0ad/binaries/data/mods/public/simulation/ai/qbot-wc/plan-training.js

67 lines
1.7 KiB
JavaScript

var UnitTrainingPlan = function(gameState, type, metadata, number) {
this.type = gameState.applyCiv(type);
this.metadata = metadata;
this.template = gameState.getTemplate(this.type);
if (!this.template) {
this.invalidTemplate = true;
this.template = undefined;
return;
}
this.category= "unit";
this.cost = new Resources(this.template.cost(), this.template._template.Cost.Population);
if (!number){
this.number = 1;
}else{
this.number = number;
}
};
UnitTrainingPlan.prototype.canExecute = function(gameState) {
if (this.invalidTemplate)
return false;
// TODO: we should probably check pop caps
var trainers = gameState.findTrainers(this.type);
return (trainers.length != 0);
};
UnitTrainingPlan.prototype.execute = function(gameState) {
//warn("Executing UnitTrainingPlan " + uneval(this));
var self = this;
var trainers = gameState.findTrainers(this.type).toEntityArray();
// Prefer training buildings with short queues
// (TODO: this should also account for units added to the queue by
// plans that have already been executed this turn)
if (trainers.length > 0){
trainers.sort(function(a, b) {
if (self.metadata["plan"] !== undefined) {
var aa = a.trainingQueueTime();
var bb = b.trainingQueueTime();
if (a.hasClass("Civic"))
aa += 20;
if (b.hasClass("Civic"))
bb += 20;
return (a.trainingQueueTime() - b.trainingQueueTime());
}
return a.trainingQueueTime() - b.trainingQueueTime();
});
trainers[0].train(this.type, this.number, this.metadata);
}
};
UnitTrainingPlan.prototype.getCost = function(){
var multCost = new Resources();
multCost.add(this.cost);
multCost.multiply(this.number);
return multCost;
};
UnitTrainingPlan.prototype.addItem = function(){
this.number += 1;
};