const VIS_HIDDEN = 0;
const VIS_FOGGED = 1;
const VIS_VISIBLE = 2;
function Fogging() {}
Fogging.prototype.Schema =
"Allows this entity to be replaced by mirage entities in the fog-of-war." +
"";
/**
* The components that we want to mirage when present.
* Assumes that a function "Mirage()" is present.
*/
Fogging.prototype.componentsToMirage = [
IID_Capturable,
IID_Foundation,
IID_Health,
IID_Identity,
IID_Market,
IID_Repairable,
IID_Resistance,
IID_ResourceSupply
];
Fogging.prototype.Init = function()
{
this.activated = false;
this.mirages = [];
this.miraged = [];
this.seen = [];
this.revealed = [];
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let player = 0; player < numPlayers; ++player)
{
this.mirages.push(INVALID_ENTITY);
this.miraged.push(false);
this.seen.push(false);
this.revealed.push(false);
}
};
Fogging.prototype.Activate = function()
{
const mustUpdate = !this.activated;
this.activated = true;
if (mustUpdate)
{
// Load a mirage for each player who has already seen the entity.
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
for (let player = 0; player < numPlayers; ++player)
if (this.seen[player] && cmpRangeManager.GetLosVisibility(this.entity, player) != "visible")
this.LoadMirage(player);
}
};
Fogging.prototype.IsActivated = function()
{
return this.activated;
};
Fogging.prototype.LoadMirage = function(player)
{
if (!this.activated)
{
error("LoadMirage called for an entity with fogging deactivated");
return;
}
this.miraged[player] = true;
if (this.mirages[player] == INVALID_ENTITY)
this.mirages[player] = Engine.AddEntity("mirage|" + Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetCurrentTemplateName(this.entity));
const cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage);
if (!cmpMirage)
{
error("Failed to load a mirage for entity " + this.entity);
this.mirages[player] = INVALID_ENTITY;
return;
}
// Copy basic mirage properties.
cmpMirage.SetPlayer(player);
cmpMirage.SetParent(this.entity);
const cmpParentOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
const cmpMirageOwnership = Engine.QueryInterface(this.mirages[player], IID_Ownership);
if (!cmpParentOwnership || !cmpMirageOwnership)
{
error("Failed to copy the ownership data of the fogged entity " + this.entity);
return;
}
cmpMirageOwnership.SetOwner(cmpParentOwnership.GetOwner());
const cmpParentPosition = Engine.QueryInterface(this.entity, IID_Position);
const cmpMiragePosition = Engine.QueryInterface(this.mirages[player], IID_Position);
if (!cmpParentPosition || !cmpMiragePosition)
{
error("Failed to copy the position data of the fogged entity " + this.entity);
return;
}
if (!cmpParentPosition.IsInWorld())
return;
const pos = cmpParentPosition.GetPosition();
cmpMiragePosition.JumpTo(pos.x, pos.z);
const rot = cmpParentPosition.GetRotation();
cmpMiragePosition.SetYRotation(rot.y);
cmpMiragePosition.SetXZRotation(rot.x, rot.z);
const cmpParentVisualActor = Engine.QueryInterface(this.entity, IID_Visual);
const cmpMirageVisualActor = Engine.QueryInterface(this.mirages[player], IID_Visual);
if (!cmpParentVisualActor || !cmpMirageVisualActor)
{
error("Failed to copy the visual data of the fogged entity " + this.entity);
return;
}
cmpMirageVisualActor.RecomputeActorName();
cmpMirageVisualActor.SetActorSeed(cmpParentVisualActor.GetActorSeed());
// Store valuable information into the mirage component (especially for the GUI).
for (const component of this.componentsToMirage)
cmpMirage.CopyComponent(component);
// Notify the GUI the entity has been replaced by a mirage, in case it is selected at this moment.
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).AddMiragedEntity(player, this.entity, this.mirages[player]);
// Notify the range manager the visibility of this entity must be updated.
Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).RequestVisibilityUpdate(this.entity);
};
/**
* Should only be called for entities that are currently explored, but not visible or
* things will 'bug out' (double entities and such).
*/
Fogging.prototype.ForceMiraging = function(player)
{
this.seen[player] = true;
if (!this.activated)
return;
this.LoadMirage(player);
};
Fogging.prototype.IsMiraged = function(player)
{
if (player < 0 || player >= this.mirages.length)
return false;
return this.miraged[player];
};
Fogging.prototype.GetMirage = function(player)
{
if (player < 0 || player >= this.mirages.length)
return INVALID_ENTITY;
return this.mirages[player];
};
Fogging.prototype.WasSeen = function(player)
{
if (player < 0 || player >= this.seen.length)
return false;
return this.seen[player];
};
/**
* Permanently reveal this entity to one or all players.
* Destroys existing mirages and optionally deactivates fogging entirely.
* @param {number|string} player - Player ID to reveal to, or "all" for all players.
*/
Fogging.prototype.PermanentlyReveal = function(player = "all")
{
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// Validate single player case
if (player !== "all" && (player < 0 || player >= this.mirages.length))
return;
// Determine which players to reveal
const startPlayer = (player === "all") ? 0 : player;
const endPlayer = (player === "all") ? this.mirages.length : player + 1;
// Reveal each player in the range
for (let i = startPlayer; i < endPlayer; ++i)
{
if (this.mirages[i] != INVALID_ENTITY)
{
Engine.DestroyEntity(this.mirages[i]);
this.mirages[i] = INVALID_ENTITY;
this.miraged[i] = false;
}
this.revealed[i] = true;
this.seen[i] = true;
}
// Deactivate fogging if revealing to all players
if (player === "all")
this.activated = false;
// Request visibility update
if (cmpRangeManager)
cmpRangeManager.RequestVisibilityUpdate(this.entity);
};
Fogging.prototype.OnOwnershipChanged = function(msg)
{
// Always activate fogging for non-Gaia entities.
if (msg.to > 0)
this.Activate();
if (msg.to != -1)
return;
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
for (let player = 0; player < this.mirages.length; ++player)
{
if (this.mirages[player] == INVALID_ENTITY)
continue;
// When this.entity is in the line of sight of the player, its mirage is hidden, rather than destroyed, to save on performance.
// All hidden mirages can be destroyed now (they won't be needed again), and other mirages will destroy themselves when they get out of the fog.
if (cmpRangeManager.GetLosVisibility(this.mirages[player], player) == "hidden")
{
Engine.DestroyEntity(this.mirages[player]);
continue;
}
const cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage);
if (cmpMirage)
cmpMirage.SetParent(INVALID_ENTITY);
}
};
Fogging.prototype.OnVisibilityChanged = function(msg)
{
if (msg.player < 0 || msg.player >= this.mirages.length)
return;
if (msg.newVisibility == VIS_VISIBLE)
{
this.miraged[msg.player] = false;
this.seen[msg.player] = true;
}
// Only create a mirage if the player hasn’t been permanently revealed
if (msg.newVisibility == VIS_FOGGED && this.activated && !this.revealed[msg.player])
this.LoadMirage(msg.player);
};
Engine.RegisterComponentType(IID_Fogging, "Fogging", Fogging);