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While they often look alike, their behaviour is totally different. This split has some implications: - There are now separate auras for garrisoning and turrets. - Entities can now have both turret points and garrison slots, independent of eachother. In general previous behaviour is maintained as much as possible. Differential revision: D3150 Comments by: @Nescio, @wraitii Tested by: @v32itas This was SVN commit r25123.
165 lines
4.3 KiB
JavaScript
165 lines
4.3 KiB
JavaScript
function Turretable() {}
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Turretable.prototype.Schema =
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"<empty/>";
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Turretable.prototype.Init = function()
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{
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};
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/**
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* @return {number} - The entity ID of the entity this entity is turreted on.
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*/
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Turretable.prototype.HolderID = function()
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{
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return this.holder || INVALID_ENTITY;
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};
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/**
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* @return {boolean} - Whether we're turreted.
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*/
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Turretable.prototype.IsTurreted = function()
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{
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return !!this.holder;
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};
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/**
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* @param {number} target - The entity ID to check.
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* @return {boolean} - Whether we can occupy the turret.
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*/
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Turretable.prototype.CanOccupy = function(target)
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{
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if (this.holder)
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return false;
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let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
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return cmpTurretHolder && cmpTurretHolder.CanOccupy(this.entity);
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};
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/**
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* @param {number} target - The entity ID of the entity this entity is being turreted on.
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* @param {string} turretPointName - Optionally the turret point name to occupy.
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* @return {boolean} - Whether occupying succeeded.
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*/
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Turretable.prototype.OccupyTurret = function(target, turretPointName = "")
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{
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if (!this.CanOccupy(target))
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return false;
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let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
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if (!cmpTurretHolder || !cmpTurretHolder.OccupyNamedTurret(this.entity, turretPointName))
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return false;
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this.holder = target;
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let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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if (cmpUnitAI)
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{
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cmpUnitAI.SetGarrisoned();
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cmpUnitAI.SetTurretStance();
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}
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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if (cmpUnitMotion)
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cmpUnitMotion.SetFacePointAfterMove(false);
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// Remove the unit's obstruction to avoid interfering with pathing.
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let cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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if (cmpObstruction)
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cmpObstruction.SetActive(false);
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Engine.PostMessage(this.entity, MT_TurretedStateChanged, {
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"oldHolder": INVALID_ENTITY,
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"holderID": target
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});
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return true;
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};
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/**
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* @param {boolean} forced - Optionally whether the leaving the turret is forced.
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* @return {boolean} - Whether leaving the turret succeeded.
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*/
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Turretable.prototype.LeaveTurret = function(forced = false)
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{
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if (!this.holder)
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return true;
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let pos = PositionHelper.GetSpawnPosition(this.holder, this.entity, forced);
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if (!pos)
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return false;
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let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
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if (!cmpTurretHolder || !cmpTurretHolder.LeaveTurret(this.entity))
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return false;
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let cmpUnitMotionEntity = Engine.QueryInterface(this.entity, IID_UnitMotion);
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if (cmpUnitMotionEntity)
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cmpUnitMotionEntity.SetFacePointAfterMove(true);
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let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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if (cmpPosition)
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{
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cmpPosition.JumpTo(pos.x, pos.z);
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cmpPosition.SetHeightOffset(0);
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}
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let cmpHolderPosition = Engine.QueryInterface(this.holder, IID_Position);
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if (cmpHolderPosition)
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cmpPosition.SetYRotation(cmpHolderPosition.GetPosition().horizAngleTo(pos));
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let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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if (cmpUnitAI)
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{
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cmpUnitAI.Ungarrison();
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cmpUnitAI.UnsetGarrisoned();
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cmpUnitAI.ResetTurretStance();
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}
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// Reset the obstruction flags to template defaults.
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let cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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if (cmpObstruction)
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cmpObstruction.SetActive(true);
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Engine.PostMessage(this.entity, MT_TurretedStateChanged, {
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"oldHolder": this.holder,
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"holderID": INVALID_ENTITY
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});
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let cmpRallyPoint = Engine.QueryInterface(this.holder, IID_RallyPoint);
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if (cmpRallyPoint)
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cmpRallyPoint.OrderToRallyPoint(this.entity, ["occupy-turret"]);
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delete this.holder;
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return true;
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};
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Turretable.prototype.OnEntityRenamed = function(msg)
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{
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if (!this.holder)
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return;
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let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
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if (!cmpTurretHolder)
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return;
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let holder = this.holder;
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let currentPoint = cmpTurretHolder.GetOccupiedTurretName(this.entity);
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this.LeaveTurret(true);
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let cmpTurretableNew = Engine.QueryInterface(msg.newentity, IID_Turretable);
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if (cmpTurretableNew)
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cmpTurretableNew.OccupyTurret(holder, currentPoint);
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};
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Turretable.prototype.OnOwnershipChanged = function(msg)
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{
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if (!this.holder)
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return;
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if (msg.to == INVALID_PLAYER)
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this.LeaveTurret(true);
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else if (!IsOwnedByMutualAllyOfEntity(this.entity, this.holder))
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this.LeaveTurret();
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};
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Engine.RegisterComponentType(IID_Turretable, "Turretable", Turretable);
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