Index: ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 23352)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 23353)
@@ -1,350 +1,355 @@
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 }
};
/**
* 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;
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;
};
+ResourceGatherer.prototype.SetLastCarriedType = function(lastCarriedType)
+{
+ this.lastCarriedType = lastCarriedType;
+};
+
// Since this code is very performancecritical and applying technologies quite slow, cache it.
ResourceGatherer.prototype.RecalculateGatherRatesAndCapacities = function()
{
this.baseSpeed = 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)
};
};
/**
* 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;
return amount < this.GetCapacity(type);
};
ResourceGatherer.prototype.IsCarrying = function(type)
{
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/helpers/Transform.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/helpers/Transform.js (revision 23352)
+++ ps/trunk/binaries/data/mods/public/simulation/helpers/Transform.js (revision 23353)
@@ -1,261 +1,262 @@
// Helper functions to change an entity's template and check if the transformation is possible
// returns the ID of the new entity or INVALID_ENTITY.
function ChangeEntityTemplate(oldEnt, newTemplate)
{
// Done un/packing, copy our parameters to the final entity
var newEnt = Engine.AddEntity(newTemplate);
if (newEnt == INVALID_ENTITY)
{
error("Transform.js: Error replacing entity " + oldEnt + " for a '" + newTemplate + "'");
return INVALID_ENTITY;
}
var cmpPosition = Engine.QueryInterface(oldEnt, IID_Position);
var cmpNewPosition = Engine.QueryInterface(newEnt, IID_Position);
if (cmpPosition && cmpNewPosition)
{
if (cmpPosition.IsInWorld())
{
let pos = cmpPosition.GetPosition2D();
cmpNewPosition.JumpTo(pos.x, pos.y);
}
let rot = cmpPosition.GetRotation();
cmpNewPosition.SetYRotation(rot.y);
cmpNewPosition.SetXZRotation(rot.x, rot.z);
cmpNewPosition.SetHeightOffset(cmpPosition.GetHeightOffset());
}
var cmpOwnership = Engine.QueryInterface(oldEnt, IID_Ownership);
var cmpNewOwnership = Engine.QueryInterface(newEnt, IID_Ownership);
if (cmpOwnership && cmpNewOwnership)
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
// Copy control groups
CopyControlGroups(oldEnt, newEnt);
// Rescale capture points
var cmpCapturable = Engine.QueryInterface(oldEnt, IID_Capturable);
var cmpNewCapturable = Engine.QueryInterface(newEnt, IID_Capturable);
if (cmpCapturable && cmpNewCapturable)
{
let scale = cmpCapturable.GetMaxCapturePoints() / cmpNewCapturable.GetMaxCapturePoints();
let newCp = cmpCapturable.GetCapturePoints().map(v => v / scale);
cmpNewCapturable.SetCapturePoints(newCp);
}
// Maintain current health level
var cmpHealth = Engine.QueryInterface(oldEnt, IID_Health);
var cmpNewHealth = Engine.QueryInterface(newEnt, IID_Health);
if (cmpHealth && cmpNewHealth)
{
var healthLevel = Math.max(0, Math.min(1, cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints()));
cmpNewHealth.SetHitpoints(cmpNewHealth.GetMaxHitpoints() * healthLevel);
}
var cmpUnitAI = Engine.QueryInterface(oldEnt, IID_UnitAI);
var cmpNewUnitAI = Engine.QueryInterface(newEnt, IID_UnitAI);
if (cmpUnitAI && cmpNewUnitAI)
{
let pos = cmpUnitAI.GetHeldPosition();
if (pos)
cmpNewUnitAI.SetHeldPosition(pos.x, pos.z);
if (cmpUnitAI.GetStanceName())
cmpNewUnitAI.SwitchToStance(cmpUnitAI.GetStanceName());
cmpNewUnitAI.AddOrders(cmpUnitAI.GetOrders());
if (cmpUnitAI.IsGuardOf())
{
let guarded = cmpUnitAI.IsGuardOf();
let cmpGuard = Engine.QueryInterface(guarded, IID_Guard);
if (cmpGuard)
{
cmpGuard.RenameGuard(oldEnt, newEnt);
cmpNewUnitAI.SetGuardOf(guarded);
}
}
if (cmpUnitAI.IsGarrisoned())
cmpNewUnitAI.SetGarrisoned();
}
let cmpPromotion = Engine.QueryInterface(oldEnt, IID_Promotion);
let cmpNewPromotion = Engine.QueryInterface(newEnt, IID_Promotion);
if (cmpPromotion && cmpNewPromotion)
cmpNewPromotion.IncreaseXp(cmpPromotion.GetCurrentXp());
let cmpResGatherer = Engine.QueryInterface(oldEnt, IID_ResourceGatherer);
let cmpNewResGatherer = Engine.QueryInterface(newEnt, IID_ResourceGatherer);
if (cmpResGatherer && cmpNewResGatherer)
{
let carriedResources = cmpResGatherer.GetCarryingStatus();
cmpNewResGatherer.GiveResources(carriedResources);
+ cmpNewResGatherer.SetLastCarriedType(cmpResGatherer.GetLastCarriedType());
}
// Maintain the list of guards
let cmpGuard = Engine.QueryInterface(oldEnt, IID_Guard);
let cmpNewGuard = Engine.QueryInterface(newEnt, IID_Guard);
if (cmpGuard && cmpNewGuard)
{
let entities = cmpGuard.GetEntities();
if (entities.length)
{
cmpNewGuard.SetEntities(entities);
for (let ent of entities)
{
let cmpEntUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpEntUnitAI)
cmpEntUnitAI.SetGuardOf(newEnt);
}
}
}
TransferGarrisonedUnits(oldEnt, newEnt);
Engine.PostMessage(oldEnt, MT_EntityRenamed, { "entity": oldEnt, "newentity": newEnt });
if (cmpPosition && cmpPosition.IsInWorld())
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(oldEnt);
return newEnt;
}
function CanGarrisonedChangeTemplate(ent, template)
{
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
var unitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpPosition && !cmpPosition.IsInWorld() && unitAI && unitAI.IsGarrisoned())
{
// We're a garrisoned unit, assume impossibility as I've been unable to find a way to get the holder ID.
// TODO: change this if that ever becomes possibles
return false;
}
return true;
}
function CopyControlGroups(oldEnt, newEnt)
{
let cmpObstruction = Engine.QueryInterface(oldEnt, IID_Obstruction);
let cmpNewObstruction = Engine.QueryInterface(newEnt, IID_Obstruction);
if (cmpObstruction && cmpNewObstruction)
{
cmpNewObstruction.SetControlGroup(cmpObstruction.GetControlGroup());
cmpNewObstruction.SetControlGroup2(cmpObstruction.GetControlGroup2());
}
}
function ObstructionsBlockingTemplateChange(ent, templateArg)
{
var previewEntity = Engine.AddEntity("preview|"+templateArg);
if (previewEntity == INVALID_ENTITY)
return true;
CopyControlGroups(ent, previewEntity);
var cmpBuildRestrictions = Engine.QueryInterface(previewEntity, IID_BuildRestrictions);
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
var cmpNewPosition = Engine.QueryInterface(previewEntity, IID_Position);
// Return false if no ownership as BuildRestrictions.CheckPlacement needs an owner and I have no idea if false or true is better
// Plus there are no real entities without owners currently.
if (!cmpBuildRestrictions || !cmpPosition || !cmpOwnership)
return DeleteEntityAndReturn(previewEntity, cmpPosition, null, null, cmpNewPosition, false);
var pos = cmpPosition.GetPosition2D();
var angle = cmpPosition.GetRotation();
// move us away to prevent our own obstruction from blocking the upgrade.
cmpPosition.MoveOutOfWorld();
cmpNewPosition.JumpTo(pos.x, pos.y);
cmpNewPosition.SetYRotation(angle.y);
var cmpNewOwnership = Engine.QueryInterface(previewEntity, IID_Ownership);
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
var checkPlacement = cmpBuildRestrictions.CheckPlacement();
if (checkPlacement && !checkPlacement.success)
return DeleteEntityAndReturn(previewEntity, cmpPosition, pos, angle, cmpNewPosition, true);
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateManager.GetTemplate(cmpTemplateManager.GetCurrentTemplateName(ent));
var newTemplate = cmpTemplateManager.GetTemplate(templateArg);
// Check if units are blocking our template change
if (template.Obstruction && newTemplate.Obstruction)
{
// This only needs to be done if the new template is strictly bigger than the old one
// "Obstructions" are annoying to test so just check.
if (newTemplate.Obstruction.Obstructions ||
newTemplate.Obstruction.Static && template.Obstruction.Static &&
(newTemplate.Obstruction.Static["@width"] > template.Obstruction.Static["@width"] ||
newTemplate.Obstruction.Static["@depth"] > template.Obstruction.Static["@depth"]) ||
newTemplate.Obstruction.Static && template.Obstruction.Unit &&
(newTemplate.Obstruction.Static["@width"] > template.Obstruction.Unit["@radius"] ||
newTemplate.Obstruction.Static["@depth"] > template.Obstruction.Unit["@radius"]) ||
newTemplate.Obstruction.Unit && template.Obstruction.Unit &&
newTemplate.Obstruction.Unit["@radius"] > template.Obstruction.Unit["@radius"] ||
newTemplate.Obstruction.Unit && template.Obstruction.Static &&
(newTemplate.Obstruction.Unit["@radius"] > template.Obstruction.Static["@width"] ||
newTemplate.Obstruction.Unit["@radius"] > template.Obstruction.Static["@depth"]))
{
var cmpNewObstruction = Engine.QueryInterface(previewEntity, IID_Obstruction);
if (cmpNewObstruction && cmpNewObstruction.GetBlockMovementFlag())
{
// Remove all obstructions at the new entity, especially animal corpses
for (let ent of cmpNewObstruction.GetEntitiesDeletedUponConstruction())
Engine.DestroyEntity(ent);
let collisions = cmpNewObstruction.GetEntitiesBlockingConstruction();
if (collisions.length)
return DeleteEntityAndReturn(previewEntity, cmpPosition, pos, angle, cmpNewPosition, true);
}
}
}
return DeleteEntityAndReturn(previewEntity, cmpPosition, pos, angle, cmpNewPosition, false);
}
function DeleteEntityAndReturn(ent, cmpPosition, position, angle, cmpNewPosition, ret)
{
// prevent preview from interfering in the world
cmpNewPosition.MoveOutOfWorld();
if (position !== null)
{
cmpPosition.JumpTo(position.x, position.y);
cmpPosition.SetYRotation(angle.y);
}
Engine.DestroyEntity(ent);
return ret;
}
function TransferGarrisonedUnits(oldEnt, newEnt)
{
// Transfer garrisoned units if possible, or unload them
let cmpOldGarrison = Engine.QueryInterface(oldEnt, IID_GarrisonHolder);
if (!cmpOldGarrison || !cmpOldGarrison.GetEntities().length)
return;
let cmpNewGarrison = Engine.QueryInterface(newEnt, IID_GarrisonHolder);
let entities = cmpOldGarrison.GetEntities().slice();
for (let ent of entities)
{
cmpOldGarrison.Eject(ent);
if (!cmpNewGarrison)
continue;
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI)
continue;
cmpUnitAI.Autogarrison(newEnt);
cmpNewGarrison.Garrison(ent);
}
}
Engine.RegisterGlobal("ChangeEntityTemplate", ChangeEntityTemplate);
Engine.RegisterGlobal("CanGarrisonedChangeTemplate", CanGarrisonedChangeTemplate);
Engine.RegisterGlobal("ObstructionsBlockingTemplateChange", ObstructionsBlockingTemplateChange);