/**
* @file A Group tests if a set of entities specified in the constructor can be placed and
* potentially places some of them (typically all or none).
*
* The location is defined by the x and z property of the Group instance and can be modified externally.
* The Group is free to determine whether, where exactly and how many entities to place.
*
* The Constraint to test against and the future owner of the entities are passed by the caller.
* Typically Groups are called from createObjectGroup with the location set in the constructor or
* from createObjectGroups that randomizes the x and z property of the Group before calling place.
*/
/**
* Places all of the given Objects.
*
* @param objects - An array of Objects, for instance SimpleObjects.
* @param avoidSelf - Objects will not overlap.
* @param tileClass - Optional TileClass that tiles with placed entities are marked with.
* @param centerPosition - The location the group is placed around. Can be omitted if the property is set externally.
*/
function SimpleGroup(objects, avoidSelf = false, tileClass = undefined, centerPosition = undefined)
{
this.objects = objects;
this.tileClass = tileClass;
this.avoidSelf = avoidSelf;
this.centerPosition = undefined;
if (centerPosition)
this.setCenterPosition(centerPosition);
}
SimpleGroup.prototype.setCenterPosition = function(position)
{
this.centerPosition = deepfreeze(position.clone().round());
};
SimpleGroup.prototype.place = function(playerID, constraint)
{
let entitySpecsResult = [];
let avoidPositions = this.avoidSelf ? [] : undefined;
// Test if the Objects can be placed at the given location
// Place none of them if one can't be placed.
for (let object of this.objects)
{
let entitySpecs = object.place(this.centerPosition, playerID, avoidPositions, constraint, 30);
if (!entitySpecs)
return undefined;
entitySpecsResult = entitySpecsResult.concat(entitySpecs);
if (this.avoidSelf)
avoidPositions = avoidPositions.concat(entitySpecs.map(entitySpec => ({
"position": entitySpec.position,
"distanceSquared": object.avoidDistanceSquared
})));
}
// Create and place entities as specified
let entities = [];
for (let entitySpecs of entitySpecsResult)
{
// The Object must ensure that non-actor entities are not placed at the impassable map-border
entities.push(
g_Map.placeEntityAnywhere(entitySpecs.templateName, entitySpecs.playerID, entitySpecs.position, entitySpecs.angle));
if (this.tileClass)
this.tileClass.add(entitySpecs.position.clone().floor());
}
return entities;
};
/**
* Randomly choses one of the given Objects and places it just like the SimpleGroup.
*/
function RandomGroup(objects, avoidSelf = false, tileClass = undefined, centerPosition = undefined)
{
this.simpleGroup = new SimpleGroup([pickRandom(objects)], avoidSelf, tileClass, centerPosition);
}
RandomGroup.prototype.setCenterPosition = function(position)
{
this.simpleGroup.setCenterPosition(position);
};
RandomGroup.prototype.place = function(playerID, constraint)
{
return this.simpleGroup.place(playerID, constraint);
};