function BuildLimits() {}
BuildLimits.prototype.Schema =
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
BuildLimits.prototype.Init = function()
{
this.limits = [];
this.unitCount = [];
for (var category in this.template.Limits)
{
this.limits[category] = this.template.Limits[category];
this.unitCount[category] = 0;
}
};
BuildLimits.prototype.IncrementCount = function(category)
{
if (this.unitCount[category] !== undefined)
this.unitCount[category]++;
};
BuildLimits.prototype.DecrementCount = function(category)
{
if (this.unitCount[category] !== undefined)
this.unitCount[category]--;
};
BuildLimits.prototype.AllowedToBuild = function(category)
{
if (this.unitCount[category])
{
if (this.unitCount[category] >= this.limits[category])
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
var notification = {"player": cmpPlayer.GetPlayerID(), "message": "Build limit reached for this building"};
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification(notification);
return false;
}
else
return true;
}
else
{
//Check here for terrain
return true;
}
};
Engine.RegisterComponentType(IID_BuildLimits, "BuildLimits", BuildLimits);