0ad/binaries/data/mods/public/simulation/components/Identity.js
wowgetoffyourcellphone 3592814aa8 Gendered Civilians
Adds a randomly male and female Civilian unit which replaces the old "Female Citizen" for each civ.
New actors, new portraits, some new body textures, but the same stats as the old Female Citizen.
Updates maps, technologies, skirmish templates, et al. including the Tutorials.

Co-Authored By: Itms
Reviewed By: Vantha
2025-09-02 10:23:44 +02:00

258 lines
8.6 KiB
JavaScript

function Identity() {}
Identity.prototype.Schema =
"<a:help>Specifies various names and values associated with the entity, typically for GUI display to users.</a:help>" +
"<a:example>" +
"<Civ>athen</Civ>" +
"<GenericName>Athenian Hoplite</GenericName>" +
"<SpecificName>Hoplī́tēs Athēnaïkós</SpecificName>" +
"<Icon>units/athen_infantry_spearman.png</Icon>" +
"</a:example>" +
"<element name='Civ' a:help='Civilization that this unit is primarily associated with, typically a 4-letter code. Choices include: gaia (world objects), skirm (skirmish map placeholders), athen (Athenians), brit (Britons), cart (Carthaginians), gaul (Gauls), han (Han Chinese), iber (Iberians), kush (Kushites), mace (Macedonians), maur (Mauryas), pers (Persians), ptol (Ptolemies), rome (Romans), sele (Seleucids), spart (Spartans).'>" +
"<text/>" +
"</element>" +
"<optional>" +
"<element name='Lang' a:help='Unit language for voices.'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Phenotype' a:help='Unit phenotype for voices and visual. If more than one is specified a random one will be chosen.'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"</optional>" +
"<element name='GenericName' a:help='Generic English-language name for this entity.'>" +
"<text/>" +
"</element>" +
"<optional>" +
"<element name='SpecificName' a:help='Specific native-language name for this entity.'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='SelectionGroupName' a:help='Name used to group ranked entities.'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Tooltip'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='History'>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Rank'>" +
"<choice>" +
"<value>Basic</value>" +
"<value>Advanced</value>" +
"<value>Elite</value>" +
"</choice>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Classes' a:help='Optional list of space-separated classes applying to this entity. Choices include: AfricanElephant, AmunGuard, Animal, ApedemakGuard, Ashoka, Barter, Bireme, CitizenSoldier, CivCentre, CivSpecific, ConquestCritical, Domestic, DropsiteFood, DropsiteMetal, DropsiteStone, DropsiteWood, FastMoving, Formation, Foundation, GarrisonFortress, Human, IndianElephant, Juggernaut, KushTrireme, MercenaryCamp, Organic, Player, PtolemyIV, Quinquereme, SeaCreature, Spy, Structure, Trireme, Unit, WallLong, WallMedium, WallShort, WallTower.'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='VisibleClasses' a:help='Optional list of space-separated classes applying to this entity. These classes will also be visible in various GUI elements. Choices include: Academy, Amphitheater, Archer, ArmyCamp, ArrowShip, Arsenal, ArtilleryTower, Auxiliary, Axeman, Barracks, BoltShooter, BoltTower, Bribable, Builder, Camel, Cataphract, Cavalry, Centurion, Champion, Chariot, Citizen, City, Civilian, Civic, CivilCentre, Colony, Corral, Council, Crossbowman, Defensive, Dock, Dog, Economic, Elephant, ElephantStable, Embassy, Farmstead, Field, Fireship, FishingBoat, Forge, Fortress, Gate, Gladiator, GreatTower, Gymnasium, Hall, Healer, Heavy, Hero, House, IceHouse, Ignited, Immortal, ImperialCourt, ImperialMinistry, Infantry, Javelineer, Kennel, LaoziGate, Legionary, Library, Lighthouse, Longsword, Maceman, Melee, Market, Mercenary, Military, Minister, Monument, Naval, NavalRam, NavalSiege, Outpost, Palace, Palisade, Pikeman, Pillar, Pirate, Pyramid, Ram, Range, Ranged, Relic, Resource, RotaryMill, ScoutShip, SentryTower, Ship, Shipyard, Shrine, Siege, SiegeTower, SiegeWall, Slave, Slinger, Soldier, Spearman, Stable, Stoa, StoneThrower, StoneTower, Storehouse, Support, Swordsman, Syssiton, Temple, TempleOfAmun, TempleOfApedemak, TempleOfIsis, TempleOfMars, TempleOfVesta, Tent, Theater, Tower, Town, Trade, Trader, TriumphalArch, Trumpeter, Village, Wall, Warship, Wonder, Worker.'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"</optional>" +
"<element name='Icon'>" +
"<text/>" +
"</element>" +
"<optional>" +
RequirementsHelper.BuildSchema() +
"</optional>" +
"<optional>" +
"<element name='Controllable' a:help='Whether players can control this entity. Defaults to true.'>" +
"<data type='boolean'/>" +
"</element>" +
"</optional>" +
"<element name='Undeletable' a:help='Prevent players from deleting this entity.'>" +
"<data type='boolean'/>" +
"</element>";
Identity.prototype.Init = function()
{
this.classesList = GetIdentityClasses(this.template);
this.visibleClassesList = GetVisibleIdentityClasses(this.template);
if (this.template.Phenotype)
{
const phenotypes = this.GetPossiblePhenotypes();
// TODO: this is a workaround to avoid calling Math.random,
// which causes out of sync RNG caused by preview entities.
// However, it's not random enough. Perhaps use the actor seed.
this.phenotype = phenotypes[this.entity % phenotypes.length];
}
else
this.phenotype = "default";
this.controllable = this.template.Controllable ? this.template.Controllable == "true" : true;
};
Identity.prototype.Deserialize = function(data)
{
this.Init();
this.phenotype = data.phenotype;
this.controllable = data.controllable;
if (data.name)
this.name = data.name;
};
Identity.prototype.Serialize = function()
{
const result = {
"phenotype": this.phenotype,
"controllable": this.controllable,
};
if (this.name)
result.name = this.name;
return result;
};
Identity.prototype.GetCiv = function()
{
return this.template.Civ;
};
Identity.prototype.GetLang = function()
{
return this.template.Lang || "greek"; // ugly default
};
/**
* Get a list of possible Phenotypes.
* @return {string[]} A list of possible phenotypes.
*/
Identity.prototype.GetPossiblePhenotypes = function()
{
return this.template.Phenotype._string.split(/\s+/);
};
/**
* Get the current Phenotype.
* @return {string} The current phenotype.
*/
Identity.prototype.GetPhenotype = function()
{
return this.phenotype;
};
Identity.prototype.GetRank = function()
{
return this.template.Rank || "";
};
Identity.prototype.GetRankTechName = function()
{
return this.template.Rank ? "unit_" + this.template.Rank.toLowerCase() : "";
};
Identity.prototype.GetClassesList = function()
{
return this.classesList;
};
Identity.prototype.GetVisibleClassesList = function()
{
return this.visibleClassesList;
};
Identity.prototype.HasClass = function(name)
{
return this.GetClassesList().indexOf(name) != -1;
};
Identity.prototype.GetSelectionGroupName = function()
{
return this.template.SelectionGroupName || "";
};
Identity.prototype.GetGenericName = function()
{
return this.template.GenericName;
};
Identity.prototype.IsUndeletable = function()
{
return this.template.Undeletable == "true";
};
Identity.prototype.IsControllable = function()
{
return this.controllable;
};
Identity.prototype.SetControllable = function(controllability)
{
this.controllable = controllability;
};
/**
* Change the phenotype of the entity.
* @param {string} phenotype
* @returns {boolean} Whether the phenotype was changed.
* If yes, check if VisualActor::RecomputeActorName needs to be called.
*/
Identity.prototype.SetPhenotype = function(phenotype)
{
if (this.phenotype == phenotype)
return false;
if (this.GetPossiblePhenotypes().indexOf(phenotype) === -1)
return false;
this.phenotype = phenotype;
return true;
};
/**
* @param {string} newName -
*/
Identity.prototype.SetName = function(newName)
{
this.name = newName;
};
/**
* @return {string} -
*/
Identity.prototype.GetName = function()
{
return this.name || this.template.GenericName;
};
function IdentityMirage() {}
IdentityMirage.prototype.Init = function(cmpIdentity)
{
// Mirages don't get identity classes via the template-filter, so that code can query
// identity components via Engine.QueryInterface without having to explicitly check for mirages.
// This is cloned as otherwise we get a reference to Identity's property,
// and that array is deleted when serializing (as it's not seralized), which ends in OOS.
this.classes = clone(cmpIdentity.GetClassesList());
};
IdentityMirage.prototype.GetClassesList = function() { return this.classes; };
Engine.RegisterGlobal("IdentityMirage", IdentityMirage);
Identity.prototype.Mirage = function()
{
const mirage = new IdentityMirage();
mirage.Init(this);
return mirage;
};
Engine.RegisterComponentType(IID_Identity, "Identity", Identity);