/**
* @class
*/
var API3 = function(m)
{
/**
* Provides an API for the rest of the AI scripts to query the world state at a
* higher level than the raw data.
*/
m.GameState = function() {
this.ai = null; // must be updated by the AIs.
};
m.GameState.prototype.init = function(SharedScript, state, player)
{
this.sharedScript = SharedScript;
this.EntCollecNames = SharedScript._entityCollectionsName;
this.timeElapsed = SharedScript.timeElapsed;
this.circularMap = SharedScript.circularMap;
this.templates = SharedScript._templates;
this.entities = SharedScript.entities;
this.player = player;
this.playerData = SharedScript.playersData[this.player];
this.victoryConditions = SharedScript.victoryConditions;
this.alliedVictory = SharedScript.alliedVictory;
this.ceasefireActive = SharedScript.ceasefireActive;
this.ceasefireTimeRemaining = SharedScript.ceasefireTimeRemaining;
// get the list of possible phases for this civ:
// we assume all of them are researchable from the civil center
this.phases = [];
let cctemplate = this.getTemplate(this.applyCiv("structures/{civ}/civil_centre"));
if (!cctemplate)
return;
let civ = this.getPlayerCiv();
let techs = cctemplate.researchableTechs(this, civ);
let phaseData = {};
let phaseMap = {};
for (let techName of techs)
{
if (!techName.startsWith("phase"))
continue;
let techData = this.getTemplate(techName);
if (techData._definesPair)
{
// Randomly pick a non-disabled choice from the phase-pair.
techName = pickRandom([techData._template.top, techData._template.bottom].filter(tech => !this.playerData.disabledTechnologies[tech])) || techData._template.top;
let supersedes = techData._template.supersedes;
techData = clone(this.getTemplate(techName));
if (supersedes)
techData._template.supersedes = supersedes;
}
phaseData[techName] = GetTechnologyBasicDataHelper(techData._template, civ);
if (phaseData[techName].replaces)
phaseMap[phaseData[techName].replaces[0]] = techName;
}
this.phases = UnravelPhases(phaseData).map(phaseName => ({
"name": phaseMap[phaseName] || phaseName,
"requirements": phaseMap[phaseName] ? phaseData[phaseMap[phaseName]].reqs : []
}));
};
m.GameState.prototype.update = function(SharedScript)
{
this.timeElapsed = SharedScript.timeElapsed;
this.playerData = SharedScript.playersData[this.player];
this.ceasefireActive = SharedScript.ceasefireActive;
this.ceasefireTimeRemaining = SharedScript.ceasefireTimeRemaining;
};
m.GameState.prototype.updatingCollection = function(id, filter, parentCollection)
{
let gid = "player-" + this.player + "-" + id; // automatically add the player ID
return this.updatingGlobalCollection(gid, filter, parentCollection);
};
m.GameState.prototype.destroyCollection = function(id)
{
let gid = "player-" + this.player + "-" + id; // automatically add the player ID
this.destroyGlobalCollection(gid);
};
m.GameState.prototype.updatingGlobalCollection = function(gid, filter, parentCollection)
{
if (this.EntCollecNames.has(gid))
return this.EntCollecNames.get(gid);
let collection = parentCollection ? parentCollection.filter(filter) : this.entities.filter(filter);
collection.registerUpdates();
this.EntCollecNames.set(gid, collection);
return collection;
};
m.GameState.prototype.destroyGlobalCollection = function(gid)
{
if (!this.EntCollecNames.has(gid))
return;
this.sharedScript.removeUpdatingEntityCollection(this.EntCollecNames.get(gid));
this.EntCollecNames.delete(gid);
};
/**
* Reset the entities collections which depend on diplomacy
*/
m.GameState.prototype.resetOnDiplomacyChanged = function()
{
for (let name of this.EntCollecNames.keys())
if (name.startsWith("player-" + this.player + "-diplo"))
this.destroyGlobalCollection(name);
};
m.GameState.prototype.getTimeElapsed = function()
{
return this.timeElapsed;
};
m.GameState.prototype.getBarterPrices = function()
{
return this.playerData.barterPrices;
};
m.GameState.prototype.getVictoryConditions = function()
{
return this.victoryConditions;
};
m.GameState.prototype.getAlliedVictory = function()
{
return this.alliedVictory;
};
m.GameState.prototype.isCeasefireActive = function()
{
return this.ceasefireActive;
};
m.GameState.prototype.getTemplate = function(type)
{
if (TechnologyTemplates.Has(type))
return new m.Technology(type);
if (this.templates[type] === undefined)
this.sharedScript.GetTemplate(type);
return this.templates[type] ? new m.Template(this.sharedScript, type, this.templates[type]) : null;
};
/** Return the template of the structure built from this foundation */
m.GameState.prototype.getBuiltTemplate = function(foundationName)
{
if (!foundationName.startsWith("foundation|"))
{
warn("Foundation " + foundationName + " not recognised as a foundation.");
return null;
}
return this.getTemplate(foundationName.substr(11));
};
m.GameState.prototype.applyCiv = function(str)
{
return str.replace(/\{civ\}/g, this.playerData.civ);
};
m.GameState.prototype.getPlayerCiv = function(player)
{
return player !== undefined ? this.sharedScript.playersData[player].civ : this.playerData.civ;
};
m.GameState.prototype.currentPhase = function()
{
for (let i = this.phases.length; i > 0; --i)
if (this.isResearched(this.phases[i-1].name))
return i;
return 0;
};
m.GameState.prototype.getNumberOfPhases = function()
{
return this.phases.length;
};
m.GameState.prototype.getPhaseName = function(i)
{
return this.phases[i-1] ? this.phases[i-1].name : undefined;
};
m.GameState.prototype.getPhaseEntityRequirements = function(i)
{
let entityReqs = [];
for (let requirement of this.phases[i-1].requirements)
{
if (!requirement.entities)
continue;
for (let entity of requirement.entities)
if (entity.check == "count")
entityReqs.push({
"class": entity.class,
"count": entity.number
});
}
return entityReqs;
};
m.GameState.prototype.isResearched = function(template)
{
return this.playerData.researchedTechs.has(template);
};
m.GameState.prototype.isResearching = function(template)
{
return this.playerData.researchQueued.has(template);
};
/** this is an "in-absolute" check that doesn't check if we have a building to research from. */
m.GameState.prototype.canResearch = function(techTemplateName, noRequirementCheck)
{
if (this.playerData.disabledTechnologies[techTemplateName])
return false;
let template = this.getTemplate(techTemplateName);
if (!template)
return false;
if (this.playerData.researchQueued.has(techTemplateName) ||
this.playerData.researchedTechs.has(techTemplateName))
return false;
if (noRequirementCheck)
return true;
// if this is a pair, we must check that the pair tech is not being researched
if (template.pair())
{
let other = template.pairedWith();
if (this.playerData.researchQueued.has(other) ||
this.playerData.researchedTechs.has(other))
return false;
}
return this.checkTechRequirements(template.requirements(this.playerData.civ));
};
/**
* Private function for checking a set of requirements is met.
* Basically copies TechnologyManager, but compares against
* variables only available within the AI
*/
m.GameState.prototype.checkTechRequirements = function(reqs)
{
if (!reqs)
return false;
if (!reqs.length)
return true;
function doesEntitySpecPass(entity)
{
switch (entity.check)
{
case "count":
if (!this.playerData.classCounts[entity.class] || this.playerData.classCounts[entity.class] < entity.number)
return false;
break;
case "variants":
if (!this.playerData.typeCountsByClass[entity.class] || Object.keys(this.playerData.typeCountsByClass[entity.class]).length < entity.number)
return false;
break;
}
return true;
}
return reqs.some(req => {
return Object.keys(req).every(type => {
switch (type)
{
case "techs":
return req[type].every(tech => this.playerData.researchedTechs.has(tech));
case "entities":
return req[type].every(doesEntitySpecPass, this);
}
return false;
});
});
};
m.GameState.prototype.getPassabilityMap = function()
{
return this.sharedScript.passabilityMap;
};
m.GameState.prototype.getPassabilityClassMask = function(name)
{
if (!this.sharedScript.passabilityClasses[name])
error("Tried to use invalid passability class name '" + name + "'");
return this.sharedScript.passabilityClasses[name];
};
m.GameState.prototype.getResources = function()
{
return new m.Resources(this.playerData.resourceCounts);
};
m.GameState.prototype.getPopulation = function()
{
return this.playerData.popCount;
};
m.GameState.prototype.getPopulationLimit = function() {
return this.playerData.popLimit;
};
m.GameState.prototype.getPopulationMax = function() {
return this.playerData.popMax;
};
m.GameState.prototype.getPlayerID = function()
{
return this.player;
};
m.GameState.prototype.hasAllies = function()
{
for (let i in this.playerData.isAlly)
if (this.playerData.isAlly[i] && +i !== this.player &&
this.sharedScript.playersData[i].state !== "defeated")
return true;
return false;
};
m.GameState.prototype.hasEnemies = function()
{
for (let i in this.playerData.isEnemy)
if (this.playerData.isEnemy[i] && +i !== 0 &&
this.sharedScript.playersData[i].state !== "defeated")
return true;
return false;
};
m.GameState.prototype.hasNeutrals = function()
{
for (let i in this.playerData.isNeutral)
if (this.playerData.isNeutral[i] &&
this.sharedScript.playersData[i].state !== "defeated")
return true;
return false;
};
m.GameState.prototype.isPlayerNeutral = function(id)
{
return this.playerData.isNeutral[id];
};
m.GameState.prototype.isPlayerAlly = function(id)
{
return this.playerData.isAlly[id];
};
m.GameState.prototype.isPlayerMutualAlly = function(id)
{
return this.playerData.isMutualAlly[id];
};
m.GameState.prototype.isPlayerEnemy = function(id)
{
return this.playerData.isEnemy[id];
};
/** Return the number of players currently enemies, not including gaia */
m.GameState.prototype.getNumPlayerEnemies = function()
{
let num = 0;
for (let i = 1; i < this.playerData.isEnemy.length; ++i)
if (this.playerData.isEnemy[i] &&
this.sharedScript.playersData[i].state != "defeated")
++num;
return num;
};
m.GameState.prototype.getEnemies = function()
{
let ret = [];
for (let i in this.playerData.isEnemy)
if (this.playerData.isEnemy[i])
ret.push(+i);
return ret;
};
m.GameState.prototype.getNeutrals = function()
{
let ret = [];
for (let i in this.playerData.isNeutral)
if (this.playerData.isNeutral[i])
ret.push(+i);
return ret;
};
m.GameState.prototype.getAllies = function()
{
let ret = [];
for (let i in this.playerData.isAlly)
if (this.playerData.isAlly[i])
ret.push(+i);
return ret;
};
m.GameState.prototype.getExclusiveAllies = function()
{ // Player is not included
let ret = [];
for (let i in this.playerData.isAlly)
if (this.playerData.isAlly[i] && +i !== this.player)
ret.push(+i);
return ret;
};
m.GameState.prototype.getMutualAllies = function()
{
let ret = [];
for (let i in this.playerData.isMutualAlly)
if (this.playerData.isMutualAlly[i] &&
this.sharedScript.playersData[i].isMutualAlly[this.player])
ret.push(+i);
return ret;
};
m.GameState.prototype.isEntityAlly = function(ent)
{
if (!ent)
return false;
return this.playerData.isAlly[ent.owner()];
};
m.GameState.prototype.isEntityExclusiveAlly = function(ent)
{
if (!ent)
return false;
return this.playerData.isAlly[ent.owner()] && ent.owner() !== this.player;
};
m.GameState.prototype.isEntityEnemy = function(ent)
{
if (!ent)
return false;
return this.playerData.isEnemy[ent.owner()];
};
m.GameState.prototype.isEntityOwn = function(ent)
{
if (!ent)
return false;
return ent.owner() === this.player;
};
m.GameState.prototype.getEntityById = function(id)
{
return this.entities._entities.get(+id);
};
m.GameState.prototype.getEntities = function(id)
{
if (id === undefined)
return this.entities;
return this.updatingGlobalCollection("player-" + id + "-entities", m.Filters.byOwner(id));
};
m.GameState.prototype.getStructures = function()
{
return this.updatingGlobalCollection("structures", m.Filters.byClass("Structure"), this.entities);
};
m.GameState.prototype.getOwnEntities = function()
{
return this.updatingGlobalCollection("player-" + this.player + "-entities", m.Filters.byOwner(this.player));
};
m.GameState.prototype.getOwnStructures = function()
{
return this.updatingGlobalCollection("player-" + this.player + "-structures", m.Filters.byClass("Structure"), this.getOwnEntities());
};
m.GameState.prototype.getOwnUnits = function()
{
return this.updatingGlobalCollection("player-" + this.player + "-units", m.Filters.byClass("Unit"), this.getOwnEntities());
};
m.GameState.prototype.getAllyEntities = function()
{
return this.entities.filter(m.Filters.byOwners(this.getAllies()));
};
m.GameState.prototype.getExclusiveAllyEntities = function()
{
return this.entities.filter(m.Filters.byOwners(this.getExclusiveAllies()));
};
m.GameState.prototype.getAllyStructures = function(allyID)
{
if (allyID == undefined)
return this.updatingCollection("diplo-ally-structures", m.Filters.byOwners(this.getAllies()), this.getStructures());
return this.updatingGlobalCollection("player-" + allyID + "-structures", m.Filters.byOwner(allyID), this.getStructures());
};
m.GameState.prototype.getNeutralStructures = function()
{
return this.getStructures().filter(m.Filters.byOwners(this.getNeutrals()));
};
m.GameState.prototype.getEnemyEntities = function()
{
return this.entities.filter(m.Filters.byOwners(this.getEnemies()));
};
m.GameState.prototype.getEnemyStructures = function(enemyID)
{
if (enemyID === undefined)
return this.updatingCollection("diplo-enemy-structures", m.Filters.byOwners(this.getEnemies()), this.getStructures());
return this.updatingGlobalCollection("player-" + enemyID + "-structures", m.Filters.byOwner(enemyID), this.getStructures());
};
m.GameState.prototype.getEnemyUnits = function(enemyID)
{
if (enemyID === undefined)
return this.getEnemyEntities().filter(m.Filters.byClass("Unit"));
return this.updatingGlobalCollection("player-" + enemyID + "-units", m.Filters.byClass("Unit"), this.getEntities(enemyID));
};
/** if maintain is true, this will be stored. Otherwise it's one-shot. */
m.GameState.prototype.getOwnEntitiesByMetadata = function(key, value, maintain)
{
if (maintain)
return this.updatingCollection(key + "-" + value, m.Filters.byMetadata(this.player, key, value), this.getOwnEntities());
return this.getOwnEntities().filter(m.Filters.byMetadata(this.player, key, value));
};
m.GameState.prototype.getOwnEntitiesByRole = function(role, maintain)
{
return this.getOwnEntitiesByMetadata("role", role, maintain);
};
m.GameState.prototype.getOwnEntitiesByType = function(type, maintain)
{
let filter = m.Filters.byType(type);
if (maintain)
return this.updatingCollection("type-" + type, filter, this.getOwnEntities());
return this.getOwnEntities().filter(filter);
};
m.GameState.prototype.getOwnEntitiesByClass = function(cls, maintain)
{
let filter = m.Filters.byClass(cls);
if (maintain)
return this.updatingCollection("class-" + cls, filter, this.getOwnEntities());
return this.getOwnEntities().filter(filter);
};
m.GameState.prototype.getOwnFoundationsByClass = function(cls, maintain)
{
let filter = m.Filters.byClass(cls);
if (maintain)
return this.updatingCollection("foundations-class-" + cls, filter, this.getOwnFoundations());
return this.getOwnFoundations().filter(filter);
};
m.GameState.prototype.getOwnTrainingFacilities = function()
{
return this.updatingGlobalCollection("player-" + this.player + "-training-facilities", m.Filters.byTrainingQueue(), this.getOwnEntities());
};
m.GameState.prototype.getOwnResearchFacilities = function()
{
return this.updatingGlobalCollection("player-" + this.player + "-research-facilities", m.Filters.byResearchAvailable(this, this.playerData.civ), this.getOwnEntities());
};
m.GameState.prototype.countEntitiesByType = function(type, maintain)
{
return this.getOwnEntitiesByType(type, maintain).length;
};
m.GameState.prototype.countEntitiesAndQueuedByType = function(type, maintain)
{
let template = this.getTemplate(type);
if (!template)
return 0;
let count = this.countEntitiesByType(type, maintain);
// Count building foundations
if (template.hasClass("Structure") === true)
count += this.countFoundationsByType(type, true);
else if (template.resourceSupplyType() !== undefined) // animal resources
count += this.countEntitiesByType("resource|" + type, true);
else
{
// Count entities in building production queues
// TODO: maybe this fails for corrals.
this.getOwnTrainingFacilities().forEach(function(ent) {
for (let item of ent.trainingQueue())
if (item.unitTemplate == type)
count += item.count;
});
}
return count;
};
m.GameState.prototype.countFoundationsByType = function(type, maintain)
{
let foundationType = "foundation|" + type;
if (maintain)
return this.updatingCollection("foundation-type-" + type, m.Filters.byType(foundationType), this.getOwnFoundations()).length;
let count = 0;
this.getOwnStructures().forEach(function(ent) {
if (ent.templateName() == foundationType)
++count;
});
return count;
};
m.GameState.prototype.countOwnEntitiesByRole = function(role)
{
return this.getOwnEntitiesByRole(role, "true").length;
};
m.GameState.prototype.countOwnEntitiesAndQueuedWithRole = function(role)
{
let count = this.countOwnEntitiesByRole(role);
// Count entities in building production queues
this.getOwnTrainingFacilities().forEach(function(ent) {
for (let item of ent.trainingQueue())
if (item.metadata && item.metadata.role && item.metadata.role == role)
count += item.count;
});
return count;
};
m.GameState.prototype.countOwnQueuedEntitiesWithMetadata = function(data, value)
{
// Count entities in building production queues
let count = 0;
this.getOwnTrainingFacilities().forEach(function(ent) {
for (let item of ent.trainingQueue())
if (item.metadata && item.metadata[data] && item.metadata[data] == value)
count += item.count;
});
return count;
};
m.GameState.prototype.getOwnFoundations = function()
{
return this.updatingGlobalCollection("player-" + this.player + "-foundations", m.Filters.isFoundation(), this.getOwnStructures());
};
m.GameState.prototype.getOwnDropsites = function(resource)
{
if (resource)
return this.updatingCollection("ownDropsite-" + resource, m.Filters.isDropsite(resource), this.getOwnEntities());
return this.updatingCollection("ownDropsite-all", m.Filters.isDropsite(), this.getOwnEntities());
};
m.GameState.prototype.getAnyDropsites = function(resource)
{
if (resource)
return this.updatingGlobalCollection("anyDropsite-" + resource, m.Filters.isDropsite(resource), this.getEntities());
return this.updatingGlobalCollection("anyDropsite-all", m.Filters.isDropsite(), this.getEntities());
};
m.GameState.prototype.getResourceSupplies = function(resource)
{
return this.updatingGlobalCollection("resource-" + resource, m.Filters.byResource(resource), this.getEntities());
};
m.GameState.prototype.getHuntableSupplies = function()
{
return this.updatingGlobalCollection("resource-hunt", m.Filters.isHuntable(), this.getEntities());
};
m.GameState.prototype.getFishableSupplies = function()
{
return this.updatingGlobalCollection("resource-fish", m.Filters.isFishable(), this.getEntities());
};
/** This returns only units from buildings. */
m.GameState.prototype.findTrainableUnits = function(classes, anticlasses)
{
let allTrainable = [];
let civ = this.playerData.civ;
this.getOwnTrainingFacilities().forEach(function(ent) {
let trainable = ent.trainableEntities(civ);
if (!trainable)
return;
for (let unit of trainable)
if (allTrainable.indexOf(unit) === -1)
allTrainable.push(unit);
});
let ret = [];
let limits = this.getEntityLimits();
let current = this.getEntityCounts();
let matchCounts = this.getEntityMatchCounts();
for (let trainable of allTrainable)
{
if (this.isTemplateDisabled(trainable))
continue;
let template = this.getTemplate(trainable);
if (!template || !template.available(this))
continue;
let limit = template.matchLimit();
if (matchCounts && limit && matchCounts[trainable] >= limit)
continue;
if (!template.hasClasses(classes) || template.hasClasses(anticlasses))
continue;
let category = template.trainingCategory();
if (category && limits[category] && current[category] >= limits[category])
continue;
ret.push([trainable, template]);
}
return ret;
};
/**
* Return all techs which can currently be researched
* Does not factor cost.
* If there are pairs, both techs are returned.
*/
m.GameState.prototype.findAvailableTech = function()
{
let allResearchable = [];
let civ = this.playerData.civ;
for (let ent of this.getOwnEntities().values())
{
let searchable = ent.researchableTechs(this, civ);
if (!searchable)
continue;
for (let tech of searchable)
if (!this.playerData.disabledTechnologies[tech] && allResearchable.indexOf(tech) === -1)
allResearchable.push(tech);
}
let ret = [];
for (let tech of allResearchable)
{
let template = this.getTemplate(tech);
if (template.pairDef())
{
let techs = template.getPairedTechs();
if (this.canResearch(techs[0]._templateName))
ret.push([techs[0]._templateName, techs[0]]);
if (this.canResearch(techs[1]._templateName))
ret.push([techs[1]._templateName, techs[1]]);
}
else if (this.canResearch(tech))
{
// Phases are treated separately
if (this.phases.every(phase => template._templateName != phase.name))
ret.push([tech, template]);
}
}
return ret;
};
/**
* Return true if we have a building able to train that template
*/
m.GameState.prototype.hasTrainer = function(template)
{
let civ = this.playerData.civ;
for (let ent of this.getOwnTrainingFacilities().values())
{
let trainable = ent.trainableEntities(civ);
if (trainable && trainable.indexOf(template) !== -1)
return true;
}
return false;
};
/**
* Find buildings able to train that template.
*/
m.GameState.prototype.findTrainers = function(template)
{
let civ = this.playerData.civ;
return this.getOwnTrainingFacilities().filter(function(ent) {
let trainable = ent.trainableEntities(civ);
return trainable && trainable.indexOf(template) !== -1;
});
};
/**
* Get any unit that is capable of constructing the given building type.
*/
m.GameState.prototype.findBuilder = function(template)
{
let civ = this.getPlayerCiv();
for (let ent of this.getOwnUnits().values())
{
let buildable = ent.buildableEntities(civ);
if (buildable && buildable.indexOf(template) !== -1)
return ent;
}
return undefined;
};
/** Return true if one of our buildings is capable of researching the given tech */
m.GameState.prototype.hasResearchers = function(templateName, noRequirementCheck)
{
// let's check we can research the tech.
if (!this.canResearch(templateName, noRequirementCheck))
return false;
let template = this.getTemplate(templateName);
if (template.autoResearch)
return true;
let civ = this.playerData.civ;
for (let ent of this.getOwnResearchFacilities().values())
{
let techs = ent.researchableTechs(this, civ);
for (let tech of techs)
{
let temp = this.getTemplate(tech);
if (temp.pairDef())
{
let pairedTechs = temp.getPairedTechs();
if (pairedTechs[0]._templateName == templateName ||
pairedTechs[1]._templateName == templateName)
return true;
}
else if (tech == templateName)
return true;
}
}
return false;
};
/** Find buildings that are capable of researching the given tech */
m.GameState.prototype.findResearchers = function(templateName, noRequirementCheck)
{
// let's check we can research the tech.
if (!this.canResearch(templateName, noRequirementCheck))
return undefined;
let self = this;
let civ = this.playerData.civ;
return this.getOwnResearchFacilities().filter(function(ent) {
let techs = ent.researchableTechs(self, civ);
for (let tech of techs)
{
let thisTemp = self.getTemplate(tech);
if (thisTemp.pairDef())
{
let pairedTechs = thisTemp.getPairedTechs();
if (pairedTechs[0]._templateName == templateName ||
pairedTechs[1]._templateName == templateName)
return true;
}
else if (tech == templateName)
return true;
}
return false;
});
};
m.GameState.prototype.getEntityLimits = function()
{
return this.playerData.entityLimits;
};
m.GameState.prototype.getEntityMatchCounts = function()
{
return this.playerData.matchEntityCounts;
};
m.GameState.prototype.getEntityCounts = function()
{
return this.playerData.entityCounts;
};
m.GameState.prototype.isTemplateAvailable = function(templateName)
{
if (this.templates[templateName] === undefined)
this.sharedScript.GetTemplate(templateName);
return this.templates[templateName] && !this.isTemplateDisabled(templateName);
};
m.GameState.prototype.isTemplateDisabled = function(templateName)
{
if (!this.playerData.disabledTemplates[templateName])
return false;
return this.playerData.disabledTemplates[templateName];
};
/** Checks whether the maximum number of buildings have been constructed for a certain catergory */
m.GameState.prototype.isEntityLimitReached = function(category)
{
if (this.playerData.entityLimits[category] === undefined ||
this.playerData.entityCounts[category] === undefined)
return false;
return this.playerData.entityCounts[category] >= this.playerData.entityLimits[category];
};
m.GameState.prototype.getTraderTemplatesGains = function()
{
let shipMechantTemplateName = this.applyCiv("units/{civ}/ship_merchant");
let supportTraderTemplateName = this.applyCiv("units/{civ}/support_trader");
let shipMerchantTemplate = !this.isTemplateDisabled(shipMechantTemplateName) && this.getTemplate(shipMechantTemplateName);
let supportTraderTemplate = !this.isTemplateDisabled(supportTraderTemplateName) && this.getTemplate(supportTraderTemplateName);
let norm = TradeGainNormalization(this.sharedScript.mapSize);
let ret = {};
if (supportTraderTemplate)
ret.landGainMultiplier = norm * supportTraderTemplate.gainMultiplier();
if (shipMerchantTemplate)
ret.navalGainMultiplier = norm * shipMerchantTemplate.gainMultiplier();
return ret;
};
return m;
}(API3);