function Player() {} Player.prototype.Schema = "" + "" + "" + "" + "" + ""; Player.prototype.Init = function() { this.playerID = undefined; this.name = undefined; // define defaults elsewhere (supporting other languages) this.civ = undefined; this.color = { "r": 0.0, "g": 0.0, "b": 0.0, "a": 1.0 }; this.popUsed = 0; // population of units owned or trained by this player this.popBonuses = 0; // sum of population bonuses of player's entities this.maxPop = 300; // maximum population this.trainingBlocked = false; // indicates whether any training queue is currently blocked this.resourceCount = { "food": 300, "wood": 300, "metal": 300, "stone": 300 }; // goods for next trade-route and its proba in % (the sum of probas must be 100) this.tradingGoods = [ { "goods": "wood", "proba": 30 }, { "goods": "stone", "proba": 35 }, { "goods": "metal", "proba": 35 }, ]; this.team = -1; // team number of the player, players on the same team will always have ally diplomatic status - also this is useful for team emblems, scoring, etc. this.teamsLocked = false; this.state = "active"; // game state - one of "active", "defeated", "won" this.diplomacy = []; // array of diplomatic stances for this player with respect to other players (including gaia and self) this.sharedDropsites = false; this.formations = []; this.startCam = undefined; this.controlAllUnits = false; this.isAI = false; this.gatherRateMultiplier = 1; this.tradeRateMultiplier = 1; this.cheatsEnabled = false; this.cheatTimeMultiplier = 1; this.heroes = []; this.resourceNames = { "food": markForTranslation("Food"), "wood": markForTranslation("Wood"), "metal": markForTranslation("Metal"), "stone": markForTranslation("Stone"), }; this.disabledTemplates = {}; this.disabledTechnologies = {}; this.startingTechnologies = []; }; Player.prototype.SetPlayerID = function(id) { this.playerID = id; }; Player.prototype.GetPlayerID = function() { return this.playerID; }; Player.prototype.SetName = function(name) { this.name = name; }; Player.prototype.GetName = function() { return this.name; }; Player.prototype.SetCiv = function(civcode) { var oldCiv = this.civ; this.civ = civcode; // Normally, the civ is only set once // But in Atlas, the map designers can change civs at any time var playerID = this.GetPlayerID(); if (oldCiv && playerID && oldCiv != civcode) Engine.BroadcastMessage(MT_CivChanged, { "player": playerID, "from": oldCiv, "to": civcode }); }; Player.prototype.GetCiv = function() { return this.civ; }; Player.prototype.SetColor = function(r, g, b) { this.color = { "r": r/255.0, "g": g/255.0, "b": b/255.0, "a": 1.0 }; }; Player.prototype.GetColor = function() { return this.color; }; // Try reserving num population slots. Returns 0 on success or number of missing slots otherwise. Player.prototype.TryReservePopulationSlots = function(num) { if (num != 0 && num > (this.GetPopulationLimit() - this.GetPopulationCount())) return num - (this.GetPopulationLimit() - this.GetPopulationCount()); this.popUsed += num; return 0; }; Player.prototype.UnReservePopulationSlots = function(num) { this.popUsed -= num; }; Player.prototype.GetPopulationCount = function() { return this.popUsed; }; Player.prototype.AddPopulation = function(num) { this.popUsed += num; }; Player.prototype.SetPopulationBonuses = function(num) { this.popBonuses = num; }; Player.prototype.AddPopulationBonuses = function(num) { this.popBonuses += num; }; Player.prototype.GetPopulationLimit = function() { return Math.min(this.GetMaxPopulation(), this.popBonuses); }; Player.prototype.SetMaxPopulation = function(max) { this.maxPop = max; }; Player.prototype.GetMaxPopulation = function() { return Math.round(ApplyValueModificationsToPlayer("Player/MaxPopulation", this.maxPop, this.entity, this.playerID)); }; Player.prototype.SetGatherRateMultiplier = function(value) { this.gatherRateMultiplier = value; }; Player.prototype.GetGatherRateMultiplier = function() { return this.gatherRateMultiplier; }; Player.prototype.SetTradeRateMultiplier = function(value) { this.tradeRateMultiplier = value; }; Player.prototype.GetTradeRateMultiplier = function() { return this.tradeRateMultiplier; }; Player.prototype.GetHeroes = function() { return this.heroes; }; Player.prototype.IsTrainingBlocked = function() { return this.trainingBlocked; }; Player.prototype.BlockTraining = function() { this.trainingBlocked = true; }; Player.prototype.UnBlockTraining = function() { this.trainingBlocked = false; }; Player.prototype.SetResourceCounts = function(resources) { if (resources.food !== undefined) this.resourceCount.food = resources.food; if (resources.wood !== undefined) this.resourceCount.wood = resources.wood; if (resources.stone !== undefined) this.resourceCount.stone = resources.stone; if (resources.metal !== undefined) this.resourceCount.metal = resources.metal; }; Player.prototype.GetResourceCounts = function() { return this.resourceCount; }; /** * Add resource of specified type to player * @param type Generic type of resource (string) * @param amount Amount of resource, which should be added (integer) */ Player.prototype.AddResource = function(type, amount) { this.resourceCount[type] += +amount; }; /** * Add resources to player */ Player.prototype.AddResources = function(amounts) { for (var type in amounts) { this.resourceCount[type] += +amounts[type]; } }; Player.prototype.GetNeededResources = function(amounts) { // Check if we can afford it all var amountsNeeded = {}; for (var type in amounts) if (this.resourceCount[type] != undefined && amounts[type] > this.resourceCount[type]) amountsNeeded[type] = amounts[type] - Math.floor(this.resourceCount[type]); if (Object.keys(amountsNeeded).length == 0) return undefined; return amountsNeeded; }; Player.prototype.SubtractResourcesOrNotify = function(amounts) { var amountsNeeded = this.GetNeededResources(amounts); // If we don't have enough resources, send a notification to the player if (amountsNeeded) { var parameters = {}; var i = 0; for (var type in amountsNeeded) { ++i; parameters["resourceType"+i] = this.resourceNames[type]; parameters["resourceAmount"+i] = amountsNeeded[type]; } var msg = ""; // when marking strings for translations, you need to include the actual string, // not some way to derive the string if (i < 1) warn("Amounts needed but no amounts given?"); else if (i == 1) msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s"); else if (i == 2) msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s"); else if (i == 3) msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s"); else if (i == 4) msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s, %(resourceAmount4)s %(resourceType4)s"); else warn("Localisation: Strings are not localised for more than 4 resources"); // Send as time-notification let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "players": [this.playerID], "message": msg, "parameters": parameters, "translateMessage": true, "translateParameters": { "resourceType1": "withinSentence", "resourceType2": "withinSentence", "resourceType3": "withinSentence", "resourceType4": "withinSentence", }, }); return false; } // Subtract the resources for (var type in amounts) this.resourceCount[type] -= amounts[type]; return true; }; Player.prototype.TrySubtractResources = function(amounts) { if (!this.SubtractResourcesOrNotify(amounts)) return false; var cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker); if (cmpStatisticsTracker) for (var type in amounts) cmpStatisticsTracker.IncreaseResourceUsedCounter(type, amounts[type]); return true; }; Player.prototype.GetNextTradingGoods = function() { var value = 100*Math.random(); var last = this.tradingGoods.length - 1; var sumProba = 0; for (var i = 0; i < last; ++i) { sumProba += this.tradingGoods[i].proba; if (value < sumProba) return this.tradingGoods[i].goods; } return this.tradingGoods[last].goods; }; Player.prototype.GetTradingGoods = function() { var tradingGoods = {}; for (let resource of this.tradingGoods) tradingGoods[resource.goods] = resource.proba; return tradingGoods; }; Player.prototype.SetTradingGoods = function(tradingGoods) { var sumProba = 0; for (var resource in tradingGoods) sumProba += tradingGoods[resource]; if (sumProba != 100) // consistency check { error("Player.js SetTradingGoods: " + uneval(tradingGoods)); tradingGoods = { "food": 20, "wood":20, "stone":30, "metal":30 }; } this.tradingGoods = []; for (var resource in tradingGoods) this.tradingGoods.push( {"goods": resource, "proba": tradingGoods[resource]} ); }; Player.prototype.GetState = function() { return this.state; }; Player.prototype.SetState = function(newState, resign) { if (this.state != "active") return; if (newState != "won" && newState != "defeated") { warn("Can't change playerstate to " + this.state); return; } this.state = newState; let won = newState == "won"; // Reveal map to all or only that player let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); cmpRangeManager.SetLosRevealAll(won ? -1 : this.playerID, true); if (!won) { // Reassign all player's entities to Gaia let entities = cmpRangeManager.GetEntitiesByPlayer(this.playerID); // The ownership change is done in two steps so that entities don't hit idle // (and thus possibly look for "enemies" to attack) before nearby allies get // converted to Gaia as well. for (let entity of entities) { let cmpOwnership = Engine.QueryInterface(entity, IID_Ownership); cmpOwnership.SetOwnerQuiet(0); } // With the real ownership change complete, send OwnershipChanged messages. for (let entity of entities) Engine.PostMessage(entity, MT_OwnershipChanged, { "entity": entity, "from": this.playerID, "to": 0 }); } Engine.BroadcastMessage(won ? MT_PlayerWon : MT_PlayerDefeated, { "playerId": this.playerID }); let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); if (won) cmpGUIInterface.PushNotification({ "type": "won", "players": [this.playerID] }); else cmpGUIInterface.PushNotification({ "type": "defeat", "players": [this.playerID], "resign": resign }); }; Player.prototype.GetTeam = function() { return this.team; }; Player.prototype.SetTeam = function(team) { if (this.teamsLocked) return; this.team = team; // Set all team members as allies let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); if (cmpPlayerManager && this.team != -1) for (let i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i) { let cmpPlayer = QueryPlayerIDInterface(i); if (this.team != cmpPlayer.GetTeam()) continue; this.SetAlly(i); cmpPlayer.SetAlly(this.playerID); } Engine.BroadcastMessage(MT_DiplomacyChanged, { "player": this.playerID, "otherPlayer": null }); }; Player.prototype.SetLockTeams = function(value) { this.teamsLocked = value; }; Player.prototype.GetLockTeams = function() { return this.teamsLocked; }; Player.prototype.GetDiplomacy = function() { return this.diplomacy; }; Player.prototype.SetDiplomacy = function(dipl) { this.diplomacy = dipl; Engine.BroadcastMessage(MT_DiplomacyChanged, { "player": this.playerID, "otherPlayer": null }); }; Player.prototype.SetDiplomacyIndex = function(idx, value) { let cmpPlayer = QueryPlayerIDInterface(idx); if (!cmpPlayer) return; if (this.state != "active" || cmpPlayer.state != "active") return; this.diplomacy[idx] = value; Engine.BroadcastMessage(MT_DiplomacyChanged, { "player": this.playerID, "otherPlayer": cmpPlayer.GetPlayerID() }); // Mutual worsening of relations if (cmpPlayer.diplomacy[this.playerID] > value) cmpPlayer.SetDiplomacyIndex(this.playerID, value); }; Player.prototype.UpdateSharedLos = function() { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager); if (!cmpRangeManager || !cmpPlayerManager || !cmpTechnologyManager) return; let sharedLos = []; if (!cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech)) { cmpRangeManager.SetSharedLos(this.playerID, [this.playerID]); return; } for (var i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i) if (this.IsMutualAlly(i)) sharedLos.push(i); cmpRangeManager.SetSharedLos(this.playerID, sharedLos); }; Player.prototype.GetFormations = function() { return this.formations; }; Player.prototype.SetFormations = function(formations) { this.formations = formations; }; Player.prototype.GetStartingCameraPos = function() { return this.startCam.position; }; Player.prototype.GetStartingCameraRot = function() { return this.startCam.rotation; }; Player.prototype.SetStartingCamera = function(pos, rot) { this.startCam = { "position": pos, "rotation": rot }; }; Player.prototype.HasStartingCamera = function() { return this.startCam !== undefined; }; Player.prototype.HasSharedLos = function() { let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager); return cmpTechnologyManager && cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech); }; Player.prototype.HasSharedDropsites = function() { return this.sharedDropsites; }; Player.prototype.SetControlAllUnits = function(c) { this.controlAllUnits = c; }; Player.prototype.CanControlAllUnits = function() { return this.controlAllUnits; }; Player.prototype.SetAI = function(flag) { this.isAI = flag; }; Player.prototype.IsAI = function() { return this.isAI; }; Player.prototype.SetAlly = function(id) { this.SetDiplomacyIndex(id, 1); }; /** * Check if given player is our ally */ Player.prototype.IsAlly = function(id) { return this.diplomacy[id] > 0; }; /** * Check if given player is our ally excluding ourself */ Player.prototype.IsExclusiveAlly = function(id) { return this.playerID != id && this.IsAlly(id); }; /** * Check if given player is our ally, and we are its ally */ Player.prototype.IsMutualAlly = function(id) { var cmpPlayer = QueryPlayerIDInterface(id); return this.IsAlly(id) && cmpPlayer && cmpPlayer.IsAlly(this.playerID); }; /** * Check if given player is our ally, and we are its ally, excluding ourself */ Player.prototype.IsExclusiveMutualAlly = function(id) { return this.playerID != id && this.IsMutualAlly(id); }; Player.prototype.SetEnemy = function(id) { this.SetDiplomacyIndex(id, -1); }; /** * Get all enemies of a given player. */ Player.prototype.GetEnemies = function() { var enemies = []; for (var i = 0; i < this.diplomacy.length; ++i) if (this.diplomacy[i] < 0) enemies.push(i); return enemies; }; /** * Check if given player is our enemy */ Player.prototype.IsEnemy = function(id) { return this.diplomacy[id] < 0; }; Player.prototype.SetNeutral = function(id) { this.SetDiplomacyIndex(id, 0); }; /** * Check if given player is neutral */ Player.prototype.IsNeutral = function(id) { return this.diplomacy[id] == 0; }; /** * Do some map dependant initializations */ Player.prototype.OnGlobalInitGame = function(msg) { let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager); if (cmpTechnologyManager) for (let tech of this.startingTechnologies) cmpTechnologyManager.ResearchTechnology(tech); // Replace the "{civ}" code with this civ ID let disabledTemplates = this.disabledTemplates; this.disabledTemplates = {}; for (let template in disabledTemplates) if (disabledTemplates[template]) this.disabledTemplates[template.replace(/\{civ\}/g, this.civ)] = true; }; /** * Keep track of population effects of all entities that * become owned or unowned by this player */ Player.prototype.OnGlobalOwnershipChanged = function(msg) { if (msg.from != this.playerID && msg.to != this.playerID) return; var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity); var cmpCost = Engine.QueryInterface(msg.entity, IID_Cost); if (msg.from == this.playerID) { if (cmpCost) this.popUsed -= cmpCost.GetPopCost(); if (cmpIdentity && cmpIdentity.HasClass("Hero")) { //Remove from Heroes list var index = this.heroes.indexOf(msg.entity); if (index >= 0) this.heroes.splice(index, 1); } } if (msg.to == this.playerID) { if (cmpCost) this.popUsed += cmpCost.GetPopCost(); if (cmpIdentity && cmpIdentity.HasClass("Hero")) this.heroes.push(msg.entity); } }; Player.prototype.OnResearchFinished = function(msg) { if (msg.tech == this.template.SharedLosTech) this.UpdateSharedLos(); else if (msg.tech == this.template.SharedDropsitesTech) this.sharedDropsites = true; }; Player.prototype.OnDiplomacyChanged = function() { this.UpdateSharedLos(); }; Player.prototype.SetCheatsEnabled = function(flag) { this.cheatsEnabled = flag; }; Player.prototype.GetCheatsEnabled = function() { return this.cheatsEnabled; }; Player.prototype.SetCheatTimeMultiplier = function(time) { this.cheatTimeMultiplier = time; }; Player.prototype.GetCheatTimeMultiplier = function() { return this.cheatTimeMultiplier; }; Player.prototype.TributeResource = function(player, amounts) { var cmpPlayer = QueryPlayerIDInterface(player); if (!cmpPlayer) return; if (this.state != "active" || cmpPlayer.state != "active") return; if (!this.SubtractResourcesOrNotify(amounts)) return; cmpPlayer.AddResources(amounts); var total = Object.keys(amounts).reduce((sum, type) => sum + amounts[type], 0); var cmpOurStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker); if (cmpOurStatisticsTracker) cmpOurStatisticsTracker.IncreaseTributesSentCounter(total); var cmpTheirStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker); if (cmpTheirStatisticsTracker) cmpTheirStatisticsTracker.IncreaseTributesReceivedCounter(total); var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); if (cmpGUIInterface) cmpGUIInterface.PushNotification({ "type": "tribute", "players": [player], "donator": this.playerID, "amounts": amounts }); Engine.BroadcastMessage(MT_TributeExchanged, { "to": player, "from": this.playerID, "amounts": amounts }); }; Player.prototype.AddDisabledTemplate = function(template) { this.disabledTemplates[template] = true; Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {}); var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "resetselectionpannel", "players": [this.GetPlayerID()] }); }; Player.prototype.RemoveDisabledTemplate = function(template) { this.disabledTemplates[template] = false; Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {}); var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "resetselectionpannel", "players": [this.GetPlayerID()] }); }; Player.prototype.SetDisabledTemplates = function(templates) { this.disabledTemplates = {}; for (let template of templates) this.disabledTemplates[template] = true; Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {}); var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "resetselectionpannel", "players": [this.GetPlayerID()] }); }; Player.prototype.GetDisabledTemplates = function() { return this.disabledTemplates; }; Player.prototype.AddDisabledTechnology = function(tech) { this.disabledTechnologies[tech] = true; Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {}); }; Player.prototype.RemoveDisabledTechnology = function(tech) { this.disabledTechnologies[tech] = false; Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {}); }; Player.prototype.SetDisabledTechnologies = function(techs) { this.disabledTechnologies = {}; for (let tech of techs) this.disabledTechnologies[tech] = true; Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {}); }; Player.prototype.GetDisabledTechnologies = function() { return this.disabledTechnologies; }; Player.prototype.AddStartingTechnology = function(tech) { if (this.startingTechnologies.indexOf(tech) == -1) this.startingTechnologies.push(tech); }; Player.prototype.SetStartingTechnologies = function(techs) { this.startingTechnologies = techs; }; Engine.RegisterComponentType(IID_Player, "Player", Player);