function BuildRestrictions() {}
BuildRestrictions.prototype.Schema =
"Specifies building placement restrictions as they relate to terrain, territories, and distance." +
"" +
"" +
"land" +
"own" +
"Special" +
"" +
"CivilCentre" +
"40" +
"" +
"" +
"" +
"" +
"" +
"land" +
"shore" +
"land-shore"+
"" +
"" +
"" +
"" +
"" +
"" +
"own" +
"ally" +
"neutral" +
"enemy" +
"" +
"" +
"
" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
BuildRestrictions.prototype.Init = function()
{
this.territories = this.template.Territory.split(/\s+/);
};
/**
* Checks whether building placement is valid
* 1. Visibility is not hidden (may be fogged or visible)
* 2. Check foundation
* a. Doesn't obstruct foundation-blocking entities
* b. On valid terrain, based on passability class
* 3. Territory type is allowed (see note below)
* 4. Dock is on shoreline and facing into water
* 5. Distance constraints satisfied
*
* Returns result object:
* {
* "success": true iff the placement is valid, else false
* "message": message to display in UI for invalid placement, else empty string
* }
*
* Note: The entity which is used to check this should be a preview entity
* (template name should be "preview|"+templateName), as otherwise territory
* checks for buildings with territory influence will not work as expected.
*/
BuildRestrictions.prototype.CheckPlacement = function()
{
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
var name = cmpIdentity ? cmpIdentity.GetGenericName() : "Building";
var result = {
"success": false,
"message": name+" cannot be built due to unknown error",
};
// TODO: AI has no visibility info
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (!cmpPlayer.IsAI())
{
// Check whether it's in a visible or fogged region
// tell GetLosVisibility to force RetainInFog because preview entities set this to false,
// which would show them as hidden instead of fogged
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpRangeManager || !cmpOwnership)
return result; // Fail
var explored = (cmpRangeManager.GetLosVisibility(this.entity, cmpOwnership.GetOwner(), true) != "hidden");
if (!explored)
{
result.message = name+" cannot be built in unexplored area";
return result; // Fail
}
}
// Check obstructions and terrain passability
var passClassName = "";
switch (this.template.PlacementType)
{
case "shore":
passClassName = "building-shore";
break;
case "land-shore":
// 'default' is everywhere a normal unit can go
// So on passable land, and not too deep in the water
passClassName = "default";
break;
case "land":
default:
passClassName = "building-land";
}
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
if (!cmpObstruction)
return result; // Fail
if (this.template.Category == "Wall")
{
// for walls, only test the center point
var ret = cmpObstruction.CheckFoundation(passClassName, true);
}
else
{
var ret = cmpObstruction.CheckFoundation(passClassName, false);
}
if (ret != "success")
{
switch (ret)
{
case "fail_error":
case "fail_no_obstruction":
error("CheckPlacement: Error returned from CheckFoundation");
break;
case "fail_obstructs_foundation":
result.message = name+" cannot be built on another building or resource";
break;
case "fail_terrain_class":
// TODO: be more specific and/or list valid terrain?
result.message = name+" cannot be built on invalid terrain";
}
return result; // Fail
}
// Check territory restrictions
var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!(cmpTerritoryManager && cmpPlayer && cmpPosition && cmpPosition.IsInWorld()))
return result; // Fail
var pos = cmpPosition.GetPosition2D();
var tileOwner = cmpTerritoryManager.GetOwner(pos.x, pos.y);
var isOwn = (tileOwner == cmpPlayer.GetPlayerID());
var isNeutral = (tileOwner == 0);
var isAlly = !isOwn && cmpPlayer.IsAlly(tileOwner);
// We count neutral players as enemies, so you can't build in their territory.
var isEnemy = !isNeutral && (cmpPlayer.IsEnemy(tileOwner) || cmpPlayer.IsNeutral(tileOwner));
var territoryFail = true;
var territoryType = "";
if (isAlly && !this.HasTerritory("ally"))
territoryType = "ally";
else if (isOwn && !this.HasTerritory("own"))
territoryType = "own";
else if (isNeutral && !this.HasTerritory("neutral"))
territoryType = "neutral";
else if (isEnemy && !this.HasTerritory("enemy"))
territoryType = "enemy";
else
territoryFail = false;
if (territoryFail)
{
result.message = name+" cannot be built in "+territoryType+" territory. Valid territories: " + this.GetTerritories().join(", ");
return result; // Fail
}
// Check special requirements
if (this.template.Category == "Dock")
{
// TODO: Probably should check unit passability classes here, to determine if:
// 1. ships can be spawned "nearby"
// 2. builders can pass the terrain where the dock is placed (don't worry about paths)
// so it's correct even if the criteria changes for these units
var cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
if (!cmpFootprint)
return result; // Fail
// Get building's footprint
var shape = cmpFootprint.GetShape();
var halfSize = 0;
if (shape.type == "square")
halfSize = shape.depth/2;
else if (shape.type == "circle")
halfSize = shape.radius;
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
if (!cmpTerrain || !cmpWaterManager)
return result; // Fail
var ang = cmpPosition.GetRotation().y;
var sz = halfSize * Math.sin(ang);
var cz = halfSize * Math.cos(ang);
if ((cmpWaterManager.GetWaterLevel(pos.x + sz, pos.y + cz) - cmpTerrain.GetGroundLevel(pos.x + sz, pos.y + cz)) < 1.0 // front
|| (cmpWaterManager.GetWaterLevel(pos.x - sz, pos.y - cz) - cmpTerrain.GetGroundLevel(pos.x - sz, pos.y - cz)) > 2.0) // back
{
result.message = name+" must be built on a valid shoreline";
return result; // Fail
}
}
// Check distance restriction
if (this.template.Distance)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
var cat = this.template.Distance.FromClass;
var filter = function(id)
{
var cmpIdentity = Engine.QueryInterface(id, IID_Identity);
return cmpIdentity.GetClassesList().indexOf(cat) > -1;
}
if (this.template.Distance.MinDistance)
{
var dist = +this.template.Distance.MinDistance
var nearEnts = cmpRangeManager.ExecuteQuery(this.entity, 0, dist, [cmpPlayer.GetPlayerID()], IID_BuildRestrictions).filter(filter);
if (nearEnts.length)
{
result.message = name+" too close to a "+cat+", must be at least "+ +this.template.Distance.MinDistance+" units away";
return result; // Fail
}
}
if (this.template.Distance.MaxDistance)
{
var dist = +this.template.Distance.MaxDistance;
var nearEnts = cmpRangeManager.ExecuteQuery(this.entity, 0, dist, [cmpPlayer.GetPlayerID()], IID_BuildRestrictions).filter(filter);
if (!nearEnts.length)
{
result.message = name+" too far away from a "+cat+", must be within "+ +this.template.Distance.MaxDistance+" units";
return result; // Fail
}
}
}
// Success
result.success = true;
result.message = "";
return result;
};
BuildRestrictions.prototype.GetCategory = function()
{
return this.template.Category;
};
BuildRestrictions.prototype.GetTerritories = function()
{
return ApplyValueModificationsToEntity("BuildRestrictions/Territory", this.territories, this.entity);
};
BuildRestrictions.prototype.HasTerritory = function(territory)
{
return (this.GetTerritories().indexOf(territory) != -1);
};
Engine.RegisterComponentType(IID_BuildRestrictions, "BuildRestrictions", BuildRestrictions);