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0ad/binaries/data/mods/public/simulation/helpers/Cheat.js
T
elexis 9f796068f8 Win and defeat cleanup, fixes #4013.
Add a new simulation message and chat notification for players who won.
Avoid duplicate playerstate messages in the sim and GUI by triggering
changes with a function instead of a message.
Reveal the map on defeat/win exclusively in the player component
(instead of having a silly GUI proxy and doing it also in the
EndGameManager sometimes).
Remove the skipAlliedVictory argument from the player component, since
that shouldn't contain references to the EndGameManager, refs #3970.

Show a proper message box on win/loss and add the hint for hosts
disconnecting other players.
Do defeat/win procedure in the GUI when such a message arrives, instead
of checking onTick for playerstate changes.
Thus don't show that confirmation again on every rejoin.
Don't show a pointless message box if IsAtlasRunning.

Explain that the session.js variable is needed to avoid an
order-of-execution bug.
Select "observer" item when rejoining as a defeated player.
Remove an unneeded call to updateTopPanel.

This was SVN commit r18441.
2016-06-26 04:40:50 +00:00

166 lines
5.0 KiB
JavaScript

function Cheat(input)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpPlayerManager || input.player < 0)
return;
var playerEnt = cmpPlayerManager.GetPlayerByID(input.player);
if (playerEnt == INVALID_ENTITY)
return;
var cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player);
if (!cmpPlayer)
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (!cmpPlayer.GetCheatsEnabled())
return;
switch(input.action)
{
case "addresource":
cmpPlayer.AddResource(input.text, input.parameter);
return;
case "revealmap":
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetLosRevealAll(-1, true);
return;
case "maxpopulation":
cmpPlayer.SetPopulationBonuses(500);
return;
case "changemaxpopulation":
cmpPlayer.SetMaxPopulation(500);
return;
case "convertunit":
for (let ent of input.selected)
{
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
cmpOwnership.SetOwner(cmpPlayer.GetPlayerID());
}
return;
case "killunits":
for (let ent of input.selected)
{
let cmpHealth = Engine.QueryInterface(ent, IID_Health);
if (cmpHealth)
cmpHealth.Kill();
else
Engine.DestroyEntity(ent);
}
return;
case "defeatplayer":
cmpPlayer = QueryPlayerIDInterface(input.parameter);
if (cmpPlayer)
cmpPlayer.SetState("defeated");
return;
case "createunits":
var cmpProductionQueue = input.selected.length && Engine.QueryInterface(input.selected[0], IID_ProductionQueue);
if (!cmpProductionQueue)
{
cmpGuiInterface.PushNotification({
"type": "text",
"players": [input.player],
"message": markForTranslation("You need to select a building that trains units."),
"translateMessage": true
});
return;
}
for (let i = 0; i < Math.min(input.parameter, cmpPlayer.GetMaxPopulation() - cmpPlayer.GetPopulationCount()); ++i)
cmpProductionQueue.SpawnUnits(input.templates[i % input.templates.length], 1, null);
return;
case "fastactions":
cmpPlayer.SetCheatTimeMultiplier((cmpPlayer.GetCheatTimeMultiplier() == 1) ? 0.01 : 1);
return;
case "changespeed":
cmpPlayer.SetCheatTimeMultiplier(input.parameter);
return;
case "changephase":
var cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager);
if (!cmpTechnologyManager)
return;
// store the phase we want in the next input parameter
var parameter;
if (!cmpTechnologyManager.IsTechnologyResearched("phase_town"))
parameter = "phase_town";
else if (!cmpTechnologyManager.IsTechnologyResearched("phase_city"))
parameter = "phase_city";
else
return;
// check if specialised tech exists (like phase_town_athen)
var cmpDataTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_DataTemplateManager);
if (cmpDataTemplateManager.ListAllTechs().indexOf(parameter + "_" + cmpPlayer.civ) > -1)
parameter += "_" + cmpPlayer.civ;
Cheat({ "player": input.player, "action": "researchTechnology", "parameter": parameter, "selected": input.selected });
return;
case "researchTechnology":
if (!input.parameter.length)
return;
var techname = input.parameter;
var cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager);
if (!cmpTechnologyManager)
return;
// check, if building is selected
if (input.selected[0])
{
var cmpProductionQueue = Engine.QueryInterface(input.selected[0], IID_ProductionQueue);
if (cmpProductionQueue)
{
// try to spilt the input
var tmp = input.parameter.split(/\s+/);
var number = +tmp[0];
var pair = tmp.length > 1 && (tmp[1] == "top" || tmp[1] == "bottom") ? tmp[1] : "top"; // use top as default value
// check, if valid number was parsed.
if (number || number === 0)
{
// get name of tech
var techs = cmpProductionQueue.GetTechnologiesList();
if (number > 0 && number <= techs.length)
{
var tech = techs[number-1];
if (!tech)
return;
// get name of tech
if (tech.pair)
techname = tech[pair];
else
techname = tech;
}
else
return;
}
}
}
// check, if technology exists
var template = cmpTechnologyManager.GetTechnologyTemplate(techname);
if (!template)
return;
// check, if technology is already researched
if (!cmpTechnologyManager.IsTechnologyResearched(techname))
cmpTechnologyManager.ResearchTechnology(techname);
return;
case "metaCheat":
for (let resource of ["food", "wood", "metal", "stone"])
Cheat({ "player": input.player, "action": "addresource", "text": resource, "parameter": input.parameter });
Cheat({ "player": input.player, "action": "maxpopulation" });
Cheat({ "player": input.player, "action": "changemaxpopulation" });
Cheat({ "player": input.player, "action": "fastactions" });
for (let i=0; i<2; ++i)
Cheat({ "player": input.player, "action": "changephase", "selected": input.selected });
return;
default:
warn("Cheat '" + input.action + "' is not implemented");
return;
}
}
Engine.RegisterGlobal("Cheat", Cheat);