forked from 0ad/0ad
249 lines
6.6 KiB
JavaScript
249 lines
6.6 KiB
JavaScript
function Gate() {}
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Gate.prototype.Schema =
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"<a:help>Controls behavior of wall gates</a:help>" +
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"<a:example>" +
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"<PassRange>20</PassRange>" +
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"</a:example>" +
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"<element name='PassRange' a:help='Units must be within this distance (in meters) of the gate for it to open'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>";
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/**
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* Initialize Gate component
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*/
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Gate.prototype.Init = function()
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{
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this.allies = [];
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this.opened = false;
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this.locked = false;
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};
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Gate.prototype.OnOwnershipChanged = function(msg)
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{
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if (msg.to != -1)
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{
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this.SetupRangeQuery(msg.to);
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// Set the initial state, but don't play unlocking sound
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if (!this.locked)
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this.UnlockGate(true);
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}
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};
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Gate.prototype.OnDiplomacyChanged = function(msg)
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{
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var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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if (cmpOwnership && cmpOwnership.GetOwner() == msg.player)
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{
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this.allies = [];
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this.SetupRangeQuery(msg.player);
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}
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};
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/**
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* Cleanup on destroy
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*/
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Gate.prototype.OnDestroy = function()
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{
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// Clean up range query
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (this.unitsQuery)
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cmpRangeManager.DestroyActiveQuery(this.unitsQuery);
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// Cancel the closing-blocked timer if it's running.
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if (this.timer)
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{
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.timer);
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this.timer = undefined;
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}
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};
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/**
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* Setup the range query to detect units coming in & out of range
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*/
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Gate.prototype.SetupRangeQuery = function(owner)
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{
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player);
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if (this.unitsQuery)
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cmpRangeManager.DestroyActiveQuery(this.unitsQuery);
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// Only allied units can make the gate open.
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var players = [];
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for (var i = 0; i < cmpPlayer.GetDiplomacy().length; ++i)
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if (cmpPlayer.IsAlly(i))
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players.push(i);
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var range = this.GetPassRange();
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if (range > 0)
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{
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// Only find entities with IID_UnitAI interface
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this.unitsQuery = cmpRangeManager.CreateActiveQuery(this.entity, 0, range, players, IID_UnitAI, cmpRangeManager.GetEntityFlagMask("normal"));
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cmpRangeManager.EnableActiveQuery(this.unitsQuery);
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}
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};
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/**
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* Called when units enter or leave range
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*/
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Gate.prototype.OnRangeUpdate = function(msg)
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{
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if (msg.tag != this.unitsQuery)
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return;
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if (msg.added.length > 0)
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for each (var entity in msg.added)
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this.allies.push(entity);
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if (msg.removed.length > 0)
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for each (var entity in msg.removed)
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this.allies.splice(this.allies.indexOf(entity), 1);
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this.OperateGate();
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};
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/**
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* Get the range in which units are detected
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*/
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Gate.prototype.GetPassRange = function()
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{
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return +this.template.PassRange;
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};
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/**
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* Attempt to open or close the gate.
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* An ally must be in range to open the gate, but an unlocked gate will only close
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* if there are no allies in range and no units are inside the gate's obstruction.
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*/
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Gate.prototype.OperateGate = function()
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{
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// Cancel the closing-blocked timer if it's running.
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if (this.timer)
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{
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.timer);
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this.timer = undefined;
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}
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if (this.opened && (this.allies.length == 0 || this.locked))
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this.CloseGate();
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else if (!this.opened && this.allies.length)
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this.OpenGate();
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};
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Gate.prototype.IsLocked = function()
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{
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return this.locked;
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};
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/**
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* Lock the gate, with sound. It will close at the next opportunity.
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*/
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Gate.prototype.LockGate = function()
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{
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this.locked = true;
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// If the door is closed, enable 'block pathfinding'
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// Else 'block pathfinding' will be enabled the next time the gate close
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if (!this.opened)
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{
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var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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if (!cmpObstruction)
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return;
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cmpObstruction.SetDisableBlockMovementPathfinding(false, false, 0);
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}
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else
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this.OperateGate();
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// TODO: Possibly move the lock/unlock sounds to UI? Needs testing
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PlaySound("gate_locked", this.entity);
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};
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/**
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* Unlock the gate, with sound. May open the gate if allied units are within range.
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* If quiet is true, no sound will be played (used for initial setup).
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*/
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Gate.prototype.UnlockGate = function(quiet)
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{
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var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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if (!cmpObstruction)
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return;
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// Disable 'block pathfinding'
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cmpObstruction.SetDisableBlockMovementPathfinding(this.opened, true, 0);
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this.locked = false;
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// TODO: Possibly move the lock/unlock sounds to UI? Needs testing
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if (!quiet)
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PlaySound("gate_unlocked", this.entity);
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// If the gate is closed, open it if necessary
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if (!this.opened)
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this.OperateGate();
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};
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/**
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* Open the gate if unlocked, with sound and animation.
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*/
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Gate.prototype.OpenGate = function()
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{
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// Do not open the gate if it has been locked
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if (this.locked)
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return;
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var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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if (!cmpObstruction)
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return;
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// Disable 'block movement'
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cmpObstruction.SetDisableBlockMovementPathfinding(true, true, 0);
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this.opened = true;
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PlaySound("gate_opening", this.entity);
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var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (cmpVisual)
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cmpVisual.SelectAnimation("gate_opening", true, 1.0, "");
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};
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/**
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* Close the gate, with sound and animation.
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*
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* The gate may fail to close due to unit obstruction. If this occurs, the
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* gate will start a timer and attempt to close on each simulation update.
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*/
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Gate.prototype.CloseGate = function()
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{
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var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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if (!cmpObstruction)
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return;
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// The gate can't be closed if there are entities colliding with it.
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var collisions = cmpObstruction.GetEntityCollisions(false, true);
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if (collisions.length)
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{
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if (!this.timer)
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{
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// Set an "instant" timer which will run on the next simulation turn.
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.timer = cmpTimer.SetTimeout(this.entity, IID_Gate, "OperateGate", 0, {});
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}
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return;
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}
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// If we ordered the gate to be locked, enable 'block movement' and 'block pathfinding'
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if (this.locked)
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cmpObstruction.SetDisableBlockMovementPathfinding(false, false, 0);
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// Else just enable 'block movement'
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else
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cmpObstruction.SetDisableBlockMovementPathfinding(false, true, 0);
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this.opened = false;
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PlaySound("gate_closing", this.entity);
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var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (cmpVisual)
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cmpVisual.SelectAnimation("gate_closing", true, 1.0, "");
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};
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Engine.RegisterComponentType(IID_Gate, "Gate", Gate);
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