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0ad/binaries/data/mods/public/maps/scripts/Regicide.js
T

113 lines
3.5 KiB
JavaScript

Trigger.prototype.CheckRegicideDefeat = function(data)
{
if (data.entity == this.regicideHeroes[data.from])
TriggerHelper.DefeatPlayer(data.from);
};
Trigger.prototype.InitRegicideGame = function(msg)
{
let playersCivs = [];
for (let playerID = 1; playerID < TriggerHelper.GetNumberOfPlayers(); ++playerID)
playersCivs[playerID] = QueryPlayerIDInterface(playerID).GetCiv();
// Get all hero templates of these civs
let heroTemplates = {};
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
for (let templateName of cmpTemplateManager.FindAllTemplates(false))
{
if (templateName.substring(0,6) != "units/")
continue;
let identity = cmpTemplateManager.GetTemplate(templateName).Identity;
let classes = GetIdentityClasses(identity);
if (classes.indexOf("Hero") == -1 ||
playersCivs.every(civ => civ != identity.Civ))
continue;
if (!heroTemplates[identity.Civ])
heroTemplates[identity.Civ] = [];
if (heroTemplates[identity.Civ].indexOf(templateName) == -1)
heroTemplates[identity.Civ].push({
"templateName": templateName,
"classes": classes
});
}
// Sort available spawn points by preference
let spawnPreferences = ["CivilCentre", "Structure", "Ship"];
let getSpawnPreference = entity => {
let cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
if (!cmpIdentity)
return -1;
let classes = cmpIdentity.GetClassesList();
for (let i in spawnPreferences)
if (classes.indexOf(spawnPreferences[i]) != -1)
return spawnPreferences.length - i;
return 0;
};
// Attempt to spawn one hero per player
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
for (let playerID = 1; playerID < TriggerHelper.GetNumberOfPlayers(); ++playerID)
{
let spawnPoints = cmpRangeManager.GetEntitiesByPlayer(playerID).sort((entity1, entity2) =>
getSpawnPreference(entity2) - getSpawnPreference(entity1));
this.regicideHeroes[playerID] = this.SpawnRegicideHero(playerID, heroTemplates[playersCivs[playerID]], spawnPoints);
}
};
/**
* Spawn a random hero at one of the given locations (which are checked in order).
* Garrison it if the location is a ship.
*
* @param spawnPoints - entity IDs at which to spawn
*/
Trigger.prototype.SpawnRegicideHero = function(playerID, heroTemplates, spawnPoints)
{
for (let heroTemplate of shuffleArray(heroTemplates))
for (let spawnPoint of spawnPoints)
{
let cmpPosition = Engine.QueryInterface(spawnPoint, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
// Consider nomad maps where units start on a ship
let isShip = TriggerHelper.EntityHasClass(spawnPoint, "Ship");
if (isShip)
{
let cmpGarrisonHolder = Engine.QueryInterface(spawnPoint, IID_GarrisonHolder);
if (cmpGarrisonHolder.IsFull() ||
!MatchesClassList(heroTemplate.classes, cmpGarrisonHolder.GetAllowedClasses()))
continue;
}
let hero = TriggerHelper.SpawnUnits(spawnPoint, heroTemplate.templateName, 1, playerID);
if (!hero.length)
continue;
hero = hero[0];
if (isShip)
{
let cmpUnitAI = Engine.QueryInterface(hero, IID_UnitAI);
cmpUnitAI.Garrison(spawnPoint);
}
return hero;
}
error("Couldn't spawn hero for player " + playerID);
return undefined;
};
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.regicideHeroes = [];
cmpTrigger.DoAfterDelay(0, "InitRegicideGame", {});
cmpTrigger.RegisterTrigger("OnOwnershipChanged", "CheckRegicideDefeat", { "enabled": true });