historic_bruno
f378e2e651
Implements build limits. See #687. Implements autorotation for dock placement. Fixes unit spawning to consider terrain passability. See #893. Adds new passability criteria based on distance from shore. Updates build restrictions on some templates. Changes unit spawning search to 4 tiles away from foundation. Changes garrison/training spawn failure to nicer UI notification. This was SVN commit r9970.
103 lines
3.2 KiB
JavaScript
103 lines
3.2 KiB
JavaScript
function BuildLimits() {}
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BuildLimits.prototype.Schema =
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"<a:help>Specifies per category limits on number of buildings that can be constructed for each player.</a:help>" +
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"<a:example>" +
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"<Limits>" +
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"<CivilCentre/>" +
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"<ScoutTower>20</ScoutTower>" +
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"<Fortress>5</Fortress>" +
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"<Special>" +
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"<LimitPerCivCentre>1</LimitPerCivCentre>" +
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"</Special>" +
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"</Limits>" +
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"</a:example>" +
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"<element name='LimitMultiplier'>" +
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"<ref name='positiveDecimal'/>" +
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"</element>" +
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"<element name='Limits'>" +
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"<zeroOrMore>" +
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"<element a:help='Specifies a category of building on which to apply this limit. See BuildRestrictions for list of categories.'>" +
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"<anyName />" +
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"<choice>" +
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"<text />" +
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"<element name='LimitPerCivCentre' a:help='Specifies that this limit is per number of civil centres.'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"</choice>" +
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"</element>" +
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"</zeroOrMore>" +
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"</element>";
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/*
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* TODO: Use an inheriting player_{civ}.xml template for civ-specific limits
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*/
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BuildLimits.prototype.Init = function()
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{
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this.limit = [];
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this.count = [];
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for (var category in this.template.Limits)
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{
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this.limit[category] = this.template.Limits[category];
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this.count[category] = 0;
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}
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};
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BuildLimits.prototype.IncrementCount = function(category)
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{
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if (this.count[category] !== undefined)
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{
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this.count[category]++;
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}
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};
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BuildLimits.prototype.DecrementCount = function(category)
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{
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if (this.count[category] !== undefined)
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{
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this.count[category]--;
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}
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};
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BuildLimits.prototype.AllowedToBuild = function(category)
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{
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// TODO: The UI should reflect this before the user tries to place the building,
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// since the limits are independent of placement location
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// Allow unspecified categories and those with no limit
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if (this.count[category] === undefined || this.limit[category] === undefined)
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{
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return true;
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}
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// Rather than complicating the schema unecessarily, just handle special cases here
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if (this.limit[category].LimitPerCivCentre !== undefined)
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{
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if (this.count[category] >= this.count["CivilCentre"] * this.limit[category].LimitPerCivCentre)
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{
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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var notification = {"player": cmpPlayer.GetPlayerID(), "message": category+" build limit of "+this.limit[category].LimitPerCivCentre+" per civil centre reached"};
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var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGUIInterface.PushNotification(notification);
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return false;
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}
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}
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else if (this.count[category] >= this.limit[category])
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{
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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var notification = {"player": cmpPlayer.GetPlayerID(), "message": category+" build limit of "+this.limit[category]+ " reached"};
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var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGUIInterface.PushNotification(notification);
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return false;
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}
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return true;
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};
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Engine.RegisterComponentType(IID_BuildLimits, "BuildLimits", BuildLimits);
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