/**
* @class
*/
function Player() {}
Player.prototype.Schema =
"<element name='BarterMultiplier' a:help='Multipliers for barter prices.'>" +
"<interleave>" +
"<element name='Buy' a:help='Multipliers for the buy prices.'>" +
Resources.BuildSchema("positiveDecimal") +
"</element>" +
"<element name='Sell' a:help='Multipliers for the sell prices.'>" +
Resources.BuildSchema("positiveDecimal") +
"</element>" +
"</interleave>" +
"</element>" +
"<element name='Formations' a:help='Space-separated list of formations this player can use.'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"<element name='SharedLosTech' a:help='Allies will share los when this technology is researched. Leave empty to never share LOS.'>" +
"<text/>" +
"</element>" +
"<element name='SharedDropsitesTech' a:help='Allies will share dropsites when this technology is researched. Leave empty to never share dropsites.'>" +
"<text/>" +
"</element>" +
"<element name='SpyCostMultiplier'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>";
/**
* Don't serialize diplomacyColor or displayDiplomacyColor since they're modified by the GUI.
*/
Player.prototype.Serialize = function()
{
let state = {};
for (let key in this)
if (this.hasOwnProperty(key))
state[key] = this[key];
state.diplomacyColor = undefined;
state.displayDiplomacyColor = false;
return state;
};
Player.prototype.Deserialize = function(state)
{
for (let prop in state)
this[prop] = state[prop];
};
/**
* Which units will be shown with special icons at the top.
*/
var panelEntityClasses = "Hero Relic";
Player.prototype.Init = function()
{
this.playerID = undefined;
this.color = undefined;
this.diplomacyColor = undefined;
this.displayDiplomacyColor = false;
this.popUsed = 0; // Population of units owned or trained by this player.
this.popBonuses = 0; // Sum of population bonuses of player's entities.
this.maxPop = 300; // Maximum population.
this.trainingBlocked = false; // Indicates whether any training queue is currently blocked.
this.resourceCount = {};
this.resourceGatherers = {};
this.tradingGoods = []; // Goods for next trade-route and its probabilities * 100.
this.team = -1; // Team number of the player, players on the same team will always have ally diplomatic status. Also this is useful for team emblems, scoring, etc.
this.teamsLocked = false;
this.state = "active"; // Game state. One of "active", "defeated", "won".
this.diplomacy = []; // Array of diplomatic stances for this player with respect to other players (including gaia and self).
this.sharedDropsites = false;
this.formations = this.template.Formations._string.split(" ");
this.startCam = undefined;
this.controlAllUnits = false;
this.isAI = false;
this.cheatsEnabled = false;
this.panelEntities = [];
this.resourceNames = {};
this.disabledTemplates = {};
this.disabledTechnologies = {};
this.spyCostMultiplier = +this.template.SpyCostMultiplier;
this.barterEntities = [];
this.barterMultiplier = {
"buy": clone(this.template.BarterMultiplier.Buy),
"sell": clone(this.template.BarterMultiplier.Sell)
};
// Initial resources.
let resCodes = Resources.GetCodes();
for (let res of resCodes)
{
this.resourceCount[res] = 300;
this.resourceNames[res] = Resources.GetResource(res).name;
this.resourceGatherers[res] = 0;
}
// Trading goods probability in steps of 5.
let resTradeCodes = Resources.GetTradableCodes();
let quotient = Math.floor(20 / resTradeCodes.length);
let remainder = 20 % resTradeCodes.length;
for (let i in resTradeCodes)
this.tradingGoods.push({
"goods": resTradeCodes[i],
"proba": 5 * (quotient + (+i < remainder ? 1 : 0))
});
};
Player.prototype.SetPlayerID = function(id)
{
this.playerID = id;
};
Player.prototype.GetPlayerID = function()
{
return this.playerID;
};
Player.prototype.SetColor = function(r, g, b)
{
let colorInitialized = !!this.color;
this.color = { "r": r / 255, "g": g / 255, "b": b / 255, "a": 1 };
// Used in Atlas.
if (colorInitialized)
Engine.BroadcastMessage(MT_PlayerColorChanged, {
"player": this.playerID
});
};
Player.prototype.SetDiplomacyColor = function(color)
{
this.diplomacyColor = { "r": color.r / 255, "g": color.g / 255, "b": color.b / 255, "a": 1 };
};
Player.prototype.SetDisplayDiplomacyColor = function(displayDiplomacyColor)
{
this.displayDiplomacyColor = displayDiplomacyColor;
};
Player.prototype.GetColor = function()
{
return this.color;
};
Player.prototype.GetDisplayedColor = function()
{
return this.displayDiplomacyColor ? this.diplomacyColor : this.color;
};
// Try reserving num population slots. Returns 0 on success or number of missing slots otherwise.
Player.prototype.TryReservePopulationSlots = function(num)
{
if (num != 0 && num > (this.GetPopulationLimit() - this.popUsed))
return num - (this.GetPopulationLimit() - this.popUsed);
this.popUsed += num;
return 0;
};
Player.prototype.UnReservePopulationSlots = function(num)
{
this.popUsed -= num;
};
Player.prototype.GetPopulationCount = function()
{
return this.popUsed;
};
Player.prototype.AddPopulation = function(num)
{
this.popUsed += num;
};
Player.prototype.SetPopulationBonuses = function(num)
{
this.popBonuses = num;
};
Player.prototype.AddPopulationBonuses = function(num)
{
this.popBonuses += num;
};
Player.prototype.GetPopulationLimit = function()
{
return Math.min(this.GetMaxPopulation(), this.popBonuses);
};
Player.prototype.SetMaxPopulation = function(max)
{
this.maxPop = max;
};
Player.prototype.GetMaxPopulation = function()
{
return Math.round(ApplyValueModificationsToEntity("Player/MaxPopulation", this.maxPop, this.entity));
};
Player.prototype.CanBarter = function()
{
return this.barterEntities.length > 0;
};
Player.prototype.GetBarterMultiplier = function()
{
return this.barterMultiplier;
};
Player.prototype.GetSpyCostMultiplier = function()
{
return this.spyCostMultiplier;
};
Player.prototype.GetPanelEntities = function()
{
return this.panelEntities;
};
Player.prototype.IsTrainingBlocked = function()
{
return this.trainingBlocked;
};
Player.prototype.BlockTraining = function()
{
this.trainingBlocked = true;
};
Player.prototype.UnBlockTraining = function()
{
this.trainingBlocked = false;
};
Player.prototype.SetResourceCounts = function(resources)
{
for (let res in resources)
this.resourceCount[res] = resources[res];
};
Player.prototype.GetResourceCounts = function()
{
return this.resourceCount;
};
Player.prototype.GetResourceGatherers = function()
{
return this.resourceGatherers;
};
/**
* @param {string} type - The generic type of resource to add the gatherer for.
*/
Player.prototype.AddResourceGatherer = function(type)
{
++this.resourceGatherers[type];
};
/**
* @param {string} type - The generic type of resource to remove the gatherer from.
*/
Player.prototype.RemoveResourceGatherer = function(type)
{
--this.resourceGatherers[type];
};
/**
* Add resource of specified type to player.
* @param {string} type - Generic type of resource.
* @param {number} amount - Amount of resource, which should be added.
*/
Player.prototype.AddResource = function(type, amount)
{
this.resourceCount[type] += +amount;
};
/**
* Add resources to player.
*/
Player.prototype.AddResources = function(amounts)
{
for (let type in amounts)
this.resourceCount[type] += +amounts[type];
};
Player.prototype.GetNeededResources = function(amounts)
{
// Check if we can afford it all.
let amountsNeeded = {};
for (let type in amounts)
if (this.resourceCount[type] != undefined && amounts[type] > this.resourceCount[type])
amountsNeeded[type] = amounts[type] - Math.floor(this.resourceCount[type]);
if (Object.keys(amountsNeeded).length == 0)
return undefined;
return amountsNeeded;
};
Player.prototype.SubtractResourcesOrNotify = function(amounts)
{
let amountsNeeded = this.GetNeededResources(amounts);
// If we don't have enough resources, send a notification to the player.
if (amountsNeeded)
{
let parameters = {};
let i = 0;
for (let type in amountsNeeded)
{
++i;
parameters["resourceType" + i] = this.resourceNames[type];
parameters["resourceAmount" + i] = amountsNeeded[type];
}
let msg = "";
// When marking strings for translations, you need to include the actual string,
// not some way to derive the string.
if (i < 1)
warn("Amounts needed but no amounts given?");
else if (i == 1)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s");
else if (i == 2)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s");
else if (i == 3)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s");
else if (i == 4)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s, %(resourceAmount4)s %(resourceType4)s");
else
warn("Localisation: Strings are not localised for more than 4 resources");
// Send as time-notification.
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [this.playerID],
"message": msg,
"parameters": parameters,
"translateMessage": true,
"translateParameters": {
"resourceType1": "withinSentence",
"resourceType2": "withinSentence",
"resourceType3": "withinSentence",
"resourceType4": "withinSentence"
}
});
return false;
}
for (let type in amounts)
this.resourceCount[type] -= amounts[type];
return true;
};
Player.prototype.TrySubtractResources = function(amounts)
{
if (!this.SubtractResourcesOrNotify(amounts))
return false;
let cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpStatisticsTracker)
for (let type in amounts)
cmpStatisticsTracker.IncreaseResourceUsedCounter(type, amounts[type]);
return true;
};
Player.prototype.RefundResources = function(amounts)
{
const cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpStatisticsTracker)
for (const type in amounts)
cmpStatisticsTracker.IncreaseResourceUsedCounter(type, -amounts[type]);
this.AddResources(amounts);
};
Player.prototype.GetNextTradingGoods = function()
{
let value = randFloat(0, 100);
let last = this.tradingGoods.length - 1;
let sumProba = 0;
for (let i = 0; i < last; ++i)
{
sumProba += this.tradingGoods[i].proba;
if (value < sumProba)
return this.tradingGoods[i].goods;
}
return this.tradingGoods[last].goods;
};
Player.prototype.GetTradingGoods = function()
{
let tradingGoods = {};
for (let resource of this.tradingGoods)
tradingGoods[resource.goods] = resource.proba;
return tradingGoods;
};
Player.prototype.SetTradingGoods = function(tradingGoods)
{
let resTradeCodes = Resources.GetTradableCodes();
let sumProba = 0;
for (let resource in tradingGoods)
{
if (resTradeCodes.indexOf(resource) == -1 || tradingGoods[resource] < 0)
{
error("Invalid trading goods: " + uneval(tradingGoods));
return;
}
sumProba += tradingGoods[resource];
}
if (sumProba != 100)
{
error("Invalid trading goods probability: " + uneval(sumProba));
return;
}
this.tradingGoods = [];
for (let resource in tradingGoods)
this.tradingGoods.push({
"goods": resource,
"proba": tradingGoods[resource]
});
};
Player.prototype.GetState = function()
{
return this.state;
};
/**
* @return {boolean} -
*/
Player.prototype.IsActive = function()
{
return this.state === "active";
};
/**
* @param {string} newState - Either "defeated" or "won".
* @param {string|undefined} message - A string to be shown in chat, for example
* markForTranslation("%(player)s has been defeated (failed objective).").
* If it is undefined, the caller MUST send that GUI notification manually.
*/
Player.prototype.SetState = function(newState, message)
{
if (this.state != "active")
return;
if (newState != "won" && newState != "defeated")
{
warn("Can't change playerstate to " + this.state);
return;
}
if (!this.playerID)
{
warn("Gaia can't change state.");
return;
}
this.state = newState;
let won = newState == "won";
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (won)
cmpRangeManager.SetLosRevealAll(this.playerID, true);
else
{
// Reassign all player's entities to Gaia.
let entities = cmpRangeManager.GetEntitiesByPlayer(this.playerID);
// The ownership change is done in two steps so that entities don't hit idle
// (and thus possibly look for "enemies" to attack) before nearby allies get
// converted to Gaia as well.
for (let entity of entities)
{
let cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
cmpOwnership.SetOwnerQuiet(0);
}
// With the real ownership change complete, send OwnershipChanged messages.
for (let entity of entities)
Engine.PostMessage(entity, MT_OwnershipChanged, {
"entity": entity,
"from": this.playerID,
"to": 0
});
}
if (message)
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({
"type": won ? "won" : "defeat",
"players": [this.playerID],
"allies": [this.playerID],
"message": message
});
Engine.PostMessage(this.entity, won ? MT_PlayerWon : MT_PlayerDefeated, { "playerId": this.playerID });
};
Player.prototype.GetTeam = function()
{
return this.team;
};
Player.prototype.SetTeam = function(team)
{
if (this.teamsLocked)
return;
this.team = team;
// Set all team members as allies.
if (this.team != -1)
{
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i);
if (this.team != cmpPlayer.GetTeam())
continue;
this.SetAlly(i);
cmpPlayer.SetAlly(this.playerID);
}
}
Engine.BroadcastMessage(MT_DiplomacyChanged, {
"player": this.playerID,
"otherPlayer": null
});
};
Player.prototype.SetLockTeams = function(value)
{
this.teamsLocked = value;
};
Player.prototype.GetLockTeams = function()
{
return this.teamsLocked;
};
Player.prototype.GetDiplomacy = function()
{
return this.diplomacy.slice();
};
Player.prototype.SetDiplomacy = function(dipl)
{
this.diplomacy = dipl.slice();
Engine.BroadcastMessage(MT_DiplomacyChanged, {
"player": this.playerID,
"otherPlayer": null
});
};
Player.prototype.SetDiplomacyIndex = function(idx, value)
{
let cmpPlayer = QueryPlayerIDInterface(idx);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
this.diplomacy[idx] = value;
Engine.BroadcastMessage(MT_DiplomacyChanged, {
"player": this.playerID,
"otherPlayer": cmpPlayer.GetPlayerID()
});
// Mutual worsening of relations.
if (cmpPlayer.diplomacy[this.playerID] > value)
cmpPlayer.SetDiplomacyIndex(this.playerID, value);
};
Player.prototype.UpdateSharedLos = function()
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
if (!cmpRangeManager || !cmpTechnologyManager)
return;
if (!cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech))
{
cmpRangeManager.SetSharedLos(this.playerID, [this.playerID]);
return;
}
cmpRangeManager.SetSharedLos(this.playerID, this.GetMutualAllies());
};
Player.prototype.GetFormations = function()
{
return this.formations;
};
Player.prototype.SetFormations = function(formations)
{
this.formations = formations;
};
Player.prototype.GetStartingCameraPos = function()
{
return this.startCam.position;
};
Player.prototype.GetStartingCameraRot = function()
{
return this.startCam.rotation;
};
Player.prototype.SetStartingCamera = function(pos, rot)
{
this.startCam = { "position": pos, "rotation": rot };
};
Player.prototype.HasStartingCamera = function()
{
return this.startCam !== undefined;
};
Player.prototype.HasSharedLos = function()
{
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
return cmpTechnologyManager && cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech);
};
Player.prototype.HasSharedDropsites = function()
{
return this.sharedDropsites;
};
Player.prototype.SetControlAllUnits = function(c)
{
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;
};
Player.prototype.GetPlayersByDiplomacy = function(func)
{
let players = [];
for (let i = 0; i < this.diplomacy.length; ++i)
if (this[func](i))
players.push(i);
return players;
};
Player.prototype.SetAlly = function(id)
{
this.SetDiplomacyIndex(id, 1);
};
/**
* Check if given player is our ally.
*/
Player.prototype.IsAlly = function(id)
{
return this.diplomacy[id] > 0;
};
Player.prototype.GetAllies = function()
{
return this.GetPlayersByDiplomacy("IsAlly");
};
/**
* Check if given player is our ally excluding ourself
*/
Player.prototype.IsExclusiveAlly = function(id)
{
return this.playerID != id && this.IsAlly(id);
};
/**
* Check if given player is our ally, and we are its ally
*/
Player.prototype.IsMutualAlly = function(id)
{
let cmpPlayer = QueryPlayerIDInterface(id);
return this.IsAlly(id) && cmpPlayer && cmpPlayer.IsAlly(this.playerID);
};
Player.prototype.GetMutualAllies = function()
{
return this.GetPlayersByDiplomacy("IsMutualAlly");
};
/**
* Check if given player is our ally, and we are its ally, excluding ourself
*/
Player.prototype.IsExclusiveMutualAlly = function(id)
{
return this.playerID != id && this.IsMutualAlly(id);
};
Player.prototype.SetEnemy = function(id)
{
this.SetDiplomacyIndex(id, -1);
};
/**
* Check if given player is our enemy
*/
Player.prototype.IsEnemy = function(id)
{
return this.diplomacy[id] < 0;
};
Player.prototype.GetEnemies = function()
{
return this.GetPlayersByDiplomacy("IsEnemy");
};
Player.prototype.SetNeutral = function(id)
{
this.SetDiplomacyIndex(id, 0);
};
/**
* Check if given player is neutral
*/
Player.prototype.IsNeutral = function(id)
{
return this.diplomacy[id] == 0;
};
/**
* 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.OnResearchFinished = function(msg)
{
if (msg.tech == this.template.SharedLosTech)
this.UpdateSharedLos();
else if (msg.tech == this.template.SharedDropsitesTech)
this.sharedDropsites = true;
};
Player.prototype.OnDiplomacyChanged = function()
{
this.UpdateSharedLos();
};
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.state != "active" || cmpPlayer.state != "active")
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;
let soundGroup = cmpSound.GetSoundGroup(this.playerID === msg.playerId ? "defeated" : this.IsAlly(msg.playerId) ? "defeated_ally" : this.state === "won" ? "won" : "defeated_enemy");
if (soundGroup)
Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager).PlaySoundGroupForPlayer(soundGroup, this.playerID);
};
Engine.RegisterComponentType(IID_Player, "Player", Player);