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This allows heroes to be upgraded Patch By: smiley Comments By: elexis Differential Revision: https://code.wildfiregames.com/D1694 This was SVN commit r22019.
355 lines
9.3 KiB
JavaScript
355 lines
9.3 KiB
JavaScript
function Trigger() {}
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Trigger.prototype.Schema =
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"<a:component type='system'/><empty/>";
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/**
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* Events we're able to receive and call handlers for.
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*/
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Trigger.prototype.eventNames =
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[
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"CinemaPathEnded",
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"CinemaQueueEnded",
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"ConstructionStarted",
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"DiplomacyChanged",
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"Deserialized",
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"InitGame",
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"Interval",
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"EntityRenamed",
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"OwnershipChanged",
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"PlayerCommand",
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"PlayerDefeated",
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"PlayerWon",
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"Range",
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"ResearchFinished",
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"ResearchQueued",
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"StructureBuilt",
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"TrainingFinished",
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"TrainingQueued",
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"TreasureCollected"
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];
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Trigger.prototype.Init = function()
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{
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// Difficulty used by trigger scripts (as defined in data/settings/trigger_difficulties.json).
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this.difficulty = undefined;
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this.triggerPoints = {};
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// Each event has its own set of actions determined by the map maker.
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for (let eventName of this.eventNames)
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this["On" + eventName + "Actions"] = {};
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};
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Trigger.prototype.RegisterTriggerPoint = function(ref, ent)
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{
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if (!this.triggerPoints[ref])
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this.triggerPoints[ref] = [];
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this.triggerPoints[ref].push(ent);
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};
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Trigger.prototype.RemoveRegisteredTriggerPoint = function(ref, ent)
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{
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if (!this.triggerPoints[ref])
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{
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warn("no trigger points found with ref "+ref);
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return;
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}
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let i = this.triggerPoints[ref].indexOf(ent);
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if (i == -1)
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{
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warn("entity " + ent + " wasn't found under the trigger points with ref "+ref);
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return;
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}
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this.triggerPoints[ref].splice(i, 1);
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};
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Trigger.prototype.GetTriggerPoints = function(ref)
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{
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return this.triggerPoints[ref] || [];
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};
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/**
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* Binds a function to the specified event.
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*
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* @param {string} event - One of eventNames
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* @param {string} action - Name of a function available to this object
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* @param {Object} data - f.e. enabled or not, delay for timers, range for range triggers
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*
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* @example
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* data = { enabled: true, interval: 1000, delay: 500 }
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*
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* Range trigger:
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* data.entities = [id1, id2] * Ids of the source
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* data.players = [1,2,3,...] * list of player ids
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* data.minRange = 0 * Minimum range for the query
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* data.maxRange = -1 * Maximum range for the query (-1 = no maximum)
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* data.requiredComponent = 0 * Required component id the entities will have
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* data.enabled = false * If the query is enabled by default
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*/
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Trigger.prototype.RegisterTrigger = function(event, action, data)
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{
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let eventString = event + "Actions";
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if (!this[eventString])
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{
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warn("Trigger.js: Invalid trigger event \"" + event + "\".");
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return;
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}
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if (this[eventString][action])
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{
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warn("Trigger.js: Trigger \"" + action + "\" has been registered before. Aborting...");
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return;
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}
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// clone the data to be sure it's only modified locally
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// We could run into triggers overwriting each other's data otherwise.
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// F.e. getting the wrong timer tag
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data = clone(data) || { "enabled": false };
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this[eventString][action] = data;
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// setup range query
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if (event == "OnRange")
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{
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if (!data.entities)
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{
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warn("Trigger.js: Range triggers should carry extra data");
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return;
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}
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data.queries = [];
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for (let ent of data.entities)
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{
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let cmpTriggerPoint = Engine.QueryInterface(ent, IID_TriggerPoint);
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if (!cmpTriggerPoint)
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{
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warn("Trigger.js: Range triggers must be defined on trigger points");
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continue;
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}
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data.queries.push(cmpTriggerPoint.RegisterRangeTrigger(action, data));
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}
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}
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if (data.enabled)
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this.EnableTrigger(event, action);
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};
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Trigger.prototype.DisableTrigger = function(event, action)
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{
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let eventString = event + "Actions";
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if (!this[eventString][action])
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{
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warn("Trigger.js: Disabling unknown trigger");
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return;
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}
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let data = this[eventString][action];
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// special casing interval and range triggers for performance
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if (event == "OnInterval")
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{
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if (!data.timer) // don't disable it a second time
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return;
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(data.timer);
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data.timer = null;
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}
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else if (event == "OnRange")
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{
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if (!data.queries)
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{
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warn("Trigger.js: Range query wasn't set up before trying to disable it.");
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return;
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}
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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for (let query of data.queries)
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cmpRangeManager.DisableActiveQuery(query);
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}
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data.enabled = false;
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};
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Trigger.prototype.EnableTrigger = function(event, action)
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{
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let eventString = event + "Actions";
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if (!this[eventString][action])
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{
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warn("Trigger.js: Enabling unknown trigger");
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return;
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}
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let data = this[eventString][action];
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// special casing interval and range triggers for performance
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if (event == "OnInterval")
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{
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if (data.timer) // don't enable it a second time
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return;
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if (!data.interval)
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{
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warn("Trigger.js: An interval trigger should have an intervel in its data");
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return;
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}
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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data.timer = cmpTimer.SetInterval(this.entity, IID_Trigger, "DoAction",
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data.delay || 0, data.interval, { "action" : action });
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}
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else if (event == "OnRange")
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{
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if (!data.queries)
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{
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warn("Trigger.js: Range query wasn't set up before");
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return;
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}
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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for (let query of data.queries)
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cmpRangeManager.EnableActiveQuery(query);
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}
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data.enabled = true;
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};
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/**
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* This function executes the actions bound to the events.
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* It's either called directlty from other simulation scripts,
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* or from message listeners in this file
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*
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* @param {string} event - One of eventNames
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* @param {Object} data - will be passed to the actions
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*/
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Trigger.prototype.CallEvent = function(event, data)
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{
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let eventString = "On" + event + "Actions";
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if (!this[eventString])
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{
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warn("Trigger.js: Unknown trigger event called:\"" + event + "\".");
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return;
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}
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for (let action in this[eventString])
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if (this[eventString][action].enabled)
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this.DoAction({ "action": action, "data":data });
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};
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Trigger.prototype.OnGlobalInitGame = function(msg)
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{
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this.CallEvent("InitGame", {});
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};
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Trigger.prototype.OnGlobalConstructionFinished = function(msg)
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{
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this.CallEvent("StructureBuilt", { "building": msg.newentity, "foundation": msg.entity });
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};
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Trigger.prototype.OnGlobalTrainingFinished = function(msg)
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{
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this.CallEvent("TrainingFinished", msg);
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// The data for this one is {"entities": createdEnts,
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// "owner": cmpOwnership.GetOwner(),
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// "metadata": metadata}
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// See function "SpawnUnits" in ProductionQueue for more details
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};
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Trigger.prototype.OnGlobalResearchFinished = function(msg)
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{
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this.CallEvent("ResearchFinished", msg);
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// The data for this one is { "player": playerID, "tech": tech }
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};
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Trigger.prototype.OnGlobalCinemaPathEnded = function(msg)
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{
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this.CallEvent("CinemaPathEnded", msg);
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};
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Trigger.prototype.OnGlobalCinemaQueueEnded = function(msg)
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{
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this.CallEvent("CinemaQueueEnded", msg);
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};
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Trigger.prototype.OnGlobalDeserialized = function(msg)
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{
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this.CallEvent("Deserialized", msg);
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};
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Trigger.prototype.OnGlobalEntityRenamed = function(msg)
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{
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this.CallEvent("EntityRenamed", msg);
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};
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Trigger.prototype.OnGlobalOwnershipChanged = function(msg)
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{
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this.CallEvent("OwnershipChanged", msg);
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// data is {"entity": ent, "from": playerId, "to": playerId}
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};
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Trigger.prototype.OnGlobalPlayerDefeated = function(msg)
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{
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this.CallEvent("PlayerDefeated", msg);
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};
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Trigger.prototype.OnGlobalPlayerWon = function(msg)
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{
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this.CallEvent("PlayerWon", msg);
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};
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Trigger.prototype.OnGlobalDiplomacyChanged = function(msg)
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{
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this.CallEvent("DiplomacyChanged", msg);
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};
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/**
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* Execute a function after a certain delay.
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*
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* @param {Number} time - Delay in milliseconds.
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* @param {String} action - Name of the action function.
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* @param {Object} data - Arbitrary object that will be passed to the action function.
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* @return {Number} The ID of the timer, so it can be stopped later.
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*/
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Trigger.prototype.DoAfterDelay = function(time, action, data)
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{
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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return cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_Trigger, "DoAction", time, {
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"action": action,
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"data": data
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});
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};
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/**
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* Execute a function each time a certain delay has passed.
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*
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* @param {Number} interval - Interval in milleseconds between consecutive calls.
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* @param {String} action - Name of the action function.
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* @param {Object} data - Arbitrary object that will be passed to the action function.
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* @param {Number} [start] - Optional initial delay in milleseconds before starting the calls.
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* If not given, interval will be used.
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* @return {Number} the ID of the timer, so it can be stopped later.
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*/
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Trigger.prototype.DoRepeatedly = function(time, action, data, start)
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{
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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return cmpTimer.SetInterval(SYSTEM_ENTITY, IID_Trigger, "DoAction", start !== undefined ? start : time, time, {
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"action": action,
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"data": data
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});
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};
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/**
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* Called by the trigger listeners to exucute the actual action. Including sanity checks.
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*/
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Trigger.prototype.DoAction = function(msg)
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{
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if (this[msg.action])
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this[msg.action](msg.data || null);
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else
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warn("Trigger.js: called a trigger action '" + msg.action + "' that wasn't found");
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};
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/**
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* Level of difficulty used by trigger scripts.
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*/
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Trigger.prototype.GetDifficulty = function()
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{
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return this.difficulty;
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};
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Trigger.prototype.SetDifficulty = function(diff)
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{
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this.difficulty = diff;
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};
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Engine.RegisterSystemComponentType(IID_Trigger, "Trigger", Trigger);
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