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165 lines
5 KiB
JavaScript
165 lines
5 KiB
JavaScript
// Contains standardized functions suitable for using in trigger scripts.
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// Do not use them in any other simulation script.
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var TriggerHelper = {};
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TriggerHelper.GetPlayerIDFromEntity = function(ent)
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{
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var cmpPlayer = Engine.QueryInterface(ent, IID_Player);
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if (cmpPlayer)
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return cmpPlayer.GetPlayerID();
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return -1;
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};
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TriggerHelper.GetOwner = function(ent)
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{
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var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
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if (cmpOwnership)
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return cmpOwnership.GetOwner();
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return -1;
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};
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/**
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* Can be used to "force" a building to spawn a group of entities.
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* Only works for buildings that can already train units.
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* @param source Entity id of the point where they will be spawned from
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* @param template Name of the template
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* @param count Number of units to spawn
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* @param owner Player id of the owner of the new units. By default, the owner
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* of the source entity.
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*/
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TriggerHelper.SpawnUnits = function(source, template, count, owner)
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{
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var r = []; // array of entities to return;
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var cmpFootprint = Engine.QueryInterface(source, IID_Footprint);
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var cmpPosition = Engine.QueryInterface(source, IID_Position);
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if (!cmpPosition || !cmpPosition.IsInWorld())
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{
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error("tried to create entity from a source without position");
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return r;
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}
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if (owner == null)
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owner = TriggerHelper.GetOwner(source);
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for (var i = 0; i < count; i++)
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{
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var ent = Engine.AddEntity(template);
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var cmpEntPosition = Engine.QueryInterface(ent, IID_Position);
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if (!cmpEntPosition)
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{
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error("tried to create entity without position");
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continue;
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}
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var cmpEntOwnership = Engine.QueryInterface(ent, IID_Ownership);
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if (cmpEntOwnership)
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cmpEntOwnership.SetOwner(owner);
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r.push(ent);
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var pos;
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if (cmpFootprint)
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pos = cmpFootprint.PickSpawnPoint(ent);
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// TODO this can happen if the player build on the place
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// where our trigger point is
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// We should probably warn the trigger maker in some way,
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// but not interrupt the game for the player
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if (!pos || pos.y < 0)
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pos = cmpPosition.GetPosition();
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cmpEntPosition.JumpTo(pos.x, pos.z);
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}
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return r;
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};
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/**
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* Spawn units from all trigger points with this reference
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* If player is defined, only spaw units from the trigger points
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* that belong to that player
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* @param ref Trigger point reference name to spawn units from
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* @param template Template name
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* @param count Number of spawned entities per Trigger point
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* @param owner Owner of the spawned units. Default: the owner of the origins
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* @return A list of new entities per origin like
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* {originId1: [entId1, entId2], originId2: [entId3, entId4], ...}
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*/
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TriggerHelper.SpawnUnitsFromTriggerPoints = function(ref, template, count, owner = null)
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{
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var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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var triggerPoints = cmpTrigger.GetTriggerPoints(ref);
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var r = {};
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for (var point of triggerPoints)
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r[point] = TriggerHelper.SpawnUnits(point, template, count, owner);
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return r;
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};
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/**
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* Returs a function that can be used to filter an array of entities by player
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*/
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TriggerHelper.GetPlayerFilter = function(playerID)
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{
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return function(entity) {
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var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
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return cmpOwnership && cmpOwnership.GetOwner() == playerID;
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}
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};
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/**
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* Returns the resource type that can be gathered from an entity
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*/
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TriggerHelper.GetResourceType = function(entity)
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{
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var cmpResourceSupply = Engine.QueryInterface(entity, IID_ResourceSupply);
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if (!cmpResourceSupply)
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return undefined;
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return cmpResourceSupply.GetType();
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};
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/**
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* Wins the game for a player
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*/
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TriggerHelper.SetPlayerWon = function(playerID)
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{
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var cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
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cmpEndGameManager.MarkPlayerAsWon(playerID);
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};
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/**
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* Defeats a player
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*/
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TriggerHelper.DefeatPlayer = function(playerID)
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{
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var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var playerEnt = cmpPlayerMan.GetPlayerByID(playerID);
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Engine.PostMessage(playerEnt, MT_PlayerDefeated, { "playerId": playerID } );
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};
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/**
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* Returns the number of current players
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*/
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TriggerHelper.GetNumberOfPlayers = function()
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{
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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return cmpPlayerManager.GetNumPlayers();
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};
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/**
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* Returns the player component. For more information on its functions, see simulation/components/Player.js
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*/
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TriggerHelper.GetPlayerComponent = function(playerID)
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{
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var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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return Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(playerID), IID_Player);
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};
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/**
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* A function to determine if an entity has a specific class
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* @param entity ID of the entity that we want to check for classes
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* @param classname The name of the class we are checking if the entity has
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*/
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TriggerHelper.EntityHasClass = function(entity, classname)
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{
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var cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
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if (!cmpIdentity)
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return false;
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var classes = cmpIdentity.GetClassesList();;
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return (classes && classes.indexOf(classname) != -1);
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};
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Engine.RegisterGlobal("TriggerHelper", TriggerHelper);
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