forked from 0ad/0ad
160 lines
4.5 KiB
JavaScript
160 lines
4.5 KiB
JavaScript
function AlertRaiser() {}
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AlertRaiser.prototype.Schema =
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"<element name='MaximumLevel'><data type='nonNegativeInteger'/></element>" +
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"<element name='Range'><data type='nonNegativeInteger'/></element>";
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AlertRaiser.prototype.Init = function()
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{
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this.level = 0;
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// Remember the units ordered to garrison
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this.garrisonedUnits = [];
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this.walkingUnits = [];
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// Remember production buildings under alert
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this.prodBuildings = [];
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};
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AlertRaiser.prototype.GetLevel = function()
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{
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return this.level;
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};
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AlertRaiser.prototype.HasRaisedAlert = function()
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{
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return this.level > 0;
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};
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AlertRaiser.prototype.CanIncreaseLevel = function()
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{
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return this.template.MaximumLevel > this.level;
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};
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AlertRaiser.prototype.SoundAlert = function()
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{
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var alertString = "alert" + this.level;
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PlaySound(alertString, this.entity);
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};
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AlertRaiser.prototype.UpdateUnits = function(units)
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{
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for each (var unit in units)
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{
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var cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI);
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if (!cmpUnitAI)
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continue;
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cmpUnitAI.ReplaceOrder("Alert", {"raiser": this.entity, "force": true});
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this.walkingUnits.push(unit);
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}
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};
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AlertRaiser.prototype.IncreaseAlertLevel = function()
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{
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if (!this.CanIncreaseLevel())
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return false;
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this.level++;
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this.SoundAlert();
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// Find buildings/units owned by this unit's player
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var players = [];
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var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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if (cmpOwnership)
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players = [cmpOwnership.GetOwner()];
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// Select production buildings to put "under alert", including the raiser itself if possible
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var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var level = this.GetLevel();
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var buildings = rangeMan.ExecuteQuery(this.entity, 0, this.template.Range, players, IID_ProductionQueue);
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var ownCmpProductionQueue = Engine.QueryInterface(this.entity, IID_ProductionQueue);
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if (ownCmpProductionQueue)
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buildings.push(this.entity);
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for each (var building in buildings)
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{
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var cmpProductionQueue = Engine.QueryInterface(building, IID_ProductionQueue);
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cmpProductionQueue.PutUnderAlert(this.entity);
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this.prodBuildings.push(building);
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}
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// Select units to put under alert, ignoring domestic animals (NB : war dogs are not domestic)
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var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var level = this.GetLevel();
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var units = rangeMan.ExecuteQuery(this.entity, 0, this.template.Range, players, IID_UnitAI).filter( function(e){
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var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
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return (!cmpUnitAI.IsUnderAlert() && cmpUnitAI.ReactsToAlert(level) && !cmpUnitAI.IsDomestic());
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});
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for each (var unit in units)
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{
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var cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI);
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cmpUnitAI.ReplaceOrder("Alert", {"raiser": this.entity, "force": true});
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this.walkingUnits.push(unit);
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}
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return true;
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};
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AlertRaiser.prototype.OnUnitGarrisonedAfterAlert = function(msg)
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{
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this.garrisonedUnits.push({"holder": msg.holder, "unit": msg.unit});
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var index = this.walkingUnits.indexOf(msg.unit);
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if (index != -1)
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this.walkingUnits.splice(index, 1);
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};
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AlertRaiser.prototype.EndOfAlert = function()
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{
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this.level = 0;
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this.SoundAlert();
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// First, handle units not yet garrisoned
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for each (var unit in this.walkingUnits)
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{
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var cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI);
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if (!cmpUnitAI)
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continue;
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cmpUnitAI.ResetAlert();
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if (cmpUnitAI.HasWorkOrders())
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cmpUnitAI.BackToWork();
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else
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cmpUnitAI.ReplaceOrder("Stop", undefined);
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}
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this.walkingUnits = [];
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// Then, eject garrisoned units
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for each (var slot in this.garrisonedUnits)
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{
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var cmpGarrisonHolder = Engine.QueryInterface(slot.holder, IID_GarrisonHolder);
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var cmpUnitAI = Engine.QueryInterface(slot.unit, IID_UnitAI);
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if (!cmpUnitAI)
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continue;
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// If the garrison building was destroyed, the unit is already ejected
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if (!cmpGarrisonHolder || cmpGarrisonHolder.PerformEject([slot.unit], true))
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{
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cmpUnitAI.ResetAlert();
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if (cmpUnitAI.HasWorkOrders())
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cmpUnitAI.BackToWork();
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}
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}
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this.garrisonedUnits = [];
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// Finally, reset production buildings state
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for each (var building in this.prodBuildings)
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{
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var cmpProductionQueue = Engine.QueryInterface(building, IID_ProductionQueue);
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if (cmpProductionQueue)
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cmpProductionQueue.ResetAlert();
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}
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this.prodBuildings = [];
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return true;
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};
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Engine.RegisterComponentType(IID_AlertRaiser, "AlertRaiser", AlertRaiser);
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