Index: ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 25940) +++ ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 25941) @@ -1,526 +1,532 @@ 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", [], true) + "" + "" + Resources.BuildSchema("positiveDecimal") + ""; /* * Call interval will be determined by gather rate, * so always gather integer amount. */ ResourceGatherer.prototype.GATHER_AMOUNT = 1; ResourceGatherer.prototype.Init = function() { this.capacities = {}; 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.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 (!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 }; }; /** * @param {number} target - The target to gather from. * @param {number} callerIID - The IID to notify on specific events. * @return {boolean} - Whether we started gathering. */ ResourceGatherer.prototype.StartGathering = function(target, callerIID) { if (this.target) this.StopGathering(); let rate = this.GetTargetGatherRate(target); if (!rate) return false; let cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply); if (!cmpResourceSupply || !cmpResourceSupply.AddActiveGatherer(this.entity)) return false; let resourceType = cmpResourceSupply.GetType(); // If we've already got some resources but they're the wrong type, // drop them first to ensure we're only ever carrying one type. if (this.IsCarryingAnythingExcept(resourceType.generic)) this.DropResources(); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("gather_" + resourceType.specific, false, 1.0); // Calculate timing based on gather rates. // This allows the gather rate to control how often we gather, instead of how much. let timing = 1000 / rate; this.target = target; this.callerIID = callerIID; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetInterval(this.entity, IID_ResourceGatherer, "PerformGather", timing, timing, null); return true; }; /** * @param {string} reason - The reason why we stopped gathering used to notify the caller. */ ResourceGatherer.prototype.StopGathering = function(reason) { if (!this.target) return; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(this.timer); delete this.timer; let cmpResourceSupply = Engine.QueryInterface(this.target, IID_ResourceSupply); if (cmpResourceSupply) cmpResourceSupply.RemoveGatherer(this.entity); delete this.target; let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("idle", false, 1.0); // The callerIID component may start again, // replacing the callerIID, hence save that. let callerIID = this.callerIID; delete this.callerIID; if (reason && callerIID) { let component = Engine.QueryInterface(this.entity, callerIID); if (component) component.ProcessMessage(reason, null); } }; /** * Gather from our target entity. * @params - data and lateness are unused. */ ResourceGatherer.prototype.PerformGather = function(data, lateness) { let cmpResourceSupply = Engine.QueryInterface(this.target, IID_ResourceSupply); if (!cmpResourceSupply || cmpResourceSupply.GetCurrentAmount() <= 0) { this.StopGathering("TargetInvalidated"); return; } if (!this.IsTargetInRange(this.target)) { this.StopGathering("OutOfRange"); return; } // ToDo: Enable entities to keep facing a target. Engine.QueryInterface(this.entity, IID_UnitAI)?.FaceTowardsTarget(this.target); let type = cmpResourceSupply.GetType(); if (!this.carrying[type.generic]) this.carrying[type.generic] = 0; let maxGathered = this.GetCapacity(type.generic) - this.carrying[type.generic]; let status = cmpResourceSupply.TakeResources(Math.min(this.GATHER_AMOUNT, 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() }); if (!this.CanCarryMore(type.generic)) this.StopGathering("InventoryFilled"); else if (status.exhausted) this.StopGathering("TargetInvalidated"); }; /** * 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 || cmpResourceSupply.GetCurrentAmount() <= 0) 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); let diminishingReturns = cmpResourceSupply.GetDiminishingReturns(); if (diminishingReturns) rate *= diminishingReturns; return rate; }; /** * @param {number} target - The entity ID of the target to check. * @return {boolean} - Whether we can gather from the target. */ ResourceGatherer.prototype.CanGather = function(target) { return this.GetTargetGatherRate(target) > 0; }; /** * 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; }; /** * @param {number} target - The entity to check. * @param {boolean} checkCarriedResource - Whether we need to check the resource we are carrying. * @return {boolean} - Whether we can return carried resources. */ ResourceGatherer.prototype.CanReturnResource = function(target, checkCarriedResource) { let cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite); if (!cmpResourceDropsite) return false; if (checkCarriedResource) { let type = this.GetMainCarryingType(); if (!type || !cmpResourceDropsite.AcceptsType(type)) return false; } let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); if (cmpOwnership && IsOwnedByPlayer(cmpOwnership.GetOwner(), target)) return true; let cmpPlayer = QueryOwnerInterface(this.entity); return cmpPlayer && cmpPlayer.HasSharedDropsites() && cmpResourceDropsite.IsShared() && cmpOwnership && IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target); }; /** * 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 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() }); }; /** * @return {string} - A generic resource type if we were tasked to gather. */ ResourceGatherer.prototype.LastGatheredType = function() { return this.lastGathered; }; /** * @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; }; /** * @param {number} - The entity ID of the target to check. * @return {boolean} - Whether this entity is in range of its target. */ ResourceGatherer.prototype.IsTargetInRange = function(target) { return Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager). IsInTargetRange(this.entity, target, 0, +this.template.MaxDistance, false); }; // 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; // 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; } + if (this.lastGathered && msg.from !== INVALID_PLAYER) + { + const resource = this.lastGathered; + this.RemoveFromPlayerCounter(msg.from); + this.AddToPlayerCounter(resource); + } this.RecalculateGatherRates(); this.RecalculateCapacities(); }; ResourceGatherer.prototype.OnGlobalInitGame = function(msg) { this.RecalculateGatherRates(); this.RecalculateCapacities(); }; ResourceGatherer.prototype.OnMultiplierChanged = function(msg) { let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player); if (cmpPlayer && msg.player == cmpPlayer.GetPlayerID()) this.RecalculateGatherRates(); }; Engine.RegisterComponentType(IID_ResourceGatherer, "ResourceGatherer", ResourceGatherer);