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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/GuiInterface.js
historic_bruno 1b8471da1f Changes shore definition to distance on land (all water included) for better dock placement.
Updates build passability classes.
Fixes tile expansion in CheckBuildingPlacement (don't use FromFloat).
Changes dock rotation snapping to search outward.

This was SVN commit r10007.
2011-08-14 23:36:13 +00:00

701 lines
19 KiB
JavaScript

function GuiInterface() {}
GuiInterface.prototype.Schema =
"<a:component type='system'/><empty/>";
GuiInterface.prototype.Serialize = function()
{
// This component isn't network-synchronised so we mustn't serialise
// its non-deterministic data. Instead just return an empty object.
return {};
};
GuiInterface.prototype.Deserialize = function(obj)
{
this.Init();
};
GuiInterface.prototype.Init = function()
{
this.placementEntity = undefined; // = undefined or [templateName, entityID]
this.rallyPoints = undefined;
this.notifications = [];
this.renamedEntities = [];
};
/*
* All of the functions defined below are called via Engine.GuiInterfaceCall(name, arg)
* from GUI scripts, and executed here with arguments (player, arg).
*/
/**
* Returns global information about the current game state.
* This is used by the GUI and also by AI scripts.
*/
GuiInterface.prototype.GetSimulationState = function(player)
{
var ret = {
"players": []
};
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var n = cmpPlayerMan.GetNumPlayers();
for (var i = 0; i < n; ++i)
{
var playerEnt = cmpPlayerMan.GetPlayerByID(i);
var cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player);
var cmpPlayerStatisticsTracker = Engine.QueryInterface(playerEnt, IID_StatisticsTracker);
// store player ally/enemy data as arrays
var allies = [];
var enemies = [];
for (var j = 0; j <= n; ++j)
{
allies[j] = cmpPlayer.IsAlly(j);
enemies[j] = cmpPlayer.IsEnemy(j);
}
var playerData = {
"name": cmpPlayer.GetName(),
"civ": cmpPlayer.GetCiv(),
"colour": cmpPlayer.GetColour(),
"popCount": cmpPlayer.GetPopulationCount(),
"popLimit": cmpPlayer.GetPopulationLimit(),
"resourceCounts": cmpPlayer.GetResourceCounts(),
"trainingQueueBlocked": cmpPlayer.IsTrainingQueueBlocked(),
"state": cmpPlayer.GetState(),
"team": cmpPlayer.GetTeam(),
"phase": cmpPlayer.GetPhase(),
"isAlly": allies,
"isEnemy": enemies
};
ret.players.push(playerData);
}
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
{
ret.circularMap = cmpRangeManager.GetLosCircular();
}
// Add timeElapsed
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
ret.timeElapsed = cmpTimer.GetTime();
return ret;
};
GuiInterface.prototype.GetExtendedSimulationState = function(player)
{
// Get basic simulation info
var ret = this.GetSimulationState();
// Add statistics to each player
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var n = cmpPlayerMan.GetNumPlayers();
for (var i = 0; i < n; ++i)
{
var playerEnt = cmpPlayerMan.GetPlayerByID(i);
var cmpPlayerStatisticsTracker = Engine.QueryInterface(playerEnt, IID_StatisticsTracker);
ret.players[i].statistics = cmpPlayerStatisticsTracker.GetStatistics();
}
return ret;
};
GuiInterface.prototype.GetRenamedEntities = function(player, clearList)
{
var result = this.renamedEntities;
if (clearList)
this.renamedEntities = [];
return result;
};
GuiInterface.prototype.GetEntityState = function(player, ent)
{
var cmpTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
// All units must have a template; if not then it's a nonexistent entity id
var template = cmpTempMan.GetCurrentTemplateName(ent);
if (!template)
return null;
var ret = {
"id": ent,
"template": template
}
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (cmpIdentity)
{
ret.identity = {
"rank": cmpIdentity.GetRank(),
"classes": cmpIdentity.GetClassesList(),
"selectionGroupName": cmpIdentity.GetSelectionGroupName()
};
}
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
{
ret.position = cmpPosition.GetPosition();
}
var cmpHealth = Engine.QueryInterface(ent, IID_Health);
if (cmpHealth)
{
ret.hitpoints = cmpHealth.GetHitpoints();
ret.maxHitpoints = cmpHealth.GetMaxHitpoints();
ret.needsRepair = cmpHealth.IsRepairable() && (cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints());
}
var cmpAttack = Engine.QueryInterface(ent, IID_Attack);
if (cmpAttack)
{
var type = cmpAttack.GetBestAttack(); // TODO: how should we decide which attack to show?
ret.attack = cmpAttack.GetAttackStrengths(type);
}
var cmpArmour = Engine.QueryInterface(ent, IID_DamageReceiver);
if (cmpArmour)
{
ret.armour = cmpArmour.GetArmourStrengths();
}
var cmpBuilder = Engine.QueryInterface(ent, IID_Builder);
if (cmpBuilder)
{
ret.buildEntities = cmpBuilder.GetEntitiesList();
}
var cmpTrainingQueue = Engine.QueryInterface(ent, IID_TrainingQueue);
if (cmpTrainingQueue)
{
ret.training = {
"entities": cmpTrainingQueue.GetEntitiesList(),
"queue": cmpTrainingQueue.GetQueue(),
};
}
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
if (cmpFoundation)
{
ret.foundation = {
"progress": cmpFoundation.GetBuildPercentage()
};
}
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
{
ret.player = cmpOwnership.GetOwner();
}
var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
if (cmpResourceSupply)
{
ret.resourceSupply = {
"max": cmpResourceSupply.GetMaxAmount(),
"amount": cmpResourceSupply.GetCurrentAmount(),
"type": cmpResourceSupply.GetType()
};
}
var cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
ret.resourceGatherRates = cmpResourceGatherer.GetGatherRates();
ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus();
}
var cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
if (cmpResourceDropsite)
{
ret.resourceDropsite = {
"types": cmpResourceDropsite.GetTypes()
};
}
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
{
ret.rallyPoint = { };
}
var cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
ret.garrisonHolder = {
"entities": cmpGarrisonHolder.GetEntities(),
"allowedClasses": cmpGarrisonHolder.GetAllowedClassesList()
};
}
var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
if (cmpPromotion)
{
ret.promotion = {
"curr": cmpPromotion.GetCurrentXp(),
"req": cmpPromotion.GetRequiredXp()
};
}
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
{
ret.unitAI = {
// TODO: reading properties directly is kind of violating abstraction
"state": cmpUnitAI.fsmStateName,
"orders": cmpUnitAI.orderQueue,
};
}
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
ret.visibility = cmpRangeManager.GetLosVisibility(ent, player);
return ret;
};
GuiInterface.prototype.GetTemplateData = function(player, name)
{
var cmpTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTempMan.GetTemplate(name);
if (!template)
return null;
var ret = {};
if (template.Identity)
{
ret.selectionGroupName = template.Identity.SelectionGroupName;
ret.name = {
"specific": (template.Identity.SpecificName || template.Identity.GenericName),
"generic": template.Identity.GenericName
};
ret.icon = template.Identity.Icon;
ret.tooltip = template.Identity.Tooltip;
}
if (template.Cost)
{
ret.cost = {};
if (template.Cost.Resources.food) ret.cost.food = +template.Cost.Resources.food;
if (template.Cost.Resources.wood) ret.cost.wood = +template.Cost.Resources.wood;
if (template.Cost.Resources.stone) ret.cost.stone = +template.Cost.Resources.stone;
if (template.Cost.Resources.metal) ret.cost.metal = +template.Cost.Resources.metal;
if (template.Cost.Population) ret.cost.population = +template.Cost.Population;
if (template.Cost.PopulationBonus) ret.cost.populationBonus = +template.Cost.PopulationBonus;
}
return ret;
};
GuiInterface.prototype.PushNotification = function(notification)
{
this.notifications.push(notification);
};
GuiInterface.prototype.GetNextNotification = function()
{
if (this.notifications.length)
return this.notifications.pop();
else
return "";
};
GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data)
{
return CanMoveEntsIntoFormation(data.ents, data.formationName);
};
GuiInterface.prototype.IsStanceSelected = function(player, data)
{
for each (var ent in data.ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
{
if (cmpUnitAI.GetStanceName() == data.stance)
return true;
}
}
return false;
};
GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
{
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var playerColours = {}; // cache of owner -> colour map
for each (var ent in cmd.entities)
{
var cmpSelectable = Engine.QueryInterface(ent, IID_Selectable);
if (!cmpSelectable)
continue;
if (cmd.alpha == 0)
{
cmpSelectable.SetSelectionHighlight({"r":0, "g":0, "b":0, "a":0});
continue;
}
// Find the entity's owner's colour:
var owner = -1;
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
var colour = playerColours[owner];
if (!colour)
{
colour = {"r":1, "g":1, "b":1};
var cmpPlayer = Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(owner), IID_Player);
if (cmpPlayer)
colour = cmpPlayer.GetColour();
playerColours[owner] = colour;
}
cmpSelectable.SetSelectionHighlight({"r":colour.r, "g":colour.g, "b":colour.b, "a":cmd.alpha});
}
};
GuiInterface.prototype.SetStatusBars = function(player, cmd)
{
for each (var ent in cmd.entities)
{
var cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars);
if (cmpStatusBars)
cmpStatusBars.SetEnabled(cmd.enabled);
}
};
/**
* Displays the rally point of a building
*/
GuiInterface.prototype.DisplayRallyPoint = function(player, cmd)
{
// If there are rally points already displayed, destroy them
for each (var ent in this.rallyPoints)
{
// Hide it first (the destruction won't be instantaneous)
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
}
this.rallyPoints = [];
var positions = [];
// DisplayRallyPoints is called passing a list of entities for which
// rally points must be displayed
for each (var ent in cmd.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (!cmpRallyPoint)
continue;
// Verify the owner
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() != player)
continue;
// If the command was passed an explicit position, use that and
// override the real rally point position; otherwise use the real position
var pos;
if (cmd.x && cmd.z)
pos = {"x": cmd.x, "z": cmd.z};
else
pos = cmpRallyPoint.GetPosition();
if (pos)
{
// TODO: it'd probably be nice if we could draw some kind of line
// between the building and pos, to make the marker easy to find even
// if it's a long way from the building
positions.push(pos);
}
}
// Add rally point entity for each building
for each (var pos in positions)
{
var rallyPoint = Engine.AddLocalEntity("actor|props/special/common/waypoint_flag.xml");
var cmpPosition = Engine.QueryInterface(rallyPoint, IID_Position);
cmpPosition.JumpTo(pos.x, pos.z);
this.rallyPoints.push(rallyPoint);
}
};
/**
* Display the building placement preview.
* cmd.template is the name of the entity template, or "" to disable the preview.
* cmd.x, cmd.z, cmd.angle give the location.
* Returns true if the placement is okay (everything is valid and the entity is not obstructed by others).
*/
GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd)
{
// See if we're changing template
if (!this.placementEntity || this.placementEntity[0] != cmd.template)
{
// Destroy the old preview if there was one
if (this.placementEntity)
Engine.DestroyEntity(this.placementEntity[1]);
// Load the new template
if (cmd.template == "")
{
this.placementEntity = undefined;
}
else
{
this.placementEntity = [cmd.template, Engine.AddLocalEntity("preview|" + cmd.template)];
}
}
if (this.placementEntity)
{
var ent = this.placementEntity[1];
// Move the preview into the right location
var pos = Engine.QueryInterface(ent, IID_Position);
if (pos)
{
pos.JumpTo(cmd.x, cmd.z);
pos.SetYRotation(cmd.angle);
}
// Check whether it's in a visible region
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var visible = (cmpRangeManager && cmpRangeManager.GetLosVisibility(ent, player) == "visible");
var validPlacement = false;
if (visible)
{ // Check whether it's obstructed by other entities or invalid terrain
var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
if (!cmpBuildRestrictions)
error("cmpBuildRestrictions not defined");
validPlacement = (cmpBuildRestrictions && cmpBuildRestrictions.CheckPlacement(player));
}
var ok = (visible && validPlacement);
// Set it to a red shade if this is an invalid location
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual)
{
if (!ok)
cmpVisual.SetShadingColour(1.4, 0.4, 0.4, 1);
else
cmpVisual.SetShadingColour(1, 1, 1, 1);
}
return ok;
}
return false;
};
GuiInterface.prototype.GetFoundationSnapData = function(player, data)
{
var cmpTemplateMgr = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateMgr.GetTemplate(data.template);
if (template.BuildRestrictions.Category == "Dock")
{
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
if (!cmpTerrain || !cmpWaterManager)
{
return false;
}
// 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 consective points
* 4. Find longest sequence of conseuctive 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 = data.x - d*Math.sin(angle);
var nz = data.z + d*Math.cos(angle);
if (cmpTerrain.GetGroundLevel(nx, nz) < cmpWaterManager.GetWaterLevel(nx, nz))
{
waterPoints.push(i);
}
}
var consec = [];
var length = waterPoints.length;
for (var i = 0; i < length; ++i)
{
var count = 0;
for (var 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 {"x": data.x, "z": data.z, "angle": -(((waterPoints[start] + consec[start]/2) % numPoints)/numPoints*2*Math.PI)};
}
}
}
return false;
};
GuiInterface.prototype.PlaySound = function(player, data)
{
// Ignore if no entity was passed
if (!data.entity)
return;
PlaySound(data.name, data.entity);
};
function isIdleUnit(ent, idleClass)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
// TODO: Do something with garrisoned idle units
return (cmpUnitAI && cmpIdentity && cmpUnitAI.IsIdle() && !cmpUnitAI.IsGarrisoned() && idleClass && cmpIdentity.HasClass(idleClass));
}
GuiInterface.prototype.FindIdleUnit = function(player, data)
{
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var playerEntities = rangeMan.GetEntitiesByPlayer(player);
// Find the first matching entity that is after the previous selection,
// so that we cycle around in a predictable order
for each (var ent in playerEntities)
{
if (ent > data.prevUnit && isIdleUnit(ent, data.idleClass))
return ent;
}
// No idle entities left in the class
return 0;
};
GuiInterface.prototype.SetPathfinderDebugOverlay = function(player, enabled)
{
var cmpPathfinder = Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder);
cmpPathfinder.SetDebugOverlay(enabled);
};
GuiInterface.prototype.SetObstructionDebugOverlay = function(player, enabled)
{
var cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
cmpObstructionManager.SetDebugOverlay(enabled);
};
GuiInterface.prototype.SetMotionDebugOverlay = function(player, data)
{
for each (var ent in data.entities)
{
var cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.SetDebugOverlay(data.enabled);
}
};
GuiInterface.prototype.SetRangeDebugOverlay = function(player, enabled)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetDebugOverlay(enabled);
};
GuiInterface.prototype.OnGlobalEntityRenamed = function(msg)
{
this.renamedEntities.push(msg);
}
// List the GuiInterface functions that can be safely called by GUI scripts.
// (GUI scripts are non-deterministic and untrusted, so these functions must be
// appropriately careful. They are called with a first argument "player", which is
// trusted and indicates the player associated with the current client; no data should
// be returned unless this player is meant to be able to see it.)
var exposedFunctions = {
"GetSimulationState": 1,
"GetExtendedSimulationState": 1,
"GetRenamedEntities": 1,
"GetEntityState": 1,
"GetTemplateData": 1,
"GetNextNotification": 1,
"CanMoveEntsIntoFormation": 1,
"IsStanceSelected": 1,
"SetSelectionHighlight": 1,
"SetStatusBars": 1,
"DisplayRallyPoint": 1,
"SetBuildingPlacementPreview": 1,
"GetFoundationSnapData": 1,
"PlaySound": 1,
"FindIdleUnit": 1,
"SetPathfinderDebugOverlay": 1,
"SetObstructionDebugOverlay": 1,
"SetMotionDebugOverlay": 1,
"SetRangeDebugOverlay": 1,
};
GuiInterface.prototype.ScriptCall = function(player, name, args)
{
if (exposedFunctions[name])
return this[name](player, args);
else
throw new Error("Invalid GuiInterface Call name \""+name+"\"");
};
Engine.RegisterComponentType(IID_GuiInterface, "GuiInterface", GuiInterface);