1 // Contains standardized functions suitable for using in trigger scripts.
2 // Do not use them in any other simulation script.
4 var TriggerHelper = {};
6 TriggerHelper.GetPlayerIDFromEntity = function(ent)
8 let cmpPlayer = Engine.QueryInterface(ent, IID_Player);
10 return cmpPlayer.GetPlayerID();
15 TriggerHelper.GetOwner = function(ent)
17 let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
19 return cmpOwnership.GetOwner();
24 TriggerHelper.GetEntitiesByPlayer = function(playerID)
26 return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(playerID);
29 TriggerHelper.GetAllPlayersEntities = function()
31 return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities();
34 TriggerHelper.SetUnitStance = function(ent, stance)
36 let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
38 cmpUnitAI.SwitchToStance(stance);
42 * Can be used to "force" a building/unit to spawn a group of entities.
44 * @param source Entity id of the point where they will be spawned from
45 * @param template Name of the template
46 * @param count Number of units to spawn
47 * @param owner Player id of the owner of the new units. By default, the owner
48 * of the source entity.
50 TriggerHelper.SpawnUnits = function(source, template, count, owner)
53 let cmpFootprint = Engine.QueryInterface(source, IID_Footprint);
54 let cmpPosition = Engine.QueryInterface(source, IID_Position);
56 if (!cmpPosition || !cmpPosition.IsInWorld())
58 error("tried to create entity from a source without position");
63 owner = TriggerHelper.GetOwner(source);
65 for (let i = 0; i < count; ++i)
67 let ent = Engine.AddEntity(template);
68 let cmpEntPosition = Engine.QueryInterface(ent, IID_Position);
71 Engine.DestroyEntity(ent);
72 error("tried to create entity without position");
76 let cmpEntOwnership = Engine.QueryInterface(ent, IID_Ownership);
78 cmpEntOwnership.SetOwner(owner);
84 pos = cmpFootprint.PickSpawnPoint(ent);
86 // TODO this can happen if the player build on the place
87 // where our trigger point is
88 // We should probably warn the trigger maker in some way,
89 // but not interrupt the game for the player
90 if (!pos || pos.y < 0)
91 pos = cmpPosition.GetPosition();
93 cmpEntPosition.JumpTo(pos.x, pos.z);
100 * Can be used to spawn garrisoned units inside a building/ship.
102 * @param entity Entity id of the garrison holder in which units will be garrisoned
103 * @param template Name of the template
104 * @param count Number of units to spawn
105 * @param owner Player id of the owner of the new units. By default, the owner
106 * of the garrisonholder entity.
108 TriggerHelper.SpawnGarrisonedUnits = function(entity, template, count, owner)
112 let cmpGarrisonHolder = Engine.QueryInterface(entity, IID_GarrisonHolder);
113 if (!cmpGarrisonHolder)
115 error("tried to create garrisoned entities inside a non-garrisonholder");
120 owner = TriggerHelper.GetOwner(entity);
122 for (let i = 0; i < count; ++i)
124 let ent = Engine.AddEntity(template);
126 let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
128 cmpOwnership.SetOwner(owner);
130 if (cmpGarrisonHolder.PerformGarrison(ent))
132 let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
134 cmpUnitAI.Autogarrison(entity);
139 error("failed to garrison entity " + ent + " (" + template + ") inside " + entity);
146 * Spawn units from all trigger points with this reference
147 * If player is defined, only spaw units from the trigger points
148 * that belong to that player
149 * @param ref Trigger point reference name to spawn units from
150 * @param template Template name
151 * @param count Number of spawned entities per Trigger point
152 * @param owner Owner of the spawned units. Default: the owner of the origins
153 * @return A list of new entities per origin like
154 * {originId1: [entId1, entId2], originId2: [entId3, entId4], ...}
156 TriggerHelper.SpawnUnitsFromTriggerPoints = function(ref, template, count, owner = null)
158 let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
159 let triggerPoints = cmpTrigger.GetTriggerPoints(ref);
162 for (let point of triggerPoints)
163 entities[point] = TriggerHelper.SpawnUnits(point, template, count, owner);
169 * Returns the resource type that can be gathered from an entity
171 TriggerHelper.GetResourceType = function(entity)
173 let cmpResourceSupply = Engine.QueryInterface(entity, IID_ResourceSupply);
174 if (!cmpResourceSupply)
177 return cmpResourceSupply.GetType();
181 * The given player will win the game.
182 * If it's not a last man standing game, then allies will win too and others will be defeated.
184 * @param {number} playerID - The player who will win.
185 * @param {function} victoryReason - Function that maps from number to plural string, for example
186 * n => markForPluralTranslation(
187 * "%(lastPlayer)s has won (game mode).",
188 * "%(players)s and %(lastPlayer)s have won (game mode).",
190 * It's a function since we don't know in advance how many players will have won.
192 TriggerHelper.SetPlayerWon = function(playerID, victoryReason, defeatReason)
194 let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
195 cmpEndGameManager.MarkPlayerAndAlliesAsWon(playerID, victoryReason, defeatReason);
199 * Defeats a single player.
201 * @param {number} - ID of that player.
202 * @param {string} - String to be shown in chat, for example
203 * markForTranslation("%(player)s has been defeated (objective).")
205 TriggerHelper.DefeatPlayer = function(playerID, defeatReason)
207 let cmpPlayer = QueryPlayerIDInterface(playerID);
209 cmpPlayer.SetState("defeated", defeatReason);
213 * Returns the number of current players
215 TriggerHelper.GetNumberOfPlayers = function()
217 return Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
221 * A function to determine if an entity matches specific classes.
222 * See globalscripts/Templates.js for details of MatchesClassList.
224 * @param entity - ID of the entity that we want to check for classes.
225 * @param classes - List of the classes we are checking if the entity matches.
227 TriggerHelper.EntityMatchesClassList = function(entity, classes)
229 let cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
230 return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), classes);
233 TriggerHelper.MatchEntitiesByClass = function(entities, classes)
235 return entities.filter(ent => TriggerHelper.EntityMatchesClassList(ent, classes));
238 TriggerHelper.GetPlayerEntitiesByClass = function(playerID, classes)
240 return TriggerHelper.MatchEntitiesByClass(TriggerHelper.GetEntitiesByPlayer(playerID), classes);
243 TriggerHelper.GetAllPlayersEntitiesByClass = function(playerID, classes)
245 return TriggerHelper.MatchEntitiesByClass(TriggerHelper.GetAllPlayersEntities(), classes);
249 * Return valid gaia-owned spawn points on land in neutral territory.
250 * If there are none, use those available in player-owned territory.
252 TriggerHelper.GetLandSpawnPoints = function()
254 let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
255 let cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
256 let cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
257 let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
259 let neutralSpawnPoints = [];
260 let nonNeutralSpawnPoints = [];
262 for (let ent of cmpRangeManager.GetEntitiesByPlayer(0))
264 let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
265 let cmpPosition = Engine.QueryInterface(ent, IID_Position);
266 if (!cmpIdentity || !cmpPosition || !cmpPosition.IsInWorld())
269 let templateName = cmpTemplateManager.GetCurrentTemplateName(ent);
273 let template = cmpTemplateManager.GetTemplate(templateName);
274 if (!template || template.UnitMotionFlying)
277 let pos = cmpPosition.GetPosition();
278 if (pos.y <= cmpWaterManager.GetWaterLevel(pos.x, pos.z))
281 if (cmpTerritoryManager.GetOwner(pos.x, pos.z) == 0)
282 neutralSpawnPoints.push(ent);
284 nonNeutralSpawnPoints.push(ent);
287 return neutralSpawnPoints.length ? neutralSpawnPoints : nonNeutralSpawnPoints;
290 TriggerHelper.HasDealtWithTech = function(playerID, techName)
292 let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
293 let playerEnt = cmpPlayerManager.GetPlayerByID(playerID);
294 let cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager);
295 return cmpTechnologyManager && (cmpTechnologyManager.IsTechnologyQueued(techName) ||
296 cmpTechnologyManager.IsTechnologyStarted(techName) ||
297 cmpTechnologyManager.IsTechnologyResearched(techName));
301 * Returns all names of templates that match the given identity classes, constrainted to an optional civ.
303 * @param {String} classes - See MatchesClassList for the accepted formats, for example "Class1 Class2+!Class3".
304 * @param [String] civ - Optionally only retrieve templates of the given civ. Can be left undefined.
305 * @param [String] packedState - When retrieving siege engines filter for the "packed" or "unpacked" state
306 * @param [String] rank - If given, only return templates that have no or the given rank. For example "Elite".
307 * @param [Boolean] excludeBarracksVariants - Optionally exclude templates whose name ends with "_barracks"
309 TriggerHelper.GetTemplateNamesByClasses = function(classes, civ, packedState, rank, excludeBarracksVariants)
311 let templateNames = [];
312 let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
313 for (let templateName of cmpTemplateManager.FindAllTemplates(false))
315 if (templateName.startsWith("campaigns/army_"))
318 if (excludeBarracksVariants && templateName.endsWith("_barracks"))
321 let template = cmpTemplateManager.GetTemplate(templateName);
323 if (civ && (!template.Identity || template.Identity.Civ != civ))
326 if (!MatchesClassList(GetIdentityClasses(template.Identity), classes))
329 if (rank && template.Identity.Rank && template.Identity.Rank != rank)
332 if (packedState && template.Pack && packedState != template.Pack.State)
335 templateNames.push(templateName);
338 return templateNames;
341 * Composes a random set of the given templates of the given total size.
343 * @param {String[]} templateNames - for example ["brit_infantry_javelinist_b", "brit_cavalry_swordsman_e"]
344 * @param {Number} totalCount - total amount of templates, in this example 12
345 * @returns an object where the keys are template names and values are amounts,
346 * for example { "brit_infantry_javelinist_b": 4, "brit_cavalry_swordsman_e": 8 }
348 TriggerHelper.RandomTemplateComposition = function(templateNames, totalCount)
350 let frequencies = templateNames.map(() => randFloat(0, 1));
351 let frequencySum = frequencies.reduce((sum, frequency) => sum + frequency, 0);
353 let remainder = totalCount;
354 let templateCounts = {};
356 for (let i = 0; i < templateNames.length; ++i)
358 let count = i == templateNames.length - 1 ? remainder : Math.min(remainder, Math.round(frequencies[i] / frequencySum * totalCount));
362 templateCounts[templateNames[i]] = count;
366 return templateCounts;
370 * Composes a random set of the given templates so that the sum of templates matches totalCount.
371 * For each template array that has a count item, it choses exactly that number of templates at random.
372 * The remaining template arrays are chosen depending on the given frequency.
373 * If a unique_entities array is given, it will only select the template if none of the given entityIDs
374 * already have that entity (useful to let heroes remain unique).
376 * @param {Object[]} templateBalancing - for example
378 * { "templates": ["template1", "template2"], "frequency": 2 },
379 * { "templates": ["template3"], "frequency": 1 },
380 * { "templates": ["hero1", "hero2"], "unique_entities": [380, 495], "count": 1 }
382 * @param {Number} totalCount - total amount of templates, for example 5.
384 * @returns an object where the keys are template names and values are amounts,
385 * for example { "template1": 1, "template2": 3, "template3": 2, "hero1": 1 }
387 TriggerHelper.BalancedTemplateComposition = function(templateBalancing, totalCount)
389 // Remove all unavailable unique templates (heroes) and empty template arrays
390 let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
391 let templateBalancingFiltered = [];
392 for (let templateBalance of templateBalancing)
394 let templateBalanceNew = clone(templateBalance);
396 if (templateBalanceNew.unique_entities)
397 templateBalanceNew.templates = templateBalanceNew.templates.filter(templateName =>
398 templateBalanceNew.unique_entities.every(ent => templateName != cmpTemplateManager.GetCurrentTemplateName(ent)));
400 if (templateBalanceNew.templates.length)
401 templateBalancingFiltered.push(templateBalanceNew);
404 // Helper function to add randomized templates to the result
405 let remainder = totalCount;
407 let addTemplates = (templateNames, count) => {
408 let templateCounts = TriggerHelper.RandomTemplateComposition(templateNames, count);
409 for (let templateName in templateCounts)
411 if (!results[templateName])
412 results[templateName] = 0;
414 results[templateName] += templateCounts[templateName];
415 remainder -= templateCounts[templateName];
419 // Add template groups with fixed counts
420 for (let templateBalance of templateBalancingFiltered)
421 if (templateBalance.count)
422 addTemplates(templateBalance.templates, Math.min(remainder, templateBalance.count));
424 // Add template groups with frequency weights
425 let templateBalancingFrequencies = templateBalancingFiltered.filter(templateBalance => !!templateBalance.frequency);
426 let templateBalancingFrequencySum = templateBalancingFrequencies.reduce((sum, templateBalance) => sum + templateBalance.frequency, 0);
427 for (let i = 0; i < templateBalancingFrequencies.length; ++i)
429 templateBalancingFrequencies[i].templates,
430 i == templateBalancingFrequencies.length - 1 ?
432 Math.min(remainder, Math.round(templateBalancingFrequencies[i].frequency / templateBalancingFrequencySum * totalCount)));
435 warn("Could not chose as many templates as intended, remaining " + remainder + ", chosen: " + uneval(results));
441 * This will spawn random compositions of entities of the given templates at all garrisonholders of the given targetClass of the given player.
442 * The garrisonholder will be filled to capacityPercent.
443 * Returns an object where keys are entityIDs of the affected garrisonholders and the properties are template compositions, see RandomTemplateComposition.
445 TriggerHelper.SpawnAndGarrisonAtClasses = function(playerID, classes, templates, capacityPercent)
449 for (let entGarrisonHolder of Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(playerID))
451 let cmpIdentity = Engine.QueryInterface(entGarrisonHolder, IID_Identity);
452 if (!cmpIdentity || !MatchesClassList(cmpIdentity.GetClassesList(), classes))
455 let cmpGarrisonHolder = Engine.QueryInterface(entGarrisonHolder, IID_GarrisonHolder);
456 if (!cmpGarrisonHolder)
459 // TODO: account for already garrisoned entities
460 results[entGarrisonHolder] = this.RandomTemplateComposition(templates, Math.floor(cmpGarrisonHolder.GetCapacity() * capacityPercent));
462 for (let template in results[entGarrisonHolder])
463 TriggerHelper.SpawnGarrisonedUnits(entGarrisonHolder, template, results[entGarrisonHolder][template], playerID);
469 Engine.RegisterGlobal("TriggerHelper", TriggerHelper);