0ad/binaries/data/mods/public/maps/scripts/TriggerHelper.js
mimo 744581a255 Remove the tutorial-ai which is obsolete
Discussed with Elexis

Differential Revision: https://code.wildfiregames.com/D526
This was SVN commit r20084.
2017-08-31 17:48:50 +00:00

225 lines
7 KiB
JavaScript

// Contains standardized functions suitable for using in trigger scripts.
// Do not use them in any other simulation script.
var TriggerHelper = {};
TriggerHelper.GetPlayerIDFromEntity = function(ent)
{
let cmpPlayer = Engine.QueryInterface(ent, IID_Player);
if (cmpPlayer)
return cmpPlayer.GetPlayerID();
return -1;
};
TriggerHelper.GetOwner = function(ent)
{
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
return cmpOwnership.GetOwner();
return -1;
};
/**
* Can be used to "force" a building/unit to spawn a group of entities.
*
* @param source Entity id of the point where they will be spawned from
* @param template Name of the template
* @param count Number of units to spawn
* @param owner Player id of the owner of the new units. By default, the owner
* of the source entity.
*/
TriggerHelper.SpawnUnits = function(source, template, count, owner)
{
let entities = [];
let cmpFootprint = Engine.QueryInterface(source, IID_Footprint);
let cmpPosition = Engine.QueryInterface(source, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
{
error("tried to create entity from a source without position");
return entities;
}
if (owner == null)
owner = TriggerHelper.GetOwner(source);
for (let i = 0; i < count; ++i)
{
let ent = Engine.AddEntity(template);
let cmpEntPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpEntPosition)
{
Engine.DestroyEntity(ent);
error("tried to create entity without position");
continue;
}
let cmpEntOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpEntOwnership)
cmpEntOwnership.SetOwner(owner);
entities.push(ent);
let pos;
if (cmpFootprint)
pos = cmpFootprint.PickSpawnPoint(ent);
// TODO this can happen if the player build on the place
// where our trigger point is
// We should probably warn the trigger maker in some way,
// but not interrupt the game for the player
if (!pos || pos.y < 0)
pos = cmpPosition.GetPosition();
cmpEntPosition.JumpTo(pos.x, pos.z);
}
return entities;
};
/**
* Spawn units from all trigger points with this reference
* If player is defined, only spaw units from the trigger points
* that belong to that player
* @param ref Trigger point reference name to spawn units from
* @param template Template name
* @param count Number of spawned entities per Trigger point
* @param owner Owner of the spawned units. Default: the owner of the origins
* @return A list of new entities per origin like
* {originId1: [entId1, entId2], originId2: [entId3, entId4], ...}
*/
TriggerHelper.SpawnUnitsFromTriggerPoints = function(ref, template, count, owner = null)
{
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
let triggerPoints = cmpTrigger.GetTriggerPoints(ref);
let entities = {};
for (let point of triggerPoints)
entities[point] = TriggerHelper.SpawnUnits(point, template, count, owner);
return entities;
};
/**
* Returns the resource type that can be gathered from an entity
*/
TriggerHelper.GetResourceType = function(entity)
{
let cmpResourceSupply = Engine.QueryInterface(entity, IID_ResourceSupply);
if (!cmpResourceSupply)
return undefined;
return cmpResourceSupply.GetType();
};
/**
* The given player will win the game.
* If it's not a last man standing game, then allies will win too and others will be defeated.
*
* @param {number} playerID - The player who will win.
* @param {function} victoryReason - Function that maps from number to plural string, for example
* n => markForPluralTranslation(
* "%(lastPlayer)s has won (game mode).",
* "%(players)s and %(lastPlayer)s have won (game mode).",
* n));
* It's a function since we don't know in advance how many players will have won.
*/
TriggerHelper.SetPlayerWon = function(playerID, victoryReason, defeatReason)
{
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
cmpEndGameManager.MarkPlayerAsWon(playerID, victoryReason, defeatReason);
};
/**
* Defeats a single player.
*
* @param {number} - ID of that player.
* @param {string} - String to be shown in chat, for example
* markForTranslation("%(player)s has been defeated (objective).")
*/
TriggerHelper.DefeatPlayer = function(playerID, defeatReason)
{
let cmpPlayer = QueryPlayerIDInterface(playerID);
if (cmpPlayer)
cmpPlayer.SetState("defeated", defeatReason);
};
/**
* Returns the number of current players
*/
TriggerHelper.GetNumberOfPlayers = function()
{
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
return cmpPlayerManager.GetNumPlayers();
};
/**
* A function to determine if an entity has a specific class
* @param entity ID of the entity that we want to check for classes
* @param classname The name of the class we are checking if the entity has
*/
TriggerHelper.EntityHasClass = function(entity, classname)
{
let cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
if (!cmpIdentity)
return false;
let classes = cmpIdentity.GetClassesList();
return classes && classes.indexOf(classname) != -1;
};
/**
* Return valid gaia-owned spawn points on land in neutral territory.
* If there are none, use those available in player-owned territory.
*/
TriggerHelper.GetLandSpawnPoints = function()
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
let cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let neutralSpawnPoints = [];
let nonNeutralSpawnPoints = [];
for (let ent of cmpRangeManager.GetEntitiesByPlayer(0))
{
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpIdentity || !cmpPosition || !cmpPosition.IsInWorld())
continue;
let templateName = cmpTemplateManager.GetCurrentTemplateName(ent);
if (!templateName)
continue;
let template = cmpTemplateManager.GetTemplate(templateName);
if (!template || template.UnitMotionFlying)
continue;
let pos = cmpPosition.GetPosition();
if (pos.y <= cmpWaterManager.GetWaterLevel(pos.x, pos.z))
continue;
if (cmpTerritoryManager.GetOwner(pos.x, pos.z) == 0)
neutralSpawnPoints.push(ent);
else
nonNeutralSpawnPoints.push(ent);
}
return neutralSpawnPoints.length ? neutralSpawnPoints : nonNeutralSpawnPoints;
};
TriggerHelper.HasDealtWithTech = function(playerID, techName)
{
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
let playerEnt = cmpPlayerManager.GetPlayerByID(playerID);
let cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager);
return cmpTechnologyManager && (cmpTechnologyManager.IsTechnologyQueued(techName) ||
cmpTechnologyManager.IsTechnologyStarted(techName) ||
cmpTechnologyManager.IsTechnologyResearched(techName));
};
Engine.RegisterGlobal("TriggerHelper", TriggerHelper);