forked from 0ad/0ad
439 lines
13 KiB
JavaScript
439 lines
13 KiB
JavaScript
var API3 = function(m)
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{
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// Shared script handling templates and basic terrain analysis
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m.SharedScript = function(settings)
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{
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if (!settings)
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return;
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this._players = settings.players;
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this._templates = settings.templates;
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this._derivedTemplates = {};
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this._techTemplates = settings.techTemplates;
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this._entityMetadata = {};
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for (var i in this._players)
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this._entityMetadata[this._players[i]] = {};
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// always create for 8 + gaia players, since _players isn't aware of the human.
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this._techModifications = { 0 : {}, 1 : {}, 2 : {}, 3 : {}, 4 : {}, 5 : {}, 6 : {}, 7 : {}, 8 : {} };
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// array of entity collections
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this._entityCollections = [];
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// each name is a reference to the actual one.
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this._entityCollectionsName = {};
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this._entityCollectionsByDynProp = {};
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this._entityCollectionsUID = 0;
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// A few notes about these maps. They're updated by checking for "create" and "destroy" events for all resources
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// TODO: change the map when the resource amounts change for at least stone and metal mines.
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this.resourceMaps = {}; // Contains maps showing the density of wood, stone and metal
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this.CCResourceMaps = {}; // Contains maps showing the density of wood, stone and metal, optimized for CC placement.
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// Resource maps data.
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// By how much to divide the resource amount for plotting (ie a tree having 200 wood is "4").
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this.decreaseFactor = {'wood': 50.0, 'stone': 90.0, 'metal': 90.0, 'food': 40.0};
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this.turn = 0;
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}
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//Return a simple object (using no classes etc) that will be serialized
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//into saved games
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//TODO: that
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m.SharedScript.prototype.Serialize = function()
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{
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return { "players" : this._players, "templates" : this._templates, "techTp" : this._techTemplates };
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};
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// Called after the constructor when loading a saved game, with 'data' being
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// whatever Serialize() returned
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m.SharedScript.prototype.Deserialize = function(data)
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{
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this._players = data.players;
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this._templates = data.templates;
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this._techTemplates = data.techTp;
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this.isDeserialized = true;
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};
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// Components that will be disabled in foundation entity templates.
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// (This is a bit yucky and fragile since it's the inverse of
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// CCmpTemplateManager::CopyFoundationSubset and only includes components
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// that our Template class currently uses.)
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m.g_FoundationForbiddenComponents = {
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"ProductionQueue": 1,
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"ResourceSupply": 1,
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"ResourceDropsite": 1,
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"GarrisonHolder": 1,
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};
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// Components that will be disabled in resource entity templates.
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// Roughly the inverse of CCmpTemplateManager::CopyResourceSubset.
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m.g_ResourceForbiddenComponents = {
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"Cost": 1,
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"Decay": 1,
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"Health": 1,
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"UnitAI": 1,
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"UnitMotion": 1,
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"Vision": 1
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};
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m.SharedScript.prototype.GetTemplate = function(name)
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{
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if (this._templates[name])
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return this._templates[name];
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if (this._derivedTemplates[name])
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return this._derivedTemplates[name];
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// If this is a foundation template, construct it automatically
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if (name.indexOf("foundation|") !== -1)
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{
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var base = this.GetTemplate(name.substr(11));
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var foundation = {};
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for (var key in base)
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if (!m.g_FoundationForbiddenComponents[key])
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foundation[key] = base[key];
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this._derivedTemplates[name] = foundation;
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return foundation;
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}
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else if (name.indexOf("resource|") !== -1)
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{
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var base = this.GetTemplate(name.substr(9));
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var resource = {};
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for (var key in base)
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if (!m.g_ResourceForbiddenComponents[key])
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resource[key] = base[key];
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this._derivedTemplates[name] = resource;
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return resource;
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}
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error("Tried to retrieve invalid template '"+name+"'");
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return null;
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};
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// Initialize the shared component.
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// We need to now the initial state of the game for this, as we will use it.
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// This is called right at the end of the map generation.
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m.SharedScript.prototype.init = function(state) {
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this.ApplyTemplatesDelta(state);
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this.passabilityClasses = state.passabilityClasses;
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this.passabilityMap = state.passabilityMap;
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this.players = this._players;
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this.playersData = state.players;
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this.territoryMap = state.territoryMap;
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this.timeElapsed = state.timeElapsed;
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this.barterPrices = state.barterPrices;
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this._entities = {};
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for (var id in state.entities)
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{
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// entropy generator
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for (var p = 0; p < id; ++p)
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Math.random();
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this._entities[id] = new m.Entity(this, state.entities[id]);
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}
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// entity collection updated on create/destroy event.
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this.entities = new m.EntityCollection(this, this._entities);
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// create the terrain analyzer
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this.terrainAnalyzer = new m.TerrainAnalysis();
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this.terrainAnalyzer.init(this, state);
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this.accessibility = new m.Accessibility();
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this.accessibility.init(state, this.terrainAnalyzer);
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// defined in TerrainAnalysis.js
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this.createResourceMaps(this);
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this.gameState = {};
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for (var i in this._players)
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{
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this.gameState[this._players[i]] = new m.GameState();
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this.gameState[this._players[i]].init(this,state,this._players[i]);
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}
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};
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// General update of the shared script, before each AI's update
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// applies entity deltas, and each gamestate.
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m.SharedScript.prototype.onUpdate = function(state)
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{
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if (this.isDeserialized && this.turn !== 0)
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{
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this.isDeserialized = false;
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this.init(state);
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} else if (this.isDeserialized)
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return;
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// deals with updating based on create and destroy messages.
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this.ApplyEntitiesDelta(state);
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this.ApplyTemplatesDelta(state);
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Engine.ProfileStart("onUpdate");
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// those are dynamic and need to be reset as the "state" object moves in memory.
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this.events = state.events;
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this.passabilityClasses = state.passabilityClasses;
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this.passabilityMap = state.passabilityMap;
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this.playersData = state.players;
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this.territoryMap = state.territoryMap;
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this.timeElapsed = state.timeElapsed;
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this.barterPrices = state.barterPrices;
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for (var i in this.gameState)
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this.gameState[i].update(this,state);
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// TODO: merge those two with "ApplyEntitiesDelta" since after all they do the same.
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this.updateResourceMaps(this, this.events);
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this.terrainAnalyzer.updateMapWithEvents(this);
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this.turn++;
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Engine.ProfileStop();
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};
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m.SharedScript.prototype.ApplyEntitiesDelta = function(state)
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{
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Engine.ProfileStart("Shared ApplyEntitiesDelta");
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var foundationFinished = {};
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// by order of updating:
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// we "Destroy" last because we want to be able to switch Metadata first.
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var CreateEvents = state.events["Create"];
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var DestroyEvents = state.events["Destroy"];
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var RenamingEvents = state.events["EntityRenamed"];
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var TrainingEvents = state.events["TrainingFinished"];
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var ConstructionEvents = state.events["ConstructionFinished"];
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var MetadataEvents = state.events["AIMetadata"];
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var ownershipChangeEvents = state.events["OwnershipChanged"];
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for (var i = 0; i < CreateEvents.length; ++i)
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{
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var evt = CreateEvents[i];
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if (!state.entities[evt.entity])
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continue; // Sometimes there are things like foundations which get destroyed too fast
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this._entities[evt.entity] = new m.Entity(this, state.entities[evt.entity]);
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this.entities.addEnt(this._entities[evt.entity]);
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// Update all the entity collections since the create operation affects static properties as well as dynamic
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for (var entCollection in this._entityCollections)
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this._entityCollections[entCollection].updateEnt(this._entities[evt.entity]);
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}
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for (var i in RenamingEvents)
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{
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var evt = RenamingEvents[i];
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// Switch the metadata
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for (var p in this._players)
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{
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this._entityMetadata[this._players[p]][evt.newentity] = this._entityMetadata[this._players[p]][evt.entity];
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this._entityMetadata[this._players[p]][evt.entity] = {};
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}
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}
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for (var i in TrainingEvents)
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{
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var evt = TrainingEvents[i];
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// Apply metadata stored in training queues
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for each (var ent in evt.entities)
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{
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for (var key in evt.metadata)
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{
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this.setMetadata(evt.owner, this._entities[ent], key, evt.metadata[key])
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}
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}
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}
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for (var i in ConstructionEvents)
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{
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var evt = ConstructionEvents[i];
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// we'll move metadata.
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if (!this._entities[evt.entity])
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continue;
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var ent = this._entities[evt.entity];
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var newEnt = this._entities[evt.newentity];
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if (this._entityMetadata[ent.owner()] && this._entityMetadata[ent.owner()][evt.entity] !== undefined)
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for (var key in this._entityMetadata[ent.owner()][evt.entity])
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{
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this.setMetadata(ent.owner(), newEnt, key, this._entityMetadata[ent.owner()][evt.entity][key])
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}
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foundationFinished[evt.entity] = true;
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}
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for (var i in MetadataEvents)
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{
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var evt = MetadataEvents[i];
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if (!this._entities[evt.id])
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continue; // might happen in some rare cases of foundations getting destroyed, perhaps.
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// Apply metadata (here for buildings for example)
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for (var key in evt.metadata)
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{
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this.setMetadata(evt.owner, this._entities[evt.id], key, evt.metadata[key])
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}
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}
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for (var i = 0; i < DestroyEvents.length; ++i)
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{
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var evt = DestroyEvents[i];
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// A small warning: javascript "delete" does not actually delete, it only removes the reference in this object.
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// the "deleted" object remains in memory, and any older reference to it will still reference it as if it were not "deleted".
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// Worse, they might prevent it from being garbage collected, thus making it stay alive and consuming ram needlessly.
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// So take care, and if you encounter a weird bug with deletion not appearing to work correctly, this is probably why.
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if (!this._entities[evt.entity])
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continue;// probably should remove the event.
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if (foundationFinished[evt.entity])
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evt["SuccessfulFoundation"] = true;
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// The entity was destroyed but its data may still be useful, so
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// remember the entity and this AI's metadata concerning it
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evt.metadata = {};
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evt.entityObj = this._entities[evt.entity];
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for (var j in this._players)
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evt.metadata[this._players[j]] = this._entityMetadata[this._players[j]][evt.entity];
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for each (var entCol in this._entityCollections)
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{
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entCol.removeEnt(this._entities[evt.entity]);
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}
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this.entities.removeEnt(this._entities[evt.entity]);
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delete this._entities[evt.entity];
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for (var j in this._players)
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delete this._entityMetadata[this._players[j]][evt.entity];
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}
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for (var id in state.entities)
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{
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var changes = state.entities[id];
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for (var prop in changes)
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{
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this._entities[id]._entity[prop] = changes[prop];
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this.updateEntityCollections(prop, this._entities[id]);
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}
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}
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// apply per-entity aura-related changes.
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// this supersedes tech-related changes.
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for (var id in state.changedEntityTemplateInfo)
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{
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if (!this._entities[id])
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continue; // dead, presumably.
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var changes = state.changedEntityTemplateInfo[id];
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for each (var change in changes)
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this._entities[id]._auraTemplateModif[change.variable] = change.value;
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}
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Engine.ProfileStop();
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};
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m.SharedScript.prototype.ApplyTemplatesDelta = function(state)
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{
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Engine.ProfileStart("Shared ApplyTemplatesDelta");
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for (var player in state.changedTemplateInfo)
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{
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var playerDiff = state.changedTemplateInfo[player];
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for (var template in playerDiff)
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{
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var changes = playerDiff[template];
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if (!this._techModifications[player][template])
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this._techModifications[player][template] = {};
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for each (var change in changes)
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this._techModifications[player][template][change.variable] = change.value;
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}
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}
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Engine.ProfileStop();
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};
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m.SharedScript.prototype.registerUpdatingEntityCollection = function(entCollection, noPush)
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{
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if (!noPush) {
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this._entityCollections.push(entCollection);
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}
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entCollection.setUID(this._entityCollectionsUID);
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for each (var prop in entCollection.dynamicProperties())
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{
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this._entityCollectionsByDynProp[prop] = this._entityCollectionsByDynProp[prop] || [];
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this._entityCollectionsByDynProp[prop].push(entCollection);
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}
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this._entityCollectionsUID++;
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};
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m.SharedScript.prototype.removeUpdatingEntityCollection = function(entCollection)
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{
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for (var i in this._entityCollections)
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{
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if (this._entityCollections[i].getUID() === entCollection.getUID())
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{
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this._entityCollections.splice(i, 1);
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}
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}
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for each (var prop in entCollection.dynamicProperties())
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{
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for (var i in this._entityCollectionsByDynProp[prop])
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{
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if (this._entityCollectionsByDynProp[prop][i].getUID() === entCollection.getUID())
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{
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this._entityCollectionsByDynProp[prop].splice(i, 1);
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}
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}
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}
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};
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m.SharedScript.prototype.updateEntityCollections = function(property, ent)
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{
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if (this._entityCollectionsByDynProp[property] !== undefined)
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{
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for (var entCollectionid in this._entityCollectionsByDynProp[property])
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{
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this._entityCollectionsByDynProp[property][entCollectionid].updateEnt(ent);
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}
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}
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}
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m.SharedScript.prototype.setMetadata = function(player, ent, key, value)
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{
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var metadata = this._entityMetadata[player][ent.id()];
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if (!metadata)
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metadata = this._entityMetadata[player][ent.id()] = {};
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metadata[key] = value;
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this.updateEntityCollections('metadata', ent);
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this.updateEntityCollections('metadata.' + key, ent);
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};
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m.SharedScript.prototype.getMetadata = function(player, ent, key)
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{
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var metadata = this._entityMetadata[player][ent.id()];
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if (!metadata || !(key in metadata))
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return undefined;
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return metadata[key];
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};
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m.SharedScript.prototype.deleteMetadata = function(player, ent, key)
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{
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var metadata = this._entityMetadata[player][ent.id()];
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if (!metadata || !(key in metadata))
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return true;
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metadata[key] = undefined;
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delete metadata[key];
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return true;
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};
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m.copyPrototype = function(descendant, parent) {
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var sConstructor = parent.toString();
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var aMatch = sConstructor.match( /\s*function (.*)\(/ );
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if ( aMatch != null ) { descendant.prototype[aMatch[1]] = parent; }
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for (var m in parent.prototype) {
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descendant.prototype[m] = parent.prototype[m];
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}
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};
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return m;
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}(API3);
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