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forked from 0ad/0ad
0ad/source/simulation/ProductionQueue.cpp
Matei 77c59070c1 # Various gameplay updates.
- Added per-player resource pool and modified the GUI and entity scripts
to work with it.
- Modified unit creation functions so the unit is always assigned a
player before firing its initialize event, so that this event can deduct
population, etc from the right player.
- Fixed various small bugs, like a unit not cancelling all of its queued
items when it dies, or buildings not costing anything.

This was SVN commit r3998.
2006-06-10 03:05:16 +00:00

145 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()
{
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];
}
}
void CProductionQueue::AddItem( int type, const CStrW& name, float totalTime )
{
m_items.push_back( new CProductionItem( type, name, totalTime ) );
}
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");
}