0ad/binaries/data/mods/public/simulation/components/Wonder.js

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function Wonder() {}
Wonder.prototype.Schema =
"<element name='TimeTillVictory'>" +
"<data type='nonNegativeInteger'/>" +
"</element>";
Wonder.prototype.Init = function()
{
};
Wonder.prototype.OnOwnershipChanged = function(msg)
{
this.ResetTimer(msg.to);
};
Wonder.prototype.OnGameTypeChanged = function()
{
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (!cmpPlayer)
return;
this.ResetTimer(cmpPlayer.GetPlayerID());
};
Wonder.prototype.ResetTimer = function(ownerID)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
// remove existing messages if any
if (this.timer)
{
cmpTimer.CancelTimer(this.timer);
cmpGuiInterface.DeleteTimeNotification(this.ownMessage);
cmpGuiInterface.DeleteTimeNotification(this.otherMessage);
}
if (ownerID <= 0)
return;
var cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (!cmpEndGameManager.CheckGameType("wonder"))
return;
// create new messages, and start timer to register defeat.
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var numPlayers = cmpPlayerManager.GetNumPlayers();
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
var players = [];
for (var i = 1; i < numPlayers; i++)
if (i != ownerID)
players.push(i);
this.otherMessage = cmpGuiInterface.AddTimeNotification({
"message": cmpPlayer.GetName() + " will have won in %T",
"players": players,
"time": +this.template.TimeTillVictory*1000
});
this.ownMessage = cmpGuiInterface.AddTimeNotification({
"message": "You will have won in %T",
"players": [ownerID],
"time": +this.template.TimeTillVictory*1000
});
this.timer = cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_EndGameManager, "MarkPlayerAsWon", +this.template.TimeTillVictory*1000, ownerID);
};
Engine.RegisterComponentType(IID_Wonder, "Wonder", Wonder);