var API3 = function(m)
{
// defines a template.
// It's completely raw data, except it's slightly cleverer now and then.
m.Template = m.Class({
_init: function(template)
{
this._template = template;
this._tpCache = new Map();
},
// helper function to return a template value, optionally adjusting for tech.
// TODO: there's no support for "_string" values here.
get: function(string)
{
var value = this._template;
if (this._auraTemplateModif && this._auraTemplateModif.has(string))
return this._auraTemplateModif.get(string);
else if (this._techModif && this._techModif.has(string))
return this._techModif.get(string);
else
{
if (!this._tpCache.has(string))
{
var args = string.split("/");
for (let arg of args)
{
if (value[arg])
value = value[arg];
else
{
value = undefined;
break;
}
}
this._tpCache.set(string, value);
}
return this._tpCache.get(string);
}
},
genericName: function() {
if (!this.get("Identity") || !this.get("Identity/GenericName"))
return undefined;
return this.get("Identity/GenericName");
},
rank: function() {
if (!this.get("Identity"))
return undefined;
return this.get("Identity/Rank");
},
classes: function() {
var template = this.get("Identity");
if (!template)
return undefined;
return GetIdentityClasses(template);
},
requiredTech: function() {
return this.get("Identity/RequiredTechnology");
},
available: function(gameState) {
if (this.requiredTech() === undefined)
return true;
return gameState.isResearched(this.get("Identity/RequiredTechnology"));
},
// specifically
phase: function() {
if (!this.get("Identity/RequiredTechnology"))
return 0;
if (this.get("Identity/RequiredTechnology") == "phase_village")
return 1;
if (this.get("Identity/RequiredTechnology") == "phase_town")
return 2;
if (this.get("Identity/RequiredTechnology") == "phase_city")
return 3;
return 0;
},
hasClass: function(name) {
if (!this._classes)
this._classes = this.classes();
var classes = this._classes;
return (classes && classes.indexOf(name) != -1);
},
hasClasses: function(array) {
if (!this._classes)
this._classes = this.classes();
let classes = this._classes;
if (!classes)
return false;
for (let cls of array)
if (classes.indexOf(cls) === -1)
return false;
return true;
},
civ: function() {
return this.get("Identity/Civ");
},
cost: function() {
if (!this.get("Cost"))
return undefined;
var ret = {};
for (var type in this.get("Cost/Resources"))
ret[type] = +this.get("Cost/Resources/" + type);
return ret;
},
costSum: function() {
if (!this.get("Cost"))
return undefined;
var ret = 0;
for (var type in this.get("Cost/Resources"))
ret += +this.get("Cost/Resources/" + type);
return ret;
},
/**
* Returns the radius of a circle surrounding this entity's
* obstruction shape, or undefined if no obstruction.
*/
obstructionRadius: function() {
if (!this.get("Obstruction"))
return undefined;
if (this.get("Obstruction/Static"))
{
var w = +this.get("Obstruction/Static/@width");
var h = +this.get("Obstruction/Static/@depth");
return Math.sqrt(w*w + h*h) / 2;
}
if (this.get("Obstruction/Unit"))
return +this.get("Obstruction/Unit/@radius");
return 0; // this should never happen
},
/**
* Returns the radius of a circle surrounding this entity's
* footprint.
*/
footprintRadius: function() {
if (!this.get("Footprint"))
return undefined;
if (this.get("Footprint/Square"))
{
var w = +this.get("Footprint/Square/@width");
var h = +this.get("Footprint/Square/@depth");
return Math.sqrt(w*w + h*h) / 2;
}
if (this.get("Footprint/Circle"))
return +this.get("Footprint/Circle/@radius");
return 0; // this should never happen
},
maxHitpoints: function()
{
if (this.get("Health") !== undefined)
return +this.get("Health/Max");
return 0;
},
isHealable: function()
{
if (this.get("Health") !== undefined)
return this.get("Health/Unhealable") !== "true";
return false;
},
isRepairable: function()
{
return this.get("Repairable") !== undefined;
},
getPopulationBonus: function() {
return +this.get("Cost/PopulationBonus");
},
armourStrengths: function() {
if (!this.get("Armour"))
return undefined;
return {
hack: +this.get("Armour/Hack"),
pierce: +this.get("Armour/Pierce"),
crush: +this.get("Armour/Crush")
};
},
attackTypes: function() {
if (!this.get("Attack"))
return undefined;
var ret = [];
for (var type in this.get("Attack"))
ret.push(type);
return ret;
},
attackRange: function(type) {
if (!this.get("Attack/" + type +""))
return undefined;
return {
max: +this.get("Attack/" + type +"/MaxRange"),
min: +(this.get("Attack/" + type +"/MinRange") || 0)
};
},
attackStrengths: function(type) {
if (!this.get("Attack/" + type +""))
return undefined;
return {
hack: +(this.get("Attack/" + type + "/Hack") || 0),
pierce: +(this.get("Attack/" + type + "/Pierce") || 0),
crush: +(this.get("Attack/" + type + "/Crush") || 0)
};
},
captureStrength: function() {
if (!this.get("Attack/Capture"))
return undefined;
return +this.get("Attack/Capture/Value") || 0;
},
attackTimes: function(type) {
if (!this.get("Attack/" + type +""))
return undefined;
return {
prepare: +(this.get("Attack/" + type + "/PrepareTime") || 0),
repeat: +(this.get("Attack/" + type + "/RepeatTime") || 1000)
};
},
// returns the classes this templates counters:
// Return type is [ [-neededClasses- , multiplier], … ].
getCounteredClasses: function() {
if (!this.get("Attack"))
return undefined;
var Classes = [];
for (var i in this.get("Attack"))
{
if (!this.get("Attack/" + i + "/Bonuses"))
continue;
for (var o in this.get("Attack/" + i + "/Bonuses"))
if (this.get("Attack/" + i + "/Bonuses/" + o + "/Classes"))
Classes.push([this.get("Attack/" + i +"/Bonuses/" + o +"/Classes").split(" "), +this.get("Attack/" + i +"/Bonuses" +o +"/Multiplier")]);
}
return Classes;
},
// returns true if the entity counters those classes.
// TODO: refine using the multiplier
countersClasses: function(classes) {
if (!this.get("Attack"))
return false;
var mcounter = [];
for (let i in this.get("Attack"))
{
if (!this.get("Attack/" + i + "/Bonuses"))
continue;
for (let o in this.get("Attack/" + i + "/Bonuses"))
if (this.get("Attack/" + i + "/Bonuses/" + o + "/Classes"))
mcounter.concat(this.get("Attack/" + i + "/Bonuses/" + o + "/Classes").split(" "));
}
for (let i in classes)
{
if (mcounter.indexOf(classes[i]) !== -1)
return true;
}
return false;
},
// returns, if it exists, the multiplier from each attack against a given class
getMultiplierAgainst: function(type, againstClass) {
if (!this.get("Attack/" + type +""))
return undefined;
if (this.get("Attack/" + type + "/Bonuses"))
for (var o in this.get("Attack/" + type + "/Bonuses"))
{
if (!this.get("Attack/" + type + "/Bonuses/" + o + "/Classes"))
continue;
var total = this.get("Attack/" + type + "/Bonuses/" + o + "/Classes").split(" ");
for (var j in total)
if (total[j] === againstClass)
return +this.get("Attack/" + type + "/Bonuses/" + o + "/Multiplier");
}
return 1;
},
// returns true if the entity can attack the given class
canAttackClass: function(saidClass) {
if (!this.get("Attack"))
return false;
for (var i in this.get("Attack")) {
if (!this.get("Attack/" + i + "/RestrictedClasses") || !this.get("Attack/" + i + "/RestrictedClasses/_string"))
continue;
var cannotAttack = this.get("Attack/" + i + "/RestrictedClasses/_string").split(" ");
if (cannotAttack.indexOf(saidClass) !== -1)
return false;
}
return true;
},
buildableEntities: function() {
if (!this.get("Builder/Entities/_string"))
return [];
var civ = this.civ();
var templates = this.get("Builder/Entities/_string").replace(/\{civ\}/g, civ).split(/\s+/);
return templates; // TODO: map to Entity?
},
trainableEntities: function(civ) {
if (!this.get("ProductionQueue/Entities/_string"))
return undefined;
var templates = this.get("ProductionQueue/Entities/_string").replace(/\{civ\}/g, civ).split(/\s+/);
return templates;
},
researchableTechs: function(civ) {
if (this.civ() !== civ) // techs can only be researched in structure from the player civ
return undefined;
if (!this.get("ProductionQueue/Technologies/_string"))
return undefined;
var templates = this.get("ProductionQueue/Technologies/_string").split(/\s+/);
return templates;
},
resourceSupplyType: function() {
if (!this.get("ResourceSupply"))
return undefined;
var [type, subtype] = this.get("ResourceSupply/Type").split('.');
return { "generic": type, "specific": subtype };
},
// will return either "food", "wood", "stone", "metal" and not treasure.
getResourceType: function() {
if (!this.get("ResourceSupply"))
return undefined;
var [type, subtype] = this.get("ResourceSupply/Type").split('.');
if (type == "treasure")
return subtype;
return type;
},
resourceSupplyMax: function() {
if (!this.get("ResourceSupply"))
return undefined;
return +this.get("ResourceSupply/Amount");
},
maxGatherers: function()
{
if (this.get("ResourceSupply") !== undefined)
return +this.get("ResourceSupply/MaxGatherers");
return 0;
},
resourceGatherRates: function() {
if (!this.get("ResourceGatherer"))
return undefined;
var ret = {};
var baseSpeed = +this.get("ResourceGatherer/BaseSpeed");
for (var r in this.get("ResourceGatherer/Rates"))
ret[r] = +this.get("ResourceGatherer/Rates/" + r) * baseSpeed;
return ret;
},
resourceDropsiteTypes: function() {
if (!this.get("ResourceDropsite"))
return undefined;
let types = this.get("ResourceDropsite/Types");
return types ? types.split(/\s+/) : [];
},
garrisonableClasses: function() {
if (!this.get("GarrisonHolder"))
return undefined;
return this.get("GarrisonHolder/List/_string");
},
garrisonMax: function() {
if (!this.get("GarrisonHolder"))
return undefined;
return this.get("GarrisonHolder/Max");
},
garrisonEjectHealth: function() {
if (!this.get("GarrisonHolder"))
return undefined;
return +this.get("GarrisonHolder/EjectHealth");
},
getDefaultArrow: function() {
if (!this.get("BuildingAI"))
return undefined;
return +this.get("BuildingAI/DefaultArrowCount");
},
getArrowMultiplier: function() {
if (!this.get("BuildingAI"))
return undefined;
return +this.get("BuildingAI/GarrisonArrowMultiplier");
},
getGarrisonArrowClasses: function() {
if (!this.get("BuildingAI"))
return undefined;
return this.get("BuildingAI/GarrisonArrowClasses").split(/\s+/);
},
buffHeal: function() {
if (!this.get("GarrisonHolder"))
return undefined;
return +this.get("GarrisonHolder/BuffHeal");
},
promotion: function() {
if (!this.get("Promotion"))
return undefined;
return this.get("Promotion/Entity");
},
/**
* Returns whether this is an animal that is too difficult to hunt.
* (Any non domestic currently.)
*/
isUnhuntable: function() { // used by Aegis
if (!this.get("UnitAI") || !this.get("UnitAI/NaturalBehaviour"))
return false;
// only attack domestic animals since they won't flee nor retaliate.
return this.get("UnitAI/NaturalBehaviour") !== "domestic";
},
isHuntable: function() { // used by Petra
if(!this.get("ResourceSupply") || !this.get("ResourceSupply/KillBeforeGather"))
return false;
// special case: rabbits too difficult to hunt for such a small food amount
if (this.get("Identity") && this.get("Identity/SpecificName") && this.get("Identity/SpecificName") === "Rabbit")
return false;
// do not hunt retaliating animals (animals without UnitAI are dead animals)
return !this.get("UnitAI") || !(this.get("UnitAI/NaturalBehaviour") === "violent" ||
this.get("UnitAI/NaturalBehaviour") === "aggressive" ||
this.get("UnitAI/NaturalBehaviour") === "defensive");
},
walkSpeed: function() {
if (!this.get("UnitMotion") || !this.get("UnitMotion/WalkSpeed"))
return undefined;
return +this.get("UnitMotion/WalkSpeed");
},
trainingCategory: function() {
if (!this.get("TrainingRestrictions") || !this.get("TrainingRestrictions/Category"))
return undefined;
return this.get("TrainingRestrictions/Category");
},
buildCategory: function() {
if (!this.get("BuildRestrictions") || !this.get("BuildRestrictions/Category"))
return undefined;
return this.get("BuildRestrictions/Category");
},
buildTime: function() {
if (!this.get("Cost") || !this.get("Cost/BuildTime"))
return undefined;
return +this.get("Cost/BuildTime");
},
buildDistance: function() {
if (!this.get("BuildRestrictions") || !this.get("BuildRestrictions/Distance"))
return undefined;
return this.get("BuildRestrictions/Distance");
},
buildPlacementType: function() {
if (!this.get("BuildRestrictions") || !this.get("BuildRestrictions/PlacementType"))
return undefined;
return this.get("BuildRestrictions/PlacementType");
},
buildTerritories: function() {
if (!this.get("BuildRestrictions") || !this.get("BuildRestrictions/Territory"))
return undefined;
return this.get("BuildRestrictions/Territory").split(/\s+/);
},
hasBuildTerritory: function(territory) {
var territories = this.buildTerritories();
return (territories && territories.indexOf(territory) != -1);
},
hasTerritoryInfluence: function() {
return (this.get("TerritoryInfluence") !== undefined);
},
hasDefensiveFire: function() {
if (!this.get("Attack") || !this.get("Attack/Ranged"))
return false;
return (this.getDefaultArrow() || this.getArrowMultiplier());
},
territoryInfluenceRadius: function() {
if (this.get("TerritoryInfluence") !== undefined)
return +this.get("TerritoryInfluence/Radius");
else
return -1;
},
territoryInfluenceWeight: function() {
if (this.get("TerritoryInfluence") !== undefined)
return +this.get("TerritoryInfluence/Weight");
else
return -1;
},
territoryDecayRate: function() {
return (this.get("TerritoryDecay") ? +this.get("TerritoryDecay/DecayRate") : 0);
},
defaultRegenRate: function() {
return (this.get("Capturable") ? +this.get("Capturable/RegenRate") : 0);
},
garrisonRegenRate: function() {
return (this.get("Capturable") ? +this.get("Capturable/GarrisonRegenRate") : 0);
},
visionRange: function() {
return +this.get("Vision/Range");
}
});
// defines an entity, with a super Template.
// also redefines several of the template functions where the only change is applying aura and tech modifications.
m.Entity = m.Class({
_super: m.Template,
_init: function(sharedAI, entity)
{
this._super.call(this, sharedAI.GetTemplate(entity.template));
this._templateName = entity.template;
this._entity = entity;
this._auraTemplateModif = new Map(); // template modification from auras. this is only for this entity.
this._ai = sharedAI;
if (!sharedAI._techModifications[entity.owner][this._templateName])
sharedAI._techModifications[entity.owner][this._templateName] = new Map();
this._techModif = sharedAI._techModifications[entity.owner][this._templateName]; // save a reference to the template tech modifications
},
toString: function() {
return "[Entity " + this.id() + " " + this.templateName() + "]";
},
id: function() {
return this._entity.id;
},
templateName: function() {
return this._templateName;
},
/**
* Returns extra data that the AI scripts have associated with this entity,
* for arbitrary local annotations.
* (This data should not be shared with any other AI scripts.)
*/
getMetadata: function(player, key) {
return this._ai.getMetadata(player, this, key);
},
/**
* Sets extra data to be associated with this entity.
*/
setMetadata: function(player, key, value) {
this._ai.setMetadata(player, this, key, value);
},
deleteAllMetadata: function(player) {
delete this._ai._entityMetadata[player][this.id()];
},
deleteMetadata: function(player, key) {
this._ai.deleteMetadata(player, this, key);
},
position: function() { return this._entity.position; },
isIdle: function() {
if (typeof this._entity.idle === "undefined")
return undefined;
return this._entity.idle;
},
unitAIState: function() { return ((this._entity.unitAIState !== undefined) ? this._entity.unitAIState : undefined); },
unitAIOrderData: function() { return ((this._entity.unitAIOrderData !== undefined) ? this._entity.unitAIOrderData : undefined); },
hitpoints: function() { return ((this._entity.hitpoints !== undefined) ? this._entity.hitpoints : undefined); },
isHurt: function() { return (this.hitpoints() < this.maxHitpoints()); },
healthLevel: function() { return (this.hitpoints() / this.maxHitpoints()); },
needsHeal: function() { return this.isHurt() && this.isHealable(); },
needsRepair: function() { return this.isHurt() && this.isRepairable(); },
decaying: function() { return ((this._entity.decaying !== undefined) ? this._entity.decaying : undefined); },
capturePoints: function() {return ((this._entity.capturePoints !== undefined) ? this._entity.capturePoints : undefined); },
/**
* Returns the current training queue state, of the form
* [ { "id": 0, "template": "...", "count": 1, "progress": 0.5, "metadata": ... }, ... ]
*/
trainingQueue: function() {
var queue = this._entity.trainingQueue;
return queue;
},
trainingQueueTime: function() {
var queue = this._entity.trainingQueue;
if (!queue)
return undefined;
var time = 0;
for (var item of queue)
time += item.timeRemaining;
return time/1000;
},
foundationProgress: function() {
if (this._entity.foundationProgress === undefined)
return undefined;
return this._entity.foundationProgress;
},
getBuilders: function() {
if (this._entity.foundationProgress === undefined)
return undefined;
if (this._entity.foundationBuilders === undefined)
return [];
return this._entity.foundationBuilders;
},
getBuildersNb: function() {
if (this._entity.foundationProgress === undefined)
return undefined;
if (this._entity.foundationBuilders === undefined)
return 0;
return this._entity.foundationBuilders.length;
},
owner: function() {
return this._entity.owner;
},
isOwn: function(player) {
if (typeof(this._entity.owner) === "undefined")
return false;
return this._entity.owner === player;
},
resourceSupplyAmount: function() {
if(this._entity.resourceSupplyAmount === undefined)
return undefined;
return this._entity.resourceSupplyAmount;
},
resourceSupplyNumGatherers: function()
{
if (this._entity.resourceSupplyNumGatherers !== undefined)
return this._entity.resourceSupplyNumGatherers;
return undefined;
},
isFull: function()
{
if (this._entity.resourceSupplyNumGatherers !== undefined)
return (this.maxGatherers() === this._entity.resourceSupplyNumGatherers);
return undefined;
},
resourceCarrying: function() {
if(this._entity.resourceCarrying === undefined)
return undefined;
return this._entity.resourceCarrying;
},
currentGatherRate: function() {
// returns the gather rate for the current target if applicable.
if (!this.get("ResourceGatherer"))
return undefined;
if (this.unitAIOrderData().length &&
(this.unitAIState().split(".")[1] === "GATHER" || this.unitAIState().split(".")[1] === "RETURNRESOURCE"))
{
let res;
// this is an abuse of "_ai" but it works.
if (this.unitAIState().split(".")[1] === "GATHER" && this.unitAIOrderData()[0].target !== undefined)
res = this._ai._entities.get(this.unitAIOrderData()[0].target);
else if (this.unitAIOrderData()[1] !== undefined && this.unitAIOrderData()[1].target !== undefined)
res = this._ai._entities.get(this.unitAIOrderData()[1].target);
if (!res)
return 0;
let type = res.resourceSupplyType();
if (!type)
return 0;
if (type.generic === "treasure")
return 1000;
let tstring = type.generic + "." + type.specific;
let rate = +this.get("ResourceGatherer/BaseSpeed");
rate *= +this.get("ResourceGatherer/Rates/" +tstring);
if (rate)
return rate;
return 0;
}
return undefined;
},
isBuilder: function() { return this.get("Builder") !== undefined; },
isGatherer: function() { return this.get("ResourceGatherer") !== undefined; },
canGather: function(type) {
if (!this.get("ResourceGatherer") || !this.get("ResourceGatherer/Rates"))
return false;
for (let r in this.get("ResourceGatherer/Rates"))
if (r.split('.')[0] === type)
return true;
return false;
},
isGarrisonHolder: function() { return this.get("GarrisonHolder") !== undefined; },
garrisoned: function() { return this._entity.garrisoned; },
canGarrisonInside: function() { return this._entity.garrisoned.length < this.garrisonMax(); },
move: function(x, z, queued = false) {
Engine.PostCommand(PlayerID,{"type": "walk", "entities": [this.id()], "x": x, "z": z, "queued": queued });
return this;
},
moveToRange: function(x, z, min, max, queued = false) {
Engine.PostCommand(PlayerID,{"type": "walk-to-range", "entities": [this.id()], "x": x, "z": z, "min": min, "max": max, "queued": queued });
return this;
},
attackMove: function(x, z, targetClasses, queued = false) {
Engine.PostCommand(PlayerID,{"type": "attack-walk", "entities": [this.id()], "x": x, "z": z, "targetClasses": targetClasses, "queued": queued });
return this;
},
// violent, aggressive, defensive, passive, standground
setStance: function(stance, queued = false) {
Engine.PostCommand(PlayerID,{"type": "stance", "entities": [this.id()], "name" : stance, "queued": queued });
return this;
},
stopMoving: function() {
Engine.PostCommand(PlayerID,{"type": "stop", "entities": [this.id()], "queued": false});
},
unload: function(id) {
if (!this.get("GarrisonHolder"))
return undefined;
Engine.PostCommand(PlayerID,{"type": "unload", "garrisonHolder": this.id(), "entities": [id]});
return this;
},
// Unloads all owned units, don't unload allies
unloadAll: function() {
if (!this.get("GarrisonHolder"))
return undefined;
Engine.PostCommand(PlayerID,{"type": "unload-all-by-owner", "garrisonHolders": [this.id()]});
return this;
},
garrison: function(target, queued = false) {
Engine.PostCommand(PlayerID,{"type": "garrison", "entities": [this.id()], "target": target.id(),"queued": queued});
return this;
},
attack: function(unitId, allowCapture = true, queued = false) {
Engine.PostCommand(PlayerID,{"type": "attack", "entities": [this.id()], "target": unitId, "allowCapture": allowCapture, "queued": queued});
return this;
},
// moveApart from a point in the opposite direction with a distance dist
moveApart: function(point, dist) {
if (this.position() !== undefined) {
var direction = [this.position()[0] - point[0], this.position()[1] - point[1]];
var norm = m.VectorDistance(point, this.position());
if (norm === 0)
direction = [1, 0];
else
{
direction[0] /= norm;
direction[1] /= norm;
}
Engine.PostCommand(PlayerID,{"type": "walk", "entities": [this.id()], "x": this.position()[0] + direction[0]*dist, "z": this.position()[1] + direction[1]*dist, "queued": false});
}
return this;
},
// Flees from a unit in the opposite direction.
flee: function(unitToFleeFrom) {
if (this.position() !== undefined && unitToFleeFrom.position() !== undefined) {
var FleeDirection = [this.position()[0] - unitToFleeFrom.position()[0],this.position()[1] - unitToFleeFrom.position()[1]];
var dist = m.VectorDistance(unitToFleeFrom.position(), this.position() );
FleeDirection[0] = (FleeDirection[0]/dist) * 8;
FleeDirection[1] = (FleeDirection[1]/dist) * 8;
Engine.PostCommand(PlayerID,{"type": "walk", "entities": [this.id()], "x": this.position()[0] + FleeDirection[0]*5, "z": this.position()[1] + FleeDirection[1]*5, "queued": false});
}
return this;
},
gather: function(target, queued = false) {
Engine.PostCommand(PlayerID,{"type": "gather", "entities": [this.id()], "target": target.id(), "queued": queued});
return this;
},
repair: function(target, autocontinue = false, queued = false) {
Engine.PostCommand(PlayerID,{"type": "repair", "entities": [this.id()], "target": target.id(), "autocontinue": autocontinue, "queued": queued});
return this;
},
returnResources: function(target, queued = false) {
Engine.PostCommand(PlayerID,{"type": "returnresource", "entities": [this.id()], "target": target.id(), "queued": queued});
return this;
},
destroy: function() {
Engine.PostCommand(PlayerID,{"type": "delete-entities", "entities": [this.id()] });
return this;
},
barter: function(buyType, sellType, amount) {
Engine.PostCommand(PlayerID,{"type": "barter", "sell" : sellType, "buy" : buyType, "amount" : amount });
return this;
},
tradeRoute: function(target, source) {
Engine.PostCommand(PlayerID,{"type": "setup-trade-route", "entities": [this.id()], "target": target.id(), "source": source.id(), "route": undefined, "queued": false });
return this;
},
setRallyPoint: function(target, command) {
var data = {"command": command, "target": target.id()};
Engine.PostCommand(PlayerID, {"type": "set-rallypoint", "entities": [this.id()], "x": target.position()[0], "z": target.position()[1], "data": data});
return this;
},
unsetRallyPoint: function() {
Engine.PostCommand(PlayerID, {"type": "unset-rallypoint", "entities": [this.id()]});
return this;
},
train: function(civ, type, count, metadata, promotedTypes)
{
var trainable = this.trainableEntities(civ);
if (!trainable)
{
error("Called train("+type+", "+count+") on non-training entity "+this);
return this;
}
if (trainable.indexOf(type) === -1)
{
error("Called train("+type+", "+count+") on entity "+this+" which can't train that");
return this;
}
Engine.PostCommand(PlayerID,{
"type": "train",
"entities": [this.id()],
"template": type,
"count": count,
"metadata": metadata,
"promoted": promotedTypes
});
return this;
},
construct: function(template, x, z, angle, metadata) {
// TODO: verify this unit can construct this, just for internal
// sanity-checking and error reporting
Engine.PostCommand(PlayerID,{
"type": "construct",
"entities": [this.id()],
"template": template,
"x": x,
"z": z,
"angle": angle,
"autorepair": false,
"autocontinue": false,
"queued": false,
"metadata" : metadata // can be undefined
});
return this;
},
research: function(template) {
Engine.PostCommand(PlayerID,{ "type": "research", "entity": this.id(), "template": template });
return this;
},
stopProduction: function(id) {
Engine.PostCommand(PlayerID,{ "type": "stop-production", "entity": this.id(), "id": id });
return this;
},
stopAllProduction: function(percentToStopAt) {
var queue = this._entity.trainingQueue;
if (!queue)
return true; // no queue, so technically we stopped all production.
for (var item of queue)
if (item.progress < percentToStopAt)
Engine.PostCommand(PlayerID,{ "type": "stop-production", "entity": this.id(), "id": item.id });
return this;
}
});
return m;
}(API3);