0ad/binaries/data/mods/public/simulation/components/Garrisonable.js
Ralph Sennhauser eb75835ce4
Fix eslint rule 'prefer-const' in components/G*
eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
    binaries/data/mods/public/simulation/components/G*

Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-05-11 17:53:23 +02:00

174 lines
4.7 KiB
JavaScript

function Garrisonable() {}
Garrisonable.prototype.Schema =
"<a:help>Controls the garrisonability of an entity.</a:help>" +
"<a:example>" +
"<Size>10</Size>" +
"</a:example>" +
"<element name='Size' a:help='Number of garrison slots the entity occupies.'>" +
"<data type='nonNegativeInteger'/>" +
"</element>";
Garrisonable.prototype.Init = function()
{
};
/**
* @param {string} type - Unused.
* @param {number} target - The entity ID of the target to check.
* @return {Object} - Min and max ranges this entity needs to be in in order to garrison the target.
*/
Garrisonable.prototype.GetRange = function(type, target)
{
const cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
return cmpGarrisonHolder ? cmpGarrisonHolder.LoadingRange() : { "min": 0, "max": 1 };
};
/**
* @return {number} - The number of slots this unit takes in a garrisonHolder.
*/
Garrisonable.prototype.UnitSize = function()
{
return ApplyValueModificationsToEntity("Garrisonable/Size", +this.template.Size, this.entity);
};
/**
* Calculates the number of slots this unit takes in a garrisonHolder by
* adding the number of garrisoned slots to the equation.
*
* @return {number} - The number of slots this unit and its garrison takes in a garrisonHolder.
*/
Garrisonable.prototype.TotalSize = function()
{
let size = this.UnitSize();
const cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
size += cmpGarrisonHolder.OccupiedSlots();
return size;
};
/**
* @return {number} - The entity ID of the entity this entity is garrisoned in.
*/
Garrisonable.prototype.HolderID = function()
{
return this.holder || INVALID_ENTITY;
};
/**
* @return {boolean} - Whether we're garrisoned.
*/
Garrisonable.prototype.IsGarrisoned = function()
{
return !!this.holder;
};
/**
* @param {number} target - The entity ID to check.
* @return {boolean} - Whether we can garrison.
*/
Garrisonable.prototype.CanGarrison = function(target)
{
if (this.holder)
return false;
const cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
return cmpGarrisonHolder && cmpGarrisonHolder.IsAllowedToGarrison(this.entity);
};
/**
* @param {number} target - The entity ID of the entity this entity is being garrisoned in.
* @return {boolean} - Whether garrisoning succeeded.
*/
Garrisonable.prototype.Garrison = function(target)
{
if (!this.CanGarrison(target))
return false;
const cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.Garrison(this.entity))
return false;
this.holder = target;
const cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.SetGarrisoned();
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition)
cmpPosition.MoveOutOfWorld();
Engine.PostMessage(this.entity, MT_GarrisonedStateChanged, {
"oldHolder": INVALID_ENTITY,
"holderID": target
});
return true;
};
/**
* @param {boolean} forced - Optionally whether the spawning is forced.
* @return {boolean} - Whether the ungarrisoning succeeded.
*/
Garrisonable.prototype.UnGarrison = function(forced = false)
{
if (!this.holder)
return true;
const pos = PositionHelper.GetSpawnPosition(this.holder, this.entity, forced);
if (!pos)
return false;
const cmpGarrisonHolder = Engine.QueryInterface(this.holder, IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.Eject(this.entity, forced))
return false;
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition)
{
cmpPosition.JumpTo(pos.x, pos.z);
cmpPosition.SetHeightOffset(0);
}
const cmpHolderPosition = Engine.QueryInterface(this.holder, IID_Position);
if (cmpHolderPosition)
cmpPosition.SetYRotation(cmpHolderPosition.GetPosition().horizAngleTo(pos));
const cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
{
cmpUnitAI.Ungarrison();
cmpUnitAI.UnsetGarrisoned();
}
Engine.PostMessage(this.entity, MT_GarrisonedStateChanged, {
"oldHolder": this.holder,
"holderID": INVALID_ENTITY
});
const cmpRallyPoint = Engine.QueryInterface(this.holder, IID_RallyPoint);
// Need to delete this before ordering to a rally
// point else we may not garrison another entity.
delete this.holder;
if (cmpRallyPoint)
cmpRallyPoint.OrderToRallyPoint(this.entity, ["garrison"]);
return true;
};
Garrisonable.prototype.OnEntityRenamed = function(msg)
{
if (!this.holder)
return;
const holder = this.holder;
this.UnGarrison(true, true);
const cmpGarrisonable = Engine.QueryInterface(msg.newentity, IID_Garrisonable);
if (cmpGarrisonable)
cmpGarrisonable.Garrison(holder, true);
};
Engine.RegisterComponentType(IID_Garrisonable, "Garrisonable", Garrisonable);