function SkirmishReplacer() {} SkirmishReplacer.prototype.Schema = "" + "" + "" + "" + "" + "" + ""; SkirmishReplacer.prototype.Init = function() { }; //this function gets the replacement entities from the {civ}.json file function getReplacementEntities(civ) { var rawCivData = Engine.ReadCivJSONFile(civ+".json"); if (rawCivData && rawCivData.SkirmishReplacements) return rawCivData.SkirmishReplacements; warn("SkirmishReplacer.js: no replacements found in '"+civ+".json'"); return {}; } SkirmishReplacer.prototype.OnOwnershipChanged = function(msg) { if (msg.to == 0) warn("Skirmish map elements can only be owned by regular players. Please delete entity "+this.entity+" or change the ownership to a non-gaia player."); }; SkirmishReplacer.prototype.ReplaceEntities = function() { var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player); var civ = cmpPlayer.GetCiv(); var replacementEntities = getReplacementEntities(civ); var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var templateName = cmpTemplateManager.GetCurrentTemplateName(this.entity); if(templateName in replacementEntities) templateName = replacementEntities[templateName]; else if (this.template && "general" in this.template) templateName = this.template.general; else templateName = ""; if (!templateName || civ == "gaia") { Engine.DestroyEntity(this.entity); return; } templateName = templateName.replace(/\{civ\}/g, civ); var cmpCurPosition = Engine.QueryInterface(this.entity, IID_Position); var replacement = Engine.AddEntity(templateName); if (!replacement) { Engine.DestroyEntity(this.entity); return; } var cmpReplacementPosition = Engine.QueryInterface(replacement, IID_Position) var pos = cmpCurPosition.GetPosition2D(); cmpReplacementPosition.JumpTo(pos.x, pos.y); var rot = cmpCurPosition.GetRotation(); cmpReplacementPosition.SetYRotation(rot.y); var cmpCurOwnership = Engine.QueryInterface(this.entity, IID_Ownership); var cmpReplacementOwnership = Engine.QueryInterface(replacement, IID_Ownership); cmpReplacementOwnership.SetOwner(cmpCurOwnership.GetOwner()); Engine.BroadcastMessage(MT_EntityRenamed, { entity: this.entity, newentity: replacement}); Engine.DestroyEntity(this.entity); }; /** * Replace this entity with a civ-specific entity * Message is sent right before InitGame() is called, in InitGame.js * Replacement needs to happen early on real games to not confuse the AI */ SkirmishReplacer.prototype.OnSkirmishReplace = function(msg) { this.ReplaceEntities(); }; /** * Replace this entity with a civ-specific entity * This is needed for Atlas, when the entity isn't replaced before the game starts, * so it needs to be replaced on the first turn. */ SkirmishReplacer.prototype.OnUpdate = function(msg) { this.ReplaceEntities(); }; Engine.RegisterComponentType(IID_SkirmishReplacer, "SkirmishReplacer", SkirmishReplacer);