0ad/binaries/data/mods/public/simulation/components/TechnologyManager.js
elexis ec58e50a09 Remove a duplicate TechnologyManager getter introduced by e33d4a52e9.
Differential Revision: https://code.wildfiregames.com/D373
Patch By: Polakrity
This was SVN commit r19446.
2017-04-23 00:30:24 +00:00

474 lines
15 KiB
JavaScript

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