forked from mirrors/0ad
01ff2fb0e0
This was SVN commit r18531.
483 lines
16 KiB
JavaScript
483 lines
16 KiB
JavaScript
var API3 = function(m)
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{
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/** Shared script handling templates and basic terrain analysis */
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m.SharedScript = function(settings)
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{
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if (!settings)
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return;
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this._players = settings.players;
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this._templates = settings.templates;
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this._derivedTemplates = {};
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this._techTemplates = settings.techTemplates;
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this._entityMetadata = {};
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for (let i in this._players)
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this._entityMetadata[this._players[i]] = {};
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// array of entity collections
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this._entityCollections = new Map();
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this._entitiesModifications = new Map(); // entities modifications
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this._templatesModifications = {}; // template modifications
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// each name is a reference to the actual one.
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this._entityCollectionsName = new Map();
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this._entityCollectionsByDynProp = {};
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this._entityCollectionsUID = 0;
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};
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/** Return a simple object (using no classes etc) that will be serialized into saved games */
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m.SharedScript.prototype.Serialize = function()
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{
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return {
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"players": this._players,
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"techTemplates": this._techTemplates,
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"templatesModifications": this._templatesModifications,
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"entitiesModifications": this._entitiesModifications,
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"metadata": this._entityMetadata
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};
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};
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/**
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* Called after the constructor when loading a saved game, with 'data' being
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* whatever Serialize() returned
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*/
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m.SharedScript.prototype.Deserialize = function(data)
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{
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this._players = data.players;
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this._techTemplates = data.techTemplates;
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this._templatesModifications = data.templatesModifications;
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this._entitiesModifications = data.entitiesModifications;
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this._entityMetadata = data.metadata;
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this._derivedTemplates = {};
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this.isDeserialized = true;
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};
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/**
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* Components that will be disabled in foundation entity templates.
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* (This is a bit yucky and fragile since it's the inverse of
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* CCmpTemplateManager::CopyFoundationSubset and only includes components
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* that our Template class currently uses.)
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*/
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m.g_FoundationForbiddenComponents = {
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"ProductionQueue": 1,
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"ResourceSupply": 1,
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"ResourceDropsite": 1,
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"GarrisonHolder": 1,
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};
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/**
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* Components that will be disabled in resource entity templates.
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* Roughly the inverse of CCmpTemplateManager::CopyResourceSubset.
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*/
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m.g_ResourceForbiddenComponents = {
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"Cost": 1,
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"Decay": 1,
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"Health": 1,
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"UnitAI": 1,
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"UnitMotion": 1,
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"Vision": 1
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};
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m.SharedScript.prototype.GetTemplate = function(name)
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{
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if (this._templates[name])
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return this._templates[name];
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if (this._derivedTemplates[name])
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return this._derivedTemplates[name];
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// If this is a foundation template, construct it automatically
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if (name.indexOf("foundation|") !== -1)
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{
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let base = this.GetTemplate(name.substr(11));
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let foundation = {};
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for (let key in base)
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if (!m.g_FoundationForbiddenComponents[key])
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foundation[key] = base[key];
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this._derivedTemplates[name] = foundation;
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return foundation;
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}
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else if (name.indexOf("resource|") !== -1)
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{
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let base = this.GetTemplate(name.substr(9));
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let resource = {};
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for (let key in base)
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if (!m.g_ResourceForbiddenComponents[key])
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resource[key] = base[key];
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this._derivedTemplates[name] = resource;
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return resource;
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}
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error("Tried to retrieve invalid template '"+name+"'");
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return null;
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};
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/**
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* Initialize the shared component.
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* We need to know the initial state of the game for this, as we will use it.
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* This is called right at the end of the map generation.
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*/
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m.SharedScript.prototype.init = function(state, deserialization)
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{
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if (!deserialization)
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{
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this._entitiesModifications = new Map();
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for (let i = 0; i < state.players.length; ++i)
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this._templatesModifications[i] = {};
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}
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this.ApplyTemplatesDelta(state);
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this.passabilityClasses = state.passabilityClasses;
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this.players = this._players;
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this.playersData = state.players;
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this.timeElapsed = state.timeElapsed;
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this.circularMap = state.circularMap;
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this.mapSize = state.mapSize;
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this.gameType = state.gameType;
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this.barterPrices = state.barterPrices;
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this.passabilityMap = state.passabilityMap;
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if (this.mapSize % this.passabilityMap.width !== 0)
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error("AI shared component inconsistent sizes: map=" + this.mapSize + " while passability=" + this.passabilityMap.width);
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this.passabilityMap.cellSize = this.mapSize / this.passabilityMap.width;
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this.territoryMap = state.territoryMap;
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if (this.mapSize % this.territoryMap.width !== 0)
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error("AI shared component inconsistent sizes: map=" + this.mapSize + " while territory=" + this.territoryMap.width);
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this.territoryMap.cellSize = this.mapSize / this.territoryMap.width;
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/*
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let landPassMap = new Uint8Array(this.passabilityMap.data.length);
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let waterPassMap = new Uint8Array(this.passabilityMap.data.length);
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let obstructionMaskLand = this.passabilityClasses["default-terrain-only"];
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let obstructionMaskWater = this.passabilityClasses["ship-terrain-only"];
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for (let i = 0; i < this.passabilityMap.data.length; ++i)
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{
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landPassMap[i] = (this.passabilityMap.data[i] & obstructionMaskLand) ? 0 : 255;
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waterPassMap[i] = (this.passabilityMap.data[i] & obstructionMaskWater) ? 0 : 255;
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}
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Engine.DumpImage("LandPassMap.png", landPassMap, this.passabilityMap.width, this.passabilityMap.height, 255);
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Engine.DumpImage("WaterPassMap.png", waterPassMap, this.passabilityMap.width, this.passabilityMap.height, 255);
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*/
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this._entities = new Map();
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if (state.entities)
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for (let id in state.entities)
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this._entities.set(+id, new m.Entity(this, state.entities[id]));
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// entity collection updated on create/destroy event.
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this.entities = new m.EntityCollection(this, this._entities);
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// create the terrain analyzer
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this.terrainAnalyzer = new m.TerrainAnalysis();
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this.terrainAnalyzer.init(this, state);
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this.accessibility = new m.Accessibility();
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this.accessibility.init(state, this.terrainAnalyzer);
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// Setup resources
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this.resourceTypes = { "food": 0, "wood": 1, "stone": 2, "metal": 2 };
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this.resourceList = [];
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for (let res in this.resourceTypes)
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this.resourceList.push(res);
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m.Resources.prototype.types = this.resourceList;
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// Resource types: 0 = not used for resource maps
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// 1 = abondant resource with small amount each
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// 2 = spare resource, but huge amount each
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// The following maps are defined in TerrainAnalysis.js and are used for some building placement (cc, dropsites)
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// They are updated by checking for create and destroy events for all resources
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this.normalizationFactor = { "1": 50, "2": 90 };
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this.influenceRadius = { "1": 36, "2": 48 };
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this.ccInfluenceRadius = { "1": 60, "2": 120 };
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this.resourceMaps = {}; // Contains maps showing the density of resources
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this.ccResourceMaps = {}; // Contains maps showing the density of resources, optimized for CC placement.
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this.createResourceMaps();
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/** Keep in sync with gui/common/l10n.js */
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this.resourceNames = {
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// Translation: Word as used in the middle of a sentence (which may require using lowercase for your language).
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"food": markForTranslationWithContext("withinSentence", "Food"),
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// Translation: Word as used in the middle of a sentence (which may require using lowercase for your language).
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"wood": markForTranslationWithContext("withinSentence", "Wood"),
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// Translation: Word as used in the middle of a sentence (which may require using lowercase for your language).
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"metal": markForTranslationWithContext("withinSentence", "Metal"),
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// Translation: Word as used in the middle of a sentence (which may require using lowercase for your language).
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"stone": markForTranslationWithContext("withinSentence", "Stone"),
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};
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this.gameState = {};
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for (let i in this._players)
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{
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this.gameState[this._players[i]] = new m.GameState();
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this.gameState[this._players[i]].init(this,state, this._players[i]);
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}
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};
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/**
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* General update of the shared script, before each AI's update
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* applies entity deltas, and each gamestate.
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*/
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m.SharedScript.prototype.onUpdate = function(state)
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{
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if (this.isDeserialized)
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{
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this.init(state, true);
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this.isDeserialized = false;
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}
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// deals with updating based on create and destroy messages.
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this.ApplyEntitiesDelta(state);
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this.ApplyTemplatesDelta(state);
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Engine.ProfileStart("onUpdate");
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// those are dynamic and need to be reset as the "state" object moves in memory.
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this.events = state.events;
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this.passabilityClasses = state.passabilityClasses;
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this.playersData = state.players;
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this.timeElapsed = state.timeElapsed;
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this.barterPrices = state.barterPrices;
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this.passabilityMap = state.passabilityMap;
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this.passabilityMap.cellSize = this.mapSize / this.passabilityMap.width;
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this.territoryMap = state.territoryMap;
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this.territoryMap.cellSize = this.mapSize / this.territoryMap.width;
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for (let i in this.gameState)
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this.gameState[i].update(this);
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// TODO: merge this with "ApplyEntitiesDelta" since after all they do the same.
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this.updateResourceMaps(this.events);
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Engine.ProfileStop();
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};
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m.SharedScript.prototype.ApplyEntitiesDelta = function(state)
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{
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Engine.ProfileStart("Shared ApplyEntitiesDelta");
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let foundationFinished = {};
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// by order of updating:
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// we "Destroy" last because we want to be able to switch Metadata first.
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let CreateEvents = state.events.Create;
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for (let i = 0; i < CreateEvents.length; ++i)
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{
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let evt = CreateEvents[i];
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if (!state.entities[evt.entity])
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continue; // Sometimes there are things like foundations which get destroyed too fast
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let entity = new m.Entity(this, state.entities[evt.entity]);
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this._entities.set(evt.entity, entity);
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this.entities.addEnt(entity);
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// Update all the entity collections since the create operation affects static properties as well as dynamic
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for (let entCol of this._entityCollections.values())
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entCol.updateEnt(entity);
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}
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for (let evt of state.events.EntityRenamed)
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{ // Switch the metadata: TODO entityCollections are updated only because of the owner change. Should be done properly
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for (let p in this._players)
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{
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this._entityMetadata[this._players[p]][evt.newentity] = this._entityMetadata[this._players[p]][evt.entity];
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this._entityMetadata[this._players[p]][evt.entity] = {};
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}
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}
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for (let evt of state.events.TrainingFinished)
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{ // Apply metadata stored in training queues
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for (let entId of evt.entities)
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for (let key in evt.metadata)
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this.setMetadata(evt.owner, this._entities.get(entId), key, evt.metadata[key]);
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}
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for (let evt of state.events.ConstructionFinished)
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{ // we'll move metadata.
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if (!this._entities.has(evt.entity))
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continue;
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let ent = this._entities.get(evt.entity);
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let newEnt = this._entities.get(evt.newentity);
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if (this._entityMetadata[ent.owner()] && this._entityMetadata[ent.owner()][evt.entity] !== undefined)
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for (let key in this._entityMetadata[ent.owner()][evt.entity])
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this.setMetadata(ent.owner(), newEnt, key, this._entityMetadata[ent.owner()][evt.entity][key]);
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foundationFinished[evt.entity] = true;
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}
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for (let evt of state.events.AIMetadata)
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{
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if (!this._entities.has(evt.id))
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continue; // might happen in some rare cases of foundations getting destroyed, perhaps.
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// Apply metadata (here for buildings for example)
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for (let key in evt.metadata)
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this.setMetadata(evt.owner, this._entities.get(evt.id), key, evt.metadata[key]);
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}
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let DestroyEvents = state.events.Destroy;
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for (let i = 0; i < DestroyEvents.length; ++i)
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{
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let evt = DestroyEvents[i];
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// A small warning: javascript "delete" does not actually delete, it only removes the reference in this object.
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// the "deleted" object remains in memory, and any older reference to it will still reference it as if it were not "deleted".
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// Worse, they might prevent it from being garbage collected, thus making it stay alive and consuming ram needlessly.
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// So take care, and if you encounter a weird bug with deletion not appearing to work correctly, this is probably why.
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if (!this._entities.has(evt.entity))
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continue;// probably should remove the event.
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if (foundationFinished[evt.entity])
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evt.SuccessfulFoundation = true;
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// The entity was destroyed but its data may still be useful, so
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// remember the entity and this AI's metadata concerning it
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evt.metadata = {};
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evt.entityObj = this._entities.get(evt.entity);
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for (let j in this._players)
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evt.metadata[this._players[j]] = this._entityMetadata[this._players[j]][evt.entity];
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let entity = this._entities.get(evt.entity);
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for (let entCol of this._entityCollections.values())
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entCol.removeEnt(entity);
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this.entities.removeEnt(entity);
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this._entities.delete(evt.entity);
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this._entitiesModifications.delete(evt.entity);
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for (let j in this._players)
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delete this._entityMetadata[this._players[j]][evt.entity];
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}
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for (let id in state.entities)
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{
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let changes = state.entities[id];
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let entity = this._entities.get(+id);
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for (let prop in changes)
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{
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entity._entity[prop] = changes[prop];
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this.updateEntityCollections(prop, entity);
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}
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}
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// apply per-entity aura-related changes.
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// this supersedes tech-related changes.
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for (let id in state.changedEntityTemplateInfo)
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{
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if (!this._entities.has(+id))
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continue; // dead, presumably.
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let changes = state.changedEntityTemplateInfo[id];
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if (!this._entitiesModifications.has(+id))
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this._entitiesModifications.set(+id, new Map());
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let modif = this._entitiesModifications.get(+id);
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for (let change of changes)
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modif.set(change.variable, change.value);
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}
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Engine.ProfileStop();
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};
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m.SharedScript.prototype.ApplyTemplatesDelta = function(state)
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{
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Engine.ProfileStart("Shared ApplyTemplatesDelta");
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for (let player in state.changedTemplateInfo)
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{
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let playerDiff = state.changedTemplateInfo[player];
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for (let template in playerDiff)
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{
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let changes = playerDiff[template];
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if (!this._templatesModifications[player][template])
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this._templatesModifications[player][template] = new Map();
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let modif = this._templatesModifications[player][template];
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for (let change of changes)
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modif.set(change.variable, change.value);
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}
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}
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Engine.ProfileStop();
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};
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m.SharedScript.prototype.registerUpdatingEntityCollection = function(entCollection)
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{
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entCollection.setUID(this._entityCollectionsUID);
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this._entityCollections.set(this._entityCollectionsUID, entCollection);
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for (let prop of entCollection.dynamicProperties())
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{
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if (!this._entityCollectionsByDynProp[prop])
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this._entityCollectionsByDynProp[prop] = new Map();
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this._entityCollectionsByDynProp[prop].set(this._entityCollectionsUID, entCollection);
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}
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this._entityCollectionsUID++;
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};
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m.SharedScript.prototype.removeUpdatingEntityCollection = function(entCollection)
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{
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let uid = entCollection.getUID();
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if (this._entityCollections.has(uid))
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this._entityCollections.delete(uid);
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for (let prop of entCollection.dynamicProperties())
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if (this._entityCollectionsByDynProp[prop].has(uid))
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this._entityCollectionsByDynProp[prop].delete(uid);
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};
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m.SharedScript.prototype.updateEntityCollections = function(property, ent)
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{
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if (this._entityCollectionsByDynProp[property] === undefined)
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return;
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for (let entCol of this._entityCollectionsByDynProp[property].values())
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entCol.updateEnt(ent);
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};
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m.SharedScript.prototype.setMetadata = function(player, ent, key, value)
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{
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let metadata = this._entityMetadata[player][ent.id()];
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if (!metadata)
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metadata = this._entityMetadata[player][ent.id()] = {};
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metadata[key] = value;
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this.updateEntityCollections('metadata', ent);
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this.updateEntityCollections('metadata.' + key, ent);
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};
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m.SharedScript.prototype.getMetadata = function(player, ent, key)
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{
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let metadata = this._entityMetadata[player][ent.id()];
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if (!metadata || !(key in metadata))
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return undefined;
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return metadata[key];
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};
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m.SharedScript.prototype.deleteMetadata = function(player, ent, key)
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{
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let metadata = this._entityMetadata[player][ent.id()];
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if (!metadata || !(key in metadata))
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return true;
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metadata[key] = undefined;
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delete metadata[key];
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this.updateEntityCollections('metadata', ent);
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this.updateEntityCollections('metadata.' + key, ent);
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return true;
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};
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m.copyPrototype = function(descendant, parent)
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{
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let sConstructor = parent.toString();
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let aMatch = sConstructor.match( /\s*function (.*)\(/ );
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if ( aMatch != null )
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descendant.prototype[aMatch[1]] = parent;
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for (let p in parent.prototype)
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descendant.prototype[p] = parent.prototype[p];
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};
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return m;
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}(API3);
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