0ad/binaries/data/mods/public/simulation/helpers/InitGame.js
phosit 38eb999ff9
Use a slider for population cap
To allow Unlimited / Infinity the slider can't be linear.

Refs: #2593
2026-02-20 20:02:37 +01:00

95 lines
3.5 KiB
JavaScript

/**
* Called when the map has been loaded, but before the simulation has started.
* Only called when a new game is started, not when loading a saved game.
*/
function PreInitGame()
{
// We need to replace skirmish "default" entities with real ones.
// This needs to happen before AI initialization (in InitGame).
// And we need to flush destroyed entities otherwise the AI gets the wrong game state in
// the beginning and a bunch of "destroy" messages on turn 0, which just shouldn't happen.
Engine.BroadcastMessage(MT_SkirmishReplace, {});
Engine.FlushDestroyedEntities();
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let i = 1; i < numPlayers; ++i) // ignore gaia
{
const cmpTechnologyManager = QueryPlayerIDInterface(i, IID_TechnologyManager);
if (cmpTechnologyManager)
cmpTechnologyManager.UpdateAutoResearch();
}
// Explore the map inside the players' territory borders
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.ExploreTerritories();
}
function InitGame(settings)
{
// No settings when loading a map in Atlas, so do nothing
if (!settings)
{
// Map dependent initialisations of components (i.e. garrisoned units)
Engine.BroadcastMessage(MT_InitGame, {});
return;
}
if (settings.ExploreMap)
{
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
for (let i = 1; i < settings.PlayerData.length; ++i)
cmpRangeManager.ExploreMap(i);
}
const cmpAIManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIManager);
for (let i = 0; i < settings.PlayerData.length; ++i)
{
const cmpPlayer = QueryPlayerIDInterface(i);
if (settings.PlayerData[i])
{
if (settings.PlayerData[i].Removed)
{
cmpPlayer.Defeat(undefined);
continue;
}
else if (settings.PlayerData[i].AI)
{
cmpAIManager.AddPlayer(settings.PlayerData[i].AI, i, +settings.PlayerData[i].AIDiff, settings.PlayerData[i].AIBehavior || "random");
cmpPlayer.SetAI(true);
}
}
if (settings.AllyView)
Engine.QueryInterface(cmpPlayer.entity, IID_TechnologyManager)?.ResearchTechnology(Engine.QueryInterface(cmpPlayer.entity, IID_Diplomacy).template.SharedLosTech);
}
{
const popCap = settings.PopulationCap ?? Infinity;
const cmpPopulationCapManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PopulationCapManager);
const nonGaiaPlayers = settings.PlayerData.slice(1);
if (nonGaiaPlayers.some(player => player.PopulationLimit))
cmpPopulationCapManager.SetPerPlayerPopulationCaps(nonGaiaPlayers.map(player => player.PopulationLimit || popCap));
else
{
if ([cmpPopulationCapManager.CAPTYPE_PLAYER_POPULATION, cmpPopulationCapManager.CAPTYPE_TEAM_POPULATION,
cmpPopulationCapManager.CAPTYPE_WORLD_POPULATION].includes(settings.PopulationCapType))
cmpPopulationCapManager.SetPopulationCapType(settings.PopulationCapType);
else
cmpPopulationCapManager.SetPopulationCapType(cmpPopulationCapManager.CAPTYPE_PLAYER_POPULATION);
cmpPopulationCapManager.SetPopulationCap(popCap);
}
}
// Update the grid with all entities created for the map init.
Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).UpdateGrid();
// Map or player data (handicap...) dependent initialisations of components (i.e. garrisoned units).
Engine.BroadcastMessage(MT_InitGame, {});
cmpAIManager.TryLoadSharedComponent();
cmpAIManager.RunGamestateInit();
}
Engine.RegisterGlobal("PreInitGame", PreInitGame);
Engine.RegisterGlobal("InitGame", InitGame);