forked from 0ad/0ad
127 lines
3.6 KiB
JavaScript
127 lines
3.6 KiB
JavaScript
var BuildingConstructionPlan = function(gameState, type, position) {
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this.type = gameState.applyCiv(type);
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this.position = position;
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var template = gameState.getTemplate(this.type);
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if (!template) {
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this.invalidTemplate = true;
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debug("Cannot build " + this.type);
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return;
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}
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this.category = "building";
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this.cost = new Resources(template.cost());
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this.number = 1; // The number of buildings to build
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};
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BuildingConstructionPlan.prototype.canExecute = function(gameState) {
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if (this.invalidTemplate){
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return false;
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}
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// TODO: verify numeric limits etc
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var builders = gameState.findBuilders(this.type);
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return (builders.length != 0);
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};
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BuildingConstructionPlan.prototype.execute = function(gameState) {
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var builders = gameState.findBuilders(this.type).toEntityArray();
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// We don't care which builder we assign, since they won't actually
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// do the building themselves - all we care about is that there is
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// some unit that can start the foundation
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var pos = this.findGoodPosition(gameState);
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if (!pos){
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debug("No room to place " + this.type);
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return;
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}
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builders[0].construct(this.type, pos.x, pos.z, pos.angle);
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};
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BuildingConstructionPlan.prototype.getCost = function() {
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return this.cost;
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};
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BuildingConstructionPlan.prototype.findGoodPosition = function(gameState) {
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var template = gameState.getTemplate(this.type);
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var cellSize = gameState.cellSize; // size of each tile
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// First, find all tiles that are far enough away from obstructions:
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var obstructionMap = Map.createObstructionMap(gameState,template);
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//obstructionMap.dumpIm("obstructions.png");
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obstructionMap.expandInfluences();
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// Compute each tile's closeness to friendly structures:
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var friendlyTiles = new Map(gameState);
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// If a position was specified then place the building as close to it as possible
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if (this.position){
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var x = Math.round(this.position[0] / cellSize);
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var z = Math.round(this.position[1] / cellSize);
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friendlyTiles.addInfluence(x, z, 200);
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//friendlyTiles.dumpIm("pos.png", 200);
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}else{
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// Not position was specified so try and find a sensible place to build
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gameState.getOwnEntities().forEach(function(ent) {
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if (ent.hasClass("Structure")) {
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var infl = 32;
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if (ent.hasClass("CivCentre"))
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infl *= 4;
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var pos = ent.position();
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var x = Math.round(pos[0] / cellSize);
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var z = Math.round(pos[1] / cellSize);
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if (template._template.BuildRestrictions.Category === "Field"){
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// Only care about being near a place where we can deposit food for fields
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if (ent.resourceDropsiteTypes() && ent.resourceDropsiteTypes().indexOf("food") !== -1){
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friendlyTiles.addInfluence(x, z, infl, infl);
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}
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}else{
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friendlyTiles.addInfluence(x, z, infl);
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// If this is not a field add a negative influence near the CivCentre because we want to leave this
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// area for fields.
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if (ent.hasClass("CivCentre")){
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friendlyTiles.addInfluence(x, z, infl/8, -infl/2);
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}
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}
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}
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});
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}
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// Find target building's approximate obstruction radius, and expand by a bit to make sure we're not too close, this
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// allows room for units to walk between buildings.
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var radius = Math.ceil(template.obstructionRadius() / cellSize) + 2;
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// Find the best non-obstructed tile
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var bestTile = friendlyTiles.findBestTile(radius, obstructionMap);
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var bestIdx = bestTile[0];
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var bestVal = bestTile[1];
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if (bestVal === -1){
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return false;
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}
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var x = ((bestIdx % friendlyTiles.width) + 0.5) * cellSize;
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var z = (Math.floor(bestIdx / friendlyTiles.width) + 0.5) * cellSize;
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// default angle
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var angle = 3*Math.PI/4;
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return {
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"x" : x,
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"z" : z,
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"angle" : angle
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};
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};
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