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forked from 0ad/0ad
0ad/source/simulation/ProductionQueue.cpp
Matei 7831f3cbe4 # Better handling of entity ownership changes.
Entities will now leave all their auras and cancel all their productions
when they change ownership, which will be useful when we have
convertible buildings.

This was SVN commit r4156.
2006-07-21 00:05:56 +00:00

151 lines
3.6 KiB
C++

#include "precompiled.h"
#include "ProductionQueue.h"
#include "EntityManager.h"
#include "EventHandlers.h"
#include "Entity.h"
#include <algorithm>
using namespace std;
// CProductionItem
CProductionItem::CProductionItem( int type, const CStrW& name, float totalTime )
: m_type(type), m_name(name), m_totalTime(totalTime), m_elapsedTime(0)
{
ONCE( ScriptingInit(); );
}
CProductionItem::~CProductionItem()
{
}
void CProductionItem::Update( size_t timestep )
{
m_elapsedTime = min( m_totalTime, m_elapsedTime + timestep/1000.0f );
}
bool CProductionItem::IsComplete()
{
return( m_elapsedTime == m_totalTime );
}
float CProductionItem::GetProgress()
{
return( m_totalTime==0 ? 1.0 : m_elapsedTime/m_totalTime );
}
jsval CProductionItem::JSI_GetProgress( JSContext* UNUSED(cx) )
{
return ToJSVal( GetProgress() );
}
void CProductionItem::ScriptingInit()
{
AddProperty(L"type", &CProductionItem::m_type, true);
AddProperty(L"name", &CProductionItem::m_name, true);
AddProperty(L"elapsedTime", &CProductionItem::m_elapsedTime, true);
AddProperty(L"totalTime", &CProductionItem::m_totalTime, true);
AddProperty(L"progress", (GetFn)&CProductionItem::JSI_GetProgress);
CJSObject<CProductionItem>::ScriptingInit("ProductionItem");
}
// CProductionQueue
CProductionQueue::CProductionQueue( CEntity* owner )
: m_owner(owner)
{
ONCE( ScriptingInit(); );
}
CProductionQueue::~CProductionQueue()
{
CancelAll();
}
void CProductionQueue::AddItem( int type, const CStrW& name, float totalTime )
{
m_items.push_back( new CProductionItem( type, name, totalTime ) );
}
void CProductionQueue::CancelAll()
{
for( size_t i=0; i < m_items.size(); ++i )
{
// Cancel production of the item
CProductionItem* item = m_items[i];
CEventCancelProduction evt( item->m_type, item->m_name );
m_owner->DispatchEvent( &evt );
// Free its memory
delete m_items[i];
}
m_items.clear();
}
void CProductionQueue::Update( size_t timestep )
{
if( !m_items.empty() )
{
CProductionItem* front = m_items.front();
front->Update( timestep );
if( front->IsComplete() )
{
CEventFinishProduction evt( front->m_type, front->m_name );
m_owner->DispatchEvent( &evt );
m_items.erase( m_items.begin() );
delete front;
}
// TODO: Think about what we want to happen when there are multiple productions
// with totalTime=0 at the front (pop them all at once or do one per update?)
}
}
jsval CProductionQueue::JSI_GetLength( JSContext* UNUSED(cx) )
{
return ToJSVal( (int) m_items.size() );
}
jsval CProductionQueue::JSI_Get( JSContext* cx, uintN argc, jsval* argv )
{
debug_assert( argc == 1 );
debug_assert( JSVAL_IS_INT(argv[0]) );
int index = ToPrimitive<int>( argv[0] );
if(index < 0 || index >= (int)m_items.size() )
{
JS_ReportError( cx, "Production queue index out of bounds: %d", index );
return JSVAL_NULL;
}
return ToJSVal( m_items[index] );
}
bool CProductionQueue::JSI_Cancel( JSContext* cx, uintN argc, jsval* argv )
{
debug_assert( argc == 1 );
debug_assert( JSVAL_IS_INT(argv[0]) );
int index = ToPrimitive<int>( argv[0] );
if(index < 0 || index >= (int)m_items.size() )
{
JS_ReportError( cx, "Production queue index out of bounds: %d", index );
return false;
}
CProductionItem* item = m_items[index];
CEventCancelProduction evt( item->m_type, item->m_name );
m_owner->DispatchEvent( &evt );
m_items.erase( m_items.begin() + index );
return true;
}
void CProductionQueue::ScriptingInit()
{
AddProperty(L"length", (GetFn)&CProductionQueue::JSI_GetLength);
AddMethod<jsval, &CProductionQueue::JSI_Get>( "get", 1 );
AddMethod<bool, &CProductionQueue::JSI_Cancel>( "cancel", 1 );
CJSObject<CProductionQueue>::ScriptingInit("ProductionQueue");
}