Index: ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js (revision 25118)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js (revision 25119)
@@ -1,973 +1,944 @@
function ProductionQueue() {}
ProductionQueue.prototype.Schema =
"Allows the building to train new units and research technologies" +
"" +
"0.7" +
"" +
"\n units/{civ}/support_female_citizen\n units/{native}/support_trader\n units/athen/infantry_spearman_b\n " +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
Resources.BuildSchema("nonNegativeDecimal", ["time"]) +
"";
ProductionQueue.prototype.ProgressInterval = 1000;
ProductionQueue.prototype.MaxQueueSize = 16;
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
// "entityCache": [189, ...], // The entities created but not spawned yet.
// "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.paused = false;
-
- this.spawnNotified = false;
};
/*
* Returns list of entities that can be trained by this building.
*/
ProductionQueue.prototype.GetEntitiesList = function()
{
return Array.from(this.entitiesMap.values());
};
/**
* Calculate the new list of producible entities
* and update any entities currently being produced.
*/
ProductionQueue.prototype.CalculateEntitiesMap = function()
{
// Don't reset the map, it's used below to update entities.
if (!this.entitiesMap)
this.entitiesMap = new Map();
if (!this.template.Entities)
return;
let string = this.template.Entities._string;
// Tokens can be added -> process an empty list to get them.
let addedTokens = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", "", this.entity);
if (!addedTokens && !string)
return;
addedTokens = addedTokens == "" ? [] : addedTokens.split(/\s+/);
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let cmpPlayer = QueryOwnerInterface(this.entity);
let cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
let disabledEntities = cmpPlayer ? cmpPlayer.GetDisabledTemplates() : {};
/**
* Process tokens:
* - process token modifiers (this is a bit tricky).
* - replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID
* - remove disabled entities
* - upgrade templates where necessary
* This also updates currently queued production (it's more convenient to do it here).
*/
let removeAllQueuedTemplate = (token) => {
let queue = clone(this.queue);
let template = this.entitiesMap.get(token);
for (let item of queue)
if (item.unitTemplate && item.unitTemplate === template)
this.RemoveItem(item.id);
};
let updateAllQueuedTemplate = (token, updateTo) => {
let template = this.entitiesMap.get(token);
for (let item of this.queue)
if (item.unitTemplate && item.unitTemplate === template)
item.unitTemplate = updateTo;
};
let toks = string.split(/\s+/);
for (let tok of addedTokens)
toks.push(tok);
let addedDict = addedTokens.reduce((out, token) => { out[token] = true; return out; }, {});
this.entitiesMap = toks.reduce((entMap, token) => {
let rawToken = token;
if (!(token in addedDict))
{
// This is a bit wasteful but I can't think of a simpler/better way.
// The list of token is unlikely to be a performance bottleneck anyways.
token = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", token, this.entity);
token = token.split(/\s+/);
if (token.every(tok => addedTokens.indexOf(tok) !== -1))
{
removeAllQueuedTemplate(rawToken);
return entMap;
}
token = token[0];
}
// Replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID.
if (cmpIdentity)
token = token.replace(/\{native\}/g, cmpIdentity.GetCiv());
if (cmpPlayer)
token = token.replace(/\{civ\}/g, cmpPlayer.GetCiv());
// Filter out disabled and invalid entities.
if (disabledEntities[token] || !cmpTemplateManager.TemplateExists(token))
{
removeAllQueuedTemplate(rawToken);
return entMap;
}
token = this.GetUpgradedTemplate(token);
entMap.set(rawToken, token);
updateAllQueuedTemplate(rawToken, token);
return entMap;
}, new Map());
};
/*
* Returns the upgraded template name if necessary.
*/
ProductionQueue.prototype.GetUpgradedTemplate = function(templateName)
{
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return templateName;
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(templateName);
while (template && template.Promotion !== undefined)
{
let requiredXp = ApplyValueModificationsToTemplate(
"Promotion/RequiredXp",
+template.Promotion.RequiredXp,
cmpPlayer.GetPlayerID(),
template);
if (requiredXp > 0)
break;
templateName = template.Promotion.Entity;
template = cmpTemplateManager.GetTemplate(templateName);
}
return templateName;
};
/*
* Returns list of technologies that can be researched by this building.
*/
ProductionQueue.prototype.GetTechnologiesList = function()
{
if (!this.template.Technologies)
return [];
let string = this.template.Technologies._string;
string = ApplyValueModificationsToEntity("ProductionQueue/Technologies/_string", string, this.entity);
if (!string)
return [];
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (!cmpTechnologyManager)
return [];
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return [];
let techs = string.split(/\s+/);
// Replace the civ specific technologies.
for (let i = 0; i < techs.length; ++i)
{
let tech = techs[i];
if (tech.indexOf("{civ}") == -1)
continue;
let civTech = tech.replace("{civ}", cmpPlayer.GetCiv());
techs[i] = TechnologyTemplates.Has(civTech) ? civTech : tech.replace("{civ}", "generic");
}
// Remove any technologies that can't be researched by this civ.
techs = techs.filter(tech =>
cmpTechnologyManager.CheckTechnologyRequirements(
DeriveTechnologyRequirements(TechnologyTemplates.Get(tech), cmpPlayer.GetCiv()),
true));
let techList = [];
// Stores the tech which supersedes the key.
let superseded = {};
let disabledTechnologies = cmpPlayer.GetDisabledTechnologies();
// Add any top level technologies to an array which corresponds to the displayed icons.
// Also store what technology is superseded in the superseded object { "tech1":"techWhichSupercedesTech1", ... }.
for (let tech of techs)
{
if (disabledTechnologies && disabledTechnologies[tech])
continue;
let template = TechnologyTemplates.Get(tech);
if (!template.supersedes || techs.indexOf(template.supersedes) === -1)
techList.push(tech);
else
superseded[template.supersedes] = tech;
}
// Now make researched/in progress techs invisible.
for (let i in techList)
{
let tech = techList[i];
while (this.IsTechnologyResearchedOrInProgress(tech))
tech = superseded[tech];
techList[i] = tech;
}
let ret = [];
// This inserts the techs into the correct positions to line up the technology pairs.
for (let i = 0; i < techList.length; ++i)
{
let tech = techList[i];
if (!tech)
{
ret[i] = undefined;
continue;
}
let template = TechnologyTemplates.Get(tech);
if (template.top)
ret[i] = { "pair": true, "top": template.top, "bottom": template.bottom };
else
ret[i] = tech;
}
return ret;
};
ProductionQueue.prototype.GetTechCostMultiplier = function()
{
let techCostMultiplier = {};
for (let res in this.template.TechCostMultiplier)
techCostMultiplier[res] = ApplyValueModificationsToEntity(
"ProductionQueue/TechCostMultiplier/" + res,
+this.template.TechCostMultiplier[res],
this.entity);
return techCostMultiplier;
};
ProductionQueue.prototype.IsTechnologyResearchedOrInProgress = function(tech)
{
if (!tech)
return false;
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (!cmpTechnologyManager)
return false;
let template = TechnologyTemplates.Get(tech);
if (template.top)
return cmpTechnologyManager.IsTechnologyResearched(template.top) ||
cmpTechnologyManager.IsInProgress(template.top) ||
cmpTechnologyManager.IsTechnologyResearched(template.bottom) ||
cmpTechnologyManager.IsInProgress(template.bottom);
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.
* @param {string} templateName - The template to start production on.
* @param {string} type - The type of production (i.e. "unit" or "technology").
* @param {number} count - The amount of units to be produced. Ignored for a tech.
* @param {any} metadata - Optionally any metadata to be attached to the item.
*
* @return {boolean} - Whether the addition of the item has succeeded.
*/
ProductionQueue.prototype.AddItem = 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).
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return false;
let player = cmpPlayer.GetPlayerID();
if (!this.queue.length)
{
let cmpUpgrade = Engine.QueryInterface(this.entity, IID_Upgrade);
if (cmpUpgrade && cmpUpgrade.IsUpgrading())
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [player],
"message": markForTranslation("Entity is being upgraded. Cannot start production."),
"translateMessage": true
});
return false;
}
}
else if (this.queue.length >= this.MaxQueueSize)
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [player],
"message": markForTranslation("The production queue is full."),
"translateMessage": true,
});
return false;
}
// ToDo: Lots of duplication here, much can probably be combined,
// but requires some more refactoring.
if (type == "unit")
{
if (!Number.isInteger(count) || count <= 0)
{
error("Invalid batch count " + count);
return false;
}
- // Find the template data so we can determine the build costs.
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(this.GetUpgradedTemplate(templateName));
if (!template)
return false;
let costs = {};
let totalCosts = {};
for (let res in template.Cost.Resources)
{
costs[res] = ApplyValueModificationsToTemplate(
"Cost/Resources/" + res,
+template.Cost.Resources[res],
player,
template);
totalCosts[res] = Math.floor(count * costs[res]);
}
// TrySubtractResources should report error to player (they ran out of resources).
if (!cmpPlayer.TrySubtractResources(totalCosts))
return false;
if (template.TrainingRestrictions)
{
let unitCategory = template.TrainingRestrictions.Category;
let cmpPlayerEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
if (cmpPlayerEntityLimits)
{
cmpPlayerEntityLimits.ChangeCount(unitCategory, count);
if (template.TrainingRestrictions.MatchLimit)
cmpPlayerEntityLimits.ChangeMatchCount(templateName, count);
}
}
let buildTime = ApplyValueModificationsToTemplate(
"Cost/BuildTime",
+template.Cost.BuildTime,
player,
template);
let time = this.GetBatchTime(count) * buildTime * 1000;
this.queue.push({
"id": this.nextID++,
"player": player,
"unitTemplate": templateName,
"count": count,
"metadata": metadata,
"resources": costs,
"population": ApplyValueModificationsToTemplate(
"Cost/Population",
+template.Cost.Population,
player,
template),
"productionStarted": false,
"timeTotal": time,
"timeRemaining": time
});
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("TrainingQueued", {
"playerid": player,
"unitTemplate": templateName,
"count": count,
"metadata": metadata,
"trainerEntity": this.entity
});
}
else if (type == "technology")
{
if (!TechnologyTemplates.Has(templateName))
return false;
if (!this.GetTechnologiesList().some(tech =>
tech &&
(tech == templateName ||
tech.pair &&
(tech.top == templateName || tech.bottom == templateName))))
{
error("This entity cannot research " + templateName);
return false;
}
let template = TechnologyTemplates.Get(templateName);
let techCostMultiplier = this.GetTechCostMultiplier();
let cost = {};
if (template.cost)
for (let res in template.cost)
cost[res] = Math.floor((techCostMultiplier[res] || 1) * template.cost[res]);
// TrySubtractResources should report error to player (they ran out of resources).
if (!cmpPlayer.TrySubtractResources(cost))
return false;
// Tell the technology manager that we have started researching this
// such that players can't research the same thing twice.
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
cmpTechnologyManager.QueuedResearch(templateName, this.entity);
let time = techCostMultiplier.time * (template.researchTime || 0) * 1000;
this.queue.push({
"id": this.nextID++,
"player": player,
"count": 1,
"technologyTemplate": templateName,
"resources": cost,
"productionStarted": false,
"timeTotal": time,
"timeRemaining": time
});
- // Call the related trigger event.
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("ResearchQueued", {
"playerid": player,
"technologyTemplate": templateName,
"researcherEntity": this.entity
});
}
else
{
warn("Tried to add invalid item of type \"" + type + "\" and template \"" + templateName + "\" to a production queue");
return false;
}
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
if (!this.timer)
this.StartTimer();
return true;
};
/*
* Removes an item from the queue.
* Refunds resource costs and population reservations.
* item.player is used as this.entity's owner may have changed.
*/
ProductionQueue.prototype.RemoveItem = function(id)
{
let itemIndex = this.queue.findIndex(item => item.id == id);
if (itemIndex == -1)
return;
let item = this.queue[itemIndex];
// Destroy any cached entities (those which didn't spawn for some reason).
if (item.entityCache && item.entityCache.length)
{
for (let ent of item.entityCache)
Engine.DestroyEntity(ent);
item.entityCache = [];
}
- // Update entity count in the EntityLimits component.
if (item.unitTemplate)
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(item.unitTemplate);
if (template.TrainingRestrictions)
{
let cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
if (cmpPlayerEntityLimits)
cmpPlayerEntityLimits.ChangeCount(template.TrainingRestrictions.Category, -item.count);
if (template.TrainingRestrictions.MatchLimit)
cmpPlayerEntityLimits.ChangeMatchCount(item.unitTemplate, -item.count);
}
}
let totalCosts = {};
let cmpStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
for (let resource in item.resources)
{
totalCosts[resource] = Math.floor(item.count * item.resources[resource]);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceUsedCounter(resource, -totalCosts[resource]);
}
let cmpPlayer = QueryPlayerIDInterface(item.player);
if (cmpPlayer)
{
cmpPlayer.AddResources(totalCosts);
if (item.productionStarted && item.unitTemplate)
cmpPlayer.UnReservePopulationSlots(item.population * item.count);
if (itemIndex == 0)
cmpPlayer.UnBlockTraining();
}
if (item.technologyTemplate)
{
let cmpTechnologyManager = QueryPlayerIDInterface(item.player, IID_TechnologyManager);
if (cmpTechnologyManager)
cmpTechnologyManager.StoppedResearch(item.technologyTemplate, true);
- this.SetAnimation("idle");
}
this.queue.splice(itemIndex, 1);
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
if (!this.queue.length)
this.StopTimer();
};
ProductionQueue.prototype.SetAnimation = function(name)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SelectAnimation(name, false, 1);
};
/*
* Returns basic data from all batches in the production queue.
*/
ProductionQueue.prototype.GetQueue = function()
{
return this.queue.map(item => ({
"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
}));
};
/*
* 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.RemoveItem(this.queue[0].id);
};
/*
* Returns batch build time.
*/
ProductionQueue.prototype.GetBatchTime = function(batchSize)
{
// TODO: work out what equation we should use here.
return Math.pow(batchSize, ApplyValueModificationsToEntity(
"ProductionQueue/BatchTimeModifier",
+this.template.BatchTimeModifier,
this.entity));
};
ProductionQueue.prototype.OnOwnershipChanged = function(msg)
{
- if (msg.to != INVALID_PLAYER)
- this.CalculateEntitiesMap();
-
// Reset the production queue whenever the owner changes.
// (This should prevent players getting surprised when they capture
// an enemy building, and then loads of the enemy's civ's soldiers get
// created from it. Also it means we don't have to worry about
// updating the reserved pop slots.)
this.ResetQueue();
+
+ if (msg.to != INVALID_PLAYER)
+ this.CalculateEntitiesMap();
};
ProductionQueue.prototype.OnCivChanged = function()
{
this.CalculateEntitiesMap();
};
-ProductionQueue.prototype.OnDestroy = function()
-{
- // Reset the queue to refund any resources.
- this.ResetQueue();
-};
-
/*
* This function creates the entities and places them in world if possible
* (some of these entities may be garrisoned directly if autogarrison, the others are spawned).
* @param {Object} item - The item to spawn units for.
* @param {number} item.count - The number of entities to spawn.
* @param {string} item.player - The owner of the item.
* @param {string} item.unitTemplate - The template to spawn.
* @param {any} - item.metadata - Optionally any metadata to add to the TrainingFinished message.
*
* @return {number} - The number of successfully created entities
*/
ProductionQueue.prototype.SpawnUnits = function(item)
{
let createdEnts = [];
let spawnedEnts = [];
// We need entities to test spawning, but we don't want to waste resources,
// so only create them once and use as needed.
if (!item.entityCache)
{
item.entityCache = [];
for (let i = 0; i < item.count; ++i)
item.entityCache.push(Engine.AddEntity(item.unitTemplate));
}
let autoGarrison;
let cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint);
if (cmpRallyPoint)
{
let data = cmpRallyPoint.GetData()[0];
if (data && data.target && data.target == this.entity && data.command == "garrison")
autoGarrison = true;
}
let cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
let positionSelf = cmpPosition && cmpPosition.GetPosition();
let cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
while (item.entityCache.length)
{
let ent = item.entityCache[0];
let cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
let garrisoned = false;
if (autoGarrison)
{
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
if (cmpGarrisonable)
{
// Temporary owner affectation needed for GarrisonHolder checks.
cmpNewOwnership.SetOwnerQuiet(item.player);
garrisoned = cmpGarrisonable.Garrison(this.entity);
cmpNewOwnership.SetOwnerQuiet(INVALID_PLAYER);
}
}
if (!garrisoned)
{
let pos = cmpFootprint.PickSpawnPoint(ent);
if (pos.y < 0)
break;
let cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
cmpNewPosition.JumpTo(pos.x, pos.z);
if (positionSelf)
cmpNewPosition.SetYRotation(positionSelf.horizAngleTo(pos));
spawnedEnts.push(ent);
}
// Decrement entity count in the EntityLimits component
// since it will be increased by EntityLimits.OnGlobalOwnershipChanged,
// i.e. we replace a 'trained' entity by 'alive' one.
// Must be done after spawn check so EntityLimits decrements only if unit spawns.
if (cmpPlayerEntityLimits)
{
let cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions);
if (cmpTrainingRestrictions)
cmpPlayerEntityLimits.ChangeCount(cmpTrainingRestrictions.GetCategory(), -1);
}
cmpNewOwnership.SetOwner(item.player);
if (cmpPlayerStatisticsTracker)
cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter(ent);
item.entityCache.shift();
createdEnts.push(ent);
}
if (spawnedEnts.length && !autoGarrison && cmpRallyPoint)
for (let com of GetRallyPointCommands(cmpRallyPoint, spawnedEnts))
ProcessCommand(item.player, com);
if (createdEnts.length)
{
// Play a sound, but only for the first in the batch (to avoid nasty phasing effects).
PlaySound("trained", createdEnts[0]);
Engine.PostMessage(this.entity, MT_TrainingFinished, {
"entities": createdEnts,
"owner": item.player,
"metadata": item.metadata
});
}
return createdEnts.length;
};
/*
* Increments progress on the first item in the production queue and blocks the
* queue if population limit is reached or some units failed to spawn.
* @param {Object} data - Unused in this case.
* @param {number} lateness - The time passed since the expected time to fire the function.
*/
ProductionQueue.prototype.ProgressTimeout = function(data, lateness)
{
if (this.paused)
return;
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return;
// Allocate available time to as many queue items as it takes
// until we've used up all the time (so that we work accurately
// with items that take fractions of a second).
let time = this.ProgressInterval + lateness;
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
while (this.queue.length)
{
let item = this.queue[0];
if (!item.productionStarted)
{
- // If the item is a unit then do population checks.
if (item.unitTemplate)
{
- // If something change population cost.
let template = cmpTemplateManager.GetTemplate(item.unitTemplate);
item.population = ApplyValueModificationsToTemplate(
"Cost/Population",
+template.Cost.Population,
item.player,
template);
- // 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).
-
cmpPlayer.BlockTraining();
return;
}
+ this.SetAnimation("training");
cmpPlayer.UnBlockTraining();
Engine.PostMessage(this.entity, MT_TrainingStarted, { "entity": this.entity });
}
- else if (item.technologyTemplate)
+ if (item.technologyTemplate)
{
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (cmpTechnologyManager)
cmpTechnologyManager.StartedResearch(item.technologyTemplate, true);
else
warn("Failed to start researching " + item.technologyTemplate + ": No TechnologyManager available.");
this.SetAnimation("researching");
}
item.productionStarted = true;
}
- // 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, null);
return;
}
if (item.unitTemplate)
{
let numSpawned = this.SpawnUnits(item);
if (numSpawned)
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
if (numSpawned == item.count)
{
cmpPlayer.UnBlockTraining();
- this.spawnNotified = false;
+ delete this.spawnNotified;
}
else
{
- if (numSpawned > 0)
+ if (numSpawned)
{
item.count -= numSpawned;
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
}
cmpPlayer.BlockTraining();
if (!this.spawnNotified)
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [cmpPlayer.GetPlayerID()],
"message": markForTranslation("Can't find free space to spawn trained units"),
"translateMessage": true
});
this.spawnNotified = true;
}
return;
}
}
- else if (item.technologyTemplate)
+ if (item.technologyTemplate)
{
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (cmpTechnologyManager)
cmpTechnologyManager.ResearchTechnology(item.technologyTemplate);
else
warn("Failed to stop researching " + item.technologyTemplate + ": No TechnologyManager available.");
- this.SetAnimation("idle");
let template = TechnologyTemplates.Get(item.technologyTemplate);
if (template && template.soundComplete)
{
let cmpSoundManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager);
if (cmpSoundManager)
cmpSoundManager.PlaySoundGroup(template.soundComplete, this.entity);
}
}
time -= item.timeRemaining;
this.queue.shift();
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
}
if (!this.queue.length)
this.StopTimer();
};
ProductionQueue.prototype.PauseProduction = function()
{
this.StopTimer();
this.paused = true;
};
ProductionQueue.prototype.UnpauseProduction = function()
{
- this.paused = false;
+ delete this.paused;
this.StartTimer();
};
ProductionQueue.prototype.StartTimer = function()
{
if (this.timer)
return;
this.timer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).SetInterval(
this.entity,
IID_ProductionQueue,
"ProgressTimeout",
this.ProgressInterval,
this.ProgressInterval,
null
);
};
ProductionQueue.prototype.StopTimer = function()
{
if (!this.timer)
return;
+ this.SetAnimation("idle");
Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).CancelTimer(this.timer);
delete this.timer;
};
ProductionQueue.prototype.OnValueModification = function(msg)
{
// If the promotion requirements of units is changed,
// update the entities list so that automatically promoted units are shown
// appropriately in the list.
if (msg.component != "Promotion" && (msg.component != "ProductionQueue" ||
!msg.valueNames.some(val => val.startsWith("ProductionQueue/Entities/"))))
return;
if (msg.entities.indexOf(this.entity) === -1)
return;
// This also updates the queued production if necessary.
this.CalculateEntitiesMap();
// Inform the GUI that it'll need to recompute the selection panel.
// TODO: it would be better to only send the message if something actually changing
// for the current production queue.
let cmpPlayer = QueryOwnerInterface(this.entity);
if (cmpPlayer)
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).SetSelectionDirty(cmpPlayer.GetPlayerID());
};
ProductionQueue.prototype.HasQueuedProduction = function()
{
return this.queue.length > 0;
};
ProductionQueue.prototype.OnDisabledTemplatesChanged = function(msg)
{
- // If the disabled templates of the player is changed,
- // update the entities list so that this is reflected there.
this.CalculateEntitiesMap();
};
ProductionQueue.prototype.OnGarrisonedStateChanged = function(msg)
{
if (msg.holderID != INVALID_ENTITY)
this.PauseProduction();
else
this.UnpauseProduction();
};
Engine.RegisterComponentType(IID_ProductionQueue, "ProductionQueue", ProductionQueue);