Support garrisoned enitites defined in map files.
This is adding support to handle garrisoned entities defined in map files by game engine and atlas allowing future extension for atlas ui and solving recreation of entites on init in D1958. Also solving deepfreeze described in D2562. Differential Revision; https://code.wildfiregames.com/D2597 Ticket: #3008 Patch by: Freagarach Comments by: elexis This was SVN commit r23529.
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0a7649318b
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8bfb449375
@ -103,6 +103,11 @@ Scenario = element Scenario {
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attribute group { xsd:positiveInteger },
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attribute group2 { xsd:positiveInteger }?
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}? &
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element Garrison {
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element GarrisonedEntity {
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attribute uid { xsd:positiveInteger } &
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} &
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} &
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element Actor {
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attribute seed { xsd:integer }
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}?
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@ -256,6 +256,17 @@
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</optional>
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</element>
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</optional>
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<optional>
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<element name="Garrison">
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<zeroOrMore>
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<element name="GarrisonedEntity">
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<attribute name="uid">
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<data type="positiveInteger"/>
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</attribute>
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</element>
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</zeroOrMore>
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</element>
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</optional>
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<optional>
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<element name="Actor">
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<attribute name="seed">
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BIN
binaries/data/mods/public/maps/skirmishes/Sicilia_Nomad.xml
(Stored with Git LFS)
BIN
binaries/data/mods/public/maps/skirmishes/Sicilia_Nomad.xml
(Stored with Git LFS)
Binary file not shown.
@ -690,6 +690,16 @@ GarrisonHolder.prototype.IsEjectable = function(entity)
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return MatchesClassList(entityClasses, ejectableClasses);
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};
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/**
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* Sets the intitGarrison to the specified entities. Used by the mapreader.
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*
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* @param {number[]} entities - The entity IDs to garrison on init.
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*/
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GarrisonHolder.prototype.SetInitGarrison = function(entities)
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{
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this.initGarrison = clone(entities);
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};
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/**
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* Initialise the garrisoned units.
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*/
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@ -1,5 +1,3 @@
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Engine.RegisterInterface("GarrisonHolder");
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/**
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* Message of the form { "added": number[], "removed": number[] }
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* sent from the GarrisonHolder component to the current entity whenever the garrisoned units change.
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@ -64,16 +64,6 @@ function LoadMapSettings(settings)
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if (settings.LockTeams && settings.LastManStanding)
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warn("Last man standing is only available in games with unlocked teams!");
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if (settings.Garrison)
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for (let holder in settings.Garrison)
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{
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let cmpGarrisonHolder = Engine.QueryInterface(+holder, IID_GarrisonHolder);
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if (!cmpGarrisonHolder)
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warn("Map error in Setup.js: entity " + holder + " can not garrison units");
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else
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cmpGarrisonHolder.initGarrison = settings.Garrison[holder];
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}
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let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager);
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if (settings.Ceasefire)
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cmpCeasefireManager.StartCeasefire(settings.Ceasefire * 60 * 1000);
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@ -1,4 +1,4 @@
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/* Copyright (C) 2019 Wildfire Games.
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/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -41,6 +41,7 @@
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#include "renderer/WaterManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpCinemaManager.h"
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#include "simulation2/components/ICmpGarrisonHolder.h"
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#include "simulation2/components/ICmpObstruction.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPlayer.h"
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@ -416,6 +417,7 @@ private:
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int el_tracks;
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int el_template, el_player;
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int el_position, el_orientation, el_obstruction;
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int el_garrison;
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int el_actor;
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int at_x, at_y, at_z;
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int at_group, at_group2;
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@ -465,6 +467,7 @@ void CXMLReader::Init(const VfsPath& xml_filename)
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EL(template);
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EL(player);
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EL(position);
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EL(garrison);
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EL(orientation);
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EL(obstruction);
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EL(actor);
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@ -946,6 +949,7 @@ int CXMLReader::ReadEntities(XMBElement parent, double end_time)
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CStrW TemplateName;
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int PlayerID = 0;
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std::vector<entity_id_t> Garrison;
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CFixedVector3D Position;
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CFixedVector3D Orientation;
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long Seed = -1;
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@ -994,6 +998,17 @@ int CXMLReader::ReadEntities(XMBElement parent, double end_time)
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ControlGroup = attrs.GetNamedItem(at_group).ToInt();
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ControlGroup2 = attrs.GetNamedItem(at_group2).ToInt();
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}
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// <garrison>
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else if (element_name == el_garrison)
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{
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XMBElementList garrison = setting.GetChildNodes();
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Garrison.reserve(garrison.size());
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for (const XMBElement& garr_ent : garrison)
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{
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XMBAttributeList attrs = garr_ent.GetAttributes();
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Garrison.push_back(attrs.GetNamedItem(at_uid).ToInt());
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}
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}
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// <actor>
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else if (element_name == el_actor)
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{
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@ -1029,6 +1044,16 @@ int CXMLReader::ReadEntities(XMBElement parent, double end_time)
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if (cmpOwnership)
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cmpOwnership->SetOwner(PlayerID);
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if (!Garrison.empty())
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{
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CmpPtr<ICmpGarrisonHolder> cmpGarrisonHolder(sim, ent);
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if (cmpGarrisonHolder)
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cmpGarrisonHolder->SetInitEntities(Garrison);
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else
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LOGERROR("CXMLMapReader::ReadEntities() entity '%d' of player '%d' has no GarrisonHolder component and thus cannot garrison units.", ent, PlayerID);
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Garrison.clear();
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}
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CmpPtr<ICmpObstruction> cmpObstruction(sim, ent);
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if (cmpObstruction)
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{
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@ -1,4 +1,4 @@
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/* Copyright (C) 2019 Wildfire Games.
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/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -39,6 +39,7 @@
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#include "renderer/WaterManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpCinemaManager.h"
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#include "simulation2/components/ICmpGarrisonHolder.h"
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#include "simulation2/components/ICmpObstruction.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPosition.h"
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@ -341,6 +342,19 @@ void CMapWriter::WriteXML(const VfsPath& filename,
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if (cmpOwnership)
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entityTag.Setting("Player", static_cast<int>(cmpOwnership->GetOwner()));
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CmpPtr<ICmpGarrisonHolder> cmpGarrisonHolder(sim, ent);
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if (cmpGarrisonHolder)
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{
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XMLWriter_Element garrisonTag(xmlMapFile, "Garrison");
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std::vector<entity_id_t> garrison = cmpGarrisonHolder->GetEntities();
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for (const entity_id_t garr_ent_id : garrison)
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{
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XMLWriter_Element garrisonedEntityTag(xmlMapFile, "GarrisonedEntity");
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garrisonedEntityTag.Attribute("uid", static_cast<int>(garr_ent_id));
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// ToDo: We can store turret position as well.
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}
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}
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CmpPtr<ICmpPosition> cmpPosition(sim, ent);
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if (cmpPosition)
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{
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@ -1,4 +1,4 @@
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/* Copyright (C) 2019 Wildfire Games.
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/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -98,6 +98,9 @@ COMPONENT(FoggingScripted)
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INTERFACE(Footprint)
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COMPONENT(Footprint)
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INTERFACE(GarrisonHolder)
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COMPONENT(GarrisonHolderScripted)
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INTERFACE(GuiInterface)
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COMPONENT(GuiInterfaceScripted)
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44
source/simulation2/components/ICmpGarrisonHolder.cpp
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44
source/simulation2/components/ICmpGarrisonHolder.cpp
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@ -0,0 +1,44 @@
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/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ICmpGarrisonHolder.h"
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#include "simulation2/scripting/ScriptComponent.h"
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#include "simulation2/system/InterfaceScripted.h"
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BEGIN_INTERFACE_WRAPPER(GarrisonHolder)
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END_INTERFACE_WRAPPER(GarrisonHolder)
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class CCmpGarrisonHolderScripted : public ICmpGarrisonHolder
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{
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public:
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DEFAULT_SCRIPT_WRAPPER(GarrisonHolderScripted)
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virtual std::vector<entity_id_t> GetEntities() const
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{
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return m_Script.Call<std::vector<entity_id_t> >("GetEntities");
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}
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virtual void SetInitEntities(std::vector<entity_id_t> entities)
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{
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m_Script.CallVoid("SetInitGarrison", entities);
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(GarrisonHolderScripted)
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35
source/simulation2/components/ICmpGarrisonHolder.h
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35
source/simulation2/components/ICmpGarrisonHolder.h
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@ -0,0 +1,35 @@
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/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPGARRISONHOLDER
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#define INCLUDED_ICMPGARRISONHOLDER
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#include "simulation2/system/Interface.h"
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#include <vector>
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class ICmpGarrisonHolder : public IComponent
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{
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public:
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virtual std::vector<entity_id_t> GetEntities() const = 0;
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virtual void SetInitEntities(const std::vector<entity_id_t> entities) = 0;
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DECLARE_INTERFACE_TYPE(GarrisonHolder)
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};
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#endif // INCLUDED_ICMPGARRISONHOLDER
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