forked from 0ad/0ad
wraitii
ede4f32bf2
Fix a few bugs, including a few bad ones in the economy. Change the way messages are handled, should be marginally faster in the later game. Makes gatherers count limit be per-player (refs #1387 and #643). This was SVN commit r14552.
344 lines
14 KiB
JavaScript
344 lines
14 KiB
JavaScript
function ResourceGatherer() {}
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ResourceGatherer.prototype.Schema =
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"<a:help>Lets the unit gather resources from entities that have the ResourceSupply component.</a:help>" +
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"<a:example>" +
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"<MaxDistance>2.0</MaxDistance>" +
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"<BaseSpeed>1.0</BaseSpeed>" +
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"<Rates>" +
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"<food.fish>1</food.fish>" +
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"<metal.ore>3</metal.ore>" +
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"<stone.rock>3</stone.rock>" +
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"<wood.tree>2</wood.tree>" +
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"</Rates>" +
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"<Capacities>" +
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"<food>10</food>" +
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"<metal>10</metal>" +
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"<stone>10</stone>" +
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"<wood>10</wood>" +
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"</Capacities>" +
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"</a:example>" +
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"<element name='MaxDistance' a:help='Max resource-gathering distance'>" +
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"<ref name='positiveDecimal'/>" +
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"</element>" +
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"<element name='BaseSpeed' a:help='Base resource-gathering rate (in resource units per second)'>" +
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"<ref name='positiveDecimal'/>" +
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"</element>" +
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"<element name='Rates' a:help='Per-resource-type gather rate multipliers. If a resource type is not specified then it cannot be gathered by this unit'>" +
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"<interleave>" +
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"<optional><element name='food' a:help='Food gather rate (may be overridden by \"food.*\" subtypes)'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='wood' a:help='Wood gather rate'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='stone' a:help='Stone gather rate'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='metal' a:help='Metal gather rate'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='treasure' a:help='Treasure gather rate (only presense on value makes sense, size is only used to determine the delay before gathering, so it should be set to 1)'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='food.fish' a:help='Fish gather rate (overrides \"food\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='food.fruit' a:help='Fruit gather rate (overrides \"food\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='food.grain' a:help='Grain gather rate (overrides \"food\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='food.meat' a:help='Meat gather rate (overrides \"food\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='food.milk' a:help='Milk gather rate (overrides \"food\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='wood.tree' a:help='Tree gather rate (overrides \"wood\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='wood.ruins' a:help='Tree gather rate (overrides \"wood\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='stone.rock' a:help='Rock gather rate (overrides \"stone\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='stone.ruins' a:help='Rock gather rate (overrides \"stone\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='metal.ore' a:help='Ore gather rate (overrides \"metal\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='treasure.food' a:help='Food treasure gather rate (overrides \"treasure\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='treasure.wood' a:help='Wood treasure gather rate (overrides \"treasure\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='treasure.stone' a:help='Stone treasure gather rate (overrides \"treasure\")'><ref name='positiveDecimal'/></element></optional>" +
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"<optional><element name='treasure.metal' a:help='Metal treasure gather rate (overrides \"treasure\")'><ref name='positiveDecimal'/></element></optional>" +
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"</interleave>" +
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"</element>" +
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"<element name='Capacities' a:help='Per-resource-type maximum carrying capacity'>" +
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"<interleave>" +
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"<element name='food' a:help='Food capacity'><ref name='positiveDecimal'/></element>" +
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"<element name='wood' a:help='Wood capacity'><ref name='positiveDecimal'/></element>" +
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"<element name='stone' a:help='Stone capacity'><ref name='positiveDecimal'/></element>" +
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"<element name='metal' a:help='Metal capacity'><ref name='positiveDecimal'/></element>" +
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"</interleave>" +
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"</element>";
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ResourceGatherer.prototype.Init = function()
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{
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this.carrying = {}; // { generic type: integer amount currently carried }
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// (Note that this component supports carrying multiple types of resources,
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// each with an independent capacity, but the rest of the game currently
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// ensures and assumes we'll only be carrying one type at once)
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// The last exact type gathered, so we can render appropriate props
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this.lastCarriedType = undefined; // { generic, specific }
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};
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/**
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* Returns data about what resources the unit is currently carrying,
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* in the form [ {"type":"wood", "amount":7, "max":10} ]
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*/
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ResourceGatherer.prototype.GetCarryingStatus = function()
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{
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var ret = [];
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for (var type in this.carrying)
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{
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ret.push({
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"type": type,
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"amount": this.carrying[type],
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"max": +this.GetCapacities()[type]
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});
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}
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return ret;
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};
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/**
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* Used to instantly give resources to unit
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* @param resources The same structure as returned form GetCarryingStatus
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*/
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ResourceGatherer.prototype.GiveResources = function(resources)
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{
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for each (var resource in resources)
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{
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this.carrying[resource.type] = +(resource.amount);
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}
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Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
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};
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/**
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* Returns the generic type of one particular resource this unit is
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* currently carrying, or undefined if none.
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*/
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ResourceGatherer.prototype.GetMainCarryingType = function()
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{
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// Return the first key, if any
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for (var type in this.carrying)
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return type;
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return undefined;
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};
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/**
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* Returns the exact resource type we last picked up, as long as
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* we're still carrying something similar enough, in the form
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* { generic, specific }
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*/
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ResourceGatherer.prototype.GetLastCarriedType = function()
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{
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if (this.lastCarriedType && this.lastCarriedType.generic in this.carrying)
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return this.lastCarriedType;
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else
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return undefined;
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};
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ResourceGatherer.prototype.GetGatherRates = function()
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{
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var ret = {};
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var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
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var baseSpeed = ApplyValueModificationsToEntity("ResourceGatherer/BaseSpeed", +this.template.BaseSpeed, this.entity) * cmpPlayer.GetGatherRateMultiplier();
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for (var r in this.template.Rates)
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{
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var rate = ApplyValueModificationsToEntity("ResourceGatherer/Rates/" + r, +this.template.Rates[r], this.entity);
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ret[r] = rate * baseSpeed;
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}
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return ret;
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};
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ResourceGatherer.prototype.GetCapacities = function()
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{
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var ret = {};
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for (var r in this.template.Capacities)
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{
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ret[r] = ApplyValueModificationsToEntity("ResourceGatherer/Capacities/" + r, +this.template.Capacities[r], this.entity);
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}
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return ret;
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};
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ResourceGatherer.prototype.GetRange = function()
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{
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return { "max": +this.template.MaxDistance, "min": 0 };
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// maybe this should depend on the unit or target or something?
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};
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/**
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* Try to gather treasure
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* @return 'true' if treasure is successfully gathered and 'false' in the other case
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*/
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ResourceGatherer.prototype.TryInstantGather = function(target)
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{
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var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
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var type = cmpResourceSupply.GetType();
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if (type.generic != "treasure") return false;
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var status = cmpResourceSupply.TakeResources(cmpResourceSupply.GetCurrentAmount());
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var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
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cmpPlayer.AddResource(type.specific, status.amount);
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var cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
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if (cmpStatisticsTracker)
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cmpStatisticsTracker.IncreaseTreasuresCollectedCounter();
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return true;
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};
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/**
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* Gather from the target entity. This should only be called after a successful range check,
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* and if the target has a compatible ResourceSupply.
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* Call interval will be determined by gather rate, so always gather 1 amount when called.
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*/
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ResourceGatherer.prototype.PerformGather = function(target)
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{
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if (!this.GetTargetGatherRate(target))
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return { "exhausted": true };
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var gatherAmount = 1;
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var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
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var type = cmpResourceSupply.GetType();
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// Initialise the carried count if necessary
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if (!this.carrying[type.generic])
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this.carrying[type.generic] = 0;
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// Find the maximum so we won't exceed our capacity
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var maxGathered = this.GetCapacities()[type.generic] - this.carrying[type.generic];
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var status = cmpResourceSupply.TakeResources(Math.min(gatherAmount, maxGathered));
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this.carrying[type.generic] += status.amount;
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this.lastCarriedType = type;
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// Update stats of how much the player collected.
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// (We have to do it here rather than at the dropsite, because we
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// need to know what subtype it was)
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var cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
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if (cmpStatisticsTracker)
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cmpStatisticsTracker.IncreaseResourceGatheredCounter(type.generic, status.amount, type.specific);
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Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
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// Tell the target we're gathering from it
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Engine.PostMessage(target, MT_ResourceGather,
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{ "entity": target, "gatherer": this.entity });
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return {
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"amount": status.amount,
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"exhausted": status.exhausted,
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"filled": (this.carrying[type.generic] >= this.GetCapacities()[type.generic])
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};
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};
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/**
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* Compute the amount of resources collected per second from the target.
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* Returns 0 if resources cannot be collected (e.g. the target doesn't
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* exist, or is the wrong type).
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*/
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ResourceGatherer.prototype.GetTargetGatherRate = function(target)
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{
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var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
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var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
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if (!cmpResourceSupply)
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return 0;
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var type = cmpResourceSupply.GetType();
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var rates = this.GetGatherRates();
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var rate;
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if (type.specific && rates[type.generic+"."+type.specific])
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{
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rate = rates[type.generic+"."+type.specific] / cmpPlayer.GetCheatTimeMultiplier();
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}
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else if (type.generic && rates[type.generic])
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{
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rate = rates[type.generic] / cmpPlayer.GetCheatTimeMultiplier();
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}
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// Apply diminishing returns with more gatherers, for e.g. infinite farms. For most resources this has no effect. (GetDiminishingReturns will return null.)
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// Note to people looking to change <DiminishingReturns> in a template: This is a bit complicated. Basically, the lower that number is
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// the steeper diminishing returns will be. I suggest playing around with Wolfram Alpha or a graphing calculator a bit.
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// In each of the following links, replace 0.65 with the gather rate of your worker for the resource with diminishing returns and
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// 14 with the constant you wish to use to control the diminishing returns.
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// (In this case 0.65 is the women farming rate, in resources/second, and 14 is a good constant for farming.)
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// This is the gather rate in resources/second of each individual worker as the total number of workers goes up:
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// 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
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// This is the total output of the resource in resources/second:
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// 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
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// 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):
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// 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
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// Here's how this technically works:
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// The cosine function is an oscillating curve, normally between -1 and 1. Multiplying by 0.5 squishes that down to
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// between -0.5 and 0.5. Adding 0.5 to that changes the range to 0 to 1. The diminishingReturns constant
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// adjusts the period of the curve.
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// Alternatively, just find scythetwirler (who came up with the math here) or alpha123 (who wrote the code) on IRC.
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var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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var diminishingReturns = cmpResourceSupply.GetDiminishingReturns();
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if (diminishingReturns)
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rate = (0.5 * Math.cos((cmpResourceSupply.GetGatherers(cmpOwnership.GetOwner()).length - 1) * Math.PI / diminishingReturns) + 0.5) * rate;
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return rate || 0;
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};
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/**
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* Returns whether this unit can carry more of the given type of resource.
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* (This ignores whether the unit is actually able to gather that
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* resource type or not.)
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*/
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ResourceGatherer.prototype.CanCarryMore = function(type)
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{
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var amount = (this.carrying[type] || 0);
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return (amount < this.GetCapacities()[type]);
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};
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/**
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* Returns whether this unit is carrying any resources of a type that is
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* not the requested type. (This is to support cases where the unit is
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* only meant to be able to carry one type at once.)
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*/
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ResourceGatherer.prototype.IsCarryingAnythingExcept = function(exceptedType)
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{
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for (var type in this.carrying)
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if (type != exceptedType)
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return true;
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return false;
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};
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/**
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* Transfer our carried resources to our owner immediately.
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* Only resources of the given types will be transferred.
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* (This should typically be called after reaching a dropsite).
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*/
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ResourceGatherer.prototype.CommitResources = function(types)
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{
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var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
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for each (var type in types)
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{
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if (type in this.carrying)
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{
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cmpPlayer.AddResource(type, this.carrying[type]);
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delete this.carrying[type];
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}
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}
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Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
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};
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/**
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* Drop all currently-carried resources.
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* (Currently they just vanish after being dropped - we don't bother depositing
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* them onto the ground.)
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*/
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ResourceGatherer.prototype.DropResources = function()
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{
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this.carrying = {};
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Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
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};
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Engine.RegisterComponentType(IID_ResourceGatherer, "ResourceGatherer", ResourceGatherer);
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