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0ad/binaries/data/mods/public/simulation/components/Foundation.js

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function Foundation() {}
Foundation.prototype.Schema =
"<a:component type='internal'/><empty/>";
Foundation.prototype.Init = function()
{
// Foundations are initially 'uncommitted' and do not block unit movement at all
// (to prevent players exploiting free foundations to confuse enemy units).
// The first builder to reach the uncommitted foundation will tell friendly units
// and animals to move out of the way, then will commit the foundation and enable
// its obstruction once there's nothing in the way.
this.committed = false;
this.buildProgress = 0.0; // 0 <= progress <= 1
// Set up a timer so we can count the number of builders in a 1-second period.
// (We assume each builder only builds once per second, which is what UnitAI
// implements.)
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetInterval(this.entity, IID_Foundation, "UpdateTimeout", 1000, 1000, {});
this.recentBuilders = []; // builder entities since the last timeout
this.numRecentBuilders = 0; // number of builder entities as of the last timeout
};
Foundation.prototype.UpdateTimeout = function()
{
this.numRecentBuilders = this.recentBuilders.length;
this.recentBuilders = [];
Engine.QueryInterface(this.entity, IID_Visual).SetVariable("numbuilders", this.numRecentBuilders);
};
Foundation.prototype.InitialiseConstruction = function(owner, template)
{
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
this.finalTemplateName = template;
this.addedHitpoints = cmpHealth.GetHitpoints();
this.maxHitpoints = cmpHealth.GetMaxHitpoints();
// We need to know the owner in OnDestroy, but at that point the entity has already been
// decoupled from its owner, so we need to remember it in here (and assume it won't change)
this.owner = owner;
this.initialised = true;
};
Foundation.prototype.GetBuildPercentage = function()
{
return Math.floor(this.buildProgress * 100);
};
Foundation.prototype.IsFinished = function()
{
return (this.buildProgress >= 1.0);
};
Foundation.prototype.OnDestroy = function()
{
// Refund a portion of the construction cost, proportional to the amount of build progress remaining
if (!this.initialised) // this happens if the foundation was destroyed because the player had insufficient resources
return;
if (this.buildProgress == 1.0)
return;
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(this.owner), IID_Player);
var cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
var costs = cmpCost.GetResourceCosts();
for (var r in costs)
{
var scaled = Math.floor(costs[r] * (1.0 - this.buildProgress));
if (scaled)
cmpPlayer.AddResource(r, scaled);
}
// Reset the timer
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
};
/**
* Perform some number of seconds of construction work.
* Returns true if the construction is completed.
*/
Foundation.prototype.Build = function(builderEnt, work)
{
// Do nothing if we've already finished building
// (The entity will be destroyed soon after completion so
// this won't happen much)
if (this.buildProgress == 1.0)
return;
// Handle the initial 'committing' of the foundation
if (!this.committed)
{
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
if (cmpObstruction && cmpObstruction.GetBlockMovementFlag())
{
// If there's any units in the way, ask them to move away
// and return early from this method.
// Otherwise enable this obstruction so it blocks any further
// units, and continue building.
var collisions = cmpObstruction.GetConstructionCollisions();
if (collisions.length)
{
for each (var ent in collisions)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.LeaveFoundation(this.entity);
else
{
// If obstructing fauna is gaia but doesn't have UnitAI, just destroy it
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (cmpOwnership && cmpIdentity && cmpOwnership.GetOwner() == 0 && cmpIdentity.HasClass("Animal"))
Engine.DestroyEntity(ent);
}
// TODO: What if an obstruction has no UnitAI?
}
// TODO: maybe we should tell the builder to use a special
// animation to indicate they're waiting for people to get
// out the way
return;
}
// The obstruction always blocks new foundations/construction,
// but we've temporarily allowed units to walk all over it
// (via CCmpTemplateManager). Now we need to remove that temporary
// blocker-disabling, so that we'll perform standard unit blocking instead.
cmpObstruction.SetDisableBlockMovementPathfinding(false);
}
this.committed = true;
}
// Calculate the amount of progress that will be added (where 1.0 = completion)
var cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
var amount = work / cmpCost.GetBuildTime();
// Record this builder so we can count the total number
this.recentBuilders.push(builderEnt);
// TODO: implement some kind of diminishing returns for multiple builders.
// e.g. record the set of entities that build this, then every ~2 seconds
// count them (and reset the list), and apply some function to the count to get
// a factor, and apply that factor here.
this.buildProgress += amount;
if (this.buildProgress > 1.0)
this.buildProgress = 1.0;
// Add an appropriate proportion of hitpoints
var targetHP = Math.max(0, Math.min(this.maxHitpoints, Math.floor(this.maxHitpoints * this.buildProgress)));
var deltaHP = targetHP - this.addedHitpoints;
if (deltaHP > 0)
{
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
cmpHealth.Increase(deltaHP);
this.addedHitpoints += deltaHP;
}
if (this.buildProgress >= 1.0)
{
// Finished construction
// Create the real entity
var building = Engine.AddEntity(this.finalTemplateName);
// Copy various parameters from the foundation
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var cmpBuildingPosition = Engine.QueryInterface(building, IID_Position);
var pos = cmpPosition.GetPosition();
cmpBuildingPosition.JumpTo(pos.x, pos.z);
var rot = cmpPosition.GetRotation();
cmpBuildingPosition.SetYRotation(rot.y);
cmpBuildingPosition.SetXZRotation(rot.x, rot.z);
// TODO: should add a ICmpPosition::CopyFrom() instead of all this
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpBuildingOwnership = Engine.QueryInterface(building, IID_Ownership);
cmpBuildingOwnership.SetOwner(cmpOwnership.GetOwner());
var cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
cmpPlayerStatisticsTracker.IncreaseConstructedBuildingsCounter();
var cmpIdentity = Engine.QueryInterface(building, IID_Identity);
if (cmpIdentity.GetClassesList().indexOf("CivCentre") != -1) cmpPlayerStatisticsTracker.IncreaseBuiltCivCentresCounter();
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
var cmpBuildingHealth = Engine.QueryInterface(building, IID_Health);
cmpBuildingHealth.SetHitpoints(cmpHealth.GetHitpoints());
PlaySound("constructed", building);
Engine.PostMessage(this.entity, MT_ConstructionFinished,
{ "entity": this.entity, "newentity": building });
Engine.BroadcastMessage(MT_EntityRenamed, { entity: this.entity, newentity: building });
Engine.DestroyEntity(this.entity);
}
};
Engine.RegisterComponentType(IID_Foundation, "Foundation", Foundation);