244 lines
9.4 KiB
JavaScript
244 lines
9.4 KiB
JavaScript
function Foundation() {}
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Foundation.prototype.Schema =
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"<a:component type='internal'/><empty/>";
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Foundation.prototype.Init = function()
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{
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// Foundations are initially 'uncommitted' and do not block unit movement at all
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// (to prevent players exploiting free foundations to confuse enemy units).
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// The first builder to reach the uncommitted foundation will tell friendly units
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// and animals to move out of the way, then will commit the foundation and enable
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// its obstruction once there's nothing in the way.
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this.committed = false;
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this.buildProgress = 0.0; // 0 <= progress <= 1
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// Set up a timer so we can count the number of builders in a 1-second period.
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// (We assume each builder only builds once per second, which is what UnitAI
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// implements.)
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.timer = cmpTimer.SetInterval(this.entity, IID_Foundation, "UpdateTimeout", 1000, 1000, {});
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this.recentBuilders = []; // builder entities since the last timeout
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this.numRecentBuilders = 0; // number of builder entities as of the last timeout
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};
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Foundation.prototype.UpdateTimeout = function()
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{
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this.numRecentBuilders = this.recentBuilders.length;
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this.recentBuilders = [];
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Engine.QueryInterface(this.entity, IID_Visual).SetVariable("numbuilders", this.numRecentBuilders);
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};
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Foundation.prototype.InitialiseConstruction = function(owner, template)
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{
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var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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this.finalTemplateName = template;
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this.addedHitpoints = cmpHealth.GetHitpoints();
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this.maxHitpoints = cmpHealth.GetMaxHitpoints();
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// We need to know the owner in OnDestroy, but at that point the entity has already been
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// decoupled from its owner, so we need to remember it in here (and assume it won't change)
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this.owner = owner;
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// Remember our cost here, so if it changes after construction begins (from technologies)
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// we will use the correct values to refund partial construction costs
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var cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
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this.costs = cmpCost.GetResourceCosts();
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this.initialised = true;
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};
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Foundation.prototype.GetBuildPercentage = function()
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{
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return Math.floor(this.buildProgress * 100);
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};
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Foundation.prototype.IsFinished = function()
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{
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return (this.buildProgress >= 1.0);
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};
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Foundation.prototype.OnDestroy = function()
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{
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// Refund a portion of the construction cost, proportional to the amount of build progress remaining
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if (!this.initialised) // this happens if the foundation was destroyed because the player had insufficient resources
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return;
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if (this.buildProgress == 1.0)
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return;
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(this.owner), IID_Player);
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for (var r in this.costs)
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{
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var scaled = Math.floor(this.costs[r] * (1.0 - this.buildProgress));
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if (scaled)
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cmpPlayer.AddResource(r, scaled);
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}
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// Reset the timer
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.timer);
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};
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/**
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* Perform some number of seconds of construction work.
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* Returns true if the construction is completed.
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*/
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Foundation.prototype.Build = function(builderEnt, work)
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{
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// Do nothing if we've already finished building
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// (The entity will be destroyed soon after completion so
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// this won't happen much)
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if (this.buildProgress == 1.0)
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return;
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// Handle the initial 'committing' of the foundation
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if (!this.committed)
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{
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var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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if (cmpObstruction && cmpObstruction.GetBlockMovementFlag())
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{
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// If there's any units in the way, ask them to move away
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// and return early from this method.
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// Otherwise enable this obstruction so it blocks any further
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// units, and continue building.
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var collisions = cmpObstruction.GetEntityCollisions(true, true);
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if (collisions.length)
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{
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for each (var ent in collisions)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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if (cmpUnitAI)
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cmpUnitAI.LeaveFoundation(this.entity);
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else
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{
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// If obstructing fauna is gaia but doesn't have UnitAI, just destroy it
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var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
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var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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if (cmpOwnership && cmpIdentity && cmpOwnership.GetOwner() == 0 && cmpIdentity.HasClass("Animal"))
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Engine.DestroyEntity(ent);
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}
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// TODO: What if an obstruction has no UnitAI?
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}
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// TODO: maybe we should tell the builder to use a special
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// animation to indicate they're waiting for people to get
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// out the way
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return;
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}
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// The obstruction always blocks new foundations/construction,
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// but we've temporarily allowed units to walk all over it
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// (via CCmpTemplateManager). Now we need to remove that temporary
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// blocker-disabling, so that we'll perform standard unit blocking instead.
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cmpObstruction.SetDisableBlockMovementPathfinding(false, false, -1);
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}
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this.committed = true;
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}
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// Calculate the amount of progress that will be added (where 1.0 = completion)
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var cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
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var amount = work / cmpCost.GetBuildTime();
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// Record this builder so we can count the total number
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this.recentBuilders.push(builderEnt);
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// TODO: implement some kind of diminishing returns for multiple builders.
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// e.g. record the set of entities that build this, then every ~2 seconds
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// count them (and reset the list), and apply some function to the count to get
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// a factor, and apply that factor here.
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this.buildProgress += amount;
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if (this.buildProgress > 1.0)
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this.buildProgress = 1.0;
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Engine.PostMessage(this.entity, MT_FoundationProgressChanged, { "to": this.GetBuildPercentage() });
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// Add an appropriate proportion of hitpoints
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var targetHP = Math.max(0, Math.min(this.maxHitpoints, Math.floor(this.maxHitpoints * this.buildProgress)));
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var deltaHP = targetHP - this.addedHitpoints;
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if (deltaHP > 0)
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{
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var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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cmpHealth.Increase(deltaHP);
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this.addedHitpoints += deltaHP;
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}
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if (this.buildProgress >= 1.0)
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{
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// Finished construction
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// Create the real entity
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var building = Engine.AddEntity(this.finalTemplateName);
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// Copy various parameters from the foundation
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var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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var cmpBuildingPosition = Engine.QueryInterface(building, IID_Position);
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var pos = cmpPosition.GetPosition();
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cmpBuildingPosition.JumpTo(pos.x, pos.z);
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var rot = cmpPosition.GetRotation();
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cmpBuildingPosition.SetYRotation(rot.y);
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cmpBuildingPosition.SetXZRotation(rot.x, rot.z);
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// TODO: should add a ICmpPosition::CopyFrom() instead of all this
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// ----------------------------------------------------------------------
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var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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var cmpBuildingOwnership = Engine.QueryInterface(building, IID_Ownership);
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cmpBuildingOwnership.SetOwner(cmpOwnership.GetOwner());
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// ----------------------------------------------------------------------
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// Copy over the obstruction control group IDs from the foundation entities. This is needed to ensure that when a foundation
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// is completed and replaced by a new entity, it remains in the same control group(s) as any other foundation entities that
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// may surround it. This is the mechanism that is used to e.g. enable wall pieces to be built closely together, ignoring their
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// mutual obstruction shapes (since they would otherwise be prevented from being built so closely together). If the control
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// groups are not copied over, the new entity will default to a new control group containing only itself, and will hence block
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// construction of any surrounding foundations that it was previously in the same control group with.
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// Note that this will result in the completed building entities having control group IDs that equal entity IDs of old (and soon
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// to be deleted) foundation entities. This should not have any consequences, however, since the control group IDs are only meant
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// to be unique identifiers, which is still true when reusing the old ones.
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var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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var cmpBuildingObstruction = Engine.QueryInterface(building, IID_Obstruction);
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cmpBuildingObstruction.SetControlGroup(cmpObstruction.GetControlGroup());
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cmpBuildingObstruction.SetControlGroup2(cmpObstruction.GetControlGroup2());
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// ----------------------------------------------------------------------
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var cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
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cmpPlayerStatisticsTracker.IncreaseConstructedBuildingsCounter();
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var cmpIdentity = Engine.QueryInterface(building, IID_Identity);
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if (cmpIdentity.GetClassesList().indexOf("CivCentre") != -1)
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cmpPlayerStatisticsTracker.IncreaseBuiltCivCentresCounter();
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var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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var cmpBuildingHealth = Engine.QueryInterface(building, IID_Health);
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cmpBuildingHealth.SetHitpoints(cmpHealth.GetHitpoints());
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PlaySound("constructed", building);
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Engine.PostMessage(this.entity, MT_ConstructionFinished,
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{ "entity": this.entity, "newentity": building });
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Engine.BroadcastMessage(MT_EntityRenamed, { entity: this.entity, newentity: building });
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Engine.DestroyEntity(this.entity);
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}
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};
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Engine.RegisterComponentType(IID_Foundation, "Foundation", Foundation);
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