/**
* @class
*/
function GarrisonHolder() {}
GarrisonHolder.prototype.Schema =
"<element name='Max' a:help='Maximum number of entities which can be garrisoned in this holder'>" +
"<data type='positiveInteger'/>" +
"</element>" +
"<element name='List' a:help='Classes of entities which are allowed to garrison in this holder (from Identity)'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"<element name='EjectClassesOnDestroy' a:help='Classes of entities to be ejected on destroy. Others are killed'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"<element name='BuffHeal' a:help='Number of hitpoints that will be restored to this holder's garrisoned units each second'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='LoadingRange' a:help='The maximum distance from this holder at which entities are allowed to garrison. Should be about 2.0 for land entities and preferably greater for ships'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<optional>" +
"<element name='EjectHealth' a:help='Percentage of maximum health below which this holder no longer allows garrisoning'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='Pickup' a:help='This garrisonHolder will move to pick up units to be garrisoned'>" +
"<data type='boolean'/>" +
"</element>" +
"</optional>";
/**
* Time between heals.
*/
GarrisonHolder.prototype.HEAL_TIMEOUT = 1000;
/**
* Initialize GarrisonHolder Component
* Garrisoning when loading a map is set in the script of the map, by setting initGarrison
* which should contain the array of garrisoned entities.
*/
GarrisonHolder.prototype.Init = function()
{
this.entities = [];
this.allowedClasses = ApplyValueModificationsToEntity("GarrisonHolder/List/_string", this.template.List._string, this.entity);
};
/**
* @param {number} entity - The entity to verify.
* @return {boolean} - Whether the given entity is garrisoned in this GarrisonHolder.
*/
GarrisonHolder.prototype.IsGarrisoned = function(entity)
{
return this.entities.indexOf(entity) != -1;
};
/**
* @return {Object} max and min range at which entities can garrison the holder.
*/
GarrisonHolder.prototype.LoadingRange = function()
{
return { "max": +this.template.LoadingRange, "min": 0 };
};
GarrisonHolder.prototype.CanPickup = function(ent)
{
if (!this.template.Pickup || this.IsFull())
return false;
let cmpOwner = Engine.QueryInterface(this.entity, IID_Ownership);
return !!cmpOwner && IsOwnedByPlayer(cmpOwner.GetOwner(), ent);
};
GarrisonHolder.prototype.GetEntities = function()
{
return this.entities;
};
/**
* @return {Array} unit classes which can be garrisoned inside this
* particular entity. Obtained from the entity's template.
*/
GarrisonHolder.prototype.GetAllowedClasses = function()
{
return this.allowedClasses;
};
GarrisonHolder.prototype.GetCapacity = function()
{
return ApplyValueModificationsToEntity("GarrisonHolder/Max", +this.template.Max, this.entity);
};
GarrisonHolder.prototype.IsFull = function()
{
return this.OccupiedSlots() >= this.GetCapacity();
};
GarrisonHolder.prototype.GetHealRate = function()
{
return ApplyValueModificationsToEntity("GarrisonHolder/BuffHeal", +this.template.BuffHeal, this.entity);
};
/**
* Set this entity to allow or disallow garrisoning in the entity.
* Every component calling this function should do it with its own ID, and as long as one
* component doesn't allow this entity to garrison, it can't be garrisoned
* When this entity already contains garrisoned soldiers,
* these will not be able to ungarrison until the flag is set to true again.
*
* This more useful for modern-day features. For example you can't garrison or ungarrison
* a driving vehicle or plane.
* @param {boolean} allow - Whether the entity should be garrisonable.
*/
GarrisonHolder.prototype.AllowGarrisoning = function(allow, callerID)
{
if (!this.allowGarrisoning)
this.allowGarrisoning = new Map();
this.allowGarrisoning.set(callerID, allow);
};
/**
* @return {boolean} - Whether (un)garrisoning is allowed.
*/
GarrisonHolder.prototype.IsGarrisoningAllowed = function()
{
return !this.allowGarrisoning ||
Array.from(this.allowGarrisoning.values()).every(allow => allow);
};
GarrisonHolder.prototype.GetGarrisonedEntitiesCount = function()
{
let count = this.entities.length;
for (let ent of this.entities)
{
let cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder);
if (cmpGarrisonHolder)
count += cmpGarrisonHolder.GetGarrisonedEntitiesCount();
}
return count;
};
GarrisonHolder.prototype.OccupiedSlots = function()
{
let count = 0;
for (let ent of this.entities)
{
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
if (cmpGarrisonable)
count += cmpGarrisonable.TotalSize();
}
return count;
};
GarrisonHolder.prototype.IsAllowedToGarrison = function(entity)
{
if (!this.IsGarrisoningAllowed())
return false;
let cmpGarrisonable = Engine.QueryInterface(entity, IID_Garrisonable);
if (!cmpGarrisonable || this.OccupiedSlots() + cmpGarrisonable.TotalSize() > this.GetCapacity())
return false;
return this.IsAllowedToBeGarrisoned(entity);
};
GarrisonHolder.prototype.IsAllowedToBeGarrisoned = function(entity)
{
if (!IsOwnedByMutualAllyOfEntity(entity, this.entity))
return false;
let cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), this.allowedClasses);
};
/**
* @param {number} entity - The entityID to garrison.
* @return {boolean} - Whether the entity was garrisoned.
*/
GarrisonHolder.prototype.Garrison = function(entity)
{
if (!this.IsAllowedToGarrison(entity))
return false;
if (!this.HasEnoughHealth())
return false;
if (!this.timer && this.GetHealRate())
this.StartTimer();
this.entities.push(entity);
this.UpdateGarrisonFlag();
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {
"added": [entity],
"removed": []
});
return true;
};
/**
* @param {number} entity - The entity ID of the entity to eject.
* @param {boolean} forced - Whether eject is forced (e.g. if building is destroyed).
* @return {boolean} Whether the entity was ejected.
*/
GarrisonHolder.prototype.Eject = function(entity, forced)
{
if (!this.IsGarrisoningAllowed() && !forced)
return false;
let entityIndex = this.entities.indexOf(entity);
// Error: invalid entity ID, usually it's already been ejected, assume success.
if (entityIndex == -1)
return true;
this.entities.splice(entityIndex, 1);
this.UpdateGarrisonFlag();
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {
"added": [],
"removed": [entity]
});
return true;
};
/**
* Tell unit to unload from this entity.
* @param {number} entity - The entity to unload.
* @return {boolean} Whether the command was successful.
*/
GarrisonHolder.prototype.Unload = function(entity)
{
let cmpGarrisonable = Engine.QueryInterface(entity, IID_Garrisonable);
return cmpGarrisonable && cmpGarrisonable.UnGarrison();
};
/**
* Tell units to unload from this entity.
* @param {number[]} entities - The entities to unload.
* @return {boolean} - Whether all unloads were successful.
*/
GarrisonHolder.prototype.UnloadEntities = function(entities)
{
let success = true;
for (let entity of entities)
if (!this.Unload(entity))
success = false;
return success;
};
/**
* Unload one or all units that match a template and owner from us.
* @param {string} template - Type of units that should be ejected.
* @param {number} owner - Id of the player whose units should be ejected.
* @param {boolean} all - Whether all units should be ejected.
* @return {boolean} Whether the unloading was successful.
*/
GarrisonHolder.prototype.UnloadTemplate = function(template, owner, all)
{
let entities = [];
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
for (let entity of this.entities)
{
let cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
// Units with multiple ranks are grouped together.
let name = cmpIdentity.GetSelectionGroupName() || cmpTemplateManager.GetCurrentTemplateName(entity);
if (name != template || owner != Engine.QueryInterface(entity, IID_Ownership).GetOwner())
continue;
entities.push(entity);
// If 'all' is false, only ungarrison the first matched unit.
if (!all)
break;
}
return this.UnloadEntities(entities);
};
/**
* Unload all units, that belong to certain player
* and order all own units to move to the rally point.
* @param {number} owner - Id of the player whose units should be ejected.
* @return {boolean} Whether the unloading was successful.
*/
GarrisonHolder.prototype.UnloadAllByOwner = function(owner)
{
let entities = this.entities.filter(ent => {
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
return cmpOwnership && cmpOwnership.GetOwner() == owner;
});
return this.UnloadEntities(entities);
};
/**
* Unload all units from the entity and order them to move to the rally point.
* @return {boolean} Whether the unloading was successful.
*/
GarrisonHolder.prototype.UnloadAll = function()
{
return this.UnloadEntities(this.entities.slice());
};
/**
* Used to check if the garrisoning entity's health has fallen below
* a certain limit after which all garrisoned units are unloaded.
*/
GarrisonHolder.prototype.OnHealthChanged = function(msg)
{
if (!this.HasEnoughHealth() && this.entities.length)
this.EjectOrKill(this.entities.slice());
};
GarrisonHolder.prototype.HasEnoughHealth = function()
{
// 0 is a valid value so explicitly check for undefined.
if (this.template.EjectHealth === undefined)
return true;
let cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
return !cmpHealth || cmpHealth.GetHitpoints() > Math.floor(+this.template.EjectHealth * cmpHealth.GetMaxHitpoints());
};
GarrisonHolder.prototype.StartTimer = function()
{
if (this.timer)
return;
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetInterval(this.entity, IID_GarrisonHolder, "HealTimeout", this.HEAL_TIMEOUT, this.HEAL_TIMEOUT, null);
};
GarrisonHolder.prototype.StopTimer = function()
{
if (!this.timer)
return;
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
delete this.timer;
};
/**
* @params data and lateness are unused.
*/
GarrisonHolder.prototype.HealTimeout = function(data, lateness)
{
let healRate = this.GetHealRate();
if (!this.entities.length || !healRate)
{
this.StopTimer();
return;
}
for (let entity of this.entities)
{
let cmpHealth = Engine.QueryInterface(entity, IID_Health);
if (cmpHealth && !cmpHealth.IsUnhealable())
cmpHealth.Increase(healRate);
}
};
/**
* Updates the garrison flag depending whether something is garrisoned in the entity.
*/
GarrisonHolder.prototype.UpdateGarrisonFlag = function()
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetVariant("garrison", this.entities.length ? "garrisoned" : "ungarrisoned");
};
/**
* Cancel timer when destroyed.
*/
GarrisonHolder.prototype.OnDestroy = function()
{
if (this.timer)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
}
};
/**
* If a garrisoned entity is captured, or about to be killed (so its owner changes to '-1'),
* remove it from the building so we only ever contain valid entities.
*/
GarrisonHolder.prototype.OnGlobalOwnershipChanged = function(msg)
{
// The ownership change may be on the garrisonholder
if (this.entity == msg.entity)
{
let entities = this.entities.filter(ent => msg.to == INVALID_PLAYER || !IsOwnedByMutualAllyOfEntity(this.entity, ent));
if (entities.length)
this.EjectOrKill(entities);
return;
}
// or on some of its garrisoned units
let entityIndex = this.entities.indexOf(msg.entity);
if (entityIndex != -1 && (msg.to == INVALID_PLAYER || !IsOwnedByMutualAllyOfEntity(this.entity, msg.entity)))
this.EjectOrKill([msg.entity]);
};
/**
* Update list of garrisoned entities when a game inits.
*/
GarrisonHolder.prototype.OnGlobalSkirmishReplacerReplaced = function(msg)
{
if (!this.initGarrison)
return;
if (msg.entity == this.entity)
{
let cmpGarrisonHolder = Engine.QueryInterface(msg.newentity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
cmpGarrisonHolder.initGarrison = this.initGarrison;
}
else
{
let entityIndex = this.initGarrison.indexOf(msg.entity);
if (entityIndex != -1)
this.initGarrison[entityIndex] = msg.newentity;
}
};
/**
* Eject all foreign garrisoned entities which are no more allied.
*/
GarrisonHolder.prototype.OnDiplomacyChanged = function()
{
this.EjectOrKill(this.entities.filter(ent => !IsOwnedByMutualAllyOfEntity(this.entity, ent)));
};
/**
* Eject or kill a garrisoned unit which can no more be garrisoned
* (garrisonholder's health too small or ownership changed).
*/
GarrisonHolder.prototype.EjectOrKill = function(entities)
{
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
// Eject the units which can be ejected (if not in world, it generally means this holder
// is inside a holder which kills its entities, so do not eject)
if (cmpPosition && cmpPosition.IsInWorld())
{
let ejectables = entities.filter(ent => this.IsEjectable(ent));
if (ejectables.length)
this.UnloadEntities(ejectables);
}
// And destroy all remaining entities
let killedEntities = [];
for (let entity of entities)
{
let entityIndex = this.entities.indexOf(entity);
if (entityIndex == -1)
continue;
let cmpHealth = Engine.QueryInterface(entity, IID_Health);
if (cmpHealth)
cmpHealth.Kill();
else
Engine.DestroyEntity(entity);
this.entities.splice(entityIndex, 1);
killedEntities.push(entity);
}
if (killedEntities.length)
{
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {
"added": [],
"removed": killedEntities
});
this.UpdateGarrisonFlag();
}
};
/**
* Whether an entity is ejectable.
* @param {number} entity - The entity-ID to be tested.
* @return {boolean} - Whether the entity is ejectable.
*/
GarrisonHolder.prototype.IsEjectable = function(entity)
{
if (!this.entities.find(ent => ent == entity))
return false;
let ejectableClasses = this.template.EjectClassesOnDestroy._string;
let entityClasses = Engine.QueryInterface(entity, IID_Identity).GetClassesList();
return MatchesClassList(entityClasses, ejectableClasses);
};
/**
* Sets the intitGarrison to the specified entities. Used by the mapreader.
*
* @param {number[]} entities - The entity IDs to garrison on init.
*/
GarrisonHolder.prototype.SetInitGarrison = function(entities)
{
this.initGarrison = clone(entities);
};
/**
* Initialise the garrisoned units.
*/
GarrisonHolder.prototype.OnGlobalInitGame = function(msg)
{
if (!this.initGarrison)
return;
for (let ent of this.initGarrison)
{
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
if (cmpGarrisonable)
cmpGarrisonable.Garrison(this.entity);
}
delete this.initGarrison;
};
GarrisonHolder.prototype.OnValueModification = function(msg)
{
if (msg.component != "GarrisonHolder")
return;
if (msg.valueNames.indexOf("GarrisonHolder/List/_string") !== -1)
{
this.allowedClasses = ApplyValueModificationsToEntity("GarrisonHolder/List/_string", this.template.List._string, this.entity);
this.EjectOrKill(this.entities.filter(entity => !this.IsAllowedToBeGarrisoned(entity)));
}
if (msg.valueNames.indexOf("GarrisonHolder/BuffHeal") === -1)
return;
if (this.timer && !this.GetHealRate())
this.StopTimer();
else if (!this.timer && this.GetHealRate())
this.StartTimer();
};
Engine.RegisterComponentType(IID_GarrisonHolder, "GarrisonHolder", GarrisonHolder);