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This reduces hard-coupling between the components. Refs. #6081 Differential revision: D3683 Reviewed by: @wraitii This was SVN commit r25062.
194 lines
5.2 KiB
JavaScript
194 lines
5.2 KiB
JavaScript
function Garrisonable() {}
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Garrisonable.prototype.Schema =
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"<a:help>Controls the garrisonability of an entity.</a:help>" +
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"<a:example>" +
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"<Size>10</Size>" +
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"</a:example>" +
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"<element name='Size' a:help='Number of garrison slots the entity occupies.'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>";
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Garrisonable.prototype.Init = function()
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{
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};
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/**
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* @return {number} - The number of slots this unit takes in a garrisonHolder.
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*/
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Garrisonable.prototype.UnitSize = function()
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{
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return ApplyValueModificationsToEntity("Garrisonable/Size", +this.template.Size, this.entity);
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};
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/**
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* Calculates the number of slots this unit takes in a garrisonHolder by
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* adding the number of garrisoned slots to the equation.
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*
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* @return {number} - The number of slots this unit and its garrison takes in a garrisonHolder.
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*/
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Garrisonable.prototype.TotalSize = function()
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{
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let size = this.UnitSize();
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let cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
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if (cmpGarrisonHolder)
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size += cmpGarrisonHolder.OccupiedSlots();
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return size;
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};
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/**
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* @return {number} - The entity ID of the entity this entity is garrisoned in.
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*/
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Garrisonable.prototype.HolderID = function()
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{
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return this.holder || INVALID_ENTITY;
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};
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/**
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* @param {number} target - The entity ID to check.
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* @return {boolean} - Whether we can garrison.
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*/
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Garrisonable.prototype.CanGarrison = function(target)
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{
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if (this.holder)
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return false;
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let cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
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return cmpGarrisonHolder && cmpGarrisonHolder.IsAllowedToGarrison(this.entity);
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};
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/**
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* @param {number} target - The entity ID of the entity this entity is being garrisoned in.
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* @return {boolean} - Whether garrisoning succeeded.
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*/
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Garrisonable.prototype.Garrison = function(target, renamed = false)
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{
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if (!this.CanGarrison(target))
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return false;
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let cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
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if (!cmpGarrisonHolder || !cmpGarrisonHolder.Garrison(this.entity))
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return false;
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this.holder = target;
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let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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if (cmpUnitAI)
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cmpUnitAI.SetGarrisoned();
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let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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if (cmpPosition)
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cmpPosition.MoveOutOfWorld();
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Engine.PostMessage(this.entity, MT_GarrisonedStateChanged, {
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"oldHolder": INVALID_ENTITY,
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"holderID": target
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});
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if (renamed)
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return true;
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let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
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if (cmpTurretHolder)
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cmpTurretHolder.OccupyTurret(this.entity);
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return true;
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};
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/**
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* Called on game init when the entity was part of init garrison.
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* @param {number} target - The entityID to autogarrison.
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* @return {boolean} - Whether garrisoning succeeded.
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*/
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Garrisonable.prototype.Autogarrison = function(target)
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{
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if (!this.Garrison(target))
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return false;
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let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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if (cmpUnitAI)
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cmpUnitAI.Autogarrison(target);
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return true;
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};
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/**
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* @param {boolean} forced - Optionally whether the spawning is forced.
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* @param {boolean} renamed - Optionally whether the ungarrisoning is due to renaming.
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* @return {boolean} - Whether the ungarrisoning succeeded.
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*/
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Garrisonable.prototype.UnGarrison = function(forced = false, renamed = false)
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{
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if (!this.holder)
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return true;
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let cmpGarrisonHolder = Engine.QueryInterface(this.holder, IID_GarrisonHolder);
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if (!cmpGarrisonHolder)
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return false;
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let pos = cmpGarrisonHolder.GetSpawnPosition(this.entity, forced);
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if (!pos)
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return false;
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if (!cmpGarrisonHolder.Eject(this.entity, forced))
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return false;
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let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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if (cmpPosition)
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{
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cmpPosition.JumpTo(pos.x, pos.z);
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cmpPosition.SetHeightOffset(0);
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}
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let cmpHolderPosition = Engine.QueryInterface(this.holder, IID_Position);
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if (cmpHolderPosition)
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cmpPosition.SetYRotation(cmpHolderPosition.GetPosition().horizAngleTo(pos));
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let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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if (cmpUnitAI)
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{
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cmpUnitAI.Ungarrison();
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cmpUnitAI.UnsetGarrisoned();
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}
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Engine.PostMessage(this.entity, MT_GarrisonedStateChanged, {
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"oldHolder": this.holder,
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"holderID": INVALID_ENTITY
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});
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if (renamed)
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return true;
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let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
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if (cmpTurretHolder)
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cmpTurretHolder.LeaveTurret(this.entity);
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cmpGarrisonHolder.OrderToRallyPoint(this.entity);
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delete this.holder;
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return true;
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};
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Garrisonable.prototype.OnEntityRenamed = function(msg)
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{
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if (!this.holder)
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return;
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let cmpGarrisonHolder = Engine.QueryInterface(this.holder, IID_GarrisonHolder);
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if (cmpGarrisonHolder)
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{
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this.UnGarrison(true, true);
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let cmpGarrisonable = Engine.QueryInterface(msg.newentity, IID_Garrisonable);
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if (cmpGarrisonable)
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cmpGarrisonable.Garrison(this.holder, true);
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}
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// We process EntityRenamed of turrets seperately since we
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// want to occupy the same position after being renamed.
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let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
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if (cmpTurretHolder)
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cmpTurretHolder.SwapEntities(msg.entity, msg.newentity);
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delete this.holder;
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};
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Engine.RegisterComponentType(IID_Garrisonable, "Garrisonable", Garrisonable);
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