0ad/binaries/data/mods/public/simulation/components/Trader.js
mimo a2efd97476 fix js error
This was SVN commit r16201.
2015-01-23 17:34:46 +00:00

283 lines
8.5 KiB
JavaScript

// See helpers/TraderGain.js for the CalculateTaderGain() function which works out how many
// resources a trader gets
// Additional gain for ships for each garrisoned trader, in percents
const GARRISONED_TRADER_ADDITION = 20;
// Array of resource names
const RESOURCES = ["food", "wood", "stone", "metal"];
function Trader() {}
Trader.prototype.Schema =
"<a:help>Lets the unit generate resouces while moving between markets (or docks in case of water trading).</a:help>" +
"<a:example>" +
"<MaxDistance>2.0</MaxDistance>" +
"<GainMultiplier>1.0</GainMultiplier>" +
"</a:example>" +
"<element name='GainMultiplier' a:help='Additional gain multiplier'>" +
"<ref name='positiveDecimal'/>" +
"</element>";
Trader.prototype.Init = function()
{
this.firstMarket = INVALID_ENTITY;
this.secondMarket = INVALID_ENTITY;
// Gain from one pass between markets
this.gain = null;
// Selected resource for trading
this.requiredGoods = undefined;
// Currently carried goods
this.goods = { "type": null, "amount": null, "origin": null };
};
Trader.prototype.CalculateGain = function(firstMarket, secondMarket)
{
var gain = CalculateTraderGain(firstMarket, secondMarket, this.template, this.entity);
if (!gain) // One of our markets must have been destroyed
return null;
// For ship increase gain for each garrisoned trader
// Calculate this here to save passing unnecessary stuff into the CalculateTraderGain function
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
if (cmpIdentity && cmpIdentity.HasClass("Ship"))
{
var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
var garrisonMultiplier = 1;
var garrisonedTradersCount = 0;
for each (var entity in cmpGarrisonHolder.GetEntities())
{
var cmpGarrisonedUnitTrader = Engine.QueryInterface(entity, IID_Trader);
if (cmpGarrisonedUnitTrader)
garrisonedTradersCount++;
}
garrisonMultiplier *= 1 + GARRISONED_TRADER_ADDITION * garrisonedTradersCount / 100;
if (gain.traderGain)
gain.traderGain = Math.round(garrisonMultiplier * gain.traderGain);
if (gain.market1Gain)
gain.market1Gain = Math.round(garrisonMultiplier * gain.market1Gain);
if (gain.market2Gain)
gain.market2Gain = Math.round(garrisonMultiplier * gain.market2Gain);
}
}
return gain;
};
Trader.prototype.GetGain = function()
{
return this.gain;
};
// Set target as target market.
// Return true if at least one of markets was changed.
Trader.prototype.SetTargetMarket = function(target, source)
{
// Check that target is a market
var cmpTargetIdentity = Engine.QueryInterface(target, IID_Identity);
if (!cmpTargetIdentity)
return false;
if (!cmpTargetIdentity.HasClass("Market") && !cmpTargetIdentity.HasClass("NavalMarket"))
return false;
var marketsChanged = true;
if (source)
{
// Establish a trade route with both markets in one go.
cmpTargetIdentity = Engine.QueryInterface(source, IID_Identity);
if (!cmpTargetIdentity)
return false;
if (!cmpTargetIdentity.HasClass("Market") && !cmpTargetIdentity.HasClass("NavalMarket"))
return false;
this.firstMarket = source;
this.secondMarket = INVALID_ENTITY;
}
if (this.secondMarket)
{
// If we already have both markets - drop them
// and use the target as first market
this.firstMarket = target;
this.secondMarket = INVALID_ENTITY;
}
else if (this.firstMarket)
{
// If we have only one market and target is different from it,
// set the target as second one
if (target == this.firstMarket)
marketsChanged = false;
else
{
this.secondMarket = target;
this.gain = this.CalculateGain(this.firstMarket, this.secondMarket);
}
}
else
{
// Else we don't have target markets at all,
// set the target as first market
this.firstMarket = target;
}
if (marketsChanged)
{
// Drop carried goods
this.goods.amount = null;
}
return marketsChanged;
};
Trader.prototype.GetFirstMarket = function()
{
return this.firstMarket;
};
Trader.prototype.GetSecondMarket = function()
{
return this.secondMarket;
};
Trader.prototype.HasBothMarkets = function()
{
return this.firstMarket && this.secondMarket;
};
Trader.prototype.GetRequiredGoods = function()
{
return this.requiredGoods;
};
Trader.prototype.SetRequiredGoods = function(requiredGoods)
{
// Check that argument is a correct resource name
if (!requiredGoods || RESOURCES.indexOf(requiredGoods) == -1)
this.requiredGoods = undefined;
else
this.requiredGoods = requiredGoods;
};
Trader.prototype.CanTrade = function(target)
{
var cmpTraderIdentity = Engine.QueryInterface(this.entity, IID_Identity);
var cmpTargetIdentity = Engine.QueryInterface(target, IID_Identity);
// Check that the target exists
if (!cmpTargetIdentity)
return false;
// Check that the target is not a foundation
var cmpTargetFoundation = Engine.QueryInterface(target, IID_Foundation);
if (cmpTargetFoundation)
return false;
var landTradingPossible = cmpTraderIdentity.HasClass("Organic") && cmpTargetIdentity.HasClass("Market");
var seaTradingPossible = cmpTraderIdentity.HasClass("Ship") && cmpTargetIdentity.HasClass("NavalMarket");
if (!landTradingPossible && !seaTradingPossible)
return false;
var cmpTraderPlayer = QueryOwnerInterface(this.entity, IID_Player);
var traderPlayerId = cmpTraderPlayer.GetPlayerID();
var cmpTargetPlayer = QueryOwnerInterface(target, IID_Player);
var targetPlayerId = cmpTargetPlayer.GetPlayerID();
var ownershipSuitableForTrading = cmpTraderPlayer.IsAlly(targetPlayerId) || cmpTraderPlayer.IsNeutral(targetPlayerId);
if (!ownershipSuitableForTrading)
return false;
return true;
};
Trader.prototype.PerformTrade = function(currentMarket)
{
if (this.goods.amount && this.goods.amount.traderGain)
{
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (cmpPlayer)
cmpPlayer.AddResource(this.goods.type, this.goods.amount.traderGain);
var cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseTradeIncomeCounter(this.goods.amount.traderGain);
if (this.goods.amount.market1Gain)
{
var cmpPlayer = QueryOwnerInterface(this.firstMarket, IID_Player);
if (cmpPlayer)
cmpPlayer.AddResource(this.goods.type, this.goods.amount.market1Gain);
var cmpStatisticsTracker = QueryOwnerInterface(this.firstMarket, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseTradeIncomeCounter(this.goods.amount.market1Gain);
}
if (this.goods.amount.market2Gain)
{
var cmpPlayer = QueryOwnerInterface(this.secondMarket, IID_Player);
if (cmpPlayer)
cmpPlayer.AddResource(this.goods.type, this.goods.amount.market2Gain);
var cmpStatisticsTracker = QueryOwnerInterface(this.secondMarket, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseTradeIncomeCounter(this.goods.amount.market2Gain);
}
}
// First take the preferred goods of the trader if any,
// otherwise choose one according to the player's trading priorities
// if still nothing (but should never happen), choose metal
var nextGoods = this.GetRequiredGoods();
if (!nextGoods || RESOURCES.indexOf(nextGoods) == -1)
{
var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (cmpPlayer)
nextGoods = cmpPlayer.GetNextTradingGoods();
if (!nextGoods || RESOURCES.indexOf(nextGoods) == -1)
nextGoods = "metal";
}
this.goods.type = nextGoods;
this.goods.amount = this.gain;
this.goods.origin = currentMarket;
};
Trader.prototype.GetGoods = function()
{
return this.goods;
};
Trader.prototype.GetNextMarket = function()
{
if (this.goods.amount && this.goods.origin == this.firstMarket)
return this.secondMarket;
if (this.goods.amount && this.goods.origin != this.secondMarket)
this.goods.amount = null; // leftover from previous trading
return this.firstMarket;
};
Trader.prototype.StopTrading = function()
{
// Drop carried goods
this.goods.amount = null;
// Reset markets
this.firstMarket = INVALID_ENTITY;
this.secondMarket = INVALID_ENTITY;
};
// Get range in which deals with market are available,
// i.e. trader should be in no more than MaxDistance from market
// to be able to trade with it.
Trader.prototype.GetRange = function()
{
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
var max = 1;
if (cmpObstruction)
max += cmpObstruction.GetUnitRadius()*1.5;
return { "min": 0, "max": max};
};
Trader.prototype.OnGarrisonedUnitsChanged = function()
{
if (this.HasBothMarkets())
this.gain = this.CalculateGain(this.firstMarket, this.secondMarket);
};
Engine.RegisterComponentType(IID_Trader, "Trader", Trader);