/**
* @class
*/
function Turretable() {}
Turretable.prototype.Schema =
"<empty/>";
Turretable.prototype.Init = function()
{
};
/**
* @param {string} type - Unused.
* @param {number} target - The entity ID of the target to check.
* @return {Object} - The range this entity needs to be in in order to occupy a turret point on the target.
*/
Turretable.prototype.GetRange = function(type, target)
{
let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
return cmpTurretHolder ? cmpTurretHolder.LoadingRange() : { "min": 0, "max": 1 };
};
/**
* @return {number} - The entity ID of the entity this entity is turreted on.
*/
Turretable.prototype.HolderID = function()
{
return this.holder || INVALID_ENTITY;
};
/**
* @return {boolean} - Whether we're turreted.
*/
Turretable.prototype.IsTurreted = function()
{
return !!this.holder;
};
/**
* @return {boolean} - Whether we can leave the turret point.
*/
Turretable.prototype.IsEjectable = function()
{
return this.ejectable;
};
/**
* @param {number} target - The entity ID to check.
* @return {boolean} - Whether we can occupy the turret.
*/
Turretable.prototype.CanOccupy = function(target)
{
if (this.holder)
return false;
let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
return cmpTurretHolder && cmpTurretHolder.CanOccupy(this.entity);
};
/**
* @param {number} target - The entity ID of the entity this entity is being turreted on.
* @param {string} turretPointName - Optionally the turret point name to occupy.
* @param {boolean} ejectable - Whether we can leave this turret point (e.g. false for a tank turret).
*
* @return {boolean} - Whether occupying succeeded.
*/
Turretable.prototype.OccupyTurret = function(target, turretPointName = "", ejectable = true)
{
if (!this.CanOccupy(target))
return false;
let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
if (!cmpTurretHolder || !cmpTurretHolder.OccupyNamedTurretPoint(this.entity, turretPointName))
return false;
this.holder = target;
this.ejectable = ejectable;
let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.SetTurretStance();
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.SetFacePointAfterMove(false);
// Remove the unit's obstruction to avoid interfering with pathing.
let cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
if (cmpObstruction)
cmpObstruction.SetActive(false);
Engine.PostMessage(this.entity, MT_TurretedStateChanged, {
"oldHolder": INVALID_ENTITY,
"holderID": target
});
return true;
};
/**
* @param {boolean} forced - Optionally whether the leaving the turret is forced.
* @return {boolean} - Whether leaving the turret succeeded.
*/
Turretable.prototype.LeaveTurret = function(forced = false)
{
if (!this.holder)
return true;
if (!this.ejectable && !forced)
return false;
let pos = PositionHelper.GetSpawnPosition(this.holder, this.entity, forced);
if (!pos)
return false;
let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
if (!cmpTurretHolder || !cmpTurretHolder.LeaveTurretPoint(this.entity, forced))
return false;
let cmpUnitMotionEntity = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotionEntity)
cmpUnitMotionEntity.SetFacePointAfterMove(true);
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition)
{
cmpPosition.SetTurretParent(INVALID_ENTITY, new Vector3D());
cmpPosition.JumpTo(pos.x, pos.z);
cmpPosition.SetHeightOffset(0);
let cmpHolderPosition = Engine.QueryInterface(this.holder, IID_Position);
if (cmpHolderPosition)
cmpPosition.SetYRotation(cmpHolderPosition.GetPosition().horizAngleTo(pos));
}
let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
{
cmpUnitAI.Ungarrison();
cmpUnitAI.ResetTurretStance();
}
// Reset the obstruction flags to template defaults.
let cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
if (cmpObstruction)
cmpObstruction.SetActive(true);
Engine.PostMessage(this.entity, MT_TurretedStateChanged, {
"oldHolder": this.holder,
"holderID": INVALID_ENTITY
});
let cmpRallyPoint = Engine.QueryInterface(this.holder, IID_RallyPoint);
// Need to delete this before ordering to a rally
// point else we may not occupy another turret point.
delete this.holder;
if (cmpRallyPoint)
cmpRallyPoint.OrderToRallyPoint(this.entity, ["occupy-turret"]);
delete this.ejectable;
return true;
};
Turretable.prototype.OnEntityRenamed = function(msg)
{
if (!this.holder)
return;
let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
if (!cmpTurretHolder)
return;
let holder = this.holder;
let currentPoint = cmpTurretHolder.GetOccupiedTurretPointName(this.entity);
this.LeaveTurret(true);
let cmpTurretableNew = Engine.QueryInterface(msg.newentity, IID_Turretable);
if (cmpTurretableNew)
cmpTurretableNew.OccupyTurret(holder, currentPoint);
};
Turretable.prototype.OnOwnershipChanged = function(msg)
{
if (!this.holder)
return;
if (msg.to == INVALID_PLAYER)
this.LeaveTurret(true);
else if (!IsOwnedByMutualAllyOfEntity(this.entity, this.holder))
this.LeaveTurret();
};
Engine.RegisterComponentType(IID_Turretable, "Turretable", Turretable);