1
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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/GarrisonHolder.js

408 lines
10 KiB
JavaScript

function GarrisonHolder() {}
GarrisonHolder.prototype.Schema =
"<element name='Max'>" +
"<data type='positiveInteger'/>" +
"</element>" +
"<element name='List'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"<element name='EjectHealth'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='BuffHeal'>" +
"<data type='positiveInteger'/>" +
"</element>";
/**
* 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();
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {});
return true;
}
return false;
};
/**
* Simply eject the unit from the garrisoning entity without
* moving it
* Returns true if successful, false if not
*/
GarrisonHolder.prototype.Eject = function(entity, forced)
{
var entityIndex = this.entities.indexOf(entity);
if (entityIndex == -1)
{ // Error: invalid entity ID, usually it's already been ejected
return false; // Fail
}
// Find spawning location
var cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
var pos = cmpFootprint.PickSpawnPoint(entity);
if (pos.y < 0)
{
// Error: couldn't find space satisfying the unit's passability criteria
if (forced)
{ // If ejection is forced, we need to continue, so use center of the building
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
pos = cmpPosition.GetPosition();
}
else
{ // Fail
return false;
}
}
this.spaceOccupied -= 1;
this.entities.splice(entityIndex, 1);
var cmpUnitAI = Engine.QueryInterface(entity, IID_UnitAI);
if (cmpUnitAI)
{
cmpUnitAI.Ungarrison();
}
var cmpNewPosition = Engine.QueryInterface(entity, IID_Position);
cmpNewPosition.JumpTo(pos.x, pos.z);
// TODO: what direction should they face in?
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {});
return true;
};
/**
* 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
* Returns true if successful, false if not
*/
GarrisonHolder.prototype.Unload = function(entity, forced)
{
if (this.Eject(entity, forced))
{
this.OrderWalkToRallyPoint([entity]);
this.UpdateGarrisonFlag();
return true;
}
return false;
};
/**
* Unload all units from the entity
* Returns true if all successful, false if not
*/
GarrisonHolder.prototype.UnloadAll = function(forced)
{
// Make copy of entity list
var entities = [];
for each (var entity in this.entities)
{
entities.push(entity);
}
var ejectedEntities = [];
var success = true;
for each (var entity in entities)
{
if (this.Eject(entity, forced))
{
ejectedEntities.push(entity);
}
else
{
success = false;
}
}
this.OrderWalkToRallyPoint(ejectedEntities);
this.UpdateGarrisonFlag();
return success;
};
/**
* 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())
{
// We have to be careful of our passability
// ships: not land passable, so assume units have drowned in a shipwreck
// building: land passable, so units can be ejected freely
var classes = (Engine.QueryInterface(this.entity, IID_Identity)).GetClassesList();
if (classes.indexOf("Ship") != -1)
{ // Ship - kill all units
for each (var entity in this.entities)
{
var cmpHealth = Engine.QueryInterface(entity, IID_Health);
if (cmpHealth)
{
cmpHealth.Kill();
}
}
this.entities = [];
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {});
}
else
{ // Building - force ejection
this.UnloadAll(true);
}
}
};
/**
* 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)
{
var entityIndex = this.entities.indexOf(msg.entity);
if (entityIndex != -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(entityIndex, 1);
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {});
}
else
{
// We have to be careful of our passability
// ships: not land passable, assume unit was thrown overboard or something
// building: land passable, unit can be ejected freely
var classes = (Engine.QueryInterface(this.entity, IID_Identity)).GetClassesList();
if (classes.indexOf("Ship") != -1)
{ // Ship - kill unit
var cmpHealth = Engine.QueryInterface(msg.entity, IID_Health);
if (cmpHealth)
{
cmpHealth.Kill();
}
this.entities.splice(entityIndex, 1);
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {});
}
else
{ // Building - force ejection
this.Eject(msg.entity, true);
}
}
}
};
/**
* Update list of garrisoned entities if one gets renamed (e.g. by promotion)
*/
GarrisonHolder.prototype.OnGlobalEntityRenamed = function(msg)
{
var entityIndex = this.entities.indexOf(msg.entity);
if (entityIndex != -1)
{
this.entities[entityIndex] = msg.newentity;
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {});
}
};
Engine.RegisterComponentType(IID_GarrisonHolder, "GarrisonHolder", GarrisonHolder);