mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-07-20 21:45:29 +00:00
8482f25800
This fixes a bunch of spelling mistakes found in user facing strings. Fixes #7716
769 lines
20 KiB
JavaScript
769 lines
20 KiB
JavaScript
function Player() {}
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Player.prototype.Schema =
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"<element name='BarterMultiplier' a:help='Multipliers for barter prices.'>" +
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"<interleave>" +
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"<element name='Buy' a:help='Multipliers for the buy prices.'>" +
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Resources.BuildSchema("positiveDecimal") +
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"</element>" +
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"<element name='Sell' a:help='Multipliers for the sell prices.'>" +
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Resources.BuildSchema("positiveDecimal") +
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"</element>" +
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"</interleave>" +
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"</element>" +
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"<element name='Formations' a:help='Space-separated list of formations this player can use.'>" +
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"<attribute name='datatype'>" +
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"<value>tokens</value>" +
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"</attribute>" +
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"<text/>" +
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"</element>" +
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"<element name='SpyCostMultiplier'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>";
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// The GUI expects these strings.
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Player.prototype.STATE_ACTIVE = "active";
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Player.prototype.STATE_DEFEATED = "defeated";
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Player.prototype.STATE_WON = "won";
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Player.prototype.Serialize = function()
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{
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let state = {};
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for (let key in this)
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if (this.hasOwnProperty(key))
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state[key] = this[key];
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// Modified by GUI, so don't serialise.
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delete state.displayDiplomacyColor;
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return state;
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};
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Player.prototype.Deserialize = function(state)
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{
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for (let prop in state)
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this[prop] = state[prop];
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};
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/**
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* Which units will be shown with special icons at the top.
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*/
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var panelEntityClasses = "Hero Relic";
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Player.prototype.Init = function()
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{
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this.playerID = undefined;
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this.color = undefined;
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this.popUsed = 0; // Population of units owned or trained by this player.
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this.popBonuses = 0; // Sum of population bonuses of player's entities.
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this.maxPop = 300; // Maximum population.
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this.trainingBlocked = false; // Indicates whether any training queue is currently blocked.
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this.resourceCount = {};
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this.resourceGatherers = {};
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this.tradingGoods = []; // Goods for next trade-route and its probabilities * 100.
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this.state = this.STATE_ACTIVE;
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this.formations = this.template.Formations._string.split(" ");
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this.startCam = undefined;
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this.controlAllUnits = false;
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this.isAI = false;
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this.cheatsEnabled = false;
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this.panelEntities = [];
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this.resourceNames = {};
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this.disabledTemplates = {};
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this.disabledTechnologies = {};
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this.spyCostMultiplier = +this.template.SpyCostMultiplier;
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this.barterEntities = [];
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this.barterMultiplier = {
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"buy": clone(this.template.BarterMultiplier.Buy),
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"sell": clone(this.template.BarterMultiplier.Sell)
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};
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// Initial resources.
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let resCodes = Resources.GetCodes();
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for (let res of resCodes)
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{
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this.resourceCount[res] = 300;
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this.resourceNames[res] = Resources.GetResource(res).name;
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this.resourceGatherers[res] = 0;
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}
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// Trading goods probability in steps of 5.
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let resTradeCodes = Resources.GetTradableCodes();
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let quotient = Math.floor(20 / resTradeCodes.length);
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let remainder = 20 % resTradeCodes.length;
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for (let i in resTradeCodes)
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this.tradingGoods.push({
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"goods": resTradeCodes[i],
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"proba": 5 * (quotient + (+i < remainder ? 1 : 0))
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});
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};
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Player.prototype.SetPlayerID = function(id)
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{
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this.playerID = id;
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};
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Player.prototype.GetPlayerID = function()
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{
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return this.playerID;
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};
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Player.prototype.SetColor = function(r, g, b)
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{
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let colorInitialized = !!this.color;
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this.color = { "r": r / 255, "g": g / 255, "b": b / 255, "a": 1 };
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// Used in Atlas.
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if (colorInitialized)
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Engine.BroadcastMessage(MT_PlayerColorChanged, {
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"player": this.playerID
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});
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};
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Player.prototype.SetDisplayDiplomacyColor = function(displayDiplomacyColor)
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{
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this.displayDiplomacyColor = displayDiplomacyColor;
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};
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Player.prototype.GetColor = function()
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{
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return this.color;
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};
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Player.prototype.GetDisplayedColor = function()
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{
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return this.displayDiplomacyColor ? Engine.QueryInterface(this.entity, IID_Diplomacy).GetColor() : this.color;
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};
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// Try reserving num population slots. Returns 0 on success or number of missing slots otherwise.
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Player.prototype.TryReservePopulationSlots = function(num)
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{
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if (num != 0 && num > (this.GetPopulationLimit() - this.popUsed))
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return num - (this.GetPopulationLimit() - this.popUsed);
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this.popUsed += num;
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return 0;
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};
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Player.prototype.UnReservePopulationSlots = function(num)
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{
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this.popUsed -= num;
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};
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Player.prototype.GetPopulationCount = function()
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{
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return this.popUsed;
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};
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Player.prototype.AddPopulation = function(num)
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{
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this.popUsed += num;
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};
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Player.prototype.SetPopulationBonuses = function(num)
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{
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this.popBonuses = num;
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};
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Player.prototype.AddPopulationBonuses = function(num)
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{
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this.popBonuses += num;
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};
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Player.prototype.GetPopulationLimit = function()
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{
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return Math.min(this.GetMaxPopulation(), this.popBonuses);
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};
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Player.prototype.SetMaxPopulation = function(max)
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{
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this.maxPop = max;
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};
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Player.prototype.GetMaxPopulation = function()
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{
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return Math.round(ApplyValueModificationsToEntity("Player/MaxPopulation", this.maxPop, this.entity));
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};
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Player.prototype.CanBarter = function()
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{
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return this.barterEntities.length > 0;
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};
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Player.prototype.GetBarterMultiplier = function()
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{
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return this.barterMultiplier;
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};
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Player.prototype.GetSpyCostMultiplier = function()
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{
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return this.spyCostMultiplier;
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};
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Player.prototype.GetPanelEntities = function()
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{
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return this.panelEntities;
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};
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Player.prototype.IsTrainingBlocked = function()
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{
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return this.trainingBlocked;
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};
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Player.prototype.BlockTraining = function()
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{
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this.trainingBlocked = true;
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};
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Player.prototype.UnBlockTraining = function()
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{
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this.trainingBlocked = false;
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};
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Player.prototype.SetResourceCounts = function(resources)
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{
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for (let res in resources)
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this.resourceCount[res] = resources[res];
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};
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Player.prototype.GetResourceCounts = function()
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{
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return this.resourceCount;
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};
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Player.prototype.GetResourceGatherers = function()
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{
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return this.resourceGatherers;
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};
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/**
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* @param {string} type - The generic type of resource to add the gatherer for.
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*/
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Player.prototype.AddResourceGatherer = function(type)
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{
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++this.resourceGatherers[type];
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};
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/**
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* @param {string} type - The generic type of resource to remove the gatherer from.
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*/
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Player.prototype.RemoveResourceGatherer = function(type)
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{
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--this.resourceGatherers[type];
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};
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/**
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* Add resource of specified type to player.
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* @param {string} type - Generic type of resource.
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* @param {number} amount - Amount of resource, which should be added.
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*/
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Player.prototype.AddResource = function(type, amount)
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{
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this.resourceCount[type] += +amount;
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};
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/**
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* Add resources to player.
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*/
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Player.prototype.AddResources = function(amounts)
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{
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for (let type in amounts)
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this.resourceCount[type] += +amounts[type];
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};
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Player.prototype.GetNeededResources = function(amounts)
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{
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// Check if we can afford it all.
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let amountsNeeded = {};
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for (let type in amounts)
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if (this.resourceCount[type] != undefined && amounts[type] > this.resourceCount[type])
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amountsNeeded[type] = amounts[type] - Math.floor(this.resourceCount[type]);
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if (Object.keys(amountsNeeded).length == 0)
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return undefined;
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return amountsNeeded;
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};
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Player.prototype.SubtractResourcesOrNotify = function(amounts)
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{
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let amountsNeeded = this.GetNeededResources(amounts);
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// If we don't have enough resources, send a notification to the player.
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if (amountsNeeded)
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{
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let parameters = {};
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let i = 0;
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for (let type in amountsNeeded)
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{
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++i;
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parameters["resourceType" + i] = this.resourceNames[type];
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parameters["resourceAmount" + i] = amountsNeeded[type];
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}
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let msg = "";
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// When marking strings for translations, you need to include the actual string,
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// not some way to derive the string.
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if (i < 1)
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warn("Amounts needed but no amounts given?");
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else if (i == 1)
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msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s");
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else if (i == 2)
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msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s");
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else if (i == 3)
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msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s");
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else if (i == 4)
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msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s, %(resourceAmount4)s %(resourceType4)s");
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else
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warn("Localization: Strings are not localized for more than 4 resources");
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// Send as time-notification.
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let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGUIInterface.PushNotification({
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"players": [this.playerID],
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"message": msg,
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"parameters": parameters,
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"translateMessage": true,
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"translateParameters": {
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"resourceType1": "withinSentence",
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"resourceType2": "withinSentence",
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"resourceType3": "withinSentence",
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"resourceType4": "withinSentence"
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}
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});
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return false;
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}
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for (let type in amounts)
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this.resourceCount[type] -= amounts[type];
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return true;
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};
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Player.prototype.TrySubtractResources = function(amounts)
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{
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if (!this.SubtractResourcesOrNotify(amounts))
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return false;
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let cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
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if (cmpStatisticsTracker)
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for (let type in amounts)
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cmpStatisticsTracker.IncreaseResourceUsedCounter(type, amounts[type]);
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return true;
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};
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Player.prototype.RefundResources = function(amounts)
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{
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const cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
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if (cmpStatisticsTracker)
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for (const type in amounts)
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cmpStatisticsTracker.IncreaseResourceUsedCounter(type, -amounts[type]);
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this.AddResources(amounts);
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};
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Player.prototype.GetNextTradingGoods = function()
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{
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let value = randFloat(0, 100);
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let last = this.tradingGoods.length - 1;
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let sumProba = 0;
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for (let i = 0; i < last; ++i)
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{
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sumProba += this.tradingGoods[i].proba;
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if (value < sumProba)
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return this.tradingGoods[i].goods;
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}
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return this.tradingGoods[last].goods;
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};
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Player.prototype.GetTradingGoods = function()
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{
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let tradingGoods = {};
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for (let resource of this.tradingGoods)
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tradingGoods[resource.goods] = resource.proba;
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return tradingGoods;
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};
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Player.prototype.SetTradingGoods = function(tradingGoods)
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{
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let resTradeCodes = Resources.GetTradableCodes();
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let sumProba = 0;
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for (let resource in tradingGoods)
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{
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if (resTradeCodes.indexOf(resource) == -1 || tradingGoods[resource] < 0)
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{
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error("Invalid trading goods: " + uneval(tradingGoods));
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return;
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}
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sumProba += tradingGoods[resource];
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}
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if (sumProba != 100)
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{
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error("Invalid trading goods probability: " + uneval(sumProba));
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return;
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}
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this.tradingGoods = [];
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for (let resource in tradingGoods)
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this.tradingGoods.push({
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"goods": resource,
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"proba": tradingGoods[resource]
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});
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};
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/**
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* @param {string} message - The message to send in the chat. May be undefined.
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*/
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Player.prototype.Win = function(message)
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{
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this.SetState(this.STATE_WON, message);
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};
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/**
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* @param {string} message - The message to send in the chat. May be undefined.
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*/
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Player.prototype.Defeat = function(message)
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{
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this.SetState(this.STATE_DEFEATED, message);
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};
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/**
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* @return {string} - The string identified with the current state.
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*/
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Player.prototype.GetState = function()
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{
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return this.state;
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};
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/**
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* @return {boolean} -
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*/
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Player.prototype.IsActive = function()
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{
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return this.state === this.STATE_ACTIVE;
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};
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/**
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* @return {boolean} -
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*/
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Player.prototype.IsDefeated = function()
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{
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return this.state === this.STATE_DEFEATED;
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};
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/**
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* @return {boolean} -
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*/
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Player.prototype.HasWon = function()
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{
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return this.state === this.STATE_WON;
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};
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/**
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* @param {string} newState - Either "defeated" or "won".
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* @param {string|undefined} message - A string to be shown in chat, for example
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* markForTranslation("%(player)s has been defeated (failed objective).").
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* If it is undefined, the caller MUST send that GUI notification manually.
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*/
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Player.prototype.SetState = function(newState, message)
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{
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if (!this.IsActive())
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return;
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if (newState != this.STATE_WON && newState != this.STATE_DEFEATED)
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{
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warn("Can't change playerstate to " + newState);
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return;
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}
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if (!this.playerID)
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{
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warn("Gaia can't change state.");
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return;
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}
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this.state = newState;
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const won = this.HasWon();
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (won)
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cmpRangeManager.SetLosRevealAll(this.playerID, true);
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else
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{
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// Reassign all player's entities to Gaia.
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let entities = cmpRangeManager.GetEntitiesByPlayer(this.playerID);
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// The ownership change is done in two steps so that entities don't hit idle
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// (and thus possibly look for "enemies" to attack) before nearby allies get
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// converted to Gaia as well.
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for (let entity of entities)
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{
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let cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
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cmpOwnership.SetOwnerQuiet(0);
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}
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// With the real ownership change complete, send OwnershipChanged messages.
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for (let entity of entities)
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Engine.PostMessage(entity, MT_OwnershipChanged, {
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"entity": entity,
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"from": this.playerID,
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"to": 0
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});
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}
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Engine.PostMessage(this.entity, won ? MT_PlayerWon : MT_PlayerDefeated,
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{ "playerId": this.playerID });
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if (!message)
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return;
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Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({
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"type": won ? "won" : "defeat",
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"players": [this.playerID],
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"allies": [this.playerID],
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"message": message
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});
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};
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Player.prototype.GetFormations = function()
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{
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return this.formations;
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};
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Player.prototype.SetFormations = function(formations)
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{
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this.formations = formations;
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};
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Player.prototype.GetStartingCameraPos = function()
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{
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return this.startCam.position;
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};
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Player.prototype.GetStartingCameraRot = function()
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{
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return this.startCam.rotation;
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};
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Player.prototype.SetStartingCamera = function(pos, rot)
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{
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this.startCam = { "position": pos, "rotation": rot };
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};
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Player.prototype.HasStartingCamera = function()
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{
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return this.startCam !== undefined;
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};
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Player.prototype.SetControlAllUnits = function(c)
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|
{
|
|
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;
|
|
};
|
|
|
|
/**
|
|
* Do some map dependant initializations
|
|
*/
|
|
Player.prototype.OnGlobalInitGame = function(msg)
|
|
{
|
|
// Replace the "{civ}" code with this civ ID.
|
|
let disabledTemplates = this.disabledTemplates;
|
|
this.disabledTemplates = {};
|
|
const civ = Engine.QueryInterface(this.entity, IID_Identity).GetCiv();
|
|
for (let template in disabledTemplates)
|
|
if (disabledTemplates[template])
|
|
this.disabledTemplates[template.replace(/\{civ\}/g, 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;
|
|
|
|
let cmpCost = Engine.QueryInterface(msg.entity, IID_Cost);
|
|
|
|
if (msg.from == this.playerID)
|
|
{
|
|
if (cmpCost)
|
|
this.popUsed -= cmpCost.GetPopCost();
|
|
|
|
let panelIndex = this.panelEntities.indexOf(msg.entity);
|
|
if (panelIndex >= 0)
|
|
this.panelEntities.splice(panelIndex, 1);
|
|
|
|
let barterIndex = this.barterEntities.indexOf(msg.entity);
|
|
if (barterIndex >= 0)
|
|
this.barterEntities.splice(barterIndex, 1);
|
|
}
|
|
if (msg.to == this.playerID)
|
|
{
|
|
if (cmpCost)
|
|
this.popUsed += cmpCost.GetPopCost();
|
|
|
|
let cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
|
|
if (!cmpIdentity)
|
|
return;
|
|
|
|
if (MatchesClassList(cmpIdentity.GetClassesList(), panelEntityClasses))
|
|
this.panelEntities.push(msg.entity);
|
|
|
|
if (cmpIdentity.HasClass("Barter") && !Engine.QueryInterface(msg.entity, IID_Foundation))
|
|
this.barterEntities.push(msg.entity);
|
|
}
|
|
};
|
|
|
|
Player.prototype.OnValueModification = function(msg)
|
|
{
|
|
if (msg.component != "Player")
|
|
return;
|
|
|
|
if (msg.valueNames.indexOf("Player/SpyCostMultiplier") != -1)
|
|
this.spyCostMultiplier = ApplyValueModificationsToEntity("Player/SpyCostMultiplier", +this.template.SpyCostMultiplier, this.entity);
|
|
|
|
if (msg.valueNames.some(mod => mod.startsWith("Player/BarterMultiplier/")))
|
|
for (let res in this.template.BarterMultiplier.Buy)
|
|
{
|
|
this.barterMultiplier.buy[res] = ApplyValueModificationsToEntity("Player/BarterMultiplier/Buy/"+res, +this.template.BarterMultiplier.Buy[res], this.entity);
|
|
this.barterMultiplier.sell[res] = ApplyValueModificationsToEntity("Player/BarterMultiplier/Sell/"+res, +this.template.BarterMultiplier.Sell[res], this.entity);
|
|
}
|
|
};
|
|
|
|
Player.prototype.SetCheatsEnabled = function(flag)
|
|
{
|
|
this.cheatsEnabled = flag;
|
|
};
|
|
|
|
Player.prototype.GetCheatsEnabled = function()
|
|
{
|
|
return this.cheatsEnabled;
|
|
};
|
|
|
|
Player.prototype.TributeResource = function(player, amounts)
|
|
{
|
|
let cmpPlayer = QueryPlayerIDInterface(player);
|
|
if (!cmpPlayer)
|
|
return;
|
|
|
|
if (!this.IsActive() || !cmpPlayer.IsActive())
|
|
return;
|
|
|
|
let resTribCodes = Resources.GetTributableCodes();
|
|
for (let resCode in amounts)
|
|
if (resTribCodes.indexOf(resCode) == -1 ||
|
|
!Number.isInteger(amounts[resCode]) ||
|
|
amounts[resCode] < 0)
|
|
{
|
|
warn("Invalid tribute amounts: " + uneval(resCode) + ": " + uneval(amounts));
|
|
return;
|
|
}
|
|
|
|
if (!this.SubtractResourcesOrNotify(amounts))
|
|
return;
|
|
cmpPlayer.AddResources(amounts);
|
|
|
|
let total = Object.keys(amounts).reduce((sum, type) => sum + amounts[type], 0);
|
|
let cmpOurStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
|
|
if (cmpOurStatisticsTracker)
|
|
cmpOurStatisticsTracker.IncreaseTributesSentCounter(total);
|
|
let cmpTheirStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
|
|
if (cmpTheirStatisticsTracker)
|
|
cmpTheirStatisticsTracker.IncreaseTributesReceivedCounter(total);
|
|
|
|
let 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, { "player": this.playerID });
|
|
};
|
|
|
|
Player.prototype.RemoveDisabledTemplate = function(template)
|
|
{
|
|
this.disabledTemplates[template] = false;
|
|
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, { "player": this.playerID });
|
|
};
|
|
|
|
Player.prototype.SetDisabledTemplates = function(templates)
|
|
{
|
|
this.disabledTemplates = {};
|
|
for (let template of templates)
|
|
this.disabledTemplates[template] = true;
|
|
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, { "player": this.playerID });
|
|
};
|
|
|
|
Player.prototype.GetDisabledTemplates = function()
|
|
{
|
|
return this.disabledTemplates;
|
|
};
|
|
|
|
Player.prototype.AddDisabledTechnology = function(tech)
|
|
{
|
|
this.disabledTechnologies[tech] = true;
|
|
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, { "player": this.playerID });
|
|
};
|
|
|
|
Player.prototype.RemoveDisabledTechnology = function(tech)
|
|
{
|
|
this.disabledTechnologies[tech] = false;
|
|
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, { "player": this.playerID });
|
|
};
|
|
|
|
Player.prototype.SetDisabledTechnologies = function(techs)
|
|
{
|
|
this.disabledTechnologies = {};
|
|
for (let tech of techs)
|
|
this.disabledTechnologies[tech] = true;
|
|
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, { "player": this.playerID });
|
|
};
|
|
|
|
Player.prototype.GetDisabledTechnologies = function()
|
|
{
|
|
return this.disabledTechnologies;
|
|
};
|
|
|
|
Player.prototype.OnGlobalPlayerDefeated = function(msg)
|
|
{
|
|
let cmpSound = Engine.QueryInterface(this.entity, IID_Sound);
|
|
if (!cmpSound)
|
|
return;
|
|
|
|
const soundGroup = cmpSound.GetSoundGroup(this.playerID === msg.playerId ? "defeated" : Engine.QueryInterface(this.entity, IID_Diplomacy).IsAlly(msg.playerId) ? "defeated_ally" : this.HasWon() ? "won" : "defeated_enemy");
|
|
if (soundGroup)
|
|
Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager).PlaySoundGroupForPlayer(soundGroup, this.playerID);
|
|
};
|
|
|
|
Engine.RegisterComponentType(IID_Player, "Player", Player);
|