function GuiInterface() {} GuiInterface.prototype.Schema = ""; 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 obstructed by other entities var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); var colliding = (cmpObstruction && cmpObstruction.CheckFoundationCollisions()); // Check whether it's in a visible region var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var visible = (cmpRangeManager.GetLosVisibility(ent, player) == "visible"); var ok = (!colliding && visible); // 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.PlaySound = function(player, data) { // Ignore if no entity was passed if (!data.entity) return; PlaySound(data.name, data.entity); }; function isIdleWorker(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.FindIdleWorker = 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.prevWorker && isIdleWorker(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, "PlaySound": 1, "FindIdleWorker": 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);