function GarrisonHolder() {} GarrisonHolder.prototype.Schema = "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""; /** * Initialize GarrisonHolder Component */ GarrisonHolder.prototype.Init = function() { // Garrisoned Units this.entities = []; this.spaceOccupied = 0; this.timer = undefined; }; /** * Return range at which entities can garrison here */ GarrisonHolder.prototype.GetLoadingRange = function() { var max = +this.template.LoadingRange; return { "max": max, "min": 0 }; }; /** * 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() { var max = +this.template.Max; var cmpTechMan = QueryOwnerInterface(this.entity, IID_TechnologyManager); if (cmpTechMan) max = cmpTechMan.ApplyModifications("GarrisonHolder/Max", max, this.entity); return max; }; /** * Get the heal rate with which garrisoned units will be healed */ GarrisonHolder.prototype.GetHealRate = function() { var rate = +this.template.BuffHeal; var cmpTechMan = QueryOwnerInterface(this.entity, IID_TechnologyManager); if (cmpTechMan) rate = cmpTechMan.ApplyModifications("GarrisonHolder/BuffHeal", rate, this.entity); return rate; }; /** * 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 && this.GetHealRate() > 0) { 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.GetPositions()[0]; if (rallyPos) { var commands = GetRallyPointCommands(cmpRallyPoint, entities); for each (var com in commands) { ProcessCommand(cmpOwnership.GetOwner(), com); } } } }; /** * 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 = Math.floor((+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) { // We do not want to heal unhealable units if (!cmpHealth.IsUnhealable()) cmpHealth.Increase(this.GetHealRate()); } } 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);