function ResourceGatherer() {} ResourceGatherer.prototype.Schema = "Lets the unit gather resources from entities that have the ResourceSupply component." + "" + "2.0" + "1.0" + "" + "1" + "3" + "3" + "2" + "" + "" + "10" + "10" + "10" + "10" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""; ResourceGatherer.prototype.Init = function() { this.carrying = {}; // { generic type: integer amount currently carried } // (Note that this component supports carrying multiple types of resources, // each with an independent capacity, but the rest of the game currently // ensures and assumes we'll only be carrying one type at once) // The last exact type gathered, so we can render appropriate props this.lastCarriedType = undefined; // { generic, specific } }; /** * Returns data about what resources the unit is currently carrying, * in the form [ {"type":"wood", "amount":7, "max":10} ] */ ResourceGatherer.prototype.GetCarryingStatus = function() { var ret = []; for (var type in this.carrying) { ret.push({ "type": type, "amount": this.carrying[type], "max": +this.GetCapacities()[type] }); } return ret; }; /** * Used to instantly give resources to unit * @param resources The same structure as returned form GetCarryingStatus */ ResourceGatherer.prototype.GiveResources = function(resources) { for each (var resource in resources) { this.carrying[resource.type] = +(resource.amount); } Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() }); }; /** * Returns the generic type of one particular resource this unit is * currently carrying, or undefined if none. */ ResourceGatherer.prototype.GetMainCarryingType = function() { // Return the first key, if any for (var type in this.carrying) return type; return undefined; }; /** * Returns the exact resource type we last picked up, as long as * we're still carrying something similar enough, in the form * { generic, specific } */ ResourceGatherer.prototype.GetLastCarriedType = function() { if (this.lastCarriedType && this.lastCarriedType.generic in this.carrying) return this.lastCarriedType; else return undefined; }; ResourceGatherer.prototype.GetGatherRates = function() { var ret = {}; var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player); var baseSpeed = ApplyValueModificationsToEntity("ResourceGatherer/BaseSpeed", +this.template.BaseSpeed, this.entity) * cmpPlayer.GetGatherRateMultiplier(); for (var r in this.template.Rates) { var rate = ApplyValueModificationsToEntity("ResourceGatherer/Rates/" + r, +this.template.Rates[r], this.entity); ret[r] = rate * baseSpeed; } return ret; }; ResourceGatherer.prototype.GetCapacities = function() { var ret = {}; for (var r in this.template.Capacities) { ret[r] = ApplyValueModificationsToEntity("ResourceGatherer/Capacities/" + r, +this.template.Capacities[r], this.entity); } return ret; }; ResourceGatherer.prototype.GetRange = function() { return { "max": +this.template.MaxDistance, "min": 0 }; // maybe this should depend on the unit or target or something? }; /** * Try to gather treasure * @return 'true' if treasure is successfully gathered and 'false' in the other case */ ResourceGatherer.prototype.TryInstantGather = function(target) { var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply); var type = cmpResourceSupply.GetType(); if (type.generic != "treasure") return false; var status = cmpResourceSupply.TakeResources(cmpResourceSupply.GetCurrentAmount()); var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player); cmpPlayer.AddResource(type.specific, status.amount); var cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker); if (cmpStatisticsTracker) cmpStatisticsTracker.IncreaseTreasuresCollectedCounter(); return true; }; /** * Gather from the target entity. This should only be called after a successful range check, * and if the target has a compatible ResourceSupply. * Call interval will be determined by gather rate, so always gather 1 amount when called. */ ResourceGatherer.prototype.PerformGather = function(target) { if (!this.GetTargetGatherRate(target)) return { "exhausted": true }; var gatherAmount = 1; var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply); var type = cmpResourceSupply.GetType(); // Initialise the carried count if necessary if (!this.carrying[type.generic]) this.carrying[type.generic] = 0; // Find the maximum so we won't exceed our capacity var maxGathered = this.GetCapacities()[type.generic] - this.carrying[type.generic]; var status = cmpResourceSupply.TakeResources(Math.min(gatherAmount, maxGathered)); this.carrying[type.generic] += status.amount; this.lastCarriedType = type; // Update stats of how much the player collected. // (We have to do it here rather than at the dropsite, because we // need to know what subtype it was) var cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker); if (cmpStatisticsTracker) cmpStatisticsTracker.IncreaseResourceGatheredCounter(type.generic, status.amount, type.specific); Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() }); // Tell the target we're gathering from it Engine.PostMessage(target, MT_ResourceGather, { "entity": target, "gatherer": this.entity }); return { "amount": status.amount, "exhausted": status.exhausted, "filled": (this.carrying[type.generic] >= this.GetCapacities()[type.generic]) }; }; /** * Compute the amount of resources collected per second from the target. * Returns 0 if resources cannot be collected (e.g. the target doesn't * exist, or is the wrong type). */ ResourceGatherer.prototype.GetTargetGatherRate = function(target) { var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player); var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply); if (!cmpResourceSupply) return 0; var type = cmpResourceSupply.GetType(); var rates = this.GetGatherRates(); var rate; if (type.specific && rates[type.generic+"."+type.specific]) { rate = rates[type.generic+"."+type.specific] / cmpPlayer.GetCheatTimeMultiplier(); } else if (type.generic && rates[type.generic]) { rate = rates[type.generic] / cmpPlayer.GetCheatTimeMultiplier(); } // Apply diminishing returns with more gatherers, for e.g. infinite farms. For most resources this has no effect. (GetDiminishingReturns will return null.) // Note to people looking to change in a template: This is a bit complicated. Basically, the lower that number is // the steeper diminishing returns will be. I suggest playing around with Wolfram Alpha or a graphing calculator a bit. // In each of the following links, replace 0.65 with the gather rate of your worker for the resource with diminishing returns and // 14 with the constant you wish to use to control the diminishing returns. // (In this case 0.65 is the women farming rate, in resources/second, and 14 is a good constant for farming.) // This is the gather rate in resources/second of each individual worker as the total number of workers goes up: // http://www.wolframalpha.com/input/?i=plot+%281%2F2+cos%28%28x-1%29*pi%2F14%29+%2B+1%2F2%29+*+0.65+from+1+to+5 // This is the total output of the resource in resources/second: // http://www.wolframalpha.com/input/?i=plot+x%281%2F2+cos%28%28x-1%29*pi%2F14%29+%2B+1%2F2%29+*+0.65+from+1+to+5 // This is the fraction of a worker each new worker is worth (the 5th worker in this example is only producing about half as much as the first one): // http://www.wolframalpha.com/input/?i=plot+x%281%2F2+cos%28%28x-1%29*pi%2F14%29+%2B+1%2F2%29+-++%28x-1%29%281%2F2+cos%28%28x-2%29*pi%2F14%29+%2B+1%2F2%29+from+x%3D1+to+5+and+y%3D0+to+1 // Here's how this technically works: // The cosine function is an oscillating curve, normally between -1 and 1. Multiplying by 0.5 squishes that down to // between -0.5 and 0.5. Adding 0.5 to that changes the range to 0 to 1. The diminishingReturns constant // adjusts the period of the curve. // Alternatively, just find scythetwirler (who came up with the math here) or alpha123 (who wrote the code) on IRC. var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); var diminishingReturns = cmpResourceSupply.GetDiminishingReturns(); if (diminishingReturns) rate = (0.5 * Math.cos((cmpResourceSupply.GetGatherers().length - 1) * Math.PI / diminishingReturns) + 0.5) * rate; return rate || 0; }; /** * Returns whether this unit can carry more of the given type of resource. * (This ignores whether the unit is actually able to gather that * resource type or not.) */ ResourceGatherer.prototype.CanCarryMore = function(type) { var amount = (this.carrying[type] || 0); return (amount < this.GetCapacities()[type]); }; /** * Returns whether this unit is carrying any resources of a type that is * not the requested type. (This is to support cases where the unit is * only meant to be able to carry one type at once.) */ ResourceGatherer.prototype.IsCarryingAnythingExcept = function(exceptedType) { for (var type in this.carrying) if (type != exceptedType) return true; return false; }; /** * Transfer our carried resources to our owner immediately. * Only resources of the given types will be transferred. * (This should typically be called after reaching a dropsite). */ ResourceGatherer.prototype.CommitResources = function(types) { var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player); for each (var type in types) { if (type in this.carrying) { cmpPlayer.AddResource(type, this.carrying[type]); delete this.carrying[type]; } } Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() }); }; /** * Drop all currently-carried resources. * (Currently they just vanish after being dropped - we don't bother depositing * them onto the ground.) */ ResourceGatherer.prototype.DropResources = function() { this.carrying = {}; Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() }); }; Engine.RegisterComponentType(IID_ResourceGatherer, "ResourceGatherer", ResourceGatherer);