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

328 lines
12 KiB
JavaScript

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;
// 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
this.buildMultiplier = 1; // Multiplier for the amount of work builders do.
this.previewEntity = INVALID_ENTITY;
};
Foundation.prototype.UpdateTimeout = function()
{
this.numRecentBuilders = this.recentBuilders.length;
this.recentBuilders = [];
this.SetBuildMultiplier();
Engine.QueryInterface(this.entity, IID_Visual).SetVariable("numbuilders", this.numRecentBuilders);
};
Foundation.prototype.InitialiseConstruction = function(owner, template)
{
this.finalTemplateName = template;
// 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;
// Remember our cost here, so if it changes after construction begins (from technologies)
// we will use the correct values to refund partial construction costs
var cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
this.costs = cmpCost.GetResourceCosts();
this.initialised = true;
};
/**
* Moving the revelation logic from Build to here makes the building sink if
* it is attacked.
*/
Foundation.prototype.OnHealthChanged = function(msg)
{
// Gradually reveal the final building preview
var cmpPreviewVisual = Engine.QueryInterface(this.previewEntity, IID_Visual);
if (cmpPreviewVisual)
cmpPreviewVisual.SetConstructionProgress(this.GetBuildProgress());
Engine.PostMessage(this.entity, MT_FoundationProgressChanged, { "to": this.GetBuildPercentage() });
};
/**
* Returns the current build progress in a [0,1] range.
*/
Foundation.prototype.GetBuildProgress = function()
{
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health)
var hitpoints = cmpHealth.GetHitpoints();
var maxHitpoints = cmpHealth.GetMaxHitpoints();
return (hitpoints / maxHitpoints);
};
Foundation.prototype.GetBuildPercentage = function()
{
return Math.floor(this.GetBuildProgress() * 100);
};
Foundation.prototype.IsFinished = function()
{
return (this.GetBuildProgress() == 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.previewEntity != INVALID_ENTITY)
{
Engine.DestroyEntity(this.previewEntity);
this.previewEntity = INVALID_ENTITY;
}
if (this.IsFinished())
return;
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(this.owner), IID_Player);
for (var r in this.costs)
{
var scaled = Math.floor(this.costs[r] * (1.0 - this.GetBuildProgress()));
if (scaled)
{
cmpPlayer.AddResource(r, scaled);
var cmpStatisticsTracker = QueryPlayerIDInterface(this.owner, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceUsedCounter(r, -scaled);
}
}
// Reset the timer
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
};
/**
* Adds a builder to the counter. Used indirectly by UnitAI to signal that
* a unit has started the construction timer and will actually build soon.
*/
Foundation.prototype.AddBuilder = function(builderEnt)
{
if (this.recentBuilders.indexOf(builderEnt) != -1)
return;
this.recentBuilders.push(builderEnt);
if (this.recentBuilders.length > this.numRecentBuilders)
{
this.numRecentBuilders = this.recentBuilders.length;
this.SetBuildMultiplier();
}
};
/**
* Sets the build rate multiplier, which is applied to all builders.
*/
Foundation.prototype.SetBuildMultiplier = function()
{
// Yields a total rate of construction equal to numRecentBuilders^0.7
this.buildMultiplier = Math.pow(this.numRecentBuilders, 0.7) / this.numRecentBuilders;
};
/**
* 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.GetBuildProgress() == 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.GetEntityCollisions(true, true);
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, false, -1);
}
// Switch foundation to scaffold variant
var cmpFoundationVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpFoundationVisual)
cmpFoundationVisual.SelectAnimation("scaffold", false, 1.0, "");
// Create preview entity and copy various parameters from the foundation
if (cmpFoundationVisual && cmpFoundationVisual.HasConstructionPreview())
{
this.previewEntity = Engine.AddEntity("construction|"+this.finalTemplateName);
var cmpFoundationOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpPreviewOwnership = Engine.QueryInterface(this.previewEntity, IID_Ownership);
cmpPreviewOwnership.SetOwner(cmpFoundationOwnership.GetOwner());
// Initially hide the preview underground
var cmpPreviewVisual = Engine.QueryInterface(this.previewEntity, IID_Visual);
if (cmpPreviewVisual)
{
cmpPreviewVisual.SetConstructionProgress(0.0);
cmpPreviewVisual.SetActorSeed(cmpFoundationVisual.GetActorSeed());
}
var cmpFoundationPosition = Engine.QueryInterface(this.entity, IID_Position);
var pos = cmpFoundationPosition.GetPosition();
var rot = cmpFoundationPosition.GetRotation();
var cmpPreviewPosition = Engine.QueryInterface(this.previewEntity, IID_Position);
cmpPreviewPosition.SetYRotation(rot.y);
cmpPreviewPosition.SetXZRotation(rot.x, rot.z);
cmpPreviewPosition.JumpTo(pos.x, pos.z);
}
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.AddBuilder(builderEnt);
// Add an appropriate proportion of hitpoints
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
var maxHealth = cmpHealth.GetMaxHitpoints();
var deltaHP = Math.max(work, Math.min(maxHealth, Math.floor(maxHealth * (amount * this.buildMultiplier))));
if (deltaHP > 0)
{
cmpHealth.Increase(deltaHP);
}
if (this.GetBuildProgress() >= 1.0)
{
// Finished construction
// Create the real entity
var building = Engine.AddEntity(this.finalTemplateName);
// Copy various parameters from the foundation
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
var cmpBuildingVisual = Engine.QueryInterface(building, IID_Visual)
if (cmpVisual && cmpBuildingVisual)
cmpBuildingVisual.SetActorSeed(cmpVisual.GetActorSeed());
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());
// ----------------------------------------------------------------------
// Copy over the obstruction control group IDs from the foundation entities. This is needed to ensure that when a foundation
// is completed and replaced by a new entity, it remains in the same control group(s) as any other foundation entities that
// may surround it. This is the mechanism that is used to e.g. enable wall pieces to be built closely together, ignoring their
// mutual obstruction shapes (since they would otherwise be prevented from being built so closely together). If the control
// groups are not copied over, the new entity will default to a new control group containing only itself, and will hence block
// construction of any surrounding foundations that it was previously in the same control group with.
// Note that this will result in the completed building entities having control group IDs that equal entity IDs of old (and soon
// to be deleted) foundation entities. This should not have any consequences, however, since the control group IDs are only meant
// to be unique identifiers, which is still true when reusing the old ones.
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
var cmpBuildingObstruction = Engine.QueryInterface(building, IID_Obstruction);
cmpBuildingObstruction.SetControlGroup(cmpObstruction.GetControlGroup());
cmpBuildingObstruction.SetControlGroup2(cmpObstruction.GetControlGroup2());
// ----------------------------------------------------------------------
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);