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);