Gather using ResourceGatherer instead of UnitAI.

Moves the gathering logic from UnitAI to ResourceGatherer.
Makes it easier for modders to change gathering behaviour, e.g. letting
structures gather.
Refs. #4293 by optimising a bit.

Differential revision: D2662
Comments by: @bb, @Stan, @wraitii
This was SVN commit r25206.
This commit is contained in:
Freagarach 2021-04-08 05:31:34 +00:00
parent 48d6b84c62
commit 3c4a341906
6 changed files with 414 additions and 198 deletions

View file

@ -31,6 +31,12 @@ ResourceGatherer.prototype.Schema =
Resources.BuildSchema("positiveDecimal") +
"</element>";
/*
* Call interval will be determined by gather rate,
* so always gather integer amount.
*/
ResourceGatherer.prototype.GATHER_AMOUNT = 1;
ResourceGatherer.prototype.Init = function()
{
this.capacities = {};
@ -161,52 +167,133 @@ ResourceGatherer.prototype.GetCapacity = function(resourceType)
ResourceGatherer.prototype.GetRange = function()
{
return { "max": +this.template.MaxDistance, "min": 0 };
// maybe this should depend on the unit or target or something?
};
/**
* Gather from the target entity. This should only be called after a successful range check,
* and if the target has a compatible ResourceSupply.
* Call interval will be determined by gather rate, so always gather 1 amount when called.
* @param {number} target - The target to gather from.
* @param {number} callerIID - The IID to notify on specific events.
* @return {boolean} - Whether we started gathering.
*/
ResourceGatherer.prototype.PerformGather = function(target)
ResourceGatherer.prototype.StartGathering = function(target, callerIID)
{
if (!this.GetTargetGatherRate(target))
return { "exhausted": true };
if (this.target)
this.StopGathering();
let gatherAmount = 1;
let rate = this.GetTargetGatherRate(target);
if (!rate)
return false;
let cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
let type = cmpResourceSupply.GetType();
if (!cmpResourceSupply || !cmpResourceSupply.AddActiveGatherer(this.entity))
return false;
// Initialise the carried count if necessary
let resourceType = cmpResourceSupply.GetType();
// If we've already got some resources but they're the wrong type,
// drop them first to ensure we're only ever carrying one type.
if (this.IsCarryingAnythingExcept(resourceType.generic))
this.DropResources();
this.AddToPlayerCounter(resourceType.generic);
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SelectAnimation("gather_" + resourceType.specific, false, 1.0);
// Calculate timing based on gather rates.
// This allows the gather rate to control how often we gather, instead of how much.
let timing = 1000 / rate;
this.target = target;
this.callerIID = callerIID;
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetInterval(this.entity, IID_ResourceGatherer, "PerformGather", timing, timing, null);
return true;
};
/**
* @param {string} reason - The reason why we stopped gathering used to notify the caller.
*/
ResourceGatherer.prototype.StopGathering = function(reason)
{
if (this.timer)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
delete this.timer;
}
if (this.target)
{
let cmpResourceSupply = Engine.QueryInterface(this.target, IID_ResourceSupply);
if (cmpResourceSupply)
cmpResourceSupply.RemoveGatherer(this.entity);
this.RemoveFromPlayerCounter();
delete this.target;
}
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SelectAnimation("idle", false, 1.0);
// The callerIID component may start gathering again,
// replacing the callerIID, hence save that.
let callerIID = this.callerIID;
delete this.callerIID;
if (reason && callerIID)
{
let component = Engine.QueryInterface(this.entity, callerIID);
if (component)
component.ProcessMessage(reason, null);
}
};
/**
* Gather from our target entity.
* @params - data and lateness are unused.
*/
ResourceGatherer.prototype.PerformGather = function(data, lateness)
{
let cmpResourceSupply = Engine.QueryInterface(this.target, IID_ResourceSupply);
if (!cmpResourceSupply || cmpResourceSupply.GetCurrentAmount() <= 0)
{
this.StopGathering("TargetInvalidated");
return;
}
if (!this.IsTargetInRange(this.target))
{
this.StopGathering("OutOfRange");
return;
}
// ToDo: Enable entities to keep facing a target.
Engine.QueryInterface(this.entity, IID_UnitAI)?.FaceTowardsTarget(this.target);
let type = cmpResourceSupply.GetType();
if (!this.carrying[type.generic])
this.carrying[type.generic] = 0;
// Find the maximum so we won't exceed our capacity
let maxGathered = this.GetCapacity(type.generic) - this.carrying[type.generic];
let status = cmpResourceSupply.TakeResources(Math.min(gatherAmount, maxGathered));
let status = cmpResourceSupply.TakeResources(Math.min(this.GATHER_AMOUNT, maxGathered));
this.carrying[type.generic] += status.amount;
this.lastCarriedType = type;
// Update stats of how much the player collected.
// (We have to do it here rather than at the dropsite, because we
// need to know what subtype it was)
// need to know what subtype it was.)
let cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceGatheredCounter(type.generic, status.amount, type.specific);
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
return {
"amount": status.amount,
"exhausted": status.exhausted,
"filled": this.carrying[type.generic] >= this.GetCapacity(type.generic)
};
if (!this.CanCarryMore(type.generic))
this.StopGathering("InventoryFilled");
else if (status.exhausted)
this.StopGathering("TargetInvalidated");
};
/**
@ -217,14 +304,14 @@ ResourceGatherer.prototype.PerformGather = function(target)
ResourceGatherer.prototype.GetTargetGatherRate = function(target)
{
let cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
if (!cmpResourceSupply)
if (!cmpResourceSupply || cmpResourceSupply.GetCurrentAmount() <= 0)
return 0;
let type = cmpResourceSupply.GetType();
let rate = 0;
if (type.specific)
rate = this.GetGatherRate(type.generic+"."+type.specific);
rate = this.GetGatherRate(type.generic + "." + type.specific);
if (rate == 0 && type.generic)
rate = this.GetGatherRate(type.generic);
@ -244,6 +331,15 @@ ResourceGatherer.prototype.CanGather = function(target)
return this.GetTargetGatherRate(target) > 0;
};
/**
* @param {number} target - The entity ID of the target to check.
* @return {boolean} - Whether we can gather from the target.
*/
ResourceGatherer.prototype.CanGather = function(target)
{
return this.GetTargetGatherRate(target) > 0;
};
/**
* Returns whether this unit can carry more of the given type of resource.
* (This ignores whether the unit is actually able to gather that
@ -376,6 +472,16 @@ ResourceGatherer.prototype.RemoveFromPlayerCounter = function(playerid)
delete this.lastGathered;
};
/**
* @param {number} - The entity ID of the target to check.
* @return {boolean} - Whether this entity is in range of its target.
*/
ResourceGatherer.prototype.IsTargetInRange = function(target)
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).
IsInTargetRange(this.entity, target, 0, +this.template.MaxDistance, false);
};
// Since we cache gather rates, we need to make sure we update them when tech changes.
// and when our owner change because owners can had different techs.
ResourceGatherer.prototype.OnValueModification = function(msg)

View file

@ -46,6 +46,10 @@ TreasureCollecter.prototype.StartCollecting = function(target, callerIID)
if (!cmpTreasure || !cmpTreasure.IsAvailable())
return false;
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SelectAnimation("collecting_treasure", false, 1.0);
this.target = target;
this.callerIID = callerIID;
@ -69,9 +73,12 @@ TreasureCollecter.prototype.StopCollecting = function(reason)
}
delete this.target;
// The callerIID component may start gathering again,
// replacing the callerIID, which gets deleted after
// the callerIID has finished. Hence save the data.
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SelectAnimation("idle", false, 1.0);
// The callerIID component may start collecting again,
// replacing the callerIID, hence save that.
let callerIID = this.callerIID;
delete this.callerIID;

View file

@ -2495,14 +2495,16 @@ UnitAI.prototype.UnitFsmSpec = {
"GATHERING": {
"enter": function() {
this.gatheringTarget = this.order.data.target || INVALID_ENTITY; // deleted in "leave".
// Check if the resource is full.
// Will only be added if we're not already in.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (!cmpSupply || !cmpSupply.AddActiveGatherer(this.entity))
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
{
this.SetNextState("FINDINGNEWTARGET");
this.FinishOrder();
return true;
}
if (!this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer))
{
this.ProcessMessage("OutOfRange");
return true;
}
@ -2511,134 +2513,48 @@ UnitAI.prototype.UnitFsmSpec = {
this.order.data.force = false;
this.order.data.autoharvest = true;
// Calculate timing based on gather rates
// This allows the gather rate to control how often we gather, instead of how much.
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
let rate = cmpResourceGatherer.GetTargetGatherRate(this.gatheringTarget);
if (!rate)
if (!cmpResourceGatherer.StartGathering(this.order.data.target, IID_UnitAI))
{
// Try to find another target if the current one stopped existing
if (!Engine.QueryInterface(this.gatheringTarget, IID_Identity))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
// No rate, give up on gathering
this.FinishOrder();
this.ProcessMessage("TargetInvalidated");
return true;
}
// Scale timing interval based on rate, and start timer
// The offset should be at least as long as the repeat time so we use the same value for both.
let offset = 1000 / rate;
this.StartTimer(offset, offset);
// We want to start the gather animation as soon as possible,
// but only if we're actually at the target and it's still alive
// (else it'll look like we're chopping empty air).
// (If it's not alive, the Timer handler will deal with sending us
// off to a different target.)
if (this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer))
{
this.SetDefaultAnimationVariant();
this.FaceTowardsTarget(this.order.data.target);
this.SelectAnimation("gather_" + this.order.data.type.specific);
cmpResourceGatherer.AddToPlayerCounter(this.order.data.type.generic);
}
this.FaceTowardsTarget(this.order.data.target);
return false;
},
"leave": function() {
this.StopTimer();
// Don't use ownership because this is called after a conversion/resignation
// and the ownership would be invalid then.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (cmpSupply)
cmpSupply.RemoveGatherer(this.entity);
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
cmpResourceGatherer.RemoveFromPlayerCounter();
delete this.gatheringTarget;
this.ResetAnimation();
cmpResourceGatherer.StopGathering();
},
"Timer": function(msg) {
let resourceTemplate = this.order.data.template;
let resourceType = this.order.data.type;
// TODO: we are leaking information here - if the target died in FOW, we'll know it's dead
// straight away.
// Seems one would have to listen to ownership changed messages to make it work correctly
// but that's likely prohibitively expansive performance wise.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
// If we can't gather from the target, find a new one.
if (!cmpSupply || !cmpSupply.IsAvailableTo(this.entity) ||
!this.CanGather(this.gatheringTarget))
{
this.SetNextState("FINDINGNEWTARGET");
return;
}
if (!this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer))
{
// Try to follow the target
if (this.MoveToTargetRange(this.gatheringTarget, IID_ResourceGatherer))
this.SetNextState("APPROACHING");
// Our target is no longer visible - go to its last known position first
// and then hopefully it will become visible.
else if (!this.CheckTargetVisible(this.gatheringTarget) && this.order.data.lastPos)
this.PushOrderFront("Walk", {
"x": this.order.data.lastPos.x,
"z": this.order.data.lastPos.z,
"force": this.order.data.force
});
else
this.SetNextState("FINDINGNEWTARGET");
return;
}
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
// If we've already got some resources but they're the wrong type,
// drop them first to ensure we're only ever carrying one type
if (cmpResourceGatherer.IsCarryingAnythingExcept(resourceType.generic))
cmpResourceGatherer.DropResources();
this.FaceTowardsTarget(this.order.data.target);
let status = cmpResourceGatherer.PerformGather(this.gatheringTarget);
if (status.filled)
{
let nearestDropsite = this.FindNearestDropsite(resourceType.generic);
if (nearestDropsite)
{
// (Keep this Gather order on the stack so we'll
// continue gathering after returning)
// However mark our target as invalid if it's exhausted, so we don't waste time
// trying to gather from it.
if (status.exhausted)
this.order.data.target = INVALID_ENTITY;
this.PushOrderFront("ReturnResource", { "target": nearestDropsite, "force": false });
return;
}
// Oh no, couldn't find any drop sites. Give up on gathering.
"InventoryFilled": function(msg) {
let nearestDropsite = this.FindNearestDropsite(this.order.data.type.generic);
if (!nearestDropsite)
this.FinishOrder();
return;
}
if (status.exhausted)
this.PushOrderFront("ReturnResource", { "target": nearestDropsite, "force": false });
},
"OutOfRange": function(msg) {
if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
this.SetNextState("APPROACHING");
// Our target is no longer visible - go to its last known position first
// and then hopefully it will become visible.
else if (!this.CheckTargetVisible(this.order.data.target) && this.order.data.lastPos)
this.PushOrderFront("Walk", {
"x": this.order.data.lastPos.x,
"z": this.order.data.lastPos.z,
"force": this.order.data.force
});
else
this.SetNextState("FINDINGNEWTARGET");
},
"TargetInvalidated": function(msg) {
this.SetNextState("FINDINGNEWTARGET");
},
},
"FINDINGNEWTARGET": {
@ -2972,7 +2888,6 @@ UnitAI.prototype.UnitFsmSpec = {
return true;
}
this.FaceTowardsTarget(this.order.data.target);
this.SelectAnimation("collecting_treasure");
return false;
},
@ -2980,7 +2895,6 @@ UnitAI.prototype.UnitFsmSpec = {
let cmpTreasureCollecter = Engine.QueryInterface(this.entity, IID_TreasureCollecter);
if (cmpTreasureCollecter)
cmpTreasureCollecter.StopCollecting();
this.ResetAnimation();
},
"OutOfRange": function(msg) {

View file

@ -1,7 +1,7 @@
Engine.RegisterInterface("ResourceGatherer");
/**
* Message of the form { "to": [{ "type": string, "amount": number, "max":number }] }
* Message of the form { "to": [{ "type": string, "amount": number, "max": number }] }
* sent from ResourceGatherer component whenever the amount of carried resources changes.
*/
Engine.RegisterMessageType("ResourceCarryingChanged");

View file

@ -1,7 +1,7 @@
Resources = {
"BuildSchema": () => {
let schema = "";
for (let res of ["food", "metal"])
for (let res of ["food", "metal", "wood"])
{
for (let subtype in ["meat", "grain"])
schema += "<value>" + res + "." + subtype + "</value>";
@ -13,7 +13,8 @@ Resources = {
return {
"subtypes": {
"meat": "meat",
"grain": "grain"
"grain": "grain",
"tree": "tree"
}
};
}
@ -24,25 +25,37 @@ Engine.LoadComponentScript("interfaces/ResourceDropsite.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
Engine.LoadComponentScript("interfaces/ResourceSupply.js");
Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("ResourceGatherer.js");
Engine.LoadComponentScript("Timer.js");
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
"IsInTargetRange": () => true
});
Engine.RegisterGlobal("ApplyValueModificationsToEntity", (prop, oVal, ent) => oVal);
Engine.RegisterGlobal("QueryOwnerInterface", () => {});
let cmpTimer;
const entity = 11;
const target = 12;
const gathererID = 11;
const dropsiteID = 12;
const supplyID = 13;
let template = {
"MaxDistance": "10",
"BaseSpeed": "1",
"Rates": {
"food.grain": "1"
"food.grain": "1",
"wood.tree": "2"
},
"Capacities": {
"food": "10"
"food": "10",
"wood": "20"
}
};
let cmpResourceGatherer = ConstructComponent(entity, "ResourceGatherer", template);
let cmpResourceGatherer = ConstructComponent(gathererID, "ResourceGatherer", template);
cmpResourceGatherer.RecalculateGatherRates();
cmpResourceGatherer.RecalculateCapacities();
@ -56,44 +69,17 @@ TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), [ {
cmpResourceGatherer.DropResources();
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), []);
// Test gathering.
AddMock(target, IID_ResourceSupply, {
"GetType": () => {
return {
"generic": "food",
"specific": "grain"
};
},
"TakeResources": (amount) => {
return {
"amount": amount,
"exhausted": false
};
},
"GetDiminishingReturns": () => null
});
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.PerformGather(target), {
"amount": 1,
"exhausted": false,
"filled": false
});
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), [{
"type": "food",
"amount": 1,
"max": 10
}]);
// Test committing resources.
AddMock(target, IID_ResourceDropsite, {
AddMock(dropsiteID, IID_ResourceDropsite, {
"ReceiveResources": (resources, ent) => {
return {
"food": resources.food
};
}
});
cmpResourceGatherer.GiveResources([{ "type": "food", "amount": 1 }]);
cmpResourceGatherer.CommitResources(target);
cmpResourceGatherer.CommitResources(dropsiteID);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), []);
cmpResourceGatherer.GiveResources([{
@ -103,9 +89,208 @@ cmpResourceGatherer.GiveResources([{
"type": "wood",
"amount": 1
}]);
cmpResourceGatherer.CommitResources(target);
cmpResourceGatherer.CommitResources(dropsiteID);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), [ {
"type": "wood",
"amount": 1,
"max": 0
"max": 20
}]);
cmpResourceGatherer.DropResources();
function reset()
{
cmpResourceGatherer = ConstructComponent(gathererID, "ResourceGatherer", template);
cmpResourceGatherer.OnGlobalInitGame(); // Force updating values.
cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer", null);
}
// Test normal gathering.
reset();
// Supply is empty.
AddMock(supplyID, IID_ResourceSupply, {
"AddActiveGatherer": () => true,
"GetCurrentAmount": () => 0
});
// Supply is wrong type.
AddMock(supplyID, IID_ResourceSupply, {
"AddActiveGatherer": () => true,
"GetCurrentAmount": () => 1,
"GetType": () => ({ "generic": "bogus" }),
"GetDiminishingReturns": () => 1
});
TS_ASSERT(!cmpResourceGatherer.StartGathering(supplyID));
TS_ASSERT(!cmpResourceGatherer.StartGathering(supplyID));
// Resource supply is full (or something else).
AddMock(supplyID, IID_ResourceSupply, {
"AddActiveGatherer": () => false,
"GetCurrentAmount": () => 1,
"GetType": () => ({ "generic": "food" }),
"GetDiminishingReturns": () => 1
});
TS_ASSERT(!cmpResourceGatherer.StartGathering(supplyID));
// Supply is non-empty and right type.
AddMock(supplyID, IID_ResourceSupply, {
"AddActiveGatherer": () => true,
"GetCurrentAmount": () => 2,
"GetType": () => ({ "generic": "food", "specific": "grain" }),
"GetDiminishingReturns": () => 1,
"TakeResources": (amount) => {
return {
"amount": amount,
"exhausted": false
};
},
"RemoveGatherer": () => {}
});
TS_ASSERT(cmpResourceGatherer.StartGathering(supplyID));
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 1, "max": 10 }]);
TS_ASSERT_EQUALS(cmpResourceGatherer.GetMainCarryingType(), "food");
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetLastCarriedType(), { "generic": "food", "specific": "grain" });
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 2, "max": 10 }]);
cmpResourceGatherer.StopGathering();
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 2, "max": 10 }]);
TS_ASSERT(cmpResourceGatherer.IsCarrying("food"));
TS_ASSERT(cmpResourceGatherer.CanCarryMore("food"));
// Test that when gathering a second type the first gathered type is ditched.
reset();
AddMock(supplyID, IID_ResourceSupply, {
"AddActiveGatherer": () => true,
"GetCurrentAmount": () => 2,
"GetType": () => ({ "generic": "food", "specific": "grain" }),
"GetDiminishingReturns": () => 1,
"TakeResources": (amount) => {
return {
"amount": amount,
"exhausted": false
};
},
"RemoveGatherer": () => {}
});
TS_ASSERT(cmpResourceGatherer.StartGathering(supplyID));
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 1, "max": 10 }]);
cmpResourceGatherer.StopGathering();
AddMock(supplyID, IID_ResourceSupply, {
"AddActiveGatherer": () => true,
"GetCurrentAmount": () => 3,
"GetType": () => ({ "generic": "wood", "specific": "tree" }),
"GetDiminishingReturns": () => 1,
"TakeResources": (amount) => {
return {
"amount": amount,
"exhausted": false
};
},
"RemoveGatherer": () => {}
});
TS_ASSERT(cmpResourceGatherer.StartGathering(supplyID));
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "wood", "amount": 2, "max": 20 }]);
TS_ASSERT(!cmpResourceGatherer.IsCarrying("food"));
TS_ASSERT(cmpResourceGatherer.CanCarryMore("food"));
TS_ASSERT(cmpResourceGatherer.IsCarrying("wood"));
TS_ASSERT(cmpResourceGatherer.CanCarryMore("wood"));
// Test that we stop gathering when the target is exhausted.
reset();
AddMock(supplyID, IID_ResourceSupply, {
"AddActiveGatherer": () => true,
"GetCurrentAmount": () => 1,
"GetType": () => ({ "generic": "food", "specific": "grain" }),
"GetDiminishingReturns": () => 1,
"TakeResources": (amount) => {
return {
"amount": amount,
"exhausted": true
};
},
"RemoveGatherer": () => {}
});
TS_ASSERT(cmpResourceGatherer.StartGathering(supplyID));
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 1, "max": 10 }]);
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 1, "max": 10 }]);
// Test that we stop gathering when we are filled.
reset();
AddMock(supplyID, IID_ResourceSupply, {
"AddActiveGatherer": () => true,
"GetCurrentAmount": () => 11,
"GetType": () => ({ "generic": "food", "specific": "grain" }),
"GetDiminishingReturns": () => 1,
"TakeResources": (amount) => {
return {
"amount": amount,
"exhausted": false
};
},
"RemoveGatherer": () => {}
});
TS_ASSERT(cmpResourceGatherer.StartGathering(supplyID));
cmpTimer.OnUpdate({ "turnLength": 10 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 10, "max": 10 }]);
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 10, "max": 10 }]);
// Test that starting to gather twice does not add resources at twice the speed.
reset();
AddMock(supplyID, IID_ResourceSupply, {
"AddActiveGatherer": () => true,
"GetCurrentAmount": () => 3,
"GetType": () => ({ "generic": "food", "specific": "grain" }),
"GetDiminishingReturns": () => 1,
"TakeResources": (amount) => {
return {
"amount": amount,
"exhausted": false
};
},
"RemoveGatherer": () => {}
});
TS_ASSERT(cmpResourceGatherer.StartGathering(supplyID));
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 1, "max": 10 }]);
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 2, "max": 10 }]);
TS_ASSERT(cmpResourceGatherer.StartGathering(supplyID));
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 3, "max": 10 }]);
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(),
[{ "type": "food", "amount": 4, "max": 10 }]);

View file

@ -38,12 +38,20 @@ Engine.LoadComponentScript("interfaces/ResourceDropsite.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
Engine.LoadComponentScript("interfaces/ResourceSupply.js");
Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("Player.js");
Engine.LoadComponentScript("ResourceDropsite.js");
Engine.LoadComponentScript("ResourceGatherer.js");
Engine.LoadComponentScript("ResourceSupply.js");
Engine.LoadComponentScript("Timer.js");
Engine.RegisterGlobal("ApplyValueModificationsToEntity", (prop, oVal, ent) => oVal);
let cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer", null);
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
"IsInTargetRange": () => true
});
const owner = 1;
const gatherer = 11;
@ -99,28 +107,24 @@ TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), []);
// Test gathering.
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.PerformGather(supply), {
"amount": 1,
"exhausted": false,
"filled": false
});
TS_ASSERT(cmpResourceGatherer.StartGathering(supply));
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_UNEVAL_EQUALS(cmpResourceSupply.GetCurrentAmount(), 999);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), [{
"type": "food",
"amount": 1,
"max": 10
}]);
cmpResourceGatherer.StopGathering();
// Test committing resources.
cmpResourceGatherer.CommitResources(dropsite);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), []);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.PerformGather(supply), {
"amount": 1,
"exhausted": false,
"filled": false
});
TS_ASSERT(cmpResourceGatherer.StartGathering(supply));
cmpTimer.OnUpdate({ "turnLength": 1 });
cmpResourceGatherer.StopGathering();
cmpResourceGatherer.GiveResources([{
"type": "wood",
"amount": 1