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https://gitea.wildfiregames.com/0ad/0ad
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Allow to cancel trade route setup when only origin market is set. Reported in D2285. Differential Revision: https://code.wildfiregames.com/D2643 Reviewed by: Freagarach Reported by: Freagarach Comments by: elexis This was SVN commit r23521.
1725 lines
55 KiB
JavaScript
1725 lines
55 KiB
JavaScript
// Setting this to true will display some warnings when commands
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// are likely to fail, which may be useful for debugging AIs
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var g_DebugCommands = false;
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function ProcessCommand(player, cmd)
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{
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let cmpPlayer = QueryPlayerIDInterface(player);
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if (!cmpPlayer)
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return;
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let data = {
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"cmpPlayer": cmpPlayer,
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"controlAllUnits": cmpPlayer.CanControlAllUnits()
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};
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if (cmd.entities)
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data.entities = FilterEntityList(cmd.entities, player, data.controlAllUnits);
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// Allow focusing the camera on recent commands
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let commandData = {
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"type": "playercommand",
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"players": [player],
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"cmd": cmd
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};
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// Save the position, since the GUI event is received after the unit died
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if (cmd.type == "delete-entities")
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{
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let cmpPosition = cmd.entities[0] && Engine.QueryInterface(cmd.entities[0], IID_Position);
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commandData.position = cmpPosition && cmpPosition.IsInWorld() && cmpPosition.GetPosition2D();
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}
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let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGuiInterface.PushNotification(commandData);
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// Note: checks of UnitAI targets are not robust enough here, as ownership
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// can change after the order is issued, they should be checked by UnitAI
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// when the specific behavior (e.g. attack, garrison) is performed.
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// (Also it's not ideal if a command silently fails, it's nicer if UnitAI
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// moves the entities closer to the target before giving up.)
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// Now handle various commands
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if (g_Commands[cmd.type])
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{
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var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.CallEvent("PlayerCommand", { "player": player, "cmd": cmd });
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g_Commands[cmd.type](player, cmd, data);
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}
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else
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error("Invalid command: unknown command type: "+uneval(cmd));
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}
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var g_Commands = {
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"aichat": function(player, cmd, data)
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{
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var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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var notification = { "players": [player] };
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for (var key in cmd)
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notification[key] = cmd[key];
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cmpGuiInterface.PushNotification(notification);
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},
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"cheat": function(player, cmd, data)
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{
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Cheat(cmd);
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},
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"diplomacy": function(player, cmd, data)
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{
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let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager);
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if (data.cmpPlayer.GetLockTeams() ||
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cmpCeasefireManager && cmpCeasefireManager.IsCeasefireActive())
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return;
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switch(cmd.to)
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{
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case "ally":
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data.cmpPlayer.SetAlly(cmd.player);
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break;
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case "neutral":
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data.cmpPlayer.SetNeutral(cmd.player);
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break;
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case "enemy":
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data.cmpPlayer.SetEnemy(cmd.player);
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break;
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default:
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warn("Invalid command: Could not set "+player+" diplomacy status of player "+cmd.player+" to "+cmd.to);
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}
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var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGuiInterface.PushNotification({
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"type": "diplomacy",
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"players": [player],
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"targetPlayer": cmd.player,
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"status": cmd.to
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});
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},
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"tribute": function(player, cmd, data)
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{
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data.cmpPlayer.TributeResource(cmd.player, cmd.amounts);
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},
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"control-all": function(player, cmd, data)
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{
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if (!data.cmpPlayer.GetCheatsEnabled())
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return;
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var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGuiInterface.PushNotification({
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"type": "aichat",
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"players": [player],
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"message": markForTranslation("(Cheat - control all units)")
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});
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data.cmpPlayer.SetControlAllUnits(cmd.flag);
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},
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"reveal-map": function(player, cmd, data)
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{
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if (!data.cmpPlayer.GetCheatsEnabled())
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return;
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var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGuiInterface.PushNotification({
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"type": "aichat",
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"players": [player],
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"message": markForTranslation("(Cheat - reveal map)")
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});
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// Reveal the map for all players, not just the current player,
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// primarily to make it obvious to everyone that the player is cheating
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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cmpRangeManager.SetLosRevealAll(-1, cmd.enable);
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},
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"walk": function(player, cmd, data)
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{
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
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cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued);
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});
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},
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"walk-custom": function(player, cmd, data)
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{
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for (let ent in data.entities)
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GetFormationUnitAIs([data.entities[ent]], player).forEach(cmpUnitAI => {
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cmpUnitAI.Walk(cmd.targetPositions[ent].x, cmd.targetPositions[ent].y, cmd.queued);
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});
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},
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"walk-to-range": function(player, cmd, data)
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{
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// Only used by the AI
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for (let ent of data.entities)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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if (cmpUnitAI)
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cmpUnitAI.WalkToPointRange(cmd.x, cmd.z, cmd.min, cmd.max, cmd.queued);
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}
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},
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"attack-walk": function(player, cmd, data)
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{
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let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
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cmpUnitAI.WalkAndFight(cmd.x, cmd.z, cmd.targetClasses, allowCapture, cmd.queued);
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});
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},
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"attack-walk-custom": function(player, cmd, data)
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{
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let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
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for (let ent in data.entities)
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GetFormationUnitAIs([data.entities[ent]], player).forEach(cmpUnitAI => {
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cmpUnitAI.WalkAndFight(cmd.targetPositions[ent].x, cmd.targetPositions[ent].y, cmd.targetClasses, allowCapture, cmd.queued);
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});
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},
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"attack": function(player, cmd, data)
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{
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let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
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if (g_DebugCommands && !allowCapture &&
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!(IsOwnedByEnemyOfPlayer(player, cmd.target) || IsOwnedByNeutralOfPlayer(player, cmd.target)))
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warn("Invalid command: attack target is not owned by enemy of player "+player+": "+uneval(cmd));
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
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cmpUnitAI.Attack(cmd.target, allowCapture, cmd.queued);
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});
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},
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"patrol": function(player, cmd, data)
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{
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let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI =>
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cmpUnitAI.Patrol(cmd.x, cmd.z, cmd.targetClasses, allowCapture, cmd.queued)
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);
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},
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"heal": function(player, cmd, data)
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{
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if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByAllyOfPlayer(player, cmd.target)))
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warn("Invalid command: heal target is not owned by player "+player+" or their ally: "+uneval(cmd));
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
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cmpUnitAI.Heal(cmd.target, cmd.queued);
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});
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},
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"repair": function(player, cmd, data)
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{
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// This covers both repairing damaged buildings, and constructing unfinished foundations
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if (g_DebugCommands && !IsOwnedByAllyOfPlayer(player, cmd.target))
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warn("Invalid command: repair target is not owned by ally of player "+player+": "+uneval(cmd));
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
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cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued);
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});
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},
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"gather": function(player, cmd, data)
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{
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if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByGaia(cmd.target)))
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warn("Invalid command: resource is not owned by gaia or player "+player+": "+uneval(cmd));
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
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cmpUnitAI.Gather(cmd.target, cmd.queued);
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});
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},
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"gather-near-position": function(player, cmd, data)
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{
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
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cmpUnitAI.GatherNearPosition(cmd.x, cmd.z, cmd.resourceType, cmd.resourceTemplate, cmd.queued);
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});
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},
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"returnresource": function(player, cmd, data)
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{
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if (g_DebugCommands && !IsOwnedByPlayer(player, cmd.target))
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warn("Invalid command: dropsite is not owned by player "+player+": "+uneval(cmd));
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
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cmpUnitAI.ReturnResource(cmd.target, cmd.queued);
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});
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},
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"back-to-work": function(player, cmd, data)
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{
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for (let ent of data.entities)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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if(!cmpUnitAI || !cmpUnitAI.BackToWork())
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notifyBackToWorkFailure(player);
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}
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},
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"remove-guard": function(player, cmd, data)
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{
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for (let ent of data.entities)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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if (cmpUnitAI)
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cmpUnitAI.RemoveGuard();
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}
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},
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"train": function(player, cmd, data)
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{
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if (!Number.isInteger(cmd.count) || cmd.count <= 0)
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{
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warn("Invalid command: can't train " + uneval(cmd.count) + " units");
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return;
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}
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// Check entity limits
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var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template);
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var unitCategory = null;
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if (template.TrainingRestrictions)
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unitCategory = template.TrainingRestrictions.Category;
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// Verify that the building(s) can be controlled by the player
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if (data.entities.length <= 0)
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{
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if (g_DebugCommands)
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warn("Invalid command: training building(s) cannot be controlled by player "+player+": "+uneval(cmd));
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return;
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}
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for (let ent of data.entities)
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{
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if (unitCategory)
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{
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var cmpPlayerEntityLimits = QueryOwnerInterface(ent, IID_EntityLimits);
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if (!cmpPlayerEntityLimits.AllowedToTrain(unitCategory, cmd.count))
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{
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if (g_DebugCommands)
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warn(unitCategory + " train limit is reached: " + uneval(cmd));
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continue;
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}
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}
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var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager);
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if (!cmpTechnologyManager.CanProduce(cmd.template))
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{
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if (g_DebugCommands)
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warn("Invalid command: training requires unresearched technology: " + uneval(cmd));
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continue;
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}
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var queue = Engine.QueryInterface(ent, IID_ProductionQueue);
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// Check if the building can train the unit
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// TODO: the AI API does not take promotion technologies into account for the list
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// of trainable units (taken directly from the unit template). Here is a temporary fix.
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if (queue && data.cmpPlayer.IsAI())
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{
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var list = queue.GetEntitiesList();
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if (list.indexOf(cmd.template) === -1 && cmd.promoted)
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{
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for (var promoted of cmd.promoted)
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{
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if (list.indexOf(promoted) === -1)
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continue;
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cmd.template = promoted;
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break;
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}
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}
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}
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if (queue && queue.GetEntitiesList().indexOf(cmd.template) != -1)
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if ("metadata" in cmd)
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queue.AddBatch(cmd.template, "unit", +cmd.count, cmd.metadata);
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else
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queue.AddBatch(cmd.template, "unit", +cmd.count);
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}
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},
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"research": function(player, cmd, data)
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{
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if (!CanControlUnit(cmd.entity, player, data.controlAllUnits))
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{
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if (g_DebugCommands)
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warn("Invalid command: research building cannot be controlled by player "+player+": "+uneval(cmd));
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return;
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}
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var cmpTechnologyManager = QueryOwnerInterface(cmd.entity, IID_TechnologyManager);
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if (!cmpTechnologyManager.CanResearch(cmd.template))
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{
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if (g_DebugCommands)
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warn("Invalid command: Requirements to research technology are not met: " + uneval(cmd));
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return;
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}
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var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue);
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if (queue)
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queue.AddBatch(cmd.template, "technology");
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},
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"stop-production": function(player, cmd, data)
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{
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if (!CanControlUnit(cmd.entity, player, data.controlAllUnits))
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{
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if (g_DebugCommands)
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warn("Invalid command: production building cannot be controlled by player "+player+": "+uneval(cmd));
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return;
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}
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var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue);
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if (queue)
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queue.RemoveBatch(cmd.id);
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},
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"construct": function(player, cmd, data)
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{
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TryConstructBuilding(player, data.cmpPlayer, data.controlAllUnits, cmd);
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},
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"construct-wall": function(player, cmd, data)
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{
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TryConstructWall(player, data.cmpPlayer, data.controlAllUnits, cmd);
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},
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"delete-entities": function(player, cmd, data)
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{
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for (let ent of data.entities)
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{
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if (!data.controlAllUnits)
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{
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let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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if (cmpIdentity && cmpIdentity.IsUndeletable())
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continue;
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let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable);
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if (cmpCapturable &&
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cmpCapturable.GetCapturePoints()[player] < cmpCapturable.GetMaxCapturePoints() / 2)
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continue;
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let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply);
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if (cmpResourceSupply && cmpResourceSupply.GetKillBeforeGather())
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continue;
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}
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let cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
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if (cmpMirage)
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{
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let cmpMiragedHealth = Engine.QueryInterface(cmpMirage.parent, IID_Health);
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if (cmpMiragedHealth)
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cmpMiragedHealth.Kill();
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else
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Engine.DestroyEntity(cmpMirage.parent);
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Engine.DestroyEntity(ent);
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continue;
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}
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|
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let cmpHealth = Engine.QueryInterface(ent, IID_Health);
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if (cmpHealth)
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cmpHealth.Kill();
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else
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Engine.DestroyEntity(ent);
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}
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},
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"set-rallypoint": function(player, cmd, data)
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{
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for (let ent of data.entities)
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{
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var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
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if (cmpRallyPoint)
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{
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if (!cmd.queued)
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cmpRallyPoint.Unset();
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cmpRallyPoint.AddPosition(cmd.x, cmd.z);
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cmpRallyPoint.AddData(clone(cmd.data));
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}
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}
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},
|
|
|
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"unset-rallypoint": function(player, cmd, data)
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{
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for (let ent of data.entities)
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{
|
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var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
|
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if (cmpRallyPoint)
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cmpRallyPoint.Reset();
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}
|
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},
|
|
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"resign": function(player, cmd, data)
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{
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data.cmpPlayer.SetState("defeated", markForTranslation("%(player)s has resigned."));
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},
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|
|
|
"garrison": function(player, cmd, data)
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|
{
|
|
// Verify that the building can be controlled by the player or is mutualAlly
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if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits))
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{
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if (g_DebugCommands)
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warn("Invalid command: garrison target cannot be controlled by player "+player+" (or ally): "+uneval(cmd));
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return;
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}
|
|
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
|
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cmpUnitAI.Garrison(cmd.target, cmd.queued);
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|
});
|
|
},
|
|
|
|
"guard": function(player, cmd, data)
|
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{
|
|
// Verify that the target can be controlled by the player or is mutualAlly
|
|
if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits))
|
|
{
|
|
if (g_DebugCommands)
|
|
warn("Invalid command: guard/escort target cannot be controlled by player "+player+": "+uneval(cmd));
|
|
return;
|
|
}
|
|
|
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GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
|
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cmpUnitAI.Guard(cmd.target, cmd.queued);
|
|
});
|
|
},
|
|
|
|
"stop": function(player, cmd, data)
|
|
{
|
|
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
|
|
cmpUnitAI.Stop(cmd.queued);
|
|
});
|
|
},
|
|
|
|
"unload": function(player, cmd, data)
|
|
{
|
|
// Verify that the building can be controlled by the player or is mutualAlly
|
|
if (!CanControlUnitOrIsAlly(cmd.garrisonHolder, player, data.controlAllUnits))
|
|
{
|
|
if (g_DebugCommands)
|
|
warn("Invalid command: unload target cannot be controlled by player "+player+" (or ally): "+uneval(cmd));
|
|
return;
|
|
}
|
|
|
|
var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder);
|
|
var notUngarrisoned = 0;
|
|
|
|
// The owner can ungarrison every garrisoned unit
|
|
if (IsOwnedByPlayer(player, cmd.garrisonHolder))
|
|
data.entities = cmd.entities;
|
|
|
|
for (let ent of data.entities)
|
|
if (!cmpGarrisonHolder || !cmpGarrisonHolder.Unload(ent))
|
|
++notUngarrisoned;
|
|
|
|
if (notUngarrisoned != 0)
|
|
notifyUnloadFailure(player, cmd.garrisonHolder);
|
|
},
|
|
|
|
"unload-template": function(player, cmd, data)
|
|
{
|
|
var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits);
|
|
for (let garrisonHolder of entities)
|
|
{
|
|
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
|
|
if (cmpGarrisonHolder)
|
|
{
|
|
// Only the owner of the garrisonHolder may unload entities from any owners
|
|
if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits
|
|
&& player != +cmd.owner)
|
|
continue;
|
|
|
|
if (!cmpGarrisonHolder.UnloadTemplate(cmd.template, cmd.owner, cmd.all))
|
|
notifyUnloadFailure(player, garrisonHolder);
|
|
}
|
|
}
|
|
},
|
|
|
|
"unload-all-by-owner": function(player, cmd, data)
|
|
{
|
|
var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits);
|
|
for (let garrisonHolder of entities)
|
|
{
|
|
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
|
|
if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAllByOwner(player))
|
|
notifyUnloadFailure(player, garrisonHolder);
|
|
}
|
|
},
|
|
|
|
"unload-all": function(player, cmd, data)
|
|
{
|
|
var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits);
|
|
for (let garrisonHolder of entities)
|
|
{
|
|
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
|
|
if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAll())
|
|
notifyUnloadFailure(player, garrisonHolder);
|
|
}
|
|
},
|
|
|
|
"alert-raise": function(player, cmd, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
|
|
if (cmpAlertRaiser)
|
|
cmpAlertRaiser.RaiseAlert();
|
|
}
|
|
},
|
|
|
|
"alert-end": function(player, cmd, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
|
|
if (cmpAlertRaiser)
|
|
cmpAlertRaiser.EndOfAlert();
|
|
}
|
|
},
|
|
|
|
"formation": function(player, cmd, data)
|
|
{
|
|
GetFormationUnitAIs(data.entities, player, cmd.name).forEach(cmpUnitAI => {
|
|
cmpUnitAI.MoveIntoFormation(cmd);
|
|
});
|
|
},
|
|
|
|
"promote": function(player, cmd, data)
|
|
{
|
|
if (!data.cmpPlayer.GetCheatsEnabled())
|
|
return;
|
|
|
|
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGuiInterface.PushNotification({
|
|
"type": "aichat",
|
|
"players": [player],
|
|
"message": markForTranslation("(Cheat - promoted units)"),
|
|
"translateMessage": true
|
|
});
|
|
|
|
for (let ent of cmd.entities)
|
|
{
|
|
var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
|
|
if (cmpPromotion)
|
|
cmpPromotion.IncreaseXp(cmpPromotion.GetRequiredXp() - cmpPromotion.GetCurrentXp());
|
|
}
|
|
},
|
|
|
|
"stance": function(player, cmd, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (cmpUnitAI && !cmpUnitAI.IsTurret())
|
|
cmpUnitAI.SwitchToStance(cmd.name);
|
|
}
|
|
},
|
|
|
|
"lock-gate": function(player, cmd, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
var cmpGate = Engine.QueryInterface(ent, IID_Gate);
|
|
if (!cmpGate)
|
|
continue;
|
|
|
|
if (cmd.lock)
|
|
cmpGate.LockGate();
|
|
else
|
|
cmpGate.UnlockGate();
|
|
}
|
|
},
|
|
|
|
"setup-trade-route": function(player, cmd, data)
|
|
{
|
|
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
|
|
cmpUnitAI.SetupTradeRoute(cmd.target, cmd.source, cmd.route, cmd.queued);
|
|
});
|
|
},
|
|
|
|
"cancel-setup-trade-route": function(player, cmd, data)
|
|
{
|
|
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
|
|
cmpUnitAI.CancelSetupTradeRoute(cmd.target);
|
|
});
|
|
},
|
|
|
|
"set-trading-goods": function(player, cmd, data)
|
|
{
|
|
data.cmpPlayer.SetTradingGoods(cmd.tradingGoods);
|
|
},
|
|
|
|
"barter": function(player, cmd, data)
|
|
{
|
|
var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter);
|
|
cmpBarter.ExchangeResources(player, cmd.sell, cmd.buy, cmd.amount);
|
|
},
|
|
|
|
"set-shading-color": function(player, cmd, data)
|
|
{
|
|
// Prevent multiplayer abuse
|
|
if (!data.cmpPlayer.IsAI())
|
|
return;
|
|
|
|
// Debug command to make an entity brightly colored
|
|
for (let ent of cmd.entities)
|
|
{
|
|
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
|
|
if (cmpVisual)
|
|
cmpVisual.SetShadingColor(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0); // alpha isn't used so just send 0
|
|
}
|
|
},
|
|
|
|
"pack": function(player, cmd, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (!cmpUnitAI)
|
|
continue;
|
|
|
|
if (cmd.pack)
|
|
cmpUnitAI.Pack(cmd.queued);
|
|
else
|
|
cmpUnitAI.Unpack(cmd.queued);
|
|
}
|
|
},
|
|
|
|
"cancel-pack": function(player, cmd, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (!cmpUnitAI)
|
|
continue;
|
|
|
|
if (cmd.pack)
|
|
cmpUnitAI.CancelPack(cmd.queued);
|
|
else
|
|
cmpUnitAI.CancelUnpack(cmd.queued);
|
|
}
|
|
},
|
|
|
|
"upgrade": function(player, cmd, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
|
|
|
|
if (!cmpUpgrade || !cmpUpgrade.CanUpgradeTo(cmd.template))
|
|
continue;
|
|
|
|
if (cmpUpgrade.WillCheckPlacementRestrictions(cmd.template) && ObstructionsBlockingTemplateChange(ent, cmd.template))
|
|
{
|
|
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGUIInterface.PushNotification({
|
|
"players": [player],
|
|
"message": markForTranslation("Cannot upgrade as distance requirements are not verified or terrain is obstructed.")
|
|
});
|
|
continue;
|
|
}
|
|
|
|
if (!CanGarrisonedChangeTemplate(ent, cmd.template))
|
|
{
|
|
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGUIInterface.PushNotification({
|
|
"players": [player],
|
|
"message": markForTranslation("Cannot upgrade a garrisoned entity.")
|
|
});
|
|
continue;
|
|
}
|
|
|
|
// Check entity limits
|
|
var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
|
|
if (cmpEntityLimits && !cmpEntityLimits.AllowedToReplace(ent, cmd.template))
|
|
{
|
|
if (g_DebugCommands)
|
|
warn("Invalid command: build limits check failed for player " + player + ": " + uneval(cmd));
|
|
continue;
|
|
}
|
|
|
|
let cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager);
|
|
let requiredTechnology = cmpUpgrade.GetRequiredTechnology(cmd.template);
|
|
|
|
if (requiredTechnology && (!cmpTechnologyManager || !cmpTechnologyManager.IsTechnologyResearched(requiredTechnology)))
|
|
{
|
|
if (g_DebugCommands)
|
|
warn("Invalid command: upgrading is not possible for this player or requires unresearched technology: " + uneval(cmd));
|
|
continue;
|
|
}
|
|
|
|
cmpUpgrade.Upgrade(cmd.template, data.cmpPlayer);
|
|
}
|
|
},
|
|
|
|
"cancel-upgrade": function(player, cmd, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
let cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
|
|
if (cmpUpgrade)
|
|
cmpUpgrade.CancelUpgrade(player);
|
|
}
|
|
},
|
|
|
|
"attack-request": function(player, cmd, data)
|
|
{
|
|
// Send a chat message to human players
|
|
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGuiInterface.PushNotification({
|
|
"type": "aichat",
|
|
"players": [player],
|
|
"message": "/allies " + markForTranslation("Attack against %(_player_)s requested."),
|
|
"translateParameters": ["_player_"],
|
|
"parameters": { "_player_": cmd.player }
|
|
});
|
|
|
|
// And send an attackRequest event to the AIs
|
|
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
|
|
if (cmpAIInterface)
|
|
cmpAIInterface.PushEvent("AttackRequest", cmd);
|
|
},
|
|
|
|
"spy-request": function(player, cmd, data)
|
|
{
|
|
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
let ent = pickRandom(cmpRangeManager.GetEntitiesByPlayer(cmd.player).filter(ent => {
|
|
let cmpVisionSharing = Engine.QueryInterface(ent, IID_VisionSharing);
|
|
return cmpVisionSharing && cmpVisionSharing.IsBribable() && !cmpVisionSharing.ShareVisionWith(player);
|
|
}));
|
|
|
|
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGUIInterface.PushNotification({
|
|
"type": "spy-response",
|
|
"players": [player],
|
|
"target": cmd.player,
|
|
"entity": ent
|
|
});
|
|
if (ent)
|
|
Engine.QueryInterface(ent, IID_VisionSharing).AddSpy(cmd.source);
|
|
else
|
|
{
|
|
let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate("special/spy");
|
|
IncurBribeCost(template, player, cmd.player, true);
|
|
// update statistics for failed bribes
|
|
let cmpBribesStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
|
|
if (cmpBribesStatisticsTracker)
|
|
cmpBribesStatisticsTracker.IncreaseFailedBribesCounter();
|
|
cmpGUIInterface.PushNotification({
|
|
"type": "text",
|
|
"players": [player],
|
|
"message": markForTranslation("There are no bribable units"),
|
|
"translateMessage": true
|
|
});
|
|
}
|
|
},
|
|
|
|
"diplomacy-request": function(player, cmd, data)
|
|
{
|
|
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
|
|
if (cmpAIInterface)
|
|
cmpAIInterface.PushEvent("DiplomacyRequest", cmd);
|
|
},
|
|
|
|
"tribute-request": function(player, cmd, data)
|
|
{
|
|
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
|
|
if (cmpAIInterface)
|
|
cmpAIInterface.PushEvent("TributeRequest", cmd);
|
|
},
|
|
|
|
"dialog-answer": function(player, cmd, data)
|
|
{
|
|
// Currently nothing. Triggers can read it anyway, and send this
|
|
// message to any component you like.
|
|
},
|
|
|
|
"set-dropsite-sharing": function(player, cmd, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
|
|
if (cmpResourceDropsite && cmpResourceDropsite.IsSharable())
|
|
cmpResourceDropsite.SetSharing(cmd.shared);
|
|
}
|
|
},
|
|
};
|
|
|
|
/**
|
|
* Sends a GUI notification about unit(s) that failed to ungarrison.
|
|
*/
|
|
function notifyUnloadFailure(player, garrisonHolder)
|
|
{
|
|
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGUIInterface.PushNotification({
|
|
"type": "text",
|
|
"players": [player],
|
|
"message": markForTranslation("Unable to ungarrison unit(s)"),
|
|
"translateMessage": true
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Sends a GUI notification about worker(s) that failed to go back to work.
|
|
*/
|
|
function notifyBackToWorkFailure(player)
|
|
{
|
|
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGUIInterface.PushNotification({
|
|
"type": "text",
|
|
"players": [player],
|
|
"message": markForTranslation("Some unit(s) can't go back to work"),
|
|
"translateMessage": true
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Get some information about the formations used by entities.
|
|
* The entities must have a UnitAI component.
|
|
*/
|
|
function ExtractFormations(ents)
|
|
{
|
|
var entities = []; // subset of ents that have UnitAI
|
|
var members = {}; // { formationentity: [ent, ent, ...], ... }
|
|
for (let ent of ents)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
var fid = cmpUnitAI.GetFormationController();
|
|
if (fid != INVALID_ENTITY)
|
|
{
|
|
if (!members[fid])
|
|
members[fid] = [];
|
|
members[fid].push(ent);
|
|
}
|
|
entities.push(ent);
|
|
}
|
|
|
|
return { "entities": entities, "members": members };
|
|
}
|
|
|
|
/**
|
|
* Tries to find the best angle to put a dock at a given position
|
|
* Taken from GuiInterface.js
|
|
*/
|
|
function GetDockAngle(template, x, z)
|
|
{
|
|
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
|
|
var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
|
|
if (!cmpTerrain || !cmpWaterManager)
|
|
return undefined;
|
|
|
|
// Get footprint size
|
|
var halfSize = 0;
|
|
if (template.Footprint.Square)
|
|
halfSize = Math.max(template.Footprint.Square["@depth"], template.Footprint.Square["@width"])/2;
|
|
else if (template.Footprint.Circle)
|
|
halfSize = template.Footprint.Circle["@radius"];
|
|
|
|
/* Find direction of most open water, algorithm:
|
|
* 1. Pick points in a circle around dock
|
|
* 2. If point is in water, add to array
|
|
* 3. Scan array looking for consecutive points
|
|
* 4. Find longest sequence of consecutive points
|
|
* 5. If sequence equals all points, no direction can be determined,
|
|
* expand search outward and try (1) again
|
|
* 6. Calculate angle using average of sequence
|
|
*/
|
|
const numPoints = 16;
|
|
for (var dist = 0; dist < 4; ++dist)
|
|
{
|
|
var waterPoints = [];
|
|
for (var i = 0; i < numPoints; ++i)
|
|
{
|
|
var angle = (i/numPoints)*2*Math.PI;
|
|
var d = halfSize*(dist+1);
|
|
var nx = x - d*Math.sin(angle);
|
|
var nz = z + d*Math.cos(angle);
|
|
|
|
if (cmpTerrain.GetGroundLevel(nx, nz) < cmpWaterManager.GetWaterLevel(nx, nz))
|
|
waterPoints.push(i);
|
|
}
|
|
var consec = [];
|
|
var length = waterPoints.length;
|
|
if (!length)
|
|
continue;
|
|
for (var i = 0; i < length; ++i)
|
|
{
|
|
var count = 0;
|
|
for (let j = 0; j < length - 1; ++j)
|
|
{
|
|
if ((waterPoints[(i + j) % length] + 1) % numPoints == waterPoints[(i + j + 1) % length])
|
|
++count;
|
|
else
|
|
break;
|
|
}
|
|
consec[i] = count;
|
|
}
|
|
var start = 0;
|
|
var count = 0;
|
|
for (var c in consec)
|
|
{
|
|
if (consec[c] > count)
|
|
{
|
|
start = c;
|
|
count = consec[c];
|
|
}
|
|
}
|
|
|
|
// If we've found a shoreline, stop searching
|
|
if (count != numPoints-1)
|
|
return -((waterPoints[start] + consec[start]/2) % numPoints) / numPoints * 2 * Math.PI;
|
|
}
|
|
return undefined;
|
|
}
|
|
|
|
/**
|
|
* Attempts to construct a building using the specified parameters.
|
|
* Returns true on success, false on failure.
|
|
*/
|
|
function TryConstructBuilding(player, cmpPlayer, controlAllUnits, cmd)
|
|
{
|
|
// Message structure:
|
|
// {
|
|
// "type": "construct",
|
|
// "entities": [...], // entities that will be ordered to construct the building (if applicable)
|
|
// "template": "...", // template name of the entity being constructed
|
|
// "x": ...,
|
|
// "z": ...,
|
|
// "angle": ...,
|
|
// "metadata": "...", // AI metadata of the building
|
|
// "actorSeed": ...,
|
|
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
|
|
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
|
|
// "queued": true, // whether to add the construction/repairing of this foundation to entities' queue (if applicable)
|
|
// "obstructionControlGroup": ..., // Optional; the obstruction control group ID that should be set for this building prior to obstruction
|
|
// // testing to determine placement validity. If specified, must be a valid control group ID (> 0).
|
|
// "obstructionControlGroup2": ..., // Optional; secondary obstruction control group ID that should be set for this building prior to obstruction
|
|
// // testing to determine placement validity. May be INVALID_ENTITY.
|
|
// }
|
|
|
|
/*
|
|
* Construction process:
|
|
* . Take resources away immediately.
|
|
* . Create a foundation entity with 1hp, 0% build progress.
|
|
* . Increase hp and build progress up to 100% when people work on it.
|
|
* . If it's destroyed, an appropriate fraction of the resource cost is refunded.
|
|
* . If it's completed, it gets replaced with the real building.
|
|
*/
|
|
|
|
// Check whether we can control these units
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
if (!entities.length)
|
|
return false;
|
|
|
|
var foundationTemplate = "foundation|" + cmd.template;
|
|
|
|
// Tentatively create the foundation (we might find later that it's a invalid build command)
|
|
var ent = Engine.AddEntity(foundationTemplate);
|
|
if (ent == INVALID_ENTITY)
|
|
{
|
|
// Error (e.g. invalid template names)
|
|
error("Error creating foundation entity for '" + cmd.template + "'");
|
|
return false;
|
|
}
|
|
|
|
// If it's a dock, get the right angle.
|
|
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template);
|
|
var angle = cmd.angle;
|
|
if (template.BuildRestrictions.PlacementType === "shore")
|
|
{
|
|
let angleDock = GetDockAngle(template, cmd.x, cmd.z);
|
|
if (angleDock !== undefined)
|
|
angle = angleDock;
|
|
}
|
|
|
|
// Move the foundation to the right place
|
|
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
|
|
cmpPosition.JumpTo(cmd.x, cmd.z);
|
|
cmpPosition.SetYRotation(angle);
|
|
|
|
// Set the obstruction control group if needed
|
|
if (cmd.obstructionControlGroup || cmd.obstructionControlGroup2)
|
|
{
|
|
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
|
|
|
|
// primary control group must always be valid
|
|
if (cmd.obstructionControlGroup)
|
|
{
|
|
if (cmd.obstructionControlGroup <= 0)
|
|
warn("[TryConstructBuilding] Invalid primary obstruction control group " + cmd.obstructionControlGroup + " received; must be > 0");
|
|
|
|
cmpObstruction.SetControlGroup(cmd.obstructionControlGroup);
|
|
}
|
|
|
|
if (cmd.obstructionControlGroup2)
|
|
cmpObstruction.SetControlGroup2(cmd.obstructionControlGroup2);
|
|
}
|
|
|
|
// Make it owned by the current player
|
|
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
|
cmpOwnership.SetOwner(player);
|
|
|
|
// Check whether building placement is valid
|
|
var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
|
|
if (cmpBuildRestrictions)
|
|
{
|
|
var ret = cmpBuildRestrictions.CheckPlacement();
|
|
if (!ret.success)
|
|
{
|
|
if (g_DebugCommands)
|
|
warn("Invalid command: build restrictions check failed with '"+ret.message+"' for player "+player+": "+uneval(cmd));
|
|
|
|
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
ret.players = [player];
|
|
cmpGuiInterface.PushNotification(ret);
|
|
|
|
// Remove the foundation because the construction was aborted
|
|
// move it out of world because it's not destroyed immediately.
|
|
cmpPosition.MoveOutOfWorld();
|
|
Engine.DestroyEntity(ent);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
error("cmpBuildRestrictions not defined");
|
|
|
|
// Check entity limits
|
|
var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
|
|
if (cmpEntityLimits && !cmpEntityLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory()))
|
|
{
|
|
if (g_DebugCommands)
|
|
warn("Invalid command: build limits check failed for player "+player+": "+uneval(cmd));
|
|
|
|
// Remove the foundation because the construction was aborted
|
|
cmpPosition.MoveOutOfWorld();
|
|
Engine.DestroyEntity(ent);
|
|
return false;
|
|
}
|
|
|
|
var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
|
|
if (cmpTechnologyManager && !cmpTechnologyManager.CanProduce(cmd.template))
|
|
{
|
|
if (g_DebugCommands)
|
|
warn("Invalid command: required technology check failed for player "+player+": "+uneval(cmd));
|
|
|
|
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGuiInterface.PushNotification({
|
|
"type": "text",
|
|
"players": [player],
|
|
"message": markForTranslation("The building's technology requirements are not met."),
|
|
"translateMessage": true
|
|
});
|
|
|
|
// Remove the foundation because the construction was aborted
|
|
cmpPosition.MoveOutOfWorld();
|
|
Engine.DestroyEntity(ent);
|
|
}
|
|
|
|
// We need the cost after tech and aura modifications
|
|
// To calculate this with an entity requires ownership, so use the template instead
|
|
let cmpCost = Engine.QueryInterface(ent, IID_Cost);
|
|
let costs = cmpCost.GetResourceCosts(player);
|
|
|
|
if (!cmpPlayer.TrySubtractResources(costs))
|
|
{
|
|
if (g_DebugCommands)
|
|
warn("Invalid command: building cost check failed for player "+player+": "+uneval(cmd));
|
|
|
|
Engine.DestroyEntity(ent);
|
|
cmpPosition.MoveOutOfWorld();
|
|
return false;
|
|
}
|
|
|
|
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
|
|
if (cmpVisual && cmd.actorSeed !== undefined)
|
|
cmpVisual.SetActorSeed(cmd.actorSeed);
|
|
|
|
// Initialise the foundation
|
|
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
|
|
cmpFoundation.InitialiseConstruction(player, cmd.template);
|
|
|
|
// send Metadata info if any
|
|
if (cmd.metadata)
|
|
Engine.PostMessage(ent, MT_AIMetadata, { "id": ent, "metadata" : cmd.metadata, "owner" : player } );
|
|
|
|
// Tell the units to start building this new entity
|
|
if (cmd.autorepair)
|
|
{
|
|
ProcessCommand(player, {
|
|
"type": "repair",
|
|
"entities": entities,
|
|
"target": ent,
|
|
"autocontinue": cmd.autocontinue,
|
|
"queued": cmd.queued
|
|
});
|
|
}
|
|
|
|
return ent;
|
|
}
|
|
|
|
function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd)
|
|
{
|
|
// 'cmd' message structure:
|
|
// {
|
|
// "type": "construct-wall",
|
|
// "entities": [...], // entities that will be ordered to construct the wall (if applicable)
|
|
// "pieces": [ // ordered list of information about the pieces making up the wall (towers, wall segments, ...)
|
|
// {
|
|
// "template": "...", // one of the templates from the wallset
|
|
// "x": ...,
|
|
// "z": ...,
|
|
// "angle": ...,
|
|
// },
|
|
// ...
|
|
// ],
|
|
// "wallSet": {
|
|
// "templates": {
|
|
// "tower": // tower template name
|
|
// "long": // long wall segment template name
|
|
// ... // etc.
|
|
// },
|
|
// "maxTowerOverlap": ...,
|
|
// "minTowerOverlap": ...,
|
|
// },
|
|
// "startSnappedEntity": // optional; entity ID of tower being snapped to at the starting side of the wall
|
|
// "endSnappedEntity": // optional; entity ID of tower being snapped to at the ending side of the wall
|
|
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
|
|
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
|
|
// "queued": true, // whether to add the construction/repairing of this wall's pieces to entities' queue (if applicable)
|
|
// }
|
|
|
|
if (cmd.pieces.length <= 0)
|
|
return;
|
|
|
|
if (cmd.startSnappedEntity && cmd.pieces[0].template == cmd.wallSet.templates.tower)
|
|
{
|
|
error("[TryConstructWall] Starting wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the starting side");
|
|
return;
|
|
}
|
|
|
|
if (cmd.endSnappedEntity && cmd.pieces[cmd.pieces.length - 1].template == cmd.wallSet.templates.tower)
|
|
{
|
|
error("[TryConstructWall] Ending wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the ending side");
|
|
return;
|
|
}
|
|
|
|
// Assign obstruction control groups to allow the wall pieces to mutually overlap during foundation placement
|
|
// and during construction. The scheme here is that whatever wall pieces are inbetween two towers inherit the control
|
|
// groups of both of the towers they are connected to (either newly constructed ones as part of the wall, or existing
|
|
// towers in the case of snapping). The towers themselves all keep their default unique control groups.
|
|
|
|
// To support this, every non-tower piece registers the entity ID of the towers (or foundations thereof) that neighbour
|
|
// it on either side. Specifically, each non-tower wall piece has its primary control group set equal to that of the
|
|
// first tower encountered towards the starting side of the wall, and its secondary control group set equal to that of
|
|
// the first tower encountered towards the ending side of the wall (if any).
|
|
|
|
// We can't build the whole wall at once by linearly stepping through the wall pieces and build them, because the
|
|
// wall segments may/will need the entity IDs of towers that come afterwards. So, build it in two passes:
|
|
//
|
|
// FIRST PASS:
|
|
// - Go from start to end and construct wall piece foundations as far as we can without running into a piece that
|
|
// cannot be built (e.g. because it is obstructed). At each non-tower, set the most recently built tower's ID
|
|
// as the primary control group, thus allowing it to be built overlapping the previous piece.
|
|
// - If we encounter a new tower along the way (which will gain its own control group), do the following:
|
|
// o First build it using temporarily the same control group of the previous (non-tower) piece
|
|
// o Set the previous piece's secondary control group to the tower's entity ID
|
|
// o Restore the primary control group of the constructed tower back its original (unique) value.
|
|
// The temporary control group is necessary to allow the newer tower with its unique control group ID to be able
|
|
// to be placed while overlapping the previous piece.
|
|
//
|
|
// SECOND PASS:
|
|
// - Go end to start from the last successfully placed wall piece (which might be a tower we backtracked to), this
|
|
// time registering the right neighbouring tower in each non-tower piece.
|
|
|
|
// first pass; L -> R
|
|
|
|
var lastTowerIndex = -1; // index of the last tower we've encountered in cmd.pieces
|
|
var lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces
|
|
|
|
// If we're snapping to an existing entity at the starting end, set lastTowerControlGroup to its control group ID so that
|
|
// the first wall piece can be built while overlapping it.
|
|
if (cmd.startSnappedEntity)
|
|
{
|
|
var cmpSnappedStartObstruction = Engine.QueryInterface(cmd.startSnappedEntity, IID_Obstruction);
|
|
if (!cmpSnappedStartObstruction)
|
|
{
|
|
error("[TryConstructWall] Snapped entity on starting side does not have an obstruction component");
|
|
return;
|
|
}
|
|
|
|
lastTowerControlGroup = cmpSnappedStartObstruction.GetControlGroup();
|
|
//warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup);
|
|
}
|
|
|
|
var i = 0;
|
|
var queued = cmd.queued;
|
|
var pieces = clone(cmd.pieces);
|
|
for (; i < pieces.length; ++i)
|
|
{
|
|
var piece = pieces[i];
|
|
|
|
// All wall pieces after the first must be queued.
|
|
if (i > 0 && !queued)
|
|
queued = true;
|
|
|
|
// 'lastTowerControlGroup' must always be defined and valid here, except if we're at the first piece and we didn't do
|
|
// start position snapping (implying that the first entity we build must be a tower)
|
|
if (lastTowerControlGroup === null || lastTowerControlGroup == INVALID_ENTITY)
|
|
{
|
|
if (!(i == 0 && piece.template == cmd.wallSet.templates.tower && !cmd.startSnappedEntity))
|
|
{
|
|
error("[TryConstructWall] Expected last tower control group to be available, none found (1st pass, iteration " + i + ")");
|
|
break;
|
|
}
|
|
}
|
|
|
|
var constructPieceCmd = {
|
|
"type": "construct",
|
|
"entities": cmd.entities,
|
|
"template": piece.template,
|
|
"x": piece.x,
|
|
"z": piece.z,
|
|
"angle": piece.angle,
|
|
"autorepair": cmd.autorepair,
|
|
"autocontinue": cmd.autocontinue,
|
|
"queued": queued,
|
|
// Regardless of whether we're building a tower or an intermediate wall piece, it is always (first) constructed
|
|
// using the control group of the last tower (see comments above).
|
|
"obstructionControlGroup": lastTowerControlGroup,
|
|
};
|
|
|
|
// If we're building the last piece and we're attaching to a snapped entity, we need to add in the snapped entity's
|
|
// control group directly at construction time (instead of setting it in the second pass) to allow it to be built
|
|
// while overlapping the snapped entity.
|
|
if (i == pieces.length - 1 && cmd.endSnappedEntity)
|
|
{
|
|
var cmpEndSnappedObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction);
|
|
if (cmpEndSnappedObstruction)
|
|
constructPieceCmd.obstructionControlGroup2 = cmpEndSnappedObstruction.GetControlGroup();
|
|
}
|
|
|
|
var pieceEntityId = TryConstructBuilding(player, cmpPlayer, controlAllUnits, constructPieceCmd);
|
|
if (pieceEntityId)
|
|
{
|
|
// wall piece foundation successfully built, save the entity ID in the piece info object so we can reference it later
|
|
piece.ent = pieceEntityId;
|
|
|
|
// if we built a tower, do the control group dance (see outline above) and update lastTowerControlGroup and lastTowerIndex
|
|
if (piece.template == cmd.wallSet.templates.tower)
|
|
{
|
|
var cmpTowerObstruction = Engine.QueryInterface(pieceEntityId, IID_Obstruction);
|
|
var newTowerControlGroup = pieceEntityId;
|
|
|
|
if (i > 0)
|
|
{
|
|
//warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup);
|
|
var cmpPreviousObstruction = Engine.QueryInterface(pieces[i-1].ent, IID_Obstruction);
|
|
// TODO: ensure that cmpPreviousObstruction exists
|
|
// TODO: ensure that the previous obstruction does not yet have a secondary control group set
|
|
cmpPreviousObstruction.SetControlGroup2(newTowerControlGroup);
|
|
}
|
|
|
|
// TODO: ensure that cmpTowerObstruction exists
|
|
cmpTowerObstruction.SetControlGroup(newTowerControlGroup); // give the tower its own unique control group
|
|
|
|
lastTowerIndex = i;
|
|
lastTowerControlGroup = newTowerControlGroup;
|
|
}
|
|
}
|
|
else // failed to build wall piece, abort
|
|
break;
|
|
}
|
|
|
|
var lastBuiltPieceIndex = i - 1;
|
|
var wallComplete = (lastBuiltPieceIndex == pieces.length - 1);
|
|
|
|
// At this point, 'i' is the index of the last wall piece that was successfully constructed (which may or may not be a tower).
|
|
// Now do the second pass going right-to-left, registering the control groups of the towers to the right of each piece (if any)
|
|
// as their secondary control groups.
|
|
|
|
lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces
|
|
|
|
// only start off with the ending side's snapped tower's control group if we were able to build the entire wall
|
|
if (cmd.endSnappedEntity && wallComplete)
|
|
{
|
|
var cmpSnappedEndObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction);
|
|
if (!cmpSnappedEndObstruction)
|
|
{
|
|
error("[TryConstructWall] Snapped entity on ending side does not have an obstruction component");
|
|
return;
|
|
}
|
|
|
|
lastTowerControlGroup = cmpSnappedEndObstruction.GetControlGroup();
|
|
}
|
|
|
|
for (var j = lastBuiltPieceIndex; j >= 0; --j)
|
|
{
|
|
var piece = pieces[j];
|
|
|
|
if (!piece.ent)
|
|
{
|
|
error("[TryConstructWall] No entity ID set for constructed entity of template '" + piece.template + "'");
|
|
continue;
|
|
}
|
|
|
|
var cmpPieceObstruction = Engine.QueryInterface(piece.ent, IID_Obstruction);
|
|
if (!cmpPieceObstruction)
|
|
{
|
|
error("[TryConstructWall] Wall piece of template '" + piece.template + "' has no Obstruction component");
|
|
continue;
|
|
}
|
|
|
|
if (piece.template == cmd.wallSet.templates.tower)
|
|
{
|
|
// encountered a tower entity, update the last tower control group
|
|
lastTowerControlGroup = cmpPieceObstruction.GetControlGroup();
|
|
}
|
|
else
|
|
{
|
|
// Encountered a non-tower entity, update its secondary control group to 'lastTowerControlGroup'.
|
|
// Note that the wall piece may already have its secondary control group set to the tower's entity ID from a control group
|
|
// dance during the first pass, in which case we should validate it against 'lastTowerControlGroup'.
|
|
|
|
var existingSecondaryControlGroup = cmpPieceObstruction.GetControlGroup2();
|
|
if (existingSecondaryControlGroup == INVALID_ENTITY)
|
|
{
|
|
if (lastTowerControlGroup != null && lastTowerControlGroup != INVALID_ENTITY)
|
|
{
|
|
cmpPieceObstruction.SetControlGroup2(lastTowerControlGroup);
|
|
}
|
|
}
|
|
else if (existingSecondaryControlGroup != lastTowerControlGroup)
|
|
{
|
|
error("[TryConstructWall] Existing secondary control group of non-tower entity does not match expected value (2nd pass, iteration " + j + ")");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Remove the given list of entities from their current formations.
|
|
*/
|
|
function RemoveFromFormation(ents)
|
|
{
|
|
var formation = ExtractFormations(ents);
|
|
for (var fid in formation.members)
|
|
{
|
|
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
|
|
if (cmpFormation)
|
|
cmpFormation.RemoveMembers(formation.members[fid]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns a list of UnitAI components, each belonging either to a
|
|
* selected unit or to a formation entity for groups of the selected units.
|
|
*/
|
|
function GetFormationUnitAIs(ents, player, formationTemplate)
|
|
{
|
|
// If an individual was selected, remove it from any formation
|
|
// and command it individually
|
|
if (ents.length == 1)
|
|
{
|
|
// Skip unit if it has no UnitAI
|
|
var cmpUnitAI = Engine.QueryInterface(ents[0], IID_UnitAI);
|
|
if (!cmpUnitAI)
|
|
return [];
|
|
|
|
RemoveFromFormation(ents);
|
|
|
|
return [ cmpUnitAI ];
|
|
}
|
|
|
|
// Separate out the units that don't support the chosen formation
|
|
var formedEnts = [];
|
|
var nonformedUnitAIs = [];
|
|
for (let ent of ents)
|
|
{
|
|
// Skip units with no UnitAI or no position
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
|
|
if (!cmpUnitAI || !cmpPosition || !cmpPosition.IsInWorld())
|
|
continue;
|
|
|
|
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
|
|
// TODO: We only check if the formation is usable by some units
|
|
// if we move them to it. We should check if we can use formations
|
|
// for the other cases.
|
|
var nullFormation = (formationTemplate || cmpUnitAI.GetFormationTemplate()) == "special/formations/null";
|
|
if (!nullFormation && cmpIdentity && cmpIdentity.CanUseFormation(formationTemplate || "special/formations/null"))
|
|
formedEnts.push(ent);
|
|
else
|
|
{
|
|
if (nullFormation)
|
|
RemoveFromFormation([ent]);
|
|
|
|
nonformedUnitAIs.push(cmpUnitAI);
|
|
}
|
|
}
|
|
|
|
if (formedEnts.length == 0)
|
|
{
|
|
// No units support the formation - return all the others
|
|
return nonformedUnitAIs;
|
|
}
|
|
|
|
// Find what formations the formationable selected entities are currently in
|
|
var formation = ExtractFormations(formedEnts);
|
|
|
|
var formationUnitAIs = [];
|
|
let formationIds = Object.keys(formation.members);
|
|
if (formationIds.length == 1)
|
|
{
|
|
// Selected units either belong to this formation or have no formation
|
|
// Check that all its members are selected
|
|
var fid = formationIds[0];
|
|
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
|
|
if (cmpFormation && cmpFormation.GetMemberCount() == formation.members[fid].length
|
|
&& cmpFormation.GetMemberCount() == formation.entities.length)
|
|
{
|
|
cmpFormation.DeleteTwinFormations();
|
|
// The whole formation was selected, so reuse its controller for this command
|
|
formationUnitAIs = [Engine.QueryInterface(+fid, IID_UnitAI)];
|
|
if (formationTemplate && CanMoveEntsIntoFormation(formation.entities, formationTemplate))
|
|
cmpFormation.LoadFormation(formationTemplate);
|
|
}
|
|
}
|
|
|
|
if (!formationUnitAIs.length)
|
|
{
|
|
// We need to give the selected units a new formation controller
|
|
|
|
// TODO replace the fixed 60 with something sensible, based on vision range f.e.
|
|
var formationSeparation = 60;
|
|
var clusters = ClusterEntities(formation.entities, formationSeparation);
|
|
var formationEnts = [];
|
|
for (let cluster of clusters)
|
|
{
|
|
if (!formationTemplate || !CanMoveEntsIntoFormation(cluster, formationTemplate))
|
|
{
|
|
// Use the last formation template if everyone was using it
|
|
var lastFormationTemplate = undefined;
|
|
for (let ent of cluster)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (cmpUnitAI)
|
|
{
|
|
var template = cmpUnitAI.GetFormationTemplate();
|
|
if (lastFormationTemplate === undefined)
|
|
{
|
|
lastFormationTemplate = template;
|
|
}
|
|
else if (lastFormationTemplate != template)
|
|
{
|
|
lastFormationTemplate = undefined;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (lastFormationTemplate && CanMoveEntsIntoFormation(cluster, lastFormationTemplate))
|
|
formationTemplate = lastFormationTemplate;
|
|
else
|
|
formationTemplate = "special/formations/null";
|
|
}
|
|
|
|
RemoveFromFormation(cluster);
|
|
|
|
if (formationTemplate == "special/formations/null")
|
|
{
|
|
for (let ent of cluster)
|
|
nonformedUnitAIs.push(Engine.QueryInterface(ent, IID_UnitAI));
|
|
|
|
continue;
|
|
}
|
|
|
|
// Create the new controller
|
|
var formationEnt = Engine.AddEntity(formationTemplate);
|
|
var cmpFormation = Engine.QueryInterface(formationEnt, IID_Formation);
|
|
formationUnitAIs.push(Engine.QueryInterface(formationEnt, IID_UnitAI));
|
|
cmpFormation.SetFormationSeparation(formationSeparation);
|
|
cmpFormation.SetMembers(cluster);
|
|
|
|
for (let ent of formationEnts)
|
|
cmpFormation.RegisterTwinFormation(ent);
|
|
|
|
formationEnts.push(formationEnt);
|
|
var cmpOwnership = Engine.QueryInterface(formationEnt, IID_Ownership);
|
|
cmpOwnership.SetOwner(player);
|
|
}
|
|
}
|
|
|
|
return nonformedUnitAIs.concat(formationUnitAIs);
|
|
}
|
|
|
|
/**
|
|
* Group a list of entities in clusters via single-links
|
|
*/
|
|
function ClusterEntities(ents, separationDistance)
|
|
{
|
|
var clusters = [];
|
|
if (!ents.length)
|
|
return clusters;
|
|
|
|
var distSq = separationDistance * separationDistance;
|
|
var positions = [];
|
|
// triangular matrix with the (squared) distances between the different clusters
|
|
// the other half is not initialised
|
|
var matrix = [];
|
|
for (let i = 0; i < ents.length; ++i)
|
|
{
|
|
matrix[i] = [];
|
|
clusters.push([ents[i]]);
|
|
var cmpPosition = Engine.QueryInterface(ents[i], IID_Position);
|
|
positions.push(cmpPosition.GetPosition2D());
|
|
for (let j = 0; j < i; ++j)
|
|
matrix[i][j] = positions[i].distanceToSquared(positions[j]);
|
|
}
|
|
while (clusters.length > 1)
|
|
{
|
|
// search two clusters that are closer than the required distance
|
|
var closeClusters = undefined;
|
|
|
|
for (var i = matrix.length - 1; i >= 0 && !closeClusters; --i)
|
|
for (var j = i - 1; j >= 0 && !closeClusters; --j)
|
|
if (matrix[i][j] < distSq)
|
|
closeClusters = [i,j];
|
|
|
|
// if no more close clusters found, just return all found clusters so far
|
|
if (!closeClusters)
|
|
return clusters;
|
|
|
|
// make a new cluster with the entities from the two found clusters
|
|
var newCluster = clusters[closeClusters[0]].concat(clusters[closeClusters[1]]);
|
|
|
|
// calculate the minimum distance between the new cluster and all other remaining
|
|
// clusters by taking the minimum of the two distances.
|
|
var distances = [];
|
|
for (let i = 0; i < clusters.length; ++i)
|
|
{
|
|
if (i == closeClusters[1] || i == closeClusters[0])
|
|
continue;
|
|
var dist1 = matrix[closeClusters[1]][i] || matrix[i][closeClusters[1]];
|
|
var dist2 = matrix[closeClusters[0]][i] || matrix[i][closeClusters[0]];
|
|
distances.push(Math.min(dist1, dist2));
|
|
}
|
|
// remove the rows and columns in the matrix for the merged clusters,
|
|
// and the clusters themselves from the cluster list
|
|
clusters.splice(closeClusters[0],1);
|
|
clusters.splice(closeClusters[1],1);
|
|
matrix.splice(closeClusters[0],1);
|
|
matrix.splice(closeClusters[1],1);
|
|
for (let i = 0; i < matrix.length; ++i)
|
|
{
|
|
if (matrix[i].length > closeClusters[0])
|
|
matrix[i].splice(closeClusters[0],1);
|
|
if (matrix[i].length > closeClusters[1])
|
|
matrix[i].splice(closeClusters[1],1);
|
|
}
|
|
// add a new row of distances to the matrix and the new cluster
|
|
clusters.push(newCluster);
|
|
matrix.push(distances);
|
|
}
|
|
return clusters;
|
|
}
|
|
|
|
function GetFormationRequirements(formationTemplate)
|
|
{
|
|
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(formationTemplate);
|
|
if (!template.Formation)
|
|
return false;
|
|
|
|
return { "minCount": +template.Formation.RequiredMemberCount };
|
|
}
|
|
|
|
|
|
function CanMoveEntsIntoFormation(ents, formationTemplate)
|
|
{
|
|
// TODO: should check the player's civ is allowed to use this formation
|
|
// See simulation/components/Player.js GetFormations() for a list of all allowed formations
|
|
|
|
var requirements = GetFormationRequirements(formationTemplate);
|
|
if (!requirements)
|
|
return false;
|
|
|
|
var count = 0;
|
|
for (let ent of ents)
|
|
{
|
|
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
|
|
if (!cmpIdentity || !cmpIdentity.CanUseFormation(formationTemplate))
|
|
continue;
|
|
|
|
++count;
|
|
}
|
|
|
|
return count >= requirements.minCount;
|
|
}
|
|
|
|
/**
|
|
* Check if player can control this entity
|
|
* returns: true if the entity is valid and owned by the player
|
|
* or control all units is activated, else false
|
|
*/
|
|
function CanControlUnit(entity, player, controlAll)
|
|
{
|
|
return IsOwnedByPlayer(player, entity) || controlAll;
|
|
}
|
|
|
|
/**
|
|
* Check if player can control this entity
|
|
* returns: true if the entity is valid and owned by the player
|
|
* or the entity is owned by an mutualAlly
|
|
* or control all units is activated, else false
|
|
*/
|
|
function CanControlUnitOrIsAlly(entity, player, controlAll)
|
|
{
|
|
return IsOwnedByPlayer(player, entity) || IsOwnedByMutualAllyOfPlayer(player, entity) || controlAll;
|
|
}
|
|
|
|
/**
|
|
* Filter entities which the player can control
|
|
*/
|
|
function FilterEntityList(entities, player, controlAll)
|
|
{
|
|
return entities.filter(ent => CanControlUnit(ent, player, controlAll));
|
|
}
|
|
|
|
/**
|
|
* Filter entities which the player can control or are mutualAlly
|
|
*/
|
|
function FilterEntityListWithAllies(entities, player, controlAll)
|
|
{
|
|
return entities.filter(ent => CanControlUnitOrIsAlly(ent, player, controlAll));
|
|
}
|
|
|
|
/**
|
|
* Incur the player with the cost of a bribe, optionally multiply the cost with
|
|
* the additionalMultiplier
|
|
*/
|
|
function IncurBribeCost(template, player, playerBribed, failedBribe)
|
|
{
|
|
let cmpPlayerBribed = QueryPlayerIDInterface(playerBribed);
|
|
if (!cmpPlayerBribed)
|
|
return false;
|
|
|
|
let costs = {};
|
|
// Additional cost for this owner
|
|
let multiplier = cmpPlayerBribed.GetSpyCostMultiplier();
|
|
if (failedBribe)
|
|
multiplier *= template.VisionSharing.FailureCostRatio;
|
|
|
|
for (let res in template.Cost.Resources)
|
|
costs[res] = Math.floor(multiplier * ApplyValueModificationsToTemplate("Cost/Resources/" + res, +template.Cost.Resources[res], player, template));
|
|
|
|
let cmpPlayer = QueryPlayerIDInterface(player);
|
|
return cmpPlayer && cmpPlayer.TrySubtractResources(costs);
|
|
}
|
|
|
|
Engine.RegisterGlobal("GetFormationRequirements", GetFormationRequirements);
|
|
Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation);
|
|
Engine.RegisterGlobal("GetDockAngle", GetDockAngle);
|
|
Engine.RegisterGlobal("ProcessCommand", ProcessCommand);
|
|
Engine.RegisterGlobal("g_Commands", g_Commands);
|
|
Engine.RegisterGlobal("IncurBribeCost", IncurBribeCost);
|