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0ad/binaries/data/mods/public/simulation/components/Player.js

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function Player() {}
Player.prototype.Schema =
"<a:component type='system'/><empty/>";
Player.prototype.Init = function()
{
this.playerID = undefined;
this.name = undefined; // define defaults elsewhere (supporting other languages)
this.civ = undefined;
this.colour = { "r": 0.0, "g": 0.0, "b": 0.0, "a": 1.0 };
this.popUsed = 0; // population of units owned or trained by this player
this.popBonuses = 0; // sum of population bonuses of player's entities
this.maxPop = 300; // maximum population
this.trainingQueueBlocked = false; // indicates whether any training queue is currently blocked
this.resourceCount = {
"food": 1000,
"wood": 1000,
"metal": 500,
"stone": 1000
};
this.team = -1; // team number of the player, players on the same team will always have ally diplomatic status - also this is useful for team emblems, scoring, etc.
this.state = "active"; // game state - one of "active", "defeated", "won"
this.diplomacy = []; // array of diplomatic stances for this player with respect to other players (including self)
this.conquestCriticalEntitiesCount = 0; // number of owned units with ConquestCritical class
this.phase = "village";
this.startCam = undefined;
this.controlAllUnits = false;
};
Player.prototype.SetPlayerID = function(id)
{
this.playerID = id;
};
Player.prototype.GetPlayerID = function()
{
return this.playerID;
};
Player.prototype.SetName = function(name)
{
this.name = name;
};
Player.prototype.GetName = function()
{
return this.name;
};
Player.prototype.SetCiv = function(civcode)
{
this.civ = civcode;
};
Player.prototype.GetCiv = function()
{
return this.civ;
};
Player.prototype.SetColour = function(r, g, b)
{
this.colour = { "r": r/255.0, "g": g/255.0, "b": b/255.0, "a": 1.0 };
};
Player.prototype.GetColour = function()
{
return this.colour;
};
Player.prototype.TryReservePopulationSlots = function(num)
{
if (num > (this.GetPopulationLimit() - this.GetPopulationCount()))
return false;
this.popUsed += num;
return true;
};
Player.prototype.UnReservePopulationSlots = function(num)
{
this.popUsed -= num;
};
Player.prototype.GetPopulationCount = function()
{
return this.popUsed;
};
Player.prototype.GetPopulationLimit = function()
{
return Math.min(this.maxPop, this.popBonuses);
};
Player.prototype.SetMaxPopulation = function(max)
{
this.maxPop = max;
};
Player.prototype.GetMaxPopulation = function()
{
return this.maxPop;
};
Player.prototype.IsTrainingQueueBlocked = function()
{
return this.trainingQueueBlocked;
};
Player.prototype.BlockTrainingQueue = function()
{
this.trainingQueueBlocked = true;
};
Player.prototype.UnBlockTrainingQueue = function()
{
this.trainingQueueBlocked = false;
};
Player.prototype.SetResourceCounts = function(resources)
{
if (resources.food !== undefined)
this.resourceCount.food = resources.food;
if (resources.wood !== undefined)
this.resourceCount.wood = resources.wood;
if (resources.stone !== undefined)
this.resourceCount.stone = resources.stone;
if (resources.metal !== undefined)
this.resourceCount.metal = resources.metal;
};
Player.prototype.GetResourceCounts = function()
{
return this.resourceCount;
};
/**
* Add resource of specified type to player
* @param type Generic type of resource (string)
* @param amount Amount of resource, whick should be added (integer)
*/
Player.prototype.AddResource = function(type, amount)
{
this.resourceCount[type] += (+amount);
};
/**
* Add resources to player
*/
Player.prototype.AddResources = function(amounts)
{
for (var type in amounts)
{
this.resourceCount[type] += (+amounts[type]);
}
};
Player.prototype.TrySubtractResources = function(amounts)
{
// Check if we can afford it all
var amountsNeeded = {};
for (var type in amounts)
if (amounts[type] > this.resourceCount[type])
amountsNeeded[type] = amounts[type] - this.resourceCount[type];
var formattedAmountsNeeded = [];
for (var type in amountsNeeded)
formattedAmountsNeeded.push(type + ": " + amountsNeeded[type]);
// If we don't have enough resources, send a notification to the player
if (formattedAmountsNeeded.length)
{
var notification = {"player": this.playerID, "message": "Insufficient resources - " + formattedAmountsNeeded.join(", ")};
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification(notification);
return false;
}
else
{
// Subtract the resources
for (var type in amounts)
this.resourceCount[type] -= amounts[type];
}
return true;
};
Player.prototype.GetState = function()
{
return this.state;
};
Player.prototype.SetState = function(newState)
{
this.state = newState;
};
Player.prototype.GetConquestCriticalEntitiesCount = function()
{
return this.conquestCriticalEntitiesCount;
};
Player.prototype.GetTeam = function()
{
return this.team;
};
Player.prototype.SetTeam = function(team)
{
this.team = team;
};
Player.prototype.GetDiplomacy = function()
{
return this.diplomacy;
};
Player.prototype.SetDiplomacy = function(dipl)
{
this.diplomacy = dipl;
};
Player.prototype.GetPhase = function()
{
return this.phase;
};
Player.prototype.SetPhase = function(p)
{
this.phase = p;
};
Player.prototype.GetStartingCameraPos = function()
{
return this.startCam.position;
}
Player.prototype.GetStartingCameraRot = function()
{
return this.startCam.rotation;
}
Player.prototype.SetStartingCamera = function(pos, rot)
{
this.startCam = {"position": pos, "rotation": rot};
}
Player.prototype.HasStartingCamera = function()
{
return (this.startCam !== undefined);
}
Player.prototype.SetControlAllUnits = function(c)
{
this.controlAllUnits = c;
}
Player.prototype.CanControlAllUnits = function()
{
return this.controlAllUnits;
}
/**
* Check if given player is our ally
*/
Player.prototype.IsAlly = function(id)
{
return (id >= 0 && (id == this.playerID || this.diplomacy[id] > 0));
}
/**
* Check if given player is our enemy
*/
Player.prototype.IsEnemy = function(id)
{
return (id >= 0 && id != this.playerID && this.diplomacy[id] < 0);
}
/**
* Check if given player is neutral
*/
Player.prototype.IsNeutral = function(id)
{
return (id >= 0 && id != this.playerID && this.diplomacy[id] == 0);
}
/**
* Keep track of population effects of all entities that
* become owned or unowned by this player
*/
Player.prototype.OnGlobalOwnershipChanged = function(msg)
{
var isConquestCritical = false;
// Load class list only if we're going to need it
if (msg.from == this.playerID || msg.to == this.playerID)
{
var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
if (cmpIdentity)
{
var classes = cmpIdentity.GetClassesList();
isConquestCritical = classes.indexOf("ConquestCritical") != -1;
}
}
if (msg.from == this.playerID)
{
if (isConquestCritical)
this.conquestCriticalEntitiesCount--;
var cost = Engine.QueryInterface(msg.entity, IID_Cost);
if (cost)
{
this.popUsed -= cost.GetPopCost();
this.popBonuses -= cost.GetPopBonus();
}
}
if (msg.to == this.playerID)
{
if (isConquestCritical)
this.conquestCriticalEntitiesCount++;
var cost = Engine.QueryInterface(msg.entity, IID_Cost);
if (cost)
{
this.popUsed += cost.GetPopCost();
this.popBonuses += cost.GetPopBonus();
}
}
};
Player.prototype.OnPlayerDefeated = function()
{
this.state = "defeated";
// Reassign all player's entities to Gaia
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var entities = cmpRangeManager.GetEntitiesByPlayer(this.playerID);
for each (var entity in entities)
{
// Note: maybe we need to reassign units and buildings only?
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
cmpOwnership.SetOwner(0);
}
}
Engine.RegisterComponentType(IID_Player, "Player", Player);