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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/helpers/Commands.js
2010-08-05 10:20:47 +00:00

165 lines
4.3 KiB
JavaScript

function ProcessCommand(player, cmd)
{
// print("command: " + player + " " + uneval(cmd) + "\n");
// TODO: all of this stuff needs to do checks for valid arguments
// (e.g. make sure players own the units they're trying to use)
switch (cmd.type)
{
case "debug-print":
print(cmd.message);
break;
case "walk":
for each (var ent in cmd.entities)
{
var ai = Engine.QueryInterface(ent, IID_UnitAI);
if (ai)
ai.Walk(cmd.x, cmd.z, cmd.queued);
}
break;
case "attack":
for each (var ent in cmd.entities)
{
var ai = Engine.QueryInterface(ent, IID_UnitAI);
if (ai)
ai.Attack(cmd.target, cmd.queued);
}
break;
case "repair":
// This covers both repairing damaged buildings, and constructing unfinished foundations
for each (var ent in cmd.entities)
{
var ai = Engine.QueryInterface(ent, IID_UnitAI);
if (ai)
ai.Repair(cmd.target, cmd.queued);
}
break;
case "gather":
for each (var ent in cmd.entities)
{
var ai = Engine.QueryInterface(ent, IID_UnitAI);
if (ai)
ai.Gather(cmd.target, cmd.queued);
}
break;
case "train":
var queue = Engine.QueryInterface(cmd.entity, IID_TrainingQueue);
if (queue)
queue.AddBatch(player, cmd.template, +cmd.count);
break;
case "stop-train":
var queue = Engine.QueryInterface(cmd.entity, IID_TrainingQueue);
if (queue)
queue.RemoveBatch(player, cmd.id);
break;
case "construct":
/*
* Construction process:
* . Take resources away immediately.
* . Create a foundation entity with 1hp, 0% build progress.
* . Increase hp and build progress up to 100% when people work on it.
* . If it's destroyed, an appropriate fraction of the resource cost is refunded.
* . If it's completed, it gets replaced with the real building.
*/
// Find the player
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var playerEnt = cmpPlayerMan.GetPlayerByID(player);
var cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player);
// Tentatively create the foundation (we might find later that it's a invalid build command)
var ent = Engine.AddEntity("foundation|" + cmd.template);
// TODO: report errors (e.g. invalid template names)
// Move the foundation to the right place
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
cmpPosition.JumpTo(cmd.x, cmd.z);
cmpPosition.SetYRotation(cmd.angle);
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
if (cmpObstruction && cmpObstruction.CheckCollisions())
{
// TODO: report error to player (the building site was obstructed)
// Remove the foundation because the construction was aborted
Engine.DestroyEntity(ent);
break;
}
var cmpCost = Engine.QueryInterface(ent, IID_Cost);
if (!cmpPlayer.TrySubtractResources(cmpCost.GetResourceCosts()))
{
// TODO: report error to player (they ran out of resources)
// Remove the foundation because the construction was aborted
Engine.DestroyEntity(ent);
break;
}
// Make it owned by the current player
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpOwnership.SetOwner(player);
// Initialise the foundation
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
cmpFoundation.InitialiseConstruction(player, cmd.template);
// Tell the units to start building this new entity
ProcessCommand(player, {
"type": "repair",
"entities": cmd.entities,
"target": ent,
"queued": cmd.queued
});
break;
case "delete-entity":
// Verify the player owns the unit
var cmpOwnership = Engine.QueryInterface(cmd.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() != player)
break;
var cmpHealth = Engine.QueryInterface(cmd.entity, IID_Health);
if (cmpHealth)
cmpHealth.Kill();
else
Engine.DestroyEntity(cmd.entity);
break;
case "set-rallypoint":
for each (var ent in cmd.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
cmpRallyPoint.SetPosition(cmd.x, cmd.z);
}
break;
case "unset-rallypoint":
for each (var ent in cmd.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
cmpRallyPoint.Unset();
}
break;
default:
error("Ignoring unrecognised command type '" + cmd.type + "'");
}
}
Engine.RegisterGlobal("ProcessCommand", ProcessCommand);