function Player() {}
Player.prototype.Schema =
"<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>";
Player.prototype.Init = function()
{
this.playerID = undefined;
this.name = undefined; // define defaults elsewhere (supporting other languages)
this.civ = undefined;
this.color = { "r": 0.0, "g": 0.0, "b": 0.0, "a": 1.0 };
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 = {
"food": 300,
"wood": 300,
"metal": 300,
"stone": 300
};
// goods for next trade-route and its proba in % (the sum of probas must be 100)
this.tradingGoods = [
{ "goods": "wood", "proba": 30 },
{ "goods": "stone", "proba": 35 },
{ "goods": "metal", "proba": 35 },
];
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.startCam = undefined;
this.controlAllUnits = false;
this.isAI = false;
this.gatherRateMultiplier = 1;
this.tradeRateMultiplier = 1;
this.cheatsEnabled = false;
this.cheatTimeMultiplier = 1;
this.heroes = [];
this.resourceNames = {
"food": markForTranslation("Food"),
"wood": markForTranslation("Wood"),
"metal": markForTranslation("Metal"),
"stone": markForTranslation("Stone"),
};
this.disabledTemplates = {};
this.disabledTechnologies = {};
this.startingTechnologies = [];
};
Player.prototype.SetPlayerID = function(id)
{
this.playerID = id;
};
Player.prototype.GetPlayerID = function()
{
return this.playerID;
};
Player.prototype.SetName = function(name)
{
this.name = name;
};
Player.prototype.GetName = function()
{
return this.name;
};
Player.prototype.SetCiv = function(civcode)
{
var oldCiv = this.civ;
this.civ = civcode;
// Normally, the civ is only set once
// But in Atlas, the map designers can change civs at any time
var playerID = this.GetPlayerID();
if (oldCiv && playerID && oldCiv != civcode)
Engine.BroadcastMessage(MT_CivChanged, {
"player": playerID,
"from": oldCiv,
"to": civcode
});
};
Player.prototype.GetCiv = function()
{
return this.civ;
};
Player.prototype.SetColor = function(r, g, b)
{
this.color = { "r": r/255.0, "g": g/255.0, "b": b/255.0, "a": 1.0 };
};
Player.prototype.GetColor = function()
{
return 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.GetPopulationCount()))
return num - (this.GetPopulationLimit() - this.GetPopulationCount());
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(ApplyValueModificationsToPlayer("Player/MaxPopulation", this.maxPop, this.entity, this.playerID));
};
Player.prototype.SetGatherRateMultiplier = function(value)
{
this.gatherRateMultiplier = value;
};
Player.prototype.GetGatherRateMultiplier = function()
{
return this.gatherRateMultiplier;
};
Player.prototype.SetTradeRateMultiplier = function(value)
{
this.tradeRateMultiplier = value;
};
Player.prototype.GetTradeRateMultiplier = function()
{
return this.tradeRateMultiplier;
};
Player.prototype.GetHeroes = function()
{
return this.heroes;
};
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)
{
if (resources.food !== undefined)
this.resourceCount.food = resources.food;
if (resources.wood !== undefined)
this.resourceCount.wood = resources.wood;
if (resources.stone !== undefined)
this.resourceCount.stone = resources.stone;
if (resources.metal !== undefined)
this.resourceCount.metal = resources.metal;
};
Player.prototype.GetResourceCounts = function()
{
return this.resourceCount;
};
/**
* Add resource of specified type to player
* @param type Generic type of resource (string)
* @param amount Amount of resource, which should be added (integer)
*/
Player.prototype.AddResource = function(type, amount)
{
this.resourceCount[type] += +amount;
};
/**
* Add resources to player
*/
Player.prototype.AddResources = function(amounts)
{
for (var type in amounts)
{
this.resourceCount[type] += +amounts[type];
}
};
Player.prototype.GetNeededResources = function(amounts)
{
// Check if we can afford it all
var amountsNeeded = {};
for (var 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)
{
var amountsNeeded = this.GetNeededResources(amounts);
// If we don't have enough resources, send a notification to the player
if (amountsNeeded)
{
var parameters = {};
var i = 0;
for (var type in amountsNeeded)
{
++i;
parameters["resourceType"+i] = this.resourceNames[type];
parameters["resourceAmount"+i] = amountsNeeded[type];
}
var 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;
}
// Subtract the resources
for (var type in amounts)
this.resourceCount[type] -= amounts[type];
return true;
};
Player.prototype.TrySubtractResources = function(amounts)
{
if (!this.SubtractResourcesOrNotify(amounts))
return false;
var cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpStatisticsTracker)
for (var type in amounts)
cmpStatisticsTracker.IncreaseResourceUsedCounter(type, amounts[type]);
return true;
};
Player.prototype.GetNextTradingGoods = function()
{
var value = 100*Math.random();
var last = this.tradingGoods.length - 1;
var sumProba = 0;
for (var 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()
{
var tradingGoods = {};
for (let resource of this.tradingGoods)
tradingGoods[resource.goods] = resource.proba;
return tradingGoods;
};
Player.prototype.SetTradingGoods = function(tradingGoods)
{
var sumProba = 0;
for (var resource in tradingGoods)
sumProba += tradingGoods[resource];
if (sumProba != 100) // consistency check
{
error("Player.js SetTradingGoods: " + uneval(tradingGoods));
tradingGoods = { "food": 20, "wood":20, "stone":30, "metal":30 };
}
this.tradingGoods = [];
for (var resource in tradingGoods)
this.tradingGoods.push( {"goods": resource, "proba": tradingGoods[resource]} );
};
Player.prototype.GetState = function()
{
return this.state;
};
Player.prototype.SetState = function(newState)
{
this.state = newState;
};
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
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (cmpPlayerManager && this.team != -1)
for (let i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i)
{
let cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
if (this.team != cmpPlayer.GetTeam())
continue;
this.SetAlly(i);
cmpPlayer.SetAlly(this.playerID);
}
Engine.BroadcastMessage(MT_DiplomacyChanged, { "player": this.playerID });
};
Player.prototype.SetLockTeams = function(value)
{
this.teamsLocked = value;
};
Player.prototype.GetLockTeams = function()
{
return this.teamsLocked;
};
Player.prototype.GetDiplomacy = function()
{
return this.diplomacy;
};
Player.prototype.SetDiplomacy = function(dipl)
{
this.diplomacy = dipl;
Engine.BroadcastMessage(MT_DiplomacyChanged, { "player": this.playerID });
};
Player.prototype.SetDiplomacyIndex = function(idx, value)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpPlayerManager)
return;
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(idx), IID_Player);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
this.diplomacy[idx] = value;
Engine.BroadcastMessage(MT_DiplomacyChanged, { "player": this.playerID });
// 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 cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
if (!cmpRangeManager || !cmpPlayerManager || !cmpTechnologyManager)
return;
let sharedLos = [];
if (!cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech))
{
cmpRangeManager.SetSharedLos(this.playerID, [this.playerID]);
return;
}
for (var i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i)
if (this.IsMutualAlly(i))
sharedLos.push(i);
cmpRangeManager.SetSharedLos(this.playerID, sharedLos);
};
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.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.SetAlly = function(id)
{
this.SetDiplomacyIndex(id, 1);
};
/**
* Check if given player is our ally
*/
Player.prototype.IsAlly = function(id)
{
return this.diplomacy[id] > 0;
};
/**
* Check if given player is our ally, and we are its ally
*/
Player.prototype.IsMutualAlly = function(id)
{
var cmpPlayer = QueryPlayerIDInterface(id);
return this.IsAlly(id) && cmpPlayer && cmpPlayer.IsAlly(this.playerID);
};
Player.prototype.SetEnemy = function(id)
{
this.SetDiplomacyIndex(id, -1);
};
/**
* Get all enemies of a given player.
*/
Player.prototype.GetEnemies = function()
{
var enemies = [];
for (var i = 0; i < this.diplomacy.length; i++)
if (this.diplomacy[i] < 0)
enemies.push(i);
return enemies;
};
/**
* Check if given player is our enemy
*/
Player.prototype.IsEnemy = function(id)
{
return this.diplomacy[id] < 0;
};
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)
{
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
if (cmpTechnologyManager)
for (let tech of this.startingTechnologies)
cmpTechnologyManager.ResearchTechnology(tech);
// Replace the "{civ}" code with this civ ID
let disabledTemplates = this.disabledTemplates;
this.disabledTemplates = {};
for (let template in disabledTemplates)
if (disabledTemplates[template])
this.disabledTemplates[template.replace(/\{civ\}/g, this.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;
var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
var cmpCost = Engine.QueryInterface(msg.entity, IID_Cost);
if (msg.from == this.playerID)
{
if (cmpCost)
this.popUsed -= cmpCost.GetPopCost();
if (cmpIdentity && cmpIdentity.HasClass("Hero"))
{
//Remove from Heroes list
var index = this.heroes.indexOf(msg.entity);
if (index >= 0)
this.heroes.splice(index, 1);
}
}
if (msg.to == this.playerID)
{
if (cmpCost)
this.popUsed += cmpCost.GetPopCost();
if (cmpIdentity && cmpIdentity.HasClass("Hero"))
this.heroes.push(msg.entity);
}
};
Player.prototype.OnPlayerDefeated = function(msg)
{
this.state = "defeated";
// Reassign all player's entities to Gaia
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var 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 (var entity of entities)
{
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
cmpOwnership.SetOwnerQuiet(0);
}
// With the real ownership change complete, send OwnershipChanged messages.
for (var entity of entities)
Engine.PostMessage(entity, MT_OwnershipChanged, {
"entity": entity,
"from": this.playerID,
"to": 0
});
// Reveal the map for this player.
cmpRangeManager.SetLosRevealAll(this.playerID, true);
// Send a chat message notifying of the player's defeat.
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "defeat",
"players": [this.playerID]
});
};
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.SetCheatsEnabled = function(flag)
{
this.cheatsEnabled = flag;
};
Player.prototype.GetCheatsEnabled = function()
{
return this.cheatsEnabled;
};
Player.prototype.SetCheatTimeMultiplier = function(time)
{
this.cheatTimeMultiplier = time;
};
Player.prototype.GetCheatTimeMultiplier = function()
{
return this.cheatTimeMultiplier;
};
Player.prototype.TributeResource = function(player, amounts)
{
var cmpPlayer = QueryPlayerIDInterface(player);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
if (!this.SubtractResourcesOrNotify(amounts))
return;
cmpPlayer.AddResources(amounts);
var total = Object.keys(amounts).reduce((sum, type) => sum + amounts[type], 0);
var cmpOurStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpOurStatisticsTracker)
cmpOurStatisticsTracker.IncreaseTributesSentCounter(total);
var cmpTheirStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
if (cmpTheirStatisticsTracker)
cmpTheirStatisticsTracker.IncreaseTributesReceivedCounter(total);
var 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, {});
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "resetselectionpannel",
"players": [this.GetPlayerID()]
});
};
Player.prototype.RemoveDisabledTemplate = function(template)
{
this.disabledTemplates[template] = false;
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {});
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "resetselectionpannel",
"players": [this.GetPlayerID()]
});
};
Player.prototype.SetDisabledTemplates = function(templates)
{
this.disabledTemplates = {};
for (let template of templates)
this.disabledTemplates[template] = true;
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {});
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "resetselectionpannel",
"players": [this.GetPlayerID()]
});
};
Player.prototype.GetDisabledTemplates = function()
{
return this.disabledTemplates;
};
Player.prototype.AddDisabledTechnology = function(tech)
{
this.disabledTechnologies[tech] = true;
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {});
};
Player.prototype.RemoveDisabledTechnology = function(tech)
{
this.disabledTechnologies[tech] = false;
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {});
};
Player.prototype.SetDisabledTechnologies = function(techs)
{
this.disabledTechnologies = {};
for (let tech of techs)
this.disabledTechnologies[tech] = true;
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {});
};
Player.prototype.GetDisabledTechnologies = function()
{
return this.disabledTechnologies;
};
Player.prototype.AddStartingTechnology = function(tech)
{
if (this.startingTechnologies.indexOf(tech) == -1)
this.startingTechnologies.push(tech);
};
Player.prototype.SetStartingTechnologies = function(techs)
{
this.startingTechnologies = techs;
};
Engine.RegisterComponentType(IID_Player, "Player", Player);