mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-19 23:03:56 -07:00
Differential Revision: https://code.wildfiregames.com/D373 Patch By: Polakrity This was SVN commit r19446.
474 lines
15 KiB
JavaScript
474 lines
15 KiB
JavaScript
function TechnologyManager() {}
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TechnologyManager.prototype.Schema =
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"<empty/>";
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TechnologyManager.prototype.Serialize = function()
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{
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// The modifications cache will be affected by property reads from the GUI and other places so we shouldn't
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// serialize it.
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var ret = {};
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for (var i in this)
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{
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if (this.hasOwnProperty(i))
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ret[i] = this[i];
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}
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ret.modificationCache = {};
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return ret;
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};
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TechnologyManager.prototype.Init = function()
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{
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this.researchedTechs = {}; // technologies which have been researched
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this.researchQueued = {}; // technologies which are queued for research
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this.researchStarted = {}; // technologies which are being researched currently (non-queued)
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// This stores the modifications to unit stats from researched technologies
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// Example data: {"ResourceGatherer/Rates/food.grain": [
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// {"multiply": 1.15, "affects": ["FemaleCitizen", "Infantry Swordsman"]},
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// {"add": 2}
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// ]}
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this.modifications = {};
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this.modificationCache = {}; // Caches the values after technologies have been applied
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// e.g. { "Attack/Melee/Hack" : {5: {"origValue": 8, "newValue": 10}, 7: {"origValue": 9, "newValue": 12}, ...}, ...}
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// where 5 and 7 are entity id's
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this.classCounts = {}; // stores the number of entities of each Class
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this.typeCountsByClass = {}; // stores the number of entities of each type for each class i.e.
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// {"someClass": {"unit/spearman": 2, "unit/cav": 5} "someOtherClass":...}
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// Some technologies are automatically researched when their conditions are met. They have no cost and are
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// researched instantly. This allows civ bonuses and more complicated technologies.
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this.autoResearchTech = {};
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var allTechs = Engine.QueryInterface(SYSTEM_ENTITY, IID_DataTemplateManager).GetAllTechs();
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for (var key in allTechs)
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{
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if (allTechs[key].autoResearch || allTechs[key].top)
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this.autoResearchTech[key] = allTechs[key];
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}
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};
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TechnologyManager.prototype.OnUpdate = function()
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{
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this.UpdateAutoResearch();
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};
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// This function checks if the requirements of any autoresearch techs are met and if they are it researches them
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TechnologyManager.prototype.UpdateAutoResearch = function()
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{
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var cmpDataTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_DataTemplateManager);
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for (var key in this.autoResearchTech)
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{
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var tech = cmpDataTempMan.GetTechnologyTemplate(key);
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if ((tech.autoResearch && this.CanResearch(key))
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|| (tech.top && (this.IsTechnologyResearched(tech.top) || this.IsTechnologyResearched(tech.bottom))))
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{
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delete this.autoResearchTech[key];
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this.ResearchTechnology(key);
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return; // We will have recursively handled any knock-on effects so can just return
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}
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}
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};
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TechnologyManager.prototype.GetTechnologyTemplate = function(tech)
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{
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return Engine.QueryInterface(SYSTEM_ENTITY, IID_DataTemplateManager).GetTechnologyTemplate(tech);
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};
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// Checks an entity template to see if its technology requirements have been met
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TechnologyManager.prototype.CanProduce = function (templateName)
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{
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var cmpTempManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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var template = cmpTempManager.GetTemplate(templateName);
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if (template.Identity && template.Identity.RequiredTechnology)
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return this.IsTechnologyResearched(template.Identity.RequiredTechnology);
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// If there is no required technology then this entity can be produced
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return true;
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};
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TechnologyManager.prototype.IsTechnologyResearched = function(tech)
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{
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return (this.researchedTechs[tech] !== undefined);
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};
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// Checks the requirements for a technology to see if it can be researched at the current time
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TechnologyManager.prototype.CanResearch = function(tech)
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{
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let template = this.GetTechnologyTemplate(tech);
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if (!template)
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{
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warn("Technology \"" + tech + "\" does not exist");
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return false;
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}
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if (template.top && this.IsInProgress(template.top) ||
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template.bottom && this.IsInProgress(template.bottom))
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return false;
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if (template.pair && !this.CanResearch(template.pair))
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return false;
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if (this.IsInProgress(tech))
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return false;
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if (this.IsTechnologyResearched(tech))
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return false;
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return this.CheckTechnologyRequirements(DeriveTechnologyRequirements(template, Engine.QueryInterface(this.entity, IID_Player).GetCiv()));
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};
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/**
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* Private function for checking a set of requirements is met
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* @param {object} reqs - Technology requirements as derived from the technology template by globalscripts
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* @param {boolean} civonly - True if only the civ requirement is to be checked
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*
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* @return true if the requirements pass, false otherwise
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*/
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TechnologyManager.prototype.CheckTechnologyRequirements = function(reqs, civonly = false)
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{
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let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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if (!reqs)
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return false;
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if (civonly || !reqs.length)
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return true;
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return reqs.some(req => {
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return Object.keys(req).every(type => {
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switch (type)
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{
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case "techs":
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return req[type].every(this.IsTechnologyResearched, this);
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case "entities":
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return req[type].every(this.DoesEntitySpecPass, this);
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}
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return false;
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});
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});
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};
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TechnologyManager.prototype.DoesEntitySpecPass = function(entity)
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{
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switch (entity.check)
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{
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case "count":
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if (!this.classCounts[entity.class] || this.classCounts[entity.class] < entity.number)
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return false;
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break;
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case "variants":
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if (!this.typeCountsByClass[entity.class] || Object.keys(this.typeCountsByClass[entity.class]).length < entity.number)
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return false;
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break;
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}
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return true;
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};
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TechnologyManager.prototype.OnGlobalOwnershipChanged = function(msg)
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{
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// This automatically updates classCounts and typeCountsByClass
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var playerID = (Engine.QueryInterface(this.entity, IID_Player)).GetPlayerID();
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if (msg.to == playerID)
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{
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var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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var template = cmpTemplateManager.GetCurrentTemplateName(msg.entity);
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var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
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if (!cmpIdentity)
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return;
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var classes = cmpIdentity.GetClassesList();
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// don't use foundations for the class counts but check if techs apply (e.g. health increase)
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if (!Engine.QueryInterface(msg.entity, IID_Foundation))
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{
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for (let cls of classes)
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{
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this.classCounts[cls] = this.classCounts[cls] || 0;
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this.classCounts[cls] += 1;
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this.typeCountsByClass[cls] = this.typeCountsByClass[cls] || {};
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this.typeCountsByClass[cls][template] = this.typeCountsByClass[cls][template] || 0;
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this.typeCountsByClass[cls][template] += 1;
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}
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}
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// Newly created entity, check if any researched techs might apply
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// (only do this for new entities because even if an entity is converted or captured,
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// we want it to maintain whatever technologies previously applied)
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if (msg.from == -1)
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{
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var modifiedComponents = {};
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for (var name in this.modifications)
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{
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// We only need to find one one tech per component for a match
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var modifications = this.modifications[name];
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var component = name.split("/")[0];
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for (let modif of modifications)
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if (DoesModificationApply(modif, classes))
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{
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if (!modifiedComponents[component])
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modifiedComponents[component] = [];
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modifiedComponents[component].push(name);
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}
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}
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// Send mesage(s) to the entity so it knows about researched techs
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for (var component in modifiedComponents)
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Engine.PostMessage(msg.entity, MT_ValueModification, { "entities": [msg.entity], "component": component, "valueNames": modifiedComponents[component] });
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}
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}
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if (msg.from == playerID)
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{
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var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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var template = cmpTemplateManager.GetCurrentTemplateName(msg.entity);
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// don't use foundations for the class counts
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if (!Engine.QueryInterface(msg.entity, IID_Foundation))
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{
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var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
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if (cmpIdentity)
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{
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var classes = cmpIdentity.GetClassesList();
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for (let cls of classes)
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{
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this.classCounts[cls] -= 1;
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if (this.classCounts[cls] <= 0)
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delete this.classCounts[cls];
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this.typeCountsByClass[cls][template] -= 1;
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if (this.typeCountsByClass[cls][template] <= 0)
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delete this.typeCountsByClass[cls][template];
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}
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}
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}
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this.clearModificationCache(msg.entity);
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}
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};
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// Marks a technology as researched. Note that this does not verify that the requirements are met.
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TechnologyManager.prototype.ResearchTechnology = function(tech)
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{
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this.StoppedResearch(tech, false);
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var template = this.GetTechnologyTemplate(tech);
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if (!template)
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{
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error("Tried to research invalid technology: " + uneval(tech));
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return;
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}
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var modifiedComponents = {};
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this.researchedTechs[tech] = template;
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// store the modifications in an easy to access structure
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if (template.modifications)
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{
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let derivedModifiers = DeriveModificationsFromTech(template);
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for (let modifierPath in derivedModifiers)
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{
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if (!this.modifications[modifierPath])
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this.modifications[modifierPath] = [];
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this.modifications[modifierPath] = this.modifications[modifierPath].concat(derivedModifiers[modifierPath]);
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let component = modifierPath.split("/")[0];
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if (!modifiedComponents[component])
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modifiedComponents[component] = [];
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modifiedComponents[component].push(modifierPath);
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this.modificationCache[modifierPath] = {};
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}
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}
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if (template.replaces && template.replaces.length > 0)
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{
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for (var i of template.replaces)
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{
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if (!i || this.IsTechnologyResearched(i))
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continue;
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var template = this.GetTechnologyTemplate(i);
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this.researchedTechs[i] = template;
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// Change the EntityLimit if any
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let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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if (cmpPlayer && cmpPlayer.GetPlayerID() !== undefined)
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{
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let playerID = cmpPlayer.GetPlayerID();
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let cmpPlayerEntityLimits = QueryPlayerIDInterface(playerID, IID_EntityLimits);
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if (cmpPlayerEntityLimits)
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cmpPlayerEntityLimits.UpdateLimitsFromTech(i);
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}
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}
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}
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this.UpdateAutoResearch();
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var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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if (!cmpPlayer || cmpPlayer.GetPlayerID() === undefined)
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return;
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var playerID = cmpPlayer.GetPlayerID();
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var ents = cmpRangeManager.GetEntitiesByPlayer(playerID);
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// Change the EntityLimit if any
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var cmpPlayerEntityLimits = QueryPlayerIDInterface(playerID, IID_EntityLimits);
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if (cmpPlayerEntityLimits)
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cmpPlayerEntityLimits.UpdateLimitsFromTech(tech);
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// always send research finished message
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Engine.PostMessage(this.entity, MT_ResearchFinished, {"player": playerID, "tech": tech});
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for (var component in modifiedComponents)
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{
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Engine.PostMessage(SYSTEM_ENTITY, MT_TemplateModification, { "player": playerID, "component": component, "valueNames": modifiedComponents[component]});
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Engine.BroadcastMessage(MT_ValueModification, { "entities": ents, "component": component, "valueNames": modifiedComponents[component]});
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}
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if (tech.startsWith("phase") && !template.autoResearch)
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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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"type": "phase",
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"players": [playerID],
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"phaseName": tech,
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"phaseState": "completed"
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});
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}
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};
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// Clears the cached data for an entity from the modifications cache
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TechnologyManager.prototype.clearModificationCache = function(ent)
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{
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for (var valueName in this.modificationCache)
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delete this.modificationCache[valueName][ent];
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};
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// Caching layer in front of ApplyModificationsWorker
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// Note: be careful with the type of curValue, if it should be a numerical
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// value and is derived from template data, you must convert the string
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// from the template to a number using the + operator, before calling
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// this function!
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TechnologyManager.prototype.ApplyModifications = function(valueName, curValue, ent)
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{
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if (!this.modificationCache[valueName])
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this.modificationCache[valueName] = {};
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if (!this.modificationCache[valueName][ent] || this.modificationCache[valueName][ent].origValue != curValue)
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{
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let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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if (!cmpIdentity)
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return curValue;
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this.modificationCache[valueName][ent] = {
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"origValue": curValue,
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"newValue": GetTechModifiedProperty(this.modifications, cmpIdentity.GetClassesList(), valueName, curValue)
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};
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}
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return this.modificationCache[valueName][ent].newValue;
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};
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// Alternative version of ApplyModifications, applies to templates instead of entities
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TechnologyManager.prototype.ApplyModificationsTemplate = function(valueName, curValue, template)
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{
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if (!template || !template.Identity)
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return curValue;
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return GetTechModifiedProperty(this.modifications, GetIdentityClasses(template.Identity), valueName, curValue);
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};
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// Marks a technology as being queued for research
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TechnologyManager.prototype.QueuedResearch = function(tech, researcher)
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{
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this.researchQueued[tech] = researcher;
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};
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// Marks a technology as actively being researched
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TechnologyManager.prototype.StartedResearch = function(tech, notification)
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{
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this.researchStarted[tech] = true;
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if (notification && tech.startsWith("phase"))
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{
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let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGuiInterface.PushNotification({
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"type": "phase",
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"players": [cmpPlayer.GetPlayerID()],
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"phaseName": tech,
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"phaseState": "started"
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});
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}
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};
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// Marks a technology as not being currently researched
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TechnologyManager.prototype.StoppedResearch = function(tech, notification)
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{
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if (notification && tech.startsWith("phase") && this.researchStarted[tech])
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{
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let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGUIInterface.PushNotification({
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"type": "phase",
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"players": [cmpPlayer.GetPlayerID()],
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"phaseName": tech,
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"phaseState": "aborted"
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});
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}
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delete this.researchQueued[tech];
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delete this.researchStarted[tech];
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};
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// Checks whether a technology is set to be researched
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TechnologyManager.prototype.IsInProgress = function(tech)
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{
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if (this.researchQueued[tech])
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return true;
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else
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return false;
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};
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// Get all techs that are currently being researched
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TechnologyManager.prototype.GetStartedTechs = function()
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{
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return this.researchStarted;
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};
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// Gets the entity currently researching a technology
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TechnologyManager.prototype.GetResearcher = function(tech)
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{
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if (this.researchQueued[tech])
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return this.researchQueued[tech];
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return undefined;
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};
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// Get helper data for tech modifications
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TechnologyManager.prototype.GetTechModifications = function()
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{
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return this.modifications;
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};
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// called by GUIInterface for PlayerData. AI use.
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TechnologyManager.prototype.GetQueuedResearch = function()
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{
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return this.researchQueued;
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};
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TechnologyManager.prototype.GetResearchedTechs = function()
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{
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return this.researchedTechs;
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};
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TechnologyManager.prototype.GetClassCounts = function()
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{
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return this.classCounts;
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};
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TechnologyManager.prototype.GetTypeCountsByClass = function()
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{
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return this.typeCountsByClass;
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};
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Engine.RegisterComponentType(IID_TechnologyManager, "TechnologyManager", TechnologyManager);
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