Ykkrosh
dd501b2a5a
Support direct access to serializer streams, so serializers can be nested. Make component script "this.template" read-only. Stop globally-subscribed component scripts receiving messages posted to local components, to reduce out-of-sync risks. Move pathfinder data out of entity template directory. Fix GuiInterface deserialization. This was SVN commit r8865.
48 lines
1.2 KiB
JavaScript
48 lines
1.2 KiB
JavaScript
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/**
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* Used to initialize non-player settings relevant to the map, like
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* default stance and victory conditions. DO NOT load players here
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*/
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function LoadMapSettings(settings)
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{
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// Default settings
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if (!settings)
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settings = {};
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if (settings.DefaultStance)
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{
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for each (var ent in Engine.GetEntitiesWithInterface(IID_UnitAI))
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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cmpUnitAI.SetStance(settings.DefaultStance);
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}
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}
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if (settings.RevealMap)
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{
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (cmpRangeManager)
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cmpRangeManager.SetLosRevealAll(true);
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}
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if (settings.CircularMap)
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{
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (cmpRangeManager)
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cmpRangeManager.SetLosCircular(true);
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var cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
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if (cmpObstructionManager)
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cmpObstructionManager.SetPassabilityCircular(true);
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}
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var cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
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if (settings.GameType)
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{
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cmpEndGameManager.SetGameType(settings.GameType);
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}
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cmpEndGameManager.Start();
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}
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Engine.RegisterGlobal("LoadMapSettings", LoadMapSettings);
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