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0ad/binaries/data/mods/public/simulation/components/ResourceSupply.js
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wraitii 4e492ab7fa Optimize PerformGather in ResourceGatherer.js after the Tracelogger revelead it was a performance hotspot. Should be about twice as fast.
Optimizations were: caching gathering rates and removing a useless
message.

This was SVN commit r17251.
2015-11-14 12:26:33 +00:00

173 lines
5.2 KiB
JavaScript

function ResourceSupply() {}
ResourceSupply.prototype.Schema =
"<a:help>Provides a supply of one particular type of resource.</a:help>" +
"<a:example>" +
"<Amount>1000</Amount>" +
"<Type>food.meat</Type>" +
"</a:example>" +
"<element name='KillBeforeGather' a:help='Whether this entity must be killed (health reduced to 0) before its resources can be gathered'>" +
"<data type='boolean'/>" +
"</element>" +
"<element name='Amount' a:help='Amount of resources available from this entity'>" +
"<choice><data type='nonNegativeInteger'/><value>Infinity</value></choice>" +
"</element>" +
"<element name='Type' a:help='Type of resources'>" +
"<choice>" +
"<value>wood.tree</value>" +
"<value>wood.ruins</value>" +
"<value>stone.rock</value>" +
"<value>stone.ruins</value>" +
"<value>metal.ore</value>" +
"<value>food.fish</value>" +
"<value>food.fruit</value>" +
"<value>food.grain</value>" +
"<value>food.meat</value>" +
"<value>food.milk</value>" +
"<value>treasure.wood</value>" +
"<value>treasure.stone</value>" +
"<value>treasure.metal</value>" +
"<value>treasure.food</value>" +
"</choice>" +
"</element>" +
"<element name='MaxGatherers' a:help='Amount of gatherers who can gather resources from this entity at the same time'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"<optional>" +
"<element name='DiminishingReturns' a:help='The rate at which adding more gatherers decreases overall efficiency. Lower numbers = faster dropoff. Leave the element out for no diminishing returns.'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"</optional>";
ResourceSupply.prototype.Init = function()
{
// Current resource amount (non-negative)
this.amount = this.GetMaxAmount();
this.gatherers = []; // list of IDs for each players
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); // system component so that's safe.
var numPlayers = cmpPlayerManager.GetNumPlayers();
for (var i = 0; i <= numPlayers; ++i) // use "<=" because we want Gaia too.
this.gatherers.push([]);
this.infinite = !isFinite(+this.template.Amount);
[this.type,this.subType] = this.template.Type.split('.');
this.cachedType = { "generic" : this.type, "specific" : this.subType };
};
ResourceSupply.prototype.IsInfinite = function()
{
return this.infinite;
};
ResourceSupply.prototype.GetKillBeforeGather = function()
{
return (this.template.KillBeforeGather == "true");
};
ResourceSupply.prototype.GetMaxAmount = function()
{
return +this.template.Amount;
};
ResourceSupply.prototype.GetCurrentAmount = function()
{
return this.amount;
};
ResourceSupply.prototype.GetMaxGatherers = function()
{
return +this.template.MaxGatherers;
};
ResourceSupply.prototype.GetNumGatherers = function()
{
return this.gatherers.reduce((a, b) => a + b.length, 0);
};
ResourceSupply.prototype.GetDiminishingReturns = function()
{
if ("DiminishingReturns" in this.template)
return ApplyValueModificationsToEntity("ResourceSupply/DiminishingReturns", +this.template.DiminishingReturns, this.entity);
return null;
};
ResourceSupply.prototype.TakeResources = function(rate)
{
// Before changing the amount, activate Fogging if necessary to hide changes
let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
if (cmpFogging)
cmpFogging.Activate();
if (this.infinite)
return { "amount": rate, "exhausted": false };
// 'rate' should be a non-negative integer
var old = this.amount;
this.amount = Math.max(0, old - rate);
var change = old - this.amount;
// Remove entities that have been exhausted
if (this.amount === 0)
Engine.DestroyEntity(this.entity);
Engine.PostMessage(this.entity, MT_ResourceSupplyChanged, { "from": old, "to": this.amount });
return { "amount": change, "exhausted": (this.amount === 0) };
};
ResourceSupply.prototype.GetType = function()
{
// All resources must have both type and subtype
return this.cachedType;
};
ResourceSupply.prototype.IsAvailable = function(player, gathererID)
{
if (this.GetNumGatherers() < this.GetMaxGatherers() || this.gatherers[player].indexOf(gathererID) !== -1)
return true;
return false;
};
ResourceSupply.prototype.AddGatherer = function(player, gathererID)
{
if (!this.IsAvailable(player, gathererID))
return false;
if (this.gatherers[player].indexOf(gathererID) === -1)
{
this.gatherers[player].push(gathererID);
// broadcast message, mainly useful for the AIs.
Engine.PostMessage(this.entity, MT_ResourceSupplyNumGatherersChanged, { "to": this.GetNumGatherers() });
}
return true;
};
// should this return false if the gatherer didn't gather from said resource?
ResourceSupply.prototype.RemoveGatherer = function(gathererID, player)
{
// this can happen if the unit is dead
if (player === undefined || player === -1)
{
for (var i = 0; i < this.gatherers.length; ++i)
this.RemoveGatherer(gathererID, i);
}
else
{
var index = this.gatherers[player].indexOf(gathererID);
if (index !== -1)
{
this.gatherers[player].splice(index,1);
// broadcast message, mainly useful for the AIs.
Engine.PostMessage(this.entity, MT_ResourceSupplyNumGatherersChanged, { "to": this.GetNumGatherers() });
return;
}
}
};
Engine.RegisterComponentType(IID_ResourceSupply, "ResourceSupply", ResourceSupply);