Index: ps/trunk/binaries/data/mods/public/simulation/components/Player.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Player.js (revision 16505)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Player.js (revision 16506)
@@ -1,792 +1,799 @@
function Player() {}
Player.prototype.Schema =
"";
Player.prototype.Init = function()
{
this.playerID = undefined;
this.name = undefined; // define defaults elsewhere (supporting other languages)
this.civ = undefined;
this.color = { "r": 0.0, "g": 0.0, "b": 0.0, "a": 1.0 };
this.popUsed = 0; // population of units owned or trained by this player
this.popBonuses = 0; // sum of population bonuses of player's entities
this.maxPop = 300; // maximum population
this.trainingBlocked = false; // indicates whether any training queue is currently blocked
this.resourceCount = {
"food": 300,
"wood": 300,
"metal": 300,
"stone": 300
};
this.tradingGoods = [ // goods for next trade-route and its proba in % (the sum of probas must be 100)
{ "goods": "wood", "proba": 30 },
{ "goods": "stone", "proba": 35 },
{ "goods": "metal", "proba": 35 } ];
this.team = -1; // team number of the player, players on the same team will always have ally diplomatic status - also this is useful for team emblems, scoring, etc.
this.teamsLocked = false;
this.state = "active"; // game state - one of "active", "defeated", "won"
this.diplomacy = []; // array of diplomatic stances for this player with respect to other players (including gaia and self)
this.conquestCriticalEntitiesCount = 0; // number of owned units with ConquestCritical class
this.formations = [];
this.startCam = undefined;
this.controlAllUnits = false;
this.isAI = false;
this.gatherRateMultiplier = 1;
this.cheatsEnabled = false;
this.cheatTimeMultiplier = 1;
this.heroes = [];
this.resourceNames = {
"food": markForTranslation("Food"),
"wood": markForTranslation("Wood"),
"metal": markForTranslation("Metal"),
"stone": markForTranslation("Stone"),
}
this.disabledTemplates = {};
this.disabledTechnologies = {};
this.startingTechnologies = [];
};
Player.prototype.SetPlayerID = function(id)
{
this.playerID = id;
};
Player.prototype.GetPlayerID = function()
{
return this.playerID;
};
Player.prototype.SetName = function(name)
{
this.name = name;
};
Player.prototype.GetName = function()
{
return this.name;
};
Player.prototype.SetCiv = function(civcode)
{
+ var oldCiv = this.civ;
this.civ = civcode;
+ // Normally, the civ is only set once
+ // But in Atlas, the map designers can change civs at any time
+ var playerID = this.GetPlayerID();
+ if (oldCiv == undefined || playerID == undefined)
+ return; // not initialised
+ Engine.BroadcastMessage(MT_CivChanged, {"player": playerID, "from": oldCiv, "to": civcode});
};
Player.prototype.GetCiv = function()
{
return this.civ;
};
Player.prototype.SetColor = function(r, g, b)
{
this.color = { "r": r/255.0, "g": g/255.0, "b": b/255.0, "a": 1.0 };
};
Player.prototype.GetColor = function()
{
return this.color;
};
// Try reserving num population slots. Returns 0 on success or number of missing slots otherwise.
Player.prototype.TryReservePopulationSlots = function(num)
{
if (num != 0 && num > (this.GetPopulationLimit() - this.GetPopulationCount()))
return num - (this.GetPopulationLimit() - this.GetPopulationCount());
this.popUsed += num;
return 0;
};
Player.prototype.UnReservePopulationSlots = function(num)
{
this.popUsed -= num;
};
Player.prototype.GetPopulationCount = function()
{
return this.popUsed;
};
Player.prototype.SetPopulationBonuses = function(num)
{
this.popBonuses = num;
};
Player.prototype.AddPopulationBonuses = function(num)
{
this.popBonuses += num;
};
Player.prototype.GetPopulationLimit = function()
{
return Math.min(this.GetMaxPopulation(), this.popBonuses);
};
Player.prototype.SetMaxPopulation = function(max)
{
this.maxPop = max;
};
Player.prototype.GetMaxPopulation = function()
{
return Math.round(ApplyValueModificationsToPlayer("Player/MaxPopulation", this.maxPop, this.entity));
};
Player.prototype.SetGatherRateMultiplier = function(value)
{
this.gatherRateMultiplier = value;
};
Player.prototype.GetGatherRateMultiplier = function()
{
return this.gatherRateMultiplier;
};
Player.prototype.GetHeroes = function()
{
return this.heroes;
};
Player.prototype.IsTrainingBlocked = function()
{
return this.trainingBlocked;
};
Player.prototype.BlockTraining = function()
{
this.trainingBlocked = true;
};
Player.prototype.UnBlockTraining = function()
{
this.trainingBlocked = false;
};
Player.prototype.SetResourceCounts = function(resources)
{
if (resources.food !== undefined)
this.resourceCount.food = resources.food;
if (resources.wood !== undefined)
this.resourceCount.wood = resources.wood;
if (resources.stone !== undefined)
this.resourceCount.stone = resources.stone;
if (resources.metal !== undefined)
this.resourceCount.metal = resources.metal;
};
Player.prototype.GetResourceCounts = function()
{
return this.resourceCount;
};
/**
* Add resource of specified type to player
* @param type Generic type of resource (string)
* @param amount Amount of resource, which should be added (integer)
*/
Player.prototype.AddResource = function(type, amount)
{
this.resourceCount[type] += (+amount);
};
/**
* Add resources to player
*/
Player.prototype.AddResources = function(amounts)
{
for (var type in amounts)
{
this.resourceCount[type] += (+amounts[type]);
}
};
Player.prototype.GetNeededResources = function(amounts)
{
// Check if we can afford it all
var amountsNeeded = {};
for (var type in amounts)
if (this.resourceCount[type] != undefined && amounts[type] > this.resourceCount[type])
amountsNeeded[type] = amounts[type] - Math.floor(this.resourceCount[type]);
if (Object.keys(amountsNeeded).length == 0)
return undefined;
return amountsNeeded;
};
Player.prototype.SubtractResourcesOrNotify = function(amounts)
{
var amountsNeeded = this.GetNeededResources(amounts);
// If we don't have enough resources, send a notification to the player
if (amountsNeeded)
{
var parameters = {};
var i = 0;
for (var type in amountsNeeded)
{
i++;
parameters["resourceType"+i] = this.resourceNames[type];
parameters["resourceAmount"+i] = amountsNeeded[type];
}
var msg = "";
// when marking strings for translations, you need to include the actual string,
// not some way to derive the string
if (i < 1)
warn("Amounts needed but no amounts given?");
else if (i == 1)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s");
else if (i == 2)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s");
else if (i == 3)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s");
else if (i == 4)
msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s, %(resourceAmount4)s %(resourceType4)s");
else
warn("Localisation: Strings are not localised for more than 4 resources");
var notification = {
"players": [this.playerID],
"message": msg,
"parameters": parameters,
"translateMessage": true,
"translateParameters": {
"resourceType1": "withinSentence",
"resourceType2": "withinSentence",
"resourceType3": "withinSentence",
"resourceType4": "withinSentence",
},
};
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification(notification);
return false;
}
// Subtract the resources
for (var type in amounts)
this.resourceCount[type] -= amounts[type];
return true;
};
Player.prototype.TrySubtractResources = function(amounts)
{
if (!this.SubtractResourcesOrNotify(amounts))
return false;
var cmpStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpStatisticsTracker)
for (var type in amounts)
cmpStatisticsTracker.IncreaseResourceUsedCounter(type, amounts[type]);
return true;
};
Player.prototype.GetNextTradingGoods = function()
{
var value = 100*Math.random();
var last = this.tradingGoods.length - 1;
var sumProba = 0;
for (var i = 0; i < last; ++i)
{
sumProba += this.tradingGoods[i].proba;
if (value < sumProba)
return this.tradingGoods[i].goods;
}
return this.tradingGoods[last].goods;
};
Player.prototype.GetTradingGoods = function()
{
var tradingGoods = {};
for each (var resource in this.tradingGoods)
tradingGoods[resource.goods] = resource.proba;
return tradingGoods;
};
Player.prototype.SetTradingGoods = function(tradingGoods)
{
var sumProba = 0;
for (var resource in tradingGoods)
sumProba += tradingGoods[resource];
if (sumProba != 100) // consistency check
{
error("Player.js SetTradingGoods: " + uneval(tradingGoods));
tradingGoods = { "food": 20, "wood":20, "stone":30, "metal":30 };
}
this.tradingGoods = [];
for (var resource in tradingGoods)
this.tradingGoods.push( {"goods": resource, "proba": tradingGoods[resource]} );
};
Player.prototype.GetState = function()
{
return this.state;
};
Player.prototype.SetState = function(newState)
{
this.state = newState;
};
Player.prototype.GetConquestCriticalEntitiesCount = function()
{
return this.conquestCriticalEntitiesCount;
};
Player.prototype.GetTeam = function()
{
return this.team;
};
Player.prototype.SetTeam = function(team)
{
if (!this.teamsLocked)
{
this.team = team;
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (cmpPlayerManager && this.team != -1)
{
// Set all team members as allies
for (var i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i)
{
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
if (this.team == cmpPlayer.GetTeam())
{
this.SetAlly(i);
cmpPlayer.SetAlly(this.playerID);
}
}
}
Engine.BroadcastMessage(MT_DiplomacyChanged, {"player": this.playerID});
}
};
Player.prototype.SetLockTeams = function(value)
{
this.teamsLocked = value;
};
Player.prototype.GetLockTeams = function()
{
return this.teamsLocked;
};
Player.prototype.GetDiplomacy = function()
{
return this.diplomacy;
};
Player.prototype.SetDiplomacy = function(dipl)
{
// Should we check for teamsLocked here?
this.diplomacy = dipl;
Engine.BroadcastMessage(MT_DiplomacyChanged, {"player": this.playerID});
};
Player.prototype.SetDiplomacyIndex = function(idx, value)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpPlayerManager)
return;
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(idx), IID_Player);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
// You can have alliances with other players,
if (this.teamsLocked)
{
// but can't stab your team members in the back
if (this.team == -1 || this.team != cmpPlayer.GetTeam())
{
// Break alliance or declare war
if (Math.min(this.diplomacy[idx],cmpPlayer.diplomacy[this.playerID]) > value)
{
this.diplomacy[idx] = value;
cmpPlayer.SetDiplomacyIndex(this.playerID, value);
}
else
{
this.diplomacy[idx] = value;
}
Engine.BroadcastMessage(MT_DiplomacyChanged, {"player": this.playerID});
}
}
else
{
// Break alliance or declare war (worsening of relations is mutual)
if (Math.min(this.diplomacy[idx],cmpPlayer.diplomacy[this.playerID]) > value)
{
// This is duplicated because otherwise we get too much recursion
this.diplomacy[idx] = value;
cmpPlayer.SetDiplomacyIndex(this.playerID, value);
}
else
{
this.diplomacy[idx] = value;
}
Engine.BroadcastMessage(MT_DiplomacyChanged, {"player": this.playerID});
}
};
Player.prototype.UpdateSharedLos = function()
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
return;
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpPlayerManager)
return;
var sharedLos = [];
for (var i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i)
if (this.IsMutualAlly(i))
sharedLos.push(i);
cmpRangeManager.SetSharedLos(this.playerID, sharedLos);
};
Player.prototype.GetFormations = function()
{
return this.formations;
};
Player.prototype.SetFormations = function(formations)
{
this.formations = formations;
};
Player.prototype.GetStartingCameraPos = function()
{
return this.startCam.position;
};
Player.prototype.GetStartingCameraRot = function()
{
return this.startCam.rotation;
};
Player.prototype.SetStartingCamera = function(pos, rot)
{
this.startCam = {"position": pos, "rotation": rot};
};
Player.prototype.HasStartingCamera = function()
{
return (this.startCam !== undefined);
};
Player.prototype.SetControlAllUnits = function(c)
{
this.controlAllUnits = c;
};
Player.prototype.CanControlAllUnits = function()
{
return this.controlAllUnits;
};
Player.prototype.SetAI = function(flag)
{
this.isAI = flag;
};
Player.prototype.IsAI = function()
{
return this.isAI;
};
Player.prototype.SetAlly = function(id)
{
this.SetDiplomacyIndex(id, 1);
};
/**
* Check if given player is our ally
*/
Player.prototype.IsAlly = function(id)
{
return this.diplomacy[id] > 0;
};
/**
* Check if given player is our ally, and we are its ally
*/
Player.prototype.IsMutualAlly = function(id)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpPlayerManager)
return false;
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(id), IID_Player);
return this.IsAlly(id) && cmpPlayer && cmpPlayer.IsAlly(this.playerID);
};
Player.prototype.SetEnemy = function(id)
{
this.SetDiplomacyIndex(id, -1);
};
/**
* Get all enemies of a given player.
*/
Player.prototype.GetEnemies = function()
{
var enemies = [];
for (var i = 0; i < this.diplomacy.length; i++)
if (this.diplomacy[i] < 0)
enemies.push(i);
return enemies;
};
/**
* Check if given player is our enemy
*/
Player.prototype.IsEnemy = function(id)
{
return this.diplomacy[id] < 0;
};
Player.prototype.SetNeutral = function(id)
{
this.SetDiplomacyIndex(id, 0);
};
/**
* Check if given player is neutral
*/
Player.prototype.IsNeutral = function(id)
{
return this.diplomacy[id] == 0;
};
/**
* Do some map dependant initializations
*/
Player.prototype.OnGlobalInitGame = function(msg)
{
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
if (cmpTechnologyManager)
for (let tech of this.startingTechnologies)
cmpTechnologyManager.ResearchTechnology(tech);
// Replace the "{civ}" code with this civ ID
let disabledTemplates = this.disabledTemplates;
this.disabledTemplates = {};
for (let template in disabledTemplates)
if (disabledTemplates[template])
this.disabledTemplates[template.replace(/\{civ\}/g, this.civ)] = true;
};
/**
* Keep track of population effects of all entities that
* become owned or unowned by this player
*/
Player.prototype.OnGlobalOwnershipChanged = function(msg)
{
if (msg.from != this.playerID && msg.to != this.playerID)
return;
var cmpIdentity = Engine.QueryInterface(msg.entity, IID_Identity);
var cmpCost = Engine.QueryInterface(msg.entity, IID_Cost);
var cmpFoundation = Engine.QueryInterface(msg.entity, IID_Foundation);
if (msg.from == this.playerID)
{
if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("ConquestCritical"))
this.conquestCriticalEntitiesCount--;
if (cmpCost)
this.popUsed -= cmpCost.GetPopCost();
if (cmpIdentity && cmpIdentity.HasClass("Hero"))
{
//Remove from Heroes list
var index = this.heroes.indexOf(msg.entity);
if (index >= 0)
this.heroes.splice(index, 1);
}
}
if (msg.to == this.playerID)
{
if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("ConquestCritical"))
this.conquestCriticalEntitiesCount++;
if (cmpCost)
this.popUsed += cmpCost.GetPopCost();
if (cmpIdentity && cmpIdentity.HasClass("Hero"))
this.heroes.push(msg.entity);
}
};
Player.prototype.OnPlayerDefeated = function(msg)
{
this.state = "defeated";
// TODO: Tribute all resources to this player's active allies (if any)
// Reassign all player's entities to Gaia
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var entities = cmpRangeManager.GetEntitiesByPlayer(this.playerID);
// The ownership change is done in two steps so that entities don't hit idle
// (and thus possibly look for "enemies" to attack) before nearby allies get
// converted to Gaia as well.
for each (var entity in entities)
{
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
cmpOwnership.SetOwnerQuiet(0);
}
// With the real ownership change complete, send OwnershipChanged messages.
for each (var entity in entities)
Engine.PostMessage(entity, MT_OwnershipChanged, { "entity": entity,
"from": this.playerID, "to": 0 });
// Reveal the map for this player.
cmpRangeManager.SetLosRevealAll(this.playerID, true);
// Send a chat message notifying of the player's defeat.
var notification = {"type": "defeat", "players": [this.playerID]};
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification(notification);
};
Player.prototype.OnDiplomacyChanged = function()
{
this.UpdateSharedLos();
};
Player.prototype.SetCheatsEnabled = function(flag)
{
this.cheatsEnabled = flag;
};
Player.prototype.GetCheatsEnabled = function()
{
return this.cheatsEnabled;
};
Player.prototype.SetCheatTimeMultiplier = function(time)
{
this.cheatTimeMultiplier = time;
};
Player.prototype.GetCheatTimeMultiplier = function()
{
return this.cheatTimeMultiplier;
};
Player.prototype.TributeResource = function(player, amounts)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (!cmpPlayerManager)
return;
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
if (!this.SubtractResourcesOrNotify(amounts))
return;
cmpPlayer.AddResources(amounts);
var total = Object.keys(amounts).reduce(function (sum, type){ return sum + amounts[type]; }, 0);
var cmpOurStatisticsTracker = QueryPlayerIDInterface(this.playerID, IID_StatisticsTracker);
if (cmpOurStatisticsTracker)
cmpOurStatisticsTracker.IncreaseTributesSentCounter(total);
var cmpTheirStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
if (cmpTheirStatisticsTracker)
cmpTheirStatisticsTracker.IncreaseTributesReceivedCounter(total);
var notification = {"type": "tribute", "players": [player], "donator": this.playerID, "amounts": amounts};
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (cmpGUIInterface)
cmpGUIInterface.PushNotification(notification);
Engine.BroadcastMessage(MT_TributeExchanged, {"to": player, "from": this.playerID, "amounts": amounts});
};
Player.prototype.AddDisabledTemplate = function(template)
{
this.disabledTemplates[template] = true;
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {});
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({"type": "resetselectionpannel", "players": [this.GetPlayerID()]});
};
Player.prototype.RemoveDisabledTemplate = function(template)
{
this.disabledTemplates[template] = false;
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {});
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({"type": "resetselectionpannel", "players": [this.GetPlayerID()]});
};
Player.prototype.SetDisabledTemplates = function(templates)
{
this.disabledTemplates = {};
for (let template of templates)
this.disabledTemplates[template] = true;
Engine.BroadcastMessage(MT_DisabledTemplatesChanged, {});
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({"type": "resetselectionpannel", "players": [this.GetPlayerID()]});
};
Player.prototype.GetDisabledTemplates = function()
{
return this.disabledTemplates;
};
Player.prototype.AddDisabledTechnology = function(tech)
{
this.disabledTechnologies[tech] = true;
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {});
};
Player.prototype.RemoveDisabledTechnology = function(tech)
{
this.disabledTechnologies[tech] = false;
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {});
};
Player.prototype.SetDisabledTechnologies = function(techs)
{
this.disabledTechnologies = {}
for (let tech of techs)
this.disabledTechnologies[tech] = true;
Engine.BroadcastMessage(MT_DisabledTechnologiesChanged, {});
};
Player.prototype.GetDisabledTechnologies = function()
{
return this.disabledTechnologies;
};
Player.prototype.AddStartingTechnology = function(tech)
{
if (this.startingTechnologies.indexOf(tech) == -1)
this.startingTechnologies.push(tech);
};
Player.prototype.SetStartingTechnologies = function(techs)
{
this.startingTechnologies = techs;
};
Engine.RegisterComponentType(IID_Player, "Player", Player);
Index: ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js (revision 16505)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js (revision 16506)
@@ -1,808 +1,813 @@
var g_ProgressInterval = 1000;
const MAX_QUEUE_SIZE = 16;
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/{civ}_support_trader\n units/athen_infantry_spearman_b\n " +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"";
ProductionQueue.prototype.Init = function()
{
this.nextID = 1;
this.queue = [];
// Queue items are:
// {
// "id": 1,
// "player": 1, // who paid for this batch; we need this to cope with refunds cleanly
// "unitTemplate": "units/example",
// "count": 10,
// "neededSlots": 3, // number of population slots missing for production to begin
// "resources": { "wood": 100, ... }, // resources per unit, multiply by count to get total
// "population": 1, // population per unit, multiply by count to get total
// "productionStarted": false, // true iff we have reserved population
// "timeTotal": 15000, // msecs
// "timeRemaining": 10000, // msecs
// }
//
// {
// "id": 1,
// "player": 1, // who paid for this research; we need this to cope with refunds cleanly
// "technologyTemplate": "example_tech",
// "resources": { "wood": 100, ... }, // resources needed for research
// "productionStarted": false, // true iff production has started
// "timeTotal": 15000, // msecs
// "timeRemaining": 10000, // msecs
// }
this.timer = undefined; // g_ProgressInterval msec timer, active while the queue is non-empty
this.paused = false;
this.entityCache = [];
this.spawnNotified = false;
this.alertRaiser = undefined;
};
ProductionQueue.prototype.PutUnderAlert = function(raiser)
{
this.alertRaiser = raiser;
};
ProductionQueue.prototype.ResetAlert = function()
{
this.alertRaiser = undefined;
};
/*
* Returns list of entities that can be trained by this building.
*/
ProductionQueue.prototype.GetEntitiesList = function()
{
return this.entitiesList;
};
ProductionQueue.prototype.CalculateEntitiesList = function()
{
this.entitiesList = [];
if (!this.template.Entities)
return;
-
+
var string = this.template.Entities._string;
if (!string)
return;
-
+
// Replace the "{civ}" codes with this entity's civ ID
- var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
- if (cmpIdentity)
- string = string.replace(/\{civ\}/g, cmpIdentity.GetCiv());
-
- var entitiesList = string.split(/\s+/);
-
- // Remove disabled entities
- var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
+ var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
+ var cmpPlayer = QueryOwnerInterface(this.entity);
+ if (!cmpPlayer)
+ return;
+
+ var entitiesList = string.replace(/\{civ\}/g, cmpPlayer.GetCiv()).split(/\s+/);
+
+ // filter out disabled and invalid entities
var disabledEntities = cmpPlayer.GetDisabledTemplates();
-
- for (var i = entitiesList.length - 1; i >= 0; --i)
- if (disabledEntities[entitiesList[i]])
- entitiesList.splice(i, 1);
-
+ entitiesList = entitiesList.filter(function(v)
+ {
+ return !disabledEntities[v] && cmpTemplateManager.TemplateExists(v);
+ });
+
// check if some templates need to show their advanced or elite version
var upgradeTemplate = function(templateName)
{
var template = cmpTemplateManager.GetTemplate(templateName);
while (template && template.Promotion !== undefined)
{
- var requiredXp = ApplyValueModificationsToTemplate("Promotion/RequiredXp", +template.Promotion.RequiredXp, playerID, template);
+ var requiredXp = ApplyValueModificationsToTemplate("Promotion/RequiredXp", +template.Promotion.RequiredXp, cmpPlayer.GetPlayerID(), template);
if (requiredXp > 0)
break;
templateName = template.Promotion.Entity;
template = cmpTemplateManager.GetTemplate(templateName);
}
return templateName;
};
- var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
- var playerID = cmpPlayer.GetPlayerID();
- for each (var templateName in entitiesList)
+ for (let templateName of entitiesList)
this.entitiesList.push(upgradeTemplate(templateName));
- for each (var item in this.queue)
- {
+
+ for (let item of this.queue)
if (item.unitTemplate)
item.unitTemplate = upgradeTemplate(item.unitTemplate);
- }
};
/*
* Returns list of technologies that can be researched by this building.
*/
ProductionQueue.prototype.GetTechnologiesList = function()
{
if (!this.template.Technologies)
return [];
var string = this.template.Technologies._string;
if (!string)
return [];
var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (!cmpTechnologyManager)
return [];
+ var cmpPlayer = QueryOwnerInterface(this.entity);
+ var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
+ if (!cmpPlayer || !cmpIdentity || cmpPlayer.GetCiv() != cmpIdentity.GetCiv())
+ return [];
+
var techs = string.split(/\s+/);
var techList = [];
var superseded = {}; // Stores the tech which supersedes the key
- var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
- if (cmpPlayer)
- var disabledTechnologies = cmpPlayer.GetDisabledTechnologies();
+ var disabledTechnologies = cmpPlayer.GetDisabledTechnologies();
// Add any top level technologies to an array which corresponds to the displayed icons
// Also store what a technology is superceded by in the superceded object {"tech1":"techWhichSupercedesTech1", ...}
for (var i in techs)
{
var tech = techs[i];
if (disabledTechnologies && disabledTechnologies[tech])
continue;
var template = cmpTechnologyManager.GetTechnologyTemplate(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 (var i in techList)
{
var tech = techList[i];
while (this.IsTechnologyResearchedOrInProgress(tech))
{
tech = superseded[tech];
}
techList[i] = tech;
}
var ret = []
// This inserts the techs into the correct positions to line up the technology pairs
for (var i = 0; i < techList.length; i++)
{
var tech = techList[i];
if (!tech)
{
ret[i] = undefined;
continue;
}
var template = cmpTechnologyManager.GetTechnologyTemplate(tech);
if (template.top)
ret[i] = {"pair": true, "top": template.top, "bottom": template.bottom};
else
ret[i] = tech;
}
return ret;
};
ProductionQueue.prototype.IsTechnologyResearchedOrInProgress = function(tech)
{
if (!tech)
return false;
var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
var template = cmpTechnologyManager.GetTechnologyTemplate(tech);
if (template.top)
{
return (cmpTechnologyManager.IsTechnologyResearched(template.top) || cmpTechnologyManager.IsInProgress(template.top)
|| cmpTechnologyManager.IsTechnologyResearched(template.bottom) || cmpTechnologyManager.IsInProgress(template.bottom))
}
else
{
return (cmpTechnologyManager.IsTechnologyResearched(tech) || cmpTechnologyManager.IsInProgress(tech))
}
};
/*
* Adds a new batch of identical units to train or a technology to research to the production queue.
*/
ProductionQueue.prototype.AddBatch = function(templateName, type, count, metadata)
{
// TODO: there should probably be a limit on the number of queued batches
// 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)
- var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
+ var cmpPlayer = QueryOwnerInterface(this.entity);
if (this.queue.length < MAX_QUEUE_SIZE)
{
if (type == "unit")
{
// Find the template data so we can determine the build costs
var cmpTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTempMan.GetTemplate(templateName);
if (!template)
return;
if (template.Promotion)
{
var requiredXp = ApplyValueModificationsToTemplate("Promotion/RequiredXp", +template.Promotion.RequiredXp, cmpPlayer.GetPlayerID(), template);
if (requiredXp == 0)
{
this.AddBatch(template.Promotion.Entity, type, count, metadata);
return;
}
}
// Apply a time discount to larger batches.
var timeMult = this.GetBatchTime(count);
// We need the costs after tech modifications
// Obviously we don't have the entities yet, so we must use template data
var costs = {};
var totalCosts = {};
var buildTime = ApplyValueModificationsToTemplate("Cost/BuildTime", +template.Cost.BuildTime, cmpPlayer.GetPlayerID(), template);
var time = timeMult * buildTime;
for (var r in template.Cost.Resources)
{
costs[r] = ApplyValueModificationsToTemplate("Cost/Resources/"+r, +template.Cost.Resources[r], cmpPlayer.GetPlayerID(), template);
totalCosts[r] = Math.floor(count * costs[r]);
}
var population = +template.Cost.Population;
// TrySubtractResources should report error to player (they ran out of resources)
if (!cmpPlayer.TrySubtractResources(totalCosts))
return;
// Update entity count in the EntityLimits component
if (template.TrainingRestrictions)
{
var unitCategory = template.TrainingRestrictions.Category;
var cmpPlayerEntityLimits = QueryOwnerInterface(this.entity, IID_EntityLimits);
cmpPlayerEntityLimits.ChangeCount(unitCategory, count);
}
this.queue.push({
"id": this.nextID++,
"player": cmpPlayer.GetPlayerID(),
"unitTemplate": templateName,
"count": count,
"metadata": metadata,
"resources": costs,
"population": population,
"productionStarted": false,
"timeTotal": time*1000,
"timeRemaining": time*1000,
});
// Call the related trigger event
var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("TrainingQueued", {"playerid": cmpPlayer.GetPlayerID(), "unitTemplate": templateName, "count": count, "metadata": metadata, "trainerEntity": this.entity});
}
else if (type == "technology")
{
// Load the technology template
var cmpTechTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TechnologyTemplateManager);
var template = cmpTechTempMan.GetTemplate(templateName);
if (!template)
return;
- var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
+ var cmpPlayer = QueryOwnerInterface(this.entity);
var time = template.researchTime * cmpPlayer.GetCheatTimeMultiplier();
var cost = {};
for each (var r in ["food", "wood", "stone", "metal"])
cost[r] = Math.floor(template.cost[r]);
// TrySubtractResources should report error to player (they ran out of resources)
if (!cmpPlayer.TrySubtractResources(cost))
return;
// Tell the technology manager that we have started researching this so that people can't research the same
// thing twice.
var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
cmpTechnologyManager.QueuedResearch(templateName, this.entity);
if (this.queue.length == 0)
cmpTechnologyManager.StartedResearch(templateName);
this.queue.push({
"id": this.nextID++,
"player": cmpPlayer.GetPlayerID(),
"count": 1,
"technologyTemplate": templateName,
"resources": deepcopy(template.cost), // need to copy to avoid serialization problems
"productionStarted": false,
"timeTotal": time*1000,
"timeRemaining": time*1000,
});
// Call the related trigger event
var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("ResearchQueued", {"playerid": cmpPlayer.GetPlayerID(), "technologyTemplate": templateName, "researcherEntity": this.entity});
}
else
{
warn("Tried to add invalid item of type \"" + type + "\" and template \"" + templateName + "\" to a production queue");
return;
}
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
// If this is the first item in the queue, start the timer
if (!this.timer)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_ProductionQueue, "ProgressTimeout", g_ProgressInterval, {});
}
}
else
{
var notification = {"players": [cmpPlayer.GetPlayerID()], "message": markForTranslation("The production queue is full."), "translateMessage": true };
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification(notification);
}
};
/*
* Removes an existing batch of units from the production queue.
* Refunds resource costs and population reservations.
*/
ProductionQueue.prototype.RemoveBatch = function(id)
{
// Destroy any cached entities (those which didn't spawn for some reason)
for (var i = 0; i < this.entityCache.length; ++i)
{
Engine.DestroyEntity(this.entityCache[i]);
}
this.entityCache = [];
for (var i = 0; i < this.queue.length; ++i)
{
var item = this.queue[i];
if (item.id != id)
continue;
// Now we've found the item to remove
- var cmpPlayer = QueryPlayerIDInterface(item.player, IID_Player);
+ var cmpPlayer = QueryPlayerIDInterface(item.player);
// Update entity count in the EntityLimits component
if (item.unitTemplate)
{
var cmpTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTempMan.GetTemplate(item.unitTemplate);
if (template.TrainingRestrictions)
{
var unitCategory = template.TrainingRestrictions.Category;
var cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
cmpPlayerEntityLimits.ChangeCount(unitCategory, -item.count);
}
}
// Refund the resource cost for this batch
var totalCosts = {};
var cmpStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
for each (var r in ["food", "wood", "stone", "metal"])
{
totalCosts[r] = Math.floor(item.count * item.resources[r]);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceUsedCounter(r, -totalCosts[r]);
}
cmpPlayer.AddResources(totalCosts);
// Remove reserved population slots if necessary
if (item.productionStarted && item.unitTemplate)
cmpPlayer.UnReservePopulationSlots(item.population * item.count);
// Mark the research as stopped if we cancel it
if (item.technologyTemplate)
{
// item.player is used as this.entity's owner may be invalid (deletion, etc.)
var cmpTechnologyManager = QueryPlayerIDInterface(item.player, IID_TechnologyManager);
cmpTechnologyManager.StoppedResearch(item.technologyTemplate);
}
// Remove from the queue
// (We don't need to remove the timer - it'll expire if it discovers the queue is empty)
this.queue.splice(i, 1);
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
return;
}
};
/*
* Returns basic data from all batches in the production queue.
*/
ProductionQueue.prototype.GetQueue = function()
{
var out = [];
for each (var item in this.queue)
{
out.push({
"id": item.id,
"unitTemplate": item.unitTemplate,
"technologyTemplate": item.technologyTemplate,
"count": item.count,
"neededSlots": item.neededSlots,
"progress": 1 - ( item.timeRemaining / (item.timeTotal || 1) ),
"timeRemaining": item.timeRemaining,
"metadata": item.metadata,
});
}
return out;
};
/*
* Removes all existing batches from the queue.
*/
ProductionQueue.prototype.ResetQueue = function()
{
// Empty the production queue and refund all the resource costs
// to the player. (This is to avoid players having to micromanage their
// buildings' queues when they're about to be destroyed or captured.)
while (this.queue.length)
this.RemoveBatch(this.queue[0].id);
};
/*
* Returns batch build time.
*/
ProductionQueue.prototype.GetBatchTime = function(batchSize)
{
- var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
+ var cmpPlayer = QueryOwnerInterface(this.entity);
var batchTimeModifier = ApplyValueModificationsToEntity("ProductionQueue/BatchTimeModifier", +this.template.BatchTimeModifier, this.entity);
// TODO: work out what equation we should use here.
return Math.pow(batchSize, batchTimeModifier) * cmpPlayer.GetCheatTimeMultiplier();
};
ProductionQueue.prototype.OnOwnershipChanged = function(msg)
{
if (msg.from != -1)
{
// Unset flag that previous owner's training may be blocked
- var cmpPlayer = QueryPlayerIDInterface(msg.from, IID_Player);
+ var cmpPlayer = QueryPlayerIDInterface(msg.from);
if (cmpPlayer && this.queue.length > 0)
cmpPlayer.UnBlockTraining();
}
if (msg.to != -1)
this.CalculateEntitiesList();
// Reset the production queue whenever the owner changes.
// (This should prevent players getting surprised when they capture
// an enemy building, and then loads of the enemy's civ's soldiers get
// created from it. Also it means we don't have to worry about
// updating the reserved pop slots.)
this.ResetQueue();
};
+ProductionQueue.prototype.OnCivChanged = function()
+{
+ this.CalculateEntitiesList();
+};
+
ProductionQueue.prototype.OnDestroy = function()
{
// Reset the queue to refund any resources
this.ResetQueue();
if (this.timer)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
}
};
/*
* This function creates the entities and places them in world if possible
* and returns the number of successfully created entities.
* (some of these entities may be garrisoned directly if autogarrison, the others are spawned).
*/
ProductionQueue.prototype.SpawnUnits = function(templateName, count, metadata)
{
var cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint);
var createdEnts = [];
var spawnedEnts = [];
if (this.entityCache.length == 0)
{
// We need entities to test spawning, but we don't want to waste resources,
// so only create them once and use as needed
for (var i = 0; i < count; ++i)
{
var ent = Engine.AddEntity(templateName);
this.entityCache.push(ent);
// Decrement entity count in the EntityLimits component
// since it will be increased by EntityLimits.OnGlobalOwnershipChanged function,
// i.e. we replace a 'trained' entity to an 'alive' one
var cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions);
if (cmpTrainingRestrictions)
{
var unitCategory = cmpTrainingRestrictions.GetCategory();
var cmpPlayerEntityLimits = QueryOwnerInterface(this.entity, IID_EntityLimits);
cmpPlayerEntityLimits.ChangeCount(unitCategory,-1);
}
}
}
var cmpAutoGarrison = undefined;
if (cmpRallyPoint)
{
var data = cmpRallyPoint.GetData()[0];
if (data && data.target && data.target == this.entity && data.command == "garrison")
cmpAutoGarrison = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
}
for (var i = 0; i < count; ++i)
{
var ent = this.entityCache[0];
var cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
if (cmpAutoGarrison && cmpAutoGarrison.PerformGarrison(ent))
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.Autogarrison(this.entity);
}
else
{
var pos = cmpFootprint.PickSpawnPoint(ent);
if (pos.y < 0)
{
// Fail: there wasn't any space to spawn the unit
break;
}
else
{
// Successfully spawned
var cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
cmpNewPosition.JumpTo(pos.x, pos.z);
// TODO: what direction should they face in?
spawnedEnts.push(ent);
}
}
var cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter(ent);
// Play a sound, but only for the first in the batch (to avoid nasty phasing effects)
if (createdEnts.length == 0)
PlaySound("trained", ent);
this.entityCache.shift();
createdEnts.push(ent);
}
if (spawnedEnts.length > 0 && !cmpAutoGarrison)
{
// If a rally point is set, walk towards it (in formation) using a suitable command based on where the
// rally point is placed.
if (cmpRallyPoint)
{
var rallyPos = cmpRallyPoint.GetPositions()[0];
if (rallyPos)
{
var commands = GetRallyPointCommands(cmpRallyPoint, spawnedEnts);
for each(var com in commands)
ProcessCommand(cmpOwnership.GetOwner(), com);
}
}
}
if (createdEnts.length > 0)
{
Engine.PostMessage(this.entity, MT_TrainingFinished, {
"entities": createdEnts,
"owner": cmpOwnership.GetOwner(),
"metadata": metadata,
});
if(this.alertRaiser && spawnedEnts.length > 0)
{
var cmpAlertRaiser = Engine.QueryInterface(this.alertRaiser, IID_AlertRaiser);
if(cmpAlertRaiser)
cmpAlertRaiser.UpdateUnits(spawnedEnts);
}
}
return createdEnts.length;
};
/*
* Increments progress on the first batch in the production queue, and blocks the
* queue if population limit is reached or some units failed to spawn.
*/
ProductionQueue.prototype.ProgressTimeout = function(data)
{
// Check if the production is paused (eg the entity is garrisoned)
if (this.paused)
return;
// Allocate the 1000msecs to as many queue items as it takes
// until we've used up all the time (so that we work accurately
// with items that take fractions of a second)
var time = g_ProgressInterval;
- var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
+ var cmpPlayer = QueryOwnerInterface(this.entity);
while (time > 0 && this.queue.length)
{
var item = this.queue[0];
if (!item.productionStarted)
{
// If the item is a unit then do population checks
if (item.unitTemplate)
{
// Batch's training hasn't started yet.
// Try to reserve the necessary population slots
item.neededSlots = cmpPlayer.TryReservePopulationSlots(item.population * item.count);
if (item.neededSlots)
{
// Not enough slots available - don't train this batch now
// (we'll try again on the next timeout)
// Set flag that training is blocked
cmpPlayer.BlockTraining();
break;
}
// Unset flag that training is blocked
cmpPlayer.UnBlockTraining();
}
if (item.technologyTemplate)
{
// Mark the research as started.
var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
cmpTechnologyManager.StartedResearch(item.technologyTemplate);
}
item.productionStarted = true;
if (item.unitTemplate)
Engine.PostMessage(this.entity, MT_TrainingStarted, {"entity": this.entity});
}
// If we won't finish the batch now, just update its timer
if (item.timeRemaining > time)
{
item.timeRemaining -= time;
// send a message for the AIs.
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
break;
}
if (item.unitTemplate)
{
var numSpawned = this.SpawnUnits(item.unitTemplate, item.count, item.metadata);
if (numSpawned == item.count)
{
// All entities spawned, this batch finished
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
time -= item.timeRemaining;
this.queue.shift();
// Unset flag that training is blocked
cmpPlayer.UnBlockTraining();
this.spawnNotified = false;
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
}
else
{
if (numSpawned > 0)
{
// Only partially finished
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
item.count -= numSpawned;
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
}
// Some entities failed to spawn
// Set flag that training is blocked
cmpPlayer.BlockTraining();
if (!this.spawnNotified)
{
- var cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
+ var cmpPlayer = QueryOwnerInterface(this.entity);
var notification = {"players": [cmpPlayer.GetPlayerID()], "message": "Can't find free space to spawn trained units" };
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification(notification);
this.spawnNotified = true;
}
break;
}
}
else if (item.technologyTemplate)
{
var cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
cmpTechnologyManager.ResearchTechnology(item.technologyTemplate);
var template = cmpTechnologyManager.GetTechnologyTemplate(item.technologyTemplate);
if (template && template.soundComplete)
{
var cmpSoundManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager);
if (cmpSoundManager)
cmpSoundManager.PlaySoundGroup(template.soundComplete, this.entity);
}
time -= item.timeRemaining;
this.queue.shift();
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, { });
}
}
// If the queue's empty, delete the timer, else repeat it
if (this.queue.length == 0)
{
this.timer = undefined;
// Unset flag that training is blocked
// (This might happen when the player unqueues all batches)
cmpPlayer.UnBlockTraining();
}
else
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_ProductionQueue, "ProgressTimeout", g_ProgressInterval, data);
}
};
ProductionQueue.prototype.PauseProduction = function()
{
this.timer = undefined;
this.paused = true;
};
ProductionQueue.prototype.UnpauseProduction = function()
{
this.paused = false;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_ProductionQueue, "ProgressTimeout", g_ProgressInterval, {});
};
ProductionQueue.prototype.OnValueModification = function(msg)
{
// if the promotion requirements of units is changed,
// update the entities list so that automatically promoted units are shown
// appropriately in the list
if (msg.component == "Promotion")
this.CalculateEntitiesList();
};
ProductionQueue.prototype.OnDisabledTemplatesChanged = function(msg)
{
// if the disabled templates of the player is changed,
// update the entities list so that this is reflected there
this.CalculateEntitiesList();
};
Engine.RegisterComponentType(IID_ProductionQueue, "ProductionQueue", ProductionQueue);
Index: ps/trunk/binaries/data/mods/public/simulation/components/interfaces/Player.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/interfaces/Player.js (nonexistent)
+++ ps/trunk/binaries/data/mods/public/simulation/components/interfaces/Player.js (revision 16506)
@@ -0,0 +1,5 @@
+/**
+ * Warn other components when a player changed civs
+ * This should only happen in Atlas
+ */
+Engine.RegisterMessageType("CivChanged");