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eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
binaries/data/mods/public/simulation/components/C* \
binaries/data/mods/public/simulation/components/D* \
binaries/data/mods/public/simulation/components/E* \
binaries/data/mods/public/simulation/components/F*
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
216 lines
6.1 KiB
JavaScript
216 lines
6.1 KiB
JavaScript
const VIS_HIDDEN = 0;
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const VIS_FOGGED = 1;
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const VIS_VISIBLE = 2;
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function Fogging() {}
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Fogging.prototype.Schema =
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"<a:help>Allows this entity to be replaced by mirage entities in the fog-of-war.</a:help>" +
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"<empty/>";
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/**
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* The components that we want to mirage when present.
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* Assumes that a function "Mirage()" is present.
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*/
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Fogging.prototype.componentsToMirage = [
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IID_Capturable,
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IID_Foundation,
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IID_Health,
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IID_Identity,
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IID_Market,
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IID_Repairable,
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IID_Resistance,
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IID_ResourceSupply
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];
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Fogging.prototype.Init = function()
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{
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this.activated = false;
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this.mirages = [];
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this.miraged = [];
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this.seen = [];
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const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
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for (let player = 0; player < numPlayers; ++player)
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{
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this.mirages.push(INVALID_ENTITY);
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this.miraged.push(false);
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this.seen.push(false);
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}
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};
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Fogging.prototype.Activate = function()
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{
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const mustUpdate = !this.activated;
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this.activated = true;
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if (mustUpdate)
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{
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// Load a mirage for each player who has already seen the entity.
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const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
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const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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for (let player = 0; player < numPlayers; ++player)
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if (this.seen[player] && cmpRangeManager.GetLosVisibility(this.entity, player) != "visible")
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this.LoadMirage(player);
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}
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};
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Fogging.prototype.IsActivated = function()
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{
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return this.activated;
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};
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Fogging.prototype.LoadMirage = function(player)
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{
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if (!this.activated)
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{
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error("LoadMirage called for an entity with fogging deactivated");
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return;
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}
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this.miraged[player] = true;
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if (this.mirages[player] == INVALID_ENTITY)
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this.mirages[player] = Engine.AddEntity("mirage|" + Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetCurrentTemplateName(this.entity));
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const cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage);
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if (!cmpMirage)
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{
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error("Failed to load a mirage for entity " + this.entity);
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this.mirages[player] = INVALID_ENTITY;
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return;
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}
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// Copy basic mirage properties.
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cmpMirage.SetPlayer(player);
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cmpMirage.SetParent(this.entity);
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const cmpParentOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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const cmpMirageOwnership = Engine.QueryInterface(this.mirages[player], IID_Ownership);
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if (!cmpParentOwnership || !cmpMirageOwnership)
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{
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error("Failed to copy the ownership data of the fogged entity " + this.entity);
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return;
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}
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cmpMirageOwnership.SetOwner(cmpParentOwnership.GetOwner());
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const cmpParentPosition = Engine.QueryInterface(this.entity, IID_Position);
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const cmpMiragePosition = Engine.QueryInterface(this.mirages[player], IID_Position);
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if (!cmpParentPosition || !cmpMiragePosition)
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{
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error("Failed to copy the position data of the fogged entity " + this.entity);
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return;
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}
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if (!cmpParentPosition.IsInWorld())
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return;
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const pos = cmpParentPosition.GetPosition();
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cmpMiragePosition.JumpTo(pos.x, pos.z);
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const rot = cmpParentPosition.GetRotation();
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cmpMiragePosition.SetYRotation(rot.y);
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cmpMiragePosition.SetXZRotation(rot.x, rot.z);
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const cmpParentVisualActor = Engine.QueryInterface(this.entity, IID_Visual);
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const cmpMirageVisualActor = Engine.QueryInterface(this.mirages[player], IID_Visual);
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if (!cmpParentVisualActor || !cmpMirageVisualActor)
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{
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error("Failed to copy the visual data of the fogged entity " + this.entity);
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return;
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}
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cmpMirageVisualActor.RecomputeActorName();
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cmpMirageVisualActor.SetActorSeed(cmpParentVisualActor.GetActorSeed());
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// Store valuable information into the mirage component (especially for the GUI).
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for (const component of this.componentsToMirage)
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cmpMirage.CopyComponent(component);
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// Notify the GUI the entity has been replaced by a mirage, in case it is selected at this moment.
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Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).AddMiragedEntity(player, this.entity, this.mirages[player]);
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// Notify the range manager the visibility of this entity must be updated.
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Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).RequestVisibilityUpdate(this.entity);
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};
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/**
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* Should only be called for entities that are currently explored, but not visible or
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* things will 'bug out' (double entities and such).
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*/
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Fogging.prototype.ForceMiraging = function(player)
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{
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this.seen[player] = true;
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if (!this.activated)
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return;
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this.LoadMirage(player);
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};
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Fogging.prototype.IsMiraged = function(player)
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{
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if (player < 0 || player >= this.mirages.length)
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return false;
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return this.miraged[player];
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};
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Fogging.prototype.GetMirage = function(player)
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{
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if (player < 0 || player >= this.mirages.length)
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return INVALID_ENTITY;
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return this.mirages[player];
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};
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Fogging.prototype.WasSeen = function(player)
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{
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if (player < 0 || player >= this.seen.length)
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return false;
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return this.seen[player];
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};
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Fogging.prototype.OnOwnershipChanged = function(msg)
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{
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// Always activate fogging for non-Gaia entities.
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if (msg.to > 0)
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this.Activate();
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if (msg.to != -1)
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return;
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const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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for (let player = 0; player < this.mirages.length; ++player)
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{
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if (this.mirages[player] == INVALID_ENTITY)
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continue;
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// When this.entity is in the line of sight of the player, its mirage is hidden, rather than destroyed, to save on performance.
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// All hidden mirages can be destroyed now (they won't be needed again), and other mirages will destroy themselves when they get out of the fog.
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if (cmpRangeManager.GetLosVisibility(this.mirages[player], player) == "hidden")
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{
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Engine.DestroyEntity(this.mirages[player]);
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continue;
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}
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const cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage);
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if (cmpMirage)
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cmpMirage.SetParent(INVALID_ENTITY);
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}
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};
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Fogging.prototype.OnVisibilityChanged = function(msg)
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{
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if (msg.player < 0 || msg.player >= this.mirages.length)
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return;
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if (msg.newVisibility == VIS_VISIBLE)
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{
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this.miraged[msg.player] = false;
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this.seen[msg.player] = true;
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}
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if (msg.newVisibility == VIS_FOGGED && this.activated)
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this.LoadMirage(msg.player);
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};
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Engine.RegisterComponentType(IID_Fogging, "Fogging", Fogging);
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