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

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function Cost() {}
Cost.prototype.Schema =
"<a:help>Specifies the construction/training costs of this entity.</a:help>" +
"<a:example>" +
"<Population>1</Population>" +
"<PopulationBonus>15</PopulationBonus>" +
"<BuildTime>20.0</BuildTime>" +
"<Resources>" +
"<food>50</food>" +
"<wood>0</wood>" +
"<stone>0</stone>" +
"<metal>25</metal>" +
"</Resources>" +
"</a:example>" +
"<optional>" +
"<element name='Population' a:help='Population cost'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='PopulationBonus' a:help='Population cap increase while this entity exists'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='BuildTime' a:help='Time taken to construct/train this unit (in seconds)'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"</optional>" +
"<element name='Resources' a:help='Resource costs to construct/train this unit'>" +
"<interleave>" +
"<element name='food'><data type='nonNegativeInteger'/></element>" +
"<element name='wood'><data type='nonNegativeInteger'/></element>" +
"<element name='stone'><data type='nonNegativeInteger'/></element>" +
"<element name='metal'><data type='nonNegativeInteger'/></element>" +
"</interleave>" +
"</element>";
Cost.prototype.Init = function()
{
};
Cost.prototype.GetPopCost = function()
{
if ("Population" in this.template)
return +this.template.Population;
return 0;
};
Cost.prototype.GetPopBonus = function()
{
if ("PopulationBonus" in this.template)
return +this.template.PopulationBonus;
return 0;
};
Cost.prototype.GetBuildTime = function()
{
return +(this.template.BuildTime || 1);
}
Cost.prototype.GetResourceCosts = function()
{
return {
"food": +this.template.Resources.food,
"wood": +this.template.Resources.wood,
"stone": +this.template.Resources.stone,
"metal": +this.template.Resources.metal
};
};
Engine.RegisterComponentType(IID_Cost, "Cost", Cost);