0ad/binaries/data/mods/public/simulation/helpers/Player.js
2015-02-05 22:29:36 +00:00

386 lines
12 KiB
JavaScript

/**
* Used to create player entities prior to reading the rest of a map,
* all other initialization must be done after loading map (terrain/entities).
* DO NOT use other components here, as they may fail unpredictably.
* settings is the object containing settings for this map.
* newPlayers if true will remove old player entities or add new ones until
* the new number of player entities is obtained
* (used when loading a map or when Atlas changes the number of players).
*/
function LoadPlayerSettings(settings, newPlayers)
{
// Default settings
if (!settings)
settings = {};
// Get default player data
var rawData = Engine.ReadJSONFile("player_defaults.json");
if (!(rawData && rawData.PlayerData))
throw("Player.js: Error reading player_defaults.json");
// Add gaia to simplify iteration
if (settings.PlayerData && settings.PlayerData[0])
settings.PlayerData.unshift(null);
var playerDefaults = rawData.PlayerData;
var playerData = settings.PlayerData;
// Get player manager
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var numPlayers = cmpPlayerManager.GetNumPlayers();
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
// Remove existing players or add new ones
if (newPlayers)
{
var settingsNumPlayers = 9; // default 8 players + gaia
if (playerData)
settingsNumPlayers = playerData.length; // includes gaia (see above)
else
warn("Player.js: Setup has no player data - using defaults");
while (settingsNumPlayers > numPlayers)
{
// Add player entity to engine
var civ = getSetting(playerData, playerDefaults, numPlayers, "Civ");
var template = cmpTemplateManager.TemplateExists("special/player_"+civ) ? "special/player_"+civ : "special/player";
var entID = Engine.AddEntity(template);
var cmpPlayer = Engine.QueryInterface(entID, IID_Player);
if (!cmpPlayer)
throw("Player.js: Error creating player entity " + numPlayers);
cmpPlayerManager.AddPlayer(entID);
++numPlayers;
}
while (settingsNumPlayers < numPlayers)
{
cmpPlayerManager.RemoveLastPlayer();
--numPlayers;
}
}
// Even when no new player, we must check the template compatibility as player template may be civ dependent
for (var i = 0; i < numPlayers; ++i)
{
var civ = getSetting(playerData, playerDefaults, i, "Civ");
var template = cmpTemplateManager.TemplateExists("special/player_"+civ) ? "special/player_"+civ : "special/player";
var entID = cmpPlayerManager.GetPlayerByID(i);
if (cmpTemplateManager.GetCurrentTemplateName(entID) === template)
continue;
// We need to recreate this player to have the right template
entID = Engine.AddEntity(template);
cmpPlayerManager.ReplacePlayer(i, entID);
}
// Initialize the player data
for (var i = 0; i < numPlayers; ++i)
{
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
cmpPlayer.SetName(getSetting(playerData, playerDefaults, i, "Name"));
cmpPlayer.SetCiv(getSetting(playerData, playerDefaults, i, "Civ"));
var colour = getSetting(playerData, playerDefaults, i, "Colour");
cmpPlayer.SetColour(colour.r, colour.g, colour.b);
// Special case for gaia
if (i == 0)
{
// Gaia should be its own ally.
cmpPlayer.SetAlly(0);
// Gaia is everyone's enemy
for (var j = 1; j < numPlayers; ++j)
cmpPlayer.SetEnemy(j);
continue;
}
// Note: this is not yet implemented but I leave it commented to highlight it's easy
// If anyone ever adds handicap.
//if (getSetting(playerData, playerDefaults, i, "GatherRateMultiplier") !== undefined)
// cmpPlayer.SetGatherRateMultiplier(getSetting(playerData, playerDefaults, i, "GatherRateMultiplier"));
if (getSetting(playerData, playerDefaults, i, "PopulationLimit") !== undefined)
cmpPlayer.SetMaxPopulation(getSetting(playerData, playerDefaults, i, "PopulationLimit"));
if (getSetting(playerData, playerDefaults, i, "Resources") !== undefined)
cmpPlayer.SetResourceCounts(getSetting(playerData, playerDefaults, i, "Resources"));
if (getSetting(playerData, playerDefaults, i, "StartingTechnologies") !== undefined)
cmpPlayer.SetStartingTechnologies(getSetting(playerData, playerDefaults, i, "StartingTechnologies"));
if (getSetting(playerData, playerDefaults, i, "DisabledTechnologies") !== undefined)
cmpPlayer.SetDisabledTechnologies(getSetting(playerData, playerDefaults, i, "DisabledTechnologies"));
if (getSetting(playerData, playerDefaults, i, "DisabledTemplates") !== undefined)
cmpPlayer.SetDisabledTemplates(getSetting(playerData, playerDefaults, i, "DisabledTemplates"));
// If diplomacy explicitly defined, use that; otherwise use teams
if (getSetting(playerData, playerDefaults, i, "Diplomacy") !== undefined)
cmpPlayer.SetDiplomacy(getSetting(playerData, playerDefaults, i, "Diplomacy"));
else
{
// Init diplomacy
var myTeam = getSetting(playerData, playerDefaults, i, "Team");
// Set all but self as enemies as SetTeam takes care of allies
for (var j = 0; j < numPlayers; ++j)
{
if (i == j)
cmpPlayer.SetAlly(j);
else
cmpPlayer.SetEnemy(j);
}
cmpPlayer.SetTeam((myTeam !== undefined) ? myTeam : -1);
}
// If formations explicitly defined, use that; otherwise use civ defaults
var formations = getSetting(playerData, playerDefaults, i, "Formations");
if (formations !== undefined)
cmpPlayer.SetFormations(formations);
else
{
var rawFormations = Engine.ReadCivJSONFile(cmpPlayer.GetCiv()+".json");
if (!(rawFormations && rawFormations.Formations))
throw("Player.js: Error reading "+cmpPlayer.GetCiv()+".json");
cmpPlayer.SetFormations(rawFormations.Formations);
}
var startCam = getSetting(playerData, playerDefaults, i, "StartingCamera");
if (startCam !== undefined)
cmpPlayer.SetStartingCamera(startCam.Position, startCam.Rotation);
}
// NOTE: We need to do the team locking here, as otherwise
// SetTeam can't ally the players.
if (settings.LockTeams)
for (var i = 0; i < numPlayers; ++i)
{
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
cmpPlayer.SetLockTeams(true);
}
}
// Get a setting if it exists or return default
function getSetting(settings, defaults, idx, property)
{
if (settings && settings[idx] && (property in settings[idx]))
return settings[idx][property];
// Use defaults
if (defaults && defaults[idx] && (property in defaults[idx]))
return defaults[idx][property];
return undefined;
}
/**
* Similar to Engine.QueryInterface but applies to the player entity
* that owns the given entity.
* iid is typically IID_Player.
*/
function QueryOwnerInterface(ent, iid)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (!cmpOwnership)
return null;
var owner = cmpOwnership.GetOwner();
if (owner == -1)
return null;
var playerEnt = cmpPlayerManager.GetPlayerByID(owner);
if (!playerEnt)
return null;
return Engine.QueryInterface(playerEnt, iid);
}
/**
* Similar to Engine.QueryInterface but applies to the player entity
* with the given ID number.
* iid is typically IID_Player.
*/
function QueryPlayerIDInterface(id, iid)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var playerEnt = cmpPlayerManager.GetPlayerByID(id);
if (!playerEnt)
return null;
return Engine.QueryInterface(playerEnt, iid);
}
/**
* Returns true if the entity 'target' is owned by an ally of
* the owner of 'entity'.
*/
function IsOwnedByAllyOfEntity(entity, target)
{
// Figure out which player controls us
var owner = 0;
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
// Figure out which player controls the target entity
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player);
// Check for allied diplomacy status
if (cmpPlayer.IsAlly(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by a mutual ally of
* the owner of 'entity'.
*/
function IsOwnedByMutualAllyOfEntity(entity, target)
{
// Figure out which player controls us
var owner = 0;
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
// Figure out which player controls the target entity
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player);
// Check for mutual allied diplomacy status
if (cmpPlayer.IsMutualAlly(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by player
*/
function IsOwnedByPlayer(player, target)
{
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
return (cmpOwnershipTarget && player == cmpOwnershipTarget.GetOwner());
}
/**
* Returns true if the entity 'target' is owned by gaia (player 0)
*/
function IsOwnedByGaia(target)
{
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
return (cmpOwnershipTarget && cmpOwnershipTarget.GetOwner() == 0);
}
/**
* Returns true if the entity 'target' is owned by an ally of player
*/
function IsOwnedByAllyOfPlayer(player, target)
{
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
// Check for allied diplomacy status
if (cmpPlayer.IsAlly(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by a mutual ally of player
*/
function IsOwnedByMutualAllyOfPlayer(player, target)
{
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
// Check for mutual allied diplomacy status
if (cmpPlayer.IsMutualAlly(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by someone neutral to player
*/
function IsOwnedByNeutralOfPlayer(player,target)
{
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
// Check for neutral diplomacy status
if (cmpPlayer.IsNeutral(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by an enemy of player
*/
function IsOwnedByEnemyOfPlayer(player, target)
{
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
// Check for enemy diplomacy status
if (cmpPlayer.IsEnemy(targetOwner))
return true;
return false;
}
Engine.RegisterGlobal("LoadPlayerSettings", LoadPlayerSettings);
Engine.RegisterGlobal("QueryOwnerInterface", QueryOwnerInterface);
Engine.RegisterGlobal("QueryPlayerIDInterface", QueryPlayerIDInterface);
Engine.RegisterGlobal("IsOwnedByAllyOfEntity", IsOwnedByAllyOfEntity);
Engine.RegisterGlobal("IsOwnedByMutualAllyOfEntity", IsOwnedByMutualAllyOfEntity);
Engine.RegisterGlobal("IsOwnedByPlayer", IsOwnedByPlayer);
Engine.RegisterGlobal("IsOwnedByGaia", IsOwnedByGaia);
Engine.RegisterGlobal("IsOwnedByAllyOfPlayer", IsOwnedByAllyOfPlayer);
Engine.RegisterGlobal("IsOwnedByMutualAllyOfPlayer", IsOwnedByMutualAllyOfPlayer);
Engine.RegisterGlobal("IsOwnedByNeutralOfPlayer", IsOwnedByNeutralOfPlayer);
Engine.RegisterGlobal("IsOwnedByEnemyOfPlayer", IsOwnedByEnemyOfPlayer);