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https://gitea.wildfiregames.com/0ad/0ad
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Reported By: elexis Tested By: Freagarach Differential Revision: https://code.wildfiregames.com/D2336 This was SVN commit r23014.
374 lines
11 KiB
JavaScript
374 lines
11 KiB
JavaScript
function TechnologyManager() {}
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TechnologyManager.prototype.Schema =
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"<empty/>";
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TechnologyManager.prototype.Init = function()
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{
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// Holds names of technologies that have been researched.
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this.researchedTechs = new Set();
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// Maps from technolgy name to the entityID of the researcher.
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this.researchQueued = new Map();
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// Holds technologies which are being researched currently (non-queued).
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this.researchStarted = new Set();
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this.classCounts = {}; // stores the number of entities of each Class
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this.typeCountsByClass = {}; // stores the number of entities of each type for each class i.e.
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// {"someClass": {"unit/spearman": 2, "unit/cav": 5} "someOtherClass":...}
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// Some technologies are automatically researched when their conditions are met. They have no cost and are
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// researched instantly. This allows civ bonuses and more complicated technologies.
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this.unresearchedAutoResearchTechs = new Set();
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let allTechs = TechnologyTemplates.GetAll();
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for (let key in allTechs)
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if (allTechs[key].autoResearch || allTechs[key].top)
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this.unresearchedAutoResearchTechs.add(key);
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};
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TechnologyManager.prototype.OnUpdate = function()
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{
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this.UpdateAutoResearch();
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};
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// This function checks if the requirements of any autoresearch techs are met and if they are it researches them
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TechnologyManager.prototype.UpdateAutoResearch = function()
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{
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for (let key of this.unresearchedAutoResearchTechs)
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{
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let tech = TechnologyTemplates.Get(key);
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if ((tech.autoResearch && this.CanResearch(key))
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|| (tech.top && (this.IsTechnologyResearched(tech.top) || this.IsTechnologyResearched(tech.bottom))))
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{
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this.unresearchedAutoResearchTechs.delete(key);
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this.ResearchTechnology(key);
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return; // We will have recursively handled any knock-on effects so can just return
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}
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}
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};
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// Checks an entity template to see if its technology requirements have been met
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TechnologyManager.prototype.CanProduce = function (templateName)
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{
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var cmpTempManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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var template = cmpTempManager.GetTemplate(templateName);
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if (template.Identity && template.Identity.RequiredTechnology)
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return this.IsTechnologyResearched(template.Identity.RequiredTechnology);
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// If there is no required technology then this entity can be produced
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return true;
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};
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TechnologyManager.prototype.IsTechnologyQueued = function(tech)
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{
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return this.researchQueued.has(tech);
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};
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TechnologyManager.prototype.IsTechnologyResearched = function(tech)
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{
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return this.researchedTechs.has(tech);
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};
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TechnologyManager.prototype.IsTechnologyStarted = function(tech)
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{
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return this.researchStarted.has(tech);
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};
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// Checks the requirements for a technology to see if it can be researched at the current time
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TechnologyManager.prototype.CanResearch = function(tech)
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{
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let template = TechnologyTemplates.Get(tech);
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if (!template)
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{
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warn("Technology \"" + tech + "\" does not exist");
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return false;
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}
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if (template.top && this.IsInProgress(template.top) ||
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template.bottom && this.IsInProgress(template.bottom))
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return false;
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if (template.pair && !this.CanResearch(template.pair))
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return false;
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if (this.IsInProgress(tech))
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return false;
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if (this.IsTechnologyResearched(tech))
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return false;
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return this.CheckTechnologyRequirements(DeriveTechnologyRequirements(template, Engine.QueryInterface(this.entity, IID_Player).GetCiv()));
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};
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/**
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* Private function for checking a set of requirements is met
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* @param {object} reqs - Technology requirements as derived from the technology template by globalscripts
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* @param {boolean} civonly - True if only the civ requirement is to be checked
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*
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* @return true if the requirements pass, false otherwise
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*/
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TechnologyManager.prototype.CheckTechnologyRequirements = function(reqs, civonly = false)
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{
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let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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if (!reqs)
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return false;
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if (civonly || !reqs.length)
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return true;
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return reqs.some(req => {
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return Object.keys(req).every(type => {
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switch (type)
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{
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case "techs":
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return req[type].every(this.IsTechnologyResearched, this);
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case "entities":
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return req[type].every(this.DoesEntitySpecPass, this);
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}
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return false;
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});
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});
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};
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TechnologyManager.prototype.DoesEntitySpecPass = function(entity)
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{
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switch (entity.check)
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{
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case "count":
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if (!this.classCounts[entity.class] || this.classCounts[entity.class] < entity.number)
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return false;
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break;
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case "variants":
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if (!this.typeCountsByClass[entity.class] || Object.keys(this.typeCountsByClass[entity.class]).length < entity.number)
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return false;
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break;
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}
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return true;
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};
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TechnologyManager.prototype.OnGlobalOwnershipChanged = function(msg)
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{
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// This automatically updates classCounts and typeCountsByClass
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var playerID = (Engine.QueryInterface(this.entity, IID_Player)).GetPlayerID();
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if (msg.to == playerID)
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{
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var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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var template = cmpTemplateManager.GetCurrentTemplateName(msg.entity);
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var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
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if (!cmpIdentity)
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return;
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var classes = cmpIdentity.GetClassesList();
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// don't use foundations for the class counts but check if techs apply (e.g. health increase)
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if (!Engine.QueryInterface(msg.entity, IID_Foundation))
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{
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for (let cls of classes)
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{
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this.classCounts[cls] = this.classCounts[cls] || 0;
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this.classCounts[cls] += 1;
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this.typeCountsByClass[cls] = this.typeCountsByClass[cls] || {};
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this.typeCountsByClass[cls][template] = this.typeCountsByClass[cls][template] || 0;
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this.typeCountsByClass[cls][template] += 1;
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}
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}
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}
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if (msg.from == playerID)
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{
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var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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var template = cmpTemplateManager.GetCurrentTemplateName(msg.entity);
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// don't use foundations for the class counts
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if (!Engine.QueryInterface(msg.entity, IID_Foundation))
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{
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var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
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if (cmpIdentity)
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{
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var classes = cmpIdentity.GetClassesList();
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for (let cls of classes)
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{
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this.classCounts[cls] -= 1;
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if (this.classCounts[cls] <= 0)
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delete this.classCounts[cls];
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this.typeCountsByClass[cls][template] -= 1;
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if (this.typeCountsByClass[cls][template] <= 0)
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delete this.typeCountsByClass[cls][template];
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}
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}
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}
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}
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};
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// Marks a technology as researched. Note that this does not verify that the requirements are met.
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TechnologyManager.prototype.ResearchTechnology = function(tech)
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{
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this.StoppedResearch(tech, false);
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var modifiedComponents = {};
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this.researchedTechs.add(tech);
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// store the modifications in an easy to access structure
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let template = TechnologyTemplates.Get(tech);
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if (template.modifications)
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{
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let cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager);
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cmpModifiersManager.AddModifiers("tech/" + tech, DeriveModificationsFromTech(template), this.entity);
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}
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if (template.replaces && template.replaces.length > 0)
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{
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for (var i of template.replaces)
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{
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if (!i || this.IsTechnologyResearched(i))
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continue;
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this.researchedTechs.add(i);
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// Change the EntityLimit if any
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let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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if (cmpPlayer && cmpPlayer.GetPlayerID() !== undefined)
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{
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let playerID = cmpPlayer.GetPlayerID();
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let cmpPlayerEntityLimits = QueryPlayerIDInterface(playerID, IID_EntityLimits);
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if (cmpPlayerEntityLimits)
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cmpPlayerEntityLimits.UpdateLimitsFromTech(i);
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}
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}
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}
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this.UpdateAutoResearch();
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var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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if (!cmpPlayer || cmpPlayer.GetPlayerID() === undefined)
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return;
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var playerID = cmpPlayer.GetPlayerID();
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var ents = cmpRangeManager.GetEntitiesByPlayer(playerID);
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ents.push(this.entity);
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// Change the EntityLimit if any
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var cmpPlayerEntityLimits = QueryPlayerIDInterface(playerID, IID_EntityLimits);
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if (cmpPlayerEntityLimits)
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cmpPlayerEntityLimits.UpdateLimitsFromTech(tech);
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// Always send research finished message.
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Engine.PostMessage(this.entity, MT_ResearchFinished, { "player": playerID, "tech": tech });
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if (tech.startsWith("phase") && !template.autoResearch)
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{
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let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGUIInterface.PushNotification({
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"type": "phase",
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"players": [playerID],
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"phaseName": tech,
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"phaseState": "completed"
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});
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}
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};
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/**
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* Marks a technology as being queued for research at the given entityID.
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*/
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TechnologyManager.prototype.QueuedResearch = function(tech, researcher)
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{
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this.researchQueued.set(tech, researcher);
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};
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// Marks a technology as actively being researched
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TechnologyManager.prototype.StartedResearch = function(tech, notification)
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{
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this.researchStarted.add(tech);
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if (notification && tech.startsWith("phase"))
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{
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let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGuiInterface.PushNotification({
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"type": "phase",
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"players": [cmpPlayer.GetPlayerID()],
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"phaseName": tech,
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"phaseState": "started"
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});
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}
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};
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/**
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* Marks a technology as not being currently researched and optionally sends a GUI notification.
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*/
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TechnologyManager.prototype.StoppedResearch = function(tech, notification)
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{
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if (notification && tech.startsWith("phase") && this.researchStarted.has(tech))
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{
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let cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
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let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
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cmpGUIInterface.PushNotification({
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"type": "phase",
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"players": [cmpPlayer.GetPlayerID()],
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"phaseName": tech,
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"phaseState": "aborted"
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});
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}
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this.researchQueued.delete(tech);
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this.researchStarted.delete(tech);
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};
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/**
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* Checks whether a technology is set to be researched.
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*/
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TechnologyManager.prototype.IsInProgress = function(tech)
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{
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return this.researchQueued.has(tech);
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};
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/**
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* Returns the names of technologies that are currently being researched (non-queued).
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*/
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TechnologyManager.prototype.GetStartedTechs = function()
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{
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return this.researchStarted;
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};
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/**
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* Gets the entity currently researching the technology.
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*/
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TechnologyManager.prototype.GetResearcher = function(tech)
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{
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return this.researchQueued.get(tech);
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};
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/**
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* Called by GUIInterface for PlayerData. AI use.
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*/
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TechnologyManager.prototype.GetQueuedResearch = function()
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{
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return this.researchQueued;
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};
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/**
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* Returns the names of technologies that have already been researched.
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*/
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TechnologyManager.prototype.GetResearchedTechs = function()
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{
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return this.researchedTechs;
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};
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TechnologyManager.prototype.GetClassCounts = function()
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{
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return this.classCounts;
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};
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TechnologyManager.prototype.GetTypeCountsByClass = function()
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{
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return this.typeCountsByClass;
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};
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Engine.RegisterComponentType(IID_TechnologyManager, "TechnologyManager", TechnologyManager);
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