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https://gitea.wildfiregames.com/0ad/0ad
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This is the same commit as 2abd9cead2 / D1418, fixing noted issues.
This addresses two related issues:
- Units visibly garrisoned on gates keep the gate open.
- Units visibly garrisoned on entities keep their pathfinding blocker
flags.
De-activate the obstruction of visibly-garrisoned entities, fixing the
2nd issue.
Keep a list of entities that cannot move and thus should not count
towards gate-opening logic.
Packing logic is kept separate: it is more related to entities having
'alternate forms' with different capabilities than being currently
incapable of moving.
Based on work by temple
Fixes #2679.
Fixes #5151.
Differential Revision: https://code.wildfiregames.com/D2775
This was SVN commit r23731.
137 lines
2.6 KiB
JavaScript
137 lines
2.6 KiB
JavaScript
var g_NewIID = 1000; // some arbitrary not-yet-used number
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var g_NewMTID = 1000; // some arbitrary not-yet-used number
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var g_ComponentTypes = {};
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var g_Components = {};
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// Emulate some engine functions:
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Engine.RegisterComponentType = function(iid, name, ctor)
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{
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TS_ASSERT(!g_ComponentTypes[name]);
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g_ComponentTypes[name] = { "iid": iid, "ctor": ctor };
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};
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Engine.RegisterSystemComponentType = function(iid, name, ctor)
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{
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TS_ASSERT(!g_ComponentTypes[name]);
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g_ComponentTypes[name] = { "iid": iid, "ctor": ctor };
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};
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Engine.RegisterInterface = function(name)
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{
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global["IID_" + name] = g_NewIID++;
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};
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Engine.RegisterMessageType = function(name)
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{
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global["MT_" + name] = g_NewMTID++;
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};
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Engine.QueryInterface = function(ent, iid)
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{
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if (g_Components[ent] && g_Components[ent][iid])
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return g_Components[ent][iid];
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return null;
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};
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Engine.RegisterGlobal = function(name, value)
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{
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global[name] = value;
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};
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Engine.DestroyEntity = function(ent)
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{
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for (let cid in g_Components[ent])
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{
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let cmp = g_Components[ent][cid];
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if (cmp && cmp.Deinit)
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cmp.Deinit();
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}
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delete g_Components[ent];
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// TODO: should send Destroy message
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};
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Engine.PostMessage = function(ent, iid, message)
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{
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// TODO: make this send a message if necessary
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};
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Engine.BroadcastMessage = function(iid, message)
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{
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// TODO: make this send a message if necessary
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};
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global.ResetState = function()
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{
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g_Components = {};
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};
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global.AddMock = function(ent, iid, mock)
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{
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if (!g_Components[ent])
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g_Components[ent] = {};
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g_Components[ent][iid] = mock;
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return g_Components[ent][iid];
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};
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global.DeleteMock = function(ent, iid)
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{
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if (!g_Components[ent])
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g_Components[ent] = {};
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delete g_Components[ent][iid];
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};
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global.ConstructComponent = function(ent, name, template)
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{
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let cmp = new g_ComponentTypes[name].ctor();
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Object.defineProperties(cmp, {
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"entity": {
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"value": ent,
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"configurable": false,
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"enumerable": false,
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"writable": false
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},
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"template": {
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"value": template && deepfreeze(clone(template)),
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"configurable": false,
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"enumerable": false,
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"writable": false
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}
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});
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cmp.Init();
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if (!g_Components[ent])
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g_Components[ent] = {};
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g_Components[ent][g_ComponentTypes[name].iid] = cmp;
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return cmp;
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};
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/**
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* A simple Spy proxy that tracks and forward function calls.
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* NB: this immediately replaces obj's func.
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*/
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global.Spy = function(obj, func)
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{
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this._called = 0;
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this._callargs = [];
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let og_func = obj[func];
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let spy = (...args) => {
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++this._called;
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this._callargs.push(args);
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return og_func.apply(obj, args);
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};
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obj[func] = spy;
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this._reset = () => {
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this._called = 0;
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this._callargs = [];
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};
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return this;
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};
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