LCOV - code coverage report
Current view: top level - simulation/components - Turretable.js (source / functions) Hit Total Coverage
Test: lcov.info Lines: 63 91 69.2 %
Date: 2023-04-02 12:52:40 Functions: 6 11 54.5 %

          Line data    Source code
       1             : function Turretable() {}
       2             : 
       3           1 : Turretable.prototype.Schema =
       4             :         "<empty/>";
       5             : 
       6           1 : Turretable.prototype.Init = function()
       7             : {
       8             : };
       9             : 
      10             : /**
      11             :  * @param {string} type - Unused.
      12             :  * @param {number} target - The entity ID of the target to check.
      13             :  * @return {Object} - The range this entity needs to be in in order to occupy a turret point on the target.
      14             :  */
      15           1 : Turretable.prototype.GetRange = function(type, target)
      16             : {
      17           0 :         let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
      18           0 :         return cmpTurretHolder ? cmpTurretHolder.LoadingRange() : { "min": 0, "max": 1 };
      19             : };
      20             : 
      21             : /**
      22             :  * @return {number} - The entity ID of the entity this entity is turreted on.
      23             :  */
      24           1 : Turretable.prototype.HolderID = function()
      25             : {
      26           0 :         return this.holder || INVALID_ENTITY;
      27             : };
      28             : 
      29             : /**
      30             :  * @return {boolean} - Whether we're turreted.
      31             :  */
      32           1 : Turretable.prototype.IsTurreted = function()
      33             : {
      34           0 :         return !!this.holder;
      35             : };
      36             : 
      37             : /**
      38             :  * @return {boolean} - Whether we can leave the turret point.
      39             :  */
      40           1 : Turretable.prototype.IsEjectable = function()
      41             : {
      42           0 :         return this.ejectable;
      43             : };
      44             : 
      45             : /**
      46             :  * @param {number} target - The entity ID to check.
      47             :  * @return {boolean} - Whether we can occupy the turret.
      48             :  */
      49           1 : Turretable.prototype.CanOccupy = function(target)
      50             : {
      51           6 :         if (this.holder)
      52           0 :                 return false;
      53             : 
      54           6 :         let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
      55           6 :         return cmpTurretHolder && cmpTurretHolder.CanOccupy(this.entity);
      56             : };
      57             : 
      58             : /**
      59             :  * @param {number} target - The entity ID of the entity this entity is being turreted on.
      60             :  * @param {string} turretPointName - Optionally the turret point name to occupy.
      61             :  * @param {boolean} ejectable - Whether we can leave this turret point (e.g. false for a tank turret).
      62             :  *
      63             :  * @return {boolean} - Whether occupying succeeded.
      64             :  */
      65           1 : Turretable.prototype.OccupyTurret = function(target, turretPointName = "", ejectable = true)
      66             : {
      67           6 :         if (!this.CanOccupy(target))
      68           0 :                 return false;
      69             : 
      70           6 :         let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
      71           6 :         if (!cmpTurretHolder || !cmpTurretHolder.OccupyNamedTurretPoint(this.entity, turretPointName))
      72           0 :                 return false;
      73             : 
      74           6 :         this.holder = target;
      75           6 :         this.ejectable = ejectable;
      76             : 
      77           6 :         let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
      78           6 :         if (cmpUnitAI)
      79           0 :                 cmpUnitAI.SetTurretStance();
      80             : 
      81           6 :         let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
      82           6 :         if (cmpUnitMotion)
      83           0 :                 cmpUnitMotion.SetFacePointAfterMove(false);
      84             : 
      85             :         // Remove the unit's obstruction to avoid interfering with pathing.
      86           6 :         let cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
      87           6 :         if (cmpObstruction)
      88           0 :                 cmpObstruction.SetActive(false);
      89             : 
      90           6 :         Engine.PostMessage(this.entity, MT_TurretedStateChanged, {
      91             :                 "oldHolder": INVALID_ENTITY,
      92             :                 "holderID": target
      93             :         });
      94             : 
      95           6 :         return true;
      96             : };
      97             : 
      98             : /**
      99             :  * @param {boolean} forced - Optionally whether the leaving the turret is forced.
     100             :  * @return {boolean} - Whether leaving the turret succeeded.
     101             :  */
     102           1 : Turretable.prototype.LeaveTurret = function(forced = false)
     103             : {
     104           4 :         if (!this.holder)
     105           0 :                 return true;
     106             : 
     107           4 :         if (!this.ejectable && !forced)
     108           0 :                 return false;
     109             : 
     110           4 :         let pos = PositionHelper.GetSpawnPosition(this.holder, this.entity, forced);
     111           4 :         if (!pos)
     112           0 :                 return false;
     113             : 
     114           4 :         let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
     115           4 :         if (!cmpTurretHolder || !cmpTurretHolder.LeaveTurretPoint(this.entity, forced))
     116           0 :                 return false;
     117             : 
     118           4 :         let cmpUnitMotionEntity = Engine.QueryInterface(this.entity, IID_UnitMotion);
     119           4 :         if (cmpUnitMotionEntity)
     120           0 :                 cmpUnitMotionEntity.SetFacePointAfterMove(true);
     121             : 
     122           4 :         let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
     123           4 :         if (cmpPosition)
     124             :         {
     125           4 :                 cmpPosition.SetTurretParent(INVALID_ENTITY, new Vector3D());
     126           4 :                 cmpPosition.JumpTo(pos.x, pos.z);
     127           4 :                 cmpPosition.SetHeightOffset(0);
     128             : 
     129           4 :                 let cmpHolderPosition = Engine.QueryInterface(this.holder, IID_Position);
     130           4 :                 if (cmpHolderPosition)
     131           4 :                         cmpPosition.SetYRotation(cmpHolderPosition.GetPosition().horizAngleTo(pos));
     132             :         }
     133             : 
     134           4 :         let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
     135           4 :         if (cmpUnitAI)
     136             :         {
     137           0 :                 cmpUnitAI.Ungarrison();
     138           0 :                 cmpUnitAI.ResetTurretStance();
     139             :         }
     140             : 
     141             :         // Reset the obstruction flags to template defaults.
     142           4 :         let cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
     143           4 :         if (cmpObstruction)
     144           0 :                 cmpObstruction.SetActive(true);
     145             : 
     146           4 :         Engine.PostMessage(this.entity, MT_TurretedStateChanged, {
     147             :                 "oldHolder": this.holder,
     148             :                 "holderID": INVALID_ENTITY
     149             :         });
     150             : 
     151           4 :         let cmpRallyPoint = Engine.QueryInterface(this.holder, IID_RallyPoint);
     152             : 
     153             :         // Need to delete this before ordering to a rally
     154             :         // point else we may not occupy another turret point.
     155           4 :         delete this.holder;
     156             : 
     157           4 :         if (cmpRallyPoint)
     158           0 :                 cmpRallyPoint.OrderToRallyPoint(this.entity, ["occupy-turret"]);
     159             : 
     160           4 :         delete this.ejectable;
     161           4 :         return true;
     162             : };
     163             : 
     164           1 : Turretable.prototype.OnEntityRenamed = function(msg)
     165             : {
     166           1 :         if (!this.holder)
     167           0 :                 return;
     168             : 
     169           1 :         let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
     170           1 :         if (!cmpTurretHolder)
     171           0 :                 return;
     172             : 
     173           1 :         let holder = this.holder;
     174           1 :         let currentPoint = cmpTurretHolder.GetOccupiedTurretPointName(this.entity);
     175           1 :         this.LeaveTurret(true);
     176           1 :         let cmpTurretableNew = Engine.QueryInterface(msg.newentity, IID_Turretable);
     177           1 :         if (cmpTurretableNew)
     178           1 :                 cmpTurretableNew.OccupyTurret(holder, currentPoint);
     179             : };
     180             : 
     181           1 : Turretable.prototype.OnOwnershipChanged = function(msg)
     182             : {
     183           0 :         if (!this.holder)
     184           0 :                 return;
     185             : 
     186           0 :         if (msg.to == INVALID_PLAYER)
     187           0 :                 this.LeaveTurret(true);
     188           0 :         else if (!IsOwnedByMutualAllyOfEntity(this.entity, this.holder))
     189           0 :                 this.LeaveTurret();
     190             : };
     191             : 
     192           1 : Engine.RegisterComponentType(IID_Turretable, "Turretable", Turretable);

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