function GuiInterface() {} GuiInterface.prototype.Schema = ""; GuiInterface.prototype.Serialize = function() { // This component isn't network-synchronised so we mustn't serialise // its non-deterministic data. Instead just return an empty object. return {}; }; GuiInterface.prototype.Deserialize = function(obj) { this.Init(); }; GuiInterface.prototype.Init = function() { this.placementEntity = undefined; // = undefined or [templateName, entityID] this.placementWallEntities = undefined; this.placementWallLastAngle = 0; this.rallyPoints = undefined; this.notifications = []; this.renamedEntities = []; }; /* * All of the functions defined below are called via Engine.GuiInterfaceCall(name, arg) * from GUI scripts, and executed here with arguments (player, arg). * * CAUTION: The input to the functions in this module is not network-synchronised, so it * mustn't affect the simulation state (i.e. the data that is serialised and can affect * the behaviour of the rest of the simulation) else it'll cause out-of-sync errors. */ /** * Returns global information about the current game state. * This is used by the GUI and also by AI scripts. */ GuiInterface.prototype.GetSimulationState = function(player) { var ret = { "players": [] }; var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var n = cmpPlayerMan.GetNumPlayers(); for (var i = 0; i < n; ++i) { var playerEnt = cmpPlayerMan.GetPlayerByID(i); var cmpPlayerEntityLimits = Engine.QueryInterface(playerEnt, IID_EntityLimits); var cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player); // Work out what phase we are in var cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager); var phase = ""; if (cmpTechnologyManager.IsTechnologyResearched("phase_city")) phase = "city"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_town")) phase = "town"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_village")) phase = "village"; // store player ally/neutral/enemy data as arrays var allies = []; var mutualAllies = []; var neutrals = []; var enemies = []; for (var j = 0; j < n; ++j) { allies[j] = cmpPlayer.IsAlly(j); mutualAllies[j] = cmpPlayer.IsMutualAlly(j); neutrals[j] = cmpPlayer.IsNeutral(j); enemies[j] = cmpPlayer.IsEnemy(j); } var playerData = { "name": cmpPlayer.GetName(), "civ": cmpPlayer.GetCiv(), "colour": cmpPlayer.GetColour(), "popCount": cmpPlayer.GetPopulationCount(), "popLimit": cmpPlayer.GetPopulationLimit(), "popMax": cmpPlayer.GetMaxPopulation(), "heroes": cmpPlayer.GetHeroes(), "resourceCounts": cmpPlayer.GetResourceCounts(), "trainingBlocked": cmpPlayer.IsTrainingBlocked(), "state": cmpPlayer.GetState(), "team": cmpPlayer.GetTeam(), "teamsLocked": cmpPlayer.GetLockTeams(), "cheatsEnabled": cmpPlayer.GetCheatsEnabled(), "phase": phase, "isAlly": allies, "isMutualAlly": mutualAllies, "isNeutral": neutrals, "isEnemy": enemies, "entityLimits": cmpPlayerEntityLimits.GetLimits(), "entityCounts": cmpPlayerEntityLimits.GetCounts(), "techModifications": cmpTechnologyManager.GetTechModifications(), "researchQueued": cmpTechnologyManager.GetQueuedResearch(), "researchStarted": cmpTechnologyManager.GetStartedResearch(), "researchedTechs": cmpTechnologyManager.GetResearchedTechs(), "classCounts": cmpTechnologyManager.GetClassCounts(), "typeCountsByClass": cmpTechnologyManager.GetTypeCountsByClass() }; ret.players.push(playerData); } var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) { ret.circularMap = cmpRangeManager.GetLosCircular(); } // Add timeElapsed var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); ret.timeElapsed = cmpTimer.GetTime(); return ret; }; GuiInterface.prototype.GetExtendedSimulationState = function(player) { // Get basic simulation info var ret = this.GetSimulationState(); // Add statistics to each player var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var n = cmpPlayerMan.GetNumPlayers(); for (var i = 0; i < n; ++i) { var playerEnt = cmpPlayerMan.GetPlayerByID(i); var cmpPlayerStatisticsTracker = Engine.QueryInterface(playerEnt, IID_StatisticsTracker); ret.players[i].statistics = cmpPlayerStatisticsTracker.GetStatistics(); } return ret; }; GuiInterface.prototype.GetRenamedEntities = function(player) { return this.renamedEntities; }; GuiInterface.prototype.ClearRenamedEntities = function(player) { this.renamedEntities = []; }; GuiInterface.prototype.GetEntityState = function(player, ent) { var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); // All units must have a template; if not then it's a nonexistent entity id var template = cmpTemplateManager.GetCurrentTemplateName(ent); if (!template) return null; var ret = { "id": ent, "template": template }; var cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (cmpIdentity) { ret.identity = { "rank": cmpIdentity.GetRank(), "classes": cmpIdentity.GetClassesList(), "selectionGroupName": cmpIdentity.GetSelectionGroupName() }; } var cmpPosition = Engine.QueryInterface(ent, IID_Position); if (cmpPosition && cmpPosition.IsInWorld()) { ret.position = cmpPosition.GetPosition(); ret.rotation = cmpPosition.GetRotation(); } var cmpHealth = Engine.QueryInterface(ent, IID_Health); if (cmpHealth) { ret.hitpoints = Math.ceil(cmpHealth.GetHitpoints()); ret.maxHitpoints = cmpHealth.GetMaxHitpoints(); ret.needsRepair = cmpHealth.IsRepairable() && (cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints()); ret.needsHeal = !cmpHealth.IsUnhealable(); } var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var cmpAttack = Engine.QueryInterface(ent, IID_Attack); if (cmpAttack) { var type = cmpAttack.GetBestAttack(); // TODO: how should we decide which attack to show? show all? ret.attack = cmpAttack.GetAttackStrengths(type); var range = cmpAttack.GetRange(type); ret.attack.type = type; ret.attack.minRange = range.min; ret.attack.maxRange = range.max; if (type == "Ranged") { ret.attack.elevationBonus = range.elevationBonus; if (cmpUnitAI && cmpPosition && cmpPosition.IsInWorld()) { // For units, take the rage in front of it, no spread. So angle = 0 ret.attack.elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(ret.position, ret.rotation, range.max, range.elevationBonus, 0); } else if(cmpPosition && cmpPosition.IsInWorld()) { // For buildings, take the average elevation around it. So angle = 2*pi ret.attack.elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(ret.position, ret.rotation, range.max, range.elevationBonus, 2*Math.PI); } else { // not in world, set a default? ret.attack.elevationAdaptedRange = ret.attack.maxRange; } } else { // not a ranged attack, set some defaults ret.attack.elevationBonus = 0; ret.attack.elevationAdaptedRange = ret.attack.maxRange; } } var cmpArmour = Engine.QueryInterface(ent, IID_DamageReceiver); if (cmpArmour) { ret.armour = cmpArmour.GetArmourStrengths(); } var cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (cmpBuilder) { ret.buildEntities = cmpBuilder.GetEntitiesList(); } var cmpPack = Engine.QueryInterface(ent, IID_Pack); if (cmpPack) { ret.pack = { "packed": cmpPack.IsPacked(), "progress": cmpPack.GetProgress(), }; } var cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue); if (cmpProductionQueue) { ret.production = { "entities": cmpProductionQueue.GetEntitiesList(), "technologies": cmpProductionQueue.GetTechnologiesList(), "queue": cmpProductionQueue.GetQueue(), }; } var cmpTrader = Engine.QueryInterface(ent, IID_Trader); if (cmpTrader) { ret.trader = { "goods": cmpTrader.GetGoods(), "preferredGoods": cmpTrader.GetPreferredGoods() }; } var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation); if (cmpFoundation) { ret.foundation = { "progress": cmpFoundation.GetBuildPercentage(), "numBuilders": cmpFoundation.GetNumBuilders() }; } var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); if (cmpObstruction) { ret.obstruction = { "controlGroup": cmpObstruction.GetControlGroup(), "controlGroup2": cmpObstruction.GetControlGroup2(), }; } var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (cmpOwnership) { ret.player = cmpOwnership.GetOwner(); } var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply); if (cmpResourceSupply) { ret.resourceSupply = { "isInfinite": cmpResourceSupply.IsInfinite(), "max": cmpResourceSupply.GetMaxAmount(), "amount": cmpResourceSupply.GetCurrentAmount(), "type": cmpResourceSupply.GetType(), "killBeforeGather": cmpResourceSupply.GetKillBeforeGather(), "maxGatherers": cmpResourceSupply.GetMaxGatherers(), "gatherers": cmpResourceSupply.GetGatherers(), "throughput": cmpResourceSupply.GetGatherers().reduce(function (total, e) total + Engine.QueryInterface(e, IID_ResourceGatherer).GetTargetGatherRate(ent) , 0) }; } var cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer); if (cmpResourceGatherer) { ret.resourceGatherRates = cmpResourceGatherer.GetGatherRates(); ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus(); } var cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite); if (cmpResourceDropsite) { ret.resourceDropsite = { "types": cmpResourceDropsite.GetTypes() }; } var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) { ret.rallyPoint = {'position': cmpRallyPoint.GetPositions()[0]}; // undefined or {x,z} object } var cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder); if (cmpGarrisonHolder) { ret.garrisonHolder = { "entities": cmpGarrisonHolder.GetEntities(), "allowedClasses": cmpGarrisonHolder.GetAllowedClassesList(), "capacity": cmpGarrisonHolder.GetCapacity() }; } var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion); if (cmpPromotion) { ret.promotion = { "curr": cmpPromotion.GetCurrentXp(), "req": cmpPromotion.GetRequiredXp() }; } if (cmpUnitAI) { ret.unitAI = { "state": cmpUnitAI.GetCurrentState(), "orders": cmpUnitAI.GetOrders(), }; // Add some information needed for ungarrisoning if (cmpUnitAI.isGarrisoned && ret.player) ret.template = "p" + ret.player + "&" + ret.template; } var cmpGate = Engine.QueryInterface(ent, IID_Gate); if (cmpGate) { ret.gate = { "locked": cmpGate.IsLocked(), }; } if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket")) { var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter); ret.barterMarket = { "prices": cmpBarter.GetPrices() }; } var cmpHeal = Engine.QueryInterface(ent, IID_Heal); if (cmpHeal) { ret.Healer = { "unhealableClasses": cmpHeal.GetUnhealableClasses(), "healableClasses": cmpHeal.GetHealableClasses(), }; } ret.visibility = cmpRangeManager.GetLosVisibility(ent, player, false); return ret; }; GuiInterface.prototype.GetAverageRangeForBuildings = function(player, cmd) { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); var rot = {x:0, y:0, z:0}; var pos = {x:cmd.x,z:cmd.z}; pos.y = cmpTerrain.GetGroundLevel(cmd.x, cmd.z); var elevationBonus = cmd.elevationBonus || 0; var range = cmd.range; return cmpRangeManager.GetElevationAdaptedRange(pos, rot, range, elevationBonus, 2*Math.PI); }; GuiInterface.prototype.GetTemplateData = function(player, extendedName) { var name = extendedName; // Special case for garrisoned units which have a extended template if (extendedName.indexOf("&") != -1) name = extendedName.slice(extendedName.indexOf("&")+1); var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTemplateManager.GetTemplate(name); if (!template) return null; var ret = {}; var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); var techMods = cmpTechnologyManager.GetTechModifications(); if (template.Armour) { ret.armour = { "hack": GetTechModifiedProperty(techMods, template, "Armour/Hack", +template.Armour.Hack), "pierce": GetTechModifiedProperty(techMods, template, "Armour/Pierce", +template.Armour.Pierce), "crush": GetTechModifiedProperty(techMods, template, "Armour/Crush", +template.Armour.Crush), }; } if (template.Attack) { ret.attack = {}; for (var type in template.Attack) { ret.attack[type] = { "hack": GetTechModifiedProperty(techMods, template, "Attack/"+type+"/Hack", +(template.Attack[type].Hack || 0)), "pierce": GetTechModifiedProperty(techMods, template, "Attack/"+type+"/Pierce", +(template.Attack[type].Pierce || 0)), "crush": GetTechModifiedProperty(techMods, template, "Attack/"+type+"/Crush", +(template.Attack[type].Crush || 0)), "minRange": GetTechModifiedProperty(techMods, template, "Attack/"+type+"/MinRange", +(template.Attack[type].MinRange || 0)), "maxRange": GetTechModifiedProperty(techMods, template, "Attack/"+type+"/MaxRange", +template.Attack[type].MaxRange), "elevationBonus": GetTechModifiedProperty(techMods, template, "Attack/"+type+"/ElevationBonus", +(template.Attack[type].ElevationBonus || 0)), }; } } if (template.BuildRestrictions) { // required properties ret.buildRestrictions = { "placementType": template.BuildRestrictions.PlacementType, "territory": template.BuildRestrictions.Territory, "category": template.BuildRestrictions.Category, }; // optional properties if (template.BuildRestrictions.Distance) { ret.buildRestrictions.distance = { "fromCategory": template.BuildRestrictions.Distance.FromCategory, }; if (template.BuildRestrictions.Distance.MinDistance) ret.buildRestrictions.distance.min = +template.BuildRestrictions.Distance.MinDistance; if (template.BuildRestrictions.Distance.MaxDistance) ret.buildRestrictions.distance.max = +template.BuildRestrictions.Distance.MaxDistance; } } if (template.TrainingRestrictions) { ret.trainingRestrictions = { "category": template.TrainingRestrictions.Category, }; } if (template.Cost) { ret.cost = {}; if (template.Cost.Resources.food) ret.cost.food = GetTechModifiedProperty(techMods, template, "Cost/Resources/food", +template.Cost.Resources.food); if (template.Cost.Resources.wood) ret.cost.wood = GetTechModifiedProperty(techMods, template, "Cost/Resources/wood", +template.Cost.Resources.wood); if (template.Cost.Resources.stone) ret.cost.stone = GetTechModifiedProperty(techMods, template, "Cost/Resources/stone", +template.Cost.Resources.stone); if (template.Cost.Resources.metal) ret.cost.metal = GetTechModifiedProperty(techMods, template, "Cost/Resources/metal", +template.Cost.Resources.metal); if (template.Cost.Population) ret.cost.population = GetTechModifiedProperty(techMods, template, "Cost/Population", +template.Cost.Population); if (template.Cost.PopulationBonus) ret.cost.populationBonus = GetTechModifiedProperty(techMods, template, "Cost/PopulationBonus", +template.Cost.PopulationBonus); if (template.Cost.BuildTime) ret.cost.time = GetTechModifiedProperty(techMods, template, "Cost/BuildTime", +template.Cost.BuildTime); } if (template.Footprint) { ret.footprint = {"height": template.Footprint.Height}; if (template.Footprint.Square) ret.footprint.square = {"width": +template.Footprint.Square["@width"], "depth": +template.Footprint.Square["@depth"]}; else if (template.Footprint.Circle) ret.footprint.circle = {"radius": +template.Footprint.Circle["@radius"]}; else warn("[GetTemplateData] Unrecognized Footprint type"); } if (template.Obstruction) { ret.obstruction = { "active": ("" + template.Obstruction.Active == "true"), "blockMovement": ("" + template.Obstruction.BlockMovement == "true"), "blockPathfinding": ("" + template.Obstruction.BlockPathfinding == "true"), "blockFoundation": ("" + template.Obstruction.BlockFoundation == "true"), "blockConstruction": ("" + template.Obstruction.BlockConstruction == "true"), "disableBlockMovement": ("" + template.Obstruction.DisableBlockMovement == "true"), "disableBlockPathfinding": ("" + template.Obstruction.DisableBlockPathfinding == "true"), "shape": {} }; if (template.Obstruction.Static) { ret.obstruction.shape.type = "static"; ret.obstruction.shape.width = +template.Obstruction.Static["@width"]; ret.obstruction.shape.depth = +template.Obstruction.Static["@depth"]; } else if (template.Obstruction.Unit) { ret.obstruction.shape.type = "unit"; ret.obstruction.shape.radius = +template.Obstruction.Unit["@radius"]; } else { ret.obstruction.shape.type = "cluster"; } } if (template.Pack) { ret.pack = { "state": template.Pack.State, "time": GetTechModifiedProperty(techMods, template, "Pack/Time", +template.Pack.Time), }; } if (template.Health) { ret.health = Math.round(GetTechModifiedProperty(techMods, template, "Health/Max", +template.Health.Max)); } if (template.Identity) { ret.selectionGroupName = template.Identity.SelectionGroupName; ret.name = { "specific": (template.Identity.SpecificName || template.Identity.GenericName), "generic": template.Identity.GenericName }; ret.icon = template.Identity.Icon; ret.tooltip = template.Identity.Tooltip; ret.requiredTechnology = template.Identity.RequiredTechnology; ret.identityClassesString = GetTemplateIdentityClassesString(template); } if (template.UnitMotion) { ret.speed = { "walk": +template.UnitMotion.WalkSpeed, }; if (template.UnitMotion.Run) ret.speed.run = +template.UnitMotion.Run.Speed; } if (template.Trader) ret.trader = template.Trader; if (template.WallSet) { ret.wallSet = { "templates": { "tower": template.WallSet.Templates.Tower, "gate": template.WallSet.Templates.Gate, "long": template.WallSet.Templates.WallLong, "medium": template.WallSet.Templates.WallMedium, "short": template.WallSet.Templates.WallShort, }, "maxTowerOverlap": +template.WallSet.MaxTowerOverlap, "minTowerOverlap": +template.WallSet.MinTowerOverlap, }; } if (template.WallPiece) { ret.wallPiece = {"length": +template.WallPiece.Length}; } return ret; }; GuiInterface.prototype.GetTechnologyData = function(player, name) { var cmpTechTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TechnologyTemplateManager); var template = cmpTechTempMan.GetTemplate(name); if (!template) { warn("Tried to get data for invalid technology: " + name); return null; } var ret = {}; // Get specific name for this civ or else the generic specific name var cmpPlayer = QueryPlayerIDInterface(player, IID_Player); var specific = undefined; if (template.specificName) { if (template.specificName[cmpPlayer.GetCiv()]) specific = template.specificName[cmpPlayer.GetCiv()]; else specific = template.specificName['generic']; } ret.name = { "specific": specific, "generic": template.genericName, }; ret.icon = "technologies/" + template.icon; ret.cost = { "food": template.cost ? (+template.cost.food) : 0, "wood": template.cost ? (+template.cost.wood) : 0, "metal": template.cost ? (+template.cost.metal) : 0, "stone": template.cost ? (+template.cost.stone) : 0, "time": template.researchTime ? (+template.researchTime) : 0, } ret.tooltip = template.tooltip; if (template.requirementsTooltip) ret.requirementsTooltip = template.requirementsTooltip; else ret.requirementsTooltip = ""; ret.description = template.description; return ret; }; GuiInterface.prototype.IsTechnologyResearched = function(player, tech) { var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); if (!cmpTechnologyManager) return false; return cmpTechnologyManager.IsTechnologyResearched(tech); }; // Checks whether the requirements for this technology have been met GuiInterface.prototype.CheckTechnologyRequirements = function(player, tech) { var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); if (!cmpTechnologyManager) return false; return cmpTechnologyManager.CanResearch(tech); }; // Returns technologies that are being actively researched, along with // which entity is researching them and how far along the research is. GuiInterface.prototype.GetStartedResearch = function(player) { var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); if (!cmpTechnologyManager) return false; var ret = {}; for (var tech in cmpTechnologyManager.GetTechsStarted()) { ret[tech] = { "researcher": cmpTechnologyManager.GetResearcher(tech) }; var cmpProductionQueue = Engine.QueryInterface(ret[tech].researcher, IID_ProductionQueue); if (cmpProductionQueue) ret[tech].progress = cmpProductionQueue.GetQueue()[0].progress; else ret[tech].progress = 0; } return ret; } // Returns the battle state of the player. GuiInterface.prototype.GetBattleState = function(player) { var cmpBattleDetection = QueryPlayerIDInterface(player, IID_BattleDetection); return cmpBattleDetection.GetState(); }; // Used to show a red square over GUI elements you can't yet afford. GuiInterface.prototype.GetNeededResources = function(player, amounts) { var cmpPlayer = QueryPlayerIDInterface(player, IID_Player); return cmpPlayer.GetNeededResources(amounts); }; GuiInterface.prototype.PushNotification = function(notification) { this.notifications.push(notification); }; GuiInterface.prototype.GetNextNotification = function() { if (this.notifications.length) return this.notifications.pop(); else return ""; }; GuiInterface.prototype.GetAvailableFormations = function(player, data) { var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpPlayer = Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(player), IID_Player); return cmpPlayer.GetFormations(); }; GuiInterface.prototype.GetFormationRequirements = function(player, data) { return GetFormationRequirements(data.formationName); }; GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data) { return CanMoveEntsIntoFormation(data.ents, data.formationName); }; GuiInterface.prototype.IsFormationSelected = function(player, data) { for each (var ent in data.ents) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) { // GetLastFormationName is named in a strange way as it (also) is // the value of the current formation (see Formation.js LoadFormation) if (cmpUnitAI.GetLastFormationName() == data.formationName) return true; } } return false; }; GuiInterface.prototype.IsStanceSelected = function(player, data) { for each (var ent in data.ents) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) { if (cmpUnitAI.GetStanceName() == data.stance) return true; } } return false; }; GuiInterface.prototype.SetSelectionHighlight = function(player, cmd, selected) { var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var playerColours = {}; // cache of owner -> colour map for each (var ent in cmd.entities) { var cmpSelectable = Engine.QueryInterface(ent, IID_Selectable); if (!cmpSelectable) continue; // Find the entity's owner's colour: var owner = -1; var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (cmpOwnership) owner = cmpOwnership.GetOwner(); var colour = playerColours[owner]; if (!colour) { colour = {"r":1, "g":1, "b":1}; var cmpPlayer = Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(owner), IID_Player); if (cmpPlayer) colour = cmpPlayer.GetColour(); playerColours[owner] = colour; } cmpSelectable.SetSelectionHighlight({"r":colour.r, "g":colour.g, "b":colour.b, "a":cmd.alpha}, cmd.selected); } }; GuiInterface.prototype.SetStatusBars = function(player, cmd) { for each (var ent in cmd.entities) { var cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars); if (cmpStatusBars) cmpStatusBars.SetEnabled(cmd.enabled); } }; GuiInterface.prototype.GetPlayerEntities = function(player) { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); return cmpRangeManager.GetEntitiesByPlayer(player); }; /** * Displays the rally points of a given list of entities (carried in cmd.entities). * * The 'cmd' object may carry its own x/z coordinate pair indicating the location where the rally point should * be rendered, in order to support instantaneously rendering a rally point marker at a specified location * instead of incurring a delay while PostNetworkCommand processes the set-rallypoint command (see input.js). * If cmd doesn't carry a custom location, then the position to render the marker at will be read from the * RallyPoint component. */ GuiInterface.prototype.DisplayRallyPoint = function(player, cmd) { var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); var cmpPlayer = Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(player), IID_Player); // If there are some rally points already displayed, first hide them for each (var ent in this.entsRallyPointsDisplayed) { var cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); if (cmpRallyPointRenderer) cmpRallyPointRenderer.SetDisplayed(false); } this.entsRallyPointsDisplayed = []; // Show the rally points for the passed entities for each (var ent in cmd.entities) { var cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); if (!cmpRallyPointRenderer) continue; // entity must have a rally point component to display a rally point marker // (regardless of whether cmd specifies a custom location) var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (!cmpRallyPoint) continue; // Verify the owner var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (!(cmpPlayer && cmpPlayer.CanControlAllUnits())) if (!cmpOwnership || cmpOwnership.GetOwner() != player) continue; // If the command was passed an explicit position, use that and // override the real rally point position; otherwise use the real position var pos; if (cmd.x && cmd.z) pos = cmd; else pos = cmpRallyPoint.GetPositions()[0]; // may return undefined if no rally point is set if (pos) { // Only update the position if we changed it (cmd.queued is set) if (cmd.queued == true) cmpRallyPointRenderer.AddPosition({'x': pos.x, 'y': pos.z}); // AddPosition takes a CFixedVector2D which has X/Y components, not X/Z else if (cmd.queued == false) cmpRallyPointRenderer.SetPosition({'x': pos.x, 'y': pos.z}); // SetPosition takes a CFixedVector2D which has X/Y components, not X/Z cmpRallyPointRenderer.SetDisplayed(true); // remember which entities have their rally points displayed so we can hide them again this.entsRallyPointsDisplayed.push(ent); } } }; /** * Display the building placement preview. * cmd.template is the name of the entity template, or "" to disable the preview. * cmd.x, cmd.z, cmd.angle give the location. * * Returns result object from CheckPlacement: * { * "success": true iff the placement is valid, else false * "message": message to display in UI for invalid placement, else empty string * } */ GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd) { var result = { "success": false, "message": "", } // See if we're changing template if (!this.placementEntity || this.placementEntity[0] != cmd.template) { // Destroy the old preview if there was one if (this.placementEntity) Engine.DestroyEntity(this.placementEntity[1]); // Load the new template if (cmd.template == "") { this.placementEntity = undefined; } else { this.placementEntity = [cmd.template, Engine.AddLocalEntity("preview|" + cmd.template)]; } } if (this.placementEntity) { var ent = this.placementEntity[1]; // Move the preview into the right location var pos = Engine.QueryInterface(ent, IID_Position); if (pos) { pos.JumpTo(cmd.x, cmd.z); pos.SetYRotation(cmd.angle); } var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether building placement is valid var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (!cmpBuildRestrictions) error("cmpBuildRestrictions not defined"); else result = cmpBuildRestrictions.CheckPlacement(); // Set it to a red shade if this is an invalid location var cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) { if (cmd.actorSeed !== undefined) cmpVisual.SetActorSeed(cmd.actorSeed); if (!result.success) cmpVisual.SetShadingColour(1.4, 0.4, 0.4, 1); else cmpVisual.SetShadingColour(1, 1, 1, 1); } } return result; }; /** * Previews the placement of a wall between cmd.start and cmd.end, or just the starting piece of a wall if cmd.end is not * specified. Returns an object with information about the list of entities that need to be newly constructed to complete * at least a part of the wall, or false if there are entities required to build at least part of the wall but none of * them can be validly constructed. * * It's important to distinguish between three lists of entities that are at play here, because they may be subsets of one * another depending on things like snapping and whether some of the entities inside them can be validly positioned. * We have: * - The list of entities that previews the wall. This list is usually equal to the entities required to construct the * entire wall. However, if there is snapping to an incomplete tower (i.e. a foundation), it includes extra entities * to preview the completed tower on top of its foundation. * * - The list of entities that need to be newly constructed to build the entire wall. This list is regardless of whether * any of them can be validly positioned. The emphasishere here is on 'newly'; this list does not include any existing * towers at either side of the wall that we snapped to. Or, more generally; it does not include any _entities_ that we * snapped to; we might still snap to e.g. terrain, in which case the towers on either end will still need to be newly * constructed. * * - The list of entities that need to be newly constructed to build at least a part of the wall. This list is the same * as the one above, except that it is truncated at the first entity that cannot be validly positioned. This happens * e.g. if the player tries to build a wall straight through an obstruction. Note that any entities that can be validly * constructed but come after said first invalid entity are also truncated away. * * With this in mind, this method will return false if the second list is not empty, but the third one is. That is, if there * were entities that are needed to build the wall, but none of them can be validly constructed. False is also returned in * case of unexpected errors (typically missing components), and when clearing the preview by passing an empty wallset * argument (see below). Otherwise, it will return an object with the following information: * * result: { * 'startSnappedEnt': ID of the entity that we snapped to at the starting side of the wall. Currently only supports towers. * 'endSnappedEnt': ID of the entity that we snapped to at the (possibly truncated) ending side of the wall. Note that this * can only be set if no truncation of the second list occurs; if we snapped to an entity at the ending side * but the wall construction was truncated before we could reach it, it won't be set here. Currently only * supports towers. * 'pieces': Array with the following data for each of the entities in the third list: * [{ * 'template': Template name of the entity. * 'x': X coordinate of the entity's position. * 'z': Z coordinate of the entity's position. * 'angle': Rotation around the Y axis of the entity (in radians). * }, * ...] * 'cost': { The total cost required for constructing all the pieces as listed above. * 'food': ..., * 'wood': ..., * 'stone': ..., * 'metal': ..., * 'population': ..., * 'populationBonus': ..., * } * } * * @param cmd.wallSet Object holding the set of wall piece template names. Set to an empty value to clear the preview. * @param cmd.start Starting point of the wall segment being created. * @param cmd.end (Optional) Ending point of the wall segment being created. If not defined, it is understood that only * the starting point of the wall is available at this time (e.g. while the player is still in the process * of picking a starting point), and that therefore only the first entity in the wall (a tower) should be * previewed. * @param cmd.snapEntities List of candidate entities to snap the start and ending positions to. */ GuiInterface.prototype.SetWallPlacementPreview = function(player, cmd) { var wallSet = cmd.wallSet; var start = { "pos": cmd.start, "angle": 0, "snapped": false, // did the start position snap to anything? "snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID }; var end = { "pos": cmd.end, "angle": 0, "snapped": false, // did the start position snap to anything? "snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID }; // -------------------------------------------------------------------------------- // do some entity cache management and check for snapping if (!this.placementWallEntities) this.placementWallEntities = {}; if (!wallSet) { // we're clearing the preview, clear the entity cache and bail var numCleared = 0; for (var tpl in this.placementWallEntities) { for each (var ent in this.placementWallEntities[tpl].entities) Engine.DestroyEntity(ent); this.placementWallEntities[tpl].numUsed = 0; this.placementWallEntities[tpl].entities = []; // keep template data around } return false; } else { // Move all existing cached entities outside of the world and reset their use count for (var tpl in this.placementWallEntities) { for each (var ent in this.placementWallEntities[tpl].entities) { var pos = Engine.QueryInterface(ent, IID_Position); if (pos) pos.MoveOutOfWorld(); } this.placementWallEntities[tpl].numUsed = 0; } // Create cache entries for templates we haven't seen before for each (var tpl in wallSet.templates) { if (!(tpl in this.placementWallEntities)) { this.placementWallEntities[tpl] = { "numUsed": 0, "entities": [], "templateData": this.GetTemplateData(player, tpl), }; // ensure that the loaded template data contains a wallPiece component if (!this.placementWallEntities[tpl].templateData.wallPiece) { error("[SetWallPlacementPreview] No WallPiece component found for wall set template '" + tpl + "'"); return false; } } } } // prevent division by zero errors further on if the start and end positions are the same if (end.pos && (start.pos.x === end.pos.x && start.pos.z === end.pos.z)) end.pos = undefined; // See if we need to snap the start and/or end coordinates to any of our list of snap entities. Note that, despite the list // of snapping candidate entities, it might still snap to e.g. terrain features. Use the "ent" key in the returned snapping // data to determine whether it snapped to an entity (if any), and to which one (see GetFoundationSnapData). if (cmd.snapEntities) { var snapRadius = this.placementWallEntities[wallSet.templates.tower].templateData.wallPiece.length * 0.5; // determined through trial and error var startSnapData = this.GetFoundationSnapData(player, { "x": start.pos.x, "z": start.pos.z, "template": wallSet.templates.tower, "snapEntities": cmd.snapEntities, "snapRadius": snapRadius, }); if (startSnapData) { start.pos.x = startSnapData.x; start.pos.z = startSnapData.z; start.angle = startSnapData.angle; start.snapped = true; if (startSnapData.ent) start.snappedEnt = startSnapData.ent; } if (end.pos) { var endSnapData = this.GetFoundationSnapData(player, { "x": end.pos.x, "z": end.pos.z, "template": wallSet.templates.tower, "snapEntities": cmd.snapEntities, "snapRadius": snapRadius, }); if (endSnapData) { end.pos.x = endSnapData.x; end.pos.z = endSnapData.z; end.angle = endSnapData.angle; end.snapped = true; if (endSnapData.ent) end.snappedEnt = endSnapData.ent; } } } // clear the single-building preview entity (we'll be rolling our own) this.SetBuildingPlacementPreview(player, {"template": ""}); // -------------------------------------------------------------------------------- // calculate wall placement and position preview entities var result = { "pieces": [], "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 0, "population": 0, "populationBonus": 0, "time": 0}, }; var previewEntities = []; if (end.pos) previewEntities = GetWallPlacement(this.placementWallEntities, wallSet, start, end); // see helpers/Walls.js // For wall placement, we may (and usually do) need to have wall pieces overlap each other more than would // otherwise be allowed by their obstruction shapes. However, during this preview phase, this is not so much of // an issue, because all preview entities have their obstruction components deactivated, meaning that their // obstruction shapes do not register in the simulation and hence cannot affect it. This implies that the preview // entities cannot be found to obstruct each other, which largely solves the issue of overlap between wall pieces. // Note that they will still be obstructed by existing shapes in the simulation (that have the BLOCK_FOUNDATION // flag set), which is what we want. The only exception to this is when snapping to existing towers (or // foundations thereof); the wall segments that connect up to these will be found to be obstructed by the // existing tower/foundation, and be shaded red to indicate that they cannot be placed there. To prevent this, // we manually set the control group of the outermost wall pieces equal to those of the snapped-to towers, so // that they are free from mutual obstruction (per definition of obstruction control groups). This is done by // assigning them an extra "controlGroup" field, which we'll then set during the placement loop below. // Additionally, in the situation that we're snapping to merely a foundation of a tower instead of a fully // constructed one, we'll need an extra preview entity for the starting tower, which also must not be obstructed // by the foundation it snaps to. if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY) { var startEntObstruction = Engine.QueryInterface(start.snappedEnt, IID_Obstruction); if (previewEntities.length > 0 && startEntObstruction) previewEntities[0].controlGroups = [startEntObstruction.GetControlGroup()]; // if we're snapping to merely a foundation, add an extra preview tower and also set it to the same control group var startEntState = this.GetEntityState(player, start.snappedEnt); if (startEntState.foundation) { var cmpPosition = Engine.QueryInterface(start.snappedEnt, IID_Position); if (cmpPosition) { previewEntities.unshift({ "template": wallSet.templates.tower, "pos": start.pos, "angle": cmpPosition.GetRotation().y, "controlGroups": [(startEntObstruction ? startEntObstruction.GetControlGroup() : undefined)], "excludeFromResult": true, // preview only, must not appear in the result }); } } } else { // Didn't snap to an existing entity, add the starting tower manually. To prevent odd-looking rotation jumps // when shift-clicking to build a wall, reuse the placement angle that was last seen on a validly positioned // wall piece. // To illustrate the last point, consider what happens if we used some constant instead, say, 0. Issuing the // build command for a wall is asynchronous, so when the preview updates after shift-clicking, the wall piece // foundations are not registered yet in the simulation. This means they cannot possibly be picked in the list // of candidate entities for snapping. In the next preview update, we therefore hit this case, and would rotate // the preview to 0 radians. Then, after one or two simulation updates or so, the foundations register and // onSimulationUpdate in session.js updates the preview again. It first grabs a new list of snapping candidates, // which this time does include the new foundations; so we snap to the entity, and rotate the preview back to // the foundation's angle. // The result is a noticeable rotation to 0 and back, which is undesirable. So, for a split second there until // the simulation updates, we fake it by reusing the last angle and hope the player doesn't notice. previewEntities.unshift({ "template": wallSet.templates.tower, "pos": start.pos, "angle": (previewEntities.length > 0 ? previewEntities[0].angle : this.placementWallLastAngle) }); } if (end.pos) { // Analogous to the starting side case above if (end.snappedEnt && end.snappedEnt != INVALID_ENTITY) { var endEntObstruction = Engine.QueryInterface(end.snappedEnt, IID_Obstruction); // Note that it's possible for the last entity in previewEntities to be the same as the first, i.e. the // same wall piece snapping to both a starting and an ending tower. And it might be more common than you would // expect; the allowed overlap between wall segments and towers facilitates this to some degree. To deal with // the possibility of dual initial control groups, we use a '.controlGroups' array rather than a single // '.controlGroup' property. Note that this array can only ever have 0, 1 or 2 elements (checked at a later time). if (previewEntities.length > 0 && endEntObstruction) { previewEntities[previewEntities.length-1].controlGroups = (previewEntities[previewEntities.length-1].controlGroups || []); previewEntities[previewEntities.length-1].controlGroups.push(endEntObstruction.GetControlGroup()); } // if we're snapping to a foundation, add an extra preview tower and also set it to the same control group var endEntState = this.GetEntityState(player, end.snappedEnt); if (endEntState.foundation) { var cmpPosition = Engine.QueryInterface(end.snappedEnt, IID_Position); if (cmpPosition) { previewEntities.push({ "template": wallSet.templates.tower, "pos": end.pos, "angle": cmpPosition.GetRotation().y, "controlGroups": [(endEntObstruction ? endEntObstruction.GetControlGroup() : undefined)], "excludeFromResult": true }); } } } else { previewEntities.push({ "template": wallSet.templates.tower, "pos": end.pos, "angle": (previewEntities.length > 0 ? previewEntities[previewEntities.length-1].angle : this.placementWallLastAngle) }); } } var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); if (!cmpTerrain) { error("[SetWallPlacementPreview] System Terrain component not found"); return false; } var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (!cmpRangeManager) { error("[SetWallPlacementPreview] System RangeManager component not found"); return false; } // Loop through the preview entities, and construct the subset of them that need to be, and can be, validly constructed // to build at least a part of the wall (meaning that the subset is truncated after the first entity that needs to be, // but cannot validly be, constructed). See method-level documentation for more details. var allPiecesValid = true; var numRequiredPieces = 0; // number of entities that are required to build the entire wall, regardless of validity for (var i = 0; i < previewEntities.length; ++i) { var entInfo = previewEntities[i]; var ent = null; var tpl = entInfo.template; var tplData = this.placementWallEntities[tpl].templateData; var entPool = this.placementWallEntities[tpl]; if (entPool.numUsed >= entPool.entities.length) { // allocate new entity ent = Engine.AddLocalEntity("preview|" + tpl); entPool.entities.push(ent); } else { // reuse an existing one ent = entPool.entities[entPool.numUsed]; } if (!ent) { error("[SetWallPlacementPreview] Failed to allocate or reuse preview entity of template '" + tpl + "'"); continue; } // move piece to right location // TODO: consider reusing SetBuildingPlacementReview for this, enhanced to be able to deal with multiple entities var cmpPosition = Engine.QueryInterface(ent, IID_Position); if (cmpPosition) { cmpPosition.JumpTo(entInfo.pos.x, entInfo.pos.z); cmpPosition.SetYRotation(entInfo.angle); // if this piece is a tower, then it should have a Y position that is at least as high as its surrounding pieces if (tpl === wallSet.templates.tower) { var terrainGroundPrev = null; var terrainGroundNext = null; if (i > 0) terrainGroundPrev = cmpTerrain.GetGroundLevel(previewEntities[i-1].pos.x, previewEntities[i-1].pos.z); if (i < previewEntities.length - 1) terrainGroundNext = cmpTerrain.GetGroundLevel(previewEntities[i+1].pos.x, previewEntities[i+1].pos.z); if (terrainGroundPrev != null || terrainGroundNext != null) { var targetY = Math.max(terrainGroundPrev, terrainGroundNext); cmpPosition.SetHeightFixed(targetY); } } } var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); if (!cmpObstruction) { error("[SetWallPlacementPreview] Preview entity of template '" + tpl + "' does not have an Obstruction component"); continue; } // Assign any predefined control groups. Note that there can only be 0, 1 or 2 predefined control groups; if there are // more, we've made a programming error. The control groups are assigned from the entInfo.controlGroups array on a // first-come first-served basis; the first value in the array is always assigned as the primary control group, and // any second value as the secondary control group. // By default, we reset the control groups to their standard values. Remember that we're reusing entities; if we don't // reset them, then an ending wall segment that was e.g. at one point snapped to an existing tower, and is subsequently // reused as a non-snapped ending wall segment, would no longer be capable of being obstructed by the same tower it was // once snapped to. var primaryControlGroup = ent; var secondaryControlGroup = INVALID_ENTITY; if (entInfo.controlGroups && entInfo.controlGroups.length > 0) { if (entInfo.controlGroups.length > 2) { error("[SetWallPlacementPreview] Encountered preview entity of template '" + tpl + "' with more than 2 initial control groups"); break; } primaryControlGroup = entInfo.controlGroups[0]; if (entInfo.controlGroups.length > 1) secondaryControlGroup = entInfo.controlGroups[1]; } cmpObstruction.SetControlGroup(primaryControlGroup); cmpObstruction.SetControlGroup2(secondaryControlGroup); // check whether this wall piece can be validly positioned here var validPlacement = false; var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // 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 // TODO: should definitely reuse SetBuildingPlacementPreview, this is just straight up copy/pasta var visible = (cmpRangeManager.GetLosVisibility(ent, player, true) != "hidden"); if (visible) { var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (!cmpBuildRestrictions) { error("[SetWallPlacementPreview] cmpBuildRestrictions not defined for preview entity of template '" + tpl + "'"); continue; } // TODO: Handle results of CheckPlacement validPlacement = (cmpBuildRestrictions && cmpBuildRestrictions.CheckPlacement().success); // If a wall piece has two control groups, it's likely a segment that spans // between two existing towers. To avoid placing a duplicate wall segment, // check for collisions with entities that share both control groups. if (validPlacement && entInfo.controlGroups && entInfo.controlGroups.length > 1) validPlacement = cmpObstruction.CheckDuplicateFoundation(); } allPiecesValid = allPiecesValid && validPlacement; // The requirement below that all pieces so far have to have valid positions, rather than only this single one, // ensures that no more foundations will be placed after a first invalidly-positioned piece. (It is possible // for pieces past some invalidly-positioned ones to still have valid positions, e.g. if you drag a wall // through and past an existing building). // Additionally, the excludeFromResult flag is set for preview entities that were manually added to be placed // on top of foundations of incompleted towers that we snapped to; they must not be part of the result. if (!entInfo.excludeFromResult) numRequiredPieces++; if (allPiecesValid && !entInfo.excludeFromResult) { result.pieces.push({ "template": tpl, "x": entInfo.pos.x, "z": entInfo.pos.z, "angle": entInfo.angle, }); this.placementWallLastAngle = entInfo.angle; // grab the cost of this wall piece and add it up (note; preview entities don't have their Cost components // copied over, so we need to fetch it from the template instead). // TODO: we should really use a Cost object or at least some utility functions for this, this is mindless // boilerplate that's probably duplicated in tons of places. result.cost.food += tplData.cost.food; result.cost.wood += tplData.cost.wood; result.cost.stone += tplData.cost.stone; result.cost.metal += tplData.cost.metal; result.cost.population += tplData.cost.population; result.cost.populationBonus += tplData.cost.populationBonus; result.cost.time += tplData.cost.time; } var canAfford = true; var cmpPlayer = QueryPlayerIDInterface(player, IID_Player); if (cmpPlayer && cmpPlayer.GetNeededResources(result.cost)) var canAfford = false; var cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) { if (!allPiecesValid || !canAfford) cmpVisual.SetShadingColour(1.4, 0.4, 0.4, 1); else cmpVisual.SetShadingColour(1, 1, 1, 1); } entPool.numUsed++; } // If any were entities required to build the wall, but none of them could be validly positioned, return failure // (see method-level documentation). if (numRequiredPieces > 0 && result.pieces.length == 0) return false; if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY) result.startSnappedEnt = start.snappedEnt; // We should only return that we snapped to an entity if all pieces up until that entity can be validly constructed, // i.e. are included in result.pieces (see docs for the result object). if (end.pos && end.snappedEnt && end.snappedEnt != INVALID_ENTITY && allPiecesValid) result.endSnappedEnt = end.snappedEnt; return result; }; /** * Given the current position {data.x, data.z} of an foundation of template data.template, returns the position and angle to snap * it to (if necessary/useful). * * @param data.x The X position of the foundation to snap. * @param data.z The Z position of the foundation to snap. * @param data.template The template to get the foundation snapping data for. * @param data.snapEntities Optional; list of entity IDs to snap to if {data.x, data.z} is within a circle of radius data.snapRadius * around the entity. Only takes effect when used in conjunction with data.snapRadius. * When this option is used and the foundation is found to snap to one of the entities passed in this list * (as opposed to e.g. snapping to terrain features), then the result will contain an additional key "ent", * holding the ID of the entity that was snapped to. * @param data.snapRadius Optional; when used in conjunction with data.snapEntities, indicates the circle radius around an entity that * {data.x, data.z} must be located within to have it snap to that entity. */ GuiInterface.prototype.GetFoundationSnapData = function(player, data) { var cmpTemplateMgr = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTemplateMgr.GetTemplate(data.template); if (!template) { warn("[GetFoundationSnapData] Failed to load template '" + data.template + "'"); return false; } if (data.snapEntities && data.snapRadius && data.snapRadius > 0) { // see if {data.x, data.z} is inside the snap radius of any of the snap entities; and if so, to which it is closest // (TODO: break unlikely ties by choosing the lowest entity ID) var minDist2 = -1; var minDistEntitySnapData = null; var radius2 = data.snapRadius * data.snapRadius; for each (var ent in data.snapEntities) { var cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpPosition || !cmpPosition.IsInWorld()) continue; var pos = cmpPosition.GetPosition(); var dist2 = (data.x - pos.x) * (data.x - pos.x) + (data.z - pos.z) * (data.z - pos.z); if (dist2 > radius2) continue; if (minDist2 < 0 || dist2 < minDist2) { minDist2 = dist2; minDistEntitySnapData = {"x": pos.x, "z": pos.z, "angle": cmpPosition.GetRotation().y, "ent": ent}; } } if (minDistEntitySnapData != null) return minDistEntitySnapData; } if (template.BuildRestrictions.Category == "Dock") { // warning: copied almost identically in helpers/command.js , "GetDockAngle". var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager); if (!cmpTerrain || !cmpWaterManager) { return false; } // Get footprint size var halfSize = 0; if (template.Footprint.Square) { halfSize = Math.max(template.Footprint.Square["@depth"], template.Footprint.Square["@width"])/2; } else if (template.Footprint.Circle) { halfSize = template.Footprint.Circle["@radius"]; } /* Find direction of most open water, algorithm: * 1. Pick points in a circle around dock * 2. If point is in water, add to array * 3. Scan array looking for consecutive points * 4. Find longest sequence of consecutive points * 5. If sequence equals all points, no direction can be determined, * expand search outward and try (1) again * 6. Calculate angle using average of sequence */ const numPoints = 16; for (var dist = 0; dist < 4; ++dist) { var waterPoints = []; for (var i = 0; i < numPoints; ++i) { var angle = (i/numPoints)*2*Math.PI; var d = halfSize*(dist+1); var nx = data.x - d*Math.sin(angle); var nz = data.z + d*Math.cos(angle); if (cmpTerrain.GetGroundLevel(nx, nz) < cmpWaterManager.GetWaterLevel(nx, nz)) { waterPoints.push(i); } } var consec = []; var length = waterPoints.length; for (var i = 0; i < length; ++i) { var count = 0; for (var j = 0; j < (length-1); ++j) { if (((waterPoints[(i + j) % length]+1) % numPoints) == waterPoints[(i + j + 1) % length]) { ++count; } else { break; } } consec[i] = count; } var start = 0; var count = 0; for (var c in consec) { if (consec[c] > count) { start = c; count = consec[c]; } } // If we've found a shoreline, stop searching if (count != numPoints-1) { return {"x": data.x, "z": data.z, "angle": -(((waterPoints[start] + consec[start]/2) % numPoints)/numPoints*2*Math.PI)}; } } } return false; }; GuiInterface.prototype.PlaySound = function(player, data) { // Ignore if no entity was passed if (!data.entity) return; PlaySound(data.name, data.entity); }; function isIdleUnit(ent, idleClass) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); var cmpIdentity = Engine.QueryInterface(ent, IID_Identity); // TODO: Do something with garrisoned idle units return (cmpUnitAI && cmpIdentity && cmpUnitAI.IsIdle() && !cmpUnitAI.IsGarrisoned() && idleClass && cmpIdentity.HasClass(idleClass)); } GuiInterface.prototype.FindIdleUnits = function(player, data) { var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var playerEntities = rangeMan.GetEntitiesByPlayer(player).filter( function(e) { var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI); if (cmpUnitAI) return true; return false; }); var idleUnits = []; var noFilter = (data.prevUnit == undefined && data.excludeUnits == undefined); for (var j = 0; j < playerEntities.length; ++j) { var ent = playerEntities[j]; if (!isIdleUnit(ent, data.idleClass)) continue; if (noFilter || ((data.prevUnit == undefined || ent > data.prevUnit) && (data.excludeUnits == undefined || data.excludeUnits.indexOf(ent) == -1))) { idleUnits.push(ent); playerEntities.splice(j--, 1); } if (data.limit && idleUnits.length >= data.limit) break; } return idleUnits; } GuiInterface.prototype.GetTradingRouteGain = function(player, data) { if (!data.firstMarket || !data.secondMarket) return null; return CalculateTraderGain(data.firstMarket, data.secondMarket, data.template); } GuiInterface.prototype.GetTradingDetails = function(player, data) { var cmpEntityTrader = Engine.QueryInterface(data.trader, IID_Trader); if (!cmpEntityTrader || !cmpEntityTrader.CanTrade(data.target)) return null; var firstMarket = cmpEntityTrader.GetFirstMarket(); var secondMarket = cmpEntityTrader.GetSecondMarket(); var result = null; if (data.target === firstMarket) { result = { "type": "is first", "goods": cmpEntityTrader.GetPreferredGoods(), "hasBothMarkets": cmpEntityTrader.HasBothMarkets() }; if (cmpEntityTrader.HasBothMarkets()) result.gain = cmpEntityTrader.GetGain(); } else if (data.target === secondMarket) { result = { "type": "is second", "gain": cmpEntityTrader.GetGain(), "goods": cmpEntityTrader.GetPreferredGoods() }; } else if (!firstMarket) { result = {"type": "set first"}; } else if (!secondMarket) { result = { "type": "set second", "gain": cmpEntityTrader.CalculateGain(firstMarket, data.target), "goods": cmpEntityTrader.GetPreferredGoods() }; } else { // Else both markets are not null and target is different from them result = {"type": "set first"}; } return result; }; GuiInterface.prototype.CanAttack = function(player, data) { var cmpAttack = Engine.QueryInterface(data.entity, IID_Attack); if (!cmpAttack) return false; return cmpAttack.CanAttack(data.target); }; /* * Returns batch build time. */ GuiInterface.prototype.GetBatchTime = function(player, data) { var cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue); if (!cmpProductionQueue) return 0; return cmpProductionQueue.GetBatchTime(data.batchSize); }; GuiInterface.prototype.SetPathfinderDebugOverlay = function(player, enabled) { var cmpPathfinder = Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder); cmpPathfinder.SetDebugOverlay(enabled); }; GuiInterface.prototype.SetObstructionDebugOverlay = function(player, enabled) { var cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager); cmpObstructionManager.SetDebugOverlay(enabled); }; GuiInterface.prototype.SetMotionDebugOverlay = function(player, data) { for each (var ent in data.entities) { var cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) cmpUnitMotion.SetDebugOverlay(data.enabled); } }; GuiInterface.prototype.SetRangeDebugOverlay = function(player, enabled) { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); cmpRangeManager.SetDebugOverlay(enabled); }; GuiInterface.prototype.OnGlobalEntityRenamed = function(msg) { this.renamedEntities.push(msg); } // List the GuiInterface functions that can be safely called by GUI scripts. // (GUI scripts are non-deterministic and untrusted, so these functions must be // appropriately careful. They are called with a first argument "player", which is // trusted and indicates the player associated with the current client; no data should // be returned unless this player is meant to be able to see it.) var exposedFunctions = { "GetSimulationState": 1, "GetExtendedSimulationState": 1, "GetRenamedEntities": 1, "ClearRenamedEntities": 1, "GetEntityState": 1, "GetAverageRangeForBuildings": 1, "GetTemplateData": 1, "GetTechnologyData": 1, "IsTechnologyResearched": 1, "CheckTechnologyRequirements": 1, "GetStartedResearch": 1, "GetBattleState": 1, "GetNeededResources": 1, "GetNextNotification": 1, "GetAvailableFormations": 1, "GetFormationRequirements": 1, "CanMoveEntsIntoFormation": 1, "IsFormationSelected": 1, "IsStanceSelected": 1, "SetSelectionHighlight": 1, "SetStatusBars": 1, "GetPlayerEntities": 1, "DisplayRallyPoint": 1, "SetBuildingPlacementPreview": 1, "SetWallPlacementPreview": 1, "GetFoundationSnapData": 1, "PlaySound": 1, "FindIdleUnits": 1, "GetTradingRouteGain": 1, "GetTradingDetails": 1, "CanAttack": 1, "GetBatchTime": 1, "SetPathfinderDebugOverlay": 1, "SetObstructionDebugOverlay": 1, "SetMotionDebugOverlay": 1, "SetRangeDebugOverlay": 1, }; GuiInterface.prototype.ScriptCall = function(player, name, args) { if (exposedFunctions[name]) return this[name](player, args); else throw new Error("Invalid GuiInterface Call name \""+name+"\""); }; Engine.RegisterComponentType(IID_GuiInterface, "GuiInterface", GuiInterface);