(attackerUnitTemplates));
// Determine total attacker count of the current wave.
// Exponential increase with time, capped to the limit and fluctuating proportionally with the current wavetime.
let totalAttackers = Math.ceil(Math.min(totalAttackerLimit,
initialAttackers * Math.pow(percentPerMinute, currentMin) * nextWaveTime / maxWaveTime));
let siegeRatio = siegeFraction();
this.debugLog("Spawning " + totalAttackers + " attackers, siege ratio " + siegeRatio.toFixed(2));
let attackerCount = TriggerHelper.BalancedTemplateComposition(
[
{
"templates": attackerUnitTemplates[civ].heroes,
"count": currentMin > heroTime() && attackerUnitTemplates[civ].heroes.length ? 1 : 0
},
{
"templates": attackerUnitTemplates[civ].siege,
"frequency": siegeRatio
},
{
"templates": attackerUnitTemplates[civ].champions,
"frequency": 1 - siegeRatio
}
],
totalAttackers);
this.debugLog("Templates: " + uneval(attackerCount));
// Spawn the templates
let spawned = false;
for (let point of this.GetTriggerPoints("A"))
{
if (dryRun)
{
spawned = true;
break;
}
// Don't spawn attackers for defeated players and players that lost their cc after win
- let playerID = QueryOwnerInterface(point, IID_Player).GetPlayerID();
+ let cmpPlayer = QueryOwnerInterface(point, IID_Player);
+ if (!cmpPlayer)
+ continue;
+
+ let playerID = cmpPlayer.GetPlayerID();
let civicCentre = this.playerCivicCenter[playerID];
if (!civicCentre)
continue;
// Check if the cc is garrisoned in another building
let targetPos = TriggerHelper.GetEntityPosition2D(civicCentre);
if (!targetPos)
continue;
for (let templateName in attackerCount)
{
let isHero = attackerUnitTemplates[civ].heroes.indexOf(templateName) != -1;
// Don't spawn gaia hero if the previous one is still alive
if (this.gaiaHeroes[playerID] && isHero)
{
let cmpHealth = Engine.QueryInterface(this.gaiaHeroes[playerID], IID_Health);
if (cmpHealth && cmpHealth.GetHitpoints() != 0)
{
this.debugLog("Not spawning hero for player " + playerID + " as the previous one is still alive");
continue;
}
}
if (dryRun)
continue;
let entities = TriggerHelper.SpawnUnits(point, templateName, attackerCount[templateName], 0);
ProcessCommand(0, {
"type": "attack-walk",
"entities": entities,
"x": targetPos.x,
"z": targetPos.y,
"targetClasses": undefined,
"allowCapture": false,
"queued": true
});
if (isHero)
this.gaiaHeroes[playerID] = entities[0];
}
spawned = true;
}
if (!spawned)
return;
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({
"message": markForTranslation("An enemy wave is attacking!"),
"translateMessage": true
});
this.DoAfterDelay(nextWaveTime * 60 * 1000, "StartAnEnemyWave", {});
};
Trigger.prototype.PlaceTreasures = function()
{
let triggerPoints = this.GetTriggerPoints(pickRandom(["B", "C", "D"]));
for (let point of triggerPoints)
TriggerHelper.SpawnUnits(point, pickRandom(treasures), 1, 0);
this.DoAfterDelay(treasureTime() * 60 * 1000, "PlaceTreasures", {});
};
Trigger.prototype.OnOwnershipChanged = function(data)
{
if (data.entity == this.playerCivicCenter[data.from])
{
this.playerCivicCenter[data.from] = undefined;
TriggerHelper.DefeatPlayer(
data.from,
markForTranslation("%(player)s has been defeated (lost civic center)."));
}
else if (data.entity == this.treasureFemale[data.from])
{
this.treasureFemale[data.from] = undefined;
Engine.DestroyEntity(data.entity);
}
};
{
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.treasureFemale = [];
cmpTrigger.playerCivicCenter = [];
cmpTrigger.gaiaHeroes = [];
cmpTrigger.RegisterTrigger("OnInitGame", "InitSurvival", { "enabled": true });
cmpTrigger.RegisterTrigger("OnOwnershipChanged", "OnOwnershipChanged", { "enabled": true });
}
Index: ps/trunk/binaries/data/mods/public/maps/scripts/CaptureTheRelic.js
===================================================================
--- ps/trunk/binaries/data/mods/public/maps/scripts/CaptureTheRelic.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/maps/scripts/CaptureTheRelic.js (revision 24050)
@@ -1,190 +1,198 @@
Trigger.prototype.InitCaptureTheRelic = function()
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let catafalqueTemplates = shuffleArray(cmpTemplateManager.FindAllTemplates(false).filter(
name => GetIdentityClasses(cmpTemplateManager.GetTemplate(name).Identity || {}).indexOf("Relic") != -1));
let potentialSpawnPoints = TriggerHelper.GetLandSpawnPoints();
if (!potentialSpawnPoints.length)
{
error("No gaia entities found on this map that could be used as spawn points!");
return;
}
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
let numSpawnedRelics = cmpEndGameManager.GetGameSettings().relicCount;
this.playerRelicsCount = new Array(TriggerHelper.GetNumberOfPlayers()).fill(0, 1);
this.playerRelicsCount[0] = numSpawnedRelics;
for (let i = 0; i < numSpawnedRelics; ++i)
{
this.relics[i] = TriggerHelper.SpawnUnits(pickRandom(potentialSpawnPoints), catafalqueTemplates[i], 1, 0)[0];
let cmpResistance = Engine.QueryInterface(this.relics[i], IID_Resistance);
cmpResistance.SetInvulnerability(true);
let cmpPositionRelic = Engine.QueryInterface(this.relics[i], IID_Position);
cmpPositionRelic.SetYRotation(randomAngle());
}
};
Trigger.prototype.CheckCaptureTheRelicVictory = function(data)
{
let cmpIdentity = Engine.QueryInterface(data.entity, IID_Identity);
if (!cmpIdentity || !cmpIdentity.HasClass("Relic") || data.from == INVALID_PLAYER)
return;
--this.playerRelicsCount[data.from];
if (data.to == -1)
{
- warn("Relic entity " + data.entity + " has been destroyed");
+ warn("Relic entity " + data.entity + " has been destroyed.");
this.relics.splice(this.relics.indexOf(data.entity), 1);
}
else
++this.playerRelicsCount[data.to];
this.DeleteCaptureTheRelicVictoryMessages();
this.CheckCaptureTheRelicCountdown();
};
/**
* Check if a group of mutually allied players have acquired all relics.
* The winning players are the relic owners and all players mutually allied to all relic owners.
* Reset the countdown if the group of winning players changes or extends.
*/
Trigger.prototype.CheckCaptureTheRelicCountdown = function()
{
if (this.playerRelicsCount[0])
{
this.DeleteCaptureTheRelicVictoryMessages();
return;
}
let activePlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetActivePlayers();
let relicOwners = activePlayers.filter(playerID => this.playerRelicsCount[playerID]);
if (!relicOwners.length)
{
this.DeleteCaptureTheRelicVictoryMessages();
return;
}
let winningPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager).GetAlliedVictory() ?
activePlayers.filter(playerID => relicOwners.every(owner => QueryPlayerIDInterface(playerID).IsMutualAlly(owner))) :
[relicOwners[0]];
// All relicOwners should be mutually allied
if (relicOwners.some(owner => winningPlayers.indexOf(owner) == -1))
{
this.DeleteCaptureTheRelicVictoryMessages();
return;
}
// Reset the timer when playerAndAllies isn't the same as this.relicsVictoryCountdownPlayers
if (winningPlayers.length != this.relicsVictoryCountdownPlayers.length ||
winningPlayers.some(player => this.relicsVictoryCountdownPlayers.indexOf(player) == -1))
{
this.relicsVictoryCountdownPlayers = winningPlayers;
this.StartCaptureTheRelicCountdown(winningPlayers);
}
};
Trigger.prototype.DeleteCaptureTheRelicVictoryMessages = function()
{
if (!this.relicsVictoryTimer)
return;
Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).CancelTimer(this.relicsVictoryTimer);
this.relicsVictoryTimer = undefined;
let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.DeleteTimeNotification(this.ownRelicsVictoryMessage);
cmpGuiInterface.DeleteTimeNotification(this.othersRelicsVictoryMessage);
this.relicsVictoryCountdownPlayers = [];
};
Trigger.prototype.StartCaptureTheRelicCountdown = function(winningPlayers)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (this.relicsVictoryTimer)
{
cmpTimer.CancelTimer(this.relicsVictoryTimer);
cmpGuiInterface.DeleteTimeNotification(this.ownRelicsVictoryMessage);
cmpGuiInterface.DeleteTimeNotification(this.othersRelicsVictoryMessage);
}
if (!this.relics.length)
return;
let others = [-1];
for (let playerID = 1; playerID < TriggerHelper.GetNumberOfPlayers(); ++playerID)
{
let cmpPlayer = QueryPlayerIDInterface(playerID);
if (cmpPlayer.GetState() == "won")
return;
if (winningPlayers.indexOf(playerID) == -1)
others.push(playerID);
}
let cmpPlayer = QueryOwnerInterface(this.relics[0], IID_Player);
+ if (!cmpPlayer)
+ {
+ warn("Relic entity " + this.relics[0] + " has no owner.");
+ this.relics.splice(0, 1);
+
+ this.CheckCaptureTheRelicCountdown();
+ return;
+ }
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
let captureTheRelicDuration = cmpEndGameManager.GetGameSettings().relicDuration;
let isTeam = winningPlayers.length > 1;
this.ownRelicsVictoryMessage = cmpGuiInterface.AddTimeNotification({
"message": isTeam ?
markForTranslation("%(_player_)s and their allies have captured all relics and will win in %(time)s.") :
markForTranslation("%(_player_)s has captured all relics and will win in %(time)s."),
"players": others,
"parameters": {
"_player_": cmpPlayer.GetPlayerID()
},
"translateMessage": true,
"translateParameters": []
}, captureTheRelicDuration);
this.othersRelicsVictoryMessage = cmpGuiInterface.AddTimeNotification({
"message": isTeam ?
markForTranslation("You and your allies have captured all relics and will win in %(time)s.") :
markForTranslation("You have captured all relics and will win in %(time)s."),
"players": winningPlayers,
"translateMessage": true
}, captureTheRelicDuration);
this.relicsVictoryTimer = cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_Trigger,
"CaptureTheRelicVictorySetWinner", captureTheRelicDuration, winningPlayers);
};
Trigger.prototype.CaptureTheRelicVictorySetWinner = function(winningPlayers)
{
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
cmpEndGameManager.MarkPlayersAsWon(
winningPlayers,
n => markForPluralTranslation(
"%(lastPlayer)s has won (Capture the Relic).",
"%(players)s and %(lastPlayer)s have won (Capture the Relic).",
n),
n => markForPluralTranslation(
"%(lastPlayer)s has been defeated (Capture the Relic).",
"%(players)s and %(lastPlayer)s have been defeated (Capture the Relic).",
n));
};
{
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.relics = [];
cmpTrigger.playerRelicsCount = [];
cmpTrigger.relicsVictoryTimer = undefined;
cmpTrigger.ownRelicsVictoryMessage = undefined;
cmpTrigger.othersRelicsVictoryMessage = undefined;
cmpTrigger.relicsVictoryCountdownPlayers = [];
cmpTrigger.DoAfterDelay(0, "InitCaptureTheRelic", {});
cmpTrigger.RegisterTrigger("OnDiplomacyChanged", "CheckCaptureTheRelicCountdown", { "enabled": true });
cmpTrigger.RegisterTrigger("OnOwnershipChanged", "CheckCaptureTheRelicVictory", { "enabled": true });
cmpTrigger.RegisterTrigger("OnPlayerWon", "DeleteCaptureTheRelicVictoryMessages", { "enabled": true });
cmpTrigger.RegisterTrigger("OnPlayerDefeated", "CheckCaptureTheRelicCountdown", { "enabled": true });
}
Index: ps/trunk/binaries/data/mods/public/simulation/components/BuildRestrictions.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/BuildRestrictions.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/simulation/components/BuildRestrictions.js (revision 24050)
@@ -1,325 +1,326 @@
function BuildRestrictions() {}
BuildRestrictions.prototype.Schema =
"Specifies building placement restrictions as they relate to terrain, territories, and distance." +
"" +
"" +
"land" +
"own" +
"Special" +
"" +
"CivilCentre" +
"40" +
"" +
"" +
"" +
"" +
"" +
"land" +
"shore" +
"land-shore"+
"" +
"" +
"" +
"" +
"" +
"" +
"own" +
"ally" +
"neutral" +
"enemy" +
"" +
"" +
"
" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
BuildRestrictions.prototype.Init = function()
{
this.territories = this.template.Territory.split(/\s+/);
};
/**
* Checks whether building placement is valid
* 1. Visibility is not hidden (may be fogged or visible)
* 2. Check foundation
* a. Doesn't obstruct foundation-blocking entities
* b. On valid terrain, based on passability class
* 3. Territory type is allowed (see note below)
* 4. Dock is on shoreline and facing into water
* 5. Distance constraints satisfied
*
* Returns result object:
* {
* "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 GUI message
* "translateMessage": always true
* "translateParameters": list of parameters to translate
* "pluralMessage": we might return a plural translation instead (optional)
* "pluralCount": plural translation argument (optional)
* }
*
* Note: The entity which is used to check this should be a preview entity
* (template name should be "preview|"+templateName), as otherwise territory
* checks for buildings with territory influence will not work as expected.
*/
BuildRestrictions.prototype.CheckPlacement = function()
{
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
var name = cmpIdentity ? cmpIdentity.GetGenericName() : "Building";
var result = {
"success": false,
"message": markForTranslation("%(name)s cannot be built due to unknown error"),
"parameters": {
"name": name,
},
"translateMessage": true,
"translateParameters": ["name"],
};
- // TODO: AI has no visibility info
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
+ if (!cmpPlayer)
+ return result; // Fail
+
+ // TODO: AI has no visibility info
if (!cmpPlayer.IsAI())
{
// Check whether it's in a visible or fogged region
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpRangeManager || !cmpOwnership)
return result; // Fail
var explored = (cmpRangeManager.GetLosVisibility(this.entity, cmpOwnership.GetOwner()) != "hidden");
if (!explored)
{
result.message = markForTranslation("%(name)s cannot be built in unexplored area");
return result; // Fail
}
}
// Check obstructions and terrain passability
var passClassName = "";
switch (this.template.PlacementType)
{
case "shore":
passClassName = "building-shore";
break;
case "land-shore":
// 'default-terrain-only' is everywhere a normal unit can go, ignoring
// obstructions (i.e. on passable land, and not too deep in the water)
passClassName = "default-terrain-only";
break;
case "land":
default:
passClassName = "building-land";
}
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
if (!cmpObstruction)
return result; // Fail
if (this.template.Category == "Wall")
{
// for walls, only test the center point
var ret = cmpObstruction.CheckFoundation(passClassName, true);
}
else
{
var ret = cmpObstruction.CheckFoundation(passClassName, false);
}
if (ret != "success")
{
switch (ret)
{
case "fail_error":
case "fail_no_obstruction":
error("CheckPlacement: Error returned from CheckFoundation");
break;
case "fail_obstructs_foundation":
result.message = markForTranslation("%(name)s cannot be built on another building or resource");
break;
case "fail_terrain_class":
// TODO: be more specific and/or list valid terrain?
result.message = markForTranslation("%(name)s cannot be built on invalid terrain");
}
return result; // Fail
}
// Check territory restrictions
var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
- var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
- if (!(cmpTerritoryManager && cmpPlayer && cmpPosition && cmpPosition.IsInWorld()))
+ if (!cmpTerritoryManager || !cmpPosition || !cmpPosition.IsInWorld())
return result; // Fail
var pos = cmpPosition.GetPosition2D();
var tileOwner = cmpTerritoryManager.GetOwner(pos.x, pos.y);
var isConnected = !cmpTerritoryManager.IsTerritoryBlinking(pos.x, pos.y);
var isOwn = tileOwner == cmpPlayer.GetPlayerID();
var isMutualAlly = cmpPlayer.IsExclusiveMutualAlly(tileOwner);
var isNeutral = tileOwner == 0;
var invalidTerritory = "";
if (isOwn)
{
if (!this.HasTerritory("own"))
// Translation: territoryType being displayed in a translated sentence in the form: "House cannot be built in %(territoryType)s territory.".
invalidTerritory = markForTranslationWithContext("Territory type", "own");
else if (!isConnected && !this.HasTerritory("neutral"))
// Translation: territoryType being displayed in a translated sentence in the form: "House cannot be built in %(territoryType)s territory.".
invalidTerritory = markForTranslationWithContext("Territory type", "unconnected own");
}
else if (isMutualAlly)
{
if (!this.HasTerritory("ally"))
// Translation: territoryType being displayed in a translated sentence in the form: "House cannot be built in %(territoryType)s territory.".
invalidTerritory = markForTranslationWithContext("Territory type", "allied");
else if (!isConnected && !this.HasTerritory("neutral"))
// Translation: territoryType being displayed in a translated sentence in the form: "House cannot be built in %(territoryType)s territory.".
invalidTerritory = markForTranslationWithContext("Territory type", "unconnected allied");
}
else if (isNeutral)
{
if (!this.HasTerritory("neutral"))
// Translation: territoryType being displayed in a translated sentence in the form: "House cannot be built in %(territoryType)s territory.".
invalidTerritory = markForTranslationWithContext("Territory type", "neutral");
}
else
{
// consider everything else enemy territory
if (!this.HasTerritory("enemy"))
// Translation: territoryType being displayed in a translated sentence in the form: "House cannot be built in %(territoryType)s territory.".
invalidTerritory = markForTranslationWithContext("Territory type", "enemy");
}
if (invalidTerritory)
{
result.message = markForTranslation("%(name)s cannot be built in %(territoryType)s territory. Valid territories: %(validTerritories)s");
result.translateParameters.push("territoryType");
result.translateParameters.push("validTerritories");
result.parameters.territoryType = {"context": "Territory type", "message": invalidTerritory};
// gui code will join this array to a string
result.parameters.validTerritories = {"context": "Territory type list", "list": this.GetTerritories()};
return result; // Fail
}
// Check special requirements
if (this.template.PlacementType == "shore")
{
if (!cmpObstruction.CheckShorePlacement())
{
result.message = markForTranslation("%(name)s must be built on a valid shoreline");
return result; // Fail
}
}
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let templateName = cmpTemplateManager.GetCurrentTemplateName(this.entity);
let template = cmpTemplateManager.GetTemplate(removeFiltersFromTemplateName(templateName));
// Check distance restriction
if (this.template.Distance)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
- var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
var cat = this.template.Distance.FromClass;
var filter = function(id)
{
var cmpIdentity = Engine.QueryInterface(id, IID_Identity);
return cmpIdentity.GetClassesList().indexOf(cat) > -1;
};
if (this.template.Distance.MinDistance !== undefined)
{
let minDistance = ApplyValueModificationsToTemplate("BuildRestrictions/Distance/MinDistance", +this.template.Distance.MinDistance, cmpPlayer.GetPlayerID(), template);
if (cmpRangeManager.ExecuteQuery(this.entity, 0, minDistance, [cmpPlayer.GetPlayerID()], IID_BuildRestrictions).some(filter))
{
let result = markForPluralTranslation(
"%(name)s too close to a %(category)s, must be at least %(distance)s meter away",
"%(name)s too close to a %(category)s, must be at least %(distance)s meters away",
minDistance);
result.success = false;
result.translateMessage = true;
result.parameters = {
"name": name,
"category": cat,
"distance": minDistance
};
result.translateParameters = ["name", "category"];
return result; // Fail
}
}
if (this.template.Distance.MaxDistance !== undefined)
{
let maxDistance = ApplyValueModificationsToTemplate("BuildRestrictions/Distance/MaxDistance", +this.template.Distance.MaxDistance, cmpPlayer.GetPlayerID(), template);
if (!cmpRangeManager.ExecuteQuery(this.entity, 0, maxDistance, [cmpPlayer.GetPlayerID()], IID_BuildRestrictions).some(filter))
{
let result = markForPluralTranslation(
"%(name)s too far from a %(category)s, must be within %(distance)s meter",
"%(name)s too far from a %(category)s, must be within %(distance)s meters",
maxDistance);
result.success = false;
result.translateMessage = true;
result.parameters = {
"name": name,
"category": cat,
"distance": maxDistance
};
result.translateParameters = ["name", "category"];
return result; // Fail
}
}
}
// Success
result.success = true;
result.message = "";
return result;
};
BuildRestrictions.prototype.GetCategory = function()
{
return this.template.Category;
};
BuildRestrictions.prototype.GetTerritories = function()
{
return ApplyValueModificationsToEntity("BuildRestrictions/Territory", this.territories, this.entity);
};
BuildRestrictions.prototype.HasTerritory = function(territory)
{
return (this.GetTerritories().indexOf(territory) != -1);
};
// Translation: Territory types being displayed as part of a list like "Valid territories: own, ally".
markForTranslationWithContext("Territory type list", "own");
// Translation: Territory types being displayed as part of a list like "Valid territories: own, ally".
markForTranslationWithContext("Territory type list", "ally");
// Translation: Territory types being displayed as part of a list like "Valid territories: own, ally".
markForTranslationWithContext("Territory type list", "neutral");
// Translation: Territory types being displayed as part of a list like "Valid territories: own, ally".
markForTranslationWithContext("Territory type list", "enemy");
Engine.RegisterComponentType(IID_BuildRestrictions, "BuildRestrictions", BuildRestrictions);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Looter.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Looter.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Looter.js (revision 24050)
@@ -1,45 +1,46 @@
function Looter() {}
Looter.prototype.Schema =
"";
Looter.prototype.Serialize = null; // We have no dynamic state to save
/**
* Try to collect loot from target entity
*/
Looter.prototype.Collect = function(targetEntity)
{
var cmpLoot = Engine.QueryInterface(targetEntity, IID_Loot);
if (!cmpLoot)
return;
// Collect resources carried by workers and traders
var cmpResourceGatherer = Engine.QueryInterface(targetEntity, IID_ResourceGatherer);
var cmpTrader = Engine.QueryInterface(targetEntity, IID_Trader);
let resourcesCarried = calculateCarriedResources(
cmpResourceGatherer && cmpResourceGatherer.GetCarryingStatus(),
cmpTrader && cmpTrader.GetGoods()
);
// Loot resources as defined in the templates
let lootTemplate = cmpLoot.GetResources();
let resources = {};
for (let type of Resources.GetCodes())
resources[type] =
ApplyValueModificationsToEntity(
"Looter/Resource/"+type, lootTemplate[type] || 0, this.entity) +
(resourcesCarried[type] || 0);
// Transfer resources
var cmpPlayer = QueryOwnerInterface(this.entity);
- cmpPlayer.AddResources(resources);
+ if (cmpPlayer)
+ cmpPlayer.AddResources(resources);
// Update statistics
var cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseLootCollectedCounter(resources);
};
Engine.RegisterComponentType(IID_Looter, "Looter", Looter);
Index: ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js (revision 24050)
@@ -1,957 +1,972 @@
function ProductionQueue() {}
ProductionQueue.prototype.Schema =
"Allows the building to train new units and research technologies" +
"" +
"0.7" +
"" +
"\n units/{civ}_support_female_citizen\n units/{native}_support_trader\n units/athen_infantry_spearman_b\n " +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
Resources.BuildSchema("nonNegativeDecimal", ["time"]) +
"";
ProductionQueue.prototype.ProgressInterval = 1000;
ProductionQueue.prototype.MaxQueueSize = 16;
ProductionQueue.prototype.Init = function()
{
this.nextID = 1;
this.queue = [];
// Queue items are:
// {
// "id": 1,
// "player": 1, // who paid for this batch; we need this to cope with refunds cleanly
// "unitTemplate": "units/example",
// "count": 10,
// "neededSlots": 3, // number of population slots missing for production to begin
// "resources": { "wood": 100, ... }, // resources per unit, multiply by count to get total
// "population": 1, // population per unit, multiply by count to get total
// "productionStarted": false, // true iff we have reserved population
// "timeTotal": 15000, // msecs
// "timeRemaining": 10000, // msecs
// }
//
// {
// "id": 1,
// "player": 1, // who paid for this research; we need this to cope with refunds cleanly
// "technologyTemplate": "example_tech",
// "resources": { "wood": 100, ... }, // resources needed for research
// "productionStarted": false, // true iff production has started
// "timeTotal": 15000, // msecs
// "timeRemaining": 10000, // msecs
// }
this.timer = undefined; // this.ProgressInterval msec timer, active while the queue is non-empty
this.paused = false;
this.entityCache = [];
this.spawnNotified = false;
};
/*
* Returns list of entities that can be trained by this building.
*/
ProductionQueue.prototype.GetEntitiesList = function()
{
return Array.from(this.entitiesMap.values());
};
/**
* Calculate the new list of producible entities
* and update any entities currently being produced.
*/
ProductionQueue.prototype.CalculateEntitiesMap = function()
{
// Don't reset the map, it's used below to update entities.
if (!this.entitiesMap)
this.entitiesMap = new Map();
if (!this.template.Entities)
return;
let string = this.template.Entities._string;
// Tokens can be added -> process an empty list to get them.
let addedTokens = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", "", this.entity);
if (!addedTokens && !string)
return;
addedTokens = addedTokens == "" ? [] : addedTokens.split(/\s+/);
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let cmpPlayer = QueryOwnerInterface(this.entity);
let cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
let disabledEntities = cmpPlayer ? cmpPlayer.GetDisabledTemplates() : {};
/**
* Process tokens:
* - process token modifiers (this is a bit tricky).
* - replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID
* - remove disabled entities
* - upgrade templates where necessary
* This also updates currently queued production (it's more convenient to do it here).
*/
let removeAllQueuedTemplate = (token) => {
let queue = clone(this.queue);
let template = this.entitiesMap.get(token);
for (let item of queue)
if (item.unitTemplate && item.unitTemplate === template)
this.RemoveBatch(item.id);
};
let updateAllQueuedTemplate = (token, updateTo) => {
let template = this.entitiesMap.get(token);
for (let item of this.queue)
if (item.unitTemplate && item.unitTemplate === template)
item.unitTemplate = updateTo;
};
let toks = string.split(/\s+/);
for (let tok of addedTokens)
toks.push(tok);
let addedDict = addedTokens.reduce((out, token) => { out[token] = true; return out; }, {});
this.entitiesMap = toks.reduce((entMap, token) => {
let rawToken = token;
if (!(token in addedDict))
{
// This is a bit wasteful but I can't think of a simpler/better way.
// The list of token is unlikely to be a performance bottleneck anyways.
token = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", token, this.entity);
token = token.split(/\s+/);
if (token.every(tok => addedTokens.indexOf(tok) !== -1))
{
removeAllQueuedTemplate(rawToken);
return entMap;
}
token = token[0];
}
// Replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID.
if (cmpIdentity)
token = token.replace(/\{native\}/g, cmpIdentity.GetCiv());
if (cmpPlayer)
token = token.replace(/\{civ\}/g, cmpPlayer.GetCiv());
// Filter out disabled and invalid entities.
if (disabledEntities[token] || !cmpTemplateManager.TemplateExists(token))
{
removeAllQueuedTemplate(rawToken);
return entMap;
}
token = this.GetUpgradedTemplate(token);
entMap.set(rawToken, token);
updateAllQueuedTemplate(rawToken, token);
return entMap;
}, new Map());
};
/*
* Returns the upgraded template name if necessary.
*/
ProductionQueue.prototype.GetUpgradedTemplate = function(templateName)
{
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return templateName;
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(templateName);
while (template && template.Promotion !== undefined)
{
let requiredXp = ApplyValueModificationsToTemplate(
"Promotion/RequiredXp",
+template.Promotion.RequiredXp,
cmpPlayer.GetPlayerID(),
template);
if (requiredXp > 0)
break;
templateName = template.Promotion.Entity;
template = cmpTemplateManager.GetTemplate(templateName);
}
return templateName;
};
/*
* Returns list of technologies that can be researched by this building.
*/
ProductionQueue.prototype.GetTechnologiesList = function()
{
if (!this.template.Technologies)
return [];
let string = this.template.Technologies._string;
string = ApplyValueModificationsToEntity("ProductionQueue/Technologies/_string", string, this.entity);
if (!string)
return [];
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (!cmpTechnologyManager)
return [];
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return [];
let techs = string.split(/\s+/);
// Replace the civ specific technologies.
for (let i = 0; i < techs.length; ++i)
{
let tech = techs[i];
if (tech.indexOf("{civ}") == -1)
continue;
let civTech = tech.replace("{civ}", cmpPlayer.GetCiv());
techs[i] = TechnologyTemplates.Has(civTech) ? civTech : tech.replace("{civ}", "generic");
}
// Remove any technologies that can't be researched by this civ.
techs = techs.filter(tech =>
cmpTechnologyManager.CheckTechnologyRequirements(
DeriveTechnologyRequirements(TechnologyTemplates.Get(tech), cmpPlayer.GetCiv()),
true));
let techList = [];
// Stores the tech which supersedes the key.
let superseded = {};
let disabledTechnologies = cmpPlayer.GetDisabledTechnologies();
// Add any top level technologies to an array which corresponds to the displayed icons.
// Also store what technology is superseded in the superseded object { "tech1":"techWhichSupercedesTech1", ... }.
for (let tech of techs)
{
if (disabledTechnologies && disabledTechnologies[tech])
continue;
let template = TechnologyTemplates.Get(tech);
if (!template.supersedes || techs.indexOf(template.supersedes) === -1)
techList.push(tech);
else
superseded[template.supersedes] = tech;
}
// Now make researched/in progress techs invisible.
for (let i in techList)
{
let tech = techList[i];
while (this.IsTechnologyResearchedOrInProgress(tech))
tech = superseded[tech];
techList[i] = tech;
}
let ret = [];
// This inserts the techs into the correct positions to line up the technology pairs.
for (let i = 0; i < techList.length; ++i)
{
let tech = techList[i];
if (!tech)
{
ret[i] = undefined;
continue;
}
let template = TechnologyTemplates.Get(tech);
if (template.top)
ret[i] = { "pair": true, "top": template.top, "bottom": template.bottom };
else
ret[i] = tech;
}
return ret;
};
ProductionQueue.prototype.GetTechCostMultiplier = function()
{
let techCostMultiplier = {};
for (let res in this.template.TechCostMultiplier)
techCostMultiplier[res] = ApplyValueModificationsToEntity(
"ProductionQueue/TechCostMultiplier/" + res,
+this.template.TechCostMultiplier[res],
this.entity);
return techCostMultiplier;
};
ProductionQueue.prototype.IsTechnologyResearchedOrInProgress = function(tech)
{
if (!tech)
return false;
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
+ if (!cmpTechnologyManager)
+ return false;
let template = TechnologyTemplates.Get(tech);
if (template.top)
return cmpTechnologyManager.IsTechnologyResearched(template.top) ||
cmpTechnologyManager.IsInProgress(template.top) ||
cmpTechnologyManager.IsTechnologyResearched(template.bottom) ||
cmpTechnologyManager.IsInProgress(template.bottom);
return cmpTechnologyManager.IsTechnologyResearched(tech) || cmpTechnologyManager.IsInProgress(tech);
};
/*
* Adds a new batch of identical units to train or a technology to research to the production queue.
*/
ProductionQueue.prototype.AddBatch = function(templateName, type, count, metadata)
{
// TODO: there should probably be a limit on the number of queued batches.
// TODO: there should be a way for the GUI to determine whether it's going
// to be possible to add a batch (based on resource costs and length limits).
let cmpPlayer = QueryOwnerInterface(this.entity);
+ if (!cmpPlayer)
+ return;
if (this.queue.length < this.MaxQueueSize)
{
if (type == "unit")
{
if (!Number.isInteger(count) || count <= 0)
{
error("Invalid batch count " + count);
return;
}
// Find the template data so we can determine the build costs.
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(templateName);
if (!template)
return;
if (template.Promotion &&
!ApplyValueModificationsToTemplate(
"Promotion/RequiredXp",
+template.Promotion.RequiredXp,
cmpPlayer.GetPlayerID(),
template))
{
this.AddBatch(template.Promotion.Entity, type, count, metadata);
return;
}
// We need the costs after tech modifications.
// Obviously we don't have the entities yet, so we must use template data.
let costs = {};
let totalCosts = {};
for (let res in template.Cost.Resources)
{
costs[res] = ApplyValueModificationsToTemplate(
"Cost/Resources/" + res,
+template.Cost.Resources[res],
cmpPlayer.GetPlayerID(),
template);
totalCosts[res] = Math.floor(count * costs[res]);
}
// TrySubtractResources should report error to player (they ran out of resources).
if (!cmpPlayer.TrySubtractResources(totalCosts))
return;
// Update entity count in the EntityLimits component.
if (template.TrainingRestrictions)
{
let unitCategory = template.TrainingRestrictions.Category;
let cmpPlayerEntityLimits = QueryOwnerInterface(this.entity, IID_EntityLimits);
- cmpPlayerEntityLimits.ChangeCount(unitCategory, count);
+ if (cmpPlayerEntityLimits)
+ cmpPlayerEntityLimits.ChangeCount(unitCategory, count);
}
let buildTime = ApplyValueModificationsToTemplate(
"Cost/BuildTime",
+template.Cost.BuildTime,
cmpPlayer.GetPlayerID(),
template);
// Apply a time discount to larger batches.
let time = this.GetBatchTime(count) * buildTime * 1000;
this.queue.push({
"id": this.nextID++,
"player": cmpPlayer.GetPlayerID(),
"unitTemplate": templateName,
"count": count,
"metadata": metadata,
"resources": costs,
"population": ApplyValueModificationsToTemplate(
"Cost/Population",
+template.Cost.Population,
cmpPlayer.GetPlayerID(),
template),
"productionStarted": false,
"timeTotal": time,
"timeRemaining": time
});
// Call the related trigger event.
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("TrainingQueued", {
"playerid": cmpPlayer.GetPlayerID(),
"unitTemplate": templateName,
"count": count,
"metadata": metadata,
"trainerEntity": this.entity
});
}
else if (type == "technology")
{
if (!TechnologyTemplates.Has(templateName))
return;
if (!this.GetTechnologiesList().some(tech =>
tech &&
(tech == templateName ||
tech.pair &&
(tech.top == templateName || tech.bottom == templateName))))
{
error("This entity cannot research " + templateName);
return;
}
let template = TechnologyTemplates.Get(templateName);
let techCostMultiplier = this.GetTechCostMultiplier();
let cost = {};
for (let res in template.cost)
cost[res] = Math.floor((techCostMultiplier[res] || 1) * template.cost[res]);
// TrySubtractResources should report error to player (they ran out of resources).
if (!cmpPlayer.TrySubtractResources(cost))
return;
// Tell the technology manager that we have started researching this so that people can't research the same
// thing twice.
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
cmpTechnologyManager.QueuedResearch(templateName, this.entity);
if (!this.queue.length)
{
cmpTechnologyManager.StartedResearch(templateName, false);
this.SetAnimation("researching");
}
let time = techCostMultiplier.time * template.researchTime * 1000;
this.queue.push({
"id": this.nextID++,
"player": cmpPlayer.GetPlayerID(),
"count": 1,
"technologyTemplate": templateName,
"resources": cost,
"productionStarted": false,
"timeTotal": time,
"timeRemaining": time
});
// Call the related trigger event.
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("ResearchQueued", {
"playerid": cmpPlayer.GetPlayerID(),
"technologyTemplate": templateName,
"researcherEntity": this.entity
});
}
else
{
warn("Tried to add invalid item of type \"" + type + "\" and template \"" + templateName + "\" to a production queue");
return;
}
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, {});
// If this is the first item in the queue, start the timer.
if (!this.timer)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_ProductionQueue, "ProgressTimeout", this.ProgressInterval, {});
}
}
else
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [cmpPlayer.GetPlayerID()],
"message": markForTranslation("The production queue is full."),
"translateMessage": true,
});
}
};
/*
* Removes an existing batch of units from the production queue.
* Refunds resource costs and population reservations.
*/
ProductionQueue.prototype.RemoveBatch = function(id)
{
// Destroy any cached entities (those which didn't spawn for some reason).
for (let ent of this.entityCache)
Engine.DestroyEntity(ent);
this.entityCache = [];
for (let i = 0; i < this.queue.length; ++i)
{
let item = this.queue[i];
if (item.id != id)
continue;
// Now we've found the item to remove.
let cmpPlayer = QueryPlayerIDInterface(item.player);
// Update entity count in the EntityLimits component.
if (item.unitTemplate)
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(item.unitTemplate);
if (template.TrainingRestrictions)
{
let cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
cmpPlayerEntityLimits.ChangeCount(template.TrainingRestrictions.Category, -item.count);
}
}
// Refund the resource cost for this batch.
let totalCosts = {};
let cmpStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
for (let r in item.resources)
{
totalCosts[r] = Math.floor(item.count * item.resources[r]);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceUsedCounter(r, -totalCosts[r]);
}
cmpPlayer.AddResources(totalCosts);
// Remove reserved population slots if necessary.
if (item.productionStarted && item.unitTemplate)
cmpPlayer.UnReservePopulationSlots(item.population * item.count);
// Mark the research as stopped if we cancel it.
if (item.technologyTemplate)
{
// item.player is used as this.entity's owner may be invalid (deletion, etc.)
let cmpTechnologyManager = QueryPlayerIDInterface(item.player, IID_TechnologyManager);
cmpTechnologyManager.StoppedResearch(item.technologyTemplate, true);
this.SetAnimation("idle");
}
// Remove from the queue.
// (We don't need to remove the timer - it'll expire if it discovers the queue is empty.)
this.queue.splice(i, 1);
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, {});
return;
}
};
ProductionQueue.prototype.SetAnimation = function(name)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SelectAnimation(name, false, 1);
};
/*
* Returns basic data from all batches in the production queue.
*/
ProductionQueue.prototype.GetQueue = function()
{
return this.queue.map(item => ({
"id": item.id,
"unitTemplate": item.unitTemplate,
"technologyTemplate": item.technologyTemplate,
"count": item.count,
"neededSlots": item.neededSlots,
"progress": 1 - (item.timeRemaining / (item.timeTotal || 1)),
"timeRemaining": item.timeRemaining,
"metadata": item.metadata
}));
};
/*
* Removes all existing batches from the queue.
*/
ProductionQueue.prototype.ResetQueue = function()
{
// Empty the production queue and refund all the resource costs
// to the player. (This is to avoid players having to micromanage their
// buildings' queues when they're about to be destroyed or captured.)
while (this.queue.length)
this.RemoveBatch(this.queue[0].id);
};
/*
* Returns batch build time.
*/
ProductionQueue.prototype.GetBatchTime = function(batchSize)
{
// TODO: work out what equation we should use here.
return Math.pow(batchSize, ApplyValueModificationsToEntity(
"ProductionQueue/BatchTimeModifier",
+this.template.BatchTimeModifier,
this.entity));
};
ProductionQueue.prototype.OnOwnershipChanged = function(msg)
{
if (msg.from != INVALID_PLAYER)
{
// Unset flag that previous owner's training may be blocked.
let cmpPlayer = QueryPlayerIDInterface(msg.from);
if (cmpPlayer && this.queue.length)
cmpPlayer.UnBlockTraining();
}
if (msg.to != INVALID_PLAYER)
this.CalculateEntitiesMap();
// Reset the production queue whenever the owner changes.
// (This should prevent players getting surprised when they capture
// an enemy building, and then loads of the enemy's civ's soldiers get
// created from it. Also it means we don't have to worry about
// updating the reserved pop slots.)
this.ResetQueue();
};
ProductionQueue.prototype.OnCivChanged = function()
{
this.CalculateEntitiesMap();
};
ProductionQueue.prototype.OnDestroy = function()
{
// Reset the queue to refund any resources.
this.ResetQueue();
if (this.timer)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
}
};
/*
* This function creates the entities and places them in world if possible
* and returns the number of successfully created entities.
* (some of these entities may be garrisoned directly if autogarrison, the others are spawned).
*/
ProductionQueue.prototype.SpawnUnits = function(templateName, count, metadata)
{
let cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
let cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint);
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
let cmpPlayerEntityLimits = QueryOwnerInterface(this.entity, IID_EntityLimits);
let cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
let createdEnts = [];
let spawnedEnts = [];
// We need entities to test spawning, but we don't want to waste resources,
// so only create them once and use as needed.
if (!this.entityCache.length)
for (let i = 0; i < count; ++i)
this.entityCache.push(Engine.AddEntity(templateName));
let cmpAutoGarrison;
if (cmpRallyPoint)
{
let data = cmpRallyPoint.GetData()[0];
if (data && data.target && data.target == this.entity && data.command == "garrison")
cmpAutoGarrison = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
}
for (let i = 0; i < count; ++i)
{
let ent = this.entityCache[0];
let cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
let garrisoned = false;
if (cmpAutoGarrison)
{
// Temporary owner affectation needed for GarrisonHolder checks.
cmpNewOwnership.SetOwnerQuiet(cmpOwnership.GetOwner());
garrisoned = cmpAutoGarrison.Garrison(ent);
cmpNewOwnership.SetOwnerQuiet(INVALID_PLAYER);
}
if (garrisoned)
{
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.Autogarrison(this.entity);
}
else
{
let pos = cmpFootprint.PickSpawnPoint(ent);
if (pos.y < 0)
break;
let cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
cmpNewPosition.JumpTo(pos.x, pos.z);
if (cmpPosition)
cmpNewPosition.SetYRotation(cmpPosition.GetPosition().horizAngleTo(pos));
spawnedEnts.push(ent);
}
// Decrement entity count in the EntityLimits component
// since it will be increased by EntityLimits.OnGlobalOwnershipChanged function,
// i.e. we replace a 'trained' entity by 'alive' one.
// Must be done after spawn check so EntityLimits decrements only if unit spawns.
- let cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions);
- if (cmpTrainingRestrictions)
+ if (cmpPlayerEntityLimits)
{
- let unitCategory = cmpTrainingRestrictions.GetCategory();
- cmpPlayerEntityLimits.ChangeCount(unitCategory, -1);
+ let cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions);
+ if (cmpTrainingRestrictions)
+ cmpPlayerEntityLimits.ChangeCount(cmpTrainingRestrictions.GetCategory(), -1);
}
-
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
if (cmpPlayerStatisticsTracker)
cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter(ent);
// Play a sound, but only for the first in the batch (to avoid nasty phasing effects).
if (!createdEnts.length)
PlaySound("trained", ent);
this.entityCache.shift();
createdEnts.push(ent);
}
if (spawnedEnts.length && !cmpAutoGarrison)
{
// If a rally point is set, walk towards it (in formation) using a suitable command based on where the
// rally point is placed.
if (cmpRallyPoint)
{
let rallyPos = cmpRallyPoint.GetPositions()[0];
if (rallyPos)
{
let commands = GetRallyPointCommands(cmpRallyPoint, spawnedEnts);
for (let com of commands)
ProcessCommand(cmpOwnership.GetOwner(), com);
}
}
}
if (createdEnts.length)
Engine.PostMessage(this.entity, MT_TrainingFinished, {
"entities": createdEnts,
"owner": cmpOwnership.GetOwner(),
"metadata": metadata
});
return createdEnts.length;
};
/*
* Increments progress on the first batch in the production queue, and blocks the
* queue if population limit is reached or some units failed to spawn.
*/
ProductionQueue.prototype.ProgressTimeout = function(data)
{
// Check if the production is paused (eg the entity is garrisoned)
if (this.paused)
return;
+
+ let cmpPlayer = QueryOwnerInterface(this.entity);
+ if (!cmpPlayer)
+ return;
+
// Allocate available time to as many queue items as it takes
// until we've used up all the time (so that we work accurately
// with items that take fractions of a second).
let time = this.ProgressInterval;
- let cmpPlayer = QueryOwnerInterface(this.entity);
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
while (time > 0 && this.queue.length)
{
let item = this.queue[0];
if (!item.productionStarted)
{
// If the item is a unit then do population checks.
if (item.unitTemplate)
{
// If something change population cost.
let template = cmpTemplateManager.GetTemplate(item.unitTemplate);
item.population = ApplyValueModificationsToTemplate(
"Cost/Population",
+template.Cost.Population,
item.player,
template);
// Batch's training hasn't started yet.
// Try to reserve the necessary population slots.
item.neededSlots = cmpPlayer.TryReservePopulationSlots(item.population * item.count);
if (item.neededSlots)
{
// Not enough slots available - don't train this batch now
// (we'll try again on the next timeout).
cmpPlayer.BlockTraining();
break;
}
cmpPlayer.UnBlockTraining();
}
if (item.technologyTemplate)
{
// Mark the research as started.
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
- cmpTechnologyManager.StartedResearch(item.technologyTemplate, true);
+ if (cmpTechnologyManager)
+ cmpTechnologyManager.StartedResearch(item.technologyTemplate, true);
+ else
+ warn("Failed to start researching " + item.technologyTemplate + ": No TechnologyManager available.");
+
this.SetAnimation("researching");
}
item.productionStarted = true;
if (item.unitTemplate)
Engine.PostMessage(this.entity, MT_TrainingStarted, { "entity": this.entity });
}
// If we won't finish the batch now, just update its timer.
if (item.timeRemaining > time)
{
item.timeRemaining -= time;
// send a message for the AIs.
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, {});
break;
}
if (item.unitTemplate)
{
let numSpawned = this.SpawnUnits(item.unitTemplate, item.count, item.metadata);
if (numSpawned == item.count)
{
// All entities spawned, this batch finished.
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
time -= item.timeRemaining;
this.queue.shift();
// Unset flag that training is blocked.
cmpPlayer.UnBlockTraining();
this.spawnNotified = false;
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, {});
}
else
{
if (numSpawned > 0)
{
// Training is only partially finished.
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
item.count -= numSpawned;
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, {});
}
// Some entities failed to spawn.
// Set flag that training is blocked.
cmpPlayer.BlockTraining();
if (!this.spawnNotified)
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [cmpPlayer.GetPlayerID()],
"message": markForTranslation("Can't find free space to spawn trained units"),
"translateMessage": true
});
this.spawnNotified = true;
}
break;
}
}
else if (item.technologyTemplate)
{
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
- cmpTechnologyManager.ResearchTechnology(item.technologyTemplate);
+ if (cmpTechnologyManager)
+ cmpTechnologyManager.ResearchTechnology(item.technologyTemplate);
+ else
+ warn("Failed to stop researching " + item.technologyTemplate + ": No TechnologyManager available.");
+
this.SetAnimation("idle");
let template = TechnologyTemplates.Get(item.technologyTemplate);
if (template && template.soundComplete)
{
let cmpSoundManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager);
-
if (cmpSoundManager)
cmpSoundManager.PlaySoundGroup(template.soundComplete, this.entity);
}
time -= item.timeRemaining;
this.queue.shift();
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, {});
}
}
// If the queue's empty, delete the timer, else repeat it.
if (!this.queue.length)
{
this.timer = undefined;
// Unset flag that training is blocked.
// (This might happen when the player unqueues all batches.)
cmpPlayer.UnBlockTraining();
}
else
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_ProductionQueue, "ProgressTimeout", this.ProgressInterval, data);
}
};
ProductionQueue.prototype.PauseProduction = function()
{
this.timer = undefined;
this.paused = true;
};
ProductionQueue.prototype.UnpauseProduction = function()
{
this.paused = false;
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_ProductionQueue, "ProgressTimeout", this.ProgressInterval, {});
};
ProductionQueue.prototype.OnValueModification = function(msg)
{
// If the promotion requirements of units is changed,
// update the entities list so that automatically promoted units are shown
// appropriately in the list.
if (msg.component != "Promotion" && (msg.component != "ProductionQueue" ||
!msg.valueNames.some(val => val.startsWith("ProductionQueue/Entities/"))))
return;
if (msg.entities.indexOf(this.entity) === -1)
return;
// This also updates the queued production if necessary.
this.CalculateEntitiesMap();
// Inform the GUI that it'll need to recompute the selection panel.
// TODO: it would be better to only send the message if something actually changing
// for the current production queue.
let cmpPlayer = QueryOwnerInterface(this.entity);
if (cmpPlayer)
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).SetSelectionDirty(cmpPlayer.GetPlayerID());
};
ProductionQueue.prototype.OnDisabledTemplatesChanged = function(msg)
{
// If the disabled templates of the player is changed,
// update the entities list so that this is reflected there.
this.CalculateEntitiesMap();
};
Engine.RegisterComponentType(IID_ProductionQueue, "ProductionQueue", ProductionQueue);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Promotion.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Promotion.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Promotion.js (revision 24050)
@@ -1,134 +1,138 @@
function Promotion() {}
Promotion.prototype.Schema =
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
Promotion.prototype.Init = function()
{
this.currentXp = 0;
this.ComputeTrickleRate();
};
Promotion.prototype.GetRequiredXp = function()
{
return ApplyValueModificationsToEntity("Promotion/RequiredXp", +this.template.RequiredXp, this.entity);
};
Promotion.prototype.GetCurrentXp = function()
{
return this.currentXp;
};
Promotion.prototype.GetPromotedTemplateName = function()
{
return this.template.Entity;
};
Promotion.prototype.Promote = function(promotedTemplateName)
{
// If the unit is dead, don't promote it
let cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
if (cmpHealth && cmpHealth.GetHitpoints() == 0)
{
this.promotedUnitEntity = INVALID_ENTITY;
return;
}
// Save the entity id.
this.promotedUnitEntity = ChangeEntityTemplate(this.entity, promotedTemplateName);
};
Promotion.prototype.IncreaseXp = function(amount)
{
// if the unit was already promoted, but is waiting for the engine to be destroyed
// transfer the gained xp to the promoted unit if applicable
if (this.promotedUnitEntity)
{
let cmpPromotion = Engine.QueryInterface(this.promotedUnitEntity, IID_Promotion);
if (cmpPromotion)
cmpPromotion.IncreaseXp(amount);
return;
}
- this.currentXp += +(amount);
- var requiredXp = this.GetRequiredXp();
+ this.currentXp += +amount;
+ let requiredXp = this.GetRequiredXp();
if (this.currentXp >= requiredXp)
{
- var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
- var playerID = QueryOwnerInterface(this.entity, IID_Player).GetPlayerID();
+ let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
+ let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
+ if (!cmpPlayer)
+ return;
+
+ let playerID = cmpPlayer.GetPlayerID();
this.currentXp -= requiredXp;
- var promotedTemplateName = this.GetPromotedTemplateName();
+ let promotedTemplateName = this.GetPromotedTemplateName();
// check if we can upgrade a second time (or even more)
while (true)
{
- var template = cmpTemplateManager.GetTemplate(promotedTemplateName);
+ let template = cmpTemplateManager.GetTemplate(promotedTemplateName);
if (!template.Promotion)
break;
requiredXp = ApplyValueModificationsToTemplate("Promotion/RequiredXp", +template.Promotion.RequiredXp, playerID, template);
// compare the current xp to the required xp of the promoted entity
if (this.currentXp < requiredXp)
break;
this.currentXp -= requiredXp;
promotedTemplateName = template.Promotion.Entity;
}
this.Promote(promotedTemplateName);
let cmpPromotion = Engine.QueryInterface(this.promotedUnitEntity, IID_Promotion);
if (cmpPromotion)
cmpPromotion.IncreaseXp(this.currentXp);
}
Engine.PostMessage(this.entity, MT_ExperienceChanged, {});
};
Promotion.prototype.ComputeTrickleRate = function()
{
this.trickleRate = ApplyValueModificationsToEntity("Promotion/TrickleRate", +(this.template.TrickleRate || 0), this.entity);
this.CheckTrickleTimer();
};
Promotion.prototype.CheckTrickleTimer = function()
{
if (!this.trickleRate)
{
if (this.trickleTimer)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.trickleTimer);
delete this.trickleTimer;
}
return;
}
if (this.trickleTimer)
return;
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.trickleTimer = cmpTimer.SetInterval(this.entity, IID_Promotion, "TrickleTick", 1000, 1000, null);
};
Promotion.prototype.TrickleTick = function()
{
this.IncreaseXp(this.trickleRate);
};
Promotion.prototype.OnValueModification = function(msg)
{
if (msg.component != "Promotion")
return;
this.ComputeTrickleRate();
this.IncreaseXp(0);
};
Engine.RegisterComponentType(IID_Promotion, "Promotion", Promotion);
Index: ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 24050)
@@ -1,365 +1,366 @@
function ResourceGatherer() {}
ResourceGatherer.prototype.Schema =
"Lets the unit gather resources from entities that have the ResourceSupply component." +
"" +
"2.0" +
"1.0" +
"" +
"1" +
"3" +
"3" +
"2" +
"" +
"" +
"10" +
"10" +
"10" +
"10" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
Resources.BuildSchema("positiveDecimal", ["treasure"], true) +
"" +
"" +
Resources.BuildSchema("positiveDecimal") +
"";
ResourceGatherer.prototype.Init = function()
{
this.carrying = {}; // { generic type: integer amount currently carried }
// (Note that this component supports carrying multiple types of resources,
// each with an independent capacity, but the rest of the game currently
// ensures and assumes we'll only be carrying one type at once)
// The last exact type gathered, so we can render appropriate props
this.lastCarriedType = undefined; // { generic, specific }
};
/**
* Returns data about what resources the unit is currently carrying,
* in the form [ {"type":"wood", "amount":7, "max":10} ]
*/
ResourceGatherer.prototype.GetCarryingStatus = function()
{
let ret = [];
for (let type in this.carrying)
{
ret.push({
"type": type,
"amount": this.carrying[type],
"max": +this.GetCapacity(type)
});
}
return ret;
};
/**
* Used to instantly give resources to unit
* @param resources The same structure as returned form GetCarryingStatus
*/
ResourceGatherer.prototype.GiveResources = function(resources)
{
for (let resource of resources)
this.carrying[resource.type] = +resource.amount;
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
};
/**
* Returns the generic type of one particular resource this unit is
* currently carrying, or undefined if none.
*/
ResourceGatherer.prototype.GetMainCarryingType = function()
{
// Return the first key, if any
for (let type in this.carrying)
return type;
return undefined;
};
/**
* Returns the exact resource type we last picked up, as long as
* we're still carrying something similar enough, in the form
* { generic, specific }
*/
ResourceGatherer.prototype.GetLastCarriedType = function()
{
if (this.lastCarriedType && this.lastCarriedType.generic in this.carrying)
return this.lastCarriedType;
return undefined;
};
ResourceGatherer.prototype.SetLastCarriedType = function(lastCarriedType)
{
this.lastCarriedType = lastCarriedType;
};
// Since this code is very performancecritical and applying technologies quite slow, cache it.
ResourceGatherer.prototype.RecalculateGatherRatesAndCapacities = function()
{
this.baseSpeed = ApplyValueModificationsToEntity("ResourceGatherer/BaseSpeed", +this.template.BaseSpeed, this.entity);
this.rates = {};
for (let r in this.template.Rates)
{
let type = r.split(".");
if (type[0] != "treasure" && type.length > 1 && !Resources.GetResource(type[0]).subtypes[type[1]])
{
error("Resource subtype not found: " + type[0] + "." + type[1]);
continue;
}
let rate = ApplyValueModificationsToEntity("ResourceGatherer/Rates/" + r, +this.template.Rates[r], this.entity);
this.rates[r] = rate * this.baseSpeed;
}
this.capacities = {};
for (let r in this.template.Capacities)
this.capacities[r] = ApplyValueModificationsToEntity("ResourceGatherer/Capacities/" + r, +this.template.Capacities[r], this.entity);
};
ResourceGatherer.prototype.GetGatherRates = function()
{
return this.rates;
};
ResourceGatherer.prototype.GetGatherRate = function(resourceType)
{
if (!this.template.Rates[resourceType])
return 0;
return this.rates[resourceType];
};
ResourceGatherer.prototype.GetCapacity = function(resourceType)
{
if(!this.template.Capacities[resourceType])
return 0;
return this.capacities[resourceType];
};
ResourceGatherer.prototype.GetRange = function()
{
return { "max": +this.template.MaxDistance, "min": 0 };
// maybe this should depend on the unit or target or something?
};
/**
* Try to gather treasure
* @return 'true' if treasure is successfully gathered, otherwise 'false'
*/
ResourceGatherer.prototype.TryInstantGather = function(target)
{
let cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
let type = cmpResourceSupply.GetType();
if (type.generic != "treasure")
return false;
let status = cmpResourceSupply.TakeResources(cmpResourceSupply.GetCurrentAmount());
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (cmpPlayer)
cmpPlayer.AddResource(type.specific, status.amount);
let cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseTreasuresCollectedCounter();
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
if (cmpTrigger && cmpPlayer)
cmpTrigger.CallEvent("TreasureCollected", { "player": cmpPlayer.GetPlayerID(), "type": type.specific, "amount": status.amount });
return true;
};
/**
* Gather from the target entity. This should only be called after a successful range check,
* and if the target has a compatible ResourceSupply.
* Call interval will be determined by gather rate, so always gather 1 amount when called.
*/
ResourceGatherer.prototype.PerformGather = function(target)
{
if (!this.GetTargetGatherRate(target))
return { "exhausted": true };
let gatherAmount = 1;
let cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
let type = cmpResourceSupply.GetType();
// Initialise the carried count if necessary
if (!this.carrying[type.generic])
this.carrying[type.generic] = 0;
// Find the maximum so we won't exceed our capacity
let maxGathered = this.GetCapacity(type.generic) - this.carrying[type.generic];
let status = cmpResourceSupply.TakeResources(Math.min(gatherAmount, maxGathered));
this.carrying[type.generic] += status.amount;
this.lastCarriedType = type;
// Update stats of how much the player collected.
// (We have to do it here rather than at the dropsite, because we
// need to know what subtype it was)
let cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceGatheredCounter(type.generic, status.amount, type.specific);
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
return {
"amount": status.amount,
"exhausted": status.exhausted,
"filled": this.carrying[type.generic] >= this.GetCapacity(type.generic)
};
};
/**
* Compute the amount of resources collected per second from the target.
* Returns 0 if resources cannot be collected (e.g. the target doesn't
* exist, or is the wrong type).
*/
ResourceGatherer.prototype.GetTargetGatherRate = function(target)
{
let cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
if (!cmpResourceSupply)
return 0;
let type = cmpResourceSupply.GetType();
let rate = 0;
if (type.specific)
rate = this.GetGatherRate(type.generic+"."+type.specific);
if (rate == 0 && type.generic)
rate = this.GetGatherRate(type.generic);
if ("Mirages" in cmpResourceSupply)
return rate;
// Apply diminishing returns with more gatherers, for e.g. infinite farms. For most resources this has no effect
// (GetDiminishingReturns will return null). We can assume that for resources that are miraged this is the case
// (else just add the diminishing returns data to the mirage data and remove the early return above)
let diminishingReturns = cmpResourceSupply.GetDiminishingReturns();
if (diminishingReturns)
rate *= diminishingReturns;
return rate;
};
/**
* Returns whether this unit can carry more of the given type of resource.
* (This ignores whether the unit is actually able to gather that
* resource type or not.)
*/
ResourceGatherer.prototype.CanCarryMore = function(type)
{
let amount = this.carrying[type] || 0;
return amount < this.GetCapacity(type);
};
ResourceGatherer.prototype.IsCarrying = function(type)
{
let amount = this.carrying[type] || 0;
return amount > 0;
};
/**
* Returns whether this unit is carrying any resources of a type that is
* not the requested type. (This is to support cases where the unit is
* only meant to be able to carry one type at once.)
*/
ResourceGatherer.prototype.IsCarryingAnythingExcept = function(exceptedType)
{
for (let type in this.carrying)
if (type != exceptedType)
return true;
return false;
};
/**
* Transfer our carried resources to our owner immediately.
* Only resources of the appropriate types will be transferred.
* (This should typically be called after reaching a dropsite.)
*
* @param {number} target - The target entity ID to drop resources at.
*/
ResourceGatherer.prototype.CommitResources = function(target)
{
let cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
if (!cmpResourceDropsite)
return;
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return;
let changed = false;
for (let type in this.carrying)
if (cmpResourceDropsite.AcceptsType(type))
{
cmpPlayer.AddResource(type, this.carrying[type]);
delete this.carrying[type];
changed = true;
}
if (changed)
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
};
/**
* Drop all currently-carried resources.
* (Currently they just vanish after being dropped - we don't bother depositing
* them onto the ground.)
*/
ResourceGatherer.prototype.DropResources = function()
{
this.carrying = {};
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
};
// Since we cache gather rates, we need to make sure we update them when tech changes.
// and when our owner change because owners can had different techs.
ResourceGatherer.prototype.OnValueModification = function(msg)
{
if (msg.component != "ResourceGatherer")
return;
this.RecalculateGatherRatesAndCapacities();
};
ResourceGatherer.prototype.OnOwnershipChanged = function(msg)
{
if (msg.to == INVALID_PLAYER)
return;
this.RecalculateGatherRatesAndCapacities();
};
ResourceGatherer.prototype.OnGlobalInitGame = function(msg)
{
this.RecalculateGatherRatesAndCapacities();
};
ResourceGatherer.prototype.OnMultiplierChanged = function(msg)
{
- if (msg.player == QueryOwnerInterface(this.entity, IID_Player).GetPlayerID())
+ let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
+ if (cmpPlayer && msg.player == cmpPlayer.GetPlayerID())
this.RecalculateGatherRatesAndCapacities();
};
Engine.RegisterComponentType(IID_ResourceGatherer, "ResourceGatherer", ResourceGatherer);
Index: ps/trunk/binaries/data/mods/public/simulation/components/SkirmishReplacer.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/SkirmishReplacer.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/simulation/components/SkirmishReplacer.js (revision 24050)
@@ -1,96 +1,99 @@
function SkirmishReplacer() {}
SkirmishReplacer.prototype.Schema =
"" +
"" +
"" +
"" +
"" +
"" +
"";
SkirmishReplacer.prototype.Init = function()
{
};
SkirmishReplacer.prototype.Serialize = null; // We have no dynamic state to save
function getReplacementEntities(civ)
{
return Engine.ReadJSONFile("simulation/data/civs/" + civ + ".json").SkirmishReplacements;
}
SkirmishReplacer.prototype.OnOwnershipChanged = function(msg)
{
if (msg.to == 0)
warn("Skirmish map elements can only be owned by regular players. Please delete entity "+this.entity+" or change the ownership to a non-gaia player.");
};
SkirmishReplacer.prototype.ReplaceEntities = function()
{
var cmpPlayer = QueryOwnerInterface(this.entity);
+ if (!cmpPlayer)
+ return;
+
var civ = cmpPlayer.GetCiv();
var replacementEntities = getReplacementEntities(civ);
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var templateName = cmpTemplateManager.GetCurrentTemplateName(this.entity);
let specialFilters = templateName.substr(0, templateName.lastIndexOf("|") + 1);
templateName = removeFiltersFromTemplateName(templateName);
if (templateName in replacementEntities)
templateName = replacementEntities[templateName];
else if (this.template && "general" in this.template)
templateName = this.template.general;
else
templateName = "";
if (!templateName || civ == "gaia")
{
Engine.DestroyEntity(this.entity);
return;
}
templateName = specialFilters + templateName.replace(/\{civ\}/g, civ);
var cmpCurPosition = Engine.QueryInterface(this.entity, IID_Position);
var replacement = Engine.AddEntity(templateName);
if (!replacement)
{
Engine.DestroyEntity(this.entity);
return;
}
var cmpReplacementPosition = Engine.QueryInterface(replacement, IID_Position);
var pos = cmpCurPosition.GetPosition2D();
cmpReplacementPosition.JumpTo(pos.x, pos.y);
var rot = cmpCurPosition.GetRotation();
cmpReplacementPosition.SetYRotation(rot.y);
var cmpCurOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpReplacementOwnership = Engine.QueryInterface(replacement, IID_Ownership);
cmpReplacementOwnership.SetOwner(cmpCurOwnership.GetOwner());
Engine.PostMessage(this.entity, MT_EntityRenamed, { "entity": this.entity, "newentity": replacement });
Engine.DestroyEntity(this.entity);
};
/**
* Replace this entity with a civ-specific entity
* Message is sent right before InitGame() is called, in InitGame.js
* Replacement needs to happen early on real games to not confuse the AI
*/
SkirmishReplacer.prototype.OnSkirmishReplace = function(msg)
{
this.ReplaceEntities();
};
/**
* Replace this entity with a civ-specific entity
* This is needed for Atlas, when the entity isn't replaced before the game starts,
* so it needs to be replaced on the first turn.
*/
SkirmishReplacer.prototype.OnUpdate = function(msg)
{
this.ReplaceEntities();
};
Engine.RegisterComponentType(IID_SkirmishReplacer, "SkirmishReplacer", SkirmishReplacer);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Trader.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Trader.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Trader.js (revision 24050)
@@ -1,311 +1,311 @@
// See helpers/TraderGain.js for the CalculateTaderGain() function which works out how many
// resources a trader gets
function Trader() {}
Trader.prototype.Schema =
"Lets the unit generate resouces while moving between markets (or docks in case of water trading)." +
"" +
"0.75" +
"0.2" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
Trader.prototype.Init = function()
{
this.markets = [];
this.index = -1;
this.goods = {
"type": null,
"amount": null,
"origin": null
};
};
Trader.prototype.CalculateGain = function(currentMarket, nextMarket)
{
let gain = CalculateTraderGain(currentMarket, nextMarket, this.template, this.entity);
if (!gain) // One of our markets must have been destroyed
return null;
// For garrisonable unit increase gain for each garrisoned trader
// Calculate this here to save passing unnecessary stuff into the CalculateTraderGain function
let garrisonGainMultiplier = this.GetGarrisonGainMultiplier();
if (garrisonGainMultiplier === undefined)
return gain;
let cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return gain;
let garrisonMultiplier = 1;
let garrisonedTradersCount = 0;
for (let entity of cmpGarrisonHolder.GetEntities())
{
let cmpGarrisonedUnitTrader = Engine.QueryInterface(entity, IID_Trader);
if (cmpGarrisonedUnitTrader)
++garrisonedTradersCount;
}
garrisonMultiplier *= 1 + garrisonGainMultiplier * garrisonedTradersCount;
if (gain.traderGain)
gain.traderGain = Math.round(garrisonMultiplier * gain.traderGain);
if (gain.market1Gain)
gain.market1Gain = Math.round(garrisonMultiplier * gain.market1Gain);
if (gain.market2Gain)
gain.market2Gain = Math.round(garrisonMultiplier * gain.market2Gain);
return gain;
};
/**
* Remove market from trade route iff only first market is set.
* @param {number} id of market to be removed.
* @return {boolean} true iff removal was successful.
*/
Trader.prototype.RemoveTargetMarket = function(target)
{
if (this.markets.length != 1 || this.markets[0] != target)
return false;
let cmpTargetMarket = QueryMiragedInterface(target, IID_Market);
if (!cmpTargetMarket)
return false;
cmpTargetMarket.RemoveTrader(this.entity);
this.index = -1;
this.markets = [];
return true;
-}
+};
// Set target as target market.
// Return true if at least one of markets was changed.
Trader.prototype.SetTargetMarket = function(target, source)
{
let cmpTargetMarket = QueryMiragedInterface(target, IID_Market);
if (!cmpTargetMarket)
return false;
if (source)
{
// Establish a trade route with both markets in one go.
let cmpSourceMarket = QueryMiragedInterface(source, IID_Market);
if (!cmpSourceMarket)
return false;
this.markets = [source];
}
if (this.markets.length >= 2)
{
// If we already have both markets - drop them
// and use the target as first market
for (let market of this.markets)
{
let cmpMarket = QueryMiragedInterface(market, IID_Market);
if (cmpMarket)
cmpMarket.RemoveTrader(this.entity);
}
this.index = 0;
this.markets = [target];
cmpTargetMarket.AddTrader(this.entity);
}
else if (this.markets.length == 1)
{
// If we have only one market and target is different from it,
// set the target as second one
if (target == this.markets[0])
return false;
this.index = 0;
this.markets.push(target);
cmpTargetMarket.AddTrader(this.entity);
this.goods.amount = this.CalculateGain(this.markets[0], this.markets[1]);
}
else
{
// Else we don't have target markets at all,
// set the target as first market
this.index = 0;
this.markets = [target];
cmpTargetMarket.AddTrader(this.entity);
}
// Drop carried goods if markets were changed
this.goods.amount = null;
return true;
};
Trader.prototype.GetFirstMarket = function()
{
return this.markets[0] || null;
};
Trader.prototype.GetSecondMarket = function()
{
return this.markets[1] || null;
};
Trader.prototype.GetTraderGainMultiplier = function()
{
return ApplyValueModificationsToEntity("Trader/GainMultiplier", +this.template.GainMultiplier, this.entity);
};
Trader.prototype.GetGarrisonGainMultiplier = function()
{
if (this.template.GarrisonGainMultiplier === undefined)
return undefined;
return ApplyValueModificationsToEntity("Trader/GarrisonGainMultiplier", +this.template.GarrisonGainMultiplier, this.entity);
};
Trader.prototype.HasBothMarkets = function()
{
return this.markets.length >= 2;
};
Trader.prototype.CanTrade = function(target)
{
let cmpTraderIdentity = Engine.QueryInterface(this.entity, IID_Identity);
let cmpTargetMarket = QueryMiragedInterface(target, IID_Market);
if (!cmpTargetMarket)
return false;
let cmpTargetFoundation = Engine.QueryInterface(target, IID_Foundation);
if (cmpTargetFoundation)
return false;
if (!(cmpTraderIdentity.HasClass("Organic") && cmpTargetMarket.HasType("land")) &&
!(cmpTraderIdentity.HasClass("Ship") && cmpTargetMarket.HasType("naval")))
return false;
let cmpTraderPlayer = QueryOwnerInterface(this.entity, IID_Player);
let cmpTargetPlayer = QueryOwnerInterface(target, IID_Player);
- return !cmpTraderPlayer.IsEnemy(cmpTargetPlayer.GetPlayerID());
+ return cmpTraderPlayer && cmpTargetPlayer && !cmpTraderPlayer.IsEnemy(cmpTargetPlayer.GetPlayerID());
};
Trader.prototype.AddResources = function(ent, gain)
{
let cmpPlayer = QueryOwnerInterface(ent);
if (cmpPlayer)
cmpPlayer.AddResource(this.goods.type, gain);
let cmpStatisticsTracker = QueryOwnerInterface(ent, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseTradeIncomeCounter(gain);
};
Trader.prototype.GenerateResources = function(currentMarket, nextMarket)
{
this.AddResources(this.entity, this.goods.amount.traderGain);
if (this.goods.amount.market1Gain)
this.AddResources(currentMarket, this.goods.amount.market1Gain);
if (this.goods.amount.market2Gain)
this.AddResources(nextMarket, this.goods.amount.market2Gain);
};
Trader.prototype.PerformTrade = function(currentMarket)
{
let previousMarket = this.markets[this.index];
if (previousMarket != currentMarket) // Inconsistent markets
{
this.goods.amount = null;
return INVALID_ENTITY;
}
this.index = ++this.index % this.markets.length;
let nextMarket = this.markets[this.index];
if (this.goods.amount && this.goods.amount.traderGain)
this.GenerateResources(previousMarket, nextMarket);
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return INVALID_ENTITY;
this.goods.type = cmpPlayer.GetNextTradingGoods();
this.goods.amount = this.CalculateGain(currentMarket, nextMarket);
this.goods.origin = currentMarket;
return nextMarket;
};
Trader.prototype.GetGoods = function()
{
return this.goods;
};
/**
* Returns true if the trader has the given market (can be either a market or a mirage)
*/
Trader.prototype.HasMarket = function(market)
{
return this.markets.indexOf(market) != -1;
};
/**
* Remove a market when this trader can no longer trade with it
*/
Trader.prototype.RemoveMarket = function(market)
{
let index = this.markets.indexOf(market);
if (index == -1)
return;
this.markets.splice(index, 1);
let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.MarketRemoved(market);
};
/**
* Switch between a market and its mirage according to visibility
*/
Trader.prototype.SwitchMarket = function(oldMarket, newMarket)
{
let index = this.markets.indexOf(oldMarket);
if (index == -1)
return;
this.markets[index] = newMarket;
let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.SwitchMarketOrder(oldMarket, newMarket);
};
Trader.prototype.StopTrading = function()
{
for (let market of this.markets)
{
let cmpMarket = QueryMiragedInterface(market, IID_Market);
if (cmpMarket)
cmpMarket.RemoveTrader(this.entity);
}
this.index = -1;
this.markets = [];
this.goods.amount = null;
this.markets = [];
};
// Get range in which deals with market are available,
// i.e. trader should be in no more than MaxDistance from market
// to be able to trade with it.
Trader.prototype.GetRange = function()
{
let cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
let max = 1;
if (cmpObstruction)
max += cmpObstruction.GetSize() * 1.5;
return { "min": 0, "max": max };
};
Trader.prototype.OnGarrisonedUnitsChanged = function()
{
if (this.HasBothMarkets())
this.goods.amount = this.CalculateGain(this.markets[0], this.markets[1]);
};
Engine.RegisterComponentType(IID_Trader, "Trader", Trader);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Upgrade.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Upgrade.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Upgrade.js (revision 24050)
@@ -1,348 +1,348 @@
function Upgrade() {}
const UPGRADING_PROGRESS_INTERVAL = 250;
Upgrade.prototype.Schema =
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
Resources.BuildSchema("nonNegativeInteger") +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
Upgrade.prototype.Init = function()
{
this.upgrading = false;
this.completed = false;
this.elapsedTime = 0;
this.timer = undefined;
this.expendedResources = {};
this.upgradeTemplates = {};
for (let choice in this.template)
{
let cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
let name = this.template[choice].Entity;
if (cmpIdentity)
name = name.replace(/\{civ\}/g, cmpIdentity.GetCiv());
if (this.upgradeTemplates.name)
warn("Upgrade Component: entity " + this.entity + " has two upgrades to the same entity, only the last will be used.");
this.upgradeTemplates[name] = choice;
}
};
// This will also deal with the "OnDestroy" case.
Upgrade.prototype.OnOwnershipChanged = function(msg)
{
if (!this.completed)
this.CancelUpgrade(msg.from);
if (msg.to != INVALID_PLAYER)
this.owner = msg.to;
};
Upgrade.prototype.ChangeUpgradedEntityCount = function(amount)
{
if (!this.IsUpgrading())
return;
let cmpTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTempMan.GetTemplate(this.upgrading);
let categoryTo;
if (template.TrainingRestrictions)
categoryTo = template.TrainingRestrictions.Category;
else if (template.BuildRestrictions)
categoryTo = template.BuildRestrictions.Category;
if (!categoryTo)
return;
let categoryFrom;
let cmpTrainingRestrictions = Engine.QueryInterface(this.entity, IID_TrainingRestrictions);
let cmpBuildRestrictions = Engine.QueryInterface(this.entity, IID_BuildRestrictions);
if (cmpTrainingRestrictions)
categoryFrom = cmpTrainingRestrictions.GetCategory();
else if (cmpBuildRestrictions)
categoryFrom = cmpBuildRestrictions.GetCategory();
if (categoryTo == categoryFrom)
return;
let cmpEntityLimits = QueryPlayerIDInterface(this.owner, IID_EntityLimits);
cmpEntityLimits.ChangeCount(categoryTo, amount);
};
Upgrade.prototype.CanUpgradeTo = function(template)
{
return this.upgradeTemplates[template] !== undefined;
};
Upgrade.prototype.GetUpgrades = function()
{
let ret = [];
let cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
for (let option in this.template)
{
let choice = this.template[option];
let templateName = cmpIdentity ? choice.Entity.replace(/\{civ\}/g, cmpIdentity.GetCiv()) : choice.Entity;
let cost = {};
if (choice.Cost)
cost = this.GetResourceCosts(templateName);
if (choice.Time)
cost.time = this.GetUpgradeTime(templateName);
let hasCost = choice.Cost || choice.Time;
ret.push({
"entity": templateName,
"icon": choice.Icon || undefined,
"cost": hasCost ? cost : undefined,
"tooltip": choice.Tooltip || undefined,
"requiredTechnology": this.GetRequiredTechnology(option),
});
}
return ret;
};
Upgrade.prototype.CancelTimer = function()
{
if (!this.timer)
return;
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
this.timer = undefined;
};
Upgrade.prototype.IsUpgrading = function()
{
return !!this.upgrading;
};
Upgrade.prototype.GetUpgradingTo = function()
{
return this.upgrading;
};
Upgrade.prototype.WillCheckPlacementRestrictions = function(template)
{
if (!this.upgradeTemplates[template])
return undefined;
// is undefined by default so use X in Y
return "CheckPlacementRestrictions" in this.template[this.upgradeTemplates[template]];
};
Upgrade.prototype.GetRequiredTechnology = function(templateArg)
{
let choice = this.upgradeTemplates[templateArg] || templateArg;
if (this.template[choice].RequiredTechnology)
return this.template[choice].RequiredTechnology;
if (!("RequiredTechnology" in this.template[choice]))
return undefined;
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
let entType = this.template[choice].Entity;
if (cmpIdentity)
entType = entType.replace(/\{civ\}/g, cmpIdentity.GetCiv());
let template = cmpTemplateManager.GetTemplate(entType);
return template.Identity.RequiredTechnology || undefined;
};
Upgrade.prototype.GetResourceCosts = function(template)
{
if (!this.upgradeTemplates[template])
return undefined;
if (this.IsUpgrading() && template == this.GetUpgradingTo())
return clone(this.expendedResources);
let choice = this.upgradeTemplates[template];
if (!this.template[choice].Cost)
return {};
let costs = {};
for (let r in this.template[choice].Cost)
costs[r] = ApplyValueModificationsToEntity("Upgrade/Cost/"+r, +this.template[choice].Cost[r], this.entity);
return costs;
};
Upgrade.prototype.Upgrade = function(template)
{
if (this.IsUpgrading() || !this.upgradeTemplates[template])
return false;
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
this.expendedResources = this.GetResourceCosts(template);
- if (!cmpPlayer.TrySubtractResources(this.expendedResources))
+ if (!cmpPlayer || !cmpPlayer.TrySubtractResources(this.expendedResources))
{
this.expendedResources = {};
return false;
}
this.upgrading = template;
this.SetUpgradeAnimationVariant();
// Prevent cheating
this.ChangeUpgradedEntityCount(1);
if (this.GetUpgradeTime(template) !== 0)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetInterval(this.entity, IID_Upgrade, "UpgradeProgress", 0, UPGRADING_PROGRESS_INTERVAL, { "upgrading": template });
}
else
this.UpgradeProgress();
return true;
};
Upgrade.prototype.CancelUpgrade = function(owner)
{
if (!this.IsUpgrading())
return;
let cmpPlayer = QueryPlayerIDInterface(owner, IID_Player);
if (cmpPlayer)
cmpPlayer.AddResources(this.expendedResources);
this.expendedResources = {};
this.ChangeUpgradedEntityCount(-1);
// Do not update visual actor if the animation didn't change.
let choice = this.upgradeTemplates[this.upgrading];
if (choice && this.template[choice].Variant)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SelectAnimation("idle", false, 1.0);
}
this.upgrading = false;
this.CancelTimer();
this.SetElapsedTime(0);
};
Upgrade.prototype.GetUpgradeTime = function(templateArg)
{
let template = this.upgrading || templateArg;
let choice = this.upgradeTemplates[template];
if (!choice)
return undefined;
if (!this.template[choice].Time)
return 0;
return ApplyValueModificationsToEntity("Upgrade/Time", +this.template[choice].Time, this.entity);
};
Upgrade.prototype.GetElapsedTime = function()
{
return this.elapsedTime;
};
Upgrade.prototype.GetProgress = function()
{
if (!this.IsUpgrading())
return undefined;
return this.GetUpgradeTime() == 0 ? 1 : Math.min(this.elapsedTime / 1000.0 / this.GetUpgradeTime(), 1.0);
};
Upgrade.prototype.SetElapsedTime = function(time)
{
this.elapsedTime = time;
Engine.PostMessage(this.entity, MT_UpgradeProgressUpdate, null);
};
Upgrade.prototype.SetUpgradeAnimationVariant = function()
{
let choice = this.upgradeTemplates[this.upgrading];
if (!choice || !this.template[choice].Variant)
return;
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SelectAnimation(this.template[choice].Variant, false, 1.0);
};
Upgrade.prototype.UpgradeProgress = function(data, lateness)
{
if (this.elapsedTime/1000.0 < this.GetUpgradeTime())
{
this.SetElapsedTime(this.GetElapsedTime() + UPGRADING_PROGRESS_INTERVAL + lateness);
return;
}
this.CancelTimer();
this.completed = true;
this.ChangeUpgradedEntityCount(-1);
this.expendedResources = {};
let newEntity = ChangeEntityTemplate(this.entity, this.upgrading);
if (newEntity)
PlaySound("upgraded", newEntity);
};
Engine.RegisterComponentType(IID_Upgrade, "Upgrade", Upgrade);
Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 24049)
+++ ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 24050)
@@ -1,1727 +1,1727 @@
// Setting this to true will display some warnings when commands
// are likely to fail, which may be useful for debugging AIs
var g_DebugCommands = false;
function ProcessCommand(player, cmd)
{
let cmpPlayer = QueryPlayerIDInterface(player);
if (!cmpPlayer)
return;
let data = {
"cmpPlayer": cmpPlayer,
"controlAllUnits": cmpPlayer.CanControlAllUnits()
};
if (cmd.entities)
data.entities = FilterEntityList(cmd.entities, player, data.controlAllUnits);
// Allow focusing the camera on recent commands
let commandData = {
"type": "playercommand",
"players": [player],
"cmd": cmd
};
// Save the position, since the GUI event is received after the unit died
if (cmd.type == "delete-entities")
{
let cmpPosition = cmd.entities[0] && Engine.QueryInterface(cmd.entities[0], IID_Position);
commandData.position = cmpPosition && cmpPosition.IsInWorld() && cmpPosition.GetPosition2D();
}
let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification(commandData);
// Note: checks of UnitAI targets are not robust enough here, as ownership
// can change after the order is issued, they should be checked by UnitAI
// when the specific behavior (e.g. attack, garrison) is performed.
// (Also it's not ideal if a command silently fails, it's nicer if UnitAI
// moves the entities closer to the target before giving up.)
// Now handle various commands
if (g_Commands[cmd.type])
{
var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("PlayerCommand", { "player": player, "cmd": cmd });
g_Commands[cmd.type](player, cmd, data);
}
else
error("Invalid command: unknown command type: "+uneval(cmd));
}
var g_Commands = {
"aichat": function(player, cmd, data)
{
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
var notification = { "players": [player] };
for (var key in cmd)
notification[key] = cmd[key];
cmpGuiInterface.PushNotification(notification);
},
"cheat": function(player, cmd, data)
{
Cheat(cmd);
},
"diplomacy": function(player, cmd, data)
{
let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager);
if (data.cmpPlayer.GetLockTeams() ||
cmpCeasefireManager && cmpCeasefireManager.IsCeasefireActive())
return;
switch(cmd.to)
{
case "ally":
data.cmpPlayer.SetAlly(cmd.player);
break;
case "neutral":
data.cmpPlayer.SetNeutral(cmd.player);
break;
case "enemy":
data.cmpPlayer.SetEnemy(cmd.player);
break;
default:
warn("Invalid command: Could not set "+player+" diplomacy status of player "+cmd.player+" to "+cmd.to);
}
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "diplomacy",
"players": [player],
"targetPlayer": cmd.player,
"status": cmd.to
});
},
"tribute": function(player, cmd, data)
{
data.cmpPlayer.TributeResource(cmd.player, cmd.amounts);
},
"control-all": function(player, cmd, data)
{
if (!data.cmpPlayer.GetCheatsEnabled())
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": markForTranslation("(Cheat - control all units)")
});
data.cmpPlayer.SetControlAllUnits(cmd.flag);
},
"reveal-map": function(player, cmd, data)
{
if (!data.cmpPlayer.GetCheatsEnabled())
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": markForTranslation("(Cheat - reveal map)")
});
// Reveal the map for all players, not just the current player,
// primarily to make it obvious to everyone that the player is cheating
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetLosRevealAll(-1, cmd.enable);
},
"walk": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued);
});
},
"walk-custom": function(player, cmd, data)
{
for (let ent in data.entities)
GetFormationUnitAIs([data.entities[ent]], player).forEach(cmpUnitAI => {
cmpUnitAI.Walk(cmd.targetPositions[ent].x, cmd.targetPositions[ent].y, cmd.queued);
});
},
"walk-to-range": function(player, cmd, data)
{
// Only used by the AI
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.WalkToPointRange(cmd.x, cmd.z, cmd.min, cmd.max, cmd.queued);
}
},
"attack-walk": function(player, cmd, data)
{
let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.WalkAndFight(cmd.x, cmd.z, cmd.targetClasses, allowCapture, cmd.queued);
});
},
"attack-walk-custom": function(player, cmd, data)
{
let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
for (let ent in data.entities)
GetFormationUnitAIs([data.entities[ent]], player).forEach(cmpUnitAI => {
cmpUnitAI.WalkAndFight(cmd.targetPositions[ent].x, cmd.targetPositions[ent].y, cmd.targetClasses, allowCapture, cmd.queued);
});
},
"attack": function(player, cmd, data)
{
let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
if (g_DebugCommands && !allowCapture &&
!(IsOwnedByEnemyOfPlayer(player, cmd.target) || IsOwnedByNeutralOfPlayer(player, cmd.target)))
warn("Invalid command: attack target is not owned by enemy of player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Attack(cmd.target, allowCapture, cmd.queued);
});
},
"patrol": function(player, cmd, data)
{
let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI =>
cmpUnitAI.Patrol(cmd.x, cmd.z, cmd.targetClasses, allowCapture, cmd.queued)
);
},
"heal": function(player, cmd, data)
{
if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByAllyOfPlayer(player, cmd.target)))
warn("Invalid command: heal target is not owned by player "+player+" or their ally: "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Heal(cmd.target, cmd.queued);
});
},
"repair": function(player, cmd, data)
{
// This covers both repairing damaged buildings, and constructing unfinished foundations
if (g_DebugCommands && !IsOwnedByAllyOfPlayer(player, cmd.target))
warn("Invalid command: repair target is not owned by ally of player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued);
});
},
"gather": function(player, cmd, data)
{
if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByGaia(cmd.target)))
warn("Invalid command: resource is not owned by gaia or player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Gather(cmd.target, cmd.queued);
});
},
"gather-near-position": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.GatherNearPosition(cmd.x, cmd.z, cmd.resourceType, cmd.resourceTemplate, cmd.queued);
});
},
"returnresource": function(player, cmd, data)
{
if (g_DebugCommands && !IsOwnedByPlayer(player, cmd.target))
warn("Invalid command: dropsite is not owned by player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.ReturnResource(cmd.target, cmd.queued);
});
},
"back-to-work": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if(!cmpUnitAI || !cmpUnitAI.BackToWork())
notifyBackToWorkFailure(player);
}
},
"remove-guard": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.RemoveGuard();
}
},
"train": function(player, cmd, data)
{
if (!Number.isInteger(cmd.count) || cmd.count <= 0)
{
warn("Invalid command: can't train " + uneval(cmd.count) + " units");
return;
}
// Check entity limits
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template);
var unitCategory = null;
if (template.TrainingRestrictions)
unitCategory = template.TrainingRestrictions.Category;
// Verify that the building(s) can be controlled by the player
if (data.entities.length <= 0)
{
if (g_DebugCommands)
warn("Invalid command: training building(s) cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
for (let ent of data.entities)
{
if (unitCategory)
{
var cmpPlayerEntityLimits = QueryOwnerInterface(ent, IID_EntityLimits);
- if (!cmpPlayerEntityLimits.AllowedToTrain(unitCategory, cmd.count))
+ if (cmpPlayerEntityLimits && !cmpPlayerEntityLimits.AllowedToTrain(unitCategory, cmd.count))
{
if (g_DebugCommands)
warn(unitCategory + " train limit is reached: " + uneval(cmd));
continue;
}
}
var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager);
- if (!cmpTechnologyManager.CanProduce(cmd.template))
+ if (cmpTechnologyManager && !cmpTechnologyManager.CanProduce(cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: training requires unresearched technology: " + uneval(cmd));
continue;
}
var queue = Engine.QueryInterface(ent, IID_ProductionQueue);
// Check if the building can train the unit
// TODO: the AI API does not take promotion technologies into account for the list
// of trainable units (taken directly from the unit template). Here is a temporary fix.
if (queue && data.cmpPlayer.IsAI())
{
var list = queue.GetEntitiesList();
if (list.indexOf(cmd.template) === -1 && cmd.promoted)
{
for (var promoted of cmd.promoted)
{
if (list.indexOf(promoted) === -1)
continue;
cmd.template = promoted;
break;
}
}
}
if (queue && queue.GetEntitiesList().indexOf(cmd.template) != -1)
if ("metadata" in cmd)
queue.AddBatch(cmd.template, "unit", +cmd.count, cmd.metadata);
else
queue.AddBatch(cmd.template, "unit", +cmd.count);
}
},
"research": function(player, cmd, data)
{
if (!CanControlUnit(cmd.entity, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: research building cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
var cmpTechnologyManager = QueryOwnerInterface(cmd.entity, IID_TechnologyManager);
- if (!cmpTechnologyManager.CanResearch(cmd.template))
+ if (cmpTechnologyManager && !cmpTechnologyManager.CanResearch(cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: Requirements to research technology are not met: " + uneval(cmd));
return;
}
var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue);
if (queue)
queue.AddBatch(cmd.template, "technology");
},
"stop-production": function(player, cmd, data)
{
if (!CanControlUnit(cmd.entity, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: production building cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue);
if (queue)
queue.RemoveBatch(cmd.id);
},
"construct": function(player, cmd, data)
{
TryConstructBuilding(player, data.cmpPlayer, data.controlAllUnits, cmd);
},
"construct-wall": function(player, cmd, data)
{
TryConstructWall(player, data.cmpPlayer, data.controlAllUnits, cmd);
},
"delete-entities": function(player, cmd, data)
{
for (let ent of data.entities)
{
if (!data.controlAllUnits)
{
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (cmpIdentity && cmpIdentity.IsUndeletable())
continue;
let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable);
if (cmpCapturable &&
cmpCapturable.GetCapturePoints()[player] < cmpCapturable.GetMaxCapturePoints() / 2)
continue;
let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply);
if (cmpResourceSupply && cmpResourceSupply.GetKillBeforeGather())
continue;
}
let cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
if (cmpMirage)
{
let cmpMiragedHealth = Engine.QueryInterface(cmpMirage.parent, IID_Health);
if (cmpMiragedHealth)
cmpMiragedHealth.Kill();
else
Engine.DestroyEntity(cmpMirage.parent);
Engine.DestroyEntity(ent);
continue;
}
let cmpHealth = Engine.QueryInterface(ent, IID_Health);
if (cmpHealth)
cmpHealth.Kill();
else
Engine.DestroyEntity(ent);
}
},
"set-rallypoint": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
{
if (!cmd.queued)
cmpRallyPoint.Unset();
cmpRallyPoint.AddPosition(cmd.x, cmd.z);
cmpRallyPoint.AddData(clone(cmd.data));
}
}
},
"unset-rallypoint": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
cmpRallyPoint.Reset();
}
},
"resign": function(player, cmd, data)
{
data.cmpPlayer.SetState("defeated", markForTranslation("%(player)s has resigned."));
},
"garrison": function(player, cmd, data)
{
// Verify that the building can be controlled by the player or is mutualAlly
if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: garrison target cannot be controlled by player "+player+" (or ally): "+uneval(cmd));
return;
}
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Garrison(cmd.target, cmd.queued);
});
},
"guard": function(player, cmd, data)
{
// Verify that the target can be controlled by the player or is mutualAlly
if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: guard/escort target cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Guard(cmd.target, cmd.queued);
});
},
"stop": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Stop(cmd.queued);
});
},
"unload": function(player, cmd, data)
{
// Verify that the building can be controlled by the player or is mutualAlly
if (!CanControlUnitOrIsAlly(cmd.garrisonHolder, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: unload target cannot be controlled by player "+player+" (or ally): "+uneval(cmd));
return;
}
var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder);
var notUngarrisoned = 0;
// The owner can ungarrison every garrisoned unit
if (IsOwnedByPlayer(player, cmd.garrisonHolder))
data.entities = cmd.entities;
for (let ent of data.entities)
if (!cmpGarrisonHolder || !cmpGarrisonHolder.Unload(ent))
++notUngarrisoned;
if (notUngarrisoned != 0)
notifyUnloadFailure(player, cmd.garrisonHolder);
},
"unload-template": function(player, cmd, data)
{
var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits);
for (let garrisonHolder of entities)
{
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
// Only the owner of the garrisonHolder may unload entities from any owners
if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits
&& player != +cmd.owner)
continue;
if (!cmpGarrisonHolder.UnloadTemplate(cmd.template, cmd.owner, cmd.all))
notifyUnloadFailure(player, garrisonHolder);
}
}
},
"unload-all-by-owner": function(player, cmd, data)
{
var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits);
for (let garrisonHolder of entities)
{
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAllByOwner(player))
notifyUnloadFailure(player, garrisonHolder);
}
},
"unload-all": function(player, cmd, data)
{
var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits);
for (let garrisonHolder of entities)
{
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAll())
notifyUnloadFailure(player, garrisonHolder);
}
},
"alert-raise": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
if (cmpAlertRaiser)
cmpAlertRaiser.RaiseAlert();
}
},
"alert-end": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
if (cmpAlertRaiser)
cmpAlertRaiser.EndOfAlert();
}
},
"formation": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player, cmd.name).forEach(cmpUnitAI => {
cmpUnitAI.MoveIntoFormation(cmd);
});
},
"promote": function(player, cmd, data)
{
if (!data.cmpPlayer.GetCheatsEnabled())
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": markForTranslation("(Cheat - promoted units)"),
"translateMessage": true
});
for (let ent of cmd.entities)
{
var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
if (cmpPromotion)
cmpPromotion.IncreaseXp(cmpPromotion.GetRequiredXp() - cmpPromotion.GetCurrentXp());
}
},
"stance": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI && !cmpUnitAI.IsTurret())
cmpUnitAI.SwitchToStance(cmd.name);
}
},
"lock-gate": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpGate = Engine.QueryInterface(ent, IID_Gate);
if (!cmpGate)
continue;
if (cmd.lock)
cmpGate.LockGate();
else
cmpGate.UnlockGate();
}
},
"setup-trade-route": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.SetupTradeRoute(cmd.target, cmd.source, cmd.route, cmd.queued);
});
},
"cancel-setup-trade-route": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.CancelSetupTradeRoute(cmd.target);
});
},
"set-trading-goods": function(player, cmd, data)
{
data.cmpPlayer.SetTradingGoods(cmd.tradingGoods);
},
"barter": function(player, cmd, data)
{
var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter);
cmpBarter.ExchangeResources(player, cmd.sell, cmd.buy, cmd.amount);
},
"set-shading-color": function(player, cmd, data)
{
// Prevent multiplayer abuse
if (!data.cmpPlayer.IsAI())
return;
// Debug command to make an entity brightly colored
for (let ent of cmd.entities)
{
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual)
cmpVisual.SetShadingColor(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0); // alpha isn't used so just send 0
}
},
"pack": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI)
continue;
if (cmd.pack)
cmpUnitAI.Pack(cmd.queued);
else
cmpUnitAI.Unpack(cmd.queued);
}
},
"cancel-pack": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI)
continue;
if (cmd.pack)
cmpUnitAI.CancelPack(cmd.queued);
else
cmpUnitAI.CancelUnpack(cmd.queued);
}
},
"upgrade": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
if (!cmpUpgrade || !cmpUpgrade.CanUpgradeTo(cmd.template))
continue;
if (cmpUpgrade.WillCheckPlacementRestrictions(cmd.template) && ObstructionsBlockingTemplateChange(ent, cmd.template))
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [player],
"message": markForTranslation("Cannot upgrade as distance requirements are not verified or terrain is obstructed.")
});
continue;
}
if (!CanGarrisonedChangeTemplate(ent, cmd.template))
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [player],
"message": markForTranslation("Cannot upgrade a garrisoned entity.")
});
continue;
}
// Check entity limits
var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
if (cmpEntityLimits && !cmpEntityLimits.AllowedToReplace(ent, cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: build limits check failed for player " + player + ": " + uneval(cmd));
continue;
}
let cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager);
let requiredTechnology = cmpUpgrade.GetRequiredTechnology(cmd.template);
if (requiredTechnology && (!cmpTechnologyManager || !cmpTechnologyManager.IsTechnologyResearched(requiredTechnology)))
{
if (g_DebugCommands)
warn("Invalid command: upgrading is not possible for this player or requires unresearched technology: " + uneval(cmd));
continue;
}
cmpUpgrade.Upgrade(cmd.template, data.cmpPlayer);
}
},
"cancel-upgrade": function(player, cmd, data)
{
for (let ent of data.entities)
{
let cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
if (cmpUpgrade)
cmpUpgrade.CancelUpgrade(player);
}
},
"attack-request": function(player, cmd, data)
{
// Send a chat message to human players
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": "/allies " + markForTranslation("Attack against %(_player_)s requested."),
"translateParameters": ["_player_"],
"parameters": { "_player_": cmd.player }
});
// And send an attackRequest event to the AIs
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
if (cmpAIInterface)
cmpAIInterface.PushEvent("AttackRequest", cmd);
},
"spy-request": function(player, cmd, data)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let ent = pickRandom(cmpRangeManager.GetEntitiesByPlayer(cmd.player).filter(ent => {
let cmpVisionSharing = Engine.QueryInterface(ent, IID_VisionSharing);
return cmpVisionSharing && cmpVisionSharing.IsBribable() && !cmpVisionSharing.ShareVisionWith(player);
}));
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "spy-response",
"players": [player],
"target": cmd.player,
"entity": ent
});
if (ent)
Engine.QueryInterface(ent, IID_VisionSharing).AddSpy(cmd.source);
else
{
let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate("special/spy");
IncurBribeCost(template, player, cmd.player, true);
// update statistics for failed bribes
let cmpBribesStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
if (cmpBribesStatisticsTracker)
cmpBribesStatisticsTracker.IncreaseFailedBribesCounter();
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("There are no bribable units"),
"translateMessage": true
});
}
},
"diplomacy-request": function(player, cmd, data)
{
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
if (cmpAIInterface)
cmpAIInterface.PushEvent("DiplomacyRequest", cmd);
},
"tribute-request": function(player, cmd, data)
{
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
if (cmpAIInterface)
cmpAIInterface.PushEvent("TributeRequest", cmd);
},
"dialog-answer": function(player, cmd, data)
{
// Currently nothing. Triggers can read it anyway, and send this
// message to any component you like.
},
"set-dropsite-sharing": function(player, cmd, data)
{
for (let ent of data.entities)
{
let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
if (cmpResourceDropsite && cmpResourceDropsite.IsSharable())
cmpResourceDropsite.SetSharing(cmd.shared);
}
},
};
/**
* Sends a GUI notification about unit(s) that failed to ungarrison.
*/
function notifyUnloadFailure(player, garrisonHolder)
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("Unable to ungarrison unit(s)"),
"translateMessage": true
});
}
/**
* Sends a GUI notification about worker(s) that failed to go back to work.
*/
function notifyBackToWorkFailure(player)
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("Some unit(s) can't go back to work"),
"translateMessage": true
});
}
/**
* Get some information about the formations used by entities.
* The entities must have a UnitAI component.
*/
function ExtractFormations(ents)
{
var entities = []; // subset of ents that have UnitAI
var members = {}; // { formationentity: [ent, ent, ...], ... }
for (let ent of ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
var fid = cmpUnitAI.GetFormationController();
if (fid != INVALID_ENTITY)
{
if (!members[fid])
members[fid] = [];
members[fid].push(ent);
}
entities.push(ent);
}
return { "entities": entities, "members": members };
}
/**
* Tries to find the best angle to put a dock at a given position
* Taken from GuiInterface.js
*/
function GetDockAngle(template, x, z)
{
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
if (!cmpTerrain || !cmpWaterManager)
return undefined;
// Get footprint size
var halfSize = 0;
if (template.Footprint.Square)
halfSize = Math.max(template.Footprint.Square["@depth"], template.Footprint.Square["@width"])/2;
else if (template.Footprint.Circle)
halfSize = template.Footprint.Circle["@radius"];
/* Find direction of most open water, algorithm:
* 1. Pick points in a circle around dock
* 2. If point is in water, add to array
* 3. Scan array looking for consecutive points
* 4. Find longest sequence of consecutive points
* 5. If sequence equals all points, no direction can be determined,
* expand search outward and try (1) again
* 6. Calculate angle using average of sequence
*/
const numPoints = 16;
for (var dist = 0; dist < 4; ++dist)
{
var waterPoints = [];
for (var i = 0; i < numPoints; ++i)
{
var angle = (i/numPoints)*2*Math.PI;
var d = halfSize*(dist+1);
var nx = x - d*Math.sin(angle);
var nz = z + d*Math.cos(angle);
if (cmpTerrain.GetGroundLevel(nx, nz) < cmpWaterManager.GetWaterLevel(nx, nz))
waterPoints.push(i);
}
var consec = [];
var length = waterPoints.length;
if (!length)
continue;
for (var i = 0; i < length; ++i)
{
var count = 0;
for (let j = 0; j < length - 1; ++j)
{
if ((waterPoints[(i + j) % length] + 1) % numPoints == waterPoints[(i + j + 1) % length])
++count;
else
break;
}
consec[i] = count;
}
var start = 0;
var count = 0;
for (var c in consec)
{
if (consec[c] > count)
{
start = c;
count = consec[c];
}
}
// If we've found a shoreline, stop searching
if (count != numPoints-1)
return -((waterPoints[start] + consec[start]/2) % numPoints) / numPoints * 2 * Math.PI;
}
return undefined;
}
/**
* Attempts to construct a building using the specified parameters.
* Returns true on success, false on failure.
*/
function TryConstructBuilding(player, cmpPlayer, controlAllUnits, cmd)
{
// Message structure:
// {
// "type": "construct",
// "entities": [...], // entities that will be ordered to construct the building (if applicable)
// "template": "...", // template name of the entity being constructed
// "x": ...,
// "z": ...,
// "angle": ...,
// "metadata": "...", // AI metadata of the building
// "actorSeed": ...,
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
// "queued": true, // whether to add the construction/repairing of this foundation to entities' queue (if applicable)
// "obstructionControlGroup": ..., // Optional; the obstruction control group ID that should be set for this building prior to obstruction
// // testing to determine placement validity. If specified, must be a valid control group ID (> 0).
// "obstructionControlGroup2": ..., // Optional; secondary obstruction control group ID that should be set for this building prior to obstruction
// // testing to determine placement validity. May be INVALID_ENTITY.
// }
/*
* Construction process:
* . Take resources away immediately.
* . Create a foundation entity with 1hp, 0% build progress.
* . Increase hp and build progress up to 100% when people work on it.
* . If it's destroyed, an appropriate fraction of the resource cost is refunded.
* . If it's completed, it gets replaced with the real building.
*/
// Check whether we can control these units
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
if (!entities.length)
return false;
var foundationTemplate = "foundation|" + cmd.template;
// Tentatively create the foundation (we might find later that it's a invalid build command)
var ent = Engine.AddEntity(foundationTemplate);
if (ent == INVALID_ENTITY)
{
// Error (e.g. invalid template names)
error("Error creating foundation entity for '" + cmd.template + "'");
return false;
}
// If it's a dock, get the right angle.
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template);
var angle = cmd.angle;
if (template.BuildRestrictions.PlacementType === "shore")
{
let angleDock = GetDockAngle(template, cmd.x, cmd.z);
if (angleDock !== undefined)
angle = angleDock;
}
// Move the foundation to the right place
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
cmpPosition.JumpTo(cmd.x, cmd.z);
cmpPosition.SetYRotation(angle);
// Set the obstruction control group if needed
if (cmd.obstructionControlGroup || cmd.obstructionControlGroup2)
{
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
// primary control group must always be valid
if (cmd.obstructionControlGroup)
{
if (cmd.obstructionControlGroup <= 0)
warn("[TryConstructBuilding] Invalid primary obstruction control group " + cmd.obstructionControlGroup + " received; must be > 0");
cmpObstruction.SetControlGroup(cmd.obstructionControlGroup);
}
if (cmd.obstructionControlGroup2)
cmpObstruction.SetControlGroup2(cmd.obstructionControlGroup2);
}
// Make it owned by the current player
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpOwnership.SetOwner(player);
// Check whether building placement is valid
var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
if (cmpBuildRestrictions)
{
var ret = cmpBuildRestrictions.CheckPlacement();
if (!ret.success)
{
if (g_DebugCommands)
warn("Invalid command: build restrictions check failed with '"+ret.message+"' for player "+player+": "+uneval(cmd));
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
ret.players = [player];
cmpGuiInterface.PushNotification(ret);
// Remove the foundation because the construction was aborted
// move it out of world because it's not destroyed immediately.
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
return false;
}
}
else
error("cmpBuildRestrictions not defined");
// Check entity limits
var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
if (cmpEntityLimits && !cmpEntityLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory()))
{
if (g_DebugCommands)
warn("Invalid command: build limits check failed for player "+player+": "+uneval(cmd));
// Remove the foundation because the construction was aborted
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
return false;
}
var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
if (cmpTechnologyManager && !cmpTechnologyManager.CanProduce(cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: required technology check failed for player "+player+": "+uneval(cmd));
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("The building's technology requirements are not met."),
"translateMessage": true
});
// Remove the foundation because the construction was aborted
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
}
// We need the cost after tech and aura modifications
// To calculate this with an entity requires ownership, so use the template instead
let cmpCost = Engine.QueryInterface(ent, IID_Cost);
let costs = cmpCost.GetResourceCosts(player);
if (!cmpPlayer.TrySubtractResources(costs))
{
if (g_DebugCommands)
warn("Invalid command: building cost check failed for player "+player+": "+uneval(cmd));
Engine.DestroyEntity(ent);
cmpPosition.MoveOutOfWorld();
return false;
}
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual && cmd.actorSeed !== undefined)
cmpVisual.SetActorSeed(cmd.actorSeed);
// Initialise the foundation
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
cmpFoundation.InitialiseConstruction(player, cmd.template);
// send Metadata info if any
if (cmd.metadata)
Engine.PostMessage(ent, MT_AIMetadata, { "id": ent, "metadata" : cmd.metadata, "owner" : player } );
// Tell the units to start building this new entity
if (cmd.autorepair)
{
ProcessCommand(player, {
"type": "repair",
"entities": entities,
"target": ent,
"autocontinue": cmd.autocontinue,
"queued": cmd.queued
});
}
return ent;
}
function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd)
{
// 'cmd' message structure:
// {
// "type": "construct-wall",
// "entities": [...], // entities that will be ordered to construct the wall (if applicable)
// "pieces": [ // ordered list of information about the pieces making up the wall (towers, wall segments, ...)
// {
// "template": "...", // one of the templates from the wallset
// "x": ...,
// "z": ...,
// "angle": ...,
// },
// ...
// ],
// "wallSet": {
// "templates": {
// "tower": // tower template name
// "long": // long wall segment template name
// ... // etc.
// },
// "maxTowerOverlap": ...,
// "minTowerOverlap": ...,
// },
// "startSnappedEntity": // optional; entity ID of tower being snapped to at the starting side of the wall
// "endSnappedEntity": // optional; entity ID of tower being snapped to at the ending side of the wall
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
// "queued": true, // whether to add the construction/repairing of this wall's pieces to entities' queue (if applicable)
// }
if (cmd.pieces.length <= 0)
return;
if (cmd.startSnappedEntity && cmd.pieces[0].template == cmd.wallSet.templates.tower)
{
error("[TryConstructWall] Starting wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the starting side");
return;
}
if (cmd.endSnappedEntity && cmd.pieces[cmd.pieces.length - 1].template == cmd.wallSet.templates.tower)
{
error("[TryConstructWall] Ending wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the ending side");
return;
}
// Assign obstruction control groups to allow the wall pieces to mutually overlap during foundation placement
// and during construction. The scheme here is that whatever wall pieces are inbetween two towers inherit the control
// groups of both of the towers they are connected to (either newly constructed ones as part of the wall, or existing
// towers in the case of snapping). The towers themselves all keep their default unique control groups.
// To support this, every non-tower piece registers the entity ID of the towers (or foundations thereof) that neighbour
// it on either side. Specifically, each non-tower wall piece has its primary control group set equal to that of the
// first tower encountered towards the starting side of the wall, and its secondary control group set equal to that of
// the first tower encountered towards the ending side of the wall (if any).
// We can't build the whole wall at once by linearly stepping through the wall pieces and build them, because the
// wall segments may/will need the entity IDs of towers that come afterwards. So, build it in two passes:
//
// FIRST PASS:
// - Go from start to end and construct wall piece foundations as far as we can without running into a piece that
// cannot be built (e.g. because it is obstructed). At each non-tower, set the most recently built tower's ID
// as the primary control group, thus allowing it to be built overlapping the previous piece.
// - If we encounter a new tower along the way (which will gain its own control group), do the following:
// o First build it using temporarily the same control group of the previous (non-tower) piece
// o Set the previous piece's secondary control group to the tower's entity ID
// o Restore the primary control group of the constructed tower back its original (unique) value.
// The temporary control group is necessary to allow the newer tower with its unique control group ID to be able
// to be placed while overlapping the previous piece.
//
// SECOND PASS:
// - Go end to start from the last successfully placed wall piece (which might be a tower we backtracked to), this
// time registering the right neighbouring tower in each non-tower piece.
// first pass; L -> R
var lastTowerIndex = -1; // index of the last tower we've encountered in cmd.pieces
var lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces
// If we're snapping to an existing entity at the starting end, set lastTowerControlGroup to its control group ID so that
// the first wall piece can be built while overlapping it.
if (cmd.startSnappedEntity)
{
var cmpSnappedStartObstruction = Engine.QueryInterface(cmd.startSnappedEntity, IID_Obstruction);
if (!cmpSnappedStartObstruction)
{
error("[TryConstructWall] Snapped entity on starting side does not have an obstruction component");
return;
}
lastTowerControlGroup = cmpSnappedStartObstruction.GetControlGroup();
//warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup);
}
var i = 0;
var queued = cmd.queued;
var pieces = clone(cmd.pieces);
for (; i < pieces.length; ++i)
{
var piece = pieces[i];
// All wall pieces after the first must be queued.
if (i > 0 && !queued)
queued = true;
// 'lastTowerControlGroup' must always be defined and valid here, except if we're at the first piece and we didn't do
// start position snapping (implying that the first entity we build must be a tower)
if (lastTowerControlGroup === null || lastTowerControlGroup == INVALID_ENTITY)
{
if (!(i == 0 && piece.template == cmd.wallSet.templates.tower && !cmd.startSnappedEntity))
{
error("[TryConstructWall] Expected last tower control group to be available, none found (1st pass, iteration " + i + ")");
break;
}
}
var constructPieceCmd = {
"type": "construct",
"entities": cmd.entities,
"template": piece.template,
"x": piece.x,
"z": piece.z,
"angle": piece.angle,
"autorepair": cmd.autorepair,
"autocontinue": cmd.autocontinue,
"queued": queued,
// Regardless of whether we're building a tower or an intermediate wall piece, it is always (first) constructed
// using the control group of the last tower (see comments above).
"obstructionControlGroup": lastTowerControlGroup,
};
// If we're building the last piece and we're attaching to a snapped entity, we need to add in the snapped entity's
// control group directly at construction time (instead of setting it in the second pass) to allow it to be built
// while overlapping the snapped entity.
if (i == pieces.length - 1 && cmd.endSnappedEntity)
{
var cmpEndSnappedObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction);
if (cmpEndSnappedObstruction)
constructPieceCmd.obstructionControlGroup2 = cmpEndSnappedObstruction.GetControlGroup();
}
var pieceEntityId = TryConstructBuilding(player, cmpPlayer, controlAllUnits, constructPieceCmd);
if (pieceEntityId)
{
// wall piece foundation successfully built, save the entity ID in the piece info object so we can reference it later
piece.ent = pieceEntityId;
// if we built a tower, do the control group dance (see outline above) and update lastTowerControlGroup and lastTowerIndex
if (piece.template == cmd.wallSet.templates.tower)
{
var cmpTowerObstruction = Engine.QueryInterface(pieceEntityId, IID_Obstruction);
var newTowerControlGroup = pieceEntityId;
if (i > 0)
{
//warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup);
var cmpPreviousObstruction = Engine.QueryInterface(pieces[i-1].ent, IID_Obstruction);
// TODO: ensure that cmpPreviousObstruction exists
// TODO: ensure that the previous obstruction does not yet have a secondary control group set
cmpPreviousObstruction.SetControlGroup2(newTowerControlGroup);
}
// TODO: ensure that cmpTowerObstruction exists
cmpTowerObstruction.SetControlGroup(newTowerControlGroup); // give the tower its own unique control group
lastTowerIndex = i;
lastTowerControlGroup = newTowerControlGroup;
}
}
else // failed to build wall piece, abort
break;
}
var lastBuiltPieceIndex = i - 1;
var wallComplete = (lastBuiltPieceIndex == pieces.length - 1);
// At this point, 'i' is the index of the last wall piece that was successfully constructed (which may or may not be a tower).
// Now do the second pass going right-to-left, registering the control groups of the towers to the right of each piece (if any)
// as their secondary control groups.
lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces
// only start off with the ending side's snapped tower's control group if we were able to build the entire wall
if (cmd.endSnappedEntity && wallComplete)
{
var cmpSnappedEndObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction);
if (!cmpSnappedEndObstruction)
{
error("[TryConstructWall] Snapped entity on ending side does not have an obstruction component");
return;
}
lastTowerControlGroup = cmpSnappedEndObstruction.GetControlGroup();
}
for (var j = lastBuiltPieceIndex; j >= 0; --j)
{
var piece = pieces[j];
if (!piece.ent)
{
error("[TryConstructWall] No entity ID set for constructed entity of template '" + piece.template + "'");
continue;
}
var cmpPieceObstruction = Engine.QueryInterface(piece.ent, IID_Obstruction);
if (!cmpPieceObstruction)
{
error("[TryConstructWall] Wall piece of template '" + piece.template + "' has no Obstruction component");
continue;
}
if (piece.template == cmd.wallSet.templates.tower)
{
// encountered a tower entity, update the last tower control group
lastTowerControlGroup = cmpPieceObstruction.GetControlGroup();
}
else
{
// Encountered a non-tower entity, update its secondary control group to 'lastTowerControlGroup'.
// Note that the wall piece may already have its secondary control group set to the tower's entity ID from a control group
// dance during the first pass, in which case we should validate it against 'lastTowerControlGroup'.
var existingSecondaryControlGroup = cmpPieceObstruction.GetControlGroup2();
if (existingSecondaryControlGroup == INVALID_ENTITY)
{
if (lastTowerControlGroup != null && lastTowerControlGroup != INVALID_ENTITY)
{
cmpPieceObstruction.SetControlGroup2(lastTowerControlGroup);
}
}
else if (existingSecondaryControlGroup != lastTowerControlGroup)
{
error("[TryConstructWall] Existing secondary control group of non-tower entity does not match expected value (2nd pass, iteration " + j + ")");
break;
}
}
}
}
/**
* Remove the given list of entities from their current formations.
*/
function RemoveFromFormation(ents)
{
var formation = ExtractFormations(ents);
for (var fid in formation.members)
{
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers(formation.members[fid]);
}
}
/**
* Returns a list of UnitAI components, each belonging either to a
* selected unit or to a formation entity for groups of the selected units.
*/
function GetFormationUnitAIs(ents, player, formationTemplate)
{
// If an individual was selected, remove it from any formation
// and command it individually
if (ents.length == 1)
{
// Skip unit if it has no UnitAI
var cmpUnitAI = Engine.QueryInterface(ents[0], IID_UnitAI);
if (!cmpUnitAI)
return [];
RemoveFromFormation(ents);
return [ cmpUnitAI ];
}
// Separate out the units that don't support the chosen formation
var formedEnts = [];
var nonformedUnitAIs = [];
for (let ent of ents)
{
// Skip units with no UnitAI or no position
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpUnitAI || !cmpPosition || !cmpPosition.IsInWorld())
continue;
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
// TODO: We only check if the formation is usable by some units
// if we move them to it. We should check if we can use formations
// for the other cases.
var nullFormation = (formationTemplate || cmpUnitAI.GetFormationTemplate()) == "special/formations/null";
if (!nullFormation && cmpIdentity && cmpIdentity.CanUseFormation(formationTemplate || "special/formations/null"))
formedEnts.push(ent);
else
{
if (nullFormation)
RemoveFromFormation([ent]);
nonformedUnitAIs.push(cmpUnitAI);
}
}
if (formedEnts.length == 0)
{
// No units support the formation - return all the others
return nonformedUnitAIs;
}
// Find what formations the formationable selected entities are currently in
var formation = ExtractFormations(formedEnts);
var formationUnitAIs = [];
let formationIds = Object.keys(formation.members);
if (formationIds.length == 1)
{
// Selected units either belong to this formation or have no formation
// Check that all its members are selected
var fid = formationIds[0];
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation && cmpFormation.GetMemberCount() == formation.members[fid].length
&& cmpFormation.GetMemberCount() == formation.entities.length)
{
cmpFormation.DeleteTwinFormations();
// The whole formation was selected, so reuse its controller for this command
formationUnitAIs = [Engine.QueryInterface(+fid, IID_UnitAI)];
if (formationTemplate && CanMoveEntsIntoFormation(formation.entities, formationTemplate))
cmpFormation.LoadFormation(formationTemplate);
}
}
if (!formationUnitAIs.length)
{
// We need to give the selected units a new formation controller
// TODO replace the fixed 60 with something sensible, based on vision range f.e.
var formationSeparation = 60;
var clusters = ClusterEntities(formation.entities, formationSeparation);
var formationEnts = [];
for (let cluster of clusters)
{
if (!formationTemplate || !CanMoveEntsIntoFormation(cluster, formationTemplate))
{
// Use the last formation template if everyone was using it
var lastFormationTemplate = undefined;
for (let ent of cluster)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
{
var template = cmpUnitAI.GetFormationTemplate();
if (lastFormationTemplate === undefined)
{
lastFormationTemplate = template;
}
else if (lastFormationTemplate != template)
{
lastFormationTemplate = undefined;
break;
}
}
}
if (lastFormationTemplate && CanMoveEntsIntoFormation(cluster, lastFormationTemplate))
formationTemplate = lastFormationTemplate;
else
formationTemplate = "special/formations/null";
}
RemoveFromFormation(cluster);
if (formationTemplate == "special/formations/null")
{
for (let ent of cluster)
nonformedUnitAIs.push(Engine.QueryInterface(ent, IID_UnitAI));
continue;
}
// Create the new controller
var formationEnt = Engine.AddEntity(formationTemplate);
var cmpFormation = Engine.QueryInterface(formationEnt, IID_Formation);
formationUnitAIs.push(Engine.QueryInterface(formationEnt, IID_UnitAI));
cmpFormation.SetFormationSeparation(formationSeparation);
cmpFormation.SetMembers(cluster);
for (let ent of formationEnts)
cmpFormation.RegisterTwinFormation(ent);
formationEnts.push(formationEnt);
var cmpOwnership = Engine.QueryInterface(formationEnt, IID_Ownership);
cmpOwnership.SetOwner(player);
}
}
return nonformedUnitAIs.concat(formationUnitAIs);
}
/**
* Group a list of entities in clusters via single-links
*/
function ClusterEntities(ents, separationDistance)
{
let clusters = [];
if (!ents.length)
return clusters;
let distSq = separationDistance * separationDistance;
let positions = [];
// triangular matrix with the (squared) distances between the different clusters
// the other half is not initialised
let matrix = [];
for (let i = 0; i < ents.length; ++i)
{
matrix[i] = [];
clusters.push([ents[i]]);
let cmpPosition = Engine.QueryInterface(ents[i], IID_Position);
positions.push(cmpPosition.GetPosition2D());
for (let j = 0; j < i; ++j)
matrix[i][j] = positions[i].distanceToSquared(positions[j]);
}
while (clusters.length > 1)
{
// search two clusters that are closer than the required distance
let closeClusters = undefined;
for (let i = matrix.length - 1; i >= 0 && !closeClusters; --i)
for (let j = i - 1; j >= 0 && !closeClusters; --j)
if (matrix[i][j] < distSq)
closeClusters = [i,j];
// if no more close clusters found, just return all found clusters so far
if (!closeClusters)
return clusters;
// make a new cluster with the entities from the two found clusters
let newCluster = clusters[closeClusters[0]].concat(clusters[closeClusters[1]]);
// calculate the minimum distance between the new cluster and all other remaining
// clusters by taking the minimum of the two distances.
let distances = [];
for (let i = 0; i < clusters.length; ++i)
{
let a = closeClusters[1];
let b = closeClusters[0];
if (i == a || i == b)
continue;
let dist1 = matrix[a][i] !== undefined ? matrix[a][i] : matrix[i][a];
let dist2 = matrix[b][i] !== undefined ? matrix[b][i] : matrix[i][b];
distances.push(Math.min(dist1, dist2));
}
// remove the rows and columns in the matrix for the merged clusters,
// and the clusters themselves from the cluster list
clusters.splice(closeClusters[0],1);
clusters.splice(closeClusters[1],1);
matrix.splice(closeClusters[0],1);
matrix.splice(closeClusters[1],1);
for (let i = 0; i < matrix.length; ++i)
{
if (matrix[i].length > closeClusters[0])
matrix[i].splice(closeClusters[0],1);
if (matrix[i].length > closeClusters[1])
matrix[i].splice(closeClusters[1],1);
}
// add a new row of distances to the matrix and the new cluster
clusters.push(newCluster);
matrix.push(distances);
}
return clusters;
}
function GetFormationRequirements(formationTemplate)
{
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(formationTemplate);
if (!template.Formation)
return false;
return { "minCount": +template.Formation.RequiredMemberCount };
}
function CanMoveEntsIntoFormation(ents, formationTemplate)
{
// TODO: should check the player's civ is allowed to use this formation
// See simulation/components/Player.js GetFormations() for a list of all allowed formations
var requirements = GetFormationRequirements(formationTemplate);
if (!requirements)
return false;
var count = 0;
for (let ent of ents)
{
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (!cmpIdentity || !cmpIdentity.CanUseFormation(formationTemplate))
continue;
++count;
}
return count >= requirements.minCount;
}
/**
* Check if player can control this entity
* returns: true if the entity is valid and owned by the player
* or control all units is activated, else false
*/
function CanControlUnit(entity, player, controlAll)
{
return IsOwnedByPlayer(player, entity) || controlAll;
}
/**
* Check if player can control this entity
* returns: true if the entity is valid and owned by the player
* or the entity is owned by an mutualAlly
* or control all units is activated, else false
*/
function CanControlUnitOrIsAlly(entity, player, controlAll)
{
return IsOwnedByPlayer(player, entity) || IsOwnedByMutualAllyOfPlayer(player, entity) || controlAll;
}
/**
* Filter entities which the player can control
*/
function FilterEntityList(entities, player, controlAll)
{
return entities.filter(ent => CanControlUnit(ent, player, controlAll));
}
/**
* Filter entities which the player can control or are mutualAlly
*/
function FilterEntityListWithAllies(entities, player, controlAll)
{
return entities.filter(ent => CanControlUnitOrIsAlly(ent, player, controlAll));
}
/**
* Incur the player with the cost of a bribe, optionally multiply the cost with
* the additionalMultiplier
*/
function IncurBribeCost(template, player, playerBribed, failedBribe)
{
let cmpPlayerBribed = QueryPlayerIDInterface(playerBribed);
if (!cmpPlayerBribed)
return false;
let costs = {};
// Additional cost for this owner
let multiplier = cmpPlayerBribed.GetSpyCostMultiplier();
if (failedBribe)
multiplier *= template.VisionSharing.FailureCostRatio;
for (let res in template.Cost.Resources)
costs[res] = Math.floor(multiplier * ApplyValueModificationsToTemplate("Cost/Resources/" + res, +template.Cost.Resources[res], player, template));
let cmpPlayer = QueryPlayerIDInterface(player);
return cmpPlayer && cmpPlayer.TrySubtractResources(costs);
}
Engine.RegisterGlobal("GetFormationRequirements", GetFormationRequirements);
Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation);
Engine.RegisterGlobal("GetDockAngle", GetDockAngle);
Engine.RegisterGlobal("ProcessCommand", ProcessCommand);
Engine.RegisterGlobal("g_Commands", g_Commands);
Engine.RegisterGlobal("IncurBribeCost", IncurBribeCost);