/**
* @class
*/
function Foundation() {}
Foundation.prototype.Schema =
"<element name='BuildTimeModifier' a:help='Effect for having multiple builders.'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>";
Foundation.prototype.Init = function()
{
// Foundations are initially 'uncommitted' and do not block unit movement at all
// (to prevent players exploiting free foundations to confuse enemy units).
// The first builder to reach the uncommitted foundation will tell friendly units
// and animals to move out of the way, then will commit the foundation and enable
// its obstruction once there's nothing in the way.
this.committed = false;
this.builders = new Map(); // Map of builder entities to their work per second
this.totalBuilderRate = 0; // Total amount of work the builders do each second
this.buildMultiplier = 1; // Multiplier for the amount of work builders do
this.buildTimeModifier = +this.template.BuildTimeModifier;
this.previewEntity = INVALID_ENTITY;
};
Foundation.prototype.Serialize = function()
{
let ret = Object.assign({}, this);
ret.previewEntity = INVALID_ENTITY;
return ret;
};
Foundation.prototype.Deserialize = function(data)
{
this.Init();
Object.assign(this, data);
};
Foundation.prototype.OnDeserialized = function()
{
this.CreateConstructionPreview();
};
Foundation.prototype.InitialiseConstruction = function(template)
{
this.finalTemplateName = template;
// Remember the cost here, so if it changes after construction begins (from auras or technologies)
// we will use the correct values to refund partial construction costs.
let cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
if (!cmpCost)
error("A foundation, from " + template + ", must have a cost component to know the build time");
this.costs = cmpCost.GetResourceCosts();
this.maxProgress = 0;
this.initialised = true;
};
/**
* Moving the revelation logic from Build to here makes the building sink if
* it is attacked.
*/
Foundation.prototype.OnHealthChanged = function(msg)
{
let cmpPosition = Engine.QueryInterface(this.previewEntity, IID_Position);
if (cmpPosition)
cmpPosition.SetConstructionProgress(this.GetBuildProgress());
Engine.PostMessage(this.entity, MT_FoundationProgressChanged, { "to": this.GetBuildPercentage() });
};
/**
* Returns the current build progress in a [0,1] range.
*/
Foundation.prototype.GetBuildProgress = function()
{
let cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
if (!cmpHealth)
return 0;
return cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints();
};
Foundation.prototype.GetBuildPercentage = function()
{
return Math.floor(this.GetBuildProgress() * 100);
};
/**
* @return {number[]} - An array containing the entity IDs of assigned builders.
*/
Foundation.prototype.GetBuilders = function()
{
return Array.from(this.builders.keys());
};
Foundation.prototype.GetNumBuilders = function()
{
return this.builders.size;
};
Foundation.prototype.IsFinished = function()
{
return (this.GetBuildProgress() == 1.0);
};
Foundation.prototype.OnOwnershipChanged = function(msg)
{
if (msg.to != INVALID_PLAYER && this.previewEntity != INVALID_ENTITY)
{
let cmpPreviewOwnership = Engine.QueryInterface(this.previewEntity, IID_Ownership);
if (cmpPreviewOwnership)
cmpPreviewOwnership.SetOwner(msg.to);
return;
}
if (msg.to != INVALID_PLAYER || !this.initialised)
return;
if (this.previewEntity != INVALID_ENTITY)
{
Engine.DestroyEntity(this.previewEntity);
this.previewEntity = INVALID_ENTITY;
}
if (this.IsFinished())
return;
let cmpPlayer = QueryPlayerIDInterface(msg.from);
let cmpStatisticsTracker = QueryPlayerIDInterface(msg.from, IID_StatisticsTracker);
// Refund a portion of the construction cost, proportional
// to the amount of build progress remaining.
for (let r in this.costs)
{
let scaled = Math.ceil(this.costs[r] * (1.0 - this.maxProgress));
if (scaled)
{
if (cmpPlayer)
cmpPlayer.AddResource(r, scaled);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceUsedCounter(r, -scaled);
}
}
};
/**
* @param {number[]} builders - An array containing the entity IDs of builders to assign.
*/
Foundation.prototype.AddBuilders = function(builders)
{
let changed = false;
for (let builder of builders)
changed = this.AddBuilderHelper(builder) || changed;
if (changed)
this.HandleBuildersChanged();
};
/**
* @param {number} builderEnt - The entity to add.
* @return {boolean} - Whether the addition was successful.
*/
Foundation.prototype.AddBuilderHelper = function(builderEnt)
{
if (this.builders.has(builderEnt))
return false;
let cmpBuilder = Engine.QueryInterface(builderEnt, IID_Builder) ||
Engine.QueryInterface(this.entity, IID_AutoBuildable);
if (!cmpBuilder)
return false;
let buildRate = cmpBuilder.GetRate();
this.builders.set(builderEnt, buildRate);
this.totalBuilderRate += buildRate;
return true;
};
/**
* @param {number} builderEnt - The entity to add.
*/
Foundation.prototype.AddBuilder = function(builderEnt)
{
if (this.AddBuilderHelper(builderEnt))
this.HandleBuildersChanged();
};
/**
* @param {number} builderEnt - The entity to remove.
*/
Foundation.prototype.RemoveBuilder = function(builderEnt)
{
if (!this.builders.has(builderEnt))
return;
this.totalBuilderRate -= this.builders.get(builderEnt);
this.builders.delete(builderEnt);
this.HandleBuildersChanged();
};
/**
* This has to be called whenever the number of builders change.
*/
Foundation.prototype.HandleBuildersChanged = function()
{
this.SetBuildMultiplier();
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SetVariable("numbuilders", this.GetNumBuilders());
Engine.PostMessage(this.entity, MT_FoundationBuildersChanged, { "to": this.GetBuilders() });
};
/**
* The build multiplier is a penalty that is applied to each builder.
* For example, ten women build at a combined rate of 10^0.7 = 5.01 instead of 10.
*/
Foundation.prototype.CalculateBuildMultiplier = function(num)
{
// Avoid division by zero, in particular 0/0 = NaN which isn't reliably serialized
return num < 2 ? 1 : Math.pow(num, this.buildTimeModifier) / num;
};
Foundation.prototype.SetBuildMultiplier = function()
{
this.buildMultiplier = this.CalculateBuildMultiplier(this.GetNumBuilders());
};
Foundation.prototype.GetBuildTime = function()
{
let timeLeft = (1 - this.GetBuildProgress()) * Engine.QueryInterface(this.entity, IID_Cost).GetBuildTime();
let rate = this.totalBuilderRate * this.buildMultiplier;
let rateNew = (this.totalBuilderRate + 1) * this.CalculateBuildMultiplier(this.GetNumBuilders() + 1);
return {
// Avoid division by zero, in particular 0/0 = NaN which isn't reliably serialized
"timeRemaining": rate ? timeLeft / rate : 0,
"timeRemainingNew": timeLeft / rateNew
};
};
/**
* @return {boolean} - Whether the foundation has been committed sucessfully.
*/
Foundation.prototype.Commit = function()
{
if (this.committed)
return false;
let cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
if (cmpObstruction && cmpObstruction.GetBlockMovementFlag(true))
{
for (let ent of cmpObstruction.GetEntitiesDeletedUponConstruction())
Engine.DestroyEntity(ent);
let collisions = cmpObstruction.GetEntitiesBlockingConstruction();
if (collisions.length)
{
for (let ent of collisions)
{
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.LeaveFoundation(this.entity);
// TODO: What if an obstruction has no UnitAI?
}
// TODO: maybe we should tell the builder to use a special
// animation to indicate they're waiting for people to get
// out the way
return false;
}
}
// The obstruction always blocks new foundations/construction,
// but we've temporarily allowed units to walk all over it
// (via CCmpTemplateManager). Now we need to remove that temporary
// blocker-disabling, so that we'll perform standard unit blocking instead.
if (cmpObstruction)
cmpObstruction.SetDisableBlockMovementPathfinding(false, false, -1);
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("OnConstructionStarted", {
"foundation": this.entity,
"template": this.finalTemplateName
});
let cmpFoundationVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpFoundationVisual)
cmpFoundationVisual.SelectAnimation("scaffold", false, 1.0);
this.committed = true;
this.CreateConstructionPreview();
return true;
};
/**
* Perform some number of seconds of construction work.
* Returns true if the construction is completed.
*/
Foundation.prototype.Build = function(builderEnt, work)
{
// Do nothing if we've already finished building
// (The entity will be destroyed soon after completion so
// this won't happen much.)
if (this.IsFinished())
return;
if (!this.committed && !this.Commit())
return;
let cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
if (!cmpHealth)
{
error("Foundation " + this.entity + " does not have a health component.");
return;
}
let deltaHP = work * this.GetBuildRate() * this.buildMultiplier;
if (deltaHP > 0)
cmpHealth.Increase(deltaHP);
// Update the total builder rate.
this.totalBuilderRate += work - this.builders.get(builderEnt);
this.builders.set(builderEnt, work);
// Remember our max progress for partial refund in case of destruction.
this.maxProgress = Math.max(this.maxProgress, this.GetBuildProgress());
if (this.maxProgress >= 1.0)
{
let cmpPlayerStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
let building = ChangeEntityTemplate(this.entity, this.finalTemplateName);
// Make sure the foundation object is the same as the final object.
const cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
const cmpBuildingVisual = Engine.QueryInterface(building, IID_Visual);
if (cmpVisual && cmpBuildingVisual)
cmpBuildingVisual.SetActorSeed(cmpVisual.GetActorSeed());
const cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
const cmpBuildingIdentity = Engine.QueryInterface(building, IID_Identity);
if (cmpIdentity && cmpBuildingIdentity)
{
const oldPhenotype = cmpIdentity.GetPhenotype();
if (cmpBuildingIdentity.GetPhenotype() !== oldPhenotype)
{
cmpBuildingIdentity.SetPhenotype(oldPhenotype);
if (cmpVisualCorpse)
cmpVisualCorpse.RecomputeActorName();
}
}
if (cmpPlayerStatisticsTracker)
cmpPlayerStatisticsTracker.IncreaseConstructedBuildingsCounter(building);
PlaySound("constructed", building);
Engine.PostMessage(this.entity, MT_ConstructionFinished,
{ "entity": this.entity, "newentity": building });
for (let builder of this.GetBuilders())
{
let cmpUnitAIBuilder = Engine.QueryInterface(builder, IID_UnitAI);
if (cmpUnitAIBuilder)
cmpUnitAIBuilder.ConstructionFinished({ "entity": this.entity, "newentity": building });
}
}
};
Foundation.prototype.GetBuildRate = function()
{
let cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
let cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
// Return infinity for instant structure conversion
return cmpHealth.GetMaxHitpoints() / cmpCost.GetBuildTime();
};
/**
* Create preview entity and copy various parameters from the foundation.
*/
Foundation.prototype.CreateConstructionPreview = function()
{
if (this.previewEntity)
{
Engine.DestroyEntity(this.previewEntity);
this.previewEntity = INVALID_ENTITY;
}
if (!this.committed)
return;
let cmpFoundationVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpFoundationVisual || !cmpFoundationVisual.HasConstructionPreview())
return;
this.previewEntity = Engine.AddLocalEntity("construction|"+this.finalTemplateName);
let cmpFoundationOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
let cmpPreviewOwnership = Engine.QueryInterface(this.previewEntity, IID_Ownership);
if (cmpFoundationOwnership && cmpPreviewOwnership)
cmpPreviewOwnership.SetOwner(cmpFoundationOwnership.GetOwner());
// TODO: the 'preview' would be invisible if it doesn't have the below component,
// Maybe it makes more sense to simply delete it then?
// Initially hide the preview underground
let cmpPreviewPosition = Engine.QueryInterface(this.previewEntity, IID_Position);
let cmpFoundationPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPreviewPosition && cmpFoundationPosition)
{
let rot = cmpFoundationPosition.GetRotation();
cmpPreviewPosition.SetYRotation(rot.y);
cmpPreviewPosition.SetXZRotation(rot.x, rot.z);
let pos = cmpFoundationPosition.GetPosition2D();
cmpPreviewPosition.JumpTo(pos.x, pos.y);
cmpPreviewPosition.SetConstructionProgress(this.GetBuildProgress());
}
let cmpPreviewVisual = Engine.QueryInterface(this.previewEntity, IID_Visual);
if (cmpPreviewVisual && cmpFoundationVisual)
{
cmpPreviewVisual.SetActorSeed(cmpFoundationVisual.GetActorSeed());
cmpPreviewVisual.SelectAnimation("scaffold", false, 1.0);
}
};
Foundation.prototype.OnEntityRenamed = function(msg)
{
let cmpFoundationNew = Engine.QueryInterface(msg.newentity, IID_Foundation);
if (cmpFoundationNew)
cmpFoundationNew.AddBuilders(this.GetBuilders());
};
function FoundationMirage() {}
FoundationMirage.prototype.Init = function(cmpFoundation)
{
this.numBuilders = cmpFoundation.GetNumBuilders();
this.buildTime = cmpFoundation.GetBuildTime();
};
FoundationMirage.prototype.GetNumBuilders = function() { return this.numBuilders; };
FoundationMirage.prototype.GetBuildTime = function() { return this.buildTime; };
Engine.RegisterGlobal("FoundationMirage", FoundationMirage);
Foundation.prototype.Mirage = function()
{
let mirage = new FoundationMirage();
mirage.Init(this);
return mirage;
};
Engine.RegisterComponentType(IID_Foundation, "Foundation", Foundation);