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Reviewed by: @Angen Comments by: @Krinkle, @bb Thread: https://wildfiregames.com/forum/index.php?/topic/27329-visual-feedback-for-researching/&tab=comments#comment-389598 Differential Revision: https://code.wildfiregames.com/D2459 This was SVN commit r23239.
840 lines
27 KiB
JavaScript
840 lines
27 KiB
JavaScript
var g_ProgressInterval = 1000;
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const MAX_QUEUE_SIZE = 16;
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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.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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// "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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this.timer = undefined; // g_ProgressInterval msec timer, active while the queue is non-empty
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this.paused = false;
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this.entityCache = [];
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this.spawnNotified = false;
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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 this.entitiesList;
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};
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ProductionQueue.prototype.CalculateEntitiesList = function()
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{
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this.entitiesList = [];
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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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if (!string)
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return;
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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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let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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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 cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
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if (cmpIdentity)
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string = string.replace(/\{native\}/g, cmpIdentity.GetCiv());
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let entitiesList = string.replace(/\{civ\}/g, cmpPlayer.GetCiv()).split(/\s+/);
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// filter out disabled and invalid entities
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let disabledEntities = cmpPlayer.GetDisabledTemplates();
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entitiesList = entitiesList.filter(ent => !disabledEntities[ent] && cmpTemplateManager.TemplateExists(ent));
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// check if some templates need to show their advanced or elite version
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let upgradeTemplate = function(templateName)
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{
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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("Promotion/RequiredXp", +template.Promotion.RequiredXp, cmpPlayer.GetPlayerID(), 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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for (let templateName of entitiesList)
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this.entitiesList.push(upgradeTemplate(templateName));
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for (let item of this.queue)
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if (item.unitTemplate)
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item.unitTemplate = upgradeTemplate(item.unitTemplate);
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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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var string = this.template.Technologies._string;
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if (!string)
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return [];
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var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
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if (!cmpTechnologyManager)
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return [];
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var cmpPlayer = QueryOwnerInterface(this.entity);
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var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
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if (!cmpPlayer || !cmpIdentity)
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return [];
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var 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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var techList = [];
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var superseded = {}; // Stores the tech which supersedes the key
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var 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 a technology is superceded by in the superceded object {"tech1":"techWhichSupercedesTech1", ...}
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for (var i in techs)
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{
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var tech = techs[i];
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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 (var i in techList)
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{
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var 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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var ret = [];
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// This inserts the techs into the correct positions to line up the technology pairs
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for (var i = 0; i < techList.length; i++)
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{
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var 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("ProductionQueue/TechCostMultiplier/"+res, +this.template.TechCostMultiplier[res], 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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var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
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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) || cmpTechnologyManager.IsInProgress(template.top) ||
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cmpTechnologyManager.IsTechnologyResearched(template.bottom) || 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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*/
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ProductionQueue.prototype.AddBatch = function(templateName, type, count, metadata)
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{
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// TODO: there should probably be a limit on the number of queued batches
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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 (this.queue.length < MAX_QUEUE_SIZE)
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{
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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;
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}
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// Find the template data so we can determine the build costs
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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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if (!template)
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return;
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if (template.Promotion && ApplyValueModificationsToTemplate("Promotion/RequiredXp", +template.Promotion.RequiredXp, cmpPlayer.GetPlayerID(), template) == 0)
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{
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this.AddBatch(template.Promotion.Entity, type, count, metadata);
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return;
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}
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// Apply a time discount to larger batches.
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let timeMult = this.GetBatchTime(count);
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// We need the costs after tech modifications
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// Obviously we don't have the entities yet, so we must use template data
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let costs = {};
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let totalCosts = {};
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let buildTime = ApplyValueModificationsToTemplate("Cost/BuildTime", +template.Cost.BuildTime, cmpPlayer.GetPlayerID(), template);
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let time = timeMult * buildTime;
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for (let res in template.Cost.Resources)
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{
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costs[res] = ApplyValueModificationsToTemplate("Cost/Resources/"+res, +template.Cost.Resources[res], cmpPlayer.GetPlayerID(), 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;
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// Update entity count in the EntityLimits component
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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 = QueryOwnerInterface(this.entity, IID_EntityLimits);
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cmpPlayerEntityLimits.ChangeCount(unitCategory, count);
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}
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this.queue.push({
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"id": this.nextID++,
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"player": cmpPlayer.GetPlayerID(),
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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("Cost/Population", +template.Cost.Population, cmpPlayer.GetPlayerID(), template),
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"productionStarted": false,
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"timeTotal": time*1000,
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"timeRemaining": time*1000,
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});
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// Call the related trigger event
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let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.CallEvent("TrainingQueued", { "playerid": cmpPlayer.GetPlayerID(), "unitTemplate": templateName, "count": count, "metadata": metadata, "trainerEntity": this.entity });
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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;
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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;
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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 time = techCostMultiplier.time * template.researchTime;
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let 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;
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// Tell the technology manager that we have started researching this so that people can't research the same
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// 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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if (this.queue.length == 0)
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{
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cmpTechnologyManager.StartedResearch(templateName, false);
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this.SetAnimation("researching");
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}
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this.queue.push({
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"id": this.nextID++,
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"player": cmpPlayer.GetPlayerID(),
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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*1000,
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"timeRemaining": time*1000,
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});
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// Call the related trigger event
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let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.CallEvent("ResearchQueued", { "playerid": cmpPlayer.GetPlayerID(), "technologyTemplate": templateName, "researcherEntity": this.entity });
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}
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else
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{
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warn("Tried to add invalid item of type \"" + type + "\" and template \"" + templateName + "\" to a production queue");
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return;
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}
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Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
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// If this is the first item in the queue, start the timer
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if (!this.timer)
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{
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.timer = cmpTimer.SetTimeout(this.entity, IID_ProductionQueue, "ProgressTimeout", g_ProgressInterval, {});
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}
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}
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else
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{
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let notification = { "players": [cmpPlayer.GetPlayerID()], "message": markForTranslation("The production queue is full."), "translateMessage": true };
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let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGUIInterface.PushNotification(notification);
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}
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};
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/*
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* Removes an existing batch of units from the production queue.
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* Refunds resource costs and population reservations.
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*/
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ProductionQueue.prototype.RemoveBatch = function(id)
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{
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// Destroy any cached entities (those which didn't spawn for some reason)
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for (let ent of this.entityCache)
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Engine.DestroyEntity(ent);
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this.entityCache = [];
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for (var i = 0; i < this.queue.length; ++i)
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{
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var item = this.queue[i];
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if (item.id != id)
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continue;
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// Now we've found the item to remove
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var cmpPlayer = QueryPlayerIDInterface(item.player);
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// Update entity count in the EntityLimits component
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if (item.unitTemplate)
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{
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var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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var template = cmpTemplateManager.GetTemplate(item.unitTemplate);
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if (template.TrainingRestrictions)
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{
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var unitCategory = template.TrainingRestrictions.Category;
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var cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
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cmpPlayerEntityLimits.ChangeCount(unitCategory, -item.count);
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}
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}
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// Refund the resource cost for this batch
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var totalCosts = {};
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var cmpStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
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for (let r in item.resources)
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{
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totalCosts[r] = Math.floor(item.count * item.resources[r]);
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if (cmpStatisticsTracker)
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cmpStatisticsTracker.IncreaseResourceUsedCounter(r, -totalCosts[r]);
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}
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cmpPlayer.AddResources(totalCosts);
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// Remove reserved population slots if necessary
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if (item.productionStarted && item.unitTemplate)
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cmpPlayer.UnReservePopulationSlots(item.population * item.count);
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// Mark the research as stopped if we cancel it
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if (item.technologyTemplate)
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{
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// item.player is used as this.entity's owner may be invalid (deletion, etc.)
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var cmpTechnologyManager = QueryPlayerIDInterface(item.player, IID_TechnologyManager);
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cmpTechnologyManager.StoppedResearch(item.technologyTemplate, true);
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this.SetAnimation("idle");
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}
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// Remove from the queue
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// (We don't need to remove the timer - it'll expire if it discovers the queue is empty)
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this.queue.splice(i, 1);
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Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
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return;
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}
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};
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ProductionQueue.prototype.SetAnimation = function(name)
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{
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let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (cmpVisual)
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cmpVisual.SelectAnimation(name, false, 1);
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}
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/*
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* Returns basic data from all batches in the production queue.
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*/
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ProductionQueue.prototype.GetQueue = function()
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{
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var out = [];
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for (var item of this.queue)
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{
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out.push({
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"id": item.id,
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"unitTemplate": item.unitTemplate,
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"technologyTemplate": item.technologyTemplate,
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"count": item.count,
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"neededSlots": item.neededSlots,
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"progress": 1 - (item.timeRemaining / (item.timeTotal || 1)),
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"timeRemaining": item.timeRemaining,
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"metadata": item.metadata,
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});
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}
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return out;
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};
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/*
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* Removes all existing batches from the queue.
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*/
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ProductionQueue.prototype.ResetQueue = function()
|
|
{
|
|
// Empty the production queue and refund all the resource costs
|
|
// to the player. (This is to avoid players having to micromanage their
|
|
// buildings' queues when they're about to be destroyed or captured.)
|
|
|
|
while (this.queue.length)
|
|
this.RemoveBatch(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)
|
|
{
|
|
if (msg.from != INVALID_PLAYER)
|
|
{
|
|
// Unset flag that previous owner's training may be blocked
|
|
var cmpPlayer = QueryPlayerIDInterface(msg.from);
|
|
if (cmpPlayer && this.queue.length > 0)
|
|
cmpPlayer.UnBlockTraining();
|
|
}
|
|
if (msg.to != INVALID_PLAYER)
|
|
this.CalculateEntitiesList();
|
|
|
|
// 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();
|
|
};
|
|
|
|
ProductionQueue.prototype.OnCivChanged = function()
|
|
{
|
|
this.CalculateEntitiesList();
|
|
};
|
|
|
|
ProductionQueue.prototype.OnDestroy = function()
|
|
{
|
|
// Reset the queue to refund any resources
|
|
this.ResetQueue();
|
|
|
|
if (this.timer)
|
|
{
|
|
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
|
cmpTimer.CancelTimer(this.timer);
|
|
}
|
|
};
|
|
|
|
/*
|
|
* This function creates the entities and places them in world if possible
|
|
* and returns the number of successfully created entities.
|
|
* (some of these entities may be garrisoned directly if autogarrison, the others are spawned).
|
|
*/
|
|
ProductionQueue.prototype.SpawnUnits = function(templateName, count, metadata)
|
|
{
|
|
let cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
|
|
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
let cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint);
|
|
|
|
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 (this.entityCache.length == 0)
|
|
for (let i = 0; i < count; ++i)
|
|
this.entityCache.push(Engine.AddEntity(templateName));
|
|
|
|
let cmpAutoGarrison;
|
|
if (cmpRallyPoint)
|
|
{
|
|
let data = cmpRallyPoint.GetData()[0];
|
|
if (data && data.target && data.target == this.entity && data.command == "garrison")
|
|
cmpAutoGarrison = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
|
|
}
|
|
|
|
for (let i = 0; i < count; ++i)
|
|
{
|
|
let ent = this.entityCache[0];
|
|
let cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
|
let garrisoned = false;
|
|
|
|
if (cmpAutoGarrison)
|
|
{
|
|
// Temporary owner affectation needed for GarrisonHolder checks
|
|
cmpNewOwnership.SetOwnerQuiet(cmpOwnership.GetOwner());
|
|
garrisoned = cmpAutoGarrison.PerformGarrison(ent);
|
|
cmpNewOwnership.SetOwnerQuiet(INVALID_PLAYER);
|
|
}
|
|
|
|
if (garrisoned)
|
|
{
|
|
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (cmpUnitAI)
|
|
cmpUnitAI.Autogarrison(this.entity);
|
|
}
|
|
else
|
|
{
|
|
let pos = cmpFootprint.PickSpawnPoint(ent);
|
|
if (pos.y < 0)
|
|
break;
|
|
|
|
let cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
|
|
cmpNewPosition.JumpTo(pos.x, pos.z);
|
|
|
|
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
|
if (cmpPosition)
|
|
cmpNewPosition.SetYRotation(cmpPosition.GetPosition().horizAngleTo(pos));
|
|
|
|
spawnedEnts.push(ent);
|
|
}
|
|
|
|
// Decrement entity count in the EntityLimits component
|
|
// since it will be increased by EntityLimits.OnGlobalOwnershipChanged function,
|
|
// i.e. we replace a 'trained' entity by 'alive' one
|
|
// Must be done after spawn check so EntityLimits decrements only if unit spawns
|
|
let cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions);
|
|
if (cmpTrainingRestrictions)
|
|
{
|
|
let unitCategory = cmpTrainingRestrictions.GetCategory();
|
|
let cmpPlayerEntityLimits = QueryOwnerInterface(this.entity, IID_EntityLimits);
|
|
cmpPlayerEntityLimits.ChangeCount(unitCategory, -1);
|
|
}
|
|
|
|
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
|
|
|
|
let cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
|
|
if (cmpPlayerStatisticsTracker)
|
|
cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter(ent);
|
|
|
|
// Play a sound, but only for the first in the batch (to avoid nasty phasing effects)
|
|
if (createdEnts.length == 0)
|
|
PlaySound("trained", ent);
|
|
|
|
this.entityCache.shift();
|
|
createdEnts.push(ent);
|
|
}
|
|
|
|
if (spawnedEnts.length > 0 && !cmpAutoGarrison)
|
|
{
|
|
// If a rally point is set, walk towards it (in formation) using a suitable command based on where the
|
|
// rally point is placed.
|
|
if (cmpRallyPoint)
|
|
{
|
|
let rallyPos = cmpRallyPoint.GetPositions()[0];
|
|
if (rallyPos)
|
|
{
|
|
let commands = GetRallyPointCommands(cmpRallyPoint, spawnedEnts);
|
|
for (let com of commands)
|
|
ProcessCommand(cmpOwnership.GetOwner(), com);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (createdEnts.length > 0)
|
|
Engine.PostMessage(this.entity, MT_TrainingFinished, {
|
|
"entities": createdEnts,
|
|
"owner": cmpOwnership.GetOwner(),
|
|
"metadata": metadata,
|
|
});
|
|
|
|
return createdEnts.length;
|
|
};
|
|
|
|
/*
|
|
* Increments progress on the first batch in the production queue, and blocks the
|
|
* queue if population limit is reached or some units failed to spawn.
|
|
*/
|
|
ProductionQueue.prototype.ProgressTimeout = function(data)
|
|
{
|
|
// Check if the production is paused (eg the entity is garrisoned)
|
|
if (this.paused)
|
|
return;
|
|
// Allocate the 1000msecs 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)
|
|
var time = g_ProgressInterval;
|
|
var cmpPlayer = QueryOwnerInterface(this.entity);
|
|
|
|
while (time > 0 && this.queue.length)
|
|
{
|
|
var item = this.queue[0];
|
|
if (!item.productionStarted)
|
|
{
|
|
// If the item is a unit then do population checks
|
|
if (item.unitTemplate)
|
|
{
|
|
// If something change population cost
|
|
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(item.unitTemplate);
|
|
item.population = ApplyValueModificationsToTemplate("Cost/Population", +template.Cost.Population, item.player, template);
|
|
|
|
// Batch's training hasn't started yet.
|
|
// Try to reserve the necessary population slots
|
|
item.neededSlots = cmpPlayer.TryReservePopulationSlots(item.population * item.count);
|
|
if (item.neededSlots)
|
|
{
|
|
// Not enough slots available - don't train this batch now
|
|
// (we'll try again on the next timeout)
|
|
|
|
// Set flag that training is blocked
|
|
cmpPlayer.BlockTraining();
|
|
break;
|
|
}
|
|
|
|
// Unset flag that training is blocked
|
|
cmpPlayer.UnBlockTraining();
|
|
}
|
|
|
|
if (item.technologyTemplate)
|
|
{
|
|
// Mark the research as started.
|
|
var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
|
|
cmpTechnologyManager.StartedResearch(item.technologyTemplate, true);
|
|
this.SetAnimation("researching");
|
|
}
|
|
|
|
item.productionStarted = true;
|
|
if (item.unitTemplate)
|
|
Engine.PostMessage(this.entity, MT_TrainingStarted, { "entity": this.entity });
|
|
}
|
|
|
|
// If we won't finish the batch now, just update its timer
|
|
if (item.timeRemaining > time)
|
|
{
|
|
item.timeRemaining -= time;
|
|
// send a message for the AIs.
|
|
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
|
|
break;
|
|
}
|
|
|
|
if (item.unitTemplate)
|
|
{
|
|
var numSpawned = this.SpawnUnits(item.unitTemplate, item.count, item.metadata);
|
|
if (numSpawned == item.count)
|
|
{
|
|
// All entities spawned, this batch finished
|
|
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
|
|
time -= item.timeRemaining;
|
|
this.queue.shift();
|
|
// Unset flag that training is blocked
|
|
cmpPlayer.UnBlockTraining();
|
|
this.spawnNotified = false;
|
|
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
|
|
}
|
|
else
|
|
{
|
|
if (numSpawned > 0)
|
|
{
|
|
// Only partially finished
|
|
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
|
|
item.count -= numSpawned;
|
|
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
|
|
}
|
|
|
|
// Some entities failed to spawn
|
|
// Set flag that training is blocked
|
|
cmpPlayer.BlockTraining();
|
|
|
|
if (!this.spawnNotified)
|
|
{
|
|
var cmpPlayer = QueryOwnerInterface(this.entity);
|
|
var notification = { "players": [cmpPlayer.GetPlayerID()], "message": markForTranslation("Can't find free space to spawn trained units"), "translateMessage": true };
|
|
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGUIInterface.PushNotification(notification);
|
|
this.spawnNotified = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else if (item.technologyTemplate)
|
|
{
|
|
var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
|
|
cmpTechnologyManager.ResearchTechnology(item.technologyTemplate);
|
|
this.SetAnimation("idle");
|
|
let template = TechnologyTemplates.Get(item.technologyTemplate);
|
|
if (template && template.soundComplete)
|
|
{
|
|
var 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, { });
|
|
}
|
|
}
|
|
|
|
// If the queue's empty, delete the timer, else repeat it
|
|
if (this.queue.length == 0)
|
|
{
|
|
this.timer = undefined;
|
|
|
|
// Unset flag that training is blocked
|
|
// (This might happen when the player unqueues all batches)
|
|
cmpPlayer.UnBlockTraining();
|
|
}
|
|
else
|
|
{
|
|
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
|
this.timer = cmpTimer.SetTimeout(this.entity, IID_ProductionQueue, "ProgressTimeout", g_ProgressInterval, data);
|
|
}
|
|
};
|
|
|
|
ProductionQueue.prototype.PauseProduction = function()
|
|
{
|
|
this.timer = undefined;
|
|
this.paused = true;
|
|
};
|
|
|
|
ProductionQueue.prototype.UnpauseProduction = function()
|
|
{
|
|
this.paused = false;
|
|
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
|
this.timer = cmpTimer.SetTimeout(this.entity, IID_ProductionQueue, "ProgressTimeout", g_ProgressInterval, {});
|
|
};
|
|
|
|
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")
|
|
this.CalculateEntitiesList();
|
|
};
|
|
|
|
ProductionQueue.prototype.OnDisabledTemplatesChanged = function(msg)
|
|
{
|
|
// if the disabled templates of the player is changed,
|
|
// update the entities list so that this is reflected there
|
|
this.CalculateEntitiesList();
|
|
};
|
|
|
|
Engine.RegisterComponentType(IID_ProductionQueue, "ProductionQueue", ProductionQueue);
|