function Trainer() {} Trainer.prototype.Schema = "Allows the entity to train new units." + "" + "0.7" + "" + "\n units/{civ}/support_female_citizen\n units/{native}/support_trader\n units/athen/infantry_spearman_b\n " + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + ""; /** * This object represents a batch of entities being trained. * @param {string} templateName - The name of the template we ought to train. * @param {number} count - The size of the batch to train. * @param {number} trainer - The entity ID of our trainer. * @param {string} metadata - Optionally any metadata to attach to us. */ Trainer.prototype.Item = function(templateName, count, trainer, metadata) { this.count = count; this.templateName = templateName; this.trainer = trainer; this.metadata = metadata; }; /** * Prepare for the queue. * @param {Object} trainCostMultiplier - The multipliers to use when calculating costs. * @param {number} batchTimeMultiplier - The factor to use when training this batches. * * @return {boolean} - Whether the item was successfully initiated. */ Trainer.prototype.Item.prototype.Queue = function(trainCostMultiplier, batchTimeMultiplier) { if (!Number.isInteger(this.count) || this.count <= 0) { error("Invalid batch count " + this.count + "."); return false; } const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); const template = cmpTemplateManager.GetTemplate(this.templateName); if (!template) return false; const cmpPlayer = QueryOwnerInterface(this.trainer); if (!cmpPlayer) return false; this.player = cmpPlayer.GetPlayerID(); this.resources = {}; const totalResources = {}; for (const res in template.Cost.Resources) { this.resources[res] = trainCostMultiplier[res] * ApplyValueModificationsToTemplate( "Cost/Resources/" + res, +template.Cost.Resources[res], this.player, template); totalResources[res] = Math.floor(this.count * this.resources[res]); } // TrySubtractResources should report error to player (they ran out of resources). if (!cmpPlayer.TrySubtractResources(totalResources)) return false; this.population = ApplyValueModificationsToTemplate("Cost/Population", +template.Cost.Population, this.player, template); if (template.TrainingRestrictions) { const unitCategory = template.TrainingRestrictions.Category; const cmpPlayerEntityLimits = QueryPlayerIDInterface(this.player, IID_EntityLimits); if (cmpPlayerEntityLimits) { if (!cmpPlayerEntityLimits.AllowedToTrain(unitCategory, this.count, this.templateName, template.TrainingRestrictions.MatchLimit)) // Already warned, return. { cmpPlayer.RefundResources(totalResources); return false; } // ToDo: Should warn here v and return? cmpPlayerEntityLimits.ChangeCount(unitCategory, this.count); if (template.TrainingRestrictions.MatchLimit) cmpPlayerEntityLimits.ChangeMatchCount(this.templateName, this.count); } } const buildTime = ApplyValueModificationsToTemplate("Cost/BuildTime", +template.Cost.BuildTime, this.player, template); const time = batchTimeMultiplier * trainCostMultiplier.time * buildTime * 1000; this.timeRemaining = time; this.timeTotal = time; const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); cmpTrigger.CallEvent("OnTrainingQueued", { "playerid": this.player, "unitTemplate": this.templateName, "count": this.count, "metadata": this.metadata, "trainerEntity": this.trainer }); return true; }; /** * Destroy cached entities, refund resources and free (population) limits. */ Trainer.prototype.Item.prototype.Stop = function() { // Destroy any cached entities (those which didn't spawn for some reason). if (this.entities?.length) { for (const ent of this.entities) Engine.DestroyEntity(ent); delete this.entities; } const cmpPlayer = QueryPlayerIDInterface(this.player); const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); const template = cmpTemplateManager.GetTemplate(this.templateName); if (template.TrainingRestrictions) { const cmpPlayerEntityLimits = QueryPlayerIDInterface(this.player, IID_EntityLimits); if (cmpPlayerEntityLimits) cmpPlayerEntityLimits.ChangeCount(template.TrainingRestrictions.Category, -this.count); if (template.TrainingRestrictions.MatchLimit) cmpPlayerEntityLimits.ChangeMatchCount(this.templateName, -this.count); } if (cmpPlayer) { if (this.started) cmpPlayer.UnReservePopulationSlots(this.population * this.count); const totalCosts = {}; for (const resource in this.resources) totalCosts[resource] = Math.floor(this.count * this.resources[resource]); cmpPlayer.RefundResources(totalCosts); cmpPlayer.UnBlockTraining(); } delete this.resources; }; /** * This starts the item, reserving population. * @return {boolean} - Whether the item was started successfully. */ Trainer.prototype.Item.prototype.Start = function() { const cmpPlayer = QueryPlayerIDInterface(this.player); if (!cmpPlayer) return false; const template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(this.templateName); this.population = ApplyValueModificationsToTemplate( "Cost/Population", +template.Cost.Population, this.player, template); this.missingPopSpace = cmpPlayer.TryReservePopulationSlots(this.population * this.count); if (this.missingPopSpace) { cmpPlayer.BlockTraining(); return false; } cmpPlayer.UnBlockTraining(); Engine.PostMessage(this.trainer, MT_TrainingStarted, { "entity": this.trainer }); this.started = true; return true; }; Trainer.prototype.Item.prototype.Finish = function() { this.Spawn(); if (!this.count) this.finished = true; }; /** * @return {boolean} - */ Trainer.prototype.Item.prototype.IsFinished = function() { return !!this.finished; }; /* * This function creates the entities and places them in world if possible * (some of these entities may be garrisoned directly if autogarrison, the others are spawned). */ Trainer.prototype.Item.prototype.Spawn = function() { const createdEnts = []; const spawnedEnts = []; // We need entities to test spawning, but we don't want to waste resources, // so only create them once and use as needed. if (!this.entities) { this.entities = []; for (let i = 0; i < this.count; ++i) this.entities.push(Engine.AddEntity(this.templateName)); } let autoGarrison; const cmpRallyPoint = Engine.QueryInterface(this.trainer, IID_RallyPoint); if (cmpRallyPoint) { const data = cmpRallyPoint.GetData()[0]; if (data?.target && data.target == this.trainer && data.command == "garrison") autoGarrison = true; } const cmpFootprint = Engine.QueryInterface(this.trainer, IID_Footprint); const cmpPosition = Engine.QueryInterface(this.trainer, IID_Position); const positionTrainer = cmpPosition && cmpPosition.GetPosition(); const cmpPlayerEntityLimits = QueryPlayerIDInterface(this.player, IID_EntityLimits); const cmpPlayerStatisticsTracker = QueryPlayerIDInterface(this.player, IID_StatisticsTracker); while (this.entities.length) { const ent = this.entities[0]; const cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership); let garrisoned = false; if (autoGarrison) { const cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable); if (cmpGarrisonable) { // Temporary owner affectation needed for GarrisonHolder checks. cmpNewOwnership.SetOwnerQuiet(this.player); garrisoned = cmpGarrisonable.Garrison(this.trainer); cmpNewOwnership.SetOwnerQuiet(INVALID_PLAYER); } } if (!garrisoned) { const pos = cmpFootprint.PickSpawnPoint(ent); if (pos.y < 0) break; const cmpNewPosition = Engine.QueryInterface(ent, IID_Position); cmpNewPosition.JumpTo(pos.x, pos.z); if (positionTrainer) cmpNewPosition.SetYRotation(positionTrainer.horizAngleTo(pos)); spawnedEnts.push(ent); } // Decrement entity count in the EntityLimits component // since it will be increased by EntityLimits.OnGlobalOwnershipChanged, // i.e. we replace a 'trained' entity by 'alive' one. // Must be done after spawn check so EntityLimits decrements only if unit spawns. if (cmpPlayerEntityLimits) { const cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions); if (cmpTrainingRestrictions) cmpPlayerEntityLimits.ChangeCount(cmpTrainingRestrictions.GetCategory(), -1); } cmpNewOwnership.SetOwner(this.player); if (cmpPlayerStatisticsTracker) cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter(ent); this.count--; this.entities.shift(); createdEnts.push(ent); } if (spawnedEnts.length && cmpRallyPoint) for (const com of GetRallyPointCommands(cmpRallyPoint, spawnedEnts)) ProcessCommand(this.player, com); const cmpPlayer = QueryOwnerInterface(this.trainer); if (createdEnts.length) { if (this.population) cmpPlayer.UnReservePopulationSlots(this.population * createdEnts.length); // Play a sound, but only for the first in the batch (to avoid nasty phasing effects). PlaySound("trained", createdEnts[0]); Engine.PostMessage(this.trainer, MT_TrainingFinished, { "entities": createdEnts, "owner": this.player, "metadata": this.metadata }); } if (this.count) { cmpPlayer.BlockTraining(); if (!this.spawnNotified) { Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({ "players": [cmpPlayer.GetPlayerID()], "message": markForTranslation("Can't find free space to spawn trained units."), "translateMessage": true }); this.spawnNotified = true; } } else { cmpPlayer.UnBlockTraining(); delete this.spawnNotified; } }; /** * @param {number} allocatedTime - The time allocated to this item. * @return {number} - The time used for this item. */ Trainer.prototype.Item.prototype.Progress = function(allocatedTime) { if (this.paused) this.Unpause(); // We couldn't start this timeout, try again later. if (!this.started && !this.Start()) return allocatedTime; if (this.timeRemaining > allocatedTime) { this.timeRemaining -= allocatedTime; return allocatedTime; } this.Finish(); return this.timeRemaining; }; Trainer.prototype.Item.prototype.Pause = function() { if (this.started) this.paused = true; else if (this.missingPopSpace) { delete this.missingPopSpace; QueryOwnerInterface(this.trainer)?.UnBlockTraining(); } }; Trainer.prototype.Item.prototype.Unpause = function() { delete this.paused; }; /** * @return {Object} - Some basic information of this batch. */ Trainer.prototype.Item.prototype.GetBasicInfo = function() { return { "unitTemplate": this.templateName, "count": this.count, "neededSlots": this.missingPopSpace, "progress": 1 - (this.timeRemaining / (this.timeTotal || 1)), "timeRemaining": this.timeRemaining, "paused": this.paused, "metadata": this.metadata }; }; Trainer.prototype.Item.prototype.SerializableAttributes = [ "count", "entities", "metadata", "missingPopSpace", "paused", "player", "population", "trainer", "resources", "started", "templateName", "timeRemaining", "timeTotal" ]; Trainer.prototype.Item.prototype.Serialize = function(id) { const result = { "id": id }; for (const att of this.SerializableAttributes) if (this.hasOwnProperty(att)) result[att] = this[att]; return result; }; Trainer.prototype.Item.prototype.Deserialize = function(data) { for (const att of this.SerializableAttributes) if (att in data) this[att] = data[att]; }; Trainer.prototype.Init = function() { this.nextID = 1; this.queue = new Map(); this.trainCostMultiplier = {}; }; Trainer.prototype.SerializableAttributes = [ "entitiesMap", "nextID", "trainCostMultiplier" ]; Trainer.prototype.Serialize = function() { const queue = []; for (const [id, item] of this.queue) queue.push(item.Serialize(id)); const result = { "queue": queue }; for (const att of this.SerializableAttributes) if (this.hasOwnProperty(att)) result[att] = this[att]; return result; }; Trainer.prototype.Deserialize = function(data) { for (const att of this.SerializableAttributes) if (att in data) this[att] = data[att]; this.queue = new Map(); for (const item of data.queue) { const newItem = new this.Item(); newItem.Deserialize(item); this.queue.set(item.id, newItem); } }; /* * Returns list of entities that can be trained by this entity. */ Trainer.prototype.GetEntitiesList = function() { return Array.from(this.entitiesMap.values()); }; /** * Calculate the new list of producible entities * and update any entities currently being produced. */ Trainer.prototype.CalculateEntitiesMap = function() { // Don't reset the map, it's used below to update entities. if (!this.entitiesMap) this.entitiesMap = new Map(); const string = this.template?.Entities?._string || ""; // Tokens can be added -> process an empty list to get them. let addedTokens = ApplyValueModificationsToEntity("Trainer/Entities/_string", "", this.entity); if (!addedTokens && !string) return; addedTokens = addedTokens == "" ? [] : addedTokens.split(/\s+/); const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); const cmpPlayer = QueryOwnerInterface(this.entity); const disabledEntities = cmpPlayer ? cmpPlayer.GetDisabledTemplates() : {}; /** * Process tokens: * - process token modifiers (this is a bit tricky). * - replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID * - remove disabled entities * - upgrade templates where necessary * This also updates currently queued production (it's more convenient to do it here). */ const removeAllQueuedTemplate = (token) => { const queue = clone(this.queue); const template = this.entitiesMap.get(token); for (const [id, item] of queue) if (item.templateName == template) this.StopBatch(id); }; // ToDo: Notice this doesn't account for entity limits changing due to the template change. const updateAllQueuedTemplate = (token, updateTo) => { const template = this.entitiesMap.get(token); for (const [id, item] of this.queue) if (item.templateName === template) item.templateName = updateTo; }; const toks = string.split(/\s+/); for (const tok of addedTokens) toks.push(tok); const nativeCiv = Engine.QueryInterface(this.entity, IID_Identity)?.GetCiv(); const playerCiv = QueryOwnerInterface(this.entity, IID_Identity)?.GetCiv(); const addedDict = addedTokens.reduce((out, token) => { out[token] = true; return out; }, {}); this.entitiesMap = toks.reduce((entMap, token) => { const rawToken = token; if (!(token in addedDict)) { // This is a bit wasteful but I can't think of a simpler/better way. // The list of token is unlikely to be a performance bottleneck anyways. token = ApplyValueModificationsToEntity("Trainer/Entities/_string", token, this.entity); token = token.split(/\s+/); if (token.every(tok => addedTokens.indexOf(tok) !== -1)) { removeAllQueuedTemplate(rawToken); return entMap; } token = token[0]; } // Replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID. if (nativeCiv) token = token.replace(/\{native\}/g, nativeCiv); if (playerCiv) token = token.replace(/\{civ\}/g, playerCiv); // Filter out disabled and invalid entities. if (disabledEntities[token] || !cmpTemplateManager.TemplateExists(token)) { removeAllQueuedTemplate(rawToken); return entMap; } token = GetUpgradedTemplate(cmpPlayer.GetPlayerID(), token); entMap.set(rawToken, token); updateAllQueuedTemplate(rawToken, token); return entMap; }, new Map()); this.CalculateTrainCostMultiplier(); }; Trainer.prototype.CalculateTrainCostMultiplier = function() { for (const res of Resources.GetCodes().concat(["time"])) this.trainCostMultiplier[res] = ApplyValueModificationsToEntity( "Trainer/TrainCostMultiplier/" + res, +(this.template?.TrainCostMultiplier?.[res] || 1), this.entity); }; /** * @return {Object} - The multipliers to change the costs of any training activity with. */ Trainer.prototype.TrainCostMultiplier = function() { return this.trainCostMultiplier; }; /* * Returns batch build time. */ Trainer.prototype.GetBatchTime = function(batchSize) { // TODO: work out what equation we should use here. return Math.pow(batchSize, ApplyValueModificationsToEntity( "Trainer/BatchTimeModifier", +(this.template?.BatchTimeModifier || 1), this.entity)); }; /** * @param {string} templateName - The template name to check. * @return {boolean} - Whether we can train this template. */ Trainer.prototype.CanTrain = function(templateName) { return this.GetEntitiesList().includes(templateName); }; /** * @param {string} templateName - The entity to queue. * @param {number} count - The batch size. * @param {string} metadata - Any metadata attached to the item. * * @return {number} - The ID of the item. -1 if the item could not be queued. */ Trainer.prototype.QueueBatch = function(templateName, count, metadata) { const item = new this.Item(templateName, count, this.entity, metadata); if (!item.Queue(this.TrainCostMultiplier(), this.GetBatchTime(count))) return -1; const id = this.nextID++; this.queue.set(id, item); return id; }; /** * @param {number} id - The ID of the batch being trained here we need to stop. */ Trainer.prototype.StopBatch = function(id) { this.queue.get(id).Stop(); this.queue.delete(id); }; /** * @param {number} id - The ID of the training. */ Trainer.prototype.PauseBatch = function(id) { this.queue.get(id).Pause(); }; /** * @param {number} id - The ID of the batch to check. * @return {boolean} - Whether we are currently training the batch. */ Trainer.prototype.HasBatch = function(id) { return this.queue.has(id); }; /** * @parameter {number} id - The id of the training. * @return {Object} - Some basic information about the training. */ Trainer.prototype.GetBatch = function(id) { const item = this.queue.get(id); return item?.GetBasicInfo(); }; /** * @param {number} id - The ID of the item we spent time on. * @param {number} allocatedTime - The time we spent on the given item. * @return {number} - The time we've actually used. */ Trainer.prototype.Progress = function(id, allocatedTime) { const item = this.queue.get(id); const usedTime = item.Progress(allocatedTime); if (item.IsFinished()) this.queue.delete(id); return usedTime; }; Trainer.prototype.OnOwnershipChanged = function(msg) { if (msg.to != INVALID_PLAYER) this.CalculateEntitiesMap(); }; Trainer.prototype.OnValueModification = function(msg) { // If the promotion requirements of units is changed, // update the entities list so that automatically promoted units are shown // appropriately in the list. if (msg.component != "Promotion" && (msg.component != "Trainer" || !msg.valueNames.some(val => val.startsWith("Trainer/Entities/")))) return; if (msg.entities.indexOf(this.entity) === -1) return; // This also updates the queued production if necessary. this.CalculateEntitiesMap(); // Inform the GUI that it'll need to recompute the selection panel. // TODO: it would be better to only send the message if something actually changing // for the current training queue. const cmpPlayer = QueryOwnerInterface(this.entity); if (cmpPlayer) Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).SetSelectionDirty(cmpPlayer.GetPlayerID()); }; Trainer.prototype.OnDisabledTemplatesChanged = function(msg) { this.CalculateEntitiesMap(); }; Engine.RegisterComponentType(IID_Trainer, "Trainer", Trainer);