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

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JavaScript
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function Identity() {}
Identity.prototype.Schema =
"<a:help>Specifies various names and values associated with the unit type, typically for GUI display to users.</a:help>" +
"<a:example>" +
"<Civ>hele</Civ>" +
"<GenericName>Infantry Spearman</GenericName>" +
"<SpecificName>Hoplite</SpecificName>" +
"<Icon>units/hele_infantry_spearman.png</Icon>" +
"</a:example>" +
"<element name='Civ' a:help='Civilisation that this unit is primarily associated with, typically a 4-letter code. Choices include: gaia (world objects), cart (Carthaginians), celt (Celts), hele (Hellenes), iber (Iberians), pers (Persians), rome (Romans)'>" +
"<text/>" +
"</element>" +
"<element name='GenericName' a:help='Generic English-language name for this class of unit'>" +
"<text/>" +
"</element>" +
"<optional>" +
"<element name='SpecificName' a:help='Specific native-language name for this unit type'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='SelectionGroupName' a:help='Name used to group ranked entities'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Tooltip'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Rollover'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='History'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Rank'>" +
"<choice>" +
"<value>Basic</value>" +
"<value>Advanced</value>" +
"<value>Elite</value>" +
"</choice>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Classes' a:help='Optional list of space-separated classes applying to this entity. Choices include: Unit, Infantry, Melee, Cavalry, Ranged, Mechanical, Ship, Siege, Champion, Hero, Elephant, Chariot, Mercenary, Spear, Sword, Bow, Javelin, Sling, Support, Animal, Domestic, Organic, Structure, Civic, CivCentre, Economic, Defensive, Gates, Wall, BarterMarket, Village, Town, City, ConquestCritical, Worker, Female, Healer, Slave, CitizenSoldier, Trade, Market, NavalMarket, Warship, SeaCreature, ForestPlant, DropsiteFood, DropsiteWood, DropsiteStone, DropsiteMetal, GarrisonTower, GarrisonFortress'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Formations' a:help='Optional list of space-separated formations this unit is allowed to use. Choices include: Scatter, Box, ColumnClosed, LineClosed, ColumnOpen, LineOpen, Flank, Skirmish, Wedge, Testudo, Phalanx, Syntagma, BattleLine'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Icon'>" +
"<text/>" +
"</element>" +
"</optional>";
Identity.prototype.Init = function()
{
};
Identity.prototype.Serialize = null; // we have no dynamic state to save
Identity.prototype.GetCiv = function()
{
return this.template.Civ;
};
Identity.prototype.GetRank = function()
{
return (this.template.Rank || "");
};
Identity.prototype.GetClassesList = function()
{
if (this.template.Classes && "_string" in this.template.Classes)
{
var string = this.template.Classes._string;
return string.split(/\s+/);
}
else
{
return [];
}
};
Identity.prototype.HasClass = function(name)
{
return this.GetClassesList().indexOf(name) != -1;
};
Identity.prototype.GetFormationsList = function()
{
if (this.template.Formations && "_string" in this.template.Formations)
{
var string = this.template.Formations._string;
return string.split(/\s+/);
}
else
{
return [];
}
};
Identity.prototype.CanUseFormation = function(name)
{
return this.GetFormationsList().indexOf(name) != -1;
};
Identity.prototype.GetSelectionGroupName = function()
{
return (this.template.SelectionGroupName || "");
}
Engine.RegisterComponentType(IID_Identity, "Identity", Identity);