function TechnologyManager() {} TechnologyManager.prototype.Schema = ""; TechnologyManager.prototype.Serialize = function() { // The modifications cache will be affected by property reads from the GUI and other places so we shouldn't // serialize it. var ret = {}; for (var i in this) { if (this.hasOwnProperty(i)) ret[i] = this[i]; } ret.modificationCache = {}; return ret; }; TechnologyManager.prototype.Init = function() { this.researchedTechs = {}; // technologies which have been researched this.researchQueued = {}; // technologies which are queued for research this.researchStarted = {}; // technologies which are being researched currently (non-queued) // This stores the modifications to unit stats from researched technologies // Example data: {"ResourceGatherer/Rates/food.grain": [ // {"multiply": 1.15, "affects": ["Female", "Infantry Swordsman"]}, // {"add": 2} // ]} this.modifications = {}; this.modificationCache = {}; // Caches the values after technologies have been applied // e.g. { "Attack/Melee/Hack" : {5: {"origValue": 8, "newValue": 10}, 7: {"origValue": 9, "newValue": 12}, ...}, ...} // where 5 and 7 are entity id's this.typeCounts = {}; // stores the number of entities of each type this.classCounts = {}; // stores the number of entities of each Class this.typeCountsByClass = {}; // stores the number of entities of each type for each class i.e. // {"someClass": {"unit/spearman": 2, "unit/cav": 5} "someOtherClass":...} // Some technologies are automatically researched when their conditions are met. They have no cost and are // researched instantly. This allows civ bonuses and more complicated technologies. this.autoResearchTech = {}; var allTechs = Engine.QueryInterface(SYSTEM_ENTITY, IID_TechnologyTemplateManager).GetAllTechs(); for (var key in allTechs) { if (allTechs[key].autoResearch || allTechs[key].top) this.autoResearchTech[key] = allTechs[key]; } }; TechnologyManager.prototype.OnUpdate = function() { this.UpdateAutoResearch(); } // This function checks if the requirements of any autoresearch techs are met and if they are it researches them TechnologyManager.prototype.UpdateAutoResearch = function() { var cmpTechTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TechnologyTemplateManager); for (var key in this.autoResearchTech) { var tech = cmpTechTempMan.GetTemplate(key); if ((tech.autoResearch && this.CanResearch(key)) || (tech.top && (this.IsTechnologyResearched(tech.top) || this.IsTechnologyResearched(tech.bottom)))) { delete this.autoResearchTech[key]; this.ResearchTechnology(key); return; // We will have recursively handled any knock-on effects so can just return } } } TechnologyManager.prototype.GetTechnologyTemplate = function(tech) { return Engine.QueryInterface(SYSTEM_ENTITY, IID_TechnologyTemplateManager).GetTemplate(tech); }; // Checks an entity template to see if its technology requirements have been met TechnologyManager.prototype.CanProduce = function (templateName) { var cmpTempManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTempManager.GetTemplate(templateName); if (template.Identity && template.Identity.RequiredTechnology) return this.IsTechnologyResearched(template.Identity.RequiredTechnology); else return true; // If there is no required technology then this entity can be produced }; TechnologyManager.prototype.IsTechnologyResearched = function(tech) { return (this.researchedTechs[tech] !== undefined); }; // Checks the requirements for a technology to see if it can be researched at the current time TechnologyManager.prototype.CanResearch = function(tech) { var template = this.GetTechnologyTemplate(tech); if (!template) { warn("Technology \"" + tech + "\" does not exist"); return false; } // The technology which this technology supersedes is required if (template.supersedes && !this.IsTechnologyResearched(template.supersedes)) return false; if (template.top && this.IsInProgress(template.top) || template.bottom && this.IsInProgress(template.bottom)) return false; if (template.pair && !this.CanResearch(template.pair)) return false; if (this.IsInProgress(tech)) return false; if (this.IsTechnologyResearched(tech)) return false; return this.CheckTechnologyRequirements(template.requirements || null); }; // Private function for checking a set of requirements is met TechnologyManager.prototype.CheckTechnologyRequirements = function(reqs) { // If there are no requirements then all requirements are met if (!reqs) return true; if (reqs.tech) { return this.IsTechnologyResearched(reqs.tech); } else if (reqs.all) { for (var i = 0; i < reqs.all.length; i++) { if (!this.CheckTechnologyRequirements(reqs.all[i])) return false; } return true; } else if (reqs.any) { for (var i = 0; i < reqs.any.length; i++) { if (this.CheckTechnologyRequirements(reqs.any[i])) return true; } return false; } else if (reqs.class) { if (reqs.numberOfTypes) { if (this.typeCountsByClass[reqs.class]) return (reqs.numberOfTypes <= Object.keys(this.typeCountsByClass[reqs.class]).length); else return false; } else if (reqs.number) { if (this.classCounts[reqs.class]) return (reqs.number <= this.classCounts[reqs.class]); else return false; } } else if (reqs.civ) { var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); if (cmpPlayer && cmpPlayer.GetCiv() == reqs.civ) return true; else return false; } // The technologies requirements are not a recognised format error("Bad requirements " + uneval(reqs)); return false; }; TechnologyManager.prototype.OnGlobalOwnershipChanged = function(msg) { // This automatically updates typeCounts, classCounts and typeCountsByClass var playerID = (Engine.QueryInterface(this.entity, IID_Player)).GetPlayerID(); if (msg.to == playerID) { var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTemplateManager.GetCurrentTemplateName(msg.entity); this.typeCounts[template] = this.typeCounts[template] || 0; this.typeCounts[template] += 1; var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity); if (!cmpIdentity) return; var classes = cmpIdentity.GetClassesList(); // don't use foundations for the class counts but check if techs apply (e.g. health increase) if (!Engine.QueryInterface(msg.entity, IID_Foundation)) { for (var i in classes) { this.classCounts[classes[i]] = this.classCounts[classes[i]] || 0; this.classCounts[classes[i]] += 1; this.typeCountsByClass[classes[i]] = this.typeCountsByClass[classes[i]] || {}; this.typeCountsByClass[classes[i]][template] = this.typeCountsByClass[classes[i]][template] || 0; this.typeCountsByClass[classes[i]][template] += 1; } } // Newly created entity, check if any researched techs might apply // (only do this for new entities because even if an entity is converted or captured, // we want it to maintain whatever technologies previously applied) if (msg.from == -1) { var modifiedComponents = {}; for (var name in this.modifications) { // We only need to find one one tech per component for a match var modifications = this.modifications[name]; var component = name.split("/")[0]; for (var i in modifications) if (DoesModificationApply(modifications[i], classes)) { if (!modifiedComponents[component]) modifiedComponents[component] = []; modifiedComponents[component].push(name); } } // Send mesage(s) to the entity so it knows about researched techs for (var component in modifiedComponents) Engine.PostMessage(msg.entity, MT_ValueModification, { "entities": [msg.entity], "component": component, "valueNames": modifiedComponents[component] }); } } if (msg.from == playerID) { var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTemplateManager.GetCurrentTemplateName(msg.entity); this.typeCounts[template] -= 1; if (this.typeCounts[template] <= 0) delete this.typeCounts[template]; // don't use foundations for the class counts if (!Engine.QueryInterface(msg.entity, IID_Foundation)) { var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity); if (cmpIdentity) { var classes = cmpIdentity.GetClassesList(); for (var i in classes) { this.classCounts[classes[i]] -= 1; if (this.classCounts[classes[i]] <= 0) delete this.classCounts[classes[i]]; this.typeCountsByClass[classes[i]][template] -= 1; if (this.typeCountsByClass[classes[i]][template] <= 0) delete this.typeCountsByClass[classes[i]][template]; } } } this.clearModificationCache(msg.entity); } }; // Marks a technology as researched. Note that this does not verify that the requirements are met. TechnologyManager.prototype.ResearchTechnology = function(tech) { this.StoppedResearch(tech); // The tech is no longer being currently researched var template = this.GetTechnologyTemplate(tech); if (!template) { error("Tried to research invalid technology: " + uneval(tech)); return; } var modifiedComponents = {}; this.researchedTechs[tech] = template; // store the modifications in an easy to access structure if (template.modifications) { var affects = []; if (template.affects && template.affects.length > 0) { for (var i in template.affects) { // Put the list of classes into an array for convenient access affects.push(template.affects[i].split(/\s+/)); } } else { affects.push([]); } // We add an item to this.modifications for every modification in the template.modifications array for (var i in template.modifications) { var modification = template.modifications[i]; if (!this.modifications[modification.value]) this.modifications[modification.value] = []; var modAffects = affects.slice(); if (modification.affects) { var extraAffects = modification.affects.split(/\s+/); for (var a in modAffects) modAffects[a] = modAffects[a].concat(extraAffects); } var mod = {"affects": modAffects}; // copy the modification data into our new data structure for (var j in modification) if (j !== "value" && j !== "affects") mod[j] = modification[j]; this.modifications[modification.value].push(mod); var component = modification.value.split("/")[0]; if (!modifiedComponents[component]) modifiedComponents[component] = []; modifiedComponents[component].push(modification.value); this.modificationCache[modification.value] = {}; } } this.UpdateAutoResearch(); var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player); if (!cmpPlayer || cmpPlayer.GetPlayerID() === undefined) return; var playerID = cmpPlayer.GetPlayerID(); var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var ents = cmpRangeManager.GetEntitiesByPlayer(playerID); // Change the EntityLimit if any var cmpPlayerEntityLimits = QueryPlayerIDInterface(playerID, IID_EntityLimits); if (cmpPlayerEntityLimits) cmpPlayerEntityLimits.UpdateLimitsFromTech(tech); // Call the related trigger event var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); cmpTrigger.CallEvent("ResearchFinished", {"player": playerID, "tech": tech}); for (var component in modifiedComponents) { Engine.PostMessage(SYSTEM_ENTITY, MT_TemplateModification, { "player": playerID, "component": component, "valueNames": modifiedComponents[component]}); Engine.BroadcastMessage(MT_ValueModification, { "entities": ents, "component": component, "valueNames": modifiedComponents[component]}); } }; // Clears the cached data for an entity from the modifications cache TechnologyManager.prototype.clearModificationCache = function(ent) { for (var valueName in this.modificationCache) delete this.modificationCache[valueName][ent]; }; // Caching layer in front of ApplyModificationsWorker // Note: be careful with the type of curValue, if it should be a numerical // value and is derived from template data, you must convert the string // from the template to a number using the + operator, before calling // this function! TechnologyManager.prototype.ApplyModifications = function(valueName, curValue, ent) { if (!this.modificationCache[valueName]) this.modificationCache[valueName] = {}; if (!this.modificationCache[valueName][ent] || this.modificationCache[valueName][ent].origValue != curValue) { this.modificationCache[valueName][ent] = {"origValue": curValue}; var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var templateName = cmpTemplateManager.GetCurrentTemplateName(ent); // Ensure that preview or construction entites have the same properties as the final building if (templateName.indexOf("preview|") > -1 || templateName.indexOf("construction|") > -1 ) templateName = templateName.slice(templateName.indexOf("|") + 1); this.modificationCache[valueName][ent].newValue = GetTechModifiedProperty(this.modifications, cmpTemplateManager.GetTemplate(templateName), valueName, curValue); } return this.modificationCache[valueName][ent].newValue; }; // Alternative version of ApplyModifications, applies to templates instead of entities TechnologyManager.prototype.ApplyModificationsTemplate = function(valueName, curValue, template) { return GetTechModifiedProperty(this.modifications, template, valueName, curValue); }; // Marks a technology as being queued for research TechnologyManager.prototype.QueuedResearch = function(tech, researcher) { this.researchQueued[tech] = researcher; }; // Marks a technology as actively being researched TechnologyManager.prototype.StartedResearch = function(tech) { this.researchStarted[tech] = true; }; // Marks a technology as not being currently researched TechnologyManager.prototype.StoppedResearch = function(tech) { delete this.researchQueued[tech]; delete this.researchStarted[tech]; }; // Checks whether a technology is set to be researched TechnologyManager.prototype.IsInProgress = function(tech) { if (this.researchQueued[tech]) return true; else return false; }; // Get all techs that are currently being researched TechnologyManager.prototype.GetTechsStarted = function() { return this.researchStarted; }; // Gets the entity currently researching a technology TechnologyManager.prototype.GetResearcher = function(tech) { if (this.researchQueued[tech]) return this.researchQueued[tech]; return undefined; }; // Get helper data for tech modifications TechnologyManager.prototype.GetTechModifications = function() { return this.modifications; }; // called by GUIInterface for PlayerData. AI use. TechnologyManager.prototype.GetQueuedResearch = function() { return this.researchQueued; }; TechnologyManager.prototype.GetStartedResearch = function() { return this.researchStarted; }; TechnologyManager.prototype.GetResearchedTechs = function() { return this.researchedTechs; }; TechnologyManager.prototype.GetClassCounts = function() { return this.classCounts; }; TechnologyManager.prototype.GetTypeCountsByClass = function() { return this.typeCountsByClass; }; Engine.RegisterComponentType(IID_TechnologyManager, "TechnologyManager", TechnologyManager);