const VIS_HIDDEN = 0;
const VIS_FOGGED = 1;
const VIS_VISIBLE = 2;
/**
* @class
*/
function Fogging() {}
Fogging.prototype.Schema =
"<a:help>Allows this entity to be replaced by mirage entities in the fog-of-war.</a:help>" +
"<empty/>";
/**
* The components that we want to mirage when present.
* Assumes that a function "Mirage()" is present.
*/
Fogging.prototype.componentsToMirage = [
IID_Capturable,
IID_Foundation,
IID_Health,
IID_Identity,
IID_Market,
IID_Repairable,
IID_Resistance,
IID_ResourceSupply
];
Fogging.prototype.Init = function()
{
this.activated = false;
this.mirages = [];
this.miraged = [];
this.seen = [];
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let player = 0; player < numPlayers; ++player)
{
this.mirages.push(INVALID_ENTITY);
this.miraged.push(false);
this.seen.push(false);
}
};
Fogging.prototype.Activate = function()
{
let mustUpdate = !this.activated;
this.activated = true;
if (mustUpdate)
{
// Load a mirage for each player who has already seen the entity.
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
for (let player = 0; player < numPlayers; ++player)
if (this.seen[player] && cmpRangeManager.GetLosVisibility(this.entity, player) != "visible")
this.LoadMirage(player);
}
};
Fogging.prototype.IsActivated = function()
{
return this.activated;
};
Fogging.prototype.LoadMirage = function(player)
{
if (!this.activated)
{
error("LoadMirage called for an entity with fogging deactivated");
return;
}
this.miraged[player] = true;
if (this.mirages[player] == INVALID_ENTITY)
this.mirages[player] = Engine.AddEntity("mirage|" + Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetCurrentTemplateName(this.entity));
let cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage);
if (!cmpMirage)
{
error("Failed to load a mirage for entity " + this.entity);
this.mirages[player] = INVALID_ENTITY;
return;
}
// Copy basic mirage properties.
cmpMirage.SetPlayer(player);
cmpMirage.SetParent(this.entity);
let cmpParentOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
let cmpMirageOwnership = Engine.QueryInterface(this.mirages[player], IID_Ownership);
if (!cmpParentOwnership || !cmpMirageOwnership)
{
error("Failed to copy the ownership data of the fogged entity " + this.entity);
return;
}
cmpMirageOwnership.SetOwner(cmpParentOwnership.GetOwner());
let cmpParentPosition = Engine.QueryInterface(this.entity, IID_Position);
let cmpMiragePosition = Engine.QueryInterface(this.mirages[player], IID_Position);
if (!cmpParentPosition || !cmpMiragePosition)
{
error("Failed to copy the position data of the fogged entity " + this.entity);
return;
}
if (!cmpParentPosition.IsInWorld())
return;
let pos = cmpParentPosition.GetPosition();
cmpMiragePosition.JumpTo(pos.x, pos.z);
let rot = cmpParentPosition.GetRotation();
cmpMiragePosition.SetYRotation(rot.y);
cmpMiragePosition.SetXZRotation(rot.x, rot.z);
let cmpParentVisualActor = Engine.QueryInterface(this.entity, IID_Visual);
let cmpMirageVisualActor = Engine.QueryInterface(this.mirages[player], IID_Visual);
if (!cmpParentVisualActor || !cmpMirageVisualActor)
{
error("Failed to copy the visual data of the fogged entity " + this.entity);
return;
}
cmpMirageVisualActor.RecomputeActorName();
cmpMirageVisualActor.SetActorSeed(cmpParentVisualActor.GetActorSeed());
// Store valuable information into the mirage component (especially for the GUI).
for (let component of this.componentsToMirage)
cmpMirage.CopyComponent(component);
// Notify the GUI the entity has been replaced by a mirage, in case it is selected at this moment.
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).AddMiragedEntity(player, this.entity, this.mirages[player]);
// Notify the range manager the visibility of this entity must be updated.
Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).RequestVisibilityUpdate(this.entity);
};
Fogging.prototype.ForceMiraging = function(player)
{
if (!this.activated)
return;
this.seen[player] = true;
this.LoadMirage(player);
};
Fogging.prototype.IsMiraged = function(player)
{
if (player < 0 || player >= this.mirages.length)
return false;
return this.miraged[player];
};
Fogging.prototype.GetMirage = function(player)
{
if (player < 0 || player >= this.mirages.length)
return INVALID_ENTITY;
return this.mirages[player];
};
Fogging.prototype.WasSeen = function(player)
{
if (player < 0 || player >= this.seen.length)
return false;
return this.seen[player];
};
Fogging.prototype.OnOwnershipChanged = function(msg)
{
// Always activate fogging for non-Gaia entities.
if (msg.to > 0)
this.Activate();
if (msg.to != -1)
return;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
for (let player = 0; player < this.mirages.length; ++player)
{
if (this.mirages[player] == INVALID_ENTITY)
continue;
// When this.entity is in the line of sight of the player, its mirage is hidden, rather than destroyed, to save on performance.
// All hidden mirages can be destroyed now (they won't be needed again), and other mirages will destroy themselves when they get out of the fog.
if (cmpRangeManager.GetLosVisibility(this.mirages[player], player) == "hidden")
{
Engine.DestroyEntity(this.mirages[player]);
continue;
}
let cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage);
if (cmpMirage)
cmpMirage.SetParent(INVALID_ENTITY);
}
};
Fogging.prototype.OnVisibilityChanged = function(msg)
{
if (msg.player < 0 || msg.player >= this.mirages.length)
return;
if (msg.newVisibility == VIS_VISIBLE)
{
this.miraged[msg.player] = false;
this.seen[msg.player] = true;
}
if (msg.newVisibility == VIS_FOGGED && this.activated)
this.LoadMirage(msg.player);
};
Engine.RegisterComponentType(IID_Fogging, "Fogging", Fogging);