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eslint --no-config-lookup --fix --rule '"prefer-const": 1' \
binaries/data/mods/public/simulation/components/C* \
binaries/data/mods/public/simulation/components/D* \
binaries/data/mods/public/simulation/components/E* \
binaries/data/mods/public/simulation/components/F*
Ref: #7812
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
441 lines
13 KiB
JavaScript
441 lines
13 KiB
JavaScript
function Foundation() {}
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Foundation.prototype.Schema =
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"<element name='BuildTimeModifier' a:help='Effect for having multiple builders.'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>";
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Foundation.prototype.Init = function()
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{
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// Foundations are initially 'uncommitted' and do not block unit movement at all
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// (to prevent players exploiting free foundations to confuse enemy units).
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// The first builder to reach the uncommitted foundation will tell friendly units
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// and animals to move out of the way, then will commit the foundation and enable
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// its obstruction once there's nothing in the way.
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this.committed = false;
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this.builders = new Map(); // Map of builder entities to their work per second
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this.totalBuilderRate = 0; // Total amount of work the builders do each second
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this.buildMultiplier = 1; // Multiplier for the amount of work builders do
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this.buildTimeModifier = +this.template.BuildTimeModifier;
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this.previewEntity = INVALID_ENTITY;
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};
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Foundation.prototype.Serialize = function()
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{
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const ret = Object.assign({}, this);
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ret.previewEntity = INVALID_ENTITY;
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return ret;
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};
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Foundation.prototype.Deserialize = function(data)
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{
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this.Init();
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Object.assign(this, data);
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};
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Foundation.prototype.OnDeserialized = function()
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{
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this.CreateConstructionPreview();
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};
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Foundation.prototype.InitialiseConstruction = function(template)
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{
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this.finalTemplateName = template;
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// Remember the cost here, so if it changes after construction begins (from auras or technologies)
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// we will use the correct values to refund partial construction costs.
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const cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
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if (!cmpCost)
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error("A foundation, from " + template + ", must have a cost component to know the build time");
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this.costs = cmpCost.GetResourceCosts();
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this.maxProgress = 0;
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this.initialised = true;
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};
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/**
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* Moving the revelation logic from Build to here makes the building sink if
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* it is attacked.
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*/
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Foundation.prototype.OnHealthChanged = function(msg)
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{
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const cmpPosition = Engine.QueryInterface(this.previewEntity, IID_Position);
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if (cmpPosition)
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cmpPosition.SetConstructionProgress(this.GetBuildProgress());
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Engine.PostMessage(this.entity, MT_FoundationProgressChanged, { "to": this.GetBuildPercentage() });
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};
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/**
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* Returns the current build progress in a [0,1] range.
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*/
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Foundation.prototype.GetBuildProgress = function()
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{
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const cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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if (!cmpHealth)
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return 0;
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return cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints();
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};
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Foundation.prototype.GetBuildPercentage = function()
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{
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return Math.floor(this.GetBuildProgress() * 100);
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};
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/**
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* @return {number[]} - An array containing the entity IDs of assigned builders.
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*/
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Foundation.prototype.GetBuilders = function()
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{
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return Array.from(this.builders.keys());
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};
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Foundation.prototype.GetNumBuilders = function()
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{
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return this.builders.size;
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};
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Foundation.prototype.IsFinished = function()
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{
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return (this.GetBuildProgress() == 1.0);
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};
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Foundation.prototype.OnOwnershipChanged = function(msg)
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{
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if (msg.to != INVALID_PLAYER && this.previewEntity != INVALID_ENTITY)
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{
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const cmpPreviewOwnership = Engine.QueryInterface(this.previewEntity, IID_Ownership);
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if (cmpPreviewOwnership)
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cmpPreviewOwnership.SetOwner(msg.to);
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return;
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}
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if (msg.to != INVALID_PLAYER || !this.initialised)
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return;
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if (this.previewEntity != INVALID_ENTITY)
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{
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Engine.DestroyEntity(this.previewEntity);
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this.previewEntity = INVALID_ENTITY;
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}
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if (this.IsFinished())
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return;
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const cmpPlayer = QueryPlayerIDInterface(msg.from);
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const cmpStatisticsTracker = QueryPlayerIDInterface(msg.from, IID_StatisticsTracker);
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// Refund a portion of the construction cost, proportional
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// to the amount of build progress remaining.
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for (const r in this.costs)
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{
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const scaled = Math.ceil(this.costs[r] * (1.0 - this.maxProgress));
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if (scaled)
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{
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if (cmpPlayer)
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cmpPlayer.AddResource(r, scaled);
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if (cmpStatisticsTracker)
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cmpStatisticsTracker.IncreaseResourceUsedCounter(r, -scaled);
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}
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}
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};
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/**
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* @param {number[]} builders - An array containing the entity IDs of builders to assign.
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*/
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Foundation.prototype.AddBuilders = function(builders)
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{
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let changed = false;
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for (const builder of builders)
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changed = this.AddBuilderHelper(builder) || changed;
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if (changed)
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this.HandleBuildersChanged();
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};
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/**
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* @param {number} builderEnt - The entity to add.
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* @return {boolean} - Whether the addition was successful.
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*/
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Foundation.prototype.AddBuilderHelper = function(builderEnt)
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{
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if (this.builders.has(builderEnt))
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return false;
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const cmpBuilder = Engine.QueryInterface(builderEnt, IID_Builder) ||
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Engine.QueryInterface(this.entity, IID_AutoBuildable);
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if (!cmpBuilder)
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return false;
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const buildRate = cmpBuilder.GetRate();
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this.builders.set(builderEnt, buildRate);
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this.totalBuilderRate += buildRate;
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return true;
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};
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/**
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* @param {number} builderEnt - The entity to add.
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*/
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Foundation.prototype.AddBuilder = function(builderEnt)
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{
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if (this.AddBuilderHelper(builderEnt))
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this.HandleBuildersChanged();
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};
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/**
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* @param {number} builderEnt - The entity to remove.
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*/
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Foundation.prototype.RemoveBuilder = function(builderEnt)
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{
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if (!this.builders.has(builderEnt))
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return;
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this.totalBuilderRate -= this.builders.get(builderEnt);
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this.builders.delete(builderEnt);
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this.HandleBuildersChanged();
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};
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/**
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* This has to be called whenever the number of builders change.
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*/
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Foundation.prototype.HandleBuildersChanged = function()
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{
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this.SetBuildMultiplier();
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const cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (cmpVisual)
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cmpVisual.SetVariable("numbuilders", this.GetNumBuilders());
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Engine.PostMessage(this.entity, MT_FoundationBuildersChanged, { "to": this.GetBuilders() });
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};
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/**
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* The build multiplier is a penalty that is applied to each builder.
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* For example, ten women build at a combined rate of 10^0.7 = 5.01 instead of 10.
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*/
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Foundation.prototype.CalculateBuildMultiplier = function(num)
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{
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// Avoid division by zero, in particular 0/0 = NaN which isn't reliably serialized
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return num < 2 ? 1 : Math.pow(num, this.buildTimeModifier) / num;
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};
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Foundation.prototype.SetBuildMultiplier = function()
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{
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this.buildMultiplier = this.CalculateBuildMultiplier(this.GetNumBuilders());
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};
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Foundation.prototype.GetBuildTime = function()
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{
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const timeLeft = (1 - this.GetBuildProgress()) * Engine.QueryInterface(this.entity, IID_Cost).GetBuildTime();
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const rate = this.totalBuilderRate * this.buildMultiplier;
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const rateNew = (this.totalBuilderRate + 1) * this.CalculateBuildMultiplier(this.GetNumBuilders() + 1);
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return {
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// Avoid division by zero, in particular 0/0 = NaN which isn't reliably serialized
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"timeRemaining": rate ? timeLeft / rate : 0,
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"timeRemainingNew": timeLeft / rateNew
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};
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};
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/**
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* @return {boolean} - Whether the foundation has been committed sucessfully.
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*/
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Foundation.prototype.Commit = function()
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{
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if (this.committed)
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return false;
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const cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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if (cmpObstruction && cmpObstruction.GetBlockMovementFlag(true))
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{
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for (const ent of cmpObstruction.GetEntitiesDeletedUponConstruction())
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Engine.DestroyEntity(ent);
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const collisions = cmpObstruction.GetEntitiesBlockingConstruction();
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if (collisions.length)
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{
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for (const ent of collisions)
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{
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const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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if (cmpUnitAI)
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cmpUnitAI.LeaveFoundation(this.entity);
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// TODO: What if an obstruction has no UnitAI?
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}
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// TODO: maybe we should tell the builder to use a special
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// animation to indicate they're waiting for people to get
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// out the way
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return false;
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}
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}
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// The obstruction always blocks new foundations/construction,
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// but we've temporarily allowed units to walk all over it
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// (via CCmpTemplateManager). Now we need to remove that temporary
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// blocker-disabling, so that we'll perform standard unit blocking instead.
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if (cmpObstruction)
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cmpObstruction.SetDisableBlockMovementPathfinding(false, false, -1);
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const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.CallEvent("OnConstructionStarted", {
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"foundation": this.entity,
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"template": this.finalTemplateName
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});
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const cmpFoundationVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (cmpFoundationVisual)
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cmpFoundationVisual.SelectAnimation("scaffold", false, 1.0);
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this.committed = true;
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this.CreateConstructionPreview();
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return true;
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};
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/**
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* Perform some number of seconds of construction work.
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* Returns true if the construction is completed.
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*/
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Foundation.prototype.Build = function(builderEnt, work)
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{
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// Do nothing if we've already finished building
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// (The entity will be destroyed soon after completion so
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// this won't happen much.)
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if (this.IsFinished())
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return;
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if (!this.committed && !this.Commit())
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return;
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const cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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if (!cmpHealth)
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{
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error("Foundation " + this.entity + " does not have a health component.");
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return;
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}
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const deltaHP = work * this.GetBuildRate() * this.buildMultiplier;
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if (deltaHP > 0)
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cmpHealth.Increase(deltaHP);
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// Update the total builder rate.
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this.totalBuilderRate += work - this.builders.get(builderEnt);
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this.builders.set(builderEnt, work);
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// Remember our max progress for partial refund in case of destruction.
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this.maxProgress = Math.max(this.maxProgress, this.GetBuildProgress());
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if (this.maxProgress >= 1.0)
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{
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const cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
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const building = ChangeEntityTemplate(this.entity, this.finalTemplateName);
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if (cmpPlayerStatisticsTracker)
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cmpPlayerStatisticsTracker.IncreaseConstructedBuildingsCounter(building);
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PlaySound("constructed", building);
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Engine.PostMessage(this.entity, MT_ConstructionFinished,
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{ "entity": this.entity, "newentity": building });
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for (const builder of this.GetBuilders())
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{
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const cmpUnitAIBuilder = Engine.QueryInterface(builder, IID_UnitAI);
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if (cmpUnitAIBuilder)
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cmpUnitAIBuilder.ConstructionFinished({ "entity": this.entity, "newentity": building });
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}
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}
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};
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Foundation.prototype.GetBuildRate = function()
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{
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const cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
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const cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
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// Return infinity for instant structure conversion
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return cmpHealth.GetMaxHitpoints() / cmpCost.GetBuildTime();
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};
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/**
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* Create preview entity and copy various parameters from the foundation.
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*/
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Foundation.prototype.CreateConstructionPreview = function()
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{
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if (this.previewEntity)
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{
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Engine.DestroyEntity(this.previewEntity);
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this.previewEntity = INVALID_ENTITY;
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}
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if (!this.committed)
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return;
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const cmpFoundationVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (!cmpFoundationVisual || !cmpFoundationVisual.HasConstructionPreview())
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return;
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this.previewEntity = Engine.AddLocalEntity("construction|"+this.finalTemplateName);
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const cmpFoundationOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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const cmpPreviewOwnership = Engine.QueryInterface(this.previewEntity, IID_Ownership);
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if (cmpFoundationOwnership && cmpPreviewOwnership)
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cmpPreviewOwnership.SetOwner(cmpFoundationOwnership.GetOwner());
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// TODO: the 'preview' would be invisible if it doesn't have the below component,
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// Maybe it makes more sense to simply delete it then?
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// Initially hide the preview underground
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const cmpPreviewPosition = Engine.QueryInterface(this.previewEntity, IID_Position);
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const cmpFoundationPosition = Engine.QueryInterface(this.entity, IID_Position);
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if (cmpPreviewPosition && cmpFoundationPosition)
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{
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const rot = cmpFoundationPosition.GetRotation();
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cmpPreviewPosition.SetYRotation(rot.y);
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cmpPreviewPosition.SetXZRotation(rot.x, rot.z);
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const pos = cmpFoundationPosition.GetPosition2D();
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cmpPreviewPosition.JumpTo(pos.x, pos.y);
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cmpPreviewPosition.SetConstructionProgress(this.GetBuildProgress());
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}
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const cmpPreviewVisual = Engine.QueryInterface(this.previewEntity, IID_Visual);
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if (cmpPreviewVisual && cmpFoundationVisual)
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{
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cmpPreviewVisual.SetActorSeed(cmpFoundationVisual.GetActorSeed());
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cmpPreviewVisual.SelectAnimation("scaffold", false, 1.0);
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}
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};
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Foundation.prototype.OnEntityRenamed = function(msg)
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{
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const cmpFoundationNew = Engine.QueryInterface(msg.newentity, IID_Foundation);
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if (cmpFoundationNew)
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cmpFoundationNew.AddBuilders(this.GetBuilders());
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};
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function FoundationMirage() {}
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FoundationMirage.prototype.Init = function(cmpFoundation)
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{
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this.numBuilders = cmpFoundation.GetNumBuilders();
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this.buildTime = cmpFoundation.GetBuildTime();
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};
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FoundationMirage.prototype.GetNumBuilders = function() { return this.numBuilders; };
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FoundationMirage.prototype.GetBuildTime = function() { return this.buildTime; };
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Engine.RegisterGlobal("FoundationMirage", FoundationMirage);
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Foundation.prototype.Mirage = function()
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{
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const mirage = new FoundationMirage();
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mirage.Init(this);
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return mirage;
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};
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Engine.RegisterComponentType(IID_Foundation, "Foundation", Foundation);
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