forked from 0ad/0ad
137 lines
4.2 KiB
JavaScript
137 lines
4.2 KiB
JavaScript
function Identity() {}
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Identity.prototype.Schema =
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"<a:help>Specifies various names and values associated with the unit type, typically for GUI display to users.</a:help>" +
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"<a:example>" +
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"<Civ>hele</Civ>" +
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"<GenericName>Infantry Spearman</GenericName>" +
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"<SpecificName>Hoplite</SpecificName>" +
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"<Icon>units/hele_infantry_spearman.png</Icon>" +
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"</a:example>" +
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"<element name='Civ' a:help='Civilisation that this unit is primarily associated with, typically a 4-letter code. Choices include: gaia (world objects), cart (Carthaginians), celt (Celts), hele (Hellenes), iber (Iberians), pers (Persians), rome (Romans)'>" +
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"<text/>" +
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"</element>" +
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"<element name='GenericName' a:help='Generic English-language name for this class of unit'>" +
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"<text/>" +
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"</element>" +
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"<optional>" +
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"<element name='SpecificName' a:help='Specific native-language name for this unit type'>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='SelectionGroupName' a:help='Name used to group ranked entities'>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Tooltip'>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Rollover'>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='History'>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Rank'>" +
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"<choice>" +
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"<value>Basic</value>" +
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"<value>Advanced</value>" +
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"<value>Elite</value>" +
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"</choice>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Classes' a:help='Optional list of space-separated classes applying to this entity. Choices include: Unit, Infantry, Melee, Cavalry, Ranged, Mechanical, Ship, Siege, Champion, Hero, Elephant, Chariot, Mercenary, Spear, Sword, Bow, Javelin, Sling, Support, Animal, Domestic, Organic, Structure, Civic, CivCentre, Economic, Defensive, Gates, Wall, BarterMarket, Village, Town, City, ConquestCritical, Worker, Female, Healer, Slave, CitizenSoldier, Trade, Market, NavalMarket, Warship, SeaCreature, ForestPlant, DropsiteFood, DropsiteWood, DropsiteStone, DropsiteMetal, GarrisonTower, GarrisonFortress'>" +
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"<attribute name='datatype'>" +
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"<value>tokens</value>" +
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"</attribute>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Formations' a:help='Optional list of space-separated formations this unit is allowed to use. Choices include: Scatter, Box, ColumnClosed, LineClosed, ColumnOpen, LineOpen, Flank, Skirmish, Wedge, Testudo, Phalanx, Syntagma, BattleLine'>" +
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"<attribute name='datatype'>" +
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"<value>tokens</value>" +
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"</attribute>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Icon'>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='RequiredTechnology' a:help='Optional name of a technology which must be researched before the entity can be produced'>" +
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"<text/>" +
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"</element>" +
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"</optional>";
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Identity.prototype.Init = function()
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{
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};
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Identity.prototype.Serialize = null; // we have no dynamic state to save
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Identity.prototype.GetCiv = function()
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{
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return this.template.Civ;
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};
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Identity.prototype.GetRank = function()
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{
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return (this.template.Rank || "");
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};
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Identity.prototype.GetClassesList = function()
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{
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if (this.template.Classes && "_string" in this.template.Classes)
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{
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var string = this.template.Classes._string;
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return string.split(/\s+/);
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}
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else
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{
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return [];
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}
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};
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Identity.prototype.HasClass = function(name)
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{
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return this.GetClassesList().indexOf(name) != -1;
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};
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Identity.prototype.GetFormationsList = function()
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{
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if (this.template.Formations && "_string" in this.template.Formations)
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{
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var string = this.template.Formations._string;
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return string.split(/\s+/);
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}
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else
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{
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return [];
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}
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};
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Identity.prototype.CanUseFormation = function(name)
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{
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return this.GetFormationsList().indexOf(name) != -1;
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};
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Identity.prototype.GetSelectionGroupName = function()
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{
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return (this.template.SelectionGroupName || "");
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};
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Engine.RegisterComponentType(IID_Identity, "Identity", Identity);
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