function GarrisonHolder() {} GarrisonHolder.prototype.Schema = "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + "" + "" + "" + "" + "" + ""; /** * Initialize GarrisonHolder Component */ GarrisonHolder.prototype.Init = function() { // Garrisoned Units this.entities = []; this.spaceOccupied = 0; this.timer = undefined; this.healRate = this.template.BuffHeal; }; /** * Return the list of entities garrisoned inside */ GarrisonHolder.prototype.GetEntities = function() { return this.entities; }; /** * Returns an array of unit classes which can be garrisoned inside this * particualar entity. Obtained from the entity's template */ GarrisonHolder.prototype.GetAllowedClassesList = function() { var string = this.template.List._string; return string.split(/\s+/); }; /** * Get Maximum pop which can be garrisoned */ GarrisonHolder.prototype.GetCapacity = function() { return this.template.Max; }; /** * Get number of garrisoned units capable of shooting arrows * Not necessarily archers */ GarrisonHolder.prototype.GetGarrisonedArcherCount = function() { var count = 0; for each (var entity in this.entities) { var cmpIdentity = Engine.QueryInterface(entity, IID_Identity); var classes = cmpIdentity.GetClassesList(); if (classes.indexOf("Infantry") != -1 || classes.indexOf("Ranged") != -1) count++; } return count; }; /** * Checks if an entity can be allowed to garrison in the building * based on its class */ GarrisonHolder.prototype.AllowedToGarrison = function(entity) { var allowedClasses = this.GetAllowedClassesList(); var entityClasses = (Engine.QueryInterface(entity, IID_Identity)).GetClassesList(); // Check if the unit is allowed to be garrisoned inside the building for each (var allowedClass in allowedClasses) { if (entityClasses.indexOf(allowedClass) != -1) { return true; } } return false; }; /** * Garrison a unit inside. * Returns true if successful, false if not * The timer for AutoHeal is started here */ GarrisonHolder.prototype.Garrison = function(entity) { var entityPopCost = (Engine.QueryInterface(entity, IID_Cost)).GetPopCost(); var entityClasses = (Engine.QueryInterface(entity, IID_Identity)).GetClassesList(); if (!this.HasEnoughHealth()) return false; // Check if the unit is allowed to be garrisoned inside the building if(!this.AllowedToGarrison(entity)) return false; if (this.GetCapacity() < this.spaceOccupied + 1) return false; if (!this.timer) { var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetTimeout(this.entity, IID_GarrisonHolder, "HealTimeout", 1000, {}); } var cmpPosition = Engine.QueryInterface(entity, IID_Position); if (cmpPosition) { // Actual garrisoning happens here this.entities.push(entity); this.spaceOccupied += 1; cmpPosition.MoveOutOfWorld(); this.UpdateGarrisonFlag(); return true; } return false; }; /** * Simply eject the unit from the garrisoning entity without * moving it */ GarrisonHolder.prototype.Eject = function(entity) { var entityIndex = this.entities.indexOf(entity); this.spaceOccupied -= 1; this.entities.splice(entityIndex, 1); var cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint); var pos = cmpFootprint.PickSpawnPoint(entity); if (pos.y < 0) { // Whoops, something went wrong (maybe there wasn't any space to place the unit). // What should we do here? // For now, just move the unit into the middle of the building where it'll probably get stuck pos = cmpPosition.GetPosition(); warn("Can't find free space to spawn trained unit"); } var cmpNewPosition = Engine.QueryInterface(entity, IID_Position); cmpNewPosition.JumpTo(pos.x, pos.z); // TODO: what direction should they face in? }; /** * Order entities to walk to the Rally Point */ GarrisonHolder.prototype.OrderWalkToRallyPoint = function(entities) { var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); var cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint); if (cmpRallyPoint) { var rallyPos = cmpRallyPoint.GetPosition(); if (rallyPos) { ProcessCommand(cmpOwnership.GetOwner(), { "type": "walk", "entities": entities, "x": rallyPos.x, "z": rallyPos.z, "queued": false }); } } }; /** * Unload units from the garrisoning entity and order them * to move to the Rally Point */ GarrisonHolder.prototype.Unload = function(entity) { var cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint); this.Eject(entity); this.OrderWalkToRallyPoint([entity]); this.UpdateGarrisonFlag(); }; /** * Unload all units from the entity */ GarrisonHolder.prototype.UnloadAll = function() { // The entities list is saved to a temporary variable // because during each loop an element is removed // from the list var entities = this.entities.splice(0); for each (var entity in entities) { this.Eject(entity); } this.OrderWalkToRallyPoint(entities); this.UpdateGarrisonFlag(); }; /** * Used to check if the garrisoning entity's health has fallen below * a certain limit after which all garrisoned units are unloaded */ GarrisonHolder.prototype.OnHealthChanged = function(msg) { if (!this.HasEnoughHealth()) { this.UnloadAll(); } }; /** * Check if this entity has enough health to garrison units inside it */ GarrisonHolder.prototype.HasEnoughHealth = function() { var cmpHealth = Engine.QueryInterface(this.entity, IID_Health) var hitpoints = cmpHealth.GetHitpoints(); var maxHitpoints = cmpHealth.GetMaxHitpoints(); var ejectHitpoints = parseInt(parseFloat(this.template.EjectHealth) * maxHitpoints); return hitpoints > ejectHitpoints; }; /** * Called every second. Heals garrisoned units */ GarrisonHolder.prototype.HealTimeout = function(data) { if (this.entities.length == 0) { var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(this.timer); this.timer = undefined; } else { for each (var entity in this.entities) { var cmpHealth = Engine.QueryInterface(entity, IID_Health); if (cmpHealth) { if (cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints()) cmpHealth.Increase(this.healRate); } } var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetTimeout(this.entity, IID_GarrisonHolder, "HealTimeout", 1000, {}); } }; GarrisonHolder.prototype.UpdateGarrisonFlag = function() { var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (!cmpVisual) return; cmpVisual.SelectAnimation("garrisoned", true, 0, ""); // TODO: ought to extend ICmpVisual to let us just select variant // keywords without changing the animation too if (this.entities.length) cmpVisual.SelectAnimation("garrisoned", false, 1.0, ""); else cmpVisual.SelectAnimation("idle", false, 1.0, ""); }; /** * Cancel timer when destroyed */ GarrisonHolder.prototype.OnDestroy = function() { if (this.timer) { var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(this.timer); } }; /** * If a garrisoned entity is captured, or about to be killed (so its owner * changes to '-1'), remove it from the building so we only ever contain valid * entities */ GarrisonHolder.prototype.OnGlobalOwnershipChanged = function(msg) { if (this.entities.indexOf(msg.entity) != -1) { // If the entity is dead, remove it directly instead of ejecting the corpse var cmpHealth = Engine.QueryInterface(msg.entity, IID_Health); if (cmpHealth && cmpHealth.GetHitpoints() == 0) { this.entities.splice(this.entities.indexOf(msg.entity), 1); } else { // Otherwise the unit probably got captured somehow and we don't want it // any more, so eject it this.Eject(msg.entity); } } }; /** * Update list of garrisoned entities if one gets renamed (e.g. by promotion) */ GarrisonHolder.prototype.OnGlobalEntityRenamed = function(msg) { if (this.entities.indexOf(msg.entity) != -1) { this.entities[this.entities.indexOf(msg.entity)] = msg.newentity; } }; Engine.RegisterComponentType(IID_GarrisonHolder, "GarrisonHolder", GarrisonHolder);