Index: binaries/data/mods/public/globalscripts/Templates.js
===================================================================
--- binaries/data/mods/public/globalscripts/Templates.js
+++ binaries/data/mods/public/globalscripts/Templates.js
@@ -471,11 +471,11 @@
}
}
- if (template.ProductionQueue)
+ if (template.Researcher)
{
ret.techCostMultiplier = {};
- for (let res in template.ProductionQueue.TechCostMultiplier)
- ret.techCostMultiplier[res] = getEntityValue("ProductionQueue/TechCostMultiplier/" + res);
+ for (const res in template.Researcher.TechCostMultiplier)
+ ret.techCostMultiplier[res] = getEntityValue("Researcher/TechCostMultiplier/" + res);
}
if (template.Trader)
Index: binaries/data/mods/public/gui/reference/common/TemplateLister.js
===================================================================
--- binaries/data/mods/public/gui/reference/common/TemplateLister.js
+++ binaries/data/mods/public/gui/reference/common/TemplateLister.js
@@ -123,7 +123,7 @@
let template = this.TemplateLoader.loadEntityTemplate(templateName, civCode);
- let templateLists = this.TemplateLoader.deriveProductionQueue(template, civCode);
+ const templateLists = this.TemplateLoader.deriveProduction(template, civCode);
templateLists.structures = this.TemplateLoader.deriveBuildQueue(template, civCode);
if (template.WallSet)
Index: binaries/data/mods/public/gui/reference/common/TemplateLoader.js
===================================================================
--- binaries/data/mods/public/gui/reference/common/TemplateLoader.js
+++ binaries/data/mods/public/gui/reference/common/TemplateLoader.js
@@ -137,36 +137,36 @@
};
}
- deriveProductionQueue(template, civCode)
+ deriveProduction(template, civCode)
{
- let production = {
+ const production = {
"techs": [],
"units": []
};
- if (!template.ProductionQueue)
+ if (!template.Researcher && !template.Trainer)
return production;
- if (template.ProductionQueue.Entities && template.ProductionQueue.Entities._string)
- for (let templateName of template.ProductionQueue.Entities._string.split(" "))
+ if (template.Trainer?.Entities?._string)
+ for (let templateName of template.Trainer.Entities._string.split(" "))
{
templateName = templateName.replace(/\{(civ|native)\}/g, civCode);
if (Engine.TemplateExists(templateName))
production.units.push(templateName);
}
- let appendTechnology = (technologyName) => {
- let technology = this.loadTechnologyTemplate(technologyName, civCode);
+ const appendTechnology = (technologyName) => {
+ const technology = this.loadTechnologyTemplate(technologyName, civCode);
if (DeriveTechnologyRequirements(technology, civCode))
production.techs.push(technologyName);
};
- if (template.ProductionQueue.Technologies && template.ProductionQueue.Technologies._string)
- for (let technologyName of template.ProductionQueue.Technologies._string.split(" "))
+ if (template.Researcher?.Technologies?._string)
+ for (let technologyName of template.Researcher.Technologies._string.split(" "))
{
if (technologyName.indexOf("{civ}") != -1)
{
- let civTechName = technologyName.replace("{civ}", civCode);
+ const civTechName = technologyName.replace("{civ}", civCode);
technologyName = TechnologyTemplateExists(civTechName) ? civTechName : technologyName.replace("{civ}", "generic");
}
Index: binaries/data/mods/public/gui/reference/common/TemplateParser.js
===================================================================
--- binaries/data/mods/public/gui/reference/common/TemplateParser.js
+++ binaries/data/mods/public/gui/reference/common/TemplateParser.js
@@ -65,7 +65,7 @@
parsed.history = template.Identity.History;
- parsed.production = this.TemplateLoader.deriveProductionQueue(template, civCode);
+ parsed.production = this.TemplateLoader.deriveProduction(template, civCode);
if (template.Builder)
parsed.builder = this.TemplateLoader.deriveBuildQueue(template, civCode);
Index: binaries/data/mods/public/gui/session/input.js
===================================================================
--- binaries/data/mods/public/gui/session/input.js
+++ binaries/data/mods/public/gui/session/input.js
@@ -1402,9 +1402,9 @@
function getBuildingsWhichCanTrainEntity(entitiesToCheck, trainEntType)
{
return entitiesToCheck.filter(entity => {
- let state = GetEntityState(entity);
- return state && state.production && state.production.entities.length &&
- state.production.entities.indexOf(trainEntType) != -1 && (!state.upgrade || !state.upgrade.isUpgrading);
+ const state = GetEntityState(entity);
+ return state?.trainer?.entities?.indexOf(trainEntType) != -1 &&
+ (!state.upgrade || !state.upgrade.isUpgrading);
});
}
Index: binaries/data/mods/public/gui/session/selection_panels.js
===================================================================
--- binaries/data/mods/public/gui/session/selection_panels.js
+++ binaries/data/mods/public/gui/session/selection_panels.js
@@ -627,10 +627,10 @@
{
let ret = [];
if (unitEntStates.length == 1)
- return !unitEntStates[0].production || !unitEntStates[0].production.technologies ? ret :
- unitEntStates[0].production.technologies.map(tech => ({
+ return !unitEntStates[0].researcher || !unitEntStates[0].researcher.technologies ? ret :
+ unitEntStates[0].researcher.technologies.map(tech => ({
"tech": tech,
- "techCostMultiplier": unitEntStates[0].production.techCostMultiplier,
+ "techCostMultiplier": unitEntStates[0].researcher.techCostMultiplier,
"researchFacilityId": unitEntStates[0].id,
"isUpgrading": !!unitEntStates[0].upgrade && unitEntStates[0].upgrade.isUpgrading
}));
@@ -642,11 +642,11 @@
for (let state of sortedEntStates)
{
- if (!state.production || !state.production.technologies)
+ if (!state.researcher || !state.researcher.technologies)
continue;
// Remove the techs we already have in ret (with the same name and techCostMultiplier)
- let filteredTechs = state.production.technologies.filter(
+ const filteredTechs = state.researcher.technologies.filter(
tech => tech != null && !ret.some(
item =>
(item.tech == tech ||
@@ -655,14 +655,14 @@
item.tech.bottom == tech.bottom &&
item.tech.top == tech.top) &&
Object.keys(item.techCostMultiplier).every(
- k => item.techCostMultiplier[k] == state.production.techCostMultiplier[k])
+ k => item.techCostMultiplier[k] == state.researcher.techCostMultiplier[k])
));
if (filteredTechs.length + ret.length <= this.getMaxNumberOfItems() &&
getNumberOfRightPanelButtons() <= this.getMaxNumberOfItems() * (filteredTechs.some(tech => !!tech.pair) ? 1 : 2))
ret = ret.concat(filteredTechs.map(tech => ({
"tech": tech,
- "techCostMultiplier": state.production.techCostMultiplier,
+ "techCostMultiplier": state.researcher.techCostMultiplier,
"researchFacilityId": state.id,
"isUpgrading": !!state.upgrade && state.upgrade.isUpgrading
})));
Index: binaries/data/mods/public/gui/session/selection_panels_helpers.js
===================================================================
--- binaries/data/mods/public/gui/session/selection_panels_helpers.js
+++ binaries/data/mods/public/gui/session/selection_panels_helpers.js
@@ -558,7 +558,7 @@
"type": "autoqueue-on",
"entities": g_Selection.filter(ent => {
let state = GetEntityState(ent);
- return !!state?.production?.entities.length &&
+ return !!state?.trainer?.entities?.length &&
!state.production.autoqueue;
})
});
@@ -570,7 +570,7 @@
"type": "autoqueue-off",
"entities": g_Selection.filter(ent => {
let state = GetEntityState(ent);
- return !!state?.production?.entities.length &&
+ return !!state?.trainer?.entities?.length &&
state.production.autoqueue;
})
});
Index: binaries/data/mods/public/gui/session/unit_actions.js
===================================================================
--- binaries/data/mods/public/gui/session/unit_actions.js
+++ binaries/data/mods/public/gui/session/unit_actions.js
@@ -1058,8 +1058,8 @@
// Don't allow the rally point to be set on any of the currently selected entities (used for unset)
// except if the autorallypoint hotkey is pressed and the target can produce entities.
if (targetState && (!Engine.HotkeyIsPressed("session.autorallypoint") ||
- !targetState.production ||
- !targetState.production.entities.length))
+ !targetState.trainer ||
+ !targetState.trainer.entities.length))
for (const ent of g_Selection.toList())
if (targetState.id == ent)
return false;
@@ -1154,9 +1154,9 @@
{
// Find a trader (if any) that this structure can train.
let trader;
- if (entState.production && entState.production.entities.length)
- for (let i = 0; i < entState.production.entities.length; ++i)
- if ((trader = GetTemplateData(entState.production.entities[i]).trader))
+ if (entState.trainer?.entities?.length)
+ for (let i = 0; i < entState.trainer.entities.length; ++i)
+ if ((trader = GetTemplateData(entState.trainer.entities[i]).trader))
break;
let traderData = {
@@ -1793,7 +1793,7 @@
"autoqueue-on": {
"getInfo": function(entStates)
{
- if (entStates.every(entState => !entState.production || !entState.production.entities.length || entState.production.autoqueue))
+ if (entStates.every(entState => !entState.trainer || !entState.trainer.entities.length || entState.production.autoqueue))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.queueunit.autoqueueon") +
@@ -1813,7 +1813,7 @@
"autoqueue-off": {
"getInfo": function(entStates)
{
- if (entStates.every(entState => !entState.production || !entState.production.entities.length || !entState.production.autoqueue))
+ if (entStates.every(entState => !entState.trainer || !entState.trainer.entities.length || !entState.production.autoqueue))
return false;
return {
"tooltip": colorizeHotkey("%(hotkey)s" + " ", "session.queueunit.autoqueueoff") +
Index: binaries/data/mods/public/gui/session/unit_commands.js
===================================================================
--- binaries/data/mods/public/gui/session/unit_commands.js
+++ binaries/data/mods/public/gui/session/unit_commands.js
@@ -191,8 +191,8 @@
for (let ent of selection)
{
let state = GetEntityState(ent);
- if (state && state.production && state.production.entities.length)
- trainableEnts = trainableEnts.concat(state.production.entities);
+ if (state?.trainer?.entities?.length)
+ trainableEnts = trainableEnts.concat(state.trainer.entities);
}
// Remove duplicates
Index: binaries/data/mods/public/simulation/ai/common-api/entity.js
===================================================================
--- binaries/data/mods/public/simulation/ai/common-api/entity.js
+++ binaries/data/mods/public/simulation/ai/common-api/entity.js
@@ -119,7 +119,7 @@
},
"techCostMultiplier": function(type) {
- return +(this.get("ProductionQueue/TechCostMultiplier/"+type) || 1);
+ return +(this.get("Researcher/TechCostMultiplier/"+type) || 1);
},
/**
@@ -340,14 +340,14 @@
},
"trainableEntities": function(civ) {
- let templates = this.get("ProductionQueue/Entities/_string");
+ const templates = this.get("Trainer/Entities/_string");
if (!templates)
return undefined;
return templates.replace(/\{native\}/g, this.civ()).replace(/\{civ\}/g, civ).split(/\s+/);
},
"researchableTechs": function(gameState, civ) {
- let templates = this.get("ProductionQueue/Technologies/_string");
+ const templates = this.get("Researcher/Technologies/_string");
if (!templates)
return undefined;
let techs = templates.split(/\s+/);
@@ -452,10 +452,10 @@
"trainingCategory": function() { return this.get("TrainingRestrictions/Category"); },
- "buildTime": function(productionQueue) {
+ "buildTime": function(researcher) {
let time = +this.get("Cost/BuildTime");
- if (productionQueue)
- time *= productionQueue.techCostMultiplier("time");
+ if (researcher)
+ time *= researcher.techCostMultiplier("time");
return time;
},
@@ -940,7 +940,7 @@
return this;
},
- "train": function(civ, type, count, metadata, promotedTypes, pushFront = false)
+ "train": function(civ, type, count, metadata, pushFront = false)
{
let trainable = this.trainableEntities(civ);
if (!trainable)
@@ -960,7 +960,6 @@
"template": type,
"count": count,
"metadata": metadata,
- "promoted": promotedTypes,
"pushFront": pushFront
});
return this;
Index: binaries/data/mods/public/simulation/ai/common-api/technology.js
===================================================================
--- binaries/data/mods/public/simulation/ai/common-api/technology.js
+++ binaries/data/mods/public/simulation/ai/common-api/technology.js
@@ -65,7 +65,7 @@
return this._pairedWith;
};
-m.Technology.prototype.cost = function(productionQueue)
+m.Technology.prototype.cost = function(researcher)
{
if (!this._template.cost)
return undefined;
@@ -73,15 +73,15 @@
for (let type in this._template.cost)
{
cost[type] = +this._template.cost[type];
- if (productionQueue)
- cost[type] *= productionQueue.techCostMultiplier(type);
+ if (researcher)
+ cost[type] *= researcher.techCostMultiplier(type);
}
return cost;
};
-m.Technology.prototype.costSum = function(productionQueue)
+m.Technology.prototype.costSum = function(researcher)
{
- let cost = this.cost(productionQueue);
+ const cost = this.cost(researcher);
if (!cost)
return 0;
let ret = 0;
Index: binaries/data/mods/public/simulation/ai/petra/queueplanTraining.js
===================================================================
--- binaries/data/mods/public/simulation/ai/petra/queueplanTraining.js
+++ binaries/data/mods/public/simulation/ai/petra/queueplanTraining.js
@@ -124,7 +124,7 @@
if (this.metadata && this.metadata.base !== undefined && this.metadata.base === 0)
this.metadata.base = this.trainers[0].getMetadata(PlayerID, "base");
- this.trainers[0].train(gameState.getPlayerCiv(), this.type, this.number, this.metadata, this.promotedTypes(gameState));
+ this.trainers[0].train(gameState.getPlayerCiv(), this.type, this.number, this.metadata);
this.onStart(gameState);
};
@@ -134,36 +134,6 @@
this.number += amount;
};
-/** Find the promoted types corresponding to this.type */
-PETRA.TrainingPlan.prototype.promotedTypes = function(gameState)
-{
- let types = [];
- let promotion = this.template.promotion();
- let previous;
- let template;
- while (promotion)
- {
- types.push(promotion);
- previous = promotion;
- template = gameState.getTemplate(promotion);
- if (!template)
- {
- if (gameState.ai.Config.debug > 0)
- API3.warn(" promotion template " + promotion + " is not found");
- promotion = undefined;
- break;
- }
- promotion = template.promotion();
- if (previous === promotion)
- {
- if (gameState.ai.Config.debug > 0)
- API3.warn(" unit " + promotion + " is its own promoted unit");
- promotion = undefined;
- }
- }
- return types;
-};
-
PETRA.TrainingPlan.prototype.Serialize = function()
{
return {
Index: binaries/data/mods/public/simulation/components/GuiInterface.js
===================================================================
--- binaries/data/mods/public/simulation/components/GuiInterface.js
+++ binaries/data/mods/public/simulation/components/GuiInterface.js
@@ -340,6 +340,13 @@
"isUpgrading": cmpUpgrade.IsUpgrading()
};
+ const cmpResearcher = Engine.QueryInterface(ent, IID_Researcher);
+ if (cmpResearcher)
+ ret.researcher = {
+ "technologies": cmpResearcher.GetTechnologiesList(),
+ "techCostMultiplier": cmpResearcher.GetTechCostMultiplier()
+ };
+
let cmpStatusEffects = Engine.QueryInterface(ent, IID_StatusEffectsReceiver);
if (cmpStatusEffects)
ret.statusEffects = cmpStatusEffects.GetActiveStatuses();
@@ -347,13 +354,16 @@
let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue);
if (cmpProductionQueue)
ret.production = {
- "entities": cmpProductionQueue.GetEntitiesList(),
- "technologies": cmpProductionQueue.GetTechnologiesList(),
- "techCostMultiplier": cmpProductionQueue.GetTechCostMultiplier(),
"queue": cmpProductionQueue.GetQueue(),
"autoqueue": cmpProductionQueue.IsAutoQueueing()
};
+ const cmpTrainer = Engine.QueryInterface(ent, IID_Trainer);
+ if (cmpTrainer)
+ ret.trainer = {
+ "entities": cmpTrainer.GetEntitiesList()
+ };
+
let cmpTrader = Engine.QueryInterface(ent, IID_Trader);
if (cmpTrader)
ret.trader = {
@@ -689,10 +699,10 @@
for (let tech of cmpTechnologyManager.GetStartedTechs())
{
ret[tech] = { "researcher": cmpTechnologyManager.GetResearcher(tech) };
- let cmpProductionQueue = Engine.QueryInterface(ret[tech].researcher, IID_ProductionQueue);
- if (cmpProductionQueue)
+ const cmpResearcher = Engine.QueryInterface(ret[tech].researcher, IID_Researcher);
+ if (cmpResearcher)
{
- const research = cmpProductionQueue.GetQueue().find(item => item.technologyTemplate === tech);
+ const research = cmpResearcher.GetResearchingTechnologyByName(tech);
ret[tech].progress = research.progress;
ret[tech].timeRemaining = research.timeRemaining;
ret[tech].paused = research.paused;
@@ -1978,11 +1988,7 @@
*/
GuiInterface.prototype.GetBatchTime = function(player, data)
{
- let cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue);
- if (!cmpProductionQueue)
- return 0;
-
- return cmpProductionQueue.GetBatchTime(data.batchSize);
+ return Engine.QueryInterface(data.entity, IID_Trainer)?.GetBatchTime(data.batchSize) || 0;
};
GuiInterface.prototype.IsMapRevealed = function(player)
Index: binaries/data/mods/public/simulation/components/Player.js
===================================================================
--- binaries/data/mods/public/simulation/components/Player.js
+++ binaries/data/mods/public/simulation/components/Player.js
@@ -390,6 +390,16 @@
return true;
};
+Player.prototype.RefundResources = function(amounts)
+{
+ const cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
+ if (cmpStatisticsTracker)
+ for (const type in amounts)
+ cmpStatisticsTracker.IncreaseResourceUsedCounter(type, -amounts[type]);
+
+ this.AddResources(amounts);
+};
+
Player.prototype.GetNextTradingGoods = function()
{
let value = randFloat(0, 100);
Index: binaries/data/mods/public/simulation/components/ProductionQueue.js
===================================================================
--- binaries/data/mods/public/simulation/components/ProductionQueue.js
+++ binaries/data/mods/public/simulation/components/ProductionQueue.js
@@ -1,338 +1,262 @@
function ProductionQueue() {}
ProductionQueue.prototype.Schema =
- "Allows the building to train new units and research technologies" +
- "" +
- "0.7" +
- "" +
- "\n units/{civ}/support_female_citizen\n units/{native}/support_trader\n units/athen/infantry_spearman_b\n " +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "tokens" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "" +
- "tokens" +
- "" +
- "" +
- "" +
- "" +
- "" +
- Resources.BuildSchema("nonNegativeDecimal", ["time"]) +
- "";
+ "Helps the building to train new units and research technologies." +
+ "";
ProductionQueue.prototype.ProgressInterval = 1000;
ProductionQueue.prototype.MaxQueueSize = 16;
-ProductionQueue.prototype.Init = function()
+/**
+ * This object represents an item in the queue.
+ */
+ProductionQueue.prototype.Item = function() {};
+
+/**
+ * @param {number} producer - The entity ID of our producer.
+ * @param {string} metadata - Optionally any metadata attached to us.
+ */
+ProductionQueue.prototype.Item.prototype.Init = function(producer, metadata)
{
- this.nextID = 1;
+ this.producer = producer;
+ this.metadata = metadata;
- this.queue = [];
- /**
- Queue items are:
- {
- "id": 1,
- "player": 1, // Who paid for this batch; we need this to cope with refunds cleanly.
- "productionStarted": false, // true iff production has started (we have reserved population).
- "timeTotal": 15000, // msecs
- "timeRemaining": 10000, // msecs
- "paused": false, // Whether the item is currently paused (e.g. not the first item or parent is garrisoned).
- "resources": { "wood": 100, ... }, // Total resources of the item when queued.
- "entity": {
- "template": "units/example",
- "count": 10,
- "neededSlots": 3, // Number of population slots missing for production to begin.
- "population": 1, // Population per unit, multiply by count to get total.
- "resources": { "wood": 100, ... }, // Resources per entity, multiply by count to get total.
- "entityCache": [189, ...], // The entities created but not spawned yet.
- },
- "technology": {
- "template": "example_tech",
- "resources": { "wood": 100, ... },
- }
- }
- */
};
-/*
- * Returns list of entities that can be trained by this building.
- */
-ProductionQueue.prototype.GetEntitiesList = function()
+ProductionQueue.prototype.Item.prototype.QueueEntity = function(templateName, count)
+{
+ const cmpTrainer = Engine.QueryInterface(this.producer, IID_Trainer);
+ if (!cmpTrainer)
+ return false;
+ this.entity = cmpTrainer.QueueBatch(templateName, count, this.metadata);
+ if (this.entity == -1)
+ return false;
+ this.originalItem = {
+ "templateName": templateName,
+ "count": count,
+ "metadata": this.metadata
+ };
+
+ return true;
+};
+
+ProductionQueue.prototype.Item.prototype.QueueTechnology = function(templateName)
{
- return Array.from(this.entitiesMap.values());
+ const cmpResearcher = Engine.QueryInterface(this.producer, IID_Researcher);
+ if (!cmpResearcher)
+ return false;
+ this.technology = cmpResearcher.QueueTechnology(templateName, this.metadata);
+ if (this.technology == -1)
+ return false;
+
+ return true;
};
/**
- * @return {boolean} - Whether we are automatically queuing items.
+ * @param {number} id - The id of this item.
*/
-ProductionQueue.prototype.IsAutoQueueing = function()
+ProductionQueue.prototype.Item.prototype.SetID = function(id)
{
- return !!this.autoqueuing;
+ this.id = id;
+};
+
+ProductionQueue.prototype.Item.prototype.Stop = function()
+{
+ if (this.entity)
+ {
+ const cmpTrainer = Engine.QueryInterface(this.producer, IID_Trainer);
+ if (cmpTrainer)
+ cmpTrainer.StopBatch(this.entity);
+ }
+
+ if (this.technology)
+ {
+ const cmpResearcher = Engine.QueryInterface(this.producer, IID_Researcher);
+ if (cmpResearcher)
+ cmpResearcher.StopResearching(this.technology);
+ }
};
/**
- * Turn on Auto-Queue.
+ * Called when the first work is performed.
*/
-ProductionQueue.prototype.EnableAutoQueue = function()
+ProductionQueue.prototype.Item.prototype.Start = function()
{
- this.autoqueuing = true;
+ this.started = true;
+};
+
+ProductionQueue.prototype.Item.prototype.IsStarted = function()
+{
+ return !!this.started;
};
/**
- * Turn off Auto-Queue.
+ * @return {boolean} - Whether this item is finished.
*/
-ProductionQueue.prototype.DisableAutoQueue = function()
+ProductionQueue.prototype.Item.prototype.IsFinished = function()
{
- delete this.autoqueuing;
+ return !!this.finished;
};
/**
- * Calculate the new list of producible entities
- * and update any entities currently being produced.
+ * @param {number} allocatedTime - The time allocated to this item.
+ * @return {number} - The time used for this item.
*/
-ProductionQueue.prototype.CalculateEntitiesMap = function()
+ProductionQueue.prototype.Item.prototype.Progress = function(allocatedTime)
{
- // Don't reset the map, it's used below to update entities.
- if (!this.entitiesMap)
- this.entitiesMap = new Map();
- if (!this.template.Entities)
- return;
-
- let string = this.template.Entities._string;
- // Tokens can be added -> process an empty list to get them.
- let addedTokens = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", "", this.entity);
- if (!addedTokens && !string)
- return;
-
- addedTokens = addedTokens == "" ? [] : addedTokens.split(/\s+/);
+ if (this.entity)
+ {
+ const cmpTrainer = Engine.QueryInterface(this.producer, IID_Trainer);
+ allocatedTime -= cmpTrainer.Progress(this.entity, allocatedTime);
+ if (!cmpTrainer.HasBatch(this.entity))
+ delete this.entity;
+ }
+ if (this.technology)
+ {
+ const cmpResearcher = Engine.QueryInterface(this.producer, IID_Researcher);
+ allocatedTime -= cmpResearcher.Progress(this.technology, allocatedTime);
+ if (!cmpResearcher.HasItem(this.technology))
+ delete this.technology;
+ }
+ if (!this.entity && !this.technology)
+ this.finished = true;
- let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
- let cmpPlayer = QueryOwnerInterface(this.entity);
- let cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
-
- let disabledEntities = cmpPlayer ? cmpPlayer.GetDisabledTemplates() : {};
-
- /**
- * Process tokens:
- * - process token modifiers (this is a bit tricky).
- * - replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID
- * - remove disabled entities
- * - upgrade templates where necessary
- * This also updates currently queued production (it's more convenient to do it here).
- */
-
- let removeAllQueuedTemplate = (token) => {
- let queue = clone(this.queue);
- let template = this.entitiesMap.get(token);
- for (let item of queue)
- if (item.entity?.template && item.entity.template === template)
- this.RemoveItem(item.id);
- };
- let updateAllQueuedTemplate = (token, updateTo) => {
- let template = this.entitiesMap.get(token);
- for (let item of this.queue)
- if (item.entity?.template && item.entity.template === template)
- item.entity.template = updateTo;
- };
+ return allocatedTime;
+};
- let toks = string.split(/\s+/);
- for (let tok of addedTokens)
- toks.push(tok);
-
- let addedDict = addedTokens.reduce((out, token) => { out[token] = true; return out; }, {});
- this.entitiesMap = toks.reduce((entMap, token) => {
- let rawToken = token;
- if (!(token in addedDict))
- {
- // This is a bit wasteful but I can't think of a simpler/better way.
- // The list of token is unlikely to be a performance bottleneck anyways.
- token = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", token, this.entity);
- token = token.split(/\s+/);
- if (token.every(tok => addedTokens.indexOf(tok) !== -1))
- {
- removeAllQueuedTemplate(rawToken);
- return entMap;
- }
- token = token[0];
- }
- // Replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID.
- if (cmpIdentity)
- token = token.replace(/\{native\}/g, cmpIdentity.GetCiv());
- if (cmpPlayer)
- token = token.replace(/\{civ\}/g, cmpPlayer.GetCiv());
+ProductionQueue.prototype.Item.prototype.Pause = function()
+{
+ this.paused = true;
+ if (this.entity)
+ Engine.QueryInterface(this.producer, IID_Trainer).PauseBatch(this.entity);
+ if (this.technology)
+ Engine.QueryInterface(this.producer, IID_Researcher).PauseTechnology(this.technology);
+};
- // Filter out disabled and invalid entities.
- if (disabledEntities[token] || !cmpTemplateManager.TemplateExists(token))
- {
- removeAllQueuedTemplate(rawToken);
- return entMap;
- }
+ProductionQueue.prototype.Item.prototype.Unpause = function()
+{
+ delete this.paused;
+ if (this.entity)
+ Engine.QueryInterface(this.producer, IID_Trainer).UnpauseBatch(this.entity);
+ if (this.technology)
+ Engine.QueryInterface(this.producer, IID_Researcher).UnpauseTechnology(this.technology);
+};
- token = this.GetUpgradedTemplate(token);
- entMap.set(rawToken, token);
- updateAllQueuedTemplate(rawToken, token);
- return entMap;
- }, new Map());
+ProductionQueue.prototype.Item.prototype.IsPaused = function()
+{
+ return !!this.paused;
};
-/*
- * Returns the upgraded template name if necessary.
+/**
+ * @return {Object} - Some basic information of this item.
*/
-ProductionQueue.prototype.GetUpgradedTemplate = function(templateName)
+ProductionQueue.prototype.Item.prototype.GetBasicInfo = function()
{
- let cmpPlayer = QueryOwnerInterface(this.entity);
- if (!cmpPlayer)
- return templateName;
-
- let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
- let template = cmpTemplateManager.GetTemplate(templateName);
- while (template && template.Promotion !== undefined)
- {
- let requiredXp = ApplyValueModificationsToTemplate(
- "Promotion/RequiredXp",
- +template.Promotion.RequiredXp,
- cmpPlayer.GetPlayerID(),
- template);
- if (requiredXp > 0)
- break;
- templateName = template.Promotion.Entity;
- template = cmpTemplateManager.GetTemplate(templateName);
- }
- return templateName;
+ let result;
+ if (this.technology)
+ result = Engine.QueryInterface(this.producer, IID_Researcher).GetResearchingTechnology(this.technology);
+ else if (this.entity)
+ result = Engine.QueryInterface(this.producer, IID_Trainer).GetBatch(this.entity);
+ result.id = this.id;
+ result.paused = this.paused;
+ return result;
};
-/*
- * Returns list of technologies that can be researched by this building.
+/**
+ * @return {Object} - The originally queued item.
*/
-ProductionQueue.prototype.GetTechnologiesList = function()
+ProductionQueue.prototype.Item.prototype.OriginalItem = function()
{
- if (!this.template.Technologies)
- return [];
-
- let string = this.template.Technologies._string;
- string = ApplyValueModificationsToEntity("ProductionQueue/Technologies/_string", string, this.entity);
-
- if (!string)
- return [];
-
- let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
- if (!cmpTechnologyManager)
- return [];
-
- let cmpPlayer = QueryOwnerInterface(this.entity);
- if (!cmpPlayer)
- return [];
-
- let techs = string.split(/\s+/);
-
- // Replace the civ specific technologies.
- for (let i = 0; i < techs.length; ++i)
- {
- let tech = techs[i];
- if (tech.indexOf("{civ}") == -1)
- continue;
- let civTech = tech.replace("{civ}", cmpPlayer.GetCiv());
- techs[i] = TechnologyTemplates.Has(civTech) ? civTech : tech.replace("{civ}", "generic");
- }
+ return this.originalItem;
+};
- // Remove any technologies that can't be researched by this civ.
- techs = techs.filter(tech =>
- cmpTechnologyManager.CheckTechnologyRequirements(
- DeriveTechnologyRequirements(TechnologyTemplates.Get(tech), cmpPlayer.GetCiv()),
- true));
+ProductionQueue.prototype.Item.prototype.Serialize = function()
+{
+ return {
+ "id": this.id,
+ "metadata": this.metadata,
+ "paused": this.paused,
+ "producer": this.producer,
+ "entity": this.entity,
+ "technology": this.technology,
+ "started": this.started,
+ "originalItem": this.originalItem
+ };
+};
- let techList = [];
- // Stores the tech which supersedes the key.
- let superseded = {};
+ProductionQueue.prototype.Item.prototype.Deserialize = function(data)
+{
+ this.Init(data.producer, data.metadata);
- let disabledTechnologies = cmpPlayer.GetDisabledTechnologies();
+ this.id = data.id;
+ this.paused = data.paused;
+ this.entity = data.entity;
+ this.technology = data.technology;
+ this.started = data.started;
+ this.originalItem = data.originalItem;
+};
- // Add any top level technologies to an array which corresponds to the displayed icons.
- // Also store what technology is superseded in the superseded object { "tech1":"techWhichSupercedesTech1", ... }.
- for (let tech of techs)
- {
- if (disabledTechnologies && disabledTechnologies[tech])
- continue;
+ProductionQueue.prototype.Init = function()
+{
+ this.nextID = 1;
- let template = TechnologyTemplates.Get(tech);
- if (!template.supersedes || techs.indexOf(template.supersedes) === -1)
- techList.push(tech);
- else
- superseded[template.supersedes] = tech;
- }
+ this.queue = [];
+};
- // Now make researched/in progress techs invisible.
- for (let i in techList)
- {
- let tech = techList[i];
- while (this.IsTechnologyResearchedOrInProgress(tech))
- tech = superseded[tech];
+ProductionQueue.prototype.Serialize = function()
+{
+ const queue = [];
+ for (const item of this.queue)
+ queue.push(item.Serialize());
+
+ return {
+ "autoqueuing": this.autoqueuing,
+ "nextID": this.nextID,
+ "paused": this.paused,
+ "timer": this.timer,
+ "queue": queue
+ };
+};
- techList[i] = tech;
- }
+ProductionQueue.prototype.Deserialize = function(data)
+{
+ this.Init();
- let ret = [];
+ this.autoqueuing = data.autoqueuing;
+ this.nextID = data.nextID;
+ this.paused = data.paused;
+ this.timer = data.timer;
- // This inserts the techs into the correct positions to line up the technology pairs.
- for (let i = 0; i < techList.length; ++i)
+ for (const item of data.queue)
{
- let tech = techList[i];
- if (!tech)
- {
- ret[i] = undefined;
- continue;
- }
-
- let template = TechnologyTemplates.Get(tech);
- if (template.top)
- ret[i] = { "pair": true, "top": template.top, "bottom": template.bottom };
- else
- ret[i] = tech;
+ const newItem = new this.Item();
+ newItem.Deserialize(item);
+ this.queue.push(newItem);
}
-
- return ret;
};
-ProductionQueue.prototype.GetTechCostMultiplier = function()
+/**
+ * @return {boolean} - Whether we are automatically queuing items.
+ */
+ProductionQueue.prototype.IsAutoQueueing = function()
{
- let techCostMultiplier = {};
- for (let res in this.template.TechCostMultiplier)
- techCostMultiplier[res] = ApplyValueModificationsToEntity(
- "ProductionQueue/TechCostMultiplier/" + res,
- +this.template.TechCostMultiplier[res],
- this.entity);
-
- return techCostMultiplier;
+ return !!this.autoqueuing;
};
-ProductionQueue.prototype.IsTechnologyResearchedOrInProgress = function(tech)
+/**
+ * Turn on Auto-Queue.
+ */
+ProductionQueue.prototype.EnableAutoQueue = function()
{
- if (!tech)
- return false;
-
- let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
- if (!cmpTechnologyManager)
- return false;
-
- let template = TechnologyTemplates.Get(tech);
- if (template.top)
- return cmpTechnologyManager.IsTechnologyResearched(template.top) ||
- cmpTechnologyManager.IsInProgress(template.top) ||
- cmpTechnologyManager.IsTechnologyResearched(template.bottom) ||
- cmpTechnologyManager.IsInProgress(template.bottom);
+ this.autoqueuing = true;
+};
- return cmpTechnologyManager.IsTechnologyResearched(tech) || cmpTechnologyManager.IsInProgress(tech);
+/**
+ * Turn off Auto-Queue.
+ */
+ProductionQueue.prototype.DisableAutoQueue = function()
+{
+ delete this.autoqueuing;
};
/*
@@ -349,14 +273,14 @@
{
// TODO: there should be a way for the GUI to determine whether it's going
// to be possible to add a batch (based on resource costs and length limits).
- let cmpPlayer = QueryOwnerInterface(this.entity);
- if (!cmpPlayer)
- return false;
- let player = cmpPlayer.GetPlayerID();
if (!this.queue.length)
{
- let cmpUpgrade = Engine.QueryInterface(this.entity, IID_Upgrade);
+ const cmpPlayer = QueryOwnerInterface(this.entity);
+ if (!cmpPlayer)
+ return false;
+ const player = cmpPlayer.GetPlayerID();
+ const cmpUpgrade = Engine.QueryInterface(this.entity, IID_Upgrade);
if (cmpUpgrade && cmpUpgrade.IsUpgrading())
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
@@ -370,7 +294,11 @@
}
else if (this.queue.length >= this.MaxQueueSize)
{
- let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
+ const cmpPlayer = QueryOwnerInterface(this.entity);
+ if (!cmpPlayer)
+ return false;
+ const player = cmpPlayer.GetPlayerID();
+ const cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [player],
"message": markForTranslation("The production queue is full."),
@@ -379,108 +307,17 @@
return false;
}
- const item = {
- "player": player,
- "metadata": metadata,
- "productionStarted": false,
- "resources": {}, // The total resource costs.
- "paused": false
- };
-
- // ToDo: Still some duplication here, some can might be combined,
- // but requires some more refactoring.
+ const item = new this.Item();
+ item.Init(this.entity, metadata);
if (type == "unit")
{
- if (!Number.isInteger(count) || count <= 0)
- {
- error("Invalid batch count " + count);
- return false;
- }
-
- let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
- let template = cmpTemplateManager.GetTemplate(this.GetUpgradedTemplate(templateName));
- if (!template)
+ if (!item.QueueEntity(templateName, count))
return false;
-
- item.entity = {
- "template": templateName,
- "count": count,
- "population": ApplyValueModificationsToTemplate(
- "Cost/Population",
- +template.Cost.Population,
- player,
- template),
- "resources": {}, // The resource costs per entity.
- };
-
- for (let res in template.Cost.Resources)
- {
- item.entity.resources[res] = ApplyValueModificationsToTemplate(
- "Cost/Resources/" + res,
- +template.Cost.Resources[res],
- player,
- template);
-
- item.resources[res] = Math.floor(count * item.entity.resources[res]);
- }
-
- if (template.TrainingRestrictions)
- {
- let unitCategory = template.TrainingRestrictions.Category;
- let cmpPlayerEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
- if (cmpPlayerEntityLimits)
- {
- if (!cmpPlayerEntityLimits.AllowedToTrain(unitCategory, count, templateName, template.TrainingRestrictions.MatchLimit))
- // Already warned, return.
- return false;
- cmpPlayerEntityLimits.ChangeCount(unitCategory, count);
- if (template.TrainingRestrictions.MatchLimit)
- cmpPlayerEntityLimits.ChangeMatchCount(templateName, count);
- }
- }
-
- const buildTime = ApplyValueModificationsToTemplate(
- "Cost/BuildTime",
- +template.Cost.BuildTime,
- player,
- template);
- const time = this.GetBatchTime(count) * buildTime * 1000;
- item.timeTotal = time;
- item.timeRemaining = time;
}
else if (type == "technology")
{
- if (!TechnologyTemplates.Has(templateName))
- return false;
-
- if (!this.GetTechnologiesList().some(tech =>
- tech &&
- (tech == templateName ||
- tech.pair &&
- (tech.top == templateName || tech.bottom == templateName))))
- {
- error("This entity cannot research " + templateName);
+ if (!item.QueueTechnology(templateName))
return false;
- }
-
- item.technology = {
- "template": templateName,
- "resources": {}
- };
-
- let template = TechnologyTemplates.Get(templateName);
- let techCostMultiplier = this.GetTechCostMultiplier();
-
- if (template.cost)
- for (const res in template.cost)
- {
- item.technology.resources[res] = Math.floor((techCostMultiplier[res] || 1) * template.cost[res]);
- item.resources[res] = item.technology.resources[res];
- }
-
- const time = techCostMultiplier.time * (template.researchTime || 0) * 1000;
- item.timeTotal = time;
- item.timeRemaining = time;
}
else
{
@@ -488,43 +325,15 @@
return false;
}
- // TrySubtractResources should report error to player (they ran out of resources).
- if (!cmpPlayer.TrySubtractResources(item.resources))
- return false;
-
- item.id = this.nextID++;
+ item.SetID(this.nextID++);
if (pushFront)
{
- if (this.queue[0])
- this.queue[0].paused = true;
+ this.queue[0]?.Pause();
this.queue.unshift(item);
}
else
this.queue.push(item);
- const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
- if (item.entity)
- cmpTrigger.CallEvent("OnTrainingQueued", {
- "playerid": player,
- "unitTemplate": item.entity.template,
- "count": count,
- "metadata": metadata,
- "trainerEntity": this.entity
- });
- if (item.technology)
- {
- // Tell the technology manager that we have started researching this
- // such that players can't research the same thing twice.
- const cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
- cmpTechnologyManager.QueuedResearch(templateName, this.entity);
-
- cmpTrigger.CallEvent("OnResearchQueued", {
- "playerid": player,
- "technologyTemplate": item.technology.template,
- "researcherEntity": this.entity
- });
- }
-
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
if (!this.timer)
@@ -534,8 +343,6 @@
/*
* Removes an item from the queue.
- * Refunds resource costs and population reservations.
- * item.player is used as this.entity's owner may have changed.
*/
ProductionQueue.prototype.RemoveItem = function(id)
{
@@ -543,65 +350,8 @@
if (itemIndex == -1)
return;
- let item = this.queue[itemIndex];
-
- // Destroy any cached entities (those which didn't spawn for some reason).
- if (item.entity?.cache?.length)
- {
- for (const ent of item.entity.cache)
- Engine.DestroyEntity(ent);
-
- delete item.entity.cache;
- }
-
- const cmpPlayer = QueryPlayerIDInterface(item.player);
-
- if (item.entity)
- {
- let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
- const template = cmpTemplateManager.GetTemplate(item.entity.template);
- if (template.TrainingRestrictions)
- {
- let cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
- if (cmpPlayerEntityLimits)
- cmpPlayerEntityLimits.ChangeCount(template.TrainingRestrictions.Category, -item.entity.count);
- if (template.TrainingRestrictions.MatchLimit)
- cmpPlayerEntityLimits.ChangeMatchCount(item.entity.template, -item.entity.count);
- }
- if (cmpPlayer)
- {
- if (item.productionStarted)
- cmpPlayer.UnReservePopulationSlots(item.entity.population * item.entity.count);
- if (itemIndex == 0)
- cmpPlayer.UnBlockTraining();
- }
- }
-
- let cmpStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
-
- const totalCosts = {};
- for (let resource in item.resources)
- {
- totalCosts[resource] = 0;
- if (item.entity)
- totalCosts[resource] += Math.floor(item.entity.count * item.entity.resources[resource]);
- if (item.technology)
- totalCosts[resource] += item.technology.resources[resource];
- if (cmpStatisticsTracker)
- cmpStatisticsTracker.IncreaseResourceUsedCounter(resource, -totalCosts[resource]);
- }
-
- if (cmpPlayer)
- cmpPlayer.AddResources(totalCosts);
-
- if (item.technology)
- {
- let cmpTechnologyManager = QueryPlayerIDInterface(item.player, IID_TechnologyManager);
- if (cmpTechnologyManager)
- cmpTechnologyManager.StoppedResearch(item.technology.template, true);
- }
+ this.queue.splice(itemIndex, 1)[0].Stop();
- this.queue.splice(itemIndex, 1);
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
if (!this.queue.length)
@@ -620,17 +370,7 @@
*/
ProductionQueue.prototype.GetQueue = function()
{
- return this.queue.map(item => ({
- "id": item.id,
- "unitTemplate": item.entity?.template,
- "technologyTemplate": item.technology?.template,
- "count": item.entity?.count,
- "neededSlots": item.entity?.neededSlots,
- "progress": 1 - (item.timeRemaining / (item.timeTotal || 1)),
- "timeRemaining": item.timeRemaining,
- "paused": item.paused,
- "metadata": item.metadata
- }));
+ return this.queue.map(item => item.GetBasicInfo());
};
/*
@@ -645,148 +385,7 @@
};
/*
- * 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)
-{
- // 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();
-
- if (msg.to != INVALID_PLAYER)
- this.CalculateEntitiesMap();
-};
-
-ProductionQueue.prototype.OnCivChanged = function()
-{
- this.CalculateEntitiesMap();
-};
-
-/*
- * This function creates the entities and places them in world if possible
- * (some of these entities may be garrisoned directly if autogarrison, the others are spawned).
- * @param {Object} item - The item to spawn units for.
- * @param {number} item.entity.count - The number of entities to spawn.
- * @param {string} item.player - The owner of the item.
- * @param {string} item.entity.template - The template to spawn.
- * @param {any} - item.metadata - Optionally any metadata to add to the TrainingFinished message.
- *
- * @return {number} - The number of successfully created entities
- */
-ProductionQueue.prototype.SpawnUnits = function(item)
-{
- 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 (!item.entity.cache)
- {
- item.entity.cache = [];
- for (let i = 0; i < item.entity.count; ++i)
- item.entity.cache.push(Engine.AddEntity(item.entity.template));
- }
-
- let autoGarrison;
- let cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint);
- if (cmpRallyPoint)
- {
- let data = cmpRallyPoint.GetData()[0];
- if (data && data.target && data.target == this.entity && data.command == "garrison")
- autoGarrison = true;
- }
-
- let cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
- let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
- let positionSelf = cmpPosition && cmpPosition.GetPosition();
-
- let cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
- let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
- while (item.entity.cache.length)
- {
- const ent = item.entity.cache[0];
- let cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
- let garrisoned = false;
-
- if (autoGarrison)
- {
- let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
- if (cmpGarrisonable)
- {
- // Temporary owner affectation needed for GarrisonHolder checks.
- cmpNewOwnership.SetOwnerQuiet(item.player);
- garrisoned = cmpGarrisonable.Garrison(this.entity);
- cmpNewOwnership.SetOwnerQuiet(INVALID_PLAYER);
- }
- }
-
- if (!garrisoned)
- {
- let pos = cmpFootprint.PickSpawnPoint(ent);
- if (pos.y < 0)
- break;
-
- let cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
- cmpNewPosition.JumpTo(pos.x, pos.z);
-
- if (positionSelf)
- cmpNewPosition.SetYRotation(positionSelf.horizAngleTo(pos));
-
- spawnedEnts.push(ent);
- }
-
- // Decrement entity count in the EntityLimits component
- // since it will be increased by EntityLimits.OnGlobalOwnershipChanged,
- // i.e. we replace a 'trained' entity by 'alive' one.
- // Must be done after spawn check so EntityLimits decrements only if unit spawns.
- if (cmpPlayerEntityLimits)
- {
- let cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions);
- if (cmpTrainingRestrictions)
- cmpPlayerEntityLimits.ChangeCount(cmpTrainingRestrictions.GetCategory(), -1);
- }
- cmpNewOwnership.SetOwner(item.player);
-
- if (cmpPlayerStatisticsTracker)
- cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter(ent);
-
- item.entity.cache.shift();
- createdEnts.push(ent);
- }
-
- if (spawnedEnts.length && !autoGarrison && cmpRallyPoint)
- for (let com of GetRallyPointCommands(cmpRallyPoint, spawnedEnts))
- ProcessCommand(item.player, com);
-
- if (createdEnts.length)
- {
- // Play a sound, but only for the first in the batch (to avoid nasty phasing effects).
- PlaySound("trained", createdEnts[0]);
- Engine.PostMessage(this.entity, MT_TrainingFinished, {
- "entities": createdEnts,
- "owner": item.player,
- "metadata": item.metadata
- });
- }
-
- return createdEnts.length;
-};
-
-/*
- * Increments progress on the first item in the production queue and blocks the
- * queue if population limit is reached or some units failed to spawn.
+ * Increments progress on the first item in the production queue.
* @param {Object} data - Unused in this case.
* @param {number} lateness - The time passed since the expected time to fire the function.
*/
@@ -795,116 +394,32 @@
if (this.paused)
return;
- let cmpPlayer = QueryOwnerInterface(this.entity);
- if (!cmpPlayer)
- return;
-
// Allocate available time 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).
let time = this.ProgressInterval + lateness;
- let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
while (this.queue.length)
{
let item = this.queue[0];
- if (item.paused)
- item.paused = false;
- if (!item.productionStarted)
+ if (item.IsPaused())
+ item.Unpause();
+ if (!item.IsStarted())
{
if (item.entity)
- {
- const template = cmpTemplateManager.GetTemplate(item.entity.template);
- item.entity.population = ApplyValueModificationsToTemplate(
- "Cost/Population",
- +template.Cost.Population,
- item.player,
- template);
-
- item.entity.neededSlots = cmpPlayer.TryReservePopulationSlots(item.entity.population * item.entity.count);
- if (item.entity.neededSlots)
- {
- cmpPlayer.BlockTraining();
- return;
- }
this.SetAnimation("training");
-
- cmpPlayer.UnBlockTraining();
-
- Engine.PostMessage(this.entity, MT_TrainingStarted, { "entity": this.entity });
- }
if (item.technology)
- {
- let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
- if (cmpTechnologyManager)
- cmpTechnologyManager.StartedResearch(item.technology.template, true);
- else
- warn("Failed to start researching " + item.technology.template + ": No TechnologyManager available.");
-
this.SetAnimation("researching");
- }
- item.productionStarted = true;
+ item.Start();
}
-
- if (item.timeRemaining > time)
+ time -= item.Progress(time);
+ if (!item.IsFinished())
{
- item.timeRemaining -= time;
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
return;
}
- if (item.entity)
- {
- let numSpawned = this.SpawnUnits(item);
- if (numSpawned)
- cmpPlayer.UnReservePopulationSlots(item.entity.population * numSpawned);
- if (numSpawned == item.entity.count)
- {
- cmpPlayer.UnBlockTraining();
- delete this.spawnNotified;
- }
- else
- {
- if (numSpawned)
- {
- item.entity.count -= numSpawned;
- Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
- }
-
- cmpPlayer.BlockTraining();
-
- if (!this.spawnNotified)
- {
- let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
- cmpGUIInterface.PushNotification({
- "players": [cmpPlayer.GetPlayerID()],
- "message": markForTranslation("Can't find free space to spawn trained units"),
- "translateMessage": true
- });
- this.spawnNotified = true;
- }
- return;
- }
- }
- if (item.technology)
- {
- let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
- if (cmpTechnologyManager)
- cmpTechnologyManager.ResearchTechnology(item.technology.template);
- else
- warn("Failed to finish researching " + item.technology.template + ": No TechnologyManager available.");
-
- const template = TechnologyTemplates.Get(item.technology.template);
- if (template && template.soundComplete)
- {
- let 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, null);
@@ -913,14 +428,18 @@
// autoqueue slightly worse than regular queuing, and also ensures
// that autoqueue doesn't train more than one item per turn,
// if the units would take fewer than ProgressInterval ms to train.
- if (this.autoqueuing && item.entity)
+ if (this.autoqueuing)
{
- if (!this.AddItem(item.entity.template, "unit", item.entity.count, item.metadata))
+ const autoqueueData = item.OriginalItem();
+ if (!autoqueueData)
+ continue;
+
+ if (!this.AddItem(autoqueueData.templateName, "unit", autoqueueData.count, autoqueueData.metadata))
{
this.DisableAutoQueue();
const cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
- "players": [cmpPlayer.GetPlayerID()],
+ "players": [QueryOwnerInterface(this.entity).GetPlayerID()],
"message": markForTranslation("Could not auto-queue unit, de-activating."),
"translateMessage": true
});
@@ -937,14 +456,13 @@
{
this.StopTimer();
this.paused = true;
- if (this.queue[0])
- this.queue[0].paused = true;
+ this.queue[0]?.Pause();
+ this.StopTimer();
};
ProductionQueue.prototype.UnpauseProduction = function()
{
- if (this.queue[0])
- this.queue[0].paused = false;
+ this.queue[0]?.Unpause();
delete this.paused;
this.StartTimer();
};
@@ -974,37 +492,19 @@
delete this.timer;
};
-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" && (msg.component != "ProductionQueue" ||
- !msg.valueNames.some(val => val.startsWith("ProductionQueue/Entities/"))))
- return;
-
- if (msg.entities.indexOf(this.entity) === -1)
- return;
-
- // This also updates the queued production if necessary.
- this.CalculateEntitiesMap();
-
- // Inform the GUI that it'll need to recompute the selection panel.
- // TODO: it would be better to only send the message if something actually changing
- // for the current production queue.
- let cmpPlayer = QueryOwnerInterface(this.entity);
- if (cmpPlayer)
- Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).SetSelectionDirty(cmpPlayer.GetPlayerID());
-};
-
ProductionQueue.prototype.HasQueuedProduction = function()
{
return this.queue.length > 0;
};
-ProductionQueue.prototype.OnDisabledTemplatesChanged = function(msg)
+ProductionQueue.prototype.OnOwnershipChanged = function(msg)
{
- this.CalculateEntitiesMap();
+ // 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.OnGarrisonedStateChanged = function(msg)
Index: binaries/data/mods/public/simulation/components/Researcher.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/components/Researcher.js
@@ -0,0 +1,454 @@
+function Researcher() {}
+
+Researcher.prototype.Schema =
+ "Allows the entity to research technologies." +
+ "" +
+ "" +
+ "0.5" +
+ "0.1" +
+ "0" +
+ "2" +
+ "" +
+ "" +
+ "" +
+ "\n phase_town_{civ}\n phase_metropolis_ptol\n unlock_shared_los\n wonder_population_cap\n " +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "tokens" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ Resources.BuildSchema("nonNegativeDecimal", ["time"]) +
+ "" +
+ "";
+
+/**
+ * This object represents a technology being researched.
+ */
+Researcher.prototype.Item = function() {};
+
+/**
+ * @param {string} templateName - The name of the template we ought to research.
+ * @param {number} researcher - The entity ID of our researcher.
+ * @param {string} metadata - Optionally any metadata to attach to us.
+ */
+Researcher.prototype.Item.prototype.Init = function(templateName, researcher, metadata)
+{
+ this.templateName = templateName;
+ this.researcher = researcher;
+ this.metadata = metadata;
+};
+
+/**
+ * Prepare for the queue.
+ * @param {Object} techCostMultiplier - The multipliers to use when calculating costs.
+ * @return {boolean} - Whether the item was successfully initiated.
+ */
+Researcher.prototype.Item.prototype.Queue = function(techCostMultiplier)
+{
+ const template = TechnologyTemplates.Get(this.templateName);
+ if (!template)
+ return false;
+
+ this.resources = {};
+
+ if (template.cost)
+ for (const res in template.cost)
+ this.resources[res] = Math.floor((techCostMultiplier[res] === undefined ? 1 : techCostMultiplier[res]) * template.cost[res]);
+
+ const cmpPlayer = QueryOwnerInterface(this.researcher);
+
+ // TrySubtractResources should report error to player (they ran out of resources).
+ if (!cmpPlayer?.TrySubtractResources(this.resources))
+ return false;
+ this.player = cmpPlayer.GetPlayerID();
+
+ const time = (techCostMultiplier.time || 1) * (template.researchTime || 0) * 1000;
+ this.timeRemaining = time;
+ this.timeTotal = time;
+
+ // Tell the technology manager that we have started researching this
+ // such that players can't research the same thing twice.
+ const cmpTechnologyManager = QueryOwnerInterface(this.researcher, IID_TechnologyManager);
+ cmpTechnologyManager.QueuedResearch(this.templateName, this.researcher);
+
+ return true;
+};
+
+Researcher.prototype.Item.prototype.Stop = function()
+{
+ const cmpTechnologyManager = QueryPlayerIDInterface(this.player, IID_TechnologyManager);
+ if (cmpTechnologyManager)
+ cmpTechnologyManager.StoppedResearch(this.templateName, true);
+
+ QueryPlayerIDInterface(this.player)?.RefundResources(this.resources);
+ delete this.resources;
+};
+
+/**
+ * Called when the first work is performed.
+ */
+Researcher.prototype.Item.prototype.Start = function()
+{
+ const cmpTechnologyManager = QueryPlayerIDInterface(this.player, IID_TechnologyManager);
+ if (cmpTechnologyManager)
+ cmpTechnologyManager.StartedResearch(this.templateName, true);
+ else
+ warn("Failed to start researching " + this.templateName + ": No TechnologyManager available.");
+ this.started = true;
+};
+
+Researcher.prototype.Item.prototype.Finish = function()
+{
+ const cmpTechnologyManager = QueryPlayerIDInterface(this.player, IID_TechnologyManager);
+ if (cmpTechnologyManager)
+ cmpTechnologyManager.ResearchTechnology(this.templateName);
+ else
+ warn("Failed to finish researching " + this.templateName + ": No TechnologyManager available.");
+
+ const template = TechnologyTemplates.Get(this.templateName);
+ if (template?.soundComplete)
+ Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager)?.PlaySoundGroup(template.soundComplete, this.researcher);
+ this.finished = true;
+};
+
+/**
+ * @param {number} allocatedTime - The time allocated to this item.
+ * @return {number} - The time used for this item.
+ */
+Researcher.prototype.Item.prototype.Progress = function(allocatedTime)
+{
+ if (!this.started)
+ this.Start();
+
+ if (this.timeRemaining > allocatedTime)
+ {
+ this.timeRemaining -= allocatedTime;
+ return allocatedTime;
+ }
+ this.Finish();
+ return this.timeRemaining;
+};
+
+Researcher.prototype.Item.prototype.Pause = function()
+{
+ this.paused = true;
+};
+
+Researcher.prototype.Item.prototype.Unpause = function()
+{
+ delete this.paused;
+};
+
+/**
+ * @return {Object} - Some basic information of this item.
+ */
+Researcher.prototype.Item.prototype.GetBasicInfo = function()
+{
+ return {
+ "technologyTemplate": this.templateName,
+ "progress": 1 - (this.timeRemaining / this.timeTotal),
+ "timeRemaining": this.timeRemaining,
+ "paused": this.paused,
+ "metadata": this.metadata
+ };
+};
+
+Researcher.prototype.Item.prototype.Serialize = function(id)
+{
+ return {
+ "id": id,
+ "metadata": this.metadata,
+ "paused": this.paused,
+ "player": this.player,
+ "researcher": this.researcher,
+ "resource": this.resources,
+ "started": this.started,
+ "templateName": this.templateName,
+ "timeRemaining": this.timeRemaining,
+ "timeTotal": this.timeTotal,
+ };
+};
+
+Researcher.prototype.Item.prototype.Deserialize = function(data)
+{
+ this.Init(data.templateName, data.researcher, data.metadata);
+
+ this.paused = data.paused;
+ this.player = data.player;
+ this.researcher = data.researcher;
+ this.resources = data.resources;
+ this.started = data.started;
+ this.timeRemaining = data.timeRemaining;
+ this.timeTotal = data.timeTotal;
+};
+
+Researcher.prototype.Init = function()
+{
+ this.nextID = 1;
+ this.queue = new Map();
+};
+
+Researcher.prototype.Serialize = function()
+{
+ const queue = [];
+ for (const [id, item] of this.queue)
+ queue.push(item.Serialize(id));
+
+ return {
+ "nextID": this.nextID,
+ "queue": queue
+ };
+};
+
+Researcher.prototype.Deserialize = function(data)
+{
+ this.Init();
+ this.nextID = data.nextID;
+ for (const item of data.queue)
+ {
+ const newItem = new this.Item();
+ newItem.Deserialize(item);
+ this.queue.set(item.id, newItem);
+ }
+};
+
+/*
+ * Returns list of technologies that can be researched by this entity.
+ */
+Researcher.prototype.GetTechnologiesList = function()
+{
+ if (!this.template.Technologies)
+ return [];
+
+ let string = this.template.Technologies._string;
+ string = ApplyValueModificationsToEntity("Researcher/Technologies/_string", string, this.entity);
+
+ if (!string)
+ return [];
+
+ const cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
+ if (!cmpTechnologyManager)
+ return [];
+
+ const cmpPlayer = QueryOwnerInterface(this.entity);
+ if (!cmpPlayer)
+ return [];
+
+ let techs = string.split(/\s+/);
+
+ // Replace the civ specific technologies.
+ for (let i = 0; i < techs.length; ++i)
+ {
+ const tech = techs[i];
+ if (tech.indexOf("{civ}") == -1)
+ continue;
+ const civTech = tech.replace("{civ}", cmpPlayer.GetCiv());
+ techs[i] = TechnologyTemplates.Has(civTech) ? civTech : tech.replace("{civ}", "generic");
+ }
+
+ // Remove any technologies that can't be researched by this civ.
+ techs = techs.filter(tech =>
+ cmpTechnologyManager.CheckTechnologyRequirements(
+ DeriveTechnologyRequirements(TechnologyTemplates.Get(tech), cmpPlayer.GetCiv()),
+ true));
+
+ const techList = [];
+ // Stores the tech which supersedes the key.
+ const superseded = {};
+
+ const disabledTechnologies = cmpPlayer.GetDisabledTechnologies();
+
+ // Add any top level technologies to an array which corresponds to the displayed icons.
+ // Also store what technology is superseded in the superseded object { "tech1":"techWhichSupercedesTech1", ... }.
+ for (const tech of techs)
+ {
+ if (disabledTechnologies && disabledTechnologies[tech])
+ continue;
+
+ const template = TechnologyTemplates.Get(tech);
+ if (!template.supersedes || techs.indexOf(template.supersedes) === -1)
+ techList.push(tech);
+ else
+ superseded[template.supersedes] = tech;
+ }
+
+ // Now make researched/in progress techs invisible.
+ for (const i in techList)
+ {
+ let tech = techList[i];
+ while (this.IsTechnologyResearchedOrInProgress(tech))
+ tech = superseded[tech];
+
+ techList[i] = tech;
+ }
+
+ const ret = [];
+
+ // This inserts the techs into the correct positions to line up the technology pairs.
+ for (let i = 0; i < techList.length; ++i)
+ {
+ const tech = techList[i];
+ if (!tech)
+ {
+ ret[i] = undefined;
+ continue;
+ }
+
+ const template = TechnologyTemplates.Get(tech);
+ if (template.top)
+ ret[i] = { "pair": true, "top": template.top, "bottom": template.bottom };
+ else
+ ret[i] = tech;
+ }
+
+ return ret;
+};
+
+/**
+ * @return {Object} - The multipliers to change the costs of any research with.
+ */
+Researcher.prototype.GetTechCostMultiplier = function()
+{
+ const techCostMultiplier = {};
+ for (const res in this.template.TechCostMultiplier)
+ techCostMultiplier[res] = ApplyValueModificationsToEntity(
+ "Researcher/TechCostMultiplier/" + res,
+ +this.template.TechCostMultiplier[res],
+ this.entity);
+
+ return techCostMultiplier;
+};
+
+/**
+ * Checks whether we can research the given technology, minding paired techs.
+ */
+Researcher.prototype.IsTechnologyResearchedOrInProgress = function(tech)
+{
+ if (!tech)
+ return false;
+
+ const cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
+ if (!cmpTechnologyManager)
+ return false;
+
+ const template = TechnologyTemplates.Get(tech);
+ if (template.top)
+ return cmpTechnologyManager.IsTechnologyResearched(template.top) ||
+ cmpTechnologyManager.IsInProgress(template.top) ||
+ cmpTechnologyManager.IsTechnologyResearched(template.bottom) ||
+ cmpTechnologyManager.IsInProgress(template.bottom);
+
+ return cmpTechnologyManager.IsTechnologyResearched(tech) || cmpTechnologyManager.IsInProgress(tech);
+};
+
+/**
+ * @param {string} templateName - The technology to queue.
+ * @param {string} metadata - Any metadata attached to the item.
+ * @return {number} - The ID of the item. -1 if the item could not be queued.
+ */
+Researcher.prototype.QueueTechnology = function(templateName, metadata)
+{
+ if (!this.GetTechnologiesList().some(tech =>
+ tech &&
+ (tech == templateName ||
+ tech.pair &&
+ (tech.top == templateName || tech.bottom == templateName))))
+ {
+ error("This entity cannot research " + templateName + ".");
+ return -1;
+ }
+
+ const item = new this.Item();
+ item.Init(templateName, this.entity, metadata);
+
+ const techCostMultiplier = this.GetTechCostMultiplier();
+ if (!item.Queue(techCostMultiplier))
+ return -1;
+
+ const id = this.nextID++;
+ this.queue.set(id, item);
+ return id;
+};
+
+/**
+ * @param {number} id - The id of the technology researched here we need to stop.
+ */
+Researcher.prototype.StopResearching = function(id)
+{
+ this.queue.get(id).Stop();
+ this.queue.delete(id);
+};
+
+/**
+ * @param {number} id - The id of the technology.
+ */
+Researcher.prototype.PauseTechnology = function(id)
+{
+ this.queue.get(id).Pause();
+};
+
+/**
+ * @param {number} id - The id of the technology.
+ */
+Researcher.prototype.UnpauseTechnology = function(id)
+{
+ this.queue.get(id).Unpause();
+};
+
+/**
+ * @param {number} id - The ID of the item to check.
+ * @return {boolean} - Whether we are currently training the item.
+ */
+Researcher.prototype.HasItem = function(id)
+{
+ return this.queue.has(id);
+};
+
+/**
+ * @parameter {number} id - The id of the research.
+ * @return {Object} - Some basic information about the research.
+ */
+Researcher.prototype.GetResearchingTechnology = function(id)
+{
+ const item = this.queue.get(id);
+ return item?.GetBasicInfo();
+};
+
+/**
+ * @parameter {string} technologyName - The name of the research.
+ * @return {Object} - Some basic information about the research.
+ */
+Researcher.prototype.GetResearchingTechnologyByName = function(technologyName)
+{
+ let techID;
+ for (const [id, value] of this.queue)
+ if (value.templateName === technologyName)
+ {
+ techID = id;
+ break;
+ }
+ return this.GetResearchingTechnology(techID);
+};
+
+/**
+ * @param {number} id - The ID of the item we spent time on.
+ * @param {number} allocatedTime - The time we spent on the given item.
+ * @return {number} - The time we've actually used.
+ */
+Researcher.prototype.Progress = function(id, allocatedTime)
+{
+ const item = this.queue.get(id);
+ const usedTime = item.Progress(allocatedTime);
+ if (item.finished)
+ this.queue.delete(id);
+ return usedTime;
+};
+
+Engine.RegisterComponentType(IID_Researcher, "Researcher", Researcher);
Index: binaries/data/mods/public/simulation/components/TechnologyManager.js
===================================================================
--- binaries/data/mods/public/simulation/components/TechnologyManager.js
+++ binaries/data/mods/public/simulation/components/TechnologyManager.js
@@ -282,6 +282,17 @@
TechnologyManager.prototype.QueuedResearch = function(tech, researcher)
{
this.researchQueued.set(tech, researcher);
+
+ const cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
+ if (!cmpPlayer)
+ return;
+ const playerID = cmpPlayer.GetPlayerID();
+
+ Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger).CallEvent("OnResearchQueued", {
+ "playerid": playerID,
+ "technologyTemplate": tech,
+ "researcherEntity": researcher
+ });
};
// Marks a technology as actively being researched
Index: binaries/data/mods/public/simulation/components/Trainer.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/components/Trainer.js
@@ -0,0 +1,727 @@
+function Trainer() {}
+
+Trainer.prototype.Schema =
+ "Allows the entity to train new units." +
+ "" +
+ "0.7" +
+ "" +
+ "\n units/{civ}/support_female_citizen\n units/{native}/support_trader\n units/athen/infantry_spearman_b\n " +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "" +
+ "tokens" +
+ "" +
+ "" +
+ "" +
+ "";
+
+/**
+ * This object represents a batch of entities being trained.
+ */
+Trainer.prototype.Item = function() {};
+
+/**
+ * @param {string} templateName - The name of the template we ought to train.
+ * @param {number} count - The size of the batch to train.
+ * @param {number} trainer - The entity ID of our trainer.
+ * @param {string} metadata - Optionally any metadata to attach to us.
+ */
+Trainer.prototype.Item.prototype.Init = function(templateName, count, trainer, metadata)
+{
+ this.count = count;
+ this.templateName = templateName;
+ this.trainer = trainer;
+ this.metadata = metadata;
+};
+
+/**
+ * Prepare for the queue.
+ * @param {Object} trainCostMultiplier - The multipliers to use when calculating costs.
+ * @param {number} batchTimeMultiplier - The factor to use when training this batches.
+ *
+ * @return {boolean} - Whether the item was successfully initiated.
+ */
+Trainer.prototype.Item.prototype.Queue = function(trainCostMultiplier, batchTimeMultiplier)
+{
+ if (!Number.isInteger(this.count) || this.count <= 0)
+ {
+ error("Invalid batch count " + this.count + ".");
+ return false;
+ }
+ const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
+ const template = cmpTemplateManager.GetTemplate(this.templateName);
+ if (!template)
+ return false;
+
+ const cmpPlayer = QueryOwnerInterface(this.trainer);
+ if (!cmpPlayer)
+ return false;
+ this.player = cmpPlayer.GetPlayerID();
+
+ this.resources = {};
+ const totalResources = {};
+
+ for (const res in template.Cost.Resources)
+ {
+ this.resources[res] = (trainCostMultiplier[res] === undefined ? 1 : trainCostMultiplier[res]) *
+ ApplyValueModificationsToTemplate(
+ "Cost/Resources/" + res,
+ +template.Cost.Resources[res],
+ this.player,
+ template);
+
+ totalResources[res] = Math.floor(this.count * this.resources[res]);
+ }
+ // TrySubtractResources should report error to player (they ran out of resources).
+ if (!cmpPlayer.TrySubtractResources(totalResources))
+ return false;
+
+ this.population = ApplyValueModificationsToTemplate("Cost/Population", +template.Cost.Population, this.player, template);
+
+ if (template.TrainingRestrictions)
+ {
+ const unitCategory = template.TrainingRestrictions.Category;
+ const cmpPlayerEntityLimits = QueryPlayerIDInterface(this.player, IID_EntityLimits);
+ if (cmpPlayerEntityLimits)
+ {
+ if (!cmpPlayerEntityLimits.AllowedToTrain(unitCategory, this.count, this.templateName, template.TrainingRestrictions.MatchLimit))
+ // Already warned, return.
+ {
+ cmpPlayer.RefundResources(totalResources);
+ return false;
+ }
+ // ToDo: Should warn here v and return?
+ cmpPlayerEntityLimits.ChangeCount(unitCategory, this.count);
+ if (template.TrainingRestrictions.MatchLimit)
+ cmpPlayerEntityLimits.ChangeMatchCount(this.templateName, this.count);
+ }
+ }
+
+ const buildTime = ApplyValueModificationsToTemplate("Cost/BuildTime", +template.Cost.BuildTime, this.player, template);
+
+ const time = batchTimeMultiplier * (trainCostMultiplier.time || 1) * buildTime * 1000;
+ this.timeRemaining = time;
+ this.timeTotal = time;
+
+ const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
+ cmpTrigger.CallEvent("OnTrainingQueued", {
+ "playerid": this.player,
+ "unitTemplate": this.templateName,
+ "count": this.count,
+ "metadata": this.metadata,
+ "trainerEntity": this.trainer
+ });
+
+ return true;
+};
+
+/**
+ * Destroy cached entities, refund resources and free (population) limits.
+ */
+Trainer.prototype.Item.prototype.Stop = function()
+{
+ // Destroy any cached entities (those which didn't spawn for some reason).
+ if (this.entities?.length)
+ {
+ for (const ent of this.entities)
+ Engine.DestroyEntity(ent);
+
+ delete this.entities;
+ }
+
+ const cmpPlayer = QueryPlayerIDInterface(this.player);
+
+ const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
+ const template = cmpTemplateManager.GetTemplate(this.templateName);
+ if (template.TrainingRestrictions)
+ {
+ const cmpPlayerEntityLimits = QueryPlayerIDInterface(this.player, IID_EntityLimits);
+ if (cmpPlayerEntityLimits)
+ cmpPlayerEntityLimits.ChangeCount(template.TrainingRestrictions.Category, -this.count);
+ if (template.TrainingRestrictions.MatchLimit)
+ cmpPlayerEntityLimits.ChangeMatchCount(this.templateName, -this.count);
+ }
+
+ const cmpStatisticsTracker = QueryPlayerIDInterface(this.player, IID_StatisticsTracker);
+ const totalCosts = {};
+ for (const resource in this.resources)
+ {
+ totalCosts[resource] = Math.floor(this.count * this.resources[resource]);
+ if (cmpStatisticsTracker)
+ cmpStatisticsTracker.IncreaseResourceUsedCounter(resource, -totalCosts[resource]);
+ }
+
+ if (cmpPlayer)
+ {
+ if (this.started)
+ cmpPlayer.UnReservePopulationSlots(this.population * this.count);
+ cmpPlayer.RefundResources(totalCosts);
+ cmpPlayer.UnBlockTraining();
+ }
+
+ delete this.resources;
+};
+
+/**
+ * This starts the item, reserving population.
+ * @return {boolean} - Whether the item was started successfully.
+ */
+Trainer.prototype.Item.prototype.Start = function()
+{
+ const cmpPlayer = QueryPlayerIDInterface(this.player);
+ if (!cmpPlayer)
+ return false;
+
+ const template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(this.templateName);
+ this.population = ApplyValueModificationsToTemplate(
+ "Cost/Population",
+ +template.Cost.Population,
+ this.player,
+ template);
+
+ this.missingPopSpace = cmpPlayer.TryReservePopulationSlots(this.population * this.count);
+ if (this.missingPopSpace)
+ {
+ cmpPlayer.BlockTraining();
+ return false;
+ }
+ cmpPlayer.UnBlockTraining();
+
+ Engine.PostMessage(this.trainer, MT_TrainingStarted, { "entity": this.trainer });
+
+ this.started = true;
+ return true;
+};
+
+Trainer.prototype.Item.prototype.Finish = function()
+{
+ this.Spawn();
+ if (!this.count)
+ this.finished = true;
+};
+
+/*
+ * This function creates the entities and places them in world if possible
+ * (some of these entities may be garrisoned directly if autogarrison, the others are spawned).
+ */
+Trainer.prototype.Item.prototype.Spawn = function()
+{
+ const createdEnts = [];
+ const 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.entities)
+ {
+ this.entities = [];
+ for (let i = 0; i < this.count; ++i)
+ this.entities.push(Engine.AddEntity(this.templateName));
+ }
+
+ let autoGarrison;
+ const cmpRallyPoint = Engine.QueryInterface(this.trainer, IID_RallyPoint);
+ if (cmpRallyPoint)
+ {
+ const data = cmpRallyPoint.GetData()[0];
+ if (data?.target && data.target == this.trainer && data.command == "garrison")
+ autoGarrison = true;
+ }
+
+ const cmpFootprint = Engine.QueryInterface(this.trainer, IID_Footprint);
+ const cmpPosition = Engine.QueryInterface(this.trainer, IID_Position);
+ const positionTrainer = cmpPosition && cmpPosition.GetPosition();
+
+ const cmpPlayerEntityLimits = QueryPlayerIDInterface(this.player, IID_EntityLimits);
+ const cmpPlayerStatisticsTracker = QueryPlayerIDInterface(this.player, IID_StatisticsTracker);
+ while (this.entities.length)
+ {
+ const ent = this.entities[0];
+ const cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
+ let garrisoned = false;
+
+ if (autoGarrison)
+ {
+ const cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
+ if (cmpGarrisonable)
+ {
+ // Temporary owner affectation needed for GarrisonHolder checks.
+ cmpNewOwnership.SetOwnerQuiet(this.player);
+ garrisoned = cmpGarrisonable.Garrison(this.trainer);
+ cmpNewOwnership.SetOwnerQuiet(INVALID_PLAYER);
+ }
+ }
+
+ if (!garrisoned)
+ {
+ const pos = cmpFootprint.PickSpawnPoint(ent);
+ if (pos.y < 0)
+ break;
+
+ const cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
+ cmpNewPosition.JumpTo(pos.x, pos.z);
+
+ if (positionTrainer)
+ cmpNewPosition.SetYRotation(positionTrainer.horizAngleTo(pos));
+
+ spawnedEnts.push(ent);
+ }
+
+ // Decrement entity count in the EntityLimits component
+ // since it will be increased by EntityLimits.OnGlobalOwnershipChanged,
+ // i.e. we replace a 'trained' entity by 'alive' one.
+ // Must be done after spawn check so EntityLimits decrements only if unit spawns.
+ if (cmpPlayerEntityLimits)
+ {
+ const cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions);
+ if (cmpTrainingRestrictions)
+ cmpPlayerEntityLimits.ChangeCount(cmpTrainingRestrictions.GetCategory(), -1);
+ }
+ cmpNewOwnership.SetOwner(this.player);
+
+ if (cmpPlayerStatisticsTracker)
+ cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter(ent);
+
+ this.count--;
+ this.entities.shift();
+ createdEnts.push(ent);
+ }
+
+ if (spawnedEnts.length && !autoGarrison && cmpRallyPoint)
+ for (const com of GetRallyPointCommands(cmpRallyPoint, spawnedEnts))
+ ProcessCommand(this.player, com);
+
+ const cmpPlayer = QueryOwnerInterface(this.trainer);
+ if (createdEnts.length)
+ {
+ if (this.population)
+ cmpPlayer.UnReservePopulationSlots(this.population * createdEnts.length);
+ // Play a sound, but only for the first in the batch (to avoid nasty phasing effects).
+ PlaySound("trained", createdEnts[0]);
+ Engine.PostMessage(this.trainer, MT_TrainingFinished, {
+ "entities": createdEnts,
+ "owner": this.player,
+ "metadata": this.metadata
+ });
+ }
+ if (this.count)
+ {
+ cmpPlayer.BlockTraining();
+
+ if (!this.spawnNotified)
+ {
+ Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({
+ "players": [cmpPlayer.GetPlayerID()],
+ "message": markForTranslation("Can't find free space to spawn trained units."),
+ "translateMessage": true
+ });
+ this.spawnNotified = true;
+ }
+ }
+ else
+ {
+ cmpPlayer.UnBlockTraining();
+ delete this.spawnNotified;
+ }
+};
+
+/**
+ * @param {number} allocatedTime - The time allocated to this item.
+ * @return {number} - The time used for this item.
+ */
+Trainer.prototype.Item.prototype.Progress = function(allocatedTime)
+{
+ // We couldn't start this timeout, try again later.
+ if (!this.started && !this.Start())
+ return allocatedTime;
+
+ if (this.timeRemaining > allocatedTime)
+ {
+ this.timeRemaining -= allocatedTime;
+ return allocatedTime;
+ }
+ this.Finish();
+ return this.timeRemaining;
+};
+
+Trainer.prototype.Item.prototype.Pause = function()
+{
+ this.paused = true;
+};
+
+Trainer.prototype.Item.prototype.Unpause = function()
+{
+ delete this.paused;
+};
+
+/**
+ * @return {Object} - Some basic information of this batch.
+ */
+Trainer.prototype.Item.prototype.GetBasicInfo = function()
+{
+ return {
+ "unitTemplate": this.templateName,
+ "count": this.count,
+ "neededSlots": this.missingPopSpace,
+ "progress": 1 - (this.timeRemaining / this.timeTotal),
+ "timeRemaining": this.timeRemaining,
+ "paused": this.paused,
+ "metadata": this.metadata
+ };
+};
+
+Trainer.prototype.Item.prototype.Serialize = function(id)
+{
+ return {
+ "id": id,
+ "count": this.count,
+ "entities": this.entities,
+ "metadata": this.metadata,
+ "missingPopSpace": this.missingPopSpace,
+ "paused": this.paused,
+ "player": this.player,
+ "trainer": this.trainer,
+ "resource": this.resources,
+ "started": this.started,
+ "templateName": this.templateName,
+ "timeRemaining": this.timeRemaining,
+ "timeTotal": this.timeTotal,
+ };
+};
+
+Trainer.prototype.Item.prototype.Deserialize = function(data)
+{
+ this.Init(data.templateName, data.count, data.trainer, data.metadata);
+
+ this.entities = data.entities;
+ this.missingPopSpace = data.missingPopSpace;
+ this.paused = data.paused;
+ this.player = data.player;
+ this.trainer = data.trainer;
+ this.resources = data.resources;
+ this.started = data.started;
+ this.timeRemaining = data.timeRemaining;
+ this.timeTotal = data.timeTotal;
+};
+
+Trainer.prototype.Init = function()
+{
+ this.nextID = 1;
+ this.queue = new Map();
+};
+
+Trainer.prototype.Serialize = function()
+{
+ const queue = [];
+ for (const [id, item] of this.queue)
+ queue.push(item.Serialize(id));
+
+ return {
+ "entitiesMap": this.entitiesMap,
+ "nextID": this.nextID,
+ "queue": queue
+ };
+};
+
+Trainer.prototype.Deserialize = function(data)
+{
+ this.Init();
+ this.entitiesMap = data.entitiesMap;
+ this.nextID = data.nextID;
+ for (const item of data.queue)
+ {
+ const newItem = new this.Item();
+ newItem.Deserialize(item);
+ this.queue.set(item.id, newItem);
+ }
+};
+
+/*
+ * Returns list of entities that can be trained by this entity.
+ */
+Trainer.prototype.GetEntitiesList = function()
+{
+ return Array.from(this.entitiesMap.values());
+};
+
+/**
+ * Calculate the new list of producible entities
+ * and update any entities currently being produced.
+ */
+Trainer.prototype.CalculateEntitiesMap = function()
+{
+ // Don't reset the map, it's used below to update entities.
+ if (!this.entitiesMap)
+ this.entitiesMap = new Map();
+ if (!this.template.Entities)
+ return;
+
+ const string = this.template.Entities._string;
+ // Tokens can be added -> process an empty list to get them.
+ let addedTokens = ApplyValueModificationsToEntity("Trainer/Entities/_string", "", this.entity);
+ if (!addedTokens && !string)
+ return;
+
+ addedTokens = addedTokens == "" ? [] : addedTokens.split(/\s+/);
+
+ const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
+ const cmpPlayer = QueryOwnerInterface(this.entity);
+
+ const disabledEntities = cmpPlayer ? cmpPlayer.GetDisabledTemplates() : {};
+
+ /**
+ * Process tokens:
+ * - process token modifiers (this is a bit tricky).
+ * - replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID
+ * - remove disabled entities
+ * - upgrade templates where necessary
+ * This also updates currently queued production (it's more convenient to do it here).
+ */
+
+ const removeAllQueuedTemplate = (token) => {
+ const queue = clone(this.queue);
+ const template = this.entitiesMap.get(token);
+ for (const [id, item] of queue)
+ if (item.templateName == template)
+ this.StopBatch(id);
+ };
+
+ // ToDo: Notice this doesn't account for entity limits changing due to the template change.
+ const updateAllQueuedTemplate = (token, updateTo) => {
+ const template = this.entitiesMap.get(token);
+ for (const [id, item] of this.queue)
+ if (item.templateName === template)
+ item.templateName = updateTo;
+ };
+
+ const toks = string.split(/\s+/);
+ for (const tok of addedTokens)
+ toks.push(tok);
+
+ const nativeCiv = Engine.QueryInterface(this.entity, IID_Identity)?.GetCiv();
+ const playerCiv = cmpPlayer?.GetCiv();
+
+ const addedDict = addedTokens.reduce((out, token) => { out[token] = true; return out; }, {});
+ this.entitiesMap = toks.reduce((entMap, token) => {
+ const rawToken = token;
+ if (!(token in addedDict))
+ {
+ // This is a bit wasteful but I can't think of a simpler/better way.
+ // The list of token is unlikely to be a performance bottleneck anyways.
+ token = ApplyValueModificationsToEntity("Trainer/Entities/_string", token, this.entity);
+ token = token.split(/\s+/);
+ if (token.every(tok => addedTokens.indexOf(tok) !== -1))
+ {
+ removeAllQueuedTemplate(rawToken);
+ return entMap;
+ }
+ token = token[0];
+ }
+ // Replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID.
+ if (nativeCiv)
+ token = token.replace(/\{native\}/g, nativeCiv);
+ if (playerCiv)
+ token = token.replace(/\{civ\}/g, playerCiv);
+
+ // Filter out disabled and invalid entities.
+ if (disabledEntities[token] || !cmpTemplateManager.TemplateExists(token))
+ {
+ removeAllQueuedTemplate(rawToken);
+ return entMap;
+ }
+
+ token = this.GetUpgradedTemplate(token);
+ entMap.set(rawToken, token);
+ updateAllQueuedTemplate(rawToken, token);
+ return entMap;
+ }, new Map());
+};
+
+/*
+ * Returns the upgraded template name if necessary.
+ */
+Trainer.prototype.GetUpgradedTemplate = function(templateName)
+{
+ const cmpPlayer = QueryOwnerInterface(this.entity);
+ if (!cmpPlayer)
+ return templateName;
+
+ const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
+ let template = cmpTemplateManager.GetTemplate(templateName);
+ while (template && template.Promotion !== undefined)
+ {
+ const requiredXp = ApplyValueModificationsToTemplate(
+ "Promotion/RequiredXp",
+ +template.Promotion.RequiredXp,
+ cmpPlayer.GetPlayerID(),
+ template);
+ if (requiredXp > 0)
+ break;
+ templateName = template.Promotion.Entity;
+ template = cmpTemplateManager.GetTemplate(templateName);
+ }
+ return templateName;
+};
+
+/**
+ * @return {Object} - The multipliers to change the costs of any training activity with.
+ */
+Trainer.prototype.GetTrainCostMultiplier = function()
+{
+ const trainCostMultiplier = {};
+ for (const res in this.template.TrainCostMultiplier)
+ trainCostMultiplier[res] = ApplyValueModificationsToEntity(
+ "Trainer/TrainCostMultiplier/" + res,
+ +this.template.TrainCostMultiplier[res],
+ this.entity);
+
+ return trainCostMultiplier;
+};
+
+/*
+ * Returns batch build time.
+ */
+Trainer.prototype.GetBatchTime = function(batchSize)
+{
+ // TODO: work out what equation we should use here.
+ return Math.pow(batchSize, ApplyValueModificationsToEntity(
+ "Trainer/BatchTimeModifier",
+ +(this.template.BatchTimeModifier || 1),
+ this.entity));
+};
+
+/**
+ * @param {string} templateName - The template name to check.
+ * @return {boolean} - Whether we can train this template.
+ */
+Trainer.prototype.CanTrain = function(templateName)
+{
+ return this.GetEntitiesList().includes(templateName);
+};
+
+/**
+ * @param {string} templateName - The entity to queue.
+ * @param {number} count - The batch size.
+ * @param {string} metadata - Any metadata attached to the item.
+ *
+ * @return {number} - The ID of the item. -1 if the item could not be queued.
+ */
+Trainer.prototype.QueueBatch = function(templateName, count, metadata)
+{
+ const item = new this.Item();
+ item.Init(templateName, count, this.entity, metadata);
+
+ const trainCostMultiplier = this.GetTrainCostMultiplier();
+ const batchTimeMultiplier = this.GetBatchTime(count);
+ if (!item.Queue(trainCostMultiplier, batchTimeMultiplier))
+ return -1;
+
+ const id = this.nextID++;
+ this.queue.set(id, item);
+ return id;
+};
+
+/**
+ * @param {number} id - The ID of the batch being trained here we need to stop.
+ */
+Trainer.prototype.StopBatch = function(id)
+{
+ this.queue.get(id).Stop();
+ this.queue.delete(id);
+};
+
+/**
+ * @param {number} id - The ID of the training.
+ */
+Trainer.prototype.PauseBatch = function(id)
+{
+ this.queue.get(id).Pause();
+};
+
+/**
+ * @param {number} id - The ID of the training.
+ */
+Trainer.prototype.UnpauseBatch = function(id)
+{
+ this.queue.get(id).Unpause();
+};
+
+/**
+ * @param {number} id - The ID of the batch to check.
+ * @return {boolean} - Whether we are currently training the batch.
+ */
+Trainer.prototype.HasBatch = function(id)
+{
+ return this.queue.has(id);
+};
+
+/**
+ * @parameter {number} id - The id of the training.
+ * @return {Object} - Some basic information about the training.
+ */
+Trainer.prototype.GetBatch = function(id)
+{
+ const item = this.queue.get(id);
+ return item?.GetBasicInfo();
+};
+
+/**
+ * @param {number} id - The ID of the item we spent time on.
+ * @param {number} allocatedTime - The time we spent on the given item.
+ * @return {number} - The time we've actually used.
+ */
+Trainer.prototype.Progress = function(id, allocatedTime)
+{
+ const item = this.queue.get(id);
+ const usedTime = item.Progress(allocatedTime);
+ if (item.finished)
+ this.queue.delete(id);
+ return usedTime;
+};
+
+Trainer.prototype.OnCivChanged = function()
+{
+ this.CalculateEntitiesMap();
+};
+
+Trainer.prototype.OnOwnershipChanged = function(msg)
+{
+ if (msg.to != INVALID_PLAYER)
+ this.CalculateEntitiesMap();
+};
+
+Trainer.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" && (msg.component != "Trainer" ||
+ !msg.valueNames.some(val => val.startsWith("Trainer/Entities/"))))
+ return;
+
+ if (msg.entities.indexOf(this.entity) === -1)
+ return;
+
+ // This also updates the queued production if necessary.
+ this.CalculateEntitiesMap();
+
+ // Inform the GUI that it'll need to recompute the selection panel.
+ // TODO: it would be better to only send the message if something actually changing
+ // for the current training queue.
+ const cmpPlayer = QueryOwnerInterface(this.entity);
+ if (cmpPlayer)
+ Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).SetSelectionDirty(cmpPlayer.GetPlayerID());
+};
+
+Trainer.prototype.OnDisabledTemplatesChanged = function(msg)
+{
+ this.CalculateEntitiesMap();
+};
+
+Engine.RegisterComponentType(IID_Trainer, "Trainer", Trainer);
Index: binaries/data/mods/public/simulation/components/interfaces/ProductionQueue.js
===================================================================
--- binaries/data/mods/public/simulation/components/interfaces/ProductionQueue.js
+++ binaries/data/mods/public/simulation/components/interfaces/ProductionQueue.js
@@ -5,15 +5,3 @@
* sent from ProductionQueue component to the current entity whenever the training queue changes.
*/
Engine.RegisterMessageType("ProductionQueueChanged");
-
-/**
- * Message of the form { "entity": number }
- * sent from ProductionQueue component to the current entity whenever a unit is about to be trained.
- */
-Engine.RegisterMessageType("TrainingStarted");
-
-/**
- * Message of the form { "entities": number[], "owner": number, "metadata": object }
- * sent from ProductionQueue component to the current entity whenever a unit has been trained.
- */
-Engine.RegisterMessageType("TrainingFinished");
Index: binaries/data/mods/public/simulation/components/interfaces/Researcher.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/components/interfaces/Researcher.js
@@ -0,0 +1 @@
+Engine.RegisterInterface("Researcher");
Index: binaries/data/mods/public/simulation/components/interfaces/Trainer.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/components/interfaces/Trainer.js
@@ -0,0 +1,13 @@
+Engine.RegisterInterface("Trainer");
+
+/**
+ * Message of the form { "entity": number }
+ * sent from Trainer component to the current entity whenever a unit is about to be trained.
+ */
+Engine.RegisterMessageType("TrainingStarted");
+
+/**
+ * Message of the form { "entities": number[], "owner": number, "metadata": object }
+ * sent from Trainer component to the current entity whenever a unit has been trained.
+ */
+Engine.RegisterMessageType("TrainingFinished");
Index: binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js
===================================================================
--- binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js
+++ binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js
@@ -6,7 +6,6 @@
Engine.LoadComponentScript("interfaces/Builder.js");
Engine.LoadComponentScript("interfaces/Capturable.js");
Engine.LoadComponentScript("interfaces/CeasefireManager.js");
-Engine.LoadComponentScript("interfaces/Resistance.js");
Engine.LoadComponentScript("interfaces/DeathDamage.js");
Engine.LoadComponentScript("interfaces/EndGameManager.js");
Engine.LoadComponentScript("interfaces/EntityLimits.js");
@@ -25,12 +24,15 @@
Engine.LoadComponentScript("interfaces/ProductionQueue.js");
Engine.LoadComponentScript("interfaces/Promotion.js");
Engine.LoadComponentScript("interfaces/Repairable.js");
+Engine.LoadComponentScript("interfaces/Researcher.js");
+Engine.LoadComponentScript("interfaces/Resistance.js");
Engine.LoadComponentScript("interfaces/ResourceDropsite.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
Engine.LoadComponentScript("interfaces/ResourceTrickle.js");
Engine.LoadComponentScript("interfaces/ResourceSupply.js");
Engine.LoadComponentScript("interfaces/TechnologyManager.js");
Engine.LoadComponentScript("interfaces/Trader.js");
+Engine.LoadComponentScript("interfaces/Trainer.js");
Engine.LoadComponentScript("interfaces/TurretHolder.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/Treasure.js");
Index: binaries/data/mods/public/simulation/components/tests/test_ProductionQueue.js
===================================================================
--- binaries/data/mods/public/simulation/components/tests/test_ProductionQueue.js
+++ binaries/data/mods/public/simulation/components/tests/test_ProductionQueue.js
@@ -1,626 +1,83 @@
Engine.LoadHelperScript("Player.js");
-Engine.LoadHelperScript("Sound.js");
-Engine.LoadComponentScript("interfaces/TechnologyManager.js");
Engine.LoadComponentScript("interfaces/ProductionQueue.js");
-Engine.LoadComponentScript("interfaces/BuildRestrictions.js");
-Engine.LoadComponentScript("interfaces/EntityLimits.js");
-Engine.LoadComponentScript("interfaces/Foundation.js");
-Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
+Engine.LoadComponentScript("interfaces/Researcher.js");
Engine.LoadComponentScript("interfaces/Timer.js");
-Engine.LoadComponentScript("interfaces/TrainingRestrictions.js");
-Engine.LoadComponentScript("interfaces/Trigger.js");
+Engine.LoadComponentScript("interfaces/Trainer.js");
Engine.LoadComponentScript("interfaces/Upgrade.js");
-Engine.LoadComponentScript("EntityLimits.js");
Engine.LoadComponentScript("Timer.js");
-Engine.RegisterGlobal("Resources", {
- "BuildSchema": (a, b) => {}
-});
Engine.LoadComponentScript("ProductionQueue.js");
-Engine.LoadComponentScript("TrainingRestrictions.js");
-Engine.RegisterGlobal("ApplyValueModificationsToEntity", (_, value) => value);
-Engine.RegisterGlobal("ApplyValueModificationsToTemplate", (_, value) => value);
+const playerEnt = 2;
+const playerID = 1;
+const testEntity = 3;
+
+AddMock(SYSTEM_ENTITY, IID_Timer, {
+ "CancelTimer": (id) => {},
+ "SetInterval": (ent, iid, func) => 1
+});
+
+AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
+ "GetPlayerByID": id => playerEnt
+});
+
+AddMock(playerEnt, IID_Player, {
+ "GetPlayerID": () => playerID
+});
+
+AddMock(testEntity, IID_Ownership, {
+ "GetOwner": () => playerID
+});
+
+AddMock(testEntity, IID_Trainer, {
+ "GetBatch": (id) => ({}),
+ "HasBatch": (id) => false, // Assume we've finished.
+ "Progress": (time) => time,
+ "QueueBatch": () => 1,
+ "StopBatch": (id) => {}
+});
+
+const cmpProdQueue = ConstructComponent(testEntity, "ProductionQueue", null);
+
+
+// Test autoqueue.
+cmpProdQueue.EnableAutoQueue();
+
+cmpProdQueue.AddItem("some_template", "unit", 3);
+TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 1);
+cmpProdQueue.ProgressTimeout(null, 0);
+TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 1);
+
+cmpProdQueue.RemoveItem(cmpProdQueue.nextID -1);
+TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 0);
+
+cmpProdQueue.DisableAutoQueue();
+
+
+// Test items which don't use all the time.
+AddMock(testEntity, IID_Trainer, {
+ "GetBatch": (id) => ({}),
+ "HasBatch": (id) => false, // Assume we've finished.
+ "PauseBatch": (id) => {},
+ "Progress": (time) => time - 250,
+ "QueueBatch": () => 1,
+ "StopBatch": (id) => {},
+ "UnpauseBatch": (id) => {}
+});
+
+cmpProdQueue.AddItem("some_template", "unit", 2);
+cmpProdQueue.AddItem("some_template", "unit", 3);
+TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 2);
+cmpProdQueue.ProgressTimeout(null, 0);
+TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 0);
+
+
+// Test pushing an item to the front.
+cmpProdQueue.AddItem("some_template", "unit", 2);
+cmpProdQueue.AddItem("some_template", "unit", 3, null, true);
+TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 2);
+TS_ASSERT_EQUALS(cmpProdQueue.GetQueue()[0].id, cmpProdQueue.nextID - 1);
+TS_ASSERT(cmpProdQueue.GetQueue()[1].paused);
-function testEntitiesList()
-{
- Engine.RegisterGlobal("TechnologyTemplates", {
- "Has": name => name == "phase_town_athen" || name == "phase_city_athen",
- "Get": () => ({})
- });
-
- const productionQueueId = 6;
- const playerId = 1;
- const playerEntityID = 2;
-
- AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
- "TemplateExists": () => true,
- "GetTemplate": name => ({})
- });
-
- let cmpProductionQueue = ConstructComponent(productionQueueId, "ProductionQueue", {
- "Entities": { "_string": "units/{civ}/cavalry_javelineer_b " +
- "units/{civ}/infantry_swordsman_b " +
- "units/{native}/support_female_citizen" },
- "Technologies": { "_string": "gather_fishing_net " +
- "phase_town_{civ} " +
- "phase_city_{civ}" }
- });
- cmpProductionQueue.GetUpgradedTemplate = (template) => template;
-
- AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
- "GetPlayerByID": id => playerEntityID
- });
-
- AddMock(playerEntityID, IID_Player, {
- "GetCiv": () => "iber",
- "GetDisabledTechnologies": () => ({}),
- "GetDisabledTemplates": () => ({}),
- "GetPlayerID": () => playerId
- });
-
- AddMock(playerEntityID, IID_TechnologyManager, {
- "CheckTechnologyRequirements": () => true,
- "IsInProgress": () => false,
- "IsTechnologyResearched": () => false
- });
-
- AddMock(productionQueueId, IID_Ownership, {
- "GetOwner": () => playerId
- });
-
- AddMock(productionQueueId, IID_Identity, {
- "GetCiv": () => "iber"
- });
-
- AddMock(productionQueueId, IID_Upgrade, {
- "IsUpgrading": () => false
- });
-
- cmpProductionQueue.CalculateEntitiesMap();
- TS_ASSERT_UNEVAL_EQUALS(
- cmpProductionQueue.GetEntitiesList(),
- ["units/iber/cavalry_javelineer_b", "units/iber/infantry_swordsman_b", "units/iber/support_female_citizen"]
- );
- TS_ASSERT_UNEVAL_EQUALS(
- cmpProductionQueue.GetTechnologiesList(),
- ["gather_fishing_net", "phase_town_generic", "phase_city_generic"]
- );
-
- AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
- "TemplateExists": name => name == "units/iber/support_female_citizen",
- "GetTemplate": name => ({})
- });
-
- cmpProductionQueue.CalculateEntitiesMap();
- TS_ASSERT_UNEVAL_EQUALS(cmpProductionQueue.GetEntitiesList(), ["units/iber/support_female_citizen"]);
-
- AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
- "TemplateExists": () => true,
- "GetTemplate": name => ({})
- });
-
- AddMock(playerEntityID, IID_Player, {
- "GetCiv": () => "iber",
- "GetDisabledTechnologies": () => ({}),
- "GetDisabledTemplates": () => ({ "units/athen/infantry_swordsman_b": true }),
- "GetPlayerID": () => playerId
- });
-
- cmpProductionQueue.CalculateEntitiesMap();
- TS_ASSERT_UNEVAL_EQUALS(
- cmpProductionQueue.GetEntitiesList(),
- ["units/iber/cavalry_javelineer_b", "units/iber/infantry_swordsman_b", "units/iber/support_female_citizen"]
- );
-
- AddMock(playerEntityID, IID_Player, {
- "GetCiv": () => "iber",
- "GetDisabledTechnologies": () => ({}),
- "GetDisabledTemplates": () => ({ "units/iber/infantry_swordsman_b": true }),
- "GetPlayerID": () => playerId
- });
-
- cmpProductionQueue.CalculateEntitiesMap();
- TS_ASSERT_UNEVAL_EQUALS(
- cmpProductionQueue.GetEntitiesList(),
- ["units/iber/cavalry_javelineer_b", "units/iber/support_female_citizen"]
- );
-
- AddMock(playerEntityID, IID_Player, {
- "GetCiv": () => "athen",
- "GetDisabledTechnologies": () => ({ "gather_fishing_net": true }),
- "GetDisabledTemplates": () => ({ "units/athen/infantry_swordsman_b": true }),
- "GetPlayerID": () => playerId
- });
-
- cmpProductionQueue.CalculateEntitiesMap();
- TS_ASSERT_UNEVAL_EQUALS(
- cmpProductionQueue.GetEntitiesList(),
- ["units/athen/cavalry_javelineer_b", "units/iber/support_female_citizen"]
- );
- TS_ASSERT_UNEVAL_EQUALS(cmpProductionQueue.GetTechnologiesList(), ["phase_town_athen",
- "phase_city_athen"]
- );
-
- AddMock(playerEntityID, IID_TechnologyManager, {
- "CheckTechnologyRequirements": () => true,
- "IsInProgress": () => false,
- "IsTechnologyResearched": tech => tech == "phase_town_athen"
- });
- TS_ASSERT_UNEVAL_EQUALS(cmpProductionQueue.GetTechnologiesList(), [undefined, "phase_city_athen"]);
-
- AddMock(playerEntityID, IID_Player, {
- "GetCiv": () => "iber",
- "GetDisabledTechnologies": () => ({}),
- "GetPlayerID": () => playerId
- });
- TS_ASSERT_UNEVAL_EQUALS(
- cmpProductionQueue.GetTechnologiesList(),
- ["gather_fishing_net", "phase_town_generic", "phase_city_generic"]
- );
-}
-
-function regression_test_d1879()
-{
- // Setup
- let playerEnt = 2;
- let playerID = 1;
- let testEntity = 3;
- let spawedEntityIDs = [4, 5, 6, 7, 8];
- let spawned = 0;
-
- Engine.AddEntity = () => {
- let id = spawedEntityIDs[spawned++];
-
- ConstructComponent(id, "TrainingRestrictions", {
- "Category": "some_limit"
- });
-
- AddMock(id, IID_Identity, {
- "GetClassesList": () => []
- });
-
- AddMock(id, IID_Position, {
- "JumpTo": () => {}
- });
-
- AddMock(id, IID_Ownership, {
- "SetOwner": (pid) => {
- let cmpEntLimits = QueryOwnerInterface(id, IID_EntityLimits);
- cmpEntLimits.OnGlobalOwnershipChanged({
- "entity": id,
- "from": -1,
- "to": pid
- });
- },
- "GetOwner": () => playerID
- });
-
- return id;
- };
-
- ConstructComponent(playerEnt, "EntityLimits", {
- "Limits": {
- "some_limit": 8
- },
- "LimitChangers": {},
- "LimitRemovers": {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_GuiInterface, {
- "PushNotification": () => {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_Trigger, {
- "CallEvent": () => {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_Timer, {
- "SetInterval": (ent, iid, func) => 1,
- "CancelTimer": (id) => {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
- "TemplateExists": () => true,
- "GetTemplate": name => ({
- "Cost": {
- "BuildTime": 0,
- "Population": 1,
- "Resources": {}
- },
- "TrainingRestrictions": {
- "Category": "some_limit",
- "MatchLimit": "7"
- }
- })
- });
-
- AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
- "GetPlayerByID": id => playerEnt
- });
-
- AddMock(playerEnt, IID_Player, {
- "GetCiv": () => "iber",
- "GetPlayerID": () => playerID,
- "GetTimeMultiplier": () => 0,
- "BlockTraining": () => {},
- "UnBlockTraining": () => {},
- "UnReservePopulationSlots": () => {},
- "TrySubtractResources": () => true,
- "AddResources": () => true,
- "TryReservePopulationSlots": () => false // Always have pop space.
- });
-
- AddMock(testEntity, IID_Ownership, {
- "GetOwner": () => playerID
- });
-
- let cmpProdQueue = ConstructComponent(testEntity, "ProductionQueue", {
- "Entities": { "_string": "some_template" },
- "BatchTimeModifier": 1
- });
-
- let cmpEntLimits = QueryOwnerInterface(testEntity, IID_EntityLimits);
- TS_ASSERT(cmpEntLimits.AllowedToTrain("some_limit", 8));
- TS_ASSERT(!cmpEntLimits.AllowedToTrain("some_limit", 9));
- TS_ASSERT(cmpEntLimits.AllowedToTrain("some_limit", 5, "some_template", 8));
- TS_ASSERT(!cmpEntLimits.AllowedToTrain("some_limit", 10, "some_template", 8));
-
- // Check that the entity limits do get updated if the spawn succeeds.
- AddMock(testEntity, IID_Footprint, {
- "PickSpawnPoint": () => ({ "x": 0, "y": 1, "z": 0 })
- });
-
- cmpProdQueue.AddItem("some_template", "unit", 3);
-
- TS_ASSERT_EQUALS(cmpEntLimits.GetCounts().some_limit, 3);
- TS_ASSERT_EQUALS(cmpEntLimits.GetMatchCounts().some_template, 3);
-
- cmpProdQueue.ProgressTimeout(null, 0);
-
- TS_ASSERT_EQUALS(cmpEntLimits.GetCounts().some_limit, 3);
- TS_ASSERT_EQUALS(cmpEntLimits.GetMatchCounts().some_template, 3);
-
- // Now check that it doesn't get updated when the spawn doesn't succeed.
- AddMock(testEntity, IID_Footprint, {
- "PickSpawnPoint": () => ({ "x": -1, "y": -1, "z": -1 })
- });
-
- AddMock(testEntity, IID_Upgrade, {
- "IsUpgrading": () => false
- });
-
- cmpProdQueue.AddItem("some_template", "unit", 3);
- cmpProdQueue.ProgressTimeout(null, 0);
-
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 1);
- TS_ASSERT_EQUALS(cmpEntLimits.GetCounts().some_limit, 6);
- TS_ASSERT_EQUALS(cmpEntLimits.GetMatchCounts().some_template, 6);
-
- // Check that when the batch is removed the counts are subtracted again.
- cmpProdQueue.RemoveItem(cmpProdQueue.GetQueue()[0].id);
- TS_ASSERT_EQUALS(cmpEntLimits.GetCounts().some_limit, 3);
- TS_ASSERT_EQUALS(cmpEntLimits.GetMatchCounts().some_template, 3);
-}
-
-function test_batch_adding()
-{
- let playerEnt = 2;
- let playerID = 1;
- let testEntity = 3;
-
- ConstructComponent(playerEnt, "EntityLimits", {
- "Limits": {
- "some_limit": 8
- },
- "LimitChangers": {},
- "LimitRemovers": {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_GuiInterface, {
- "PushNotification": () => {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_Trigger, {
- "CallEvent": () => {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_Timer, {
- "SetInterval": (ent, iid, func) => 1
- });
-
- AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
- "TemplateExists": () => true,
- "GetTemplate": name => ({
- "Cost": {
- "BuildTime": 0,
- "Population": 1,
- "Resources": {}
- },
- "TrainingRestrictions": {
- "Category": "some_limit"
- }
- })
- });
-
- AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
- "GetPlayerByID": id => playerEnt
- });
-
- AddMock(playerEnt, IID_Player, {
- "GetCiv": () => "iber",
- "GetPlayerID": () => playerID,
- "GetTimeMultiplier": () => 0,
- "BlockTraining": () => {},
- "UnBlockTraining": () => {},
- "UnReservePopulationSlots": () => {},
- "TrySubtractResources": () => true,
- "TryReservePopulationSlots": () => false // Always have pop space.
- });
-
- AddMock(testEntity, IID_Ownership, {
- "GetOwner": () => playerID
- });
-
- let cmpProdQueue = ConstructComponent(testEntity, "ProductionQueue", {
- "Entities": { "_string": "some_template" },
- "BatchTimeModifier": 1
- });
-
-
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 0);
- AddMock(testEntity, IID_Upgrade, {
- "IsUpgrading": () => true
- });
-
- cmpProdQueue.AddItem("some_template", "unit", 3);
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 0);
-
- AddMock(testEntity, IID_Upgrade, {
- "IsUpgrading": () => false
- });
-
- cmpProdQueue.AddItem("some_template", "unit", 3);
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 1);
-}
-
-function test_batch_removal()
-{
- let playerEnt = 2;
- let playerID = 1;
- let testEntity = 3;
-
- ConstructComponent(playerEnt, "EntityLimits", {
- "Limits": {
- "some_limit": 8
- },
- "LimitChangers": {},
- "LimitRemovers": {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_GuiInterface, {
- "PushNotification": () => {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_Trigger, {
- "CallEvent": () => {}
- });
-
- let cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer", null);
-
- AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
- "TemplateExists": () => true,
- "GetTemplate": name => ({
- "Cost": {
- "BuildTime": 0,
- "Population": 1,
- "Resources": {}
- },
- "TrainingRestrictions": {
- "Category": "some_limit"
- }
- })
- });
-
- AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
- "GetPlayerByID": id => playerEnt
- });
-
- let cmpPlayer = AddMock(playerEnt, IID_Player, {
- "GetCiv": () => "iber",
- "GetPlayerID": () => playerID,
- "GetTimeMultiplier": () => 0,
- "BlockTraining": () => {},
- "UnBlockTraining": () => {},
- "UnReservePopulationSlots": () => {},
- "TrySubtractResources": () => true,
- "AddResources": () => {},
- "TryReservePopulationSlots": () => 1
- });
- let cmpPlayerBlockSpy = new Spy(cmpPlayer, "BlockTraining");
- let cmpPlayerUnblockSpy = new Spy(cmpPlayer, "UnBlockTraining");
-
- AddMock(testEntity, IID_Ownership, {
- "GetOwner": () => playerID
- });
-
- let cmpProdQueue = ConstructComponent(testEntity, "ProductionQueue", {
- "Entities": { "_string": "some_template" },
- "BatchTimeModifier": 1
- });
-
- cmpProdQueue.AddItem("some_template", "unit", 3);
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 1);
- cmpTimer.OnUpdate({ "turnLength": 1 });
- TS_ASSERT_EQUALS(cmpPlayerBlockSpy._called, 1);
-
- cmpProdQueue.AddItem("some_template", "unit", 2);
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 2);
-
- cmpProdQueue.RemoveItem(1);
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 1);
- TS_ASSERT_EQUALS(cmpPlayerUnblockSpy._called, 1);
-
- cmpProdQueue.RemoveItem(2);
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 0);
- cmpTimer.OnUpdate({ "turnLength": 1 });
- TS_ASSERT_EQUALS(cmpPlayerUnblockSpy._called, 2);
-
- cmpProdQueue.AddItem("some_template", "unit", 3);
- cmpProdQueue.AddItem("some_template", "unit", 3);
- cmpPlayer.TryReservePopulationSlots = () => false;
- cmpProdQueue.RemoveItem(3);
- TS_ASSERT_EQUALS(cmpPlayerUnblockSpy._called, 3);
- cmpTimer.OnUpdate({ "turnLength": 1 });
- TS_ASSERT_EQUALS(cmpPlayerUnblockSpy._called, 4);
-}
-
-function test_token_changes()
-{
- const ent = 10;
- let cmpProductionQueue = ConstructComponent(10, "ProductionQueue", {
- "Entities": { "_string": "units/{civ}/a " +
- "units/{civ}/b" },
- "Technologies": { "_string": "a " +
- "b_{civ} " +
- "c_{civ}" },
- "BatchTimeModifier": 1
- });
- cmpProductionQueue.GetUpgradedTemplate = (template) => template;
-
- // Merges interface of multiple components because it's enough here.
- Engine.RegisterGlobal("QueryOwnerInterface", () => ({
- // player
- "GetCiv": () => "test",
- "GetDisabledTemplates": () => [],
- "GetDisabledTechnologies": () => [],
- "TryReservePopulationSlots": () => false, // Always have pop space.
- "TrySubtractResources": () => true,
- "UnBlockTraining": () => {},
- "AddResources": () => {},
- "GetPlayerID": () => 1,
- // entitylimits
- "ChangeCount": () => {},
- "AllowedToTrain": () => true,
- // techmanager
- "CheckTechnologyRequirements": () => true,
- "IsTechnologyResearched": () => false,
- "IsInProgress": () => false
- }));
- Engine.RegisterGlobal("QueryPlayerIDInterface", QueryOwnerInterface);
-
- AddMock(SYSTEM_ENTITY, IID_GuiInterface, {
- "SetSelectionDirty": () => {}
- });
-
- // Test Setup
- cmpProductionQueue.CalculateEntitiesMap();
- TS_ASSERT_UNEVAL_EQUALS(
- cmpProductionQueue.GetEntitiesList(), ["units/test/a", "units/test/b"]
- );
- TS_ASSERT_UNEVAL_EQUALS(
- cmpProductionQueue.GetTechnologiesList(), ["a", "b_generic", "c_generic"]
- );
- // Add a unit of each type to our queue, validate.
- cmpProductionQueue.AddItem("units/test/a", "unit", 1, {});
- cmpProductionQueue.AddItem("units/test/b", "unit", 1, {});
- TS_ASSERT_EQUALS(cmpProductionQueue.GetQueue()[0].unitTemplate, "units/test/a");
- TS_ASSERT_EQUALS(cmpProductionQueue.GetQueue()[1].unitTemplate, "units/test/b");
-
- // Add a modifier that replaces unit A with unit C,
- // adds a unit D and removes unit B from the roster.
- Engine.RegisterGlobal("ApplyValueModificationsToEntity", (_, val) => {
- return HandleTokens(val, "units/{civ}/a>units/{civ}/c units/{civ}/d -units/{civ}/b");
- });
-
- cmpProductionQueue.OnValueModification({
- "component": "ProductionQueue",
- "valueNames": ["ProductionQueue/Entities/_string"],
- "entities": [ent]
- });
-
- TS_ASSERT_UNEVAL_EQUALS(
- cmpProductionQueue.GetEntitiesList(), ["units/test/c", "units/test/d"]
- );
- TS_ASSERT_EQUALS(cmpProductionQueue.GetQueue()[0].unitTemplate, "units/test/c");
- TS_ASSERT_EQUALS(cmpProductionQueue.GetQueue().length, 1);
-}
-
-function test_auto_queue()
-{
- let playerEnt = 2;
- let playerID = 1;
- let testEntity = 3;
-
- ConstructComponent(playerEnt, "EntityLimits", {
- "Limits": {
- "some_limit": 8
- },
- "LimitChangers": {},
- "LimitRemovers": {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_GuiInterface, {
- "PushNotification": () => {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_Trigger, {
- "CallEvent": () => {}
- });
-
- AddMock(SYSTEM_ENTITY, IID_Timer, {
- "SetInterval": (ent, iid, func) => 1
- });
-
- AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
- "TemplateExists": () => true,
- "GetTemplate": name => ({
- "Cost": {
- "BuildTime": 0,
- "Population": 1,
- "Resources": {}
- },
- "TrainingRestrictions": {
- "Category": "some_limit"
- }
- })
- });
-
- AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
- "GetPlayerByID": id => playerEnt
- });
-
- AddMock(playerEnt, IID_Player, {
- "GetCiv": () => "iber",
- "GetPlayerID": () => playerID,
- "GetTimeMultiplier": () => 0,
- "BlockTraining": () => {},
- "UnBlockTraining": () => {},
- "UnReservePopulationSlots": () => {},
- "TrySubtractResources": () => true,
- "TryReservePopulationSlots": () => false // Always have pop space.
- });
-
- AddMock(testEntity, IID_Ownership, {
- "GetOwner": () => playerID
- });
-
- let cmpProdQueue = ConstructComponent(testEntity, "ProductionQueue", {
- "Entities": { "_string": "some_template" },
- "BatchTimeModifier": 1
- });
-
- cmpProdQueue.EnableAutoQueue();
-
- cmpProdQueue.AddItem("some_template", "unit", 3);
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 1);
- cmpProdQueue.ProgressTimeout(null, 0);
- TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 1);
-}
-
-testEntitiesList();
-regression_test_d1879();
-test_batch_adding();
-test_batch_removal();
-test_auto_queue();
-test_token_changes();
+cmpProdQueue.ProgressTimeout(null, 0);
+TS_ASSERT_EQUALS(cmpProdQueue.GetQueue().length, 0);
Index: binaries/data/mods/public/simulation/components/tests/test_Researcher.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/components/tests/test_Researcher.js
@@ -0,0 +1,153 @@
+Engine.RegisterGlobal("Resources", {
+ "BuildSchema": (a, b) => {}
+});
+Engine.LoadHelperScript("Player.js");
+Engine.LoadComponentScript("interfaces/TechnologyManager.js");
+Engine.LoadComponentScript("interfaces/Researcher.js");
+Engine.LoadComponentScript("Researcher.js");
+
+Engine.RegisterGlobal("ApplyValueModificationsToEntity", (_, value) => value);
+
+const playerID = 1;
+const playerEntityID = 11;
+const entityID = 21;
+
+Engine.RegisterGlobal("TechnologyTemplates", {
+ "Has": name => name == "phase_town_athen" || name == "phase_city_athen",
+ "Get": () => ({})
+});
+
+AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
+ "GetPlayerByID": id => playerEntityID
+});
+
+AddMock(playerEntityID, IID_Player, {
+ "GetCiv": () => "iber",
+ "GetDisabledTechnologies": () => ({})
+});
+
+AddMock(playerEntityID, IID_TechnologyManager, {
+ "CheckTechnologyRequirements": () => true,
+ "IsInProgress": () => false,
+ "IsTechnologyResearched": () => false
+});
+
+AddMock(entityID, IID_Ownership, {
+ "GetOwner": () => playerID
+});
+
+AddMock(entityID, IID_Identity, {
+ "GetCiv": () => "iber"
+});
+
+const cmpResearcher = ConstructComponent(entityID, "Researcher", {
+ "Technologies": { "_string": "gather_fishing_net " +
+ "phase_town_{civ} " +
+ "phase_city_{civ}" }
+});
+
+TS_ASSERT_UNEVAL_EQUALS(
+ cmpResearcher.GetTechnologiesList(),
+ ["gather_fishing_net", "phase_town_generic", "phase_city_generic"]
+);
+
+AddMock(playerEntityID, IID_Player, {
+ "GetCiv": () => "athen",
+ "GetDisabledTechnologies": () => ({ "gather_fishing_net": true })
+});
+TS_ASSERT_UNEVAL_EQUALS(cmpResearcher.GetTechnologiesList(), ["phase_town_athen", "phase_city_athen"]);
+
+AddMock(playerEntityID, IID_TechnologyManager, {
+ "CheckTechnologyRequirements": () => true,
+ "IsInProgress": () => false,
+ "IsTechnologyResearched": tech => tech == "phase_town_athen"
+});
+TS_ASSERT_UNEVAL_EQUALS(cmpResearcher.GetTechnologiesList(), [undefined, "phase_city_athen"]);
+
+AddMock(playerEntityID, IID_Player, {
+ "GetCiv": () => "iber",
+ "GetDisabledTechnologies": () => ({})
+});
+TS_ASSERT_UNEVAL_EQUALS(
+ cmpResearcher.GetTechnologiesList(),
+ ["gather_fishing_net", "phase_town_generic", "phase_city_generic"]
+);
+
+Engine.RegisterGlobal("ApplyValueModificationsToEntity", (_, value) => value + " some_test");
+TS_ASSERT_UNEVAL_EQUALS(
+ cmpResearcher.GetTechnologiesList(),
+ ["gather_fishing_net", "phase_town_generic", "phase_city_generic", "some_test"]
+);
+
+
+// Test Queuing a tech.
+const queuedTech = "gather_fishing_net";
+const cost = {
+ "food": 10
+};
+Engine.RegisterGlobal("TechnologyTemplates", {
+ "Has": () => true,
+ "Get": () => ({
+ "cost": cost,
+ "researchTime": 1
+ })
+});
+
+const cmpPlayer = AddMock(playerEntityID, IID_Player, {
+ "GetCiv": () => "iber",
+ "GetDisabledTechnologies": () => ({}),
+ "GetPlayerID": () => playerID,
+ "TrySubtractResources": (resources) => {
+ TS_ASSERT_UNEVAL_EQUALS(resources, cost);
+ // Just have enough resources.
+ return true;
+ },
+ "RefundResources": (resources) => {
+ TS_ASSERT_UNEVAL_EQUALS(resources, cost);
+ },
+});
+let spyCmpPlayer = new Spy(cmpPlayer, "TrySubtractResources");
+const techManager = AddMock(playerEntityID, IID_TechnologyManager, {
+ "CheckTechnologyRequirements": () => true,
+ "IsInProgress": () => false,
+ "IsTechnologyResearched": () => false,
+ "QueuedResearch": (templateName, researcher) => {
+ TS_ASSERT_UNEVAL_EQUALS(templateName, queuedTech);
+ TS_ASSERT_UNEVAL_EQUALS(researcher, entityID);
+ },
+ "StoppedResearch": (templateName, _) => {
+ TS_ASSERT_UNEVAL_EQUALS(templateName, queuedTech);
+ },
+ "StartedResearch": (templateName, _) => {
+ TS_ASSERT_UNEVAL_EQUALS(templateName, queuedTech);
+ },
+ "ResearchTechnology": (templateName, _) => {
+ TS_ASSERT_UNEVAL_EQUALS(templateName, queuedTech);
+ }
+});
+let spyTechManager = new Spy(techManager, "QueuedResearch");
+let id = cmpResearcher.QueueTechnology(queuedTech);
+TS_ASSERT_EQUALS(spyTechManager._called, 1);
+TS_ASSERT_EQUALS(spyCmpPlayer._called, 1);
+TS_ASSERT_EQUALS(cmpResearcher.queue.size, 1);
+
+
+// Test removing a queued tech.
+spyCmpPlayer = new Spy(cmpPlayer, "RefundResources");
+spyTechManager = new Spy(techManager, "StoppedResearch");
+cmpResearcher.StopResearching(id);
+TS_ASSERT_EQUALS(spyTechManager._called, 1);
+TS_ASSERT_EQUALS(spyCmpPlayer._called, 1);
+TS_ASSERT_EQUALS(cmpResearcher.queue.size, 0);
+
+
+// Test finishing a queued tech.
+id = cmpResearcher.QueueTechnology(queuedTech);
+TS_ASSERT_EQUALS(cmpResearcher.GetResearchingTechnology(id).progress, 0);
+TS_ASSERT_EQUALS(cmpResearcher.Progress(id, 500), 500);
+TS_ASSERT_EQUALS(cmpResearcher.GetResearchingTechnology(id).progress, 0.5);
+
+spyTechManager = new Spy(techManager, "ResearchTechnology");
+TS_ASSERT_EQUALS(cmpResearcher.Progress(id, 1000), 500);
+TS_ASSERT_EQUALS(spyTechManager._called, 1);
+TS_ASSERT_EQUALS(cmpResearcher.queue.size, 0);
Index: binaries/data/mods/public/simulation/components/tests/test_Trainer.js
===================================================================
--- /dev/null
+++ binaries/data/mods/public/simulation/components/tests/test_Trainer.js
@@ -0,0 +1,301 @@
+Engine.RegisterGlobal("Resources", {
+ "BuildSchema": (a, b) => {}
+});
+Engine.LoadHelperScript("Player.js");
+Engine.LoadHelperScript("Sound.js");
+Engine.LoadComponentScript("interfaces/BuildRestrictions.js");
+Engine.LoadComponentScript("interfaces/EntityLimits.js");
+Engine.LoadComponentScript("interfaces/Foundation.js");
+Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
+Engine.LoadComponentScript("interfaces/Trainer.js");
+Engine.LoadComponentScript("interfaces/TrainingRestrictions.js");
+Engine.LoadComponentScript("interfaces/Trigger.js");
+Engine.LoadComponentScript("EntityLimits.js");
+Engine.LoadComponentScript("Trainer.js");
+Engine.LoadComponentScript("TrainingRestrictions.js");
+
+Engine.RegisterGlobal("ApplyValueModificationsToEntity", (_, value) => value);
+Engine.RegisterGlobal("ApplyValueModificationsToTemplate", (_, value) => value);
+
+const playerID = 1;
+const playerEntityID = 11;
+const entityID = 21;
+
+AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
+ "TemplateExists": () => true,
+ "GetTemplate": name => ({})
+});
+
+const cmpTrainer = ConstructComponent(entityID, "Trainer", {
+ "Entities": { "_string": "units/{civ}/cavalry_javelineer_b " +
+ "units/{civ}/infantry_swordsman_b " +
+ "units/{native}/support_female_citizen" }
+});
+cmpTrainer.GetUpgradedTemplate = (template) => template;
+
+AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
+ "GetPlayerByID": id => playerEntityID
+});
+
+AddMock(playerEntityID, IID_Player, {
+ "GetCiv": () => "iber",
+ "GetDisabledTemplates": () => ({}),
+ "GetPlayerID": () => playerID
+});
+
+AddMock(entityID, IID_Ownership, {
+ "GetOwner": () => playerID
+});
+
+AddMock(entityID, IID_Identity, {
+ "GetCiv": () => "iber"
+});
+
+cmpTrainer.CalculateEntitiesMap();
+TS_ASSERT_UNEVAL_EQUALS(
+ cmpTrainer.GetEntitiesList(),
+ ["units/iber/cavalry_javelineer_b", "units/iber/infantry_swordsman_b", "units/iber/support_female_citizen"]
+);
+
+AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
+ "TemplateExists": name => name == "units/iber/support_female_citizen",
+ "GetTemplate": name => ({})
+});
+
+cmpTrainer.CalculateEntitiesMap();
+TS_ASSERT_UNEVAL_EQUALS(cmpTrainer.GetEntitiesList(), ["units/iber/support_female_citizen"]);
+
+AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
+ "TemplateExists": () => true,
+ "GetTemplate": name => ({})
+});
+
+AddMock(playerEntityID, IID_Player, {
+ "GetCiv": () => "iber",
+ "GetDisabledTemplates": () => ({ "units/athen/infantry_swordsman_b": true }),
+ "GetPlayerID": () => playerID
+});
+
+cmpTrainer.CalculateEntitiesMap();
+TS_ASSERT_UNEVAL_EQUALS(
+ cmpTrainer.GetEntitiesList(),
+ ["units/iber/cavalry_javelineer_b", "units/iber/infantry_swordsman_b", "units/iber/support_female_citizen"]
+);
+
+AddMock(playerEntityID, IID_Player, {
+ "GetCiv": () => "iber",
+ "GetDisabledTemplates": () => ({ "units/iber/infantry_swordsman_b": true }),
+ "GetPlayerID": () => playerID
+});
+
+cmpTrainer.CalculateEntitiesMap();
+TS_ASSERT_UNEVAL_EQUALS(
+ cmpTrainer.GetEntitiesList(),
+ ["units/iber/cavalry_javelineer_b", "units/iber/support_female_citizen"]
+);
+
+AddMock(playerEntityID, IID_Player, {
+ "GetCiv": () => "athen",
+ "GetDisabledTemplates": () => ({ "units/athen/infantry_swordsman_b": true }),
+ "GetPlayerID": () => playerID
+});
+
+cmpTrainer.CalculateEntitiesMap();
+TS_ASSERT_UNEVAL_EQUALS(
+ cmpTrainer.GetEntitiesList(),
+ ["units/athen/cavalry_javelineer_b", "units/iber/support_female_citizen"]
+);
+
+AddMock(playerEntityID, IID_Player, {
+ "GetCiv": () => "iber",
+ "GetDisabledTemplates": () => ({ "units/iber/infantry_swordsman_b": false }),
+ "GetPlayerID": () => playerID
+});
+
+cmpTrainer.CalculateEntitiesMap();
+TS_ASSERT_UNEVAL_EQUALS(
+ cmpTrainer.GetEntitiesList(),
+ ["units/iber/cavalry_javelineer_b", "units/iber/infantry_swordsman_b", "units/iber/support_female_citizen"]
+);
+
+
+// Test Queuing a unit.
+const queuedUnit = "units/iber/infantry_swordsman_b";
+const cost = {
+ "food": 10
+};
+
+AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
+ "TemplateExists": () => true,
+ "GetTemplate": name => ({
+ "Cost": {
+ "BuildTime": 1,
+ "Population": 1,
+ "Resources": cost
+ },
+ "TrainingRestrictions": {
+ "Category": "some_limit",
+ "MatchLimit": "7"
+ }
+ })
+});
+AddMock(SYSTEM_ENTITY, IID_Trigger, {
+ "CallEvent": () => {}
+});
+AddMock(SYSTEM_ENTITY, IID_GuiInterface, {
+ "PushNotification": () => {},
+ "SetSelectionDirty": () => {}
+});
+
+const cmpPlayer = AddMock(playerEntityID, IID_Player, {
+ "BlockTraining": () => {},
+ "GetCiv": () => "iber",
+ "GetPlayerID": () => playerID,
+ "RefundResources": (resources) => {
+ TS_ASSERT_UNEVAL_EQUALS(resources, cost);
+ },
+ "TrySubtractResources": (resources) => {
+ TS_ASSERT_UNEVAL_EQUALS(resources, cost);
+ // Just have enough resources.
+ return true;
+ },
+ "TryReservePopulationSlots": () => false, // Always have pop space.
+ "UnReservePopulationSlots": () => {}, // Always have pop space.
+ "UnBlockTraining": () => {},
+ "GetDisabledTemplates": () => ({})
+});
+const spyCmpPlayerSubtract = new Spy(cmpPlayer, "TrySubtractResources");
+const spyCmpPlayerRefund = new Spy(cmpPlayer, "RefundResources");
+const spyCmpPlayerPop = new Spy(cmpPlayer, "TryReservePopulationSlots");
+
+ConstructComponent(playerEntityID, "EntityLimits", {
+ "Limits": {
+ "some_limit": 0
+ },
+ "LimitChangers": {},
+ "LimitRemovers": {}
+});
+// Test that we can't exceed the entity limit.
+TS_ASSERT_EQUALS(cmpTrainer.QueueBatch(queuedUnit, 1), -1);
+// And that in that case, the resources are not lost.
+// ToDo: This is a bad test, it relies on the order of subtraction in the cmp.
+// Better would it be to check the states before and after the queue.
+TS_ASSERT_EQUALS(spyCmpPlayerSubtract._called, spyCmpPlayerRefund._called);
+
+ConstructComponent(playerEntityID, "EntityLimits", {
+ "Limits": {
+ "some_limit": 5
+ },
+ "LimitChangers": {},
+ "LimitRemovers": {}
+});
+let id = cmpTrainer.QueueBatch(queuedUnit, 1);
+TS_ASSERT_EQUALS(spyCmpPlayerSubtract._called, 2);
+TS_ASSERT_EQUALS(cmpTrainer.queue.size, 1);
+
+
+// Test removing a queued batch.
+cmpTrainer.StopBatch(id);
+TS_ASSERT_EQUALS(spyCmpPlayerRefund._called, 2);
+TS_ASSERT_EQUALS(cmpTrainer.queue.size, 0);
+
+const cmpEntLimits = QueryOwnerInterface(entityID, IID_EntityLimits);
+TS_ASSERT(cmpEntLimits.AllowedToTrain("some_limit", 5));
+
+
+// Test finishing a queued batch.
+id = cmpTrainer.QueueBatch(queuedUnit, 1);
+TS_ASSERT(cmpEntLimits.AllowedToTrain("some_limit", 4));
+TS_ASSERT_EQUALS(cmpTrainer.GetBatch(id).progress, 0);
+TS_ASSERT_EQUALS(cmpTrainer.Progress(id, 500), 500);
+TS_ASSERT_EQUALS(spyCmpPlayerPop._called, 1);
+TS_ASSERT_EQUALS(cmpTrainer.GetBatch(id).progress, 0.5);
+
+const spawedEntityIDs = [4, 5, 6, 7, 8];
+let spawned = 0;
+
+Engine.AddEntity = () => {
+ const ent = spawedEntityIDs[spawned++];
+
+ ConstructComponent(ent, "TrainingRestrictions", {
+ "Category": "some_limit"
+ });
+
+ AddMock(ent, IID_Identity, {
+ "GetClassesList": () => []
+ });
+
+ AddMock(ent, IID_Position, {
+ "JumpTo": () => {}
+ });
+
+ AddMock(ent, IID_Ownership, {
+ "SetOwner": (pid) => {
+ QueryOwnerInterface(ent, IID_EntityLimits).OnGlobalOwnershipChanged({
+ "entity": ent,
+ "from": -1,
+ "to": pid
+ });
+ },
+ "GetOwner": () => playerID
+ });
+
+ return ent;
+};
+AddMock(entityID, IID_Footprint, {
+ "PickSpawnPoint": () => ({ "x": 0, "y": 1, "z": 0 })
+});
+
+TS_ASSERT_EQUALS(cmpTrainer.Progress(id, 1000), 500);
+TS_ASSERT(!cmpTrainer.HasBatch(id));
+TS_ASSERT(!cmpEntLimits.AllowedToTrain("some_limit", 5));
+TS_ASSERT(cmpEntLimits.AllowedToTrain("some_limit", 4));
+
+TS_ASSERT_EQUALS(cmpEntLimits.GetCounts().some_limit, 1);
+TS_ASSERT_EQUALS(cmpEntLimits.GetMatchCounts()["units/iber/infantry_swordsman_b"], 1);
+
+
+// Now check that it doesn't get updated when the spawn doesn't succeed. (regression_test_d1879)
+cmpPlayer.TrySubtractResources = () => true;
+cmpPlayer.RefundResources = () => {};
+AddMock(entityID, IID_Footprint, {
+ "PickSpawnPoint": () => ({ "x": -1, "y": -1, "z": -1 })
+});
+id = cmpTrainer.QueueBatch(queuedUnit, 2);
+TS_ASSERT_EQUALS(cmpTrainer.Progress(id, 2000), 2000);
+TS_ASSERT(cmpTrainer.HasBatch(id));
+
+TS_ASSERT_EQUALS(cmpEntLimits.GetCounts().some_limit, 3);
+TS_ASSERT_EQUALS(cmpEntLimits.GetMatchCounts()["units/iber/infantry_swordsman_b"], 3);
+
+// Check that when the batch is removed the counts are subtracted again.
+cmpTrainer.StopBatch(id);
+TS_ASSERT_EQUALS(cmpEntLimits.GetCounts().some_limit, 1);
+TS_ASSERT_EQUALS(cmpEntLimits.GetMatchCounts()["units/iber/infantry_swordsman_b"], 1);
+
+const queuedSecondUnit = "units/iber/cavalry_javelineer_b";
+// Check changing the allowed entities has effect.
+const id1 = cmpTrainer.QueueBatch(queuedUnit, 1);
+const id2 = cmpTrainer.QueueBatch(queuedSecondUnit, 1);
+TS_ASSERT_EQUALS(cmpTrainer.queue.size, 2);
+TS_ASSERT_EQUALS(cmpTrainer.GetBatch(id1).unitTemplate, queuedUnit);
+TS_ASSERT_EQUALS(cmpTrainer.GetBatch(id2).unitTemplate, queuedSecondUnit);
+
+// Add a modifier that replaces unit A with unit C,
+// adds a unit D and removes unit B from the roster.
+Engine.RegisterGlobal("ApplyValueModificationsToEntity", (_, val) => {
+ return HandleTokens(val, "units/{civ}/cavalry_javelineer_b>units/{civ}/c units/{civ}/d -units/{civ}/infantry_swordsman_b");
+});
+
+cmpTrainer.OnValueModification({
+ "component": "Trainer",
+ "valueNames": ["Trainer/Entities/_string"],
+ "entities": [entityID]
+});
+
+TS_ASSERT_UNEVAL_EQUALS(
+ cmpTrainer.GetEntitiesList(), ["units/iber/c", "units/iber/support_female_citizen", "units/iber/d"]
+);
+TS_ASSERT_EQUALS(cmpTrainer.queue.size, 1);
+TS_ASSERT_EQUALS(cmpTrainer.GetBatch(id1), undefined);
+TS_ASSERT_EQUALS(cmpTrainer.GetBatch(id2).unitTemplate, "units/iber/c");
Index: binaries/data/mods/public/simulation/data/auras/structures/library.json
===================================================================
--- binaries/data/mods/public/simulation/data/auras/structures/library.json
+++ binaries/data/mods/public/simulation/data/auras/structures/library.json
@@ -2,11 +2,11 @@
"type": "global",
"affects": ["Structure"],
"modifications": [
- { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.85 },
- { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.85 },
- { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.85 },
- { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.85 },
- { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.85 }
+ { "value": "Researcher/TechCostMultiplier/food", "multiply": 0.85 },
+ { "value": "Researcher/TechCostMultiplier/wood", "multiply": 0.85 },
+ { "value": "Researcher/TechCostMultiplier/stone", "multiply": 0.85 },
+ { "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.85 },
+ { "value": "Researcher/TechCostMultiplier/time", "multiply": 0.85 }
],
"auraDescription": "Structures −15% technology resource costs and research time.",
"auraName": "Centre of Scholarship"
Index: binaries/data/mods/public/simulation/data/auras/teambonuses/gaul_player_teambonus.json
===================================================================
--- binaries/data/mods/public/simulation/data/auras/teambonuses/gaul_player_teambonus.json
+++ binaries/data/mods/public/simulation/data/auras/teambonuses/gaul_player_teambonus.json
@@ -3,11 +3,11 @@
"affects": ["Forge"],
"affectedPlayers": ["MutualAlly"],
"modifications": [
- { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.85 },
- { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.85 },
- { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.85 },
- { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.85 },
- { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.85 }
+ { "value": "Researcher/TechCostMultiplier/food", "multiply": 0.85 },
+ { "value": "Researcher/TechCostMultiplier/wood", "multiply": 0.85 },
+ { "value": "Researcher/TechCostMultiplier/stone", "multiply": 0.85 },
+ { "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.85 },
+ { "value": "Researcher/TechCostMultiplier/time", "multiply": 0.85 }
],
"auraName": "Products from Gaul",
"auraDescription": "Forges −15% technology resource costs and research time."
Index: binaries/data/mods/public/simulation/data/auras/teambonuses/maur_player_teambonus.json
===================================================================
--- binaries/data/mods/public/simulation/data/auras/teambonuses/maur_player_teambonus.json
+++ binaries/data/mods/public/simulation/data/auras/teambonuses/maur_player_teambonus.json
@@ -6,11 +6,11 @@
{ "value": "Cost/BuildTime", "multiply": 0.5 },
{ "value": "Cost/Resources/wood", "multiply": 0.5 },
{ "value": "Cost/Resources/stone", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.5 }
+ { "value": "Researcher/TechCostMultiplier/food", "multiply": 0.5 },
+ { "value": "Researcher/TechCostMultiplier/wood", "multiply": 0.5 },
+ { "value": "Researcher/TechCostMultiplier/stone", "multiply": 0.5 },
+ { "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.5 },
+ { "value": "Researcher/TechCostMultiplier/time", "multiply": 0.5 }
],
"auraName": "Ashoka's Religious Support",
"auraDescription": "Temples −50% resource costs and building time; Temple technologies −50% resource costs and research time."
Index: binaries/data/mods/public/simulation/data/auras/units/catafalques/athen_catafalque_2.json
===================================================================
--- binaries/data/mods/public/simulation/data/auras/units/catafalques/athen_catafalque_2.json
+++ binaries/data/mods/public/simulation/data/auras/units/catafalques/athen_catafalque_2.json
@@ -2,10 +2,10 @@
"type": "global",
"affects": ["Economic"],
"modifications": [
- { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.9 }
+ { "value": "Researcher/TechCostMultiplier/food", "multiply": 0.9 },
+ { "value": "Researcher/TechCostMultiplier/wood", "multiply": 0.9 },
+ { "value": "Researcher/TechCostMultiplier/stone", "multiply": 0.9 },
+ { "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.9 }
],
"auraName": "Economic Fortune",
"auraDescription": "Solon brought in a new system of weights and measures, fathers were encouraged to find trades for their sons.\nEconomic technologies −10% resource costs."
Index: binaries/data/mods/public/simulation/data/auras/units/catafalques/ptol_catafalque.json
===================================================================
--- binaries/data/mods/public/simulation/data/auras/units/catafalques/ptol_catafalque.json
+++ binaries/data/mods/public/simulation/data/auras/units/catafalques/ptol_catafalque.json
@@ -2,10 +2,10 @@
"type": "global",
"affects": ["Structure"],
"modifications": [
- { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.9 }
+ { "value": "Researcher/TechCostMultiplier/food", "multiply": 0.9 },
+ { "value": "Researcher/TechCostMultiplier/wood", "multiply": 0.9 },
+ { "value": "Researcher/TechCostMultiplier/stone", "multiply": 0.9 },
+ { "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.9 }
],
"auraName": "Great Librarian",
"auraDescription": "Continuing his predecessors' work on the Great Library of Alexandria, he seized every book brought to the city, thus leaving to his people a vast amount of hoarded wisdom.\nStructure technologies −10% resource costs."
Index: binaries/data/mods/public/simulation/data/auras/units/catafalques/sele_catafalque_1.json
===================================================================
--- binaries/data/mods/public/simulation/data/auras/units/catafalques/sele_catafalque_1.json
+++ binaries/data/mods/public/simulation/data/auras/units/catafalques/sele_catafalque_1.json
@@ -6,10 +6,10 @@
{ "value": "Cost/Resources/wood", "multiply": 0.9 },
{ "value": "Cost/Resources/stone", "multiply": 0.9 },
{ "value": "Cost/Resources/metal", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.9 },
- { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.9 }
+ { "value": "Researcher/TechCostMultiplier/food", "multiply": 0.9 },
+ { "value": "Researcher/TechCostMultiplier/wood", "multiply": 0.9 },
+ { "value": "Researcher/TechCostMultiplier/stone", "multiply": 0.9 },
+ { "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.9 }
],
"auraName": "Founder of the Ezida Temple",
"auraDescription": "Antiochus I laid the foundation for the Ezida Temple in Borsippa.\nTemples −10% resource costs; Temple technologies −10% resource costs."
Index: binaries/data/mods/public/simulation/data/auras/units/heroes/athen_hero_themistocles_1.json
===================================================================
--- binaries/data/mods/public/simulation/data/auras/units/heroes/athen_hero_themistocles_1.json
+++ binaries/data/mods/public/simulation/data/auras/units/heroes/athen_hero_themistocles_1.json
@@ -3,7 +3,7 @@
"affects": ["Ship"],
"affectedPlayers": ["MutualAlly"],
"modifications": [
- { "value": "ProductionQueue/BatchTimeModifier", "multiply": 0.7 },
+ { "value": "Trainer/BatchTimeModifier", "multiply": 0.7 },
{ "value": "UnitMotion/WalkSpeed", "multiply": 1.5 }
],
"auraName": "Naval Commander",
Index: binaries/data/mods/public/simulation/data/auras/units/heroes/maur_hero_ashoka.json
===================================================================
--- binaries/data/mods/public/simulation/data/auras/units/heroes/maur_hero_ashoka.json
+++ binaries/data/mods/public/simulation/data/auras/units/heroes/maur_hero_ashoka.json
@@ -5,11 +5,11 @@
{ "value": "Cost/BuildTime", "multiply": 0.5 },
{ "value": "Cost/Resources/wood", "multiply": 0.5 },
{ "value": "Cost/Resources/stone", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.5 },
- { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.5 }
+ { "value": "Researcher/TechCostMultiplier/food", "multiply": 0.5 },
+ { "value": "Researcher/TechCostMultiplier/wood", "multiply": 0.5 },
+ { "value": "Researcher/TechCostMultiplier/stone", "multiply": 0.5 },
+ { "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.5 },
+ { "value": "Researcher/TechCostMultiplier/time", "multiply": 0.5 }
],
"auraDescription": "Temples −50% resource costs and build time. Temple technologies −50% resource costs and research time.",
"auraName": "Buddhism",
Index: binaries/data/mods/public/simulation/data/auras/units/heroes/maur_hero_chanakya_1.json
===================================================================
--- binaries/data/mods/public/simulation/data/auras/units/heroes/maur_hero_chanakya_1.json
+++ binaries/data/mods/public/simulation/data/auras/units/heroes/maur_hero_chanakya_1.json
@@ -2,11 +2,11 @@
"type": "garrison",
"affects": ["Structure"],
"modifications": [
- { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.8 },
- { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.8 },
- { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.8 },
- { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.8 },
- { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.5 }
+ { "value": "Researcher/TechCostMultiplier/food", "multiply": 0.8 },
+ { "value": "Researcher/TechCostMultiplier/wood", "multiply": 0.8 },
+ { "value": "Researcher/TechCostMultiplier/stone", "multiply": 0.8 },
+ { "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.8 },
+ { "value": "Researcher/TechCostMultiplier/time", "multiply": 0.5 }
],
"auraDescription": "When garrisoned, the Structure's technologies have −20% resource cost and −50% research time.",
"auraName": "Teacher",
Index: binaries/data/mods/public/simulation/data/technologies/barracks_batch_training.json
===================================================================
--- binaries/data/mods/public/simulation/data/technologies/barracks_batch_training.json
+++ binaries/data/mods/public/simulation/data/technologies/barracks_batch_training.json
@@ -10,7 +10,7 @@
"researchTime": 40,
"tooltip": "Barracks −10% batch training time.",
"modifications": [
- { "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 }
+ { "value": "Trainer/BatchTimeModifier", "add": -0.1 }
],
"affects": ["Barracks"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
Index: binaries/data/mods/public/simulation/data/technologies/hoplite_tradition.json
===================================================================
--- binaries/data/mods/public/simulation/data/technologies/hoplite_tradition.json
+++ binaries/data/mods/public/simulation/data/technologies/hoplite_tradition.json
@@ -1,29 +1,29 @@
-{
- "genericName": "Hoplite Tradition",
- "description": "Hoplite soldiers constituted most of the armies of Greece.",
- "cost": {
- "food": 400,
- "metal": 300
- },
- "requirements": {
- "all": [
- { "tech": "phase_town" },
- {
- "any": [
- { "civ": "athen" },
- { "civ": "spart" }
- ]
- }
- ]
- },
- "requirementsTooltip": "Unlocked in Town Phase.",
- "icon": "armor_corinthian.png",
- "researchTime": 60,
- "tooltip": "Hoplites −25% training time and −50% promotion experience.",
- "modifications": [
- { "value": "Cost/BuildTime", "multiply": 0.75 },
- { "value": "Promotion/RequiredXp", "multiply": 0.5 }
- ],
- "affects": ["Infantry Spearman !Hero"],
- "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
-}
+{
+ "genericName": "Hoplite Tradition",
+ "description": "Hoplite soldiers constituted most of the armies of Greece.",
+ "cost": {
+ "food": 400,
+ "metal": 300
+ },
+ "requirements": {
+ "all": [
+ { "tech": "phase_town" },
+ {
+ "any": [
+ { "civ": "athen" },
+ { "civ": "spart" }
+ ]
+ }
+ ]
+ },
+ "requirementsTooltip": "Unlocked in Town Phase.",
+ "icon": "armor_corinthian.png",
+ "researchTime": 60,
+ "tooltip": "Hoplites −25% training time and −50% promotion experience.",
+ "modifications": [
+ { "value": "Cost/BuildTime", "multiply": 0.75 },
+ { "value": "Promotion/RequiredXp", "multiply": 0.5 }
+ ],
+ "affects": ["Infantry Spearman !Hero"],
+ "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
+}
Index: binaries/data/mods/public/simulation/data/technologies/stable_batch_training.json
===================================================================
--- binaries/data/mods/public/simulation/data/technologies/stable_batch_training.json
+++ binaries/data/mods/public/simulation/data/technologies/stable_batch_training.json
@@ -10,7 +10,7 @@
"researchTime": 40,
"tooltip": "Stables −10% batch training time.",
"modifications": [
- { "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 }
+ { "value": "Trainer/BatchTimeModifier", "add": -0.1 }
],
"affects": ["Stable"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
Index: binaries/data/mods/public/simulation/helpers/Cheat.js
===================================================================
--- binaries/data/mods/public/simulation/helpers/Cheat.js
+++ binaries/data/mods/public/simulation/helpers/Cheat.js
@@ -58,8 +58,9 @@
cmpPlayer.SetState("defeated", markForTranslation("%(player)s has been defeated (cheat)."));
return;
case "createunits":
- var cmpProductionQueue = input.selected.length && Engine.QueryInterface(input.selected[0], IID_ProductionQueue);
- if (!cmpProductionQueue)
+ {
+ const cmpTrainer = input.selected.length && Engine.QueryInterface(input.selected[0], IID_Trainer);
+ if (!cmpTrainer)
{
cmpGuiInterface.PushNotification({
"type": "text",
@@ -71,19 +72,18 @@
}
let owner = input.player;
- let cmpOwnership = Engine.QueryInterface(input.selected[0], IID_Ownership);
+ const cmpOwnership = Engine.QueryInterface(input.selected[0], IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
for (let i = 0; i < Math.min(input.parameter, cmpPlayer.GetMaxPopulation() - cmpPlayer.GetPopulationCount()); ++i)
- cmpProductionQueue.SpawnUnits({
- "player": owner,
- "metadata": null,
- "entity": {
- "template": input.templates[i % input.templates.length],
- "count": 1
- }
- });
+ {
+ const batch = new cmpTrainer.Item(input.templates[i % input.templates.length], 1, input.selected[0], null);
+ batch.player = owner;
+ batch.Finish();
+ // ToDo: If not able to spawn, cancel the batch.
+ }
return;
+ }
case "fastactions":
{
let cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager);
@@ -95,7 +95,7 @@
"ResourceGatherer/BaseSpeed": [{ "affects": [["Structure"], ["Unit"]], "multiply": 1000 }],
"Pack/Time": [{ "affects": [["Structure"], ["Unit"]], "multiply": 0.01 }],
"Upgrade/Time": [{ "affects": [["Structure"], ["Unit"]], "multiply": 0.01 }],
- "ProductionQueue/TechCostMultiplier/time": [{ "affects": [["Structure"], ["Unit"]], "multiply": 0.01 }]
+ "Researcher/TechCostMultiplier/time": [{ "affects": [["Structure"], ["Unit"]], "multiply": 0.01 }]
}, playerEnt);
return;
}
@@ -121,6 +121,7 @@
Cheat({ "player": input.player, "action": "researchTechnology", "parameter": parameter, "selected": input.selected });
return;
case "researchTechnology":
+ {
if (!input.parameter.length)
return;
@@ -132,8 +133,8 @@
// check, if building is selected
if (input.selected[0])
{
- var cmpProductionQueue = Engine.QueryInterface(input.selected[0], IID_ProductionQueue);
- if (cmpProductionQueue)
+ const cmpResearcher = Engine.QueryInterface(input.selected[0], IID_Researcher);
+ if (cmpResearcher)
{
// try to spilt the input
var tmp = input.parameter.split(/\s+/);
@@ -144,7 +145,7 @@
if (number || number === 0)
{
// get name of tech
- var techs = cmpProductionQueue.GetTechnologiesList();
+ const techs = cmpResearcher.GetTechnologiesList();
if (number > 0 && number <= techs.length)
{
var tech = techs[number-1];
@@ -167,6 +168,7 @@
!cmpTechnologyManager.IsTechnologyResearched(techname))
cmpTechnologyManager.ResearchTechnology(techname);
return;
+ }
case "metaCheat":
for (let resource of Resources.GetCodes())
Cheat({ "player": input.player, "action": "addresource", "text": resource, "parameter": input.parameter });
Index: binaries/data/mods/public/simulation/helpers/Commands.js
===================================================================
--- binaries/data/mods/public/simulation/helpers/Commands.js
+++ binaries/data/mods/public/simulation/helpers/Commands.js
@@ -353,26 +353,19 @@
continue;
}
- var queue = Engine.QueryInterface(ent, IID_ProductionQueue);
+ const cmpTrainer = Engine.QueryInterface(ent, IID_Trainer);
+ if (!cmpTrainer)
+ continue;
+
+ let templateName = cmd.template;
// Check if the building can train the unit
// TODO: the AI API does not take promotion technologies into account for the list
// of trainable units (taken directly from the unit template). Here is a temporary fix.
- if (queue && data.cmpPlayer.IsAI())
- {
- var list = queue.GetEntitiesList();
- if (list.indexOf(cmd.template) === -1 && cmd.promoted)
- {
- for (var promoted of cmd.promoted)
- {
- if (list.indexOf(promoted) === -1)
- continue;
- cmd.template = promoted;
- break;
- }
- }
- }
- if (queue && queue.GetEntitiesList().indexOf(cmd.template) != -1)
- queue.AddItem(cmd.template, "unit", +cmd.count, cmd.metadata, cmd.pushFront);
+ if (data.cmpPlayer.IsAI())
+ templateName = cmpTrainer.GetUpgradedTemplate(cmd.template);
+
+ if (cmpTrainer.CanTrain(templateName))
+ Engine.QueryInterface(ent, IID_ProductionQueue)?.AddItem(templateName, "unit", +cmd.count, cmd.metadata, cmd.pushFront);
}
},
Index: binaries/data/mods/public/simulation/templates/campaigns/campaign_city_minor_test.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/campaigns/campaign_city_minor_test.xml
+++ binaries/data/mods/public/simulation/templates/campaigns/campaign_city_minor_test.xml
@@ -26,18 +26,18 @@
-
-
- -units/{civ}/support_female_citizen
- campaigns/army_mace_hero_alexander
- campaigns/army_mace_standard
-
-
true
150
35000
+
+
+ -units/{civ}/support_female_citizen
+ campaigns/army_mace_hero_alexander
+ campaigns/army_mace_standard
+
+
campaigns/structures/hellenes/settlement_curtainwall.xml
Index: binaries/data/mods/public/simulation/templates/campaigns/campaign_city_test.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/campaigns/campaign_city_test.xml
+++ binaries/data/mods/public/simulation/templates/campaigns/campaign_city_test.xml
@@ -26,19 +26,19 @@
-
+
+ true
+ 300
+ 35000
+
+
-units/{civ}/support_female_citizen
campaigns/army_mace_hero_alexander
campaigns/army_mace_standard
units/{civ}/support_trader
-
-
- true
- 300
- 35000
-
+
campaigns/structures/hellenes/settlement_curtainwall.xml
Index: binaries/data/mods/public/simulation/templates/campaigns/campaign_religious_test.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/campaigns/campaign_religious_test.xml
+++ binaries/data/mods/public/simulation/templates/campaigns/campaign_religious_test.xml
@@ -16,11 +16,13 @@
+
true
100
65535
+
structures/hellenes/temple.xml
Index: binaries/data/mods/public/simulation/templates/mixins/shrine.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/mixins/shrine.xml
+++ binaries/data/mods/public/simulation/templates/mixins/shrine.xml
@@ -1,43 +1,45 @@
-
-
-
- own neutral ally
-
-
-
- 8.0
-
-
-
-
- Shrine
-
- true
-
-
-
-
-
-
- -units/{civ}/support_healer_b
- units/{native}/support_healer_e
-
-
- -heal_range
- -heal_range_2
- -heal_rate
- -heal_rate_2
- -garrison_heal
- -health_regen_units
-
-
-
- 15.0
-
-
-
-
-
- structures/fndn_4x4.xml
-
-
+
+
+
+ own neutral ally
+
+
+
+ 8.0
+
+
+
+
+ Shrine
+
+ true
+
+
+
+
+
+
+ -heal_range
+ -heal_range_2
+ -heal_rate
+ -heal_rate_2
+ -garrison_heal
+ -health_regen_units
+
+
+
+
+ 15.0
+
+
+
+
+
+ -units/{civ}/support_healer_b
+ units/{native}/support_healer_e
+
+
+
+ structures/fndn_4x4.xml
+
+
Index: binaries/data/mods/public/simulation/templates/mixins/trading_post.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/mixins/trading_post.xml
+++ binaries/data/mods/public/simulation/templates/mixins/trading_post.xml
@@ -1,25 +1,25 @@
-
-
-
- 500
-
-
-
- Trading Post
- true
-
-
-
- -trader_health
- -trade_gain_01
- -trade_gain_02
- -trade_commercial_treaty
-
-
-
-
-
-
- structures/fndn_5x5.xml
-
-
+
+
+
+ 500
+
+
+
+ Trading Post
+ true
+
+
+
+ -trader_health
+ -trade_gain_01
+ -trade_gain_02
+ -trade_commercial_treaty
+
+
+
+
+
+
+ structures/fndn_5x5.xml
+
+
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_arsenal.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_arsenal.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_arsenal.xml
@@ -4,9 +4,11 @@
skirm
+
structures/{civ}/arsenal
+
structures/hellenes/workshop.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_barracks.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_barracks.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_barracks.xml
@@ -4,9 +4,11 @@
skirm
+
structures/{civ}/barracks
+
structures/athenians/barracks.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_civil_centre.xml
@@ -4,9 +4,11 @@
skirm
+
structures/{civ}/civil_centre
+
structures/athenians/civil_centre.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_corral.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_corral.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_corral.xml
@@ -10,9 +10,11 @@
+
structures/{civ}/corral
+
structures/hellenes/corral.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_dock.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_dock.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_dock.xml
@@ -4,9 +4,11 @@
skirm
+
structures/{civ}/dock
+
structures/athenians/dock.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_fortress.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_fortress.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_fortress.xml
@@ -4,9 +4,11 @@
skirm
+
structures/{civ}/fortress
+
structures/athenians/fortress.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_10.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_10.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_10.xml
@@ -5,7 +5,9 @@
Changes in a 10-pop house for civilisations with those houses, is deleted for other civs
+
+
structures/hellenes/house.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_5.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_5.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_5.xml
@@ -11,7 +11,9 @@
+
+
structures/ptolemies/house.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_market.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_market.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_market.xml
@@ -4,9 +4,11 @@
skirm
+
structures/{civ}/market
+
structures/hellenes/market.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_range.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_range.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_range.xml
@@ -10,9 +10,11 @@
+
structures/{civ}/range
+
structures/hellenes/range.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_stable.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_stable.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_stable.xml
@@ -10,9 +10,11 @@
+
structures/{civ}/stable
+
structures/hellenes/stable.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_temple.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_temple.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_temple.xml
@@ -4,9 +4,11 @@
skirm
+
structures/{civ}/temple
+
structures/athenians/temple.xml
Index: binaries/data/mods/public/simulation/templates/skirmish/structures/default_wonder.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/skirmish/structures/default_wonder.xml
+++ binaries/data/mods/public/simulation/templates/skirmish/structures/default_wonder.xml
@@ -10,9 +10,11 @@
+
structures/{civ}/wonder
+
structures/hellenes/temple_epic.xml
Index: binaries/data/mods/public/simulation/templates/structures/athen/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/athen/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/athen/civil_centre.xml
@@ -7,13 +7,13 @@
athen
Agora
-
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_slinger_b
units/{civ}/cavalry_javelineer_b
-
+
structures/athenians/civil_centre.xml
Index: binaries/data/mods/public/simulation/templates/structures/athen/dock.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/athen/dock.xml
+++ binaries/data/mods/public/simulation/templates/structures/athen/dock.xml
@@ -14,13 +14,13 @@
-
+
0.7
units/{civ}/infantry_marine_archer_b
units/{civ}/champion_marine
-
+
structures/athenians/dock.xml
structures/fndn_6x4_dock.xml
Index: binaries/data/mods/public/simulation/templates/structures/athen/gymnasium.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/athen/gymnasium.xml
+++ binaries/data/mods/public/simulation/templates/structures/athen/gymnasium.xml
@@ -33,19 +33,19 @@
-
- 0.7
-
- units/{civ}/champion_infantry
- units/{civ}/champion_ranged
-
-
interface/complete/building/complete_gymnasium.xml
+
+ 0.7
+
+ units/{civ}/champion_infantry
+ units/{civ}/champion_ranged
+
+
40
Index: binaries/data/mods/public/simulation/templates/structures/athen/prytaneion.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/athen/prytaneion.xml
+++ binaries/data/mods/public/simulation/templates/structures/athen/prytaneion.xml
@@ -33,18 +33,12 @@
-
- 0.7
-
- units/{civ}/hero_themistocles
- units/{civ}/hero_pericles
- units/{civ}/hero_iphicrates
-
+
long_walls
iphicratean_reforms
-
+
@@ -56,6 +50,14 @@
38
40000
+
+ 0.7
+
+ units/{civ}/hero_themistocles
+ units/{civ}/hero_pericles
+ units/{civ}/hero_iphicrates
+
+
40
Index: binaries/data/mods/public/simulation/templates/structures/bench.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/bench.xml
+++ binaries/data/mods/public/simulation/templates/structures/bench.xml
@@ -19,9 +19,11 @@
+
6.0
+
props/special/eyecandy/bench_1.xml
Index: binaries/data/mods/public/simulation/templates/structures/brit/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/brit/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/brit/civil_centre.xml
@@ -14,13 +14,13 @@
-
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_slinger_b
units/{civ}/cavalry_javelineer_b
-
+
structures/britons/civic_centre.xml
structures/fndn_7x8.xml
Index: binaries/data/mods/public/simulation/templates/structures/brit/crannog.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/brit/crannog.xml
+++ binaries/data/mods/public/simulation/templates/structures/brit/crannog.xml
@@ -25,7 +25,16 @@
true
0.0
-
+
+ ship
+
+
+
+ -phase_town_{civ}
+ -hellenistic_metropolis
+
+
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_slinger_b
@@ -35,14 +44,7 @@
units/{civ}/ship_bireme
units/{civ}/ship_trireme
-
- -phase_town_{civ}
- -hellenistic_metropolis
-
-
-
- ship
-
+
structures/britons/crannog.xml
structures/fndn_8x8.xml
Index: binaries/data/mods/public/simulation/templates/structures/brit/fortress.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/brit/fortress.xml
+++ binaries/data/mods/public/simulation/templates/structures/brit/fortress.xml
@@ -15,19 +15,19 @@
-
-
- units/{civ}/hero_boudicca
- units/{civ}/hero_caratacos
- units/{civ}/hero_cunobelin
-
-
interface/complete/building/complete_broch.xml
+
+
+ units/{civ}/hero_boudicca
+ units/{civ}/hero_caratacos
+ units/{civ}/hero_cunobelin
+
+
structures/britons/fortress.xml
structures/fndn_9x9.xml
Index: binaries/data/mods/public/simulation/templates/structures/cart/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/civil_centre.xml
@@ -7,16 +7,18 @@
cart
Merkāz
-
+
+
+ colonization
+
+
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_archer_b
units/{civ}/cavalry_javelineer_b
-
- colonization
-
-
+
structures/carthaginians/civil_centre.xml
Index: binaries/data/mods/public/simulation/templates/structures/cart/corral.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/corral.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/corral.xml
@@ -10,12 +10,12 @@
-
+
-gaia/fauna_cattle_cow_trainable
gaia/fauna_cattle_sanga_trainable
-
+
structures/carthaginians/corral.xml
Index: binaries/data/mods/public/simulation/templates/structures/cart/embassy.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/embassy.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/embassy.xml
@@ -26,7 +26,7 @@
-
+
units/{native}/infantry_swordsman_gaul_b
units/{native}/cavalry_swordsman_gaul_b
@@ -36,7 +36,7 @@
units/{native}/infantry_swordsman_ital_b
units/{native}/cavalry_spearman_ital_b
-
+
structures/carthaginians/embassy.xml
structures/fndn_8x8.xml
Index: binaries/data/mods/public/simulation/templates/structures/cart/embassy_celtic.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/embassy_celtic.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/embassy_celtic.xml
@@ -25,12 +25,12 @@
-
+
units/{native}/infantry_swordsman_gaul_b
units/{native}/cavalry_swordsman_gaul_b
-
+
structures/carthaginians/embassy_celtic.xml
Index: binaries/data/mods/public/simulation/templates/structures/cart/embassy_iberian.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/embassy_iberian.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/embassy_iberian.xml
@@ -18,13 +18,13 @@
-
+
units/{native}/infantry_javelineer_iber_b
units/{native}/infantry_slinger_iber_b
units/{native}/cavalry_swordsman_iber_b
-
+
structures/carthaginians/embassy_iberian.xml
Index: binaries/data/mods/public/simulation/templates/structures/cart/embassy_italic.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/embassy_italic.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/embassy_italic.xml
@@ -25,12 +25,12 @@
-
+
units/{native}/infantry_swordsman_ital_b
units/{native}/cavalry_spearman_ital_b
-
+
structures/carthaginians/embassy_italic.xml
Index: binaries/data/mods/public/simulation/templates/structures/cart/fortress.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/fortress.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/fortress.xml
@@ -12,13 +12,13 @@
-
+
units/{civ}/hero_hamilcar
units/{civ}/hero_hannibal
units/{civ}/hero_maharbal
-
+
structures/carthaginians/fndn_fortress.xml
structures/carthaginians/fortress.xml
Index: binaries/data/mods/public/simulation/templates/structures/cart/super_dock.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/super_dock.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/super_dock.xml
@@ -54,14 +54,6 @@
true
0.0
-
- 0.7
-
- units/{civ}/ship_bireme
- units/{civ}/ship_trireme
- units/{civ}/ship_quinquereme
-
-
ship
@@ -84,6 +76,14 @@
200
25000
+
+ 0.7
+
+ units/{civ}/ship_bireme
+ units/{civ}/ship_trireme
+ units/{civ}/ship_quinquereme
+
+
100
Index: binaries/data/mods/public/simulation/templates/structures/cart/temple.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/temple.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/temple.xml
@@ -12,11 +12,11 @@
-
+
units/{civ}/champion_infantry
-
+
structures/carthaginians/temple_big.xml
Index: binaries/data/mods/public/simulation/templates/structures/celt_hut.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/celt_hut.xml
+++ binaries/data/mods/public/simulation/templates/structures/celt_hut.xml
@@ -26,9 +26,11 @@
2
+
7.0
+
structures/celts/hut.xml
Index: binaries/data/mods/public/simulation/templates/structures/celt_longhouse.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/celt_longhouse.xml
+++ binaries/data/mods/public/simulation/templates/structures/celt_longhouse.xml
@@ -26,6 +26,8 @@
10
+
+
structures/celts/longhouse.xml
Index: binaries/data/mods/public/simulation/templates/structures/column_doric.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/column_doric.xml
+++ binaries/data/mods/public/simulation/templates/structures/column_doric.xml
@@ -19,9 +19,11 @@
+
8.0
+
props/special/eyecandy/column_doric.xml
Index: binaries/data/mods/public/simulation/templates/structures/column_doric_fallen.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/column_doric_fallen.xml
+++ binaries/data/mods/public/simulation/templates/structures/column_doric_fallen.xml
@@ -19,9 +19,11 @@
+
6.0
+
props/special/eyecandy/column_doric_fallen.xml
Index: binaries/data/mods/public/simulation/templates/structures/column_doric_fallen_b.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/column_doric_fallen_b.xml
+++ binaries/data/mods/public/simulation/templates/structures/column_doric_fallen_b.xml
@@ -19,9 +19,11 @@
+
6.0
+
props/special/eyecandy/column_doric_fallen_b.xml
Index: binaries/data/mods/public/simulation/templates/structures/fence_long.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/fence_long.xml
+++ binaries/data/mods/public/simulation/templates/structures/fence_long.xml
@@ -23,10 +23,12 @@
+
6.0
+
temp/fence_wood_long_a.xml
Index: binaries/data/mods/public/simulation/templates/structures/fence_short.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/fence_short.xml
+++ binaries/data/mods/public/simulation/templates/structures/fence_short.xml
@@ -20,10 +20,12 @@
+
6.0
+
true
Index: binaries/data/mods/public/simulation/templates/structures/fence_stone.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/fence_stone.xml
+++ binaries/data/mods/public/simulation/templates/structures/fence_stone.xml
@@ -20,10 +20,12 @@
+
6.0
+
props/special/eyecandy/fence_stone_medit.xml
Index: binaries/data/mods/public/simulation/templates/structures/gaul/assembly.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/gaul/assembly.xml
+++ binaries/data/mods/public/simulation/templates/structures/gaul/assembly.xml
@@ -38,15 +38,6 @@
-
- 0.7
-
- units/{civ}/champion_infantry_trumpeter
- units/{civ}/hero_brennus
- units/{civ}/hero_viridomarus
- units/{civ}/hero_vercingetorix
-
-
@@ -67,6 +58,15 @@
40
40000
+
+ 0.7
+
+ units/{civ}/champion_infantry_trumpeter
+ units/{civ}/hero_brennus
+ units/{civ}/hero_viridomarus
+ units/{civ}/hero_vercingetorix
+
+
40
Index: binaries/data/mods/public/simulation/templates/structures/gaul/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/gaul/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/gaul/civil_centre.xml
@@ -14,13 +14,13 @@
-
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_javelineer_b
units/{civ}/cavalry_javelineer_b
-
+
structures/gauls/civic_centre.xml
Index: binaries/data/mods/public/simulation/templates/structures/gaul/temple.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/gaul/temple.xml
+++ binaries/data/mods/public/simulation/templates/structures/gaul/temple.xml
@@ -24,11 +24,11 @@
-
+
units/{civ}/champion_fanatic
-
+
structures/celts/temple.xml
structures/fndn_7x7.xml
Index: binaries/data/mods/public/simulation/templates/structures/hellenic_epic_temple.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/hellenic_epic_temple.xml
+++ binaries/data/mods/public/simulation/templates/structures/hellenic_epic_temple.xml
@@ -32,10 +32,12 @@
+
60
65535
+
80
Index: binaries/data/mods/public/simulation/templates/structures/hellenic_propylaea.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/hellenic_propylaea.xml
+++ binaries/data/mods/public/simulation/templates/structures/hellenic_propylaea.xml
@@ -29,11 +29,13 @@
+
false
40
65535
+
20
Index: binaries/data/mods/public/simulation/templates/structures/hellenic_stoa.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/hellenic_stoa.xml
+++ binaries/data/mods/public/simulation/templates/structures/hellenic_stoa.xml
@@ -33,11 +33,13 @@
+
false
36
65535
+
40
Index: binaries/data/mods/public/simulation/templates/structures/iber/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/iber/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/iber/civil_centre.xml
@@ -7,13 +7,13 @@
iber
Oppidum
-
+
units/{civ}/infantry_swordsman_b
units/{civ}/infantry_javelineer_b
units/{civ}/cavalry_javelineer_b
-
+
structures/iberians/civic_center.xml
Index: binaries/data/mods/public/simulation/templates/structures/iber/fortress.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/iber/fortress.xml
+++ binaries/data/mods/public/simulation/templates/structures/iber/fortress.xml
@@ -8,13 +8,13 @@
-
+
units/{civ}/hero_caros
units/{civ}/hero_indibil
units/{civ}/hero_viriato
-
+
structures/iberians/fortress.xml
Index: binaries/data/mods/public/simulation/templates/structures/iber/monument.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/iber/monument.xml
+++ binaries/data/mods/public/simulation/templates/structures/iber/monument.xml
@@ -44,6 +44,7 @@
+
@@ -60,6 +61,7 @@
+
structures/iberians/sb_1.xml
structures/fndn_2x2.xml
Index: binaries/data/mods/public/simulation/templates/structures/ishtar_gate.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/ishtar_gate.xml
+++ binaries/data/mods/public/simulation/templates/structures/ishtar_gate.xml
@@ -39,6 +39,7 @@
+
@@ -50,6 +51,7 @@
38
40000
+
40
Index: binaries/data/mods/public/simulation/templates/structures/kush/camp_blemmye.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/camp_blemmye.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/camp_blemmye.xml
@@ -31,15 +31,15 @@
-
-
- units/{native}/cavalry_javelineer_merc_b
-
-
1
+
+
+ units/{native}/cavalry_javelineer_merc_b
+
+
structures/mercenaries/camp_blemmye.xml
structures/fndn_8x7.xml
Index: binaries/data/mods/public/simulation/templates/structures/kush/camp_noba.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/camp_noba.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/camp_noba.xml
@@ -31,16 +31,16 @@
-
-
- units/{native}/infantry_maceman_merc_b
- units/{native}/infantry_javelineer_merc_b
-
-
1
+
+
+ units/{native}/infantry_maceman_merc_b
+ units/{native}/infantry_javelineer_merc_b
+
+
structures/mercenaries/camp_nuba.xml
structures/fndn_8x8.xml
Index: binaries/data/mods/public/simulation/templates/structures/kush/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/civil_centre.xml
@@ -11,16 +11,18 @@
-
+
+
+ architecture_kush
+
+
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_archer_b
units/{civ}/cavalry_javelineer_b
-
- architecture_kush
-
-
+
structures/kushites/civic_centre_kush.xml
Index: binaries/data/mods/public/simulation/templates/structures/kush/corral.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/corral.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/corral.xml
@@ -11,12 +11,12 @@
-
+
-gaia/fauna_cattle_cow_trainable
gaia/fauna_cattle_sanga_trainable
-
+
structures/kushites/corral.xml
structures/fndn_4x4.xml
Index: binaries/data/mods/public/simulation/templates/structures/kush/fortress.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/fortress.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/fortress.xml
@@ -12,13 +12,13 @@
-
+
units/{civ}/hero_nastasen
units/{civ}/hero_amanirenas
units/{civ}/hero_arakamani
-
+
structures/kushites/fortress.xml
Index: binaries/data/mods/public/simulation/templates/structures/kush/pyramid_large.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/pyramid_large.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/pyramid_large.xml
@@ -38,6 +38,7 @@
+
@@ -52,6 +53,7 @@
40
40000
+
40
Index: binaries/data/mods/public/simulation/templates/structures/kush/pyramid_small.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/pyramid_small.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/pyramid_small.xml
@@ -38,6 +38,7 @@
+
@@ -49,6 +50,7 @@
30
30000
+
30
Index: binaries/data/mods/public/simulation/templates/structures/kush/shrine.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/shrine.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/shrine.xml
@@ -16,6 +16,8 @@
+
+
structures/kushites/shrine.xml
structures/fndn_6x6.xml
Index: binaries/data/mods/public/simulation/templates/structures/kush/temple.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/temple.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/temple.xml
@@ -13,11 +13,11 @@
-
+
units/{civ}/champion_infantry_apedemak
-
+
structures/kushites/temple.xml
structures/fndn_6x9.xml
Index: binaries/data/mods/public/simulation/templates/structures/kush/temple_amun.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/temple_amun.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/temple_amun.xml
@@ -38,16 +38,16 @@
-
+
+ 2
+
+
-units/{civ}/support_healer_b
units/{civ}/support_healer_e
units/{civ}/champion_infantry_amun
-
-
- 2
-
+
structures/kushites/temple_amun.xml
structures/fndn_9x9.xml
Index: binaries/data/mods/public/simulation/templates/structures/mace/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/mace/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/mace/civil_centre.xml
@@ -7,13 +7,13 @@
mace
Agora
-
+
units/{civ}/infantry_pikeman_b
units/{civ}/infantry_javelineer_b
units/{civ}/cavalry_spearman_b
-
+
structures/macedonians/civic_centre.xml
Index: binaries/data/mods/public/simulation/templates/structures/mace/fortress.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/mace/fortress.xml
+++ binaries/data/mods/public/simulation/templates/structures/mace/fortress.xml
@@ -12,16 +12,18 @@
-
+
+
+ silvershields
+
+
+
units/{civ}/hero_philip_ii
units/{civ}/hero_alexander_iii
units/{civ}/hero_demetrius_i
-
- silvershields
-
-
+
structures/macedonians/fortress.xml
Index: binaries/data/mods/public/simulation/templates/structures/maur/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/maur/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/maur/civil_centre.xml
@@ -14,14 +14,14 @@
-
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_archer_b
units/{civ}/cavalry_javelineer_b
units/{civ}/support_elephant
-
+
structures/mauryas/civil_centre.xml
Index: binaries/data/mods/public/simulation/templates/structures/maur/corral.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/maur/corral.xml
+++ binaries/data/mods/public/simulation/templates/structures/maur/corral.xml
@@ -10,12 +10,12 @@
-
+
-gaia/fauna_cattle_cow_trainable
gaia/fauna_cattle_zebu_trainable
-
+
structures/mauryas/corral.xml
Index: binaries/data/mods/public/simulation/templates/structures/maur/palace.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/maur/palace.xml
+++ binaries/data/mods/public/simulation/templates/structures/maur/palace.xml
@@ -30,16 +30,6 @@
-
- 0.7
-
- units/{civ}/champion_maiden
- units/{civ}/champion_maiden_archer
- units/{civ}/hero_chanakya
- units/{civ}/hero_chandragupta
- units/{civ}/hero_ashoka
-
-
@@ -51,6 +41,16 @@
48
40000
+
+ 0.7
+
+ units/{civ}/champion_maiden
+ units/{civ}/champion_maiden_archer
+ units/{civ}/hero_chanakya
+ units/{civ}/hero_chandragupta
+ units/{civ}/hero_ashoka
+
+
40
Index: binaries/data/mods/public/simulation/templates/structures/maur/pillar_ashoka.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/maur/pillar_ashoka.xml
+++ binaries/data/mods/public/simulation/templates/structures/maur/pillar_ashoka.xml
@@ -44,6 +44,7 @@
+
@@ -51,6 +52,7 @@
+
props/structures/mauryas/ashoka_pillar.xml
structures/fndn_2x2.xml
Index: binaries/data/mods/public/simulation/templates/structures/merc_camp_egyptian.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/merc_camp_egyptian.xml
+++ binaries/data/mods/public/simulation/templates/structures/merc_camp_egyptian.xml
@@ -40,14 +40,6 @@
-
-
- units/{civ}/infantry_spearman_merc_b
- units/{civ}/infantry_swordsman_merc_b
- units/{civ}/cavalry_spearman_merc_b
- units/{civ}/cavalry_javelineer_merc_b
-
-
@@ -58,6 +50,14 @@
1
+
+
+ units/{civ}/infantry_spearman_merc_b
+ units/{civ}/infantry_swordsman_merc_b
+ units/{civ}/cavalry_spearman_merc_b
+ units/{civ}/cavalry_javelineer_merc_b
+
+
structures/mercenaries/camp_egyptian.xml
structures/fndn_7x7.xml
Index: binaries/data/mods/public/simulation/templates/structures/obelisk.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/obelisk.xml
+++ binaries/data/mods/public/simulation/templates/structures/obelisk.xml
@@ -20,7 +20,9 @@
+
+
props/special/eyecandy/obelisk.xml
Index: binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml
+++ binaries/data/mods/public/simulation/templates/structures/palisades_fort.xml
@@ -13,6 +13,8 @@
+
+
props/special/palisade_rocks_fort.xml
Index: binaries/data/mods/public/simulation/templates/structures/pers/apadana.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/pers/apadana.xml
+++ binaries/data/mods/public/simulation/templates/structures/pers/apadana.xml
@@ -37,18 +37,11 @@
-
- 0.8
-
- units/{civ}/champion_infantry
- units/{civ}/hero_cyrus_ii
- units/{civ}/hero_darius_i
- units/{civ}/hero_xerxes_i
-
+
immortals
-
+
1.0
@@ -69,6 +62,15 @@
48
40000
+
+ 0.8
+
+ units/{civ}/champion_infantry
+ units/{civ}/hero_cyrus_ii
+ units/{civ}/hero_darius_i
+ units/{civ}/hero_xerxes_i
+
+
40
Index: binaries/data/mods/public/simulation/templates/structures/pers/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/pers/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/pers/civil_centre.xml
@@ -8,16 +8,18 @@
Provincial Governor
Xšaçapāvan
-
+
+
+ architecture_pers
+
+
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_archer_b
units/{civ}/cavalry_javelineer_b
-
- architecture_pers
-
-
+
structures/persians/civil_centre.xml
Index: binaries/data/mods/public/simulation/templates/structures/pers/tacara.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/pers/tacara.xml
+++ binaries/data/mods/public/simulation/templates/structures/pers/tacara.xml
@@ -34,6 +34,7 @@
+
@@ -45,6 +46,7 @@
48
40000
+
40
Index: binaries/data/mods/public/simulation/templates/structures/ptol/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/ptol/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/ptol/civil_centre.xml
@@ -11,7 +11,7 @@
-
+
units/{civ}/infantry_pikeman_b
units/{civ}/infantry_slinger_b
@@ -20,7 +20,7 @@
units/{civ}/hero_ptolemy_iv
units/{civ}/hero_cleopatra_vii
-
+
structures/ptolemies/civic_centre.xml
Index: binaries/data/mods/public/simulation/templates/structures/ptol/corral.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/ptol/corral.xml
+++ binaries/data/mods/public/simulation/templates/structures/ptol/corral.xml
@@ -10,12 +10,12 @@
-
+
-gaia/fauna_cattle_cow_trainable
gaia/fauna_cattle_sanga_trainable
-
+
structures/ptolemies/corral.xml
structures/fndn_4x6.xml
Index: binaries/data/mods/public/simulation/templates/structures/ptol/dock.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/ptol/dock.xml
+++ binaries/data/mods/public/simulation/templates/structures/ptol/dock.xml
@@ -11,11 +11,11 @@
-
+
units/{civ}/champion_juggernaut
-
+
structures/ptolemies/dock.xml
structures/fndn_6x4_dock.xml
Index: binaries/data/mods/public/simulation/templates/structures/ptol/lighthouse.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/ptol/lighthouse.xml
+++ binaries/data/mods/public/simulation/templates/structures/ptol/lighthouse.xml
@@ -41,6 +41,7 @@
0.0
+
@@ -48,6 +49,7 @@
+
200
Index: binaries/data/mods/public/simulation/templates/structures/ptol/mercenary_camp.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/ptol/mercenary_camp.xml
+++ binaries/data/mods/public/simulation/templates/structures/ptol/mercenary_camp.xml
@@ -39,14 +39,6 @@
-
-
- units/{civ}/infantry_spearman_merc_b
- units/{civ}/infantry_swordsman_merc_b
- units/{civ}/cavalry_spearman_merc_b
- units/{civ}/cavalry_javelineer_merc_b
-
-
@@ -57,6 +49,14 @@
1
+
+
+ units/{civ}/infantry_spearman_merc_b
+ units/{civ}/infantry_swordsman_merc_b
+ units/{civ}/cavalry_spearman_merc_b
+ units/{civ}/cavalry_javelineer_merc_b
+
+
structures/ptolemies/settlement.xml
structures/fndn_7x7.xml
Index: binaries/data/mods/public/simulation/templates/structures/ptol/military_colony.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/ptol/military_colony.xml
+++ binaries/data/mods/public/simulation/templates/structures/ptol/military_colony.xml
@@ -12,7 +12,7 @@
-
+
units/{civ}/support_female_citizen
units/{civ}/infantry_spearman_merc_b
@@ -20,7 +20,7 @@
units/{civ}/cavalry_spearman_merc_b
units/{civ}/cavalry_javelineer_merc_b
-
+
structures/ptolemies/military_colony.xml
structures/fndn_9x9.xml
Index: binaries/data/mods/public/simulation/templates/structures/rome/arch.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/rome/arch.xml
+++ binaries/data/mods/public/simulation/templates/structures/rome/arch.xml
@@ -33,6 +33,7 @@
+
@@ -40,6 +41,7 @@
+
structures/romans/triumphal_arch.xml
structures/fndn_5x3.xml
Index: binaries/data/mods/public/simulation/templates/structures/rome/army_camp.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/rome/army_camp.xml
+++ binaries/data/mods/public/simulation/templates/structures/rome/army_camp.xml
@@ -24,12 +24,6 @@
-
- 3
- 15
- 1
- Soldier
-
neutral enemy
ArmyCamp
@@ -38,6 +32,12 @@
80
+
+ 3
+ 15
+ 1
+ Soldier
+
3
10.0
@@ -83,16 +83,6 @@
-
- 0.7
-
- units/{civ}/infantry_axeman_a
- units/{civ}/infantry_swordsman_a
- units/{civ}/infantry_spearman_a
- units/{civ}/infantry_pikeman_a
- units/{civ}/siege_ram
-
-
@@ -113,6 +103,16 @@
2
+
+ 0.7
+
+ units/{civ}/infantry_axeman_a
+ units/{civ}/infantry_swordsman_a
+ units/{civ}/infantry_spearman_a
+ units/{civ}/infantry_pikeman_a
+ units/{civ}/siege_ram
+
+
90
Index: binaries/data/mods/public/simulation/templates/structures/rome/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/rome/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/rome/civil_centre.xml
@@ -14,13 +14,13 @@
-
+
units/{civ}/infantry_swordsman_b
units/{civ}/infantry_javelineer_b
units/{civ}/cavalry_spearman_b
-
+
structures/romans/civic_centre.xml
structures/fndn_9x9.xml
Index: binaries/data/mods/public/simulation/templates/structures/rome/fortress.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/rome/fortress.xml
+++ binaries/data/mods/public/simulation/templates/structures/rome/fortress.xml
@@ -5,13 +5,13 @@
Castellum
Train Heroes. Garrison Soldiers for additional arrows.
-
+
units/{civ}/hero_marcellus
units/{civ}/hero_maximus
units/{civ}/hero_scipio
-
+
structures/romans/fortress.xml
Index: binaries/data/mods/public/simulation/templates/structures/rome/tent.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/rome/tent.xml
+++ binaries/data/mods/public/simulation/templates/structures/rome/tent.xml
@@ -33,6 +33,7 @@
+
@@ -43,6 +44,7 @@
1
+
props/structures/romans/rome_tent.xml
Index: binaries/data/mods/public/simulation/templates/structures/sele/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/sele/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/sele/civil_centre.xml
@@ -4,7 +4,7 @@
sele
Agora
-
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_javelineer_b
@@ -13,7 +13,7 @@
units/{civ}/hero_antiochus_iii
units/{civ}/hero_antiochus_iv
-
+
structures/seleucids/civic_center.xml
Index: binaries/data/mods/public/simulation/templates/structures/sele/fortress.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/sele/fortress.xml
+++ binaries/data/mods/public/simulation/templates/structures/sele/fortress.xml
@@ -11,11 +11,11 @@
-
+
parade_of_daphne
-
+
structures/seleucids/fortress.xml
Index: binaries/data/mods/public/simulation/templates/structures/sele/military_colony.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/sele/military_colony.xml
+++ binaries/data/mods/public/simulation/templates/structures/sele/military_colony.xml
@@ -12,13 +12,13 @@
-
+
units/{civ}/infantry_swordsman_merc_b
units/{civ}/infantry_archer_merc_b
units/{civ}/cavalry_spearman_merc_b
-
+
structures/seleucids/military_colony.xml
structures/fndn_9x9.xml
Index: binaries/data/mods/public/simulation/templates/structures/sele_colonnade.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/sele_colonnade.xml
+++ binaries/data/mods/public/simulation/templates/structures/sele_colonnade.xml
@@ -19,9 +19,11 @@
+
8.0
+
props/special/eyecandy/sele_colonnade.xml
Index: binaries/data/mods/public/simulation/templates/structures/spart/civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/spart/civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/structures/spart/civil_centre.xml
@@ -7,13 +7,13 @@
spart
Agora
-
+
units/{civ}/infantry_spearman_b
units/{civ}/infantry_javelineer_b
units/{civ}/cavalry_javelineer_b
-
+
structures/spartans/civic_center.xml
Index: binaries/data/mods/public/simulation/templates/structures/spart/gerousia.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/spart/gerousia.xml
+++ binaries/data/mods/public/simulation/templates/structures/spart/gerousia.xml
@@ -33,12 +33,6 @@
-
- 0.7
-
- units/{civ}/hero_leonidas
-
-
@@ -50,6 +44,12 @@
38
40000
+
+ 0.7
+
+ units/{civ}/hero_leonidas
+
+
40
Index: binaries/data/mods/public/simulation/templates/structures/spart/syssiton.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/spart/syssiton.xml
+++ binaries/data/mods/public/simulation/templates/structures/spart/syssiton.xml
@@ -34,18 +34,11 @@
-
- 0.7
-
- units/{civ}/champion_infantry_spear
- units/{civ}/hero_leonidas
- units/{civ}/hero_brasidas
- units/{civ}/hero_agis
-
+
agoge
-
+
@@ -57,6 +50,15 @@
38
40000
+
+ 0.7
+
+ units/{civ}/champion_infantry_spear
+ units/{civ}/hero_leonidas
+ units/{civ}/hero_brasidas
+ units/{civ}/hero_agis
+
+
40
Index: binaries/data/mods/public/simulation/templates/structures/table_rectangle.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/table_rectangle.xml
+++ binaries/data/mods/public/simulation/templates/structures/table_rectangle.xml
@@ -22,10 +22,12 @@
+
6.0
+
props/special/eyecandy/table_rectangle.xml
Index: binaries/data/mods/public/simulation/templates/structures/table_square.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/table_square.xml
+++ binaries/data/mods/public/simulation/templates/structures/table_square.xml
@@ -22,10 +22,12 @@
+
6.0
+
props/special/eyecandy/table_square.xml
Index: binaries/data/mods/public/simulation/templates/structures/uffington_horse.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/uffington_horse.xml
+++ binaries/data/mods/public/simulation/templates/structures/uffington_horse.xml
@@ -16,9 +16,11 @@
+
8.0
+
structures/fndn_stonehenge.xml
structures/britons/uffington_horse.xml
Index: binaries/data/mods/public/simulation/templates/template_structure.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure.xml
+++ binaries/data/mods/public/simulation/templates/template_structure.xml
@@ -77,16 +77,7 @@
0
6
-
- 1.0
-
- 1.0
- 1.0
- 1.0
- 1.0
-
-
-
+
special/rallypoint
@@ -103,6 +94,15 @@
2.0
+
+
+ 1.0
+ 1.0
+ 1.0
+ 1.0
+
+
+
@@ -161,6 +161,9 @@
20
neutral enemy
+
+ 1.0
+
true
false
Index: binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre.xml
@@ -30,11 +30,6 @@
-
- 3
- 1
- Soldier
-
own neutral
CivilCentre
@@ -43,6 +38,11 @@
200
+
+ 3
+ 1
+ Soldier
+
2500
5.0
@@ -90,11 +90,7 @@
20
-
- 0.8
-
- units/{civ}/support_female_citizen
-
+
phase_town_{civ}
phase_city_{civ}
@@ -106,7 +102,7 @@
hoplite_tradition
hellenistic_metropolis
-
+
@@ -134,6 +130,12 @@
140
10000
+
+ 0.8
+
+ units/{civ}/support_female_citizen
+
+
90
Index: binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_civic_civil_centre_military_colony.xml
@@ -1,8 +1,5 @@
-
- 1
-
own neutral
Colony
@@ -11,6 +8,9 @@
120
+
+ 1
+
300
@@ -35,13 +35,13 @@
40
40
-
+
-phase_town_{civ}
-phase_city_{civ}
-hellenistic_metropolis
-
+
Index: binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
@@ -38,17 +38,14 @@
5
-
-
- units/{civ}/support_female_citizen_house
-
+
health_females_01
pop_house_01
pop_house_02
unlock_females_house
-
+
@@ -63,6 +60,11 @@
16
65535
+
+
+ units/{civ}/support_female_citizen_house
+
+
20
Index: binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
@@ -39,11 +39,7 @@
-
- 0.8
-
- units/{civ}/support_healer_b
-
+
heal_range
heal_range_2
@@ -52,7 +48,7 @@
garrison_heal
health_regen_units
-
+
@@ -64,6 +60,12 @@
40
30000
+
+ 0.8
+
+ units/{civ}/support_healer_b
+
+
40
Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_outpost.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_defensive_outpost.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_defensive_outpost.xml
@@ -37,11 +37,11 @@
-
+
outpost_vision
-
+
Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml
@@ -18,6 +18,7 @@
+
@@ -33,4 +34,5 @@
interface/complete/building/complete_wall.xml
+
Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_artillery.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_artillery.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_artillery.xml
@@ -60,11 +60,11 @@
-
+
tower_health
-
+
attack/impact/siegeprojectilehit.xml
Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_bolt.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_bolt.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_bolt.xml
@@ -57,11 +57,11 @@
-
+
tower_health
-
+
attack/weapon/arrowfly.xml
Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml
@@ -38,11 +38,11 @@
-
+
tower_watch
-
+
false
16
Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_stone.xml
@@ -37,7 +37,7 @@
-
+
tower_watch
tower_crenellations
@@ -45,7 +45,7 @@
tower_murderholes
tower_health
-
+
false
32
Index: binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_defensive_wall.xml
@@ -23,6 +23,7 @@
4.5
+
@@ -34,4 +35,5 @@
20
65535
+
Index: binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_economic_farmstead.xml
@@ -34,7 +34,8 @@
20
-
+
+
gather_wicker_baskets
gather_farming_plows
@@ -42,8 +43,7 @@
gather_farming_fertilizer
gather_farming_harvester
-
-
+
food
true
Index: binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_economic_market.xml
@@ -39,18 +39,14 @@
-
- 0.7
+
trader_health
trade_gain_01
trade_gain_02
trade_commercial_treaty
-
- units/{civ}/support_trader
-
-
+
@@ -64,6 +60,12 @@
40
30000
+
+ 0.7
+
+ units/{civ}/support_trader
+
+
32
Index: binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml
@@ -35,7 +35,8 @@
-
+
+
gather_lumbering_ironaxes
gather_lumbering_strongeraxes
@@ -50,8 +51,7 @@
gather_capacity_wheelbarrow
gather_capacity_carts
-
-
+
wood stone metal
true
Index: binaries/data/mods/public/simulation/templates/template_structure_military_arsenal.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_military_arsenal.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_military_arsenal.xml
@@ -35,18 +35,7 @@
-
- 0.7
-
- units/{civ}/champion_infantry_crossbowman
- units/{civ}/siege_scorpio_packed
- units/{civ}/siege_polybolos_packed
- units/{civ}/siege_oxybeles_packed
- units/{civ}/siege_lithobolos_packed
- units/{civ}/siege_ballista_packed
- units/{civ}/siege_ram
- units/{civ}/siege_tower
-
+
siege_attack
siege_cost_time
@@ -54,7 +43,7 @@
siege_pack_unpack
siege_bolt_accuracy
-
+
interface/complete/building/complete_barracks.xml
@@ -64,6 +53,19 @@
38
+
+ 0.7
+
+ units/{civ}/champion_infantry_crossbowman
+ units/{civ}/siege_scorpio_packed
+ units/{civ}/siege_polybolos_packed
+ units/{civ}/siege_oxybeles_packed
+ units/{civ}/siege_lithobolos_packed
+ units/{civ}/siege_ballista_packed
+ units/{civ}/siege_ram
+ units/{civ}/siege_tower
+
+
40
Index: binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_military_barracks.xml
@@ -37,7 +37,21 @@
-
+
+
+ barracks_batch_training
+ infantry_cost_time
+ unlock_champion_infantry
+ pair_unlock_champions_sele
+
+
+
+
+
+ interface/complete/building/complete_barracks.xml
+
+
+
0.8
units/{civ}/infantry_spearman_b
@@ -57,19 +71,7 @@
units/{civ}/champion_infantry_slinger
units/{civ}/champion_infantry_archer
-
- barracks_batch_training
- infantry_cost_time
- unlock_champion_infantry
- pair_unlock_champions_sele
-
-
-
-
-
- interface/complete/building/complete_barracks.xml
-
-
+
32
Index: binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_military_dock.xml
@@ -41,16 +41,10 @@
true
0.0
-
- 0.8
-
- units/{civ}/ship_fishing
- units/{civ}/ship_merchant
- units/{civ}/ship_bireme
- units/{civ}/ship_trireme
- units/{civ}/ship_quinquereme
- units/{civ}/ship_fire
-
+
+ ship
+
+
fishing_boat_gather_rate
fishing_boat_gather_capacity
@@ -59,10 +53,7 @@
ship_movement_speed
equine_transports
-
-
- ship
-
+
food wood stone metal
true
@@ -75,6 +66,17 @@
+
+ 0.8
+
+ units/{civ}/ship_fishing
+ units/{civ}/ship_merchant
+ units/{civ}/ship_bireme
+ units/{civ}/ship_trireme
+ units/{civ}/ship_quinquereme
+ units/{civ}/ship_fire
+
+
40
Index: binaries/data/mods/public/simulation/templates/template_structure_military_elephant_stable.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_military_elephant_stable.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_military_elephant_stable.xml
@@ -37,14 +37,6 @@
-
- 0.7
-
- units/{civ}/support_elephant
- units/{civ}/elephant_archer_b
- units/{civ}/champion_elephant
-
-
interface/complete/building/complete_elephant_stable.xml
@@ -54,6 +46,14 @@
38
+
+ 0.7
+
+ units/{civ}/support_elephant
+ units/{civ}/elephant_archer_b
+ units/{civ}/champion_elephant
+
+
40
Index: binaries/data/mods/public/simulation/templates/template_structure_military_embassy.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_military_embassy.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_military_embassy.xml
@@ -27,9 +27,6 @@
-
- 0.8
-
@@ -46,6 +43,9 @@
25
+
+ 0.8
+
24
Index: binaries/data/mods/public/simulation/templates/template_structure_military_forge.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_military_forge.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_military_forge.xml
@@ -33,7 +33,7 @@
-
+
soldier_attack_melee_01
soldier_attack_melee_02
@@ -50,7 +50,7 @@
soldier_resistance_pierce_03
archer_attack_spread
-
+
Index: binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
@@ -24,11 +24,6 @@
-
- 4
- 1
- Soldier
-
Fortress
@@ -36,6 +31,11 @@
80
+
+ 4
+ 1
+ Soldier
+
8
10.0
@@ -77,12 +77,11 @@
-
- 0.8
+
attack_soldiers_will
-
+
@@ -97,6 +96,9 @@
80
+
+ 0.8
+
90
Index: binaries/data/mods/public/simulation/templates/template_structure_military_range.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_military_range.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_military_range.xml
@@ -32,20 +32,20 @@
-
- 0.8
-
- units/{civ}/infantry_javelineer_b
- units/{civ}/infantry_slinger_b
- units/{civ}/infantry_archer_b
-
-
interface/complete/building/complete_range.xml
+
+ 0.8
+
+ units/{civ}/infantry_javelineer_b
+ units/{civ}/infantry_slinger_b
+ units/{civ}/infantry_archer_b
+
+
32
Index: binaries/data/mods/public/simulation/templates/template_structure_military_stable.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_military_stable.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_military_stable.xml
@@ -37,18 +37,7 @@
-
- 0.8
-
- units/{civ}/cavalry_axeman_b
- units/{civ}/cavalry_swordsman_b
- units/{civ}/cavalry_spearman_b
- units/{civ}/cavalry_javelineer_b
- units/{civ}/cavalry_archer_b
- units/{civ}/champion_cavalry
- units/{civ}/champion_chariot
- units/{civ}/war_dog
-
+
stable_batch_training
cavalry_cost_time
@@ -58,13 +47,26 @@
unlock_champion_cavalry
unlock_champion_chariots
-
+
interface/complete/building/complete_stable.xml
+
+ 0.8
+
+ units/{civ}/cavalry_axeman_b
+ units/{civ}/cavalry_swordsman_b
+ units/{civ}/cavalry_spearman_b
+ units/{civ}/cavalry_javelineer_b
+ units/{civ}/cavalry_archer_b
+ units/{civ}/champion_cavalry
+ units/{civ}/champion_chariot
+ units/{civ}/war_dog
+
+
32
Index: binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_resource_corral.xml
@@ -28,18 +28,11 @@
-
- 0.7
-
- gaia/fauna_goat_trainable
- gaia/fauna_sheep_trainable
- gaia/fauna_pig_trainable
- gaia/fauna_cattle_cow_trainable
-
+
gather_animals_stockbreeding
-
+
@@ -58,6 +51,15 @@
20
30000
+
+ 0.7
+
+ gaia/fauna_goat_trainable
+ gaia/fauna_sheep_trainable
+ gaia/fauna_pig_trainable
+ gaia/fauna_cattle_cow_trainable
+
+
20
Index: binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
@@ -34,6 +34,7 @@
+
@@ -59,6 +60,7 @@
8.0
+
0
Index: binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_special_amphitheater.xml
@@ -27,13 +27,6 @@
-
- 0.8
-
- units/{civ}/champion_infantry_spear_gladiator
- units/{civ}/champion_infantry_sword_gladiator
-
-
@@ -45,6 +38,13 @@
100
40000
+
+ 0.8
+
+ units/{civ}/champion_infantry_spear_gladiator
+ units/{civ}/champion_infantry_sword_gladiator
+
+
40
Index: binaries/data/mods/public/simulation/templates/template_structure_special_library.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_special_library.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_special_library.xml
@@ -35,6 +35,7 @@
+
@@ -46,6 +47,7 @@
50
40000
+
40
Index: binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_special_rotarymill.xml
@@ -30,6 +30,7 @@
+
food
true
@@ -48,6 +49,7 @@
32
40000
+
40
Index: binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_special_theater.xml
@@ -36,6 +36,7 @@
+
@@ -47,6 +48,7 @@
100
40000
+
40
Index: binaries/data/mods/public/simulation/templates/template_structure_wonder.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/template_structure_wonder.xml
+++ binaries/data/mods/public/simulation/templates/template_structure_wonder.xml
@@ -50,11 +50,11 @@
-
+
wonder_population_cap
-
+
Index: binaries/data/mods/public/simulation/templates/units/athen/ship_trireme.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/units/athen/ship_trireme.xml
+++ binaries/data/mods/public/simulation/templates/units/athen/ship_trireme.xml
@@ -9,20 +9,14 @@
Athenian Trireme
units/hele_ship_trireme.png
-
+
+
0.7
units/athen/infantry_marine_archer_b
units/athen/champion_marine
-
- 1.0
- 1.0
- 1.0
- 1.0
-
-
-
+
structures/athenians/trireme.xml
Index: binaries/data/mods/public/simulation/templates/units/pers/hero_cyrus_ii.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/units/pers/hero_cyrus_ii.xml
+++ binaries/data/mods/public/simulation/templates/units/pers/hero_cyrus_ii.xml
@@ -10,19 +10,13 @@
Kuruš
units/pers_hero_cyrus.png
-
+
+
0.7
units/pers/champion_infantry
-
- 1.0
- 1.0
- 1.0
- 1.0
-
-
-
+
units/persians/hero_cavalry_spearman_cyrus_m.xml
Index: binaries/data/mods/public/simulation/templates/units/pers/ship_trireme.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/units/pers/ship_trireme.xml
+++ binaries/data/mods/public/simulation/templates/units/pers/ship_trireme.xml
@@ -11,20 +11,14 @@
Hamaraniyanava Vazarka
units/pers_ship_trireme.png
-
+
+
0.8
units/pers/cavalry_axeman_b_trireme
units/pers/cavalry_javelineer_b_trireme
-
- 1.0
- 1.0
- 1.0
- 1.0
-
-
-
+
structures/persians/trireme.xml