Index: ps/trunk/binaries/data/mods/public/simulation/components/Player.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Player.js (revision 21640)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Player.js (revision 21641)
@@ -1,980 +1,983 @@
function Player() {}
Player.prototype.Schema =
"" +
"" +
"" +
Resources.BuildSchema("positiveDecimal") +
"" +
"" +
Resources.BuildSchema("positiveDecimal") +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
/**
* Don't serialize diplomacyColor or displayDiplomacyColor since they're modified by the GUI.
*/
Player.prototype.Serialize = function()
{
let state = {};
for (let key in this)
if (this.hasOwnProperty(key))
state[key] = this[key];
state.diplomacyColor = undefined;
state.displayDiplomacyColor = false;
return state;
};
/**
* Which units will be shown with special icons at the top.
*/
var panelEntityClasses = "Hero Relic";
Player.prototype.Init = function()
{
this.playerID = undefined;
this.name = undefined; // define defaults elsewhere (supporting other languages)
this.civ = undefined;
this.color = undefined;
this.diplomacyColor = undefined;
this.displayDiplomacyColor = false;
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 = {};
this.tradingGoods = []; // goods for next trade-route and its proba in % (the sum of probas must be 100)
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.sharedDropsites = false;
this.formations = [];
this.startCam = undefined;
this.controlAllUnits = false;
this.isAI = false;
this.timeMultiplier = 1;
this.gatherRateMultiplier = 1;
this.tradeRateMultiplier = 1;
this.cheatsEnabled = false;
this.cheatTimeMultiplier = 1;
this.panelEntities = [];
this.resourceNames = {};
this.disabledTemplates = {};
this.disabledTechnologies = {};
this.startingTechnologies = [];
this.spyCostMultiplier = +this.template.SpyCostMultiplier;
this.barterMultiplier = {
"buy": clone(this.template.BarterMultiplier.Buy),
"sell": clone(this.template.BarterMultiplier.Sell)
};
// Initial resources and trading goods probability in steps of 5
let resCodes = Resources.GetCodes();
let quotient = Math.floor(20 / resCodes.length);
let remainder = 20 % resCodes.length;
for (let i in resCodes)
{
let res = resCodes[i];
this.resourceCount[res] = 300;
this.resourceNames[res] = Resources.GetResource(res).name;
this.tradingGoods.push({
"goods": res,
"proba": 5 * (quotient + (+i < remainder ? 1 : 0))
});
}
};
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 && playerID && oldCiv != civcode)
Engine.BroadcastMessage(MT_CivChanged, {
"player": playerID,
"from": oldCiv,
"to": civcode
});
};
Player.prototype.GetCiv = function()
{
return this.civ;
};
Player.prototype.SetColor = function(r, g, b)
{
var colorInitialized = !!this.color;
this.color = { "r": r / 255, "g": g / 255, "b": b / 255, "a": 1 };
// Used in Atlas
if (colorInitialized)
Engine.BroadcastMessage(MT_PlayerColorChanged, {
"player": this.playerID
});
};
Player.prototype.SetDiplomacyColor = function(color)
{
this.diplomacyColor = { "r": color.r / 255, "g": color.g / 255, "b": color.b / 255, "a": 1 };
};
Player.prototype.SetDisplayDiplomacyColor = function(displayDiplomacyColor)
{
this.displayDiplomacyColor = displayDiplomacyColor;
};
Player.prototype.GetColor = function()
{
return this.color;
};
Player.prototype.GetDisplayedColor = function()
{
return this.displayDiplomacyColor ? this.diplomacyColor : 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.AddPopulation = function(num)
{
this.popUsed += num;
};
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(ApplyValueModificationsToEntity("Player/MaxPopulation", this.maxPop, this.entity));
};
Player.prototype.GetBarterMultiplier = function()
{
return this.barterMultiplier;
};
Player.prototype.GetGatherRateMultiplier = function()
{
return this.gatherRateMultiplier / this.cheatTimeMultiplier;
};
Player.prototype.GetTimeMultiplier = function()
{
return this.timeMultiplier * this.cheatTimeMultiplier;
};
Player.prototype.GetTradeRateMultiplier = function()
{
return this.tradeRateMultiplier;
};
Player.prototype.GetSpyCostMultiplier = function()
{
return this.spyCostMultiplier;
};
/**
* Setters currently used by the AI to set the difficulty level
*/
Player.prototype.SetGatherRateMultiplier = function(value)
{
this.gatherRateMultiplier = value;
+ Engine.BroadcastMessage(MT_MultiplierChanged, { "player": this.playerID, "type": "gather" });
};
Player.prototype.SetTimeMultiplier = function(value)
{
this.timeMultiplier = value;
+ Engine.BroadcastMessage(MT_MultiplierChanged, { "player": this.playerID, "type": "time" });
};
Player.prototype.SetTradeRateMultiplier = function(value)
{
this.tradeRateMultiplier = value;
};
Player.prototype.GetPanelEntities = function()
{
return this.panelEntities;
};
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)
{
for (let res in resources)
this.resourceCount[res] = resources[res];
};
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");
// Send as time-notification
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [this.playerID],
"message": msg,
"parameters": parameters,
"translateMessage": true,
"translateParameters": {
"resourceType1": "withinSentence",
"resourceType2": "withinSentence",
"resourceType3": "withinSentence",
"resourceType4": "withinSentence",
},
});
return false;
}
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 = randFloat(0, 100);
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 (let resource of this.tradingGoods)
tradingGoods[resource.goods] = resource.proba;
return tradingGoods;
};
Player.prototype.SetTradingGoods = function(tradingGoods)
{
let resCodes = Resources.GetCodes();
let sumProba = 0;
for (let resource in tradingGoods)
{
if (resCodes.indexOf(resource) == -1 || tradingGoods[resource] < 0)
{
error("Invalid trading goods: " + uneval(tradingGoods));
return;
}
sumProba += tradingGoods[resource];
}
if (sumProba != 100)
{
error("Invalid trading goods: " + uneval(tradingGoods));
return;
}
this.tradingGoods = [];
for (let resource in tradingGoods)
this.tradingGoods.push({
"goods": resource,
"proba": tradingGoods[resource]
});
};
Player.prototype.GetState = function()
{
return this.state;
};
/**
* @param {string} newState - Either "defeated" or "won".
* @param {string|undefined} message - A string to be shown in chat, for example
* markForTranslation("%(player)s has been defeated (failed objective).").
* If it is undefined, the caller MUST send that GUI notification manually.
*/
Player.prototype.SetState = function(newState, message)
{
if (this.state != "active")
return;
if (newState != "won" && newState != "defeated")
{
warn("Can't change playerstate to " + this.state);
return;
}
this.state = newState;
let won = newState == "won";
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (won)
cmpRangeManager.SetLosRevealAll(this.playerID, true);
else
{
// Reassign all player's entities to Gaia
let 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 (let entity of entities)
{
let cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
cmpOwnership.SetOwnerQuiet(0);
}
// With the real ownership change complete, send OwnershipChanged messages.
for (let entity of entities)
Engine.PostMessage(entity, MT_OwnershipChanged, {
"entity": entity,
"from": this.playerID,
"to": 0
});
}
Engine.BroadcastMessage(won ? MT_PlayerWon : MT_PlayerDefeated, { "playerId": this.playerID });
if (message)
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": won ? "won" : "defeat",
"players": [this.playerID],
"allies": [this.playerID],
"message": message
});
}
};
Player.prototype.GetTeam = function()
{
return this.team;
};
Player.prototype.SetTeam = function(team)
{
if (this.teamsLocked)
return;
this.team = team;
// Set all team members as allies
if (this.team != -1)
{
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i);
if (this.team != cmpPlayer.GetTeam())
continue;
this.SetAlly(i);
cmpPlayer.SetAlly(this.playerID);
}
}
Engine.BroadcastMessage(MT_DiplomacyChanged, {
"player": this.playerID,
"otherPlayer": null
});
};
Player.prototype.SetLockTeams = function(value)
{
this.teamsLocked = value;
};
Player.prototype.GetLockTeams = function()
{
return this.teamsLocked;
};
Player.prototype.GetDiplomacy = function()
{
return this.diplomacy.slice();
};
Player.prototype.SetDiplomacy = function(dipl)
{
this.diplomacy = dipl.slice();
Engine.BroadcastMessage(MT_DiplomacyChanged, {
"player": this.playerID,
"otherPlayer": null
});
};
Player.prototype.SetDiplomacyIndex = function(idx, value)
{
let cmpPlayer = QueryPlayerIDInterface(idx);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
this.diplomacy[idx] = value;
Engine.BroadcastMessage(MT_DiplomacyChanged, {
"player": this.playerID,
"otherPlayer": cmpPlayer.GetPlayerID()
});
// Mutual worsening of relations
if (cmpPlayer.diplomacy[this.playerID] > value)
cmpPlayer.SetDiplomacyIndex(this.playerID, value);
};
Player.prototype.UpdateSharedLos = function()
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
if (!cmpRangeManager || !cmpTechnologyManager)
return;
if (!cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech))
{
cmpRangeManager.SetSharedLos(this.playerID, [this.playerID]);
return;
}
cmpRangeManager.SetSharedLos(this.playerID, this.GetMutualAllies());
};
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.HasSharedLos = function()
{
let cmpTechnologyManager = Engine.QueryInterface(this.entity, IID_TechnologyManager);
return cmpTechnologyManager && cmpTechnologyManager.IsTechnologyResearched(this.template.SharedLosTech);
};
Player.prototype.HasSharedDropsites = function()
{
return this.sharedDropsites;
};
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.GetPlayersByDiplomacy = function(func)
{
var players = [];
for (var i = 0; i < this.diplomacy.length; ++i)
if (this[func](i))
players.push(i);
return players;
};
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;
};
Player.prototype.GetAllies = function()
{
return this.GetPlayersByDiplomacy("IsAlly");
};
/**
* Check if given player is our ally excluding ourself
*/
Player.prototype.IsExclusiveAlly = function(id)
{
return this.playerID != id && this.IsAlly(id);
};
/**
* Check if given player is our ally, and we are its ally
*/
Player.prototype.IsMutualAlly = function(id)
{
var cmpPlayer = QueryPlayerIDInterface(id);
return this.IsAlly(id) && cmpPlayer && cmpPlayer.IsAlly(this.playerID);
};
Player.prototype.GetMutualAllies = function()
{
return this.GetPlayersByDiplomacy("IsMutualAlly");
};
/**
* Check if given player is our ally, and we are its ally, excluding ourself
*/
Player.prototype.IsExclusiveMutualAlly = function(id)
{
return this.playerID != id && this.IsMutualAlly(id);
};
Player.prototype.SetEnemy = function(id)
{
this.SetDiplomacyIndex(id, -1);
};
/**
* Check if given player is our enemy
*/
Player.prototype.IsEnemy = function(id)
{
return this.diplomacy[id] < 0;
};
Player.prototype.GetEnemies = function()
{
return this.GetPlayersByDiplomacy("IsEnemy");
};
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);
if (msg.from == this.playerID)
{
if (cmpCost)
this.popUsed -= cmpCost.GetPopCost();
if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), panelEntityClasses))
{
let index = this.panelEntities.indexOf(msg.entity);
if (index >= 0)
this.panelEntities.splice(index, 1);
}
}
if (msg.to == this.playerID)
{
if (cmpCost)
this.popUsed += cmpCost.GetPopCost();
if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), panelEntityClasses))
this.panelEntities.push(msg.entity);
}
};
Player.prototype.OnResearchFinished = function(msg)
{
if (msg.tech == this.template.SharedLosTech)
this.UpdateSharedLos();
else if (msg.tech == this.template.SharedDropsitesTech)
this.sharedDropsites = true;
};
Player.prototype.OnDiplomacyChanged = function()
{
this.UpdateSharedLos();
};
Player.prototype.OnValueModification = function(msg)
{
if (msg.component != "Player")
return;
if (msg.valueNames.indexOf("Player/SpyCostMultiplier") != -1)
this.spyCostMultiplier = ApplyValueModificationsToEntity("Player/SpyCostMultiplier", +this.template.SpyCostMultiplier, this.entity);
if (msg.valueNames.some(mod => mod.startsWith("Player/BarterMultiplier/")))
for (let res in this.template.BarterMultiplier.Buy)
{
this.barterMultiplier.buy[res] = ApplyValueModificationsToEntity("Player/BarterMultiplier/Buy/"+res, +this.template.BarterMultiplier.Buy[res], this.entity);
this.barterMultiplier.sell[res] = ApplyValueModificationsToEntity("Player/BarterMultiplier/Sell/"+res, +this.template.BarterMultiplier.Sell[res], this.entity);
}
};
Player.prototype.SetCheatsEnabled = function(flag)
{
this.cheatsEnabled = flag;
};
Player.prototype.GetCheatsEnabled = function()
{
return this.cheatsEnabled;
};
Player.prototype.SetCheatTimeMultiplier = function(time)
{
this.cheatTimeMultiplier = time;
+ Engine.BroadcastMessage(MT_MultiplierChanged, { "player": this.playerID, "type": "cheat" });
};
Player.prototype.GetCheatTimeMultiplier = function()
{
return this.cheatTimeMultiplier;
};
Player.prototype.TributeResource = function(player, amounts)
{
var cmpPlayer = QueryPlayerIDInterface(player);
if (!cmpPlayer)
return;
if (this.state != "active" || cmpPlayer.state != "active")
return;
for (let resCode in amounts)
if (Resources.GetCodes().indexOf(resCode) == -1 ||
!Number.isInteger(amounts[resCode]) ||
amounts[resCode] < 0)
{
warn("Invalid tribute amounts: " + uneval(amounts));
return;
}
if (!this.SubtractResourcesOrNotify(amounts))
return;
cmpPlayer.AddResources(amounts);
var total = Object.keys(amounts).reduce((sum, type) => 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 cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
if (cmpGUIInterface)
cmpGUIInterface.PushNotification({
"type": "tribute",
"players": [player],
"donator": this.playerID,
"amounts": amounts
});
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/ResourceGatherer.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 21640)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 21641)
@@ -1,348 +1,354 @@
function ResourceGatherer() {}
ResourceGatherer.prototype.Schema =
"Lets the unit gather resources from entities that have the ResourceSupply component." +
"" +
"2.0" +
"1.0" +
"" +
"1" +
"3" +
"3" +
"2" +
"" +
"" +
"10" +
"10" +
"10" +
"10" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
Resources.BuildSchema("positiveDecimal", ["treasure"], true) +
"" +
"" +
Resources.BuildSchema("positiveDecimal") +
"";
ResourceGatherer.prototype.Init = function()
{
this.carrying = {}; // { generic type: integer amount currently carried }
// (Note that this component supports carrying multiple types of resources,
// each with an independent capacity, but the rest of the game currently
// ensures and assumes we'll only be carrying one type at once)
// The last exact type gathered, so we can render appropriate props
this.lastCarriedType = undefined; // { generic, specific }
this.RecalculateGatherRatesAndCapacities();
};
/**
* Returns data about what resources the unit is currently carrying,
* in the form [ {"type":"wood", "amount":7, "max":10} ]
*/
ResourceGatherer.prototype.GetCarryingStatus = function()
{
let ret = [];
for (let type in this.carrying)
{
ret.push({
"type": type,
"amount": this.carrying[type],
"max": +this.GetCapacity(type)
});
}
return ret;
};
/**
* Used to instantly give resources to unit
* @param resources The same structure as returned form GetCarryingStatus
*/
ResourceGatherer.prototype.GiveResources = function(resources)
{
for (let resource of resources)
- this.carrying[resource.type] = +(resource.amount);
+ this.carrying[resource.type] = +resource.amount;
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
};
/**
* Returns the generic type of one particular resource this unit is
* currently carrying, or undefined if none.
*/
ResourceGatherer.prototype.GetMainCarryingType = function()
{
// Return the first key, if any
for (let type in this.carrying)
return type;
return undefined;
};
/**
* Returns the exact resource type we last picked up, as long as
* we're still carrying something similar enough, in the form
* { generic, specific }
*/
ResourceGatherer.prototype.GetLastCarriedType = function()
{
if (this.lastCarriedType && this.lastCarriedType.generic in this.carrying)
return this.lastCarriedType;
return undefined;
};
// Since this code is very performancecritical and applying technologies quite slow, cache it.
ResourceGatherer.prototype.RecalculateGatherRatesAndCapacities = function()
{
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
let multiplier = cmpPlayer ? cmpPlayer.GetGatherRateMultiplier() : 1;
this.baseSpeed = multiplier * ApplyValueModificationsToEntity("ResourceGatherer/BaseSpeed", +this.template.BaseSpeed, this.entity);
this.rates = {};
for (let r in this.template.Rates)
{
let type = r.split(".");
if (type[0] != "treasure" && type.length > 1 && !Resources.GetResource(type[0]).subtypes[type[1]])
{
error("Resource subtype not found: " + type[0] + "." + type[1]);
continue;
}
let rate = ApplyValueModificationsToEntity("ResourceGatherer/Rates/" + r, +this.template.Rates[r], this.entity);
this.rates[r] = rate * this.baseSpeed;
}
this.capacities = {};
for (let r in this.template.Capacities)
this.capacities[r] = ApplyValueModificationsToEntity("ResourceGatherer/Capacities/" + r, +this.template.Capacities[r], this.entity);
};
ResourceGatherer.prototype.GetGatherRates = function()
{
return this.rates;
};
ResourceGatherer.prototype.GetGatherRate = function(resourceType)
{
if (!this.template.Rates[resourceType])
return 0;
return this.rates[resourceType];
};
ResourceGatherer.prototype.GetCapacity = function(resourceType)
{
if(!this.template.Capacities[resourceType])
return 0;
return this.capacities[resourceType];
};
ResourceGatherer.prototype.GetRange = function()
{
return { "max": +this.template.MaxDistance, "min": 0 };
// maybe this should depend on the unit or target or something?
};
/**
* Try to gather treasure
* @return 'true' if treasure is successfully gathered, otherwise 'false'
*/
ResourceGatherer.prototype.TryInstantGather = function(target)
{
let cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
let type = cmpResourceSupply.GetType();
if (type.generic != "treasure")
return false;
let status = cmpResourceSupply.TakeResources(cmpResourceSupply.GetCurrentAmount());
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (cmpPlayer)
cmpPlayer.AddResource(type.specific, status.amount);
let cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseTreasuresCollectedCounter();
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
if (cmpTrigger && cmpPlayer)
cmpTrigger.CallEvent("TreasureCollected", { "player": cmpPlayer.GetPlayerID(), "type": type.specific, "amount": status.amount });
return true;
};
/**
* Gather from the target entity. This should only be called after a successful range check,
* and if the target has a compatible ResourceSupply.
* Call interval will be determined by gather rate, so always gather 1 amount when called.
*/
ResourceGatherer.prototype.PerformGather = function(target)
{
if (!this.GetTargetGatherRate(target))
return { "exhausted": true };
let gatherAmount = 1;
let cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
let type = cmpResourceSupply.GetType();
// Initialise the carried count if necessary
if (!this.carrying[type.generic])
this.carrying[type.generic] = 0;
// Find the maximum so we won't exceed our capacity
let maxGathered = this.GetCapacity(type.generic) - this.carrying[type.generic];
let status = cmpResourceSupply.TakeResources(Math.min(gatherAmount, maxGathered));
this.carrying[type.generic] += status.amount;
this.lastCarriedType = type;
// Update stats of how much the player collected.
// (We have to do it here rather than at the dropsite, because we
// need to know what subtype it was)
let cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceGatheredCounter(type.generic, status.amount, type.specific);
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
return {
"amount": status.amount,
"exhausted": status.exhausted,
- "filled": (this.carrying[type.generic] >= this.GetCapacity(type.generic))
+ "filled": this.carrying[type.generic] >= this.GetCapacity(type.generic)
};
};
/**
* Compute the amount of resources collected per second from the target.
* Returns 0 if resources cannot be collected (e.g. the target doesn't
* exist, or is the wrong type).
*/
ResourceGatherer.prototype.GetTargetGatherRate = function(target)
{
let cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
if (!cmpResourceSupply)
return 0;
let type = cmpResourceSupply.GetType();
let rate = 0;
if (type.specific)
rate = this.GetGatherRate(type.generic+"."+type.specific);
if (rate == 0 && type.generic)
rate = this.GetGatherRate(type.generic);
if ("Mirages" in cmpResourceSupply)
return rate;
// Apply diminishing returns with more gatherers, for e.g. infinite farms. For most resources this has no effect
// (GetDiminishingReturns will return null). We can assume that for resources that are miraged this is the case
// (else just add the diminishing returns data to the mirage data and remove the early return above)
let diminishingReturns = cmpResourceSupply.GetDiminishingReturns();
if (diminishingReturns)
rate *= diminishingReturns;
return rate;
};
/**
* Returns whether this unit can carry more of the given type of resource.
* (This ignores whether the unit is actually able to gather that
* resource type or not.)
*/
ResourceGatherer.prototype.CanCarryMore = function(type)
{
- let amount = (this.carrying[type] || 0);
+ let amount = this.carrying[type] || 0;
return amount < this.GetCapacity(type);
};
ResourceGatherer.prototype.IsCarrying = function(type)
{
- let amount = (this.carrying[type] || 0);
+ let amount = this.carrying[type] || 0;
return amount > 0;
};
/**
* Returns whether this unit is carrying any resources of a type that is
* not the requested type. (This is to support cases where the unit is
* only meant to be able to carry one type at once.)
*/
ResourceGatherer.prototype.IsCarryingAnythingExcept = function(exceptedType)
{
for (let type in this.carrying)
if (type != exceptedType)
return true;
return false;
};
/**
* Transfer our carried resources to our owner immediately.
* Only resources of the given types will be transferred.
* (This should typically be called after reaching a dropsite).
*/
ResourceGatherer.prototype.CommitResources = function(types)
{
let cmpPlayer = QueryOwnerInterface(this.entity);
if (cmpPlayer)
for (let type of types)
if (type in this.carrying)
{
cmpPlayer.AddResource(type, this.carrying[type]);
delete this.carrying[type];
}
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
};
/**
* Drop all currently-carried resources.
* (Currently they just vanish after being dropped - we don't bother depositing
* them onto the ground.)
*/
ResourceGatherer.prototype.DropResources = function()
{
this.carrying = {};
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
};
// Since we cache gather rates, we need to make sure we update them when tech changes.
// and when our owner change because owners can had different techs.
ResourceGatherer.prototype.OnValueModification = function(msg)
{
if (msg.component != "ResourceGatherer")
return;
this.RecalculateGatherRatesAndCapacities();
};
ResourceGatherer.prototype.OnOwnershipChanged = function(msg)
{
if (msg.to == INVALID_PLAYER)
return;
this.RecalculateGatherRatesAndCapacities();
};
ResourceGatherer.prototype.OnGlobalInitGame = function(msg)
{
this.RecalculateGatherRatesAndCapacities();
};
+ResourceGatherer.prototype.OnMultiplierChanged = function(msg)
+{
+ if (msg.player == QueryOwnerInterface(this.entity, IID_Player).GetPlayerID())
+ this.RecalculateGatherRatesAndCapacities();
+};
+
Engine.RegisterComponentType(IID_ResourceGatherer, "ResourceGatherer", ResourceGatherer);
Index: ps/trunk/binaries/data/mods/public/simulation/components/interfaces/Player.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/interfaces/Player.js (revision 21640)
+++ ps/trunk/binaries/data/mods/public/simulation/components/interfaces/Player.js (revision 21641)
@@ -1,42 +1,48 @@
/**
* Message of the form { "player": number, "from": string, "to": string }
* sent from Player component to warn other components when a player changed civs.
* This should only happen in Atlas.
*/
Engine.RegisterMessageType("CivChanged");
/**
* Message of the form { "player": number, "otherPlayer": number }
* sent from Player component when diplomacy changed for one player or between two players.
*/
Engine.RegisterMessageType("DiplomacyChanged");
/**
* Message of the form {}
* sent from Player component.
*/
Engine.RegisterMessageType("DisabledTechnologiesChanged");
/**
* Message of the form {}
* sent from Player component.
*/
Engine.RegisterMessageType("DisabledTemplatesChanged");
/**
* Message of the form { "playerID": number }
* sent from Player component when a player is defeated.
*/
Engine.RegisterMessageType("PlayerDefeated");
/**
* Message of the form { "playerID": number }
* sent from Player component when a player has won.
*/
Engine.RegisterMessageType("PlayerWon");
/**
* Message of the form { "to": number, "from": number, "amounts": object }
* sent from Player component whenever a tribute is sent.
*/
Engine.RegisterMessageType("TributeExchanged");
+
+/**
+ * Message of the form { "player": player, "type": "cheat" }
+ * sent from Player when some multiplier of that player has changed
+ */
+Engine.RegisterMessageType("MultiplierChanged");