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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/Player.js
wraitii 25293ce0cc Many small bugfixes for AIs. Adds support for difficulty (and along with that, some behind-the-door architecture for a handicap system).
Adds -autostart-aidiff to set the difficulty from the command line from
testing.

This was SVN commit r13278.
2013-03-13 20:44:48 +00:00

574 lines
14 KiB
JavaScript

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.trainingBlocked = false; // indicates whether any training queue is currently blocked
this.resourceCount = {
"food": 300,
"wood": 300,
"metal": 300,
"stone": 300
};
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.teamsLocked = false;
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 gaia and self)
this.conquestCriticalEntitiesCount = 0; // number of owned units with ConquestCritical class
this.phase = "village";
this.formations = [];
this.startCam = undefined;
this.controlAllUnits = false;
this.isAI = false;
this.gatherRateMultiplier = 1;
this.cheatsEnabled = true;
this.cheatTimeMultiplier = 1;
};
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;
};
// Try reserving num population slots. Returns 0 on success or number of missing slots otherwise.
Player.prototype.TryReservePopulationSlots = function(num)
{
if (num != 0 && num > (this.GetPopulationLimit() - this.GetPopulationCount()))
return num - (this.GetPopulationLimit() - this.GetPopulationCount());
this.popUsed += num;
return 0;
};
Player.prototype.UnReservePopulationSlots = function(num)
{
this.popUsed -= num;
};
Player.prototype.GetPopulationCount = function()
{
return this.popUsed;
};
Player.prototype.GetPopulationLimit = function()
{
return Math.min(this.GetMaxPopulation(), this.popBonuses);
};
Player.prototype.SetMaxPopulation = function(max)
{
this.maxPop = max;
};
Player.prototype.GetMaxPopulation = function()
{
return Math.round(ApplyTechModificationsToPlayer("Player/MaxPopulation", this.maxPop, this.entity));
};
Player.prototype.SetGatherRateMultiplier = function(value)
{
this.gatherRateMultiplier = value;
};
Player.prototype.GetGatherRateMultiplier = function()
{
return this.gatherRateMultiplier;
};
Player.prototype.IsTrainingBlocked = function()
{
return this.trainingBlocked;
};
Player.prototype.BlockTraining = function()
{
this.trainingBlocked = true;
};
Player.prototype.UnBlockTraining = function()
{
this.trainingBlocked = 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, which 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.GetNeededResources = function(amounts)
{
// Check if we can afford it all
var amountsNeeded = {};
for (var type in amounts)
if (this.resourceCount[type] != undefined && amounts[type] > this.resourceCount[type])
amountsNeeded[type] = amounts[type] - this.resourceCount[type];
if (Object.keys(amountsNeeded).length == 0)
return undefined;
return amountsNeeded;
};
Player.prototype.SubtractResourcesOrNotify = function(amounts)
{
var amountsNeeded = this.GetNeededResources(amounts);
// If we don't have enough resources, send a notification to the player
if (amountsNeeded)
{
var formatted = [];
for (var type in amountsNeeded)
formatted.push(amountsNeeded[type] + " " + type[0].toUpperCase() + type.substr(1) );
var notification = {"player": this.playerID, "message": "Insufficient resources - " + formatted.join(", ")};
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification(notification);
return false;
}
// Subtract the resources
for (var type in amounts)
this.resourceCount[type] -= amounts[type];
return true;
};
Player.prototype.TrySubtractResources = function(amounts)
{
if (!this.SubtractResourcesOrNotify(amounts))
return false;
var cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpStatisticsTracker)
for (var type in amounts)
cmpStatisticsTracker.IncreaseResourceUsedCounter(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)
{
if (!this.teamsLocked)
{
this.team = team;
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (cmpPlayerManager && this.team != -1)
{
// Set all team members as allies
for (var i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i)
{
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
if (this.team == cmpPlayer.GetTeam())
{
this.SetAlly(i);
cmpPlayer.SetAlly(this.playerID);
}
}
}
Engine.BroadcastMessage(MT_DiplomacyChanged, {"player": this.playerID});
}
};
Player.prototype.SetLockTeams = function(value)
{
this.teamsLocked = value;
};
Player.prototype.GetLockTeams = function()
{
return this.teamsLocked;
};
Player.prototype.GetDiplomacy = function()
{
return this.diplomacy;
};
Player.prototype.SetDiplomacy = function(dipl)
{
// Should we check for teamsLocked here?
this.diplomacy = dipl;
Engine.BroadcastMessage(MT_DiplomacyChanged, {"player": this.playerID});
};
Player.prototype.SetDiplomacyIndex = function(idx, value)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpPlayerManager)
return;
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(idx), IID_Player);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
// You can have alliances with other players,
if (this.teamsLocked)
{
// but can't stab your team members in the back
if (this.team == -1 || cmpPlayer && this.team != cmpPlayer.GetTeam())
{
// Break alliance or declare war
if (Math.min(this.diplomacy[idx],cmpPlayer.diplomacy[this.playerID]) > value)
{
this.diplomacy[idx] = value;
cmpPlayer.SetDiplomacyIndex(this.playerID, value);
}
else
{
this.diplomacy[idx] = value;
}
Engine.BroadcastMessage(MT_DiplomacyChanged, {"player": this.playerID});
}
}
else
{
// Break alliance or declare war (worsening of relations is mutual)
if (Math.min(this.diplomacy[idx],cmpPlayer.diplomacy[this.playerID]) > value)
{
// This is duplicated because otherwise we get too much recursion
this.diplomacy[idx] = value;
cmpPlayer.SetDiplomacyIndex(this.playerID, value);
}
else
{
this.diplomacy[idx] = value;
}
Engine.BroadcastMessage(MT_DiplomacyChanged, {"player": this.playerID});
}
};
Player.prototype.UpdateSharedLos = function()
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
return;
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpPlayerManager)
return;
var sharedLos = [];
for (var i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i)
if (this.IsAlly(i))
{
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
if (cmpPlayer && cmpPlayer.IsAlly(this.playerID))
sharedLos.push(i);
}
cmpRangeManager.SetSharedLos(this.playerID, sharedLos);
};
Player.prototype.GetFormations = function()
{
return this.formations;
};
Player.prototype.SetFormations = function(formations)
{
this.formations = formations;
};
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;
};
Player.prototype.SetAI = function(flag)
{
this.isAI = flag;
};
Player.prototype.IsAI = function()
{
return this.isAI;
};
Player.prototype.SetAlly = function(id)
{
this.SetDiplomacyIndex(id, 1);
};
/**
* Check if given player is our ally
*/
Player.prototype.IsAlly = function(id)
{
return this.diplomacy[id] > 0;
};
Player.prototype.SetEnemy = function(id)
{
this.SetDiplomacyIndex(id, -1);
};
/**
* Check if given player is our enemy
*/
Player.prototype.IsEnemy = function(id)
{
return this.diplomacy[id] < 0;
};
Player.prototype.SetNeutral = function(id)
{
this.SetDiplomacyIndex(id, 0);
};
/**
* Check if given player is neutral
*/
Player.prototype.IsNeutral = function(id)
{
return 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)
{
isConquestCritical = cmpIdentity.HasClass("ConquestCritical");
}
}
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(msg)
{
this.state = "defeated";
// TODO: Tribute all resources to this player's active allies (if any)
// Reassign all player's entities to Gaia
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var entities = cmpRangeManager.GetEntitiesByPlayer(this.playerID);
// The ownership change is done in two steps so that entities don't hit idle
// (and thus possibly look for "enemies" to attack) before nearby allies get
// converted to Gaia as well.
for each (var entity in entities)
{
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
cmpOwnership.SetOwnerQuiet(0);
}
// With the real ownership change complete, send OwnershipChanged messages.
for each (var entity in entities)
Engine.PostMessage(entity, MT_OwnershipChanged, { "entity": entity,
"from": this.playerID, "to": 0 });
// Reveal the map for this player.
cmpRangeManager.SetLosRevealAll(this.playerID, true);
// Send a chat message notifying of the player's defeat.
var notification = {"type": "defeat", "player": this.playerID};
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification(notification);
};
Player.prototype.OnDiplomacyChanged = function()
{
this.UpdateSharedLos();
};
Player.prototype.SetCheatEnabled = function(flag)
{
this.cheatsEnabled = flag;
};
Player.prototype.GetCheatEnabled = function(flag)
{
return this.cheatsEnabled;
};
Player.prototype.TributeResource = function(player, amounts)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpPlayerManager)
return;
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
if (!this.SubtractResourcesOrNotify(amounts))
return;
cmpPlayer.AddResources(amounts);
var total = Object.keys(amounts).reduce(function (sum, type){ return sum + amounts[type]; }, 0);
var cmpOurStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpOurStatisticsTracker)
cmpOurStatisticsTracker.IncreaseTributesSentCounter(total);
var cmpTheirStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
if (cmpTheirStatisticsTracker)
cmpTheirStatisticsTracker.IncreaseTributesReceivedCounter(total);
var notification = {"type": "tribute", "player": player, "player1": this.playerID, "amounts": amounts};
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (cmpGUIInterface)
cmpGUIInterface.PushNotification(notification);
};
Engine.RegisterComponentType(IID_Player, "Player", Player);