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0ad/binaries/data/mods/official/entities/template_entity_script.js

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function entity_event_attack( evt )
{
curr_hit = getGUIGlobal().newRandomSound("voice", "hit", this.traits.audio.path);
curr_hit.play();
// Attack logic.
dmg = new DamageType();
dmg.crush = parseInt(this.actions.attack.damage * this.actions.attack.crush);
dmg.hack = parseInt(this.actions.attack.damage * this.actions.attack.hack);
dmg.pierce = parseInt(this.actions.attack.damage * this.actions.attack.pierce);
evt.target.damage( dmg, this );
}
function entity_event_gather( evt )
{
gather_amt = parseInt( this.actions.gather[evt.target.traits.supply.type].speed );
if( evt.target.traits.supply.max > 0 )
{
if( evt.target.traits.supply.curr <= gather_amt )
{
gather_amt = evt.target.traits.supply.curr;
evt.target.kill();
}
console.write( evt.target.traits.supply.type + " " + evt.target.traits.supply.type + " " + this.actions.gather[evt.target.traits.supply.type].speed + " " + " " + gather_amt + " " + evt.target.traits.supply.curr + " " + evt.target.traits.supply.max);
console.write( evt.target.traits.supply.type.toString().toUpperCase() );
evt.target.traits.supply.curr -= gather_amt;
this.player.resource.valueOf()[evt.target.traits.supply.type.toString().toUpperCase()] += gather_amt;
}
}
function entity_event_takesdamage( evt )
{
// Apply armour and work out how much damage we actually take
crushDamage = parseInt(evt.damage.crush - this.traits.armour.value * this.traits.armour.crush);
if ( crushDamage < 0 ) crushDamage = 0;
pierceDamage = parseInt(evt.damage.pierce - this.traits.armour.value * this.traits.armour.pierce);
if ( pierceDamage < 0 ) pierceDamage = 0;
hackDamage = parseInt(evt.damage.hack - this.traits.armour.value * this.traits.armour.hack);
if ( hackDamage < 0 ) hackDamage = 0;
totalDamage = parseInt(evt.damage.typeless + crushDamage + pierceDamage + hackDamage);
// Minimum of 1 damage
if( totalDamage < 1 ) totalDamage = 1;
this.traits.health.curr -= totalDamage;
if( this.traits.health.curr <= 0 )
{
// If the inflictor gains promotions, and he's capable of earning more ranks,
if (evt.inflictor.traits.up && evt.inflictor.traits.up.curr && evt.inflictor.traits.up.req && evt.inflictor.traits.up.newentity && evt.inflictor.traits.up.newentity != "")
{
// Give him the fallen's upgrade points (if he has any).
if (this.traits.loot.up)
evt.inflictor.traits.up.curr = parseInt(evt.inflictor.traits.up.curr) + parseInt(this.traits.loot.up);
// Notify player.
if (this.traits.id.specific)
console.write(this.traits.id.specific + " has earned " + this.traits.loot.up + " upgrade points!");
else
console.write("One of your units has earned " + this.traits.loot.up + " upgrade points!");
// If he now has maximum upgrade points for his rank,
if (evt.inflictor.traits.up.curr >= evt.inflictor.traits.up.req)
{
// Notify the player.
if (this.traits.id.specific)
console.write(this.traits.id.specific + " has gained a promotion!");
else
console.write("One of your units has gained a promotion!");
// Reset his upgrade points.
evt.inflictor.traits.up.curr = 0;
// Transmogrify him into his next rank.
evt.inflictor.template = getEntityTemplate(evt.inflictor.traits.up.newentity);
}
}
// If the fallen is worth any loot,
if (this.traits.loot && (this.traits.loot.food || this.traits.loot.wood || this.traits.loot.stone || this.traits.loot.ore))
{
// Give the inflictor his resources.
if (this.traits.loot.food)
getGUIGlobal().GiveResources("Food", parseInt(this.traits.loot.food));
if (this.traits.loot.wood)
getGUIGlobal().GiveResources("Wood", parseInt(this.traits.loot.wood));
if (this.traits.loot.stone)
getGUIGlobal().GiveResources("Stone", parseInt(this.traits.loot.stone));
if (this.traits.loot.ore)
getGUIGlobal().GiveResources("Ore", parseInt(this.traits.loot.ore));
}
// Notify player.
if( evt.inflictor )
console.write( this.traits.id.generic + " got the point of " + evt.inflictor.traits.id.generic + "'s Gladius." );
else
console.write( this.traits.id.generic + " died in mysterious circumstances." );
// Make him cry out in pain.
curr_pain = getGUIGlobal().newRandomSound("voice", "pain", this.traits.audio.path);
curr_pain.play();
// We've taken what we need. Kill the swine.
this.kill();
}
else if( evt.inflictor && this.actions.attack )
{
// If we're not already doing something else, take a measured response - hit 'em back.
// You know, I think this is quite possibly the first AI code the AI divlead has written
// for 0 A.D....
if( this.isIdle() )
this.order( ORDER_ATTACK, evt.inflictor );
}
}
function entity_event_targetchanged( evt )
{
// This event lets us know when the user moves his/her cursor to a different unit (provided this
// unit is selected) - use it to tell the engine what context cursor should be displayed, given
// the target.
// Attack iff there's a target, it's our enemy, and we're armed. Otherwise, if we can gather, and
// the target supplies, gather. If all else fails, move.
// ToString is needed because every property is actually an object (though that's usually
// hidden from you) and comparing an object to any other object in JavaScript (1.5, at least)
// yields false. ToString converts them to their actual values (i.e. the four character
// string) first.
evt.defaultAction = ORDER_GOTO;
if( evt.target )
{
if( this.actions.attack &&
( evt.target.traits.id.civ_code != "gaia" ) &&
( evt.target.traits.id.civ_code.toString() != this.traits.id.civ_code.toString() ) )
evt.defaultAction = ORDER_ATTACK;
if( this.actions.gather && evt.target.traits.supply &&
this.actions.gather[evt.target.traits.supply.type] &&
( ( evt.target.traits.supply.curr > 0 ) || ( evt.target.traits.supply.max == 0 ) ) )
evt.defaultAction = ORDER_GATHER;
}
}
function entity_event_prepareorder( evt )
{
// This event gives us a chance to veto any order we're given before we execute it.
// Not sure whether this really belongs here like this: the alternative is to override it in
// subtypes - then you wouldn't need to check tags, you could hardcode results.
switch( evt.orderType )
{
case ORDER_GOTO:
if( !this.actions.move )
evt.preventDefault();
break;
case ORDER_PATROL:
if( !this.actions.patrol )
evt.preventDefault();
break;
case ORDER_ATTACK:
// If we can't attack, we're not targeting a unit, or that unit is the same civ as us.
// (Should of course be same /player/ as us - not ready yet.)
if( !this.actions.attack ||
!evt.target ||
( evt.target.traits.id.civ_code.toString() == this.traits.id.civ_code.toString() ) )
evt.preventDefault();
break;
case ORDER_GATHER:
if( !this.actions.gather ||
!( this.actions.gather[evt.target.traits.supply.type] ) ||
( ( evt.target.traits.supply.curr == 0 ) && ( evt.target.traits.supply.max > 0 ) ) )
evt.preventDefault();
break;
default:
evt.preventDefault();
}
}
function entity_add_create_queue( template )
{
// Make sure we have a queue to put things in...
if( !this.actions.create.queue )
this.actions.create.queue = new Array();
// Append to the end of this queue
this.actions.create.queue.valueOf().push( template );
// If we're not already building something...
if( !this.actions.create.progress || !this.actions.create.progress.valueOf() )
{
console.write( "Starting work on (unqueued) ", template.tag );
// Start the progress timer.
// - First parameter is target value (in this case, base build time in seconds)
// - Second parameter is increment per millisecond (use build rate modifier and correct for milliseconds)
// - Third parameter is the function to call when the timer finishes.
// - Fourth parameter is the scope under which to run that function (what the 'this' parameter should be)
this.actions.create.progress = new ProgressTimer( template.traits.creation.time, this.actions.create.construct / 1000, entity_create_complete, this )
}
}
// This is the syntax to add a function (or a property) to absolutely every entity.
Entity.prototype.add_create_queue = entity_add_create_queue;
function entity_create_complete()
{
// Get the unit that was at the head of our queue, and remove it.
// (Oh, for information about all these nifty properties and functions
// of the Array object that I use, see the ECMA-262 documentation
// at http://www.mozilla.org/js/language/E262-3.pdf. Bit technical but
// the sections on 'Native ECMAScript Objects' are quite useful)
var template = this.actions.create.queue.valueOf().shift();
// Code to find a free space around an object is tedious and slow, so
// I wrote it in C. Takes the template object so it can determine how
// much space it needs to leave.
position = this.getSpawnPoint( template );
// The above function returns null if it couldn't find a large enough space.
if( !position )
{
console.write( "Couldn't train unit - not enough space" );
// Oh well. The player's just lost all the resources and time they put into
// construction - serves them right for not paying attention to the land
// around their barracks, doesn't it?
return;
}
created = new Entity( template, position );
// Above shouldn't ever fail, but just in case...
if( !created )
return;
console.write( "Created: ", template.tag );
// Entities start under Gaia control - make the controller
// the same as our controller
created.player = this.player;
// If there's something else in the build queue...
if( this.actions.create.queue.valueOf().length > 0 )
{
// Start on the next item.
template = this.actions.create.queue.valueOf()[0];
console.write( "Starting work on (queued) ", template.tag );
this.actions.create.progress = new ProgressTimer( template.traits.creation.time, this.actions.create.construct / 1000, entity_create_complete, this )
}
else
{
// Otherwise, delete the timer.
this.actions.create.progress = null;
}
}
function attempt_add_to_build_queue( entity, create_tag )
{
console.write( "Adding ", create_tag, " to build queue..." );
entity.add_create_queue( getEntityTemplate( create_tag ) );
}