Index: ps/trunk/binaries/data/mods/public/simulation/components/Fogging.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Fogging.js (revision 27315) +++ ps/trunk/binaries/data/mods/public/simulation/components/Fogging.js (revision 27316) @@ -1,211 +1,216 @@ const VIS_HIDDEN = 0; const VIS_FOGGED = 1; const VIS_VISIBLE = 2; function Fogging() {} Fogging.prototype.Schema = "Allows this entity to be replaced by mirage entities in the fog-of-war." + ""; /** * The components that we want to mirage when present. * Assumes that a function "Mirage()" is present. */ Fogging.prototype.componentsToMirage = [ IID_Capturable, IID_Foundation, IID_Health, IID_Identity, IID_Market, IID_Repairable, IID_Resistance, IID_ResourceSupply ]; Fogging.prototype.Init = function() { this.activated = false; this.mirages = []; this.miraged = []; this.seen = []; let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); for (let player = 0; player < numPlayers; ++player) { this.mirages.push(INVALID_ENTITY); this.miraged.push(false); this.seen.push(false); } }; Fogging.prototype.Activate = function() { let mustUpdate = !this.activated; this.activated = true; if (mustUpdate) { // Load a mirage for each player who has already seen the entity. let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers(); let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); for (let player = 0; player < numPlayers; ++player) if (this.seen[player] && cmpRangeManager.GetLosVisibility(this.entity, player) != "visible") this.LoadMirage(player); } }; Fogging.prototype.IsActivated = function() { return this.activated; }; Fogging.prototype.LoadMirage = function(player) { if (!this.activated) { error("LoadMirage called for an entity with fogging deactivated"); return; } this.miraged[player] = true; if (this.mirages[player] == INVALID_ENTITY) this.mirages[player] = Engine.AddEntity("mirage|" + Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetCurrentTemplateName(this.entity)); let cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage); if (!cmpMirage) { error("Failed to load a mirage for entity " + this.entity); this.mirages[player] = INVALID_ENTITY; return; } // Copy basic mirage properties. cmpMirage.SetPlayer(player); cmpMirage.SetParent(this.entity); let cmpParentOwnership = Engine.QueryInterface(this.entity, IID_Ownership); let cmpMirageOwnership = Engine.QueryInterface(this.mirages[player], IID_Ownership); if (!cmpParentOwnership || !cmpMirageOwnership) { error("Failed to copy the ownership data of the fogged entity " + this.entity); return; } cmpMirageOwnership.SetOwner(cmpParentOwnership.GetOwner()); let cmpParentPosition = Engine.QueryInterface(this.entity, IID_Position); let cmpMiragePosition = Engine.QueryInterface(this.mirages[player], IID_Position); if (!cmpParentPosition || !cmpMiragePosition) { error("Failed to copy the position data of the fogged entity " + this.entity); return; } if (!cmpParentPosition.IsInWorld()) return; let pos = cmpParentPosition.GetPosition(); cmpMiragePosition.JumpTo(pos.x, pos.z); let rot = cmpParentPosition.GetRotation(); cmpMiragePosition.SetYRotation(rot.y); cmpMiragePosition.SetXZRotation(rot.x, rot.z); let cmpParentVisualActor = Engine.QueryInterface(this.entity, IID_Visual); let cmpMirageVisualActor = Engine.QueryInterface(this.mirages[player], IID_Visual); if (!cmpParentVisualActor || !cmpMirageVisualActor) { error("Failed to copy the visual data of the fogged entity " + this.entity); return; } cmpMirageVisualActor.RecomputeActorName(); cmpMirageVisualActor.SetActorSeed(cmpParentVisualActor.GetActorSeed()); // Store valuable information into the mirage component (especially for the GUI). for (let component of this.componentsToMirage) cmpMirage.CopyComponent(component); // Notify the GUI the entity has been replaced by a mirage, in case it is selected at this moment. Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).AddMiragedEntity(player, this.entity, this.mirages[player]); // Notify the range manager the visibility of this entity must be updated. Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).RequestVisibilityUpdate(this.entity); }; +/** + * Should only be called for entities that are currently explored, but not visible or + * things will 'bug out' (double entities and such). + */ Fogging.prototype.ForceMiraging = function(player) { + this.seen[player] = true; + if (!this.activated) return; - this.seen[player] = true; this.LoadMirage(player); }; Fogging.prototype.IsMiraged = function(player) { if (player < 0 || player >= this.mirages.length) return false; return this.miraged[player]; }; Fogging.prototype.GetMirage = function(player) { if (player < 0 || player >= this.mirages.length) return INVALID_ENTITY; return this.mirages[player]; }; Fogging.prototype.WasSeen = function(player) { if (player < 0 || player >= this.seen.length) return false; return this.seen[player]; }; Fogging.prototype.OnOwnershipChanged = function(msg) { // Always activate fogging for non-Gaia entities. if (msg.to > 0) this.Activate(); if (msg.to != -1) return; let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); for (let player = 0; player < this.mirages.length; ++player) { if (this.mirages[player] == INVALID_ENTITY) continue; // When this.entity is in the line of sight of the player, its mirage is hidden, rather than destroyed, to save on performance. // All hidden mirages can be destroyed now (they won't be needed again), and other mirages will destroy themselves when they get out of the fog. if (cmpRangeManager.GetLosVisibility(this.mirages[player], player) == "hidden") { Engine.DestroyEntity(this.mirages[player]); continue; } let cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage); if (cmpMirage) cmpMirage.SetParent(INVALID_ENTITY); } }; Fogging.prototype.OnVisibilityChanged = function(msg) { if (msg.player < 0 || msg.player >= this.mirages.length) return; if (msg.newVisibility == VIS_VISIBLE) { this.miraged[msg.player] = false; this.seen[msg.player] = true; } if (msg.newVisibility == VIS_FOGGED && this.activated) this.LoadMirage(msg.player); }; Engine.RegisterComponentType(IID_Fogging, "Fogging", Fogging);