/**
* @class
*/
function TerritoryDecay() {}
TerritoryDecay.prototype.Schema = `
<element name='DecayRate' a:help='Decay rate in capture points per second'>
<choice><ref name='positiveDecimal'/><value>Infinity</value></choice>
</element>
<element name='Territory' a:help='Specifies territory in which this entity will decay.'>
<list>
<oneOrMore>
<choice>
<value>neutral</value>
<value>enemy</value>
</choice>
</oneOrMore>
</list>
</element>
`;
TerritoryDecay.prototype.Init = function()
{
this.decaying = false;
this.connectedNeighbours = new Array(Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers()).fill(0);
this.territoryOwnership = !isFinite(+this.template.DecayRate);
};
TerritoryDecay.prototype.IsConnected = function()
{
this.connectedNeighbours.fill(0);
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return false;
var cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return true;// something without ownership can't decay
const decayTerritory = ApplyValueModificationsToEntity("TerritoryDecay/Territory", this.template.Territory, this.entity);
var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
var pos = cmpPosition.GetPosition2D();
var tileOwner = cmpTerritoryManager.GetOwner(pos.x, pos.y);
if (tileOwner == 0)
{
this.connectedNeighbours[0] = 1;
return cmpPlayer.GetPlayerID() == 0 || decayTerritory.indexOf("neutral") === -1;
}
var tileConnected = cmpTerritoryManager.IsConnected(pos.x, pos.y);
if (tileConnected && !cmpPlayer.IsMutualAlly(tileOwner))
{
this.connectedNeighbours[tileOwner] = 1;
return decayTerritory.indexOf("enemy") === -1;
}
if (tileConnected)
return true;
// Special-case: if the tile is unconnected, non-own territory, decay towards gaia.
// TODO: this is not great, see #4749
if (cmpPlayer.GetPlayerID() != tileOwner)
{
this.connectedNeighbours[0] = 1;
return false;
}
this.connectedNeighbours = cmpTerritoryManager.GetNeighbours(pos.x, pos.y, true);
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (var i = 1; i < numPlayers; ++i)
if (this.connectedNeighbours[i] > 0 && cmpPlayer.IsMutualAlly(i))
{
// don't decay if connected to a connected ally; disable blinking
cmpTerritoryManager.SetTerritoryBlinking(pos.x, pos.y, false);
return true;
}
cmpTerritoryManager.SetTerritoryBlinking(pos.x, pos.y, true);
return false;
};
TerritoryDecay.prototype.IsDecaying = function()
{
return this.decaying;
};
TerritoryDecay.prototype.GetDecayRate = function()
{
return ApplyValueModificationsToEntity(
"TerritoryDecay/DecayRate",
+this.template.DecayRate,
this.entity);
};
/**
* Get the number of connected bordering tiles to this region
* Only valid when this.IsDecaying()
*/
TerritoryDecay.prototype.GetConnectedNeighbours = function()
{
return this.connectedNeighbours;
};
TerritoryDecay.prototype.UpdateDecayState = function()
{
let decaying = !this.IsConnected() && this.GetDecayRate() > 0;
if (decaying === this.decaying)
return;
this.decaying = decaying;
Engine.PostMessage(this.entity, MT_TerritoryDecayChanged, { "entity": this.entity, "to": decaying, "rate": this.GetDecayRate() });
};
TerritoryDecay.prototype.UpdateOwner = function()
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpOwnership || !cmpPosition || !cmpPosition.IsInWorld())
return;
let cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
let pos = cmpPosition.GetPosition2D();
let tileOwner = cmpTerritoryManager.GetOwner(pos.x, pos.y);
if (tileOwner != cmpOwnership.GetOwner())
cmpOwnership.SetOwner(tileOwner);
};
TerritoryDecay.prototype.OnTerritoriesChanged = function(msg)
{
if (this.territoryOwnership)
this.UpdateOwner();
else
this.UpdateDecayState();
};
TerritoryDecay.prototype.OnTerritoryPositionChanged = function(msg)
{
if (this.territoryOwnership)
this.UpdateOwner();
else
this.UpdateDecayState();
};
TerritoryDecay.prototype.OnDiplomacyChanged = function(msg)
{
// Can change the connectedness of certain areas
if (!this.territoryOwnership)
this.UpdateDecayState();
};
TerritoryDecay.prototype.OnOwnershipChanged = function(msg)
{
// Update the list of TerritoryDecay components in the manager
if (msg.from == INVALID_PLAYER || msg.to == INVALID_PLAYER)
{
let cmpTerritoryDecayManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryDecayManager);
if (msg.from == INVALID_PLAYER)
cmpTerritoryDecayManager.Add(this.entity);
else
cmpTerritoryDecayManager.Remove(this.entity);
}
// if it influences the territory, wait until we get a TerritoriesChanged message
if (!this.territoryOwnership && !Engine.QueryInterface(this.entity, IID_TerritoryInfluence))
this.UpdateDecayState();
};
TerritoryDecay.prototype.HasTerritoryOwnership = function()
{
return this.territoryOwnership;
};
Engine.RegisterComponentType(IID_TerritoryDecay, "TerritoryDecay", TerritoryDecay);