0ad/binaries/data/mods/public/maps/scripts/TriggerHelper.js
Dunedan 93ce94655d
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2026-01-12 21:33:52 +01:00

606 lines
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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)
{
const cmpPlayer = Engine.QueryInterface(ent, IID_Player);
if (cmpPlayer)
return cmpPlayer.GetPlayerID();
return -1;
};
TriggerHelper.IsInWorld = function(ent)
{
const cmpPosition = Engine.QueryInterface(ent, IID_Position);
return cmpPosition && cmpPosition.IsInWorld();
};
TriggerHelper.GetEntityPosition2D = function(ent)
{
const cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return undefined;
return cmpPosition.GetPosition2D();
};
TriggerHelper.GetOwner = function(ent)
{
const cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
return cmpOwnership.GetOwner();
return -1;
};
/**
* This returns the mapsize in number of tiles, the value corresponding to map_sizes.json, also used by random map scripts.
*/
TriggerHelper.GetMapSizeTiles = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain).GetTilesPerSide();
};
/**
* This returns the mapsize in the the coordinate system used in the simulation/, especially cmpPosition.
*/
TriggerHelper.GetMapSizeTerrain = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain).GetMapSize();
};
/**
* Returns the elapsed ingame time in milliseconds since the gamestart.
*/
TriggerHelper.GetTime = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime();
};
/**
* Returns the elpased ingame time in minutes since the gamestart. Useful for balancing.
*/
TriggerHelper.GetMinutes = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime() / 60 / 1000;
};
TriggerHelper.GetEntitiesByPlayer = function(playerID)
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(playerID);
};
TriggerHelper.GetAllPlayersEntities = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities();
};
TriggerHelper.SetUnitStance = function(ent, stance)
{
const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.SwitchToStance(stance);
};
TriggerHelper.SetUnitFormation = function(playerID, entities, formation)
{
ProcessCommand(playerID, {
"type": "formation",
"entities": entities,
"formation": formation
});
};
/**
* Creates a new unit taking into account possible 0 experience promotion.
* @param {number} owner Player id of the owner of the new units.
* @param {string} template Name of the template.
* @returns the created entity id.
*/
TriggerHelper.AddUpgradeTemplate = function(owner, template)
{
const upgradedTemplate = GetUpgradedTemplate(owner, template);
if (upgradedTemplate !== template)
warn(`tried to spawn template '${template}' but upgraded template '${upgradedTemplate}' will be spawned instead. You might want to create a template that is not affected by this promotion.`);
return Engine.AddEntity(upgradedTemplate);
};
/**
* 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)
{
const entities = [];
const cmpFootprint = Engine.QueryInterface(source, IID_Footprint);
const 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)
{
const ent = this.AddUpgradeTemplate(owner, template);
const cmpEntPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpEntPosition)
{
Engine.DestroyEntity(ent);
error("tried to create entity without position");
continue;
}
const 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;
};
/**
* Can be used to spawn garrisoned units inside a building/ship.
*
* @param entity Entity id of the garrison holder in which units will be garrisoned
* @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 garrisonholder entity.
*/
TriggerHelper.SpawnGarrisonedUnits = function(entity, template, count, owner)
{
const entities = [];
const cmpGarrisonHolder = Engine.QueryInterface(entity, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
{
error("tried to create garrisoned entities inside a non-garrisonholder");
return entities;
}
if (owner == null)
owner = TriggerHelper.GetOwner(entity);
for (let i = 0; i < count; ++i)
{
const ent = this.AddUpgradeTemplate(owner, template);
const cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
cmpOwnership.SetOwner(owner);
const cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
if (cmpGarrisonable && cmpGarrisonable.Garrison(entity))
entities.push(ent);
else
error("failed to garrison entity " + ent + " (" + template + ") inside " + entity);
}
return entities;
};
/**
* Can be used to spawn turreted units on top of a building/ship.
*
* @param entity Entity id of the turret holder on which units will be turreted
* @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 turretholder entity.
*/
TriggerHelper.SpawnTurretedUnits = function(entity, template, count, owner)
{
const entities = [];
const cmpTurretHolder = Engine.QueryInterface(entity, IID_TurretHolder);
if (!cmpTurretHolder)
{
error("tried to create turreted entities inside a non-turretholder");
return entities;
}
if (owner == null)
owner = TriggerHelper.GetOwner(entity);
for (let i = 0; i < count; ++i)
{
const ent = this.AddUpgradeTemplate(owner, template);
const cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
cmpOwnership.SetOwner(owner);
const cmpTurretable = Engine.QueryInterface(ent, IID_Turretable);
if (cmpTurretable && cmpTurretable.OccupyTurret(entity))
entities.push(ent);
else
error("failed to turret entity " + ent + " (" + template + ") inside " + entity);
}
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)
{
const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
const triggerPoints = cmpTrigger.GetTriggerPoints(ref);
const entities = {};
for (const 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)
{
const 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)
{
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
cmpEndGameManager.MarkPlayerAndAlliesAsWon(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)
{
const cmpPlayer = QueryPlayerIDInterface(playerID);
if (cmpPlayer)
cmpPlayer.SetState("defeated", defeatReason);
};
/**
* Returns the number of players including gaia and defeated ones.
*/
TriggerHelper.GetNumberOfPlayers = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
};
/**
* A function to determine if an entity matches specific classes.
* See globalscripts/Templates.js for details of MatchesClassList.
*
* @param entity - ID of the entity that we want to check for classes.
* @param classes - List of the classes we are checking if the entity matches.
*/
TriggerHelper.EntityMatchesClassList = function(entity, classes)
{
const cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), classes);
};
TriggerHelper.MatchEntitiesByClass = function(entities, classes)
{
return entities.filter(ent => TriggerHelper.EntityMatchesClassList(ent, classes));
};
TriggerHelper.GetPlayerEntitiesByClass = function(playerID, classes)
{
return TriggerHelper.MatchEntitiesByClass(TriggerHelper.GetEntitiesByPlayer(playerID), classes);
};
TriggerHelper.GetAllPlayersEntitiesByClass = function(classes)
{
return TriggerHelper.MatchEntitiesByClass(TriggerHelper.GetAllPlayersEntities(), classes);
};
/**
* 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()
{
const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
const cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
const cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
const neutralSpawnPoints = [];
const nonNeutralSpawnPoints = [];
for (const ent of cmpRangeManager.GetEntitiesByPlayer(0))
{
const cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
const cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpIdentity || !cmpPosition || !cmpPosition.IsInWorld())
continue;
const templateName = cmpTemplateManager.GetCurrentTemplateName(ent);
if (!templateName)
continue;
const template = cmpTemplateManager.GetTemplate(templateName);
if (!template || template.UnitMotionFlying)
continue;
const 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)
{
const cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
const playerEnt = cmpPlayerManager.GetPlayerByID(playerID);
const cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager);
return cmpTechnologyManager && (cmpTechnologyManager.IsTechnologyQueued(techName) ||
cmpTechnologyManager.IsTechnologyResearched(techName));
};
/**
* Returns all names of templates that match the given identity classes, constrainted to an optional civ.
*
* @param {string} classes - See MatchesClassList for the accepted formats, for example "Class1 Class2+!Class3".
* @param [string] civ - Optionally only retrieve templates of the given civ. Can be left undefined.
* @param [string] packedState - When retrieving siege engines filter for the "packed" or "unpacked" state
* @param [string] rank - If given, only return templates that have no or the given rank. For example "Elite".
* @param [boolean] excludeBarracksVariants - Optionally exclude templates whose name ends with "_barracks"
*/
TriggerHelper.GetTemplateNamesByClasses = function(classes, civ, packedState, rank, excludeBarracksVariants)
{
const templateNames = [];
const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
for (const templateName of cmpTemplateManager.FindAllTemplates(false))
{
if (templateName.startsWith("campaigns/army_"))
continue;
if (excludeBarracksVariants && templateName.endsWith("_barracks"))
continue;
const template = cmpTemplateManager.GetTemplate(templateName);
if (civ && (!template.Identity || template.Identity.Civ != civ))
continue;
if (!MatchesClassList(GetIdentityClasses(template.Identity), classes))
continue;
if (rank && template.Identity.Rank && template.Identity.Rank != rank)
continue;
if (packedState && template.Pack && packedState != template.Pack.State)
continue;
templateNames.push(templateName);
}
return templateNames;
};
/**
* Composes a random set of the given templates of the given total size.
*
* @param {string[]} templateNames - for example ["brit_infantry_javelineer_b", "brit_cavalry_swordsman_e"]
* @param {number} totalCount - total amount of templates, in this example 12
* @returns an object where the keys are template names and values are amounts,
* for example { "brit_infantry_javelineer_b": 4, "brit_cavalry_swordsman_e": 8 }
*/
TriggerHelper.RandomTemplateComposition = function(templateNames, totalCount)
{
const frequencies = templateNames.map(() => randFloat(0, 1));
const frequencySum = frequencies.reduce((sum, frequency) => sum + frequency, 0);
let remainder = totalCount;
const templateCounts = {};
for (let i = 0; i < templateNames.length; ++i)
{
const count = i == templateNames.length - 1 ? remainder : Math.min(remainder, Math.round(frequencies[i] / frequencySum * totalCount));
if (!count)
continue;
templateCounts[templateNames[i]] = count;
remainder -= count;
}
return templateCounts;
};
/**
* Composes a random set of the given templates so that the sum of templates matches totalCount.
* For each template array that has a count item, it choses exactly that number of templates at random.
* The remaining template arrays are chosen depending on the given frequency.
* If a unique_entities array is given, it will only select the template if none of the given entityIDs
* already have that entity (useful to let heroes remain unique).
*
* @param {Object[]} templateBalancing - for example
* [
* { "templates": ["template1", "template2"], "frequency": 2 },
* { "templates": ["template3"], "frequency": 1 },
* { "templates": ["hero1", "hero2"], "unique_entities": [380, 495], "count": 1 }
* ]
* @param {number} totalCount - total amount of templates, for example 5.
*
* @returns an object where the keys are template names and values are amounts,
* for example { "template1": 1, "template2": 3, "template3": 2, "hero1": 1 }
*/
TriggerHelper.BalancedTemplateComposition = function(templateBalancing, totalCount)
{
// Remove all unavailable unique templates (heroes) and empty template arrays
const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
const templateBalancingFiltered = [];
for (const templateBalance of templateBalancing)
{
const templateBalanceNew = clone(templateBalance);
if (templateBalanceNew.unique_entities)
templateBalanceNew.templates = templateBalanceNew.templates.filter(templateName =>
templateBalanceNew.unique_entities.every(ent => templateName != cmpTemplateManager.GetCurrentTemplateName(ent)));
if (templateBalanceNew.templates.length)
templateBalancingFiltered.push(templateBalanceNew);
}
// Helper function to add randomized templates to the result
let remainder = totalCount;
const results = {};
const addTemplates = (templateNames, count) =>
{
const templateCounts = TriggerHelper.RandomTemplateComposition(templateNames, count);
for (const templateName in templateCounts)
{
if (!results[templateName])
results[templateName] = 0;
results[templateName] += templateCounts[templateName];
remainder -= templateCounts[templateName];
}
};
// Add template groups with fixed counts
for (const templateBalance of templateBalancingFiltered)
if (templateBalance.count)
addTemplates(templateBalance.templates, Math.min(remainder, templateBalance.count));
// Add template groups with frequency weights
const templateBalancingFrequencies = templateBalancingFiltered.filter(templateBalance => !!templateBalance.frequency);
const templateBalancingFrequencySum = templateBalancingFrequencies.reduce((sum, templateBalance) => sum + templateBalance.frequency, 0);
for (let i = 0; i < templateBalancingFrequencies.length; ++i)
addTemplates(
templateBalancingFrequencies[i].templates,
i == templateBalancingFrequencies.length - 1 ?
remainder :
Math.min(remainder, Math.round(templateBalancingFrequencies[i].frequency / templateBalancingFrequencySum * totalCount)));
if (remainder != 0)
warn("Could not choose as many templates as intended, remaining " + remainder + ", chosen: " + uneval(results));
return results;
};
/**
* This will spawn random compositions of entities of the given templates at all garrisonholders of the given targetClass of the given player.
* The garrisonholder will be filled to capacityPercent.
* Returns an object where keys are entityIDs of the affected garrisonholders and the properties are template compositions, see RandomTemplateComposition.
*/
TriggerHelper.SpawnAndGarrisonAtClasses = function(playerID, classes, templates, capacityPercent)
{
const results = {};
for (const entGarrisonHolder of Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(playerID))
{
const cmpGarrisonHolder = Engine.QueryInterface(entGarrisonHolder, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
continue;
const cmpIdentity = Engine.QueryInterface(entGarrisonHolder, IID_Identity);
if (!cmpIdentity || !MatchesClassList(cmpIdentity.GetClassesList(), classes))
continue;
// TODO: account for already garrisoned entities and garrison size.
results[entGarrisonHolder] = this.RandomTemplateComposition(templates, Math.floor(cmpGarrisonHolder.GetCapacity() * capacityPercent));
for (const template in results[entGarrisonHolder])
TriggerHelper.SpawnGarrisonedUnits(entGarrisonHolder, template, results[entGarrisonHolder][template], playerID);
}
return results;
};
/**
* This will spawn random compositions of entities of the given templates in all turretholders of the given targetClass of the given player.
* The turretholder will be filled to capacityPercent.
* Returns an object where keys are entityIDs of the affected turretholders and the properties are template compositions, see RandomTemplateComposition.
*/
TriggerHelper.SpawnAndTurretAtClasses = function(playerID, classes, templates, capacityPercent)
{
const results = {};
for (const entTurretHolder of Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(playerID))
{
const cmpTurretHolder = Engine.QueryInterface(entTurretHolder, IID_TurretHolder);
if (!cmpTurretHolder)
continue;
const cmpIdentity = Engine.QueryInterface(entTurretHolder, IID_Identity);
if (!cmpIdentity || !MatchesClassList(cmpIdentity.GetClassesList(), classes))
continue;
results[entTurretHolder] = this.RandomTemplateComposition(templates, Math.max(Math.floor(cmpTurretHolder.GetTurretPoints().length * capacityPercent - cmpTurretHolder.GetEntities().length), 0));
for (const template in results[entTurretHolder])
TriggerHelper.SpawnTurretedUnits(entTurretHolder, template, results[entTurretHolder][template], playerID);
}
return results;
};
Engine.RegisterGlobal("TriggerHelper", TriggerHelper);