forked from 0ad/0ad
824 lines
22 KiB
JavaScript
824 lines
22 KiB
JavaScript
var API3 = function(m)
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{
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// defines a template.
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// It's completely raw data, except it's slightly cleverer now and then.
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m.Template = m.Class({
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_init: function(template)
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{
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this._template = template;
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this._tpCache = {};
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},
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// helper function to return a template value, optionally adjusting for tech.
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// TODO: there's no support for "_string" values here.
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get: function(string)
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{
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var value = this._template;
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if (this._auraTemplateModif && this._auraTemplateModif[string]) {
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return this._auraTemplateModif[string];
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} else if (this._techModif && this._techModif[string]) {
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return this._techModif[string];
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} else {
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if (this._tpCache[string] === undefined)
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{
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var args = string.split("/");
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for (var i = 0; i < args.length; ++i)
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if (value[args[i]])
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value = value[args[i]];
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else
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{
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value = undefined;
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break;
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}
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this._tpCache[string] = value;
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}
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return this._tpCache[string];
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}
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},
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genericName: function() {
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if (!this.get("Identity") || !this.get("Identity/GenericName"))
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return undefined;
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return this.get("Identity/GenericName");
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},
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rank: function() {
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if (!this.get("Identity"))
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return undefined;
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return this.get("Identity/Rank");
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},
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classes: function() {
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if (!this.get("Identity") || !this.get("Identity/Classes") || !this.get("Identity/Classes/_string"))
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return undefined;
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return this.get("Identity/Classes/_string").split(/\s+/);
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},
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requiredTech: function() {
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return this.get("Identity/RequiredTechnology");
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},
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available: function(gameState) {
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if (this.requiredTech() === undefined)
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return true;
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return gameState.isResearched(this.get("Identity/RequiredTechnology"));
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},
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// specifically
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phase: function() {
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if (!this.get("Identity/RequiredTechnology"))
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return 0;
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if (this.get("Identity/RequiredTechnology") == "phase_village")
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return 1;
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if (this.get("Identity/RequiredTechnology") == "phase_town")
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return 2;
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if (this.get("Identity/RequiredTechnology") == "phase_city")
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return 3;
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return 0;
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},
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hasClass: function(name) {
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var classes = this.classes();
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return (classes && classes.indexOf(name) != -1);
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},
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hasClasses: function(array) {
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var classes = this.classes();
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if (!classes)
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return false;
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for (var i in array)
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if (classes.indexOf(array[i]) === -1)
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return false;
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return true;
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},
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civ: function() {
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return this.get("Identity/Civ");
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},
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cost: function() {
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if (!this.get("Cost"))
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return undefined;
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var ret = {};
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for (var type in this.get("Cost/Resources"))
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ret[type] = +this.get("Cost/Resources/" + type);
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return ret;
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},
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costSum: function() {
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if (!this.get("Cost"))
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return undefined;
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var ret = 0;
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for (var type in this.get("Cost/Resources"))
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ret += +this.get("Cost/Resources/" + type);
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return ret;
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},
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/**
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* Returns the radius of a circle surrounding this entity's
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* obstruction shape, or undefined if no obstruction.
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*/
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obstructionRadius: function() {
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if (!this.get("Obstruction"))
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return undefined;
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if (this.get("Obstruction/Static"))
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{
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var w = +this.get("Obstruction/Static/@width");
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var h = +this.get("Obstruction/Static/@depth");
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return Math.sqrt(w*w + h*h) / 2;
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}
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if (this.get("Obstruction/Unit"))
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return +this.get("Obstruction/Unit/@radius");
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return 0; // this should never happen
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},
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/**
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* Returns the radius of a circle surrounding this entity's
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* footprint.
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*/
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footprintRadius: function() {
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if (!this.get("Footprint"))
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return undefined;
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if (this.get("Footprint/Square"))
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{
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var w = +this.get("Footprint/Square/@width");
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var h = +this.get("Footprint/Square/@depth");
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return Math.sqrt(w*w + h*h) / 2;
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}
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if (this.get("Footprint/Circle"))
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return +this.get("Footprint/Circle/@radius");
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return 0; // this should never happen
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},
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maxHitpoints: function()
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{
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if (this.get("Health") !== undefined)
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return +this.get("Health/Max");
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return 0;
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},
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isHealable: function()
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{
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if (this.get("Health") !== undefined)
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return this.get("Health/Unhealable") !== "true";
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return false;
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},
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isRepairable: function()
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{
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if (this.get("Health") !== undefined)
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return this.get("Health/Repairable") === "true";
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return false;
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},
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getPopulationBonus: function() {
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return this.get("Cost/PopulationBonus");
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},
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armourStrengths: function() {
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if (!this.get("Armour"))
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return undefined;
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return {
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hack: +this.get("Armour/Hack"),
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pierce: +this.get("Armour/Pierce"),
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crush: +this.get("Armour/Crush")
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};
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},
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attackTypes: function() {
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if (!this.get("Attack"))
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return undefined;
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var ret = [];
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for (var type in this.get("Attack"))
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ret.push(type);
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return ret;
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},
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attackRange: function(type) {
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if (!this.get("Attack/" + type +""))
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return undefined;
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return {
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max: +this.get("Attack/" + type +"/MaxRange"),
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min: +(this.get("Attack/" + type +"/MinRange") || 0)
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};
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},
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attackStrengths: function(type) {
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if (!this.get("Attack/" + type +""))
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return undefined;
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return {
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hack: +(this.get("Attack/" + type + "/Hack") || 0),
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pierce: +(this.get("Attack/" + type + "/Pierce") || 0),
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crush: +(this.get("Attack/" + type + "/Crush") || 0)
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};
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},
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attackTimes: function(type) {
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if (!this.get("Attack/" + type +""))
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return undefined;
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return {
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prepare: +(this.get("Attack/" + type + "/PrepareTime") || 0),
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repeat: +(this.get("Attack/" + type + "/RepeatTime") || 1000)
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};
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},
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// returns the classes this templates counters:
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// Return type is [ [-neededClasses- , multiplier], … ].
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getCounteredClasses: function() {
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if (!this.get("Attack"))
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return undefined;
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var Classes = [];
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for (var i in this.get("Attack")) {
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if (!this.get("Attack/" + i + "/Bonuses"))
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continue;
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for (var o in this.get("Attack/" + i + "/Bonuses"))
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if (this.get("Attack/" + i + "/Bonuses/" + o + "/Classes"))
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Classes.push([this.get("Attack/" + i +"/Bonuses/" + o +"/Classes").split(" "), +this.get("Attack/" + i +"/Bonuses" +o +"/Multiplier")]);
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}
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return Classes;
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},
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// returns true if the entity counters those classes.
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// TODO: refine using the multiplier
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countersClasses: function(classes) {
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if (!this.get("Attack"))
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return false;
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var mcounter = [];
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for (var i in this.get("Attack")) {
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if (!this.get("Attack/" + i + "/Bonuses"))
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continue;
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for (var o in this.get("Attack/" + i + "/Bonuses"))
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if (this.get("Attack/" + i + "/Bonuses/" + o + "/Classes"))
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mcounter.concat(this.get("Attack/" + i + "/Bonuses/" + o + "/Classes").split(" "));
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}
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for (var i in classes)
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{
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if (mcounter.indexOf(classes[i]) !== -1)
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return true;
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}
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return false;
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},
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// returns, if it exists, the multiplier from each attack against a given class
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getMultiplierAgainst: function(type, againstClass) {
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if (!this.get("Attack/" + type +""))
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return undefined;
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if (this.get("Attack/" + type + "/Bonuses"))
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for (var o in this.get("Attack/" + type + "/Bonuses")) {
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if (!this.get("Attack/" + type + "/Bonuses/" + o + "/Classes"))
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continue;
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var total = this.get("Attack/" + type + "/Bonuses/" + o + "/Classes").split(" ");
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for (var j in total)
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if (total[j] === againstClass)
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return this.get("Attack/" + type + "/Bonuses/" + o + "/Multiplier");
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}
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return 1;
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},
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// returns true if the entity can attack the given class
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canAttackClass: function(saidClass) {
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if (!this.get("Attack"))
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return false;
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for (var i in this.get("Attack")) {
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if (!this.get("Attack/" + i + "/RestrictedClasses") || !this.get("Attack/" + i + "/RestrictedClasses/_string"))
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continue;
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var cannotAttack = this.get("Attack/" + i + "/RestrictedClasses/_string").split(" ");
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if (cannotAttack.indexOf(saidClass) !== -1)
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return false;
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}
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return true;
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},
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buildableEntities: function() {
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if (!this.get("Builder/Entities/_string"))
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return [];
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var civ = this.civ();
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var templates = this.get("Builder/Entities/_string").replace(/\{civ\}/g, civ).split(/\s+/);
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return templates; // TODO: map to Entity?
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},
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trainableEntities: function() {
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if (!this.get("ProductionQueue/Entities/_string"))
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return undefined;
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var civ = this.civ();
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var templates = this.get("ProductionQueue/Entities/_string").replace(/\{civ\}/g, civ).split(/\s+/);
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return templates;
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},
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researchableTechs: function() {
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if (!this.get("ProductionQueue/Technologies/_string"))
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return undefined;
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var templates = this.get("ProductionQueue/Technologies/_string").split(/\s+/);
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return templates;
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},
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resourceSupplyType: function() {
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if (!this.get("ResourceSupply"))
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return undefined;
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var [type, subtype] = this.get("ResourceSupply/Type").split('.');
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return { "generic": type, "specific": subtype };
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},
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// will return either "food", "wood", "stone", "metal" and not treasure.
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getResourceType: function() {
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if (!this.get("ResourceSupply"))
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return undefined;
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var [type, subtype] = this.get("ResourceSupply/Type").split('.');
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if (type == "treasure")
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return subtype;
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return type;
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},
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resourceSupplyMax: function() {
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if (!this.get("ResourceSupply"))
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return undefined;
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return +this.get("ResourceSupply/Amount");
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},
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maxGatherers: function()
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{
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if (this.get("ResourceSupply") !== undefined)
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return +this.get("ResourceSupply/MaxGatherers");
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return 0;
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},
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resourceGatherRates: function() {
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if (!this.get("ResourceGatherer"))
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return undefined;
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var ret = {};
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var baseSpeed = +this.get("ResourceGatherer/BaseSpeed");
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for (var r in this.get("ResourceGatherer/Rates"))
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ret[r] = +this.get("ResourceGatherer/Rates/" + r) * baseSpeed;
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return ret;
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},
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resourceDropsiteTypes: function() {
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if (!this.get("ResourceDropsite"))
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return undefined;
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return this.get("ResourceDropsite/Types").split(/\s+/);
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},
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garrisonableClasses: function() {
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if (!this.get("GarrisonHolder") || !this.get("GarrisonHolder/List/_string"))
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return undefined;
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return this.get("GarrisonHolder/List/_string").split(/\s+/);
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},
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garrisonMax: function() {
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if (!this.get("GarrisonHolder"))
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return undefined;
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return this.get("GarrisonHolder/Max");
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},
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/**
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* Returns whether this is an animal that is too difficult to hunt.
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* (Any non domestic currently.)
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*/
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isUnhuntable: function() {
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if (!this.get("UnitAI") || !this.get("UnitAI/NaturalBehaviour"))
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return false;
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// only attack domestic animals since they won't flee nor retaliate.
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return this.get("UnitAI/NaturalBehaviour") !== "domestic";
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},
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walkSpeed: function() {
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if (!this.get("UnitMotion") || !this.get("UnitMotion/WalkSpeed"))
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return undefined;
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return this.get("UnitMotion/WalkSpeed");
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},
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buildCategory: function() {
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if (!this.get("BuildRestrictions") || !this.get("BuildRestrictions/Category"))
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return undefined;
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return this.get("BuildRestrictions/Category");
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},
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buildTime: function() {
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if (!this.get("Cost") || !this.get("Cost/BuildTime"))
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return undefined;
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return this.get("Cost/BuildTime");
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},
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buildDistance: function() {
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if (!this.get("BuildRestrictions") || !this.get("BuildRestrictions/Distance"))
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return undefined;
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return this.get("BuildRestrictions/Distance");
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},
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buildPlacementType: function() {
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if (!this.get("BuildRestrictions") || !this.get("BuildRestrictions/PlacementType"))
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return undefined;
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return this.get("BuildRestrictions/PlacementType");
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},
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buildTerritories: function() {
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if (!this.get("BuildRestrictions") || !this.get("BuildRestrictions/Territory"))
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return undefined;
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return this.get("BuildRestrictions/Territory").split(/\s+/);
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},
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hasBuildTerritory: function(territory) {
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var territories = this.buildTerritories();
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return (territories && territories.indexOf(territory) != -1);
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},
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hasTerritoryInfluence: function() {
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return (this.get("TerritoryInfluence") !== undefined);
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},
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territoryInfluenceRadius: function() {
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if (this.get("TerritoryInfluence") !== undefined)
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return (this.get("TerritoryInfluence/Radius"));
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else
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return -1;
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},
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territoryInfluenceWeight: function() {
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if (this.get("TerritoryInfluence") !== undefined)
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return (this.get("TerritoryInfluence/Weight"));
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else
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return -1;
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},
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visionRange: function() {
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return this.get("Vision/Range");
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}
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});
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// defines an entity, with a super Template.
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// also redefines several of the template functions where the only change is applying aura and tech modifications.
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m.Entity = m.Class({
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_super: m.Template,
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_init: function(sharedAI, entity)
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{
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this._super.call(this, sharedAI.GetTemplate(entity.template));
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this._templateName = entity.template;
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this._entity = entity;
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this._auraTemplateModif = {}; // template modification from auras. this is only for this entity.
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this._ai = sharedAI;
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if (!sharedAI._techModifications[entity.owner][this._templateName])
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sharedAI._techModifications[entity.owner][this._templateName] = {};
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this._techModif = sharedAI._techModifications[entity.owner][this._templateName]; // save a reference to the template tech modifications
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},
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toString: function() {
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return "[Entity " + this.id() + " " + this.templateName() + "]";
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},
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id: function() {
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return this._entity.id;
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},
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templateName: function() {
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return this._templateName;
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},
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/**
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* Returns extra data that the AI scripts have associated with this entity,
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* for arbitrary local annotations.
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* (This data should not be shared with any other AI scripts.)
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*/
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getMetadata: function(player, key) {
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return this._ai.getMetadata(player, this, key);
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},
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/**
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* Sets extra data to be associated with this entity.
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*/
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setMetadata: function(player, key, value) {
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this._ai.setMetadata(player, this, key, value);
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},
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deleteAllMetadata: function(player) {
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delete this._ai._entityMetadata[player][this.id()];
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},
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deleteMetadata: function(player, key) {
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this._ai.deleteMetadata(player, this, key);
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},
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position: function() { return this._entity.position; },
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isIdle: function() {
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if (typeof this._entity.idle === "undefined")
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return undefined;
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return this._entity.idle;
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},
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unitAIState: function() { return this._entity.unitAIState; },
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unitAIOrderData: function() { return this._entity.unitAIOrderData; },
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hitpoints: function() {if (this._entity.hitpoints !== undefined) return this._entity.hitpoints; return undefined; },
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isHurt: function() { return this.hitpoints() < this.maxHitpoints(); },
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healthLevel: function() { return (this.hitpoints() / this.maxHitpoints()); },
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needsHeal: function() { return this.isHurt() && this.isHealable(); },
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needsRepair: function() { return this.isHurt() && this.isRepairable(); },
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/**
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* Returns the current training queue state, of the form
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* [ { "id": 0, "template": "...", "count": 1, "progress": 0.5, "metadata": ... }, ... ]
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*/
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trainingQueue: function() {
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var queue = this._entity.trainingQueue;
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return queue;
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},
|
|
|
|
trainingQueueTime: function() {
|
|
var queue = this._entity.trainingQueue;
|
|
if (!queue)
|
|
return undefined;
|
|
// TODO: compute total time for units in training queue
|
|
return queue.length;
|
|
},
|
|
|
|
foundationProgress: function() {
|
|
if (this._entity.foundationProgress === undefined)
|
|
return undefined;
|
|
return this._entity.foundationProgress;
|
|
},
|
|
|
|
getBuilders: function() {
|
|
if (this._entity.foundationProgress === undefined)
|
|
return undefined;
|
|
if (this._entity.foundationBuilders === undefined)
|
|
return [];
|
|
return this._entity.foundationBuilders;
|
|
},
|
|
|
|
getBuildersNb: function() {
|
|
if (this._entity.foundationProgress === undefined)
|
|
return undefined;
|
|
if (this._entity.foundationBuilders === undefined)
|
|
return 0;
|
|
return this._entity.foundationBuilders.length;
|
|
},
|
|
|
|
owner: function() {
|
|
return this._entity.owner;
|
|
},
|
|
|
|
isOwn: function(player) {
|
|
if (typeof(this._entity.owner) === "undefined")
|
|
return false;
|
|
return this._entity.owner === player;
|
|
},
|
|
|
|
isFriendly: function(player) {
|
|
return this.isOwn(player); // TODO: diplomacy
|
|
},
|
|
|
|
isEnemy: function(player) {
|
|
return !this.isOwn(player); // TODO: diplomacy
|
|
},
|
|
|
|
resourceSupplyAmount: function() {
|
|
if(this._entity.resourceSupplyAmount === undefined)
|
|
return undefined;
|
|
return this._entity.resourceSupplyAmount;
|
|
},
|
|
|
|
resourceSupplyGatherers: function(player)
|
|
{
|
|
if (this._entity.resourceSupplyGatherers !== undefined)
|
|
return this._entity.resourceSupplyGatherers[player];
|
|
return [];
|
|
},
|
|
|
|
isFull: function(player)
|
|
{
|
|
if (this._entity.resourceSupplyGatherers !== undefined)
|
|
return (this.maxGatherers() === this._entity.resourceSupplyGatherers[player].length);
|
|
|
|
return undefined;
|
|
},
|
|
|
|
resourceCarrying: function() {
|
|
if(this._entity.resourceCarrying === undefined)
|
|
return undefined;
|
|
return this._entity.resourceCarrying;
|
|
},
|
|
|
|
currentGatherRate: function() {
|
|
// returns the gather rate for the current target if applicable.
|
|
if (!this.get("ResourceGatherer"))
|
|
return undefined;
|
|
|
|
if (this.unitAIOrderData().length &&
|
|
(this.unitAIState().split(".")[1] === "GATHER" || this.unitAIState().split(".")[1] === "RETURNRESOURCE"))
|
|
{
|
|
var ress = undefined;
|
|
// this is an abuse of "_ai" but it works.
|
|
if (this.unitAIState().split(".")[1] === "GATHER" && this.unitAIOrderData()[0]["target"] !== undefined)
|
|
ress = this._ai._entities[this.unitAIOrderData()[0]["target"]];
|
|
else if (this.unitAIOrderData()[1] !== undefined && this.unitAIOrderData()[1]["target"] !== undefined)
|
|
ress = this._ai._entities[this.unitAIOrderData()[1]["target"]];
|
|
|
|
if (ress == undefined)
|
|
return undefined;
|
|
|
|
var type = ress.resourceSupplyType();
|
|
var tstring = type.generic + "." + type.specific;
|
|
|
|
if (type.generic == "treasure")
|
|
return 1000;
|
|
|
|
var speed = +this.get("ResourceGatherer/BaseSpeed");
|
|
speed *= +this.get("ResourceGatherer/Rates/" +tstring);
|
|
|
|
if (speed)
|
|
return speed;
|
|
return 0;
|
|
}
|
|
return undefined;
|
|
},
|
|
|
|
garrisoned: function() { return new m.EntityCollection(this._ai, this._entity.garrisoned); },
|
|
|
|
canGarrisonInside: function() { return this._entity.garrisoned.length < this.garrisonMax(); },
|
|
|
|
// TODO: visibility
|
|
|
|
move: function(x, z, queued) {
|
|
queued = queued || false;
|
|
Engine.PostCommand(PlayerID,{"type": "walk", "entities": [this.id()], "x": x, "z": z, "queued": queued });
|
|
return this;
|
|
},
|
|
|
|
attackMove: function(x, z, queued) {
|
|
queued = queued || false;
|
|
Engine.PostCommand(PlayerID,{"type": "attack-walk", "entities": [this.id()], "x": x, "z": z, "queued": queued });
|
|
return this;
|
|
},
|
|
|
|
// violent, aggressive, defensive, passive, standground
|
|
setStance: function(stance,queued){
|
|
Engine.PostCommand(PlayerID,{"type": "stance", "entities": [this.id()], "name" : stance, "queued": queued });
|
|
return this;
|
|
},
|
|
|
|
// TODO: replace this with the proper "STOP" command
|
|
stopMoving: function() {
|
|
if (this.position() !== undefined)
|
|
Engine.PostCommand(PlayerID,{"type": "walk", "entities": [this.id()], "x": this.position()[0], "z": this.position()[1], "queued": false});
|
|
},
|
|
|
|
unload: function(id) {
|
|
if (!this.get("GarrisonHolder"))
|
|
return undefined;
|
|
Engine.PostCommand(PlayerID,{"type": "unload", "garrisonHolder": this.id(), "entities": [id]});
|
|
return this;
|
|
},
|
|
|
|
// Unloads all owned units, don't unload allies
|
|
unloadAll: function() {
|
|
if (!this.get("GarrisonHolder"))
|
|
return undefined;
|
|
Engine.PostCommand(PlayerID,{"type": "unload-all-own", "garrisonHolders": [this.id()]});
|
|
return this;
|
|
},
|
|
|
|
garrison: function(target) {
|
|
Engine.PostCommand(PlayerID,{"type": "garrison", "entities": [this.id()], "target": target.id(),"queued": false});
|
|
return this;
|
|
},
|
|
|
|
attack: function(unitId) {
|
|
Engine.PostCommand(PlayerID,{"type": "attack", "entities": [this.id()], "target": unitId, "queued": false});
|
|
return this;
|
|
},
|
|
|
|
// Flees from a unit in the opposite direction.
|
|
flee: function(unitToFleeFrom) {
|
|
if (this.position() !== undefined && unitToFleeFrom.position() !== undefined) {
|
|
var FleeDirection = [this.position()[0] - unitToFleeFrom.position()[0],this.position()[1] - unitToFleeFrom.position()[1]];
|
|
var dist = m.VectorDistance(unitToFleeFrom.position(), this.position() );
|
|
FleeDirection[0] = (FleeDirection[0]/dist) * 8;
|
|
FleeDirection[1] = (FleeDirection[1]/dist) * 8;
|
|
|
|
Engine.PostCommand(PlayerID,{"type": "walk", "entities": [this.id()], "x": this.position()[0] + FleeDirection[0]*5, "z": this.position()[1] + FleeDirection[1]*5, "queued": false});
|
|
}
|
|
return this;
|
|
},
|
|
|
|
gather: function(target, queued) {
|
|
queued = queued || false;
|
|
Engine.PostCommand(PlayerID,{"type": "gather", "entities": [this.id()], "target": target.id(), "queued": queued});
|
|
return this;
|
|
},
|
|
|
|
repair: function(target, queued) {
|
|
queued = queued || false;
|
|
Engine.PostCommand(PlayerID,{"type": "repair", "entities": [this.id()], "target": target.id(), "autocontinue": false, "queued": queued});
|
|
return this;
|
|
},
|
|
|
|
returnResources: function(target, queued) {
|
|
queued = queued || false;
|
|
Engine.PostCommand(PlayerID,{"type": "returnresource", "entities": [this.id()], "target": target.id(), "queued": queued});
|
|
return this;
|
|
},
|
|
|
|
destroy: function() {
|
|
Engine.PostCommand(PlayerID,{"type": "delete-entities", "entities": [this.id()] });
|
|
return this;
|
|
},
|
|
|
|
barter: function(buyType, sellType, amount) {
|
|
Engine.PostCommand(PlayerID,{"type": "barter", "sell" : sellType, "buy" : buyType, "amount" : amount });
|
|
return this;
|
|
},
|
|
|
|
train: function(type, count, metadata)
|
|
{
|
|
var trainable = this.trainableEntities();
|
|
if (!trainable)
|
|
{
|
|
error("Called train("+type+", "+count+") on non-training entity "+this);
|
|
return this;
|
|
}
|
|
if (trainable.indexOf(type) === -1)
|
|
{
|
|
error("Called train("+type+", "+count+") on entity "+this+" which can't train that");
|
|
return this;
|
|
}
|
|
|
|
Engine.PostCommand(PlayerID,{
|
|
"type": "train",
|
|
"entities": [this.id()],
|
|
"template": type,
|
|
"count": count,
|
|
"metadata": metadata
|
|
});
|
|
return this;
|
|
},
|
|
|
|
construct: function(template, x, z, angle, metadata) {
|
|
// TODO: verify this unit can construct this, just for internal
|
|
// sanity-checking and error reporting
|
|
|
|
Engine.PostCommand(PlayerID,{
|
|
"type": "construct",
|
|
"entities": [this.id()],
|
|
"template": template,
|
|
"x": x,
|
|
"z": z,
|
|
"angle": angle,
|
|
"autorepair": false,
|
|
"autocontinue": false,
|
|
"queued": false,
|
|
"metadata" : metadata // can be undefined
|
|
});
|
|
return this;
|
|
},
|
|
|
|
research: function(template) {
|
|
Engine.PostCommand(PlayerID,{ "type": "research", "entity": this.id(), "template": template });
|
|
return this;
|
|
},
|
|
|
|
stopProduction: function(id) {
|
|
Engine.PostCommand(PlayerID,{ "type": "stop-production", "entity": this.id(), "id": id });
|
|
return this;
|
|
},
|
|
|
|
stopAllProduction: function(percentToStopAt) {
|
|
var queue = this._entity.trainingQueue;
|
|
if (!queue)
|
|
return true; // no queue, so technically we stopped all production.
|
|
for (var i in queue)
|
|
{
|
|
if (queue[i].progress < percentToStopAt)
|
|
Engine.PostCommand(PlayerID,{ "type": "stop-production", "entity": this.id(), "id": queue[i].id });
|
|
}
|
|
return this;
|
|
}
|
|
});
|
|
|
|
return m;
|
|
|
|
}(API3);
|