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forked from 0ad/0ad

fixes remaining town bell defects, closes #2353, patch by Itms

This was SVN commit r14689.
This commit is contained in:
mimo 2014-01-26 20:37:39 +00:00
parent c61badb04c
commit cbc1c9f0ab
2 changed files with 36 additions and 35 deletions

View File

@ -37,29 +37,17 @@ AlertRaiser.prototype.SoundAlert = function()
PlaySound(alertString, this.entity);
};
AlertRaiser.prototype.UpdateUnits = function()
{
// Find units owned by this unit's player
var players = [];
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
players = [cmpOwnership.GetOwner()];
// Select units to put under alert, ignoring domestic animals (NB : war dogs are not domestic)
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var level = this.GetLevel();
var units = rangeMan.ExecuteQuery(this.entity, 0, this.template.Range, players, IID_UnitAI).filter( function(e){
var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return (!cmpUnitAI.IsUnderAlert() && cmpUnitAI.ReactsToAlert(level) && !cmpUnitAI.IsDomestic());
});
AlertRaiser.prototype.UpdateUnits = function(units)
{
for each (var unit in units)
{
var cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI);
if (!cmpUnitAI)
continue;
cmpUnitAI.ReplaceOrder("Alert", {"raiser": this.entity, "force": true});
this.walkingUnits.push(unit);
}
}
};
AlertRaiser.prototype.IncreaseAlertLevel = function()
{
@ -69,12 +57,12 @@ AlertRaiser.prototype.IncreaseAlertLevel = function()
this.level++;
this.SoundAlert();
// Find buildings owned by this unit's player
// Find buildings/units owned by this unit's player
var players = [];
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
players = [cmpOwnership.GetOwner()];
// Select production buildings to put "under alert", including the raiser itself if possible
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var level = this.GetLevel();
@ -82,59 +70,72 @@ AlertRaiser.prototype.IncreaseAlertLevel = function()
var ownCmpProductionQueue = Engine.QueryInterface(this.entity, IID_ProductionQueue);
if (ownCmpProductionQueue)
buildings.push(this.entity);
for each (var building in buildings)
{
var cmpProductionQueue = Engine.QueryInterface(building, IID_ProductionQueue);
cmpProductionQueue.PutUnderAlert(this.entity);
this.prodBuildings.push(building);
}
// Put units under alert
this.UpdateUnits();
// Select units to put under alert, ignoring domestic animals (NB : war dogs are not domestic)
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var level = this.GetLevel();
var units = rangeMan.ExecuteQuery(this.entity, 0, this.template.Range, players, IID_UnitAI).filter( function(e){
var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return (!cmpUnitAI.IsUnderAlert() && cmpUnitAI.ReactsToAlert(level) && !cmpUnitAI.IsDomestic());
});
for each (var unit in units)
{
var cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI);
cmpUnitAI.ReplaceOrder("Alert", {"raiser": this.entity, "force": true});
this.walkingUnits.push(unit);
}
return true;
};
AlertRaiser.prototype.OnUnitGarrisonedAfterAlert = function(msg)
{
this.garrisonedUnits.push({"holder": msg.holder, "unit": msg.unit});
var index = this.walkingUnits.indexOf(msg.unit);
if (index != -1)
this.walkingUnits.splice(index, 1);
}
};
AlertRaiser.prototype.EndOfAlert = function()
{
this.level = 0;
this.SoundAlert();
// First, handle units not yet garrisoned
for each (var unit in this.walkingUnits)
{
var cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI);
if (!cmpUnitAI)
continue;
cmpUnitAI.ResetAlert();
if (cmpUnitAI.HasWorkOrders())
cmpUnitAI.BackToWork();
else
cmpUnitAI.ReplaceOrder("Stop", undefined);
}
this.walkingUnits = [];
// Then, eject garrisoned units
for each (var slot in this.garrisonedUnits)
{
var cmpGarrisonHolder = Engine.QueryInterface(slot.holder, IID_GarrisonHolder);
var cmpUnitAI = Engine.QueryInterface(slot.unit, IID_UnitAI);
if (!cmpUnitAI || !cmpGarrisonHolder)
if (!cmpUnitAI)
continue;
if(cmpGarrisonHolder && cmpGarrisonHolder.PerformEject([slot.unit], true))
// If the garrison building was destroyed, the unit is already ejected
if (!cmpGarrisonHolder || cmpGarrisonHolder.PerformEject([slot.unit], true))
{
cmpUnitAI.ResetAlert();
if (cmpUnitAI.HasWorkOrders())
@ -151,7 +152,7 @@ AlertRaiser.prototype.EndOfAlert = function()
cmpProductionQueue.ResetAlert();
}
this.prodBuildings = [];
return true;
};

View File

@ -609,7 +609,7 @@ ProductionQueue.prototype.SpawnUnits = function(templateName, count, metadata)
{
var cmpAlertRaiser = Engine.QueryInterface(this.alertRaiser, IID_AlertRaiser);
if(cmpAlertRaiser)
cmpAlertRaiser.UpdateUnits();
cmpAlertRaiser.UpdateUnits(createdEnts);
}
}