1
0
forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/Builder.js

79 lines
2.5 KiB
JavaScript

function Builder() {}
Builder.prototype.Schema =
"<a:help>Allows the unit to construct and repair buildings.</a:help>" +
"<a:example>" +
"<Rate>1.0</Rate>" +
"<Entities datatype='tokens'>" +
"\n structures/{civ}_barracks\n structures/{civ}_civil_centre\n structures/celt_sb1\n " +
"</Entities>" +
"</a:example>" +
"<element name='Rate' a:help='Construction speed multiplier (1.0 is normal speed, higher values are faster)'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='Entities' a:help='Space-separated list of entity template names that this unit can build. The special string \"{civ}\" will be automatically replaced by the unit&apos;s four-character civ code. This element can also be empty, in which case no new foundations may be placed by the unit, but they can still repair existing buildings'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>";
Builder.prototype.Init = function()
{
};
Builder.prototype.Serialize = null; // we have no dynamic state to save
Builder.prototype.GetEntitiesList = function()
{
var entities = [];
var string = this.template.Entities._string;
if (string)
{
// Replace the "{civ}" codes with this entity's civ ID
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
if (cmpIdentity)
string = string.replace(/\{civ\}/g, cmpIdentity.GetCiv());
entities = string.split(/\s+/);
}
return entities;
};
Builder.prototype.GetRange = function()
{
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
var max = 2;
if (cmpObstruction)
max += cmpObstruction.GetUnitRadius();
return { "max": max, "min": 0 };
};
/**
* Build/repair the target entity. This should only be called after a successful range check.
* It should be called at a rate of once per second.
* Returns obj with obj.finished==true if this is a repair and it's fully repaired.
*/
Builder.prototype.PerformBuilding = function(target)
{
var rate = ApplyValueModificationsToEntity("Builder/Rate", +this.template.Rate, this.entity);
// If it's a foundation, then build it
var cmpFoundation = Engine.QueryInterface(target, IID_Foundation);
if (cmpFoundation)
{
cmpFoundation.Build(this.entity, rate);
return;
}
// Otherwise try to repair it
var cmpHealth = Engine.QueryInterface(target, IID_Health);
if (cmpHealth)
{
cmpHealth.Repair(this.entity, rate);
return;
}
};
Engine.RegisterComponentType(IID_Builder, "Builder", Builder);