forked from 0ad/0ad
101 lines
2.6 KiB
JavaScript
101 lines
2.6 KiB
JavaScript
function RallyPoint() {}
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RallyPoint.prototype.Schema =
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"<a:component/><empty/>";
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RallyPoint.prototype.Init = function()
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{
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this.pos = [];
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this.data = [];
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};
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RallyPoint.prototype.AddPosition = function(x, z)
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{
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this.pos.push({
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"x": x,
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"z": z
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});
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};
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RallyPoint.prototype.GetPositions = function()
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{
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// Update positions for moving target entities
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// TODO: If we target an enemy unit we should update its position
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// as long as it is outside of FoW and SoD.
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// We must not affect the simulation state here (modifications of the
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// RallyPointRenderer are allowed though), so copy the state
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var ret = [];
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for (var i = 0; i < this.pos.length; i++)
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{
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ret.push(this.pos[i]);
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if (!this.data[i] || !this.data[i].target)
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continue;
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// Get the actual position of the target entity
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var cmpPosition = Engine.QueryInterface(this.data[i].target, IID_Position);
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if (!cmpPosition || !cmpPosition.IsInWorld())
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continue;
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var targetPosition = cmpPosition.GetPosition2D();
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if (!targetPosition)
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continue;
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if (this.pos[i].x == targetPosition.x && this.pos[i].z == targetPosition.y)
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continue;
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ret[i] = {"x": targetPosition.x, "z": targetPosition.y};
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var cmpRallyPointRenderer = Engine.QueryInterface(this.entity, IID_RallyPointRenderer);
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if (cmpRallyPointRenderer)
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cmpRallyPointRenderer.UpdatePosition(i, targetPosition);
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}
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return ret;
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};
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// Extra data for the rally point, should have a command property and then helpful data for that command
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// See getActionInfo in gui/input.js
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RallyPoint.prototype.AddData = function(data)
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{
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this.data.push(data);
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};
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// Returns an array with the data associated with this rally point. Each element has the structure:
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// {"type": "walk/gather/garrison/...", "target": targetEntityId, "resourceType": "tree/fruit/ore/..."} where target
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// and resourceType (specific resource type) are optional, also target may be an invalid entity, check for existence.
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RallyPoint.prototype.GetData = function()
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{
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return this.data;
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};
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RallyPoint.prototype.Unset = function()
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{
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this.pos = [];
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this.data = [];
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};
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RallyPoint.prototype.Reset = function()
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{
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this.Unset();
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var cmpRallyPointRenderer = Engine.QueryInterface(this.entity, IID_RallyPointRenderer);
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if (cmpRallyPointRenderer)
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cmpRallyPointRenderer.Reset();
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};
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RallyPoint.prototype.OnGlobalEntityRenamed = function(msg)
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{
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for (var data of this.data)
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{
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if (!data)
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continue;
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if (data.target && data.target == msg.entity)
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data.target = msg.newentity;
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if (data.source && data.source == msg.entity)
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data.source = msg.newentity;
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}
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};
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Engine.RegisterComponentType(IID_RallyPoint, "RallyPoint", RallyPoint);
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