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

638 lines
22 KiB
JavaScript

function entity_event_initialize( evt )
{
if( this.traits.auras )
{
for( name in this.traits.auras )
{
console.write( "Creating " + name + " aura for " + this );
switch( name )
{
case "courage":
a = this.traits.auras.courage;
this.addAura( name, a.radius, new DamageModifyAura( this, true, a.bonus ) );
break;
case "fear":
a = this.traits.auras.fear;
this.addAura( name, a.radius, new DamageModifyAura( this, false, -a.bonus ) );
break;
case "infidelity":
a = this.traits.auras.infidelity;
this.addAura( name, a.radius, new InfidelityAura( this ) );
break;
default:
console.write( "Unknown aura: " + name + " on " + this + ", ignoring it");
break;
}
}
}
}
// ====================================================================
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_attack_ranged( evt )
{
// Create a projectile from us, to the target, that will do some damage when it hits them.
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);
// The parameters for Projectile are:
// 1 - The actor to use as the projectile. There are two ways of specifying this:
// the first is by giving an entity. The projectile's actor is found by looking
// in the actor of that entity. This way is usual, and preferred - visual
// information, like the projectile model, should be stored in the actor files.
// The second way is to give a actor/file name string (e.g. "props/weapon/weap_
// arrow_front.xml"). This is only meant to be used for 'Acts of Gaia' where
// there is no originating entity. Right now, this entity is the one doing the
// firing, so pass this.
// 2 - Where the projectile is coming from. This can be an entity or a Vector3D.
// For now, that's also us.
// 3 - Where the projectile is going to. Again, either a vector (attack ground?)
// or an entity. Let's shoot at our target, lest we get people terribly confused.
// 4 - How fast the projectile should go. To keep things clear, we'll set it to
// just a bit faster than the average cavalry.
// 5 - Who fired it? Erm... yep, us again.
// 6 - The function you'd like to call when it hits an entity.
// There's also a seventh parameter, for a function to call when it misses (more
// accurately, when it hits the floor). At the moment, however, the default
// action (do nothing) is what we want.
// Parameters 5, 6, and 7 are all optional.
projectile = new Projectile( this, this, evt.target, 12.0, this, projectile_event_impact )
// We'll attach the damage information to the projectile, just to show you can
// do that like you can with most other objects. Could also do this by making
// the function we pass a closure.
projectile.damage = dmg;
// Finally, tell the engine not to send this event to anywhere else -
// in particular, this shouldn't get to the melee event handler, above.
evt.stopPropagation();
console.write( "Fire!" );
}
// ====================================================================
function projectile_event_impact( evt )
{
console.write( "Hit!" );
evt.impacted.damage( this.damage, evt.originator );
// Just so you know - there's no guarantee that evt.impacted is the thing you were
// aiming at. This function gets called when the projectile hits *anything*.
// For example:
if( evt.impacted.player == evt.originator.player )
console.write( "Friendly fire!" );
// The three properties of the ProjectileImpact event are:
// - impacted, the thing it hit
// - originator, the thing that fired it (the fifth parameter of Projectile's
// constructor) - may be null
// - position, the position the arrow was in the world when it hit.
// The properties of the ProjectileMiss event (the one that gets sent to the
// handler that was the seventh parameter of the constructor) are similar,
// but it doesn't have 'impacted' - for obvious reasons.
}
// ====================================================================
function entity_event_gather( evt )
{
if (this.actions.gather[evt.target.traits.supply.type][evt.target.traits.supply.subtype])
gather_amt = parseInt( this.actions.gather[evt.target.traits.supply.type][evt.target.traits.supply.subtype].speed );
else
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();
}
// Remove amount from target.
evt.target.traits.supply.curr -= gather_amt;
// Add extracted resources to player's resource pool.
getGUIGlobal().giveResources(evt.target.traits.supply.type.toString(), parseInt(gather_amt));
}
}
// ====================================================================
function entity_event_heal( evt )
{
if ( evt.target.player != this.player )
{
console.write( "You have a traitor!" );
return;
}
//Make sure we have enough resources
if ( this.player.resource["Food"] - evt.target.actions.heal.cost * evt.target.traits.creation.cost.food < 0 )
{
console.write( "Not enough food for healing." );
return;
}
if ( this.player.resource["Wood"] - evt.target.actions.heal.cost * evt.target.traits.creation.cost.wood < 0 )
{
console.write( "Not enough wood for healing." );
return;
}
if ( this.player.resource["Stone"] - evt.target.actions.heal.cost * evt.target.traits.creation.cost.stone < 0 )
{
console.write( "Not enough stone for healing." );
return;
}
if ( this.player.resource["Ore"] - evt.target.actions.heal.cost * evt.target.traits.creation.cost.ore < 0 )
{
console.write( "Not enough ore for healing." );
return;
}
evt.target.traits.health.curr += this.actions.heal.speed;
console.write( this.traits.id.specific + "has performed a miracle!" );
if (evt.target.traits.health.curr >= evt.target.traits.health.max)
{
evt.target.traits.health.curr = evt.target.traits.health.max;
}
this.player.resource["Food"] -= evt.target.actions.heal.cost * evt.target.traits.creation.cost.food;
this.player.resource["Wood"] -= evt.target.actions.heal.cost * evt.target.traits.creation.cost.wood;
this.player.resource["Stone"] -= evt.target.actions.heal.cost * evt.target.traits.creation.cost.stone;
this.player.resource["Ore"] -= evt.target.actions.heal.cost * evt.target.traits.creation.cost.ore;
}
// ====================================================================
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 != ""
&& this.traits.loot && this.traits.loot.up)
{
// Give him the fallen's upgrade points (if he has any).
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;
// Upgrade his portrait to the next level.
evt.inflictor.traits.id.icon_cell++;
// 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)
{
// Cycle through all loot on this entry.
pool = this.traits.loot;
for( loot in pool )
{
switch( loot.toString().toUpperCase() )
{
case "up":
break;
default:
// Give the inflictor his resources.
getGUIGlobal().giveResources( loot.toString(), parseInt(pool[loot]) );
// Notify player.
console.write ("Spoils of war! " + pool[loot] + " " + loot.toString() + "!");
break;
}
}
}
// Notify player.
if( evt.inflictor )
console.write( this.traits.id.generic + " got the point of " + evt.inflictor.traits.id.generic + "'s weapon." );
else
console.write( this.traits.id.generic + " died in mysterious circumstances." );
// Make him cry out in pain.
if(this.traits.audio && this.traits.audio.path) {
curr_pain = getGUIGlobal().newRandomSound("voice", "pain", this.traits.audio.path);
if(curr_pain) curr_pain.play();
}
else {
console.write("Sorry, no death sound for this unit.. you'll just have to imagine it");
}
// 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.
// If we can gather, and the target supplies, gather. If it's our enemy, and we're armed, attack.
// 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 = NMT_Goto;
evt.defaultCursor = "arrow-default";
if( evt.target )
{
if( this.actions.attack &&
( evt.target.player != this.player ) )
{
evt.defaultAction = NMT_AttackMelee;
evt.defaultCursor = "action-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 = NMT_Gather;
// Set cursor (eg "action-gather-fruit").
evt.defaultCursor = "action-gather-" + evt.target.traits.supply.subtype;
}
}
}
// ====================================================================
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.
if( !this.actions )
{
evt.preventDefault();
return;
}
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( !this.actions.attack ||
!evt.target )
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, tab, list )
{
// Make sure we have a queue to put things in...
if( !this.actions.create.queue )
this.actions.create.queue = new Array();
// Construct template object.
comboTemplate = template;
comboTemplate.list = list;
comboTemplate.tab = tab;
// Append to the end of this queue
this.actions.create.queue.push( template );
// If we're not already building something...
if( !this.actions.create.progress )
{
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.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?
}
else
{
created = new Entity( template, position );
// Above shouldn't ever fail, but just in case...
if( created )
{
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.length > 0 )
{
// Start on the next item.
template = this.actions.create.queue[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, tab, list )
{
result = entity_CheckQueueReq (entity);
if (result == "true") // If the entry meets requirements to be added to the queue (eg sufficient resources)
{
// Cycle through all costs of this entry.
pool = entity.traits.creation.resource;
for( resource in pool )
{
switch( resource.toString().toUpperCase() )
{
case "POPULATION" || "HOUSING":
break;
default:
// Deduct the given quantity of resources.
getGUIGlobal().deductResources(resource.toString(), parseInt(pool[resource].cost));
console.write("Spent " + pool[resource].cost + " " + resource + " to purchase " + getEntityTemplate( create_tag ).traits.id.generic);
break;
}
}
// Add entity to queue.
console.write( "Adding ", create_tag, " to build queue..." );
entity.add_create_queue( getEntityTemplate( create_tag ), tab, list );
}
else // If not, output the error message.
console.write(result);
}
// ====================================================================
function entity_CheckQueueReq (entry)
{
// Determines if the given entity meets requirements for production by the player, and returns an appropriate
// error string.
// A return value of 0 equals success -- entry meets requirements for production.
// Cycle through all resources that this item costs, and check the player can afford the cost.
resources = entry.traits.creation.resource;
for( resource in resources )
{
resourceU = resource.toString().toUpperCase();
switch( resourceU )
{
case "POPULATION":
// If the item costs more of this resource type than we have,
if (resources[resource].cost > (localPlayer.resource["HOUSING"]-localPlayer.resource[resourceU]))
{
// Return an error.
return ("Insufficient Housing; " + (resources[resource].cost-localPlayer.resource["HOUSING"]-localPlayer.resource.valueOf()[resourceU].toString()) + " required.");
}
break;
case "HOUSING": // Ignore housing. It's handled in combination with population.
break
default:
// If the item costs more of this resource type than we have,
if (resources[resource].cost > localPlayer.resource[resourceU])
{
// Return an error.
return ("Insufficient " + resource + "; " + (localPlayer.resource[resourceU]-resources[resource].cost)*-1 + " required.");
}
else
console.write("Player has at least " + resources[resource].cost + " " + resource + ".");
break;
}
}
// Check if another entity must first exist.
// Check if another tech must first be researched.
// Check if the limit for this type of entity has been reached.
// If we passed all checks, return success. Entity can be queued.
return "true";
}
// ====================================================================
function DamageModifyAura( source, ally, bonus )
{
this.source = source;
this.bonus = bonus;
this.ally = ally;
this.affects = function( e )
{
if( this.ally )
{
return ( e.player.id == this.source.player.id && e.actions.attack );
}
else
{
return ( e.player.id != this.source.player.id && e.actions.attack );
}
}
this.onEnter = function( e )
{
if( this.affects( e ) )
{
console.write( "Damage mod aura: giving " + this.bonus + " damage to " + e );
e.actions.attack.damage += this.bonus;
}
};
this.onExit = function( e )
{
if( this.affects( e ) )
{
console.write( "Damage mod aura: taking away " + this.bonus + " damage from " + e );
e.actions.attack.damage -= this.bonus;
}
};
}
// ====================================================================
function InfidelityAura( source )
{
this.source = source;
this.count = new Array( 9 );
for( i = 1; i <= 8; i++ )
{
this.count[i] = 0;
}
this.affects = function( e )
{
return ( e.player.id != 0 && ( !e.traits.auras || !e.traits.auras.infidelity ) );
}
this.onEnter = function( e )
{
if( this.affects( e ) )
{
console.write( "Infidelity aura: adding +1 count to " + e.player.id );
this.count[e.player.id]++;
this.changePlayerIfNeeded();
}
};
this.onExit = function( e )
{
if( this.affects( e ) )
{
console.write( "Infidelity aura: adding -1 count to " + e.player.id );
this.count[e.player.id]--;
this.changePlayerIfNeeded();
}
};
this.changePlayerIfNeeded = function()
{
if( this.count[this.source.player.id] == 0 )
{
// switch ownership to whoever has the most units near us, if any
bestPlayer = 0;
bestCount = 0;
for( i = 1; i <= 8; i++ )
{
if( this.count[i] > bestCount )
{
bestCount = this.count[i];
bestPlayer = i;
}
}
if( bestCount > 0 )
{
console.write( "Infidelity aura: changing ownership to " + bestPlayer );
this.source.player = players[bestPlayer];
}
}
}
}