Fixes training queue behavior when spawning fails due to lack of space (the queue will be blocked). Fixes #893.
Changes training queue to support partial batch success and removal. This was SVN commit r10081.
This commit is contained in:
parent
9e487bac30
commit
60985a3bc9
@ -28,16 +28,22 @@ TrainingQueue.prototype.Init = function()
|
||||
// "player": 1, // who paid for this batch; we need this to cope with refunds cleanly
|
||||
// "template": "units/example",
|
||||
// "count": 10,
|
||||
// "resources": { "wood": 100, ... },
|
||||
// "population": 10,
|
||||
// "resources": { "wood": 100, ... }, // resources per unit, multiply by count to get total
|
||||
// "population": 1, // population per unit, multiply by count to get total
|
||||
// "trainingStarted": false, // true iff we have reserved population
|
||||
// "timeTotal": 15000, // msecs
|
||||
// "timeRemaining": 10000, // msecs
|
||||
// }
|
||||
|
||||
this.timer = undefined; // g_ProgressInterval msec timer, active while the queue is non-empty
|
||||
|
||||
this.entityCache = [];
|
||||
this.spawnNotified = false;
|
||||
};
|
||||
|
||||
/*
|
||||
* Returns list of entities that can be trained by this building.
|
||||
*/
|
||||
TrainingQueue.prototype.GetEntitiesList = function()
|
||||
{
|
||||
var string = this.template.Entities._string;
|
||||
@ -50,6 +56,9 @@ TrainingQueue.prototype.GetEntitiesList = function()
|
||||
return string.split(/\s+/);
|
||||
};
|
||||
|
||||
/*
|
||||
* Adds a new batch of identical units to the training queue.
|
||||
*/
|
||||
TrainingQueue.prototype.AddBatch = function(templateName, count, metadata)
|
||||
{
|
||||
// TODO: there should probably be a limit on the number of queued batches
|
||||
@ -65,22 +74,20 @@ TrainingQueue.prototype.AddBatch = function(templateName, count, metadata)
|
||||
if (!template)
|
||||
return;
|
||||
|
||||
var costMult = count;
|
||||
|
||||
// Apply a time discount to larger batches.
|
||||
// TODO: work out what equation we should use here.
|
||||
var timeMult = Math.pow(count, 0.7);
|
||||
|
||||
var time = timeMult * template.Cost.BuildTime;
|
||||
|
||||
var costs = {};
|
||||
var totalCosts = {};
|
||||
for each (var r in ["food", "wood", "stone", "metal"])
|
||||
costs[r] = Math.floor(costMult * template.Cost.Resources[r]);
|
||||
totalCosts[r] = Math.floor(count * template.Cost.Resources[r]);
|
||||
|
||||
var population = template.Cost.Population * count;
|
||||
var population = template.Cost.Population;
|
||||
|
||||
// TrySubtractResources should report error to player (they ran out of resources)
|
||||
if (!cmpPlayer.TrySubtractResources(costs))
|
||||
if (!cmpPlayer.TrySubtractResources(totalCosts))
|
||||
return;
|
||||
|
||||
this.queue.push({
|
||||
@ -89,7 +96,7 @@ TrainingQueue.prototype.AddBatch = function(templateName, count, metadata)
|
||||
"template": templateName,
|
||||
"count": count,
|
||||
"metadata": metadata,
|
||||
"resources": costs,
|
||||
"resources": template.Cost.Resources,
|
||||
"population": population,
|
||||
"trainingStarted": false,
|
||||
"timeTotal": time*1000,
|
||||
@ -112,8 +119,19 @@ TrainingQueue.prototype.AddBatch = function(templateName, count, metadata)
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
* Removes an existing batch of units from the training queue.
|
||||
* Refunds resource costs and population reservations.
|
||||
*/
|
||||
TrainingQueue.prototype.RemoveBatch = function(id)
|
||||
{
|
||||
// Destroy any cached entities (those which didn't spawn for some reason)
|
||||
for (var i = 0; i < this.entityCache.length; ++i)
|
||||
{
|
||||
Engine.DestroyEntity(this.entityCache[i]);
|
||||
}
|
||||
this.entityCache = [];
|
||||
|
||||
for (var i = 0; i < this.queue.length; ++i)
|
||||
{
|
||||
var item = this.queue[i];
|
||||
@ -125,11 +143,15 @@ TrainingQueue.prototype.RemoveBatch = function(id)
|
||||
var cmpPlayer = QueryPlayerIDInterface(item.player, IID_Player);
|
||||
|
||||
// Refund the resource cost for this batch
|
||||
cmpPlayer.AddResources(item.resources);
|
||||
var totalCosts = {};
|
||||
for each (var r in ["food", "wood", "stone", "metal"])
|
||||
totalCosts[r] = Math.floor(item.count * item.resources[r]);
|
||||
|
||||
cmpPlayer.AddResources(totalCosts);
|
||||
|
||||
// Remove reserved population slots if necessary
|
||||
if (item.trainingStarted)
|
||||
cmpPlayer.UnReservePopulationSlots(item.population);
|
||||
cmpPlayer.UnReservePopulationSlots(item.population * item.count);
|
||||
|
||||
// Remove from the queue
|
||||
// (We don't need to remove the timer - it'll expire if it discovers the queue is empty)
|
||||
@ -140,6 +162,9 @@ TrainingQueue.prototype.RemoveBatch = function(id)
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
* Returns basic data from all batches in the training queue.
|
||||
*/
|
||||
TrainingQueue.prototype.GetQueue = function()
|
||||
{
|
||||
var out = [];
|
||||
@ -156,6 +181,9 @@ TrainingQueue.prototype.GetQueue = function()
|
||||
return out;
|
||||
};
|
||||
|
||||
/*
|
||||
* Removes all existing batches from the queue.
|
||||
*/
|
||||
TrainingQueue.prototype.ResetQueue = function()
|
||||
{
|
||||
// Empty the training queue and refund all the resource costs
|
||||
@ -196,7 +224,10 @@ TrainingQueue.prototype.OnDestroy = function()
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
* This function creates the entities and places them in world if possible.
|
||||
* returns the number of successfully spawned entities.
|
||||
*/
|
||||
TrainingQueue.prototype.SpawnUnits = function(templateName, count, metadata)
|
||||
{
|
||||
var cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
|
||||
@ -204,66 +235,81 @@ TrainingQueue.prototype.SpawnUnits = function(templateName, count, metadata)
|
||||
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
||||
var cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint);
|
||||
|
||||
var ents = [];
|
||||
var spawnedEnts = [];
|
||||
|
||||
if (this.entityCache.length == 0)
|
||||
{
|
||||
// We need entities to test spawning, but we don't want to waste resources,
|
||||
// so only create them once and use as needed
|
||||
for (var i = 0; i < count; ++i)
|
||||
{
|
||||
this.entityCache.push(Engine.AddEntity(templateName));
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0; i < count; ++i)
|
||||
{
|
||||
var ent = Engine.AddEntity(templateName);
|
||||
|
||||
var ent = this.entityCache[0];
|
||||
var pos = cmpFootprint.PickSpawnPoint(ent);
|
||||
if (pos.y < 0)
|
||||
{
|
||||
// Whoops, something went wrong (maybe there wasn't any space to spawn the unit).
|
||||
// What should we do here?
|
||||
// For now, just move the unit into the middle of the building where it'll probably get stuck
|
||||
pos = cmpPosition.GetPosition();
|
||||
|
||||
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
|
||||
var notification = {"player": cmpPlayer.GetPlayerID(), "message": "Can't find free space to spawn trained unit"};
|
||||
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
||||
cmpGUIInterface.PushNotification(notification);
|
||||
// Fail: there wasn't any space to spawn the unit
|
||||
break;
|
||||
}
|
||||
|
||||
var cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
|
||||
cmpNewPosition.JumpTo(pos.x, pos.z);
|
||||
// TODO: what direction should they face in?
|
||||
|
||||
var cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
||||
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
|
||||
|
||||
var cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
|
||||
cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter();
|
||||
|
||||
ents.push(ent);
|
||||
|
||||
// Play a sound, but only for the first in the batch (to avoid nasty phasing effects)
|
||||
if (i == 0)
|
||||
PlaySound("trained", ent);
|
||||
}
|
||||
|
||||
// If a rally point is set, walk towards it (in formation)
|
||||
if (cmpRallyPoint)
|
||||
{
|
||||
var rallyPos = cmpRallyPoint.GetPosition();
|
||||
if (rallyPos)
|
||||
else
|
||||
{
|
||||
ProcessCommand(cmpOwnership.GetOwner(), {
|
||||
"type": "walk",
|
||||
"entities": ents,
|
||||
"x": rallyPos.x,
|
||||
"z": rallyPos.z,
|
||||
"queued": false
|
||||
});
|
||||
// Successfully spawned
|
||||
var cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
|
||||
cmpNewPosition.JumpTo(pos.x, pos.z);
|
||||
// TODO: what direction should they face in?
|
||||
|
||||
var cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
||||
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
|
||||
|
||||
var cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
|
||||
cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter();
|
||||
|
||||
// Play a sound, but only for the first in the batch (to avoid nasty phasing effects)
|
||||
if (spawnedEnts.length == 0)
|
||||
PlaySound("trained", ent);
|
||||
|
||||
this.entityCache.shift();
|
||||
spawnedEnts.push(ent);
|
||||
}
|
||||
}
|
||||
|
||||
Engine.PostMessage(this.entity, MT_TrainingFinished, {
|
||||
"entities": ents,
|
||||
"owner": cmpOwnership.GetOwner(),
|
||||
"metadata": metadata,
|
||||
});
|
||||
if (spawnedEnts.length > 0)
|
||||
{
|
||||
// If a rally point is set, walk towards it (in formation)
|
||||
if (cmpRallyPoint)
|
||||
{
|
||||
var rallyPos = cmpRallyPoint.GetPosition();
|
||||
if (rallyPos)
|
||||
{
|
||||
ProcessCommand(cmpOwnership.GetOwner(), {
|
||||
"type": "walk",
|
||||
"entities": spawnedEnts,
|
||||
"x": rallyPos.x,
|
||||
"z": rallyPos.z,
|
||||
"queued": false
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
Engine.PostMessage(this.entity, MT_TrainingFinished, {
|
||||
"entities": spawnedEnts,
|
||||
"owner": cmpOwnership.GetOwner(),
|
||||
"metadata": metadata,
|
||||
});
|
||||
}
|
||||
|
||||
return spawnedEnts.length;
|
||||
};
|
||||
|
||||
/*
|
||||
* Increments progress on the first batch in the training queue, and blocks the
|
||||
* queue if population limit is reached or some units failed to spawn.
|
||||
*/
|
||||
TrainingQueue.prototype.ProgressTimeout = function(data)
|
||||
{
|
||||
// Allocate the 1000msecs to as many queue items as it takes
|
||||
@ -279,14 +325,13 @@ TrainingQueue.prototype.ProgressTimeout = function(data)
|
||||
{
|
||||
// Batch's training hasn't started yet.
|
||||
// Try to reserve the necessary population slots
|
||||
if (!cmpPlayer.TryReservePopulationSlots(item.population))
|
||||
if (!cmpPlayer.TryReservePopulationSlots(item.population * item.count))
|
||||
{
|
||||
// No slots available - don't train this batch now
|
||||
// (we'll try again on the next timeout)
|
||||
|
||||
// Set flag that training queue is blocked
|
||||
cmpPlayer.BlockTrainingQueue();
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
@ -303,12 +348,40 @@ TrainingQueue.prototype.ProgressTimeout = function(data)
|
||||
break;
|
||||
}
|
||||
|
||||
// This item is finished now
|
||||
time -= item.timeRemaining;
|
||||
cmpPlayer.UnReservePopulationSlots(item.population);
|
||||
this.SpawnUnits(item.template, item.count, item.metadata);
|
||||
this.queue.shift();
|
||||
Engine.PostMessage(this.entity, MT_TrainingQueueChanged, { });
|
||||
var numSpawned = this.SpawnUnits(item.template, item.count, item.metadata);
|
||||
if (numSpawned > 0)
|
||||
{
|
||||
// This could be only partially finised
|
||||
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
|
||||
item.count -= numSpawned;
|
||||
Engine.PostMessage(this.entity, MT_TrainingQueueChanged, { });
|
||||
}
|
||||
|
||||
if (item.count == 0)
|
||||
{
|
||||
// All entities spawned, this batch finished
|
||||
time -= item.timeRemaining;
|
||||
this.queue.shift();
|
||||
// Unset flag that training queue is blocked
|
||||
cmpPlayer.UnBlockTrainingQueue();
|
||||
this.spawnNotified = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Some entities failed to spawn
|
||||
// Set flag that training queue is blocked
|
||||
cmpPlayer.BlockTrainingQueue();
|
||||
|
||||
if (!this.spawnNotified)
|
||||
{
|
||||
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
|
||||
var notification = {"player": cmpPlayer.GetPlayerID(), "message": "Can't find free space to spawn trained units" };
|
||||
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
||||
cmpGUIInterface.PushNotification(notification);
|
||||
this.spawnNotified = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If the queue's empty, delete the timer, else repeat it
|
||||
|
Loading…
Reference in New Issue
Block a user