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This adds a new command button that enables training of units automatically. Use: - Enable auto-queue. - Train an entity. This adds a new item to the queue whenever the previous item starts, such that good micro is more resource-efficient. Patch by: @azayrahmad Differential revision: https://code.wildfiregames.com/D3865 Comments by: @Langbart, @nani, @Stan, @wraitii This was SVN commit r25381.
975 lines
30 KiB
JavaScript
975 lines
30 KiB
JavaScript
function ProductionQueue() {}
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ProductionQueue.prototype.Schema =
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"<a:help>Allows the building to train new units and research technologies</a:help>" +
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"<a:example>" +
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"<BatchTimeModifier>0.7</BatchTimeModifier>" +
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"<Entities datatype='tokens'>" +
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"\n units/{civ}/support_female_citizen\n units/{native}/support_trader\n units/athen/infantry_spearman_b\n " +
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"</Entities>" +
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"</a:example>" +
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"<element name='BatchTimeModifier' a:help='Modifier that influences the time benefit for batch training'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<optional>" +
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"<element name='Entities' a:help='Space-separated list of entity template names that this entity can train. The special string \"{civ}\" will be automatically replaced by the civ code of the entity's owner, while the string \"{native}\" will be automatically replaced by the entity's civ code.'>" +
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"<attribute name='datatype'>" +
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"<value>tokens</value>" +
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"</attribute>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Technologies' a:help='Space-separated list of technology names that this building can research. When present, the special string \"{civ}\" will be automatically replaced either by the civ code of the building's owner if such a tech exists, or by \"generic\".'>" +
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"<attribute name='datatype'>" +
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"<value>tokens</value>" +
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"</attribute>" +
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"<text/>" +
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"</element>" +
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"</optional>" +
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"<element name='TechCostMultiplier' a:help='Multiplier to modify ressources cost and research time of technologies searched in this building.'>" +
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Resources.BuildSchema("nonNegativeDecimal", ["time"]) +
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"</element>";
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ProductionQueue.prototype.ProgressInterval = 1000;
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ProductionQueue.prototype.MaxQueueSize = 16;
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ProductionQueue.prototype.Init = function()
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{
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this.nextID = 1;
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this.queue = [];
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// Queue items are:
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// {
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// "id": 1,
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// "player": 1, // who paid for this batch; we need this to cope with refunds cleanly
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// "unitTemplate": "units/example",
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// "count": 10,
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// "neededSlots": 3, // number of population slots missing for production to begin
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// "resources": { "wood": 100, ... }, // resources per unit, multiply by count to get total
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// "population": 1, // population per unit, multiply by count to get total
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// "productionStarted": false, // true iff we have reserved population
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// "entityCache": [189, ...], // The entities created but not spawned yet.
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// "timeTotal": 15000, // msecs
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// "timeRemaining": 10000, // msecs
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// }
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//
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// {
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// "id": 1,
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// "player": 1, // who paid for this research; we need this to cope with refunds cleanly
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// "technologyTemplate": "example_tech",
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// "resources": { "wood": 100, ... }, // resources needed for research
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// "productionStarted": false, // true iff production has started
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// "timeTotal": 15000, // msecs
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// "timeRemaining": 10000, // msecs
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// }
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};
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/*
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* Returns list of entities that can be trained by this building.
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*/
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ProductionQueue.prototype.GetEntitiesList = function()
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{
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return Array.from(this.entitiesMap.values());
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};
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/**
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* @return {boolean} - Whether we are automatically queuing items.
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*/
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ProductionQueue.prototype.IsAutoQueueing = function()
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{
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return !!this.autoqueuing;
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};
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/**
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* Turn on Auto-Queue.
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*/
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ProductionQueue.prototype.EnableAutoQueue = function()
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{
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this.autoqueuing = true;
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};
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/**
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* Turn off Auto-Queue.
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*/
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ProductionQueue.prototype.DisableAutoQueue = function()
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{
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delete this.autoqueuing;
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};
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/**
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* Calculate the new list of producible entities
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* and update any entities currently being produced.
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*/
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ProductionQueue.prototype.CalculateEntitiesMap = function()
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{
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// Don't reset the map, it's used below to update entities.
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if (!this.entitiesMap)
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this.entitiesMap = new Map();
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if (!this.template.Entities)
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return;
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let string = this.template.Entities._string;
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// Tokens can be added -> process an empty list to get them.
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let addedTokens = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", "", this.entity);
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if (!addedTokens && !string)
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return;
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addedTokens = addedTokens == "" ? [] : addedTokens.split(/\s+/);
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let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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let cmpPlayer = QueryOwnerInterface(this.entity);
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let cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
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let disabledEntities = cmpPlayer ? cmpPlayer.GetDisabledTemplates() : {};
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/**
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* Process tokens:
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* - process token modifiers (this is a bit tricky).
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* - replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID
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* - remove disabled entities
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* - upgrade templates where necessary
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* This also updates currently queued production (it's more convenient to do it here).
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*/
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let removeAllQueuedTemplate = (token) => {
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let queue = clone(this.queue);
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let template = this.entitiesMap.get(token);
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for (let item of queue)
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if (item.unitTemplate && item.unitTemplate === template)
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this.RemoveItem(item.id);
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};
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let updateAllQueuedTemplate = (token, updateTo) => {
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let template = this.entitiesMap.get(token);
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for (let item of this.queue)
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if (item.unitTemplate && item.unitTemplate === template)
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item.unitTemplate = updateTo;
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};
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let toks = string.split(/\s+/);
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for (let tok of addedTokens)
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toks.push(tok);
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let addedDict = addedTokens.reduce((out, token) => { out[token] = true; return out; }, {});
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this.entitiesMap = toks.reduce((entMap, token) => {
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let rawToken = token;
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if (!(token in addedDict))
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{
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// This is a bit wasteful but I can't think of a simpler/better way.
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// The list of token is unlikely to be a performance bottleneck anyways.
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token = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", token, this.entity);
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token = token.split(/\s+/);
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if (token.every(tok => addedTokens.indexOf(tok) !== -1))
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{
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removeAllQueuedTemplate(rawToken);
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return entMap;
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}
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token = token[0];
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}
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// Replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID.
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if (cmpIdentity)
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token = token.replace(/\{native\}/g, cmpIdentity.GetCiv());
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if (cmpPlayer)
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token = token.replace(/\{civ\}/g, cmpPlayer.GetCiv());
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// Filter out disabled and invalid entities.
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if (disabledEntities[token] || !cmpTemplateManager.TemplateExists(token))
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{
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removeAllQueuedTemplate(rawToken);
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return entMap;
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}
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token = this.GetUpgradedTemplate(token);
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entMap.set(rawToken, token);
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updateAllQueuedTemplate(rawToken, token);
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return entMap;
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}, new Map());
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};
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/*
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* Returns the upgraded template name if necessary.
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*/
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ProductionQueue.prototype.GetUpgradedTemplate = function(templateName)
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{
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let cmpPlayer = QueryOwnerInterface(this.entity);
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if (!cmpPlayer)
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return templateName;
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let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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let template = cmpTemplateManager.GetTemplate(templateName);
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while (template && template.Promotion !== undefined)
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{
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let requiredXp = ApplyValueModificationsToTemplate(
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"Promotion/RequiredXp",
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+template.Promotion.RequiredXp,
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cmpPlayer.GetPlayerID(),
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template);
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if (requiredXp > 0)
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break;
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templateName = template.Promotion.Entity;
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template = cmpTemplateManager.GetTemplate(templateName);
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}
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return templateName;
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};
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/*
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* Returns list of technologies that can be researched by this building.
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*/
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ProductionQueue.prototype.GetTechnologiesList = function()
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{
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if (!this.template.Technologies)
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return [];
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let string = this.template.Technologies._string;
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string = ApplyValueModificationsToEntity("ProductionQueue/Technologies/_string", string, this.entity);
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if (!string)
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return [];
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let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
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if (!cmpTechnologyManager)
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return [];
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let cmpPlayer = QueryOwnerInterface(this.entity);
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if (!cmpPlayer)
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return [];
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let techs = string.split(/\s+/);
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// Replace the civ specific technologies.
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for (let i = 0; i < techs.length; ++i)
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{
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let tech = techs[i];
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if (tech.indexOf("{civ}") == -1)
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continue;
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let civTech = tech.replace("{civ}", cmpPlayer.GetCiv());
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techs[i] = TechnologyTemplates.Has(civTech) ? civTech : tech.replace("{civ}", "generic");
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}
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// Remove any technologies that can't be researched by this civ.
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techs = techs.filter(tech =>
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cmpTechnologyManager.CheckTechnologyRequirements(
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DeriveTechnologyRequirements(TechnologyTemplates.Get(tech), cmpPlayer.GetCiv()),
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true));
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let techList = [];
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// Stores the tech which supersedes the key.
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let superseded = {};
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let disabledTechnologies = cmpPlayer.GetDisabledTechnologies();
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// Add any top level technologies to an array which corresponds to the displayed icons.
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// Also store what technology is superseded in the superseded object { "tech1":"techWhichSupercedesTech1", ... }.
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for (let tech of techs)
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{
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if (disabledTechnologies && disabledTechnologies[tech])
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continue;
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let template = TechnologyTemplates.Get(tech);
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if (!template.supersedes || techs.indexOf(template.supersedes) === -1)
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techList.push(tech);
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else
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superseded[template.supersedes] = tech;
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}
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// Now make researched/in progress techs invisible.
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for (let i in techList)
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{
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let tech = techList[i];
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while (this.IsTechnologyResearchedOrInProgress(tech))
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tech = superseded[tech];
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techList[i] = tech;
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}
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let ret = [];
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// This inserts the techs into the correct positions to line up the technology pairs.
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for (let i = 0; i < techList.length; ++i)
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{
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let tech = techList[i];
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if (!tech)
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{
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ret[i] = undefined;
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continue;
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}
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let template = TechnologyTemplates.Get(tech);
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if (template.top)
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ret[i] = { "pair": true, "top": template.top, "bottom": template.bottom };
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else
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ret[i] = tech;
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}
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return ret;
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};
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ProductionQueue.prototype.GetTechCostMultiplier = function()
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{
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let techCostMultiplier = {};
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for (let res in this.template.TechCostMultiplier)
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techCostMultiplier[res] = ApplyValueModificationsToEntity(
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"ProductionQueue/TechCostMultiplier/" + res,
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+this.template.TechCostMultiplier[res],
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this.entity);
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return techCostMultiplier;
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};
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ProductionQueue.prototype.IsTechnologyResearchedOrInProgress = function(tech)
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{
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if (!tech)
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return false;
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let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
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if (!cmpTechnologyManager)
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return false;
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let template = TechnologyTemplates.Get(tech);
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if (template.top)
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return cmpTechnologyManager.IsTechnologyResearched(template.top) ||
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cmpTechnologyManager.IsInProgress(template.top) ||
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cmpTechnologyManager.IsTechnologyResearched(template.bottom) ||
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cmpTechnologyManager.IsInProgress(template.bottom);
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return cmpTechnologyManager.IsTechnologyResearched(tech) || cmpTechnologyManager.IsInProgress(tech);
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};
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/*
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* Adds a new batch of identical units to train or a technology to research to the production queue.
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* @param {string} templateName - The template to start production on.
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* @param {string} type - The type of production (i.e. "unit" or "technology").
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* @param {number} count - The amount of units to be produced. Ignored for a tech.
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* @param {any} metadata - Optionally any metadata to be attached to the item.
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*
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* @return {boolean} - Whether the addition of the item has succeeded.
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*/
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ProductionQueue.prototype.AddItem = function(templateName, type, count, metadata)
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{
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// TODO: there should be a way for the GUI to determine whether it's going
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// to be possible to add a batch (based on resource costs and length limits).
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let cmpPlayer = QueryOwnerInterface(this.entity);
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if (!cmpPlayer)
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return false;
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let player = cmpPlayer.GetPlayerID();
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if (!this.queue.length)
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{
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let cmpUpgrade = Engine.QueryInterface(this.entity, IID_Upgrade);
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if (cmpUpgrade && cmpUpgrade.IsUpgrading())
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{
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let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGUIInterface.PushNotification({
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"players": [player],
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"message": markForTranslation("Entity is being upgraded. Cannot start production."),
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"translateMessage": true
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});
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return false;
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}
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}
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else if (this.queue.length >= this.MaxQueueSize)
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{
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let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGUIInterface.PushNotification({
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"players": [player],
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"message": markForTranslation("The production queue is full."),
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"translateMessage": true,
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});
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return false;
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}
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// ToDo: Lots of duplication here, much can probably be combined,
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// but requires some more refactoring.
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if (type == "unit")
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{
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if (!Number.isInteger(count) || count <= 0)
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{
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error("Invalid batch count " + count);
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return false;
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}
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let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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let template = cmpTemplateManager.GetTemplate(this.GetUpgradedTemplate(templateName));
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if (!template)
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return false;
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let costs = {};
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let totalCosts = {};
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for (let res in template.Cost.Resources)
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{
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costs[res] = ApplyValueModificationsToTemplate(
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"Cost/Resources/" + res,
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+template.Cost.Resources[res],
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player,
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template);
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totalCosts[res] = Math.floor(count * costs[res]);
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}
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// TrySubtractResources should report error to player (they ran out of resources).
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if (!cmpPlayer.TrySubtractResources(totalCosts))
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return false;
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if (template.TrainingRestrictions)
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{
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let unitCategory = template.TrainingRestrictions.Category;
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let cmpPlayerEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
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if (cmpPlayerEntityLimits)
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{
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cmpPlayerEntityLimits.ChangeCount(unitCategory, count);
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if (template.TrainingRestrictions.MatchLimit)
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cmpPlayerEntityLimits.ChangeMatchCount(templateName, count);
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}
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}
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let buildTime = ApplyValueModificationsToTemplate(
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"Cost/BuildTime",
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+template.Cost.BuildTime,
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player,
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template);
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let time = this.GetBatchTime(count) * buildTime * 1000;
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this.queue.push({
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"id": this.nextID++,
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"player": player,
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"unitTemplate": templateName,
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"count": count,
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"metadata": metadata,
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"resources": costs,
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"population": ApplyValueModificationsToTemplate(
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"Cost/Population",
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+template.Cost.Population,
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player,
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template),
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"productionStarted": false,
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"timeTotal": time,
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"timeRemaining": time
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});
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let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.CallEvent("OnTrainingQueued", {
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"playerid": player,
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"unitTemplate": templateName,
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"count": count,
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"metadata": metadata,
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"trainerEntity": this.entity
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});
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}
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else if (type == "technology")
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{
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if (!TechnologyTemplates.Has(templateName))
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return false;
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if (!this.GetTechnologiesList().some(tech =>
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tech &&
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(tech == templateName ||
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tech.pair &&
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(tech.top == templateName || tech.bottom == templateName))))
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{
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error("This entity cannot research " + templateName);
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return false;
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}
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let template = TechnologyTemplates.Get(templateName);
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let techCostMultiplier = this.GetTechCostMultiplier();
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let cost = {};
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if (template.cost)
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for (let res in template.cost)
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cost[res] = Math.floor((techCostMultiplier[res] || 1) * template.cost[res]);
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// TrySubtractResources should report error to player (they ran out of resources).
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if (!cmpPlayer.TrySubtractResources(cost))
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return false;
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// Tell the technology manager that we have started researching this
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// such that players can't research the same thing twice.
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let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
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cmpTechnologyManager.QueuedResearch(templateName, this.entity);
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let time = techCostMultiplier.time * (template.researchTime || 0) * 1000;
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this.queue.push({
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"id": this.nextID++,
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"player": player,
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"count": 1,
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"technologyTemplate": templateName,
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"resources": cost,
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"productionStarted": false,
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"timeTotal": time,
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"timeRemaining": time
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});
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let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.CallEvent("OnResearchQueued", {
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"playerid": player,
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"technologyTemplate": templateName,
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"researcherEntity": this.entity
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});
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}
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else
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{
|
|
warn("Tried to add invalid item of type \"" + type + "\" and template \"" + templateName + "\" to a production queue");
|
|
return false;
|
|
}
|
|
|
|
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
|
|
|
|
if (!this.timer)
|
|
this.StartTimer();
|
|
return true;
|
|
};
|
|
|
|
/*
|
|
* Removes an item from the queue.
|
|
* Refunds resource costs and population reservations.
|
|
* item.player is used as this.entity's owner may have changed.
|
|
*/
|
|
ProductionQueue.prototype.RemoveItem = function(id)
|
|
{
|
|
let itemIndex = this.queue.findIndex(item => item.id == id);
|
|
if (itemIndex == -1)
|
|
return;
|
|
|
|
let item = this.queue[itemIndex];
|
|
|
|
// Destroy any cached entities (those which didn't spawn for some reason).
|
|
if (item.entityCache && item.entityCache.length)
|
|
{
|
|
for (let ent of item.entityCache)
|
|
Engine.DestroyEntity(ent);
|
|
|
|
item.entityCache = [];
|
|
}
|
|
|
|
if (item.unitTemplate)
|
|
{
|
|
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
|
let template = cmpTemplateManager.GetTemplate(item.unitTemplate);
|
|
if (template.TrainingRestrictions)
|
|
{
|
|
let cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
|
|
if (cmpPlayerEntityLimits)
|
|
cmpPlayerEntityLimits.ChangeCount(template.TrainingRestrictions.Category, -item.count);
|
|
if (template.TrainingRestrictions.MatchLimit)
|
|
cmpPlayerEntityLimits.ChangeMatchCount(item.unitTemplate, -item.count);
|
|
}
|
|
}
|
|
|
|
let totalCosts = {};
|
|
let cmpStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
|
|
for (let resource in item.resources)
|
|
{
|
|
totalCosts[resource] = Math.floor(item.count * item.resources[resource]);
|
|
if (cmpStatisticsTracker)
|
|
cmpStatisticsTracker.IncreaseResourceUsedCounter(resource, -totalCosts[resource]);
|
|
}
|
|
|
|
let cmpPlayer = QueryPlayerIDInterface(item.player);
|
|
if (cmpPlayer)
|
|
{
|
|
cmpPlayer.AddResources(totalCosts);
|
|
if (item.productionStarted && item.unitTemplate)
|
|
cmpPlayer.UnReservePopulationSlots(item.population * item.count);
|
|
if (itemIndex == 0)
|
|
cmpPlayer.UnBlockTraining();
|
|
}
|
|
|
|
if (item.technologyTemplate)
|
|
{
|
|
let cmpTechnologyManager = QueryPlayerIDInterface(item.player, IID_TechnologyManager);
|
|
if (cmpTechnologyManager)
|
|
cmpTechnologyManager.StoppedResearch(item.technologyTemplate, true);
|
|
}
|
|
|
|
this.queue.splice(itemIndex, 1);
|
|
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
|
|
|
|
if (!this.queue.length)
|
|
this.StopTimer();
|
|
};
|
|
|
|
ProductionQueue.prototype.SetAnimation = function(name)
|
|
{
|
|
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
|
if (cmpVisual)
|
|
cmpVisual.SelectAnimation(name, false, 1);
|
|
};
|
|
|
|
/*
|
|
* Returns basic data from all batches in the production queue.
|
|
*/
|
|
ProductionQueue.prototype.GetQueue = function()
|
|
{
|
|
return this.queue.map(item => ({
|
|
"id": item.id,
|
|
"unitTemplate": item.unitTemplate,
|
|
"technologyTemplate": item.technologyTemplate,
|
|
"count": item.count,
|
|
"neededSlots": item.neededSlots,
|
|
"progress": 1 - (item.timeRemaining / (item.timeTotal || 1)),
|
|
"timeRemaining": item.timeRemaining,
|
|
"metadata": item.metadata
|
|
}));
|
|
};
|
|
|
|
/*
|
|
* Removes all existing batches from the queue.
|
|
*/
|
|
ProductionQueue.prototype.ResetQueue = function()
|
|
{
|
|
while (this.queue.length)
|
|
this.RemoveItem(this.queue[0].id);
|
|
};
|
|
|
|
/*
|
|
* Returns batch build time.
|
|
*/
|
|
ProductionQueue.prototype.GetBatchTime = function(batchSize)
|
|
{
|
|
// TODO: work out what equation we should use here.
|
|
return Math.pow(batchSize, ApplyValueModificationsToEntity(
|
|
"ProductionQueue/BatchTimeModifier",
|
|
+this.template.BatchTimeModifier,
|
|
this.entity));
|
|
};
|
|
|
|
ProductionQueue.prototype.OnOwnershipChanged = function(msg)
|
|
{
|
|
// Reset the production queue whenever the owner changes.
|
|
// (This should prevent players getting surprised when they capture
|
|
// an enemy building, and then loads of the enemy's civ's soldiers get
|
|
// created from it. Also it means we don't have to worry about
|
|
// updating the reserved pop slots.)
|
|
this.ResetQueue();
|
|
|
|
if (msg.to != INVALID_PLAYER)
|
|
this.CalculateEntitiesMap();
|
|
};
|
|
|
|
ProductionQueue.prototype.OnCivChanged = function()
|
|
{
|
|
this.CalculateEntitiesMap();
|
|
};
|
|
|
|
/*
|
|
* This function creates the entities and places them in world if possible
|
|
* (some of these entities may be garrisoned directly if autogarrison, the others are spawned).
|
|
* @param {Object} item - The item to spawn units for.
|
|
* @param {number} item.count - The number of entities to spawn.
|
|
* @param {string} item.player - The owner of the item.
|
|
* @param {string} item.unitTemplate - The template to spawn.
|
|
* @param {any} - item.metadata - Optionally any metadata to add to the TrainingFinished message.
|
|
*
|
|
* @return {number} - The number of successfully created entities
|
|
*/
|
|
ProductionQueue.prototype.SpawnUnits = function(item)
|
|
{
|
|
let createdEnts = [];
|
|
let spawnedEnts = [];
|
|
|
|
// We need entities to test spawning, but we don't want to waste resources,
|
|
// so only create them once and use as needed.
|
|
if (!item.entityCache)
|
|
{
|
|
item.entityCache = [];
|
|
for (let i = 0; i < item.count; ++i)
|
|
item.entityCache.push(Engine.AddEntity(item.unitTemplate));
|
|
}
|
|
|
|
let autoGarrison;
|
|
let cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint);
|
|
if (cmpRallyPoint)
|
|
{
|
|
let data = cmpRallyPoint.GetData()[0];
|
|
if (data && data.target && data.target == this.entity && data.command == "garrison")
|
|
autoGarrison = true;
|
|
}
|
|
|
|
let cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
|
|
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
|
let positionSelf = cmpPosition && cmpPosition.GetPosition();
|
|
|
|
let cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
|
|
let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
|
|
while (item.entityCache.length)
|
|
{
|
|
let ent = item.entityCache[0];
|
|
let cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
|
let garrisoned = false;
|
|
|
|
if (autoGarrison)
|
|
{
|
|
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
|
|
if (cmpGarrisonable)
|
|
{
|
|
// Temporary owner affectation needed for GarrisonHolder checks.
|
|
cmpNewOwnership.SetOwnerQuiet(item.player);
|
|
garrisoned = cmpGarrisonable.Garrison(this.entity);
|
|
cmpNewOwnership.SetOwnerQuiet(INVALID_PLAYER);
|
|
}
|
|
}
|
|
|
|
if (!garrisoned)
|
|
{
|
|
let pos = cmpFootprint.PickSpawnPoint(ent);
|
|
if (pos.y < 0)
|
|
break;
|
|
|
|
let cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
|
|
cmpNewPosition.JumpTo(pos.x, pos.z);
|
|
|
|
if (positionSelf)
|
|
cmpNewPosition.SetYRotation(positionSelf.horizAngleTo(pos));
|
|
|
|
spawnedEnts.push(ent);
|
|
}
|
|
|
|
// Decrement entity count in the EntityLimits component
|
|
// since it will be increased by EntityLimits.OnGlobalOwnershipChanged,
|
|
// i.e. we replace a 'trained' entity by 'alive' one.
|
|
// Must be done after spawn check so EntityLimits decrements only if unit spawns.
|
|
if (cmpPlayerEntityLimits)
|
|
{
|
|
let cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions);
|
|
if (cmpTrainingRestrictions)
|
|
cmpPlayerEntityLimits.ChangeCount(cmpTrainingRestrictions.GetCategory(), -1);
|
|
}
|
|
cmpNewOwnership.SetOwner(item.player);
|
|
|
|
if (cmpPlayerStatisticsTracker)
|
|
cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter(ent);
|
|
|
|
item.entityCache.shift();
|
|
createdEnts.push(ent);
|
|
}
|
|
|
|
if (spawnedEnts.length && !autoGarrison && cmpRallyPoint)
|
|
for (let com of GetRallyPointCommands(cmpRallyPoint, spawnedEnts))
|
|
ProcessCommand(item.player, com);
|
|
|
|
if (createdEnts.length)
|
|
{
|
|
// Play a sound, but only for the first in the batch (to avoid nasty phasing effects).
|
|
PlaySound("trained", createdEnts[0]);
|
|
Engine.PostMessage(this.entity, MT_TrainingFinished, {
|
|
"entities": createdEnts,
|
|
"owner": item.player,
|
|
"metadata": item.metadata
|
|
});
|
|
}
|
|
|
|
return createdEnts.length;
|
|
};
|
|
|
|
/*
|
|
* Increments progress on the first item in the production queue and blocks the
|
|
* queue if population limit is reached or some units failed to spawn.
|
|
* @param {Object} data - Unused in this case.
|
|
* @param {number} lateness - The time passed since the expected time to fire the function.
|
|
*/
|
|
ProductionQueue.prototype.ProgressTimeout = function(data, lateness)
|
|
{
|
|
if (this.paused)
|
|
return;
|
|
|
|
let cmpPlayer = QueryOwnerInterface(this.entity);
|
|
if (!cmpPlayer)
|
|
return;
|
|
|
|
// Allocate available time to as many queue items as it takes
|
|
// until we've used up all the time (so that we work accurately
|
|
// with items that take fractions of a second).
|
|
let time = this.ProgressInterval + lateness;
|
|
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
|
|
|
while (this.queue.length)
|
|
{
|
|
let item = this.queue[0];
|
|
if (!item.productionStarted)
|
|
{
|
|
if (item.unitTemplate)
|
|
{
|
|
let template = cmpTemplateManager.GetTemplate(item.unitTemplate);
|
|
item.population = ApplyValueModificationsToTemplate(
|
|
"Cost/Population",
|
|
+template.Cost.Population,
|
|
item.player,
|
|
template);
|
|
|
|
item.neededSlots = cmpPlayer.TryReservePopulationSlots(item.population * item.count);
|
|
if (item.neededSlots)
|
|
{
|
|
cmpPlayer.BlockTraining();
|
|
return;
|
|
}
|
|
this.SetAnimation("training");
|
|
|
|
cmpPlayer.UnBlockTraining();
|
|
|
|
// AutoQueue: We add the second batch after starting the first.
|
|
// (As opposed to when the first batch finishes.)
|
|
// This is to make the feature not infinitely better than good micro.
|
|
if (this.autoqueuing)
|
|
this.AddItem(item.unitTemplate, "unit", item.count, item.metadata);
|
|
|
|
Engine.PostMessage(this.entity, MT_TrainingStarted, { "entity": this.entity });
|
|
}
|
|
if (item.technologyTemplate)
|
|
{
|
|
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
|
|
if (cmpTechnologyManager)
|
|
cmpTechnologyManager.StartedResearch(item.technologyTemplate, true);
|
|
else
|
|
warn("Failed to start researching " + item.technologyTemplate + ": No TechnologyManager available.");
|
|
|
|
this.SetAnimation("researching");
|
|
}
|
|
|
|
item.productionStarted = true;
|
|
}
|
|
|
|
if (item.timeRemaining > time)
|
|
{
|
|
item.timeRemaining -= time;
|
|
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
|
|
return;
|
|
}
|
|
|
|
if (item.unitTemplate)
|
|
{
|
|
let numSpawned = this.SpawnUnits(item);
|
|
if (numSpawned)
|
|
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
|
|
if (numSpawned == item.count)
|
|
{
|
|
cmpPlayer.UnBlockTraining();
|
|
delete this.spawnNotified;
|
|
}
|
|
else
|
|
{
|
|
if (numSpawned)
|
|
{
|
|
item.count -= numSpawned;
|
|
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
|
|
}
|
|
|
|
cmpPlayer.BlockTraining();
|
|
|
|
if (!this.spawnNotified)
|
|
{
|
|
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGUIInterface.PushNotification({
|
|
"players": [cmpPlayer.GetPlayerID()],
|
|
"message": markForTranslation("Can't find free space to spawn trained units"),
|
|
"translateMessage": true
|
|
});
|
|
this.spawnNotified = true;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
if (item.technologyTemplate)
|
|
{
|
|
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
|
|
if (cmpTechnologyManager)
|
|
cmpTechnologyManager.ResearchTechnology(item.technologyTemplate);
|
|
else
|
|
warn("Failed to stop researching " + item.technologyTemplate + ": No TechnologyManager available.");
|
|
|
|
let template = TechnologyTemplates.Get(item.technologyTemplate);
|
|
if (template && template.soundComplete)
|
|
{
|
|
let cmpSoundManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager);
|
|
if (cmpSoundManager)
|
|
cmpSoundManager.PlaySoundGroup(template.soundComplete, this.entity);
|
|
}
|
|
}
|
|
|
|
time -= item.timeRemaining;
|
|
this.queue.shift();
|
|
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
|
|
}
|
|
|
|
if (!this.queue.length)
|
|
this.StopTimer();
|
|
};
|
|
|
|
ProductionQueue.prototype.PauseProduction = function()
|
|
{
|
|
this.StopTimer();
|
|
this.paused = true;
|
|
};
|
|
|
|
ProductionQueue.prototype.UnpauseProduction = function()
|
|
{
|
|
delete this.paused;
|
|
this.StartTimer();
|
|
};
|
|
|
|
ProductionQueue.prototype.StartTimer = function()
|
|
{
|
|
if (this.timer)
|
|
return;
|
|
|
|
this.timer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).SetInterval(
|
|
this.entity,
|
|
IID_ProductionQueue,
|
|
"ProgressTimeout",
|
|
this.ProgressInterval,
|
|
this.ProgressInterval,
|
|
null
|
|
);
|
|
};
|
|
|
|
ProductionQueue.prototype.StopTimer = function()
|
|
{
|
|
if (!this.timer)
|
|
return;
|
|
|
|
this.SetAnimation("idle");
|
|
Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).CancelTimer(this.timer);
|
|
delete this.timer;
|
|
};
|
|
|
|
ProductionQueue.prototype.OnValueModification = function(msg)
|
|
{
|
|
// If the promotion requirements of units is changed,
|
|
// update the entities list so that automatically promoted units are shown
|
|
// appropriately in the list.
|
|
if (msg.component != "Promotion" && (msg.component != "ProductionQueue" ||
|
|
!msg.valueNames.some(val => val.startsWith("ProductionQueue/Entities/"))))
|
|
return;
|
|
|
|
if (msg.entities.indexOf(this.entity) === -1)
|
|
return;
|
|
|
|
// This also updates the queued production if necessary.
|
|
this.CalculateEntitiesMap();
|
|
|
|
// Inform the GUI that it'll need to recompute the selection panel.
|
|
// TODO: it would be better to only send the message if something actually changing
|
|
// for the current production queue.
|
|
let cmpPlayer = QueryOwnerInterface(this.entity);
|
|
if (cmpPlayer)
|
|
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).SetSelectionDirty(cmpPlayer.GetPlayerID());
|
|
};
|
|
|
|
ProductionQueue.prototype.HasQueuedProduction = function()
|
|
{
|
|
return this.queue.length > 0;
|
|
};
|
|
|
|
ProductionQueue.prototype.OnDisabledTemplatesChanged = function(msg)
|
|
{
|
|
this.CalculateEntitiesMap();
|
|
};
|
|
|
|
ProductionQueue.prototype.OnGarrisonedStateChanged = function(msg)
|
|
{
|
|
if (msg.holderID != INVALID_ENTITY)
|
|
this.PauseProduction();
|
|
else
|
|
this.UnpauseProduction();
|
|
};
|
|
|
|
Engine.RegisterComponentType(IID_ProductionQueue, "ProductionQueue", ProductionQueue);
|