function Foundation() {} Foundation.prototype.Init = function() { this.buildProgress = 0.0; // 0 <= progress <= 1 }; 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.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); } }; /** * 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 if (this.buildProgress == 1.0) return 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(); // 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 cmpHealth = Engine.QueryInterface(this.entity, IID_Health); var cmpBuildingHealth = Engine.QueryInterface(building, IID_Health); cmpBuildingHealth.SetHitpoints(cmpHealth.GetHitpoints()); Engine.DestroyEntity(this.entity); return true; } else { return false; } }; Engine.RegisterComponentType(IID_Foundation, "Foundation", Foundation);