0ad/binaries/data/mods/public/simulation/components/RallyPoint.js
2014-10-12 19:56:24 +00:00

101 lines
2.6 KiB
JavaScript

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