Index: ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 24669)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 24670)
@@ -1,402 +1,425 @@
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()
+ResourceGatherer.prototype.RecalculateGatherRates = 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;
}
+};
+ResourceGatherer.prototype.RecalculateCapacities = function()
+{
this.capacities = {};
for (let r in this.template.Capacities)
this.capacities[r] = ApplyValueModificationsToEntity("ResourceGatherer/Capacities/" + r, +this.template.Capacities[r], this.entity);
};
+ResourceGatherer.prototype.RecalculateCapacity = function(type)
+{
+ if (type in this.capacities)
+ this.capacities[type] = ApplyValueModificationsToEntity("ResourceGatherer/Capacities/" + type, +this.template.Capacities[type], 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 appropriate types will be transferred.
* (This should typically be called after reaching a dropsite.)
*
* @param {number} target - The target entity ID to drop resources at.
*/
ResourceGatherer.prototype.CommitResources = function(target)
{
let cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
if (!cmpResourceDropsite)
return;
- let change = cmpResourceDropsite.ReceiveResources(this.carrying, this.entity)
+ let change = cmpResourceDropsite.ReceiveResources(this.carrying, this.entity);
let changed = false;
for (let type in change)
{
this.carrying[type] -= change[type];
if (this.carrying[type] == 0)
delete this.carrying[type];
changed = true;
}
if (changed)
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() });
};
/**
* @param {string} type - A generic resource type.
*/
ResourceGatherer.prototype.AddToPlayerCounter = function(type)
{
// We need to be removed from the player counter first.
if (this.lastGathered)
return;
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (cmpPlayer)
cmpPlayer.AddResourceGatherer(type);
this.lastGathered = type;
};
/**
* @param {number} playerid - Optionally a player ID.
*/
ResourceGatherer.prototype.RemoveFromPlayerCounter = function(playerid)
{
if (!this.lastGathered)
return;
let cmpPlayer = playerid != undefined ?
QueryPlayerIDInterface(playerid) :
QueryOwnerInterface(this.entity, IID_Player);
if (cmpPlayer)
cmpPlayer.RemoveResourceGatherer(this.lastGathered);
delete this.lastGathered;
};
// 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();
+ // NB: at the moment, 0 A.D. always uses the fast path, the other is mod support.
+ if (msg.valueNames.length === 1)
+ {
+ if (msg.valueNames[0].indexOf("Capacities") !== -1)
+ this.RecalculateCapacity(msg.valueNames[0].substr(28));
+ else
+ this.RecalculateGatherRates();
+ }
+ else
+ {
+ this.RecalculateGatherRates();
+ this.RecalculateCapacities();
+ }
};
ResourceGatherer.prototype.OnOwnershipChanged = function(msg)
{
if (msg.to == INVALID_PLAYER)
{
this.RemoveFromPlayerCounter(msg.from);
return;
}
- this.RecalculateGatherRatesAndCapacities();
+ this.RecalculateGatherRates();
+ this.RecalculateCapacities();
};
ResourceGatherer.prototype.OnGlobalInitGame = function(msg)
{
- this.RecalculateGatherRatesAndCapacities();
+ this.RecalculateGatherRates();
+ this.RecalculateCapacities();
};
ResourceGatherer.prototype.OnMultiplierChanged = function(msg)
{
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (cmpPlayer && msg.player == cmpPlayer.GetPlayerID())
- this.RecalculateGatherRatesAndCapacities();
+ this.RecalculateGatherRates();
};
Engine.RegisterComponentType(IID_ResourceGatherer, "ResourceGatherer", ResourceGatherer);
Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_ResourceGatherer.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_ResourceGatherer.js (revision 24669)
+++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_ResourceGatherer.js (revision 24670)
@@ -1,110 +1,111 @@
Resources = {
"BuildSchema": () => {
let schema = "";
for (let res of ["food", "metal"])
{
for (let subtype in ["meat", "grain"])
schema += "" + res + "." + subtype + "";
schema += " treasure." + res + "";
}
return "" + schema + "";
},
"GetResource": (type) => {
return {
"subtypes": {
"meat": "meat",
"grain": "grain"
}
};
}
};
Engine.LoadHelperScript("Player.js");
Engine.LoadComponentScript("interfaces/ResourceDropsite.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
Engine.LoadComponentScript("interfaces/ResourceSupply.js");
Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
Engine.LoadComponentScript("ResourceGatherer.js");
Engine.RegisterGlobal("ApplyValueModificationsToEntity", (prop, oVal, ent) => oVal);
const entity = 11;
const target = 12;
let template = {
"MaxDistance": "10",
"BaseSpeed": "1",
"Rates": {
"food.grain": "1"
},
"Capacities": {
"food": "10"
}
};
let cmpResourceGatherer = ConstructComponent(entity, "ResourceGatherer", template);
-cmpResourceGatherer.RecalculateGatherRatesAndCapacities();
+cmpResourceGatherer.RecalculateGatherRates();
+cmpResourceGatherer.RecalculateCapacities();
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), []);
cmpResourceGatherer.GiveResources([{ "type": "food", "amount": 11 }]);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), [ {
"type": "food",
"amount": 11,
"max": 10
}]);
cmpResourceGatherer.DropResources();
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), []);
// Test gathering.
AddMock(target, IID_ResourceSupply, {
"GetType": () => {
return {
"generic": "food",
"specific": "grain"
};
},
"TakeResources": (amount) => {
return {
"amount": amount,
"exhausted": false
};
},
"GetDiminishingReturns": () => null
});
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.PerformGather(target), {
"amount": 1,
"exhausted": false,
"filled": false
});
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), [{
"type": "food",
"amount": 1,
"max": 10
}]);
// Test committing resources.
AddMock(target, IID_ResourceDropsite, {
"ReceiveResources": (resources, ent) => {
return {
"food": resources.food
};
}
});
cmpResourceGatherer.CommitResources(target);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), []);
cmpResourceGatherer.GiveResources([{
"type": "food",
"amount": 11
}, {
"type": "wood",
"amount": 1
}]);
cmpResourceGatherer.CommitResources(target);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), [ {
"type": "wood",
"amount": 1,
"max": 0
}]);