0ad/binaries/data/mods/public/simulation/helpers/Setup.js
2014-04-14 19:52:49 +00:00

55 lines
1.5 KiB
JavaScript

/**
* Used to initialize non-player settings relevant to the map, like
* default stance and victory conditions. DO NOT load players here
*/
function LoadMapSettings(settings)
{
// Default settings
if (!settings)
settings = {};
if (settings.DefaultStance)
{
for each (var ent in Engine.GetEntitiesWithInterface(IID_UnitAI))
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SwitchToStance(settings.DefaultStance);
}
}
if (settings.RevealMap)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
cmpRangeManager.SetLosRevealAll(-1, true);
}
if (settings.CircularMap)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
cmpRangeManager.SetLosCircular(true);
var cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
if (cmpObstructionManager)
cmpObstructionManager.SetPassabilityCircular(true);
}
if (settings.ExploreMap)
{
// this needs to happen after changing the map to a circular one
// as by making the map circular, the explored tiles get reset
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
for (var i = 0; i < settings.PlayerData.length; i++)
cmpRangeManager.ExploreAllTiles(i+1);
}
var cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
if (settings.GameType)
cmpEndGameManager.SetGameType(settings.GameType);
}
Engine.RegisterGlobal("LoadMapSettings", LoadMapSettings);