function Capturable() {}
Capturable.prototype.Schema =
"<element name='CapturePoints' a:help='Maximum capture points'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='RegenRate' a:help='Number of capture are regenerated per second in favour of the owner'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='GarrisonRegenRate' a:help='Number of capture are regenerated per second and per garrisoned unit in favour of the owner'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>";
Capturable.prototype.Init = function()
{
// Cache this value
this.maxCp = +this.template.CapturePoints;
this.cp = [];
};
//// Interface functions ////
/**
* Returns the current capture points array
*/
Capturable.prototype.GetCapturePoints = function()
{
return this.cp;
};
Capturable.prototype.GetMaxCapturePoints = function()
{
return this.maxCp;
};
Capturable.prototype.GetGarrisonRegenRate = function()
{
return ApplyValueModificationsToEntity("Capturable/GarrisonRegenRate", +this.template.GarrisonRegenRate, this.entity);
};
/**
* Set the new capture points, used for cloning entities
* The caller should assure that the sum of capture points
* matches the max.
*/
Capturable.prototype.SetCapturePoints = function(capturePointsArray)
{
this.cp = capturePointsArray;
};
/**
* Reduces the amount of capture points of an entity,
* in favour of the player of the source
* Returns the number of capture points actually taken
*/
Capturable.prototype.Reduce = function(amount, playerID)
{
if (amount <= 0)
return 0;
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == -1)
return 0;
var cmpPlayerSource = QueryPlayerIDInterface(playerID);
if (!cmpPlayerSource)
return 0;
// Before changing the value, activate Fogging if necessary to hide changes
var cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
if (cmpFogging)
cmpFogging.Activate();
var numberOfEnemies = this.cp.filter((v, i) => v > 0 && cmpPlayerSource.IsEnemy(i)).length;
if (numberOfEnemies == 0)
return 0;
// distribute the capture points over all enemies
let distributedAmount = amount / numberOfEnemies;
let removedAmount = 0;
while (distributedAmount > 0.0001)
{
numberOfEnemies = 0;
for (let i in this.cp)
{
if (!this.cp[i] || !cmpPlayerSource.IsEnemy(i))
continue;
if (this.cp[i] > distributedAmount)
{
removedAmount += distributedAmount;
this.cp[i] -= distributedAmount;
++numberOfEnemies;
}
else
{
removedAmount += this.cp[i];
this.cp[i] = 0;
}
}
distributedAmount = numberOfEnemies ? (amount - removedAmount) / numberOfEnemies : 0;
}
// give all cp taken to the player
var takenCp = this.maxCp - this.cp.reduce((a, b) => a + b);
this.cp[playerID] += takenCp;
this.CheckTimer();
this.RegisterCapturePointsChanged();
return takenCp;
};
/**
* Check if the source can (re)capture points from this building
*/
Capturable.prototype.CanCapture = function(playerID)
{
var cmpPlayerSource = QueryPlayerIDInterface(playerID);
if (!cmpPlayerSource)
warn(playerID + " has no player component defined on its id");
var cp = this.GetCapturePoints();
var sourceEnemyCp = 0;
for (let i in this.GetCapturePoints())
if (cmpPlayerSource.IsEnemy(i))
sourceEnemyCp += cp[i];
return sourceEnemyCp > 0;
};
//// Private functions ////
/**
* this has to be called whenever the capture points are changed.
* It notifies other components of the change, and switches ownership when needed
*/
Capturable.prototype.RegisterCapturePointsChanged = function()
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return;
Engine.PostMessage(this.entity, MT_CapturePointsChanged, { "capturePoints": this.cp });
var owner = cmpOwnership.GetOwner();
if (owner == -1 || this.cp[owner] > 0)
return;
// if all cp has been taken from the owner, convert it to the best player
var bestPlayer = 0;
for (let i in this.cp)
if (this.cp[i] >= this.cp[bestPlayer])
bestPlayer = +i;
cmpOwnership.SetOwner(bestPlayer);
};
Capturable.prototype.GetRegenRate = function()
{
var regenRate = +this.template.RegenRate;
regenRate = ApplyValueModificationsToEntity("Capturable/RegenRate", regenRate, this.entity);
var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
var garrisonRegenRate = this.GetGarrisonRegenRate() * cmpGarrisonHolder.GetEntities().length;
else
var garrisonRegenRate = 0;
return regenRate + garrisonRegenRate;
};
Capturable.prototype.TimerTick = function()
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == -1)
return;
var owner = cmpOwnership.GetOwner();
var modifiedCp = 0;
// special handle for the territory decay
// reduce cp from the owner in favour of all neighbours (also allies)
var cmpTerritoryDecay = Engine.QueryInterface(this.entity, IID_TerritoryDecay);
if (cmpTerritoryDecay && cmpTerritoryDecay.IsDecaying())
{
var neighbours = cmpTerritoryDecay.GetConnectedNeighbours();
var totalNeighbours = neighbours.reduce((a, b) => a + b);
var decay = Math.min(cmpTerritoryDecay.GetDecayRate(), this.cp[owner]);
this.cp[owner] -= decay;
if (totalNeighbours)
for (let p in neighbours)
this.cp[p] += decay * neighbours[p] / totalNeighbours;
else // decay to gaia as default
this.cp[0] += decay;
modifiedCp += decay;
this.RegisterCapturePointsChanged();
}
var regenRate = this.GetRegenRate();
if (regenRate < 0)
modifiedCp += this.Reduce(-regenRate, 0);
else if (regenRate > 0)
modifiedCp += this.Reduce(regenRate, owner);
if (modifiedCp)
return;
// nothing changed, stop the timer
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
this.timer = 0;
Engine.PostMessage(this.entity, MT_CaptureRegenStateChanged, {"regenerating": false, "regenRate": 0, "territoryDecay": 0});
};
/**
* Start the regeneration timer when no timer exists.
* When nothing can be modified (f.e. because it is fully regenerated), the
* timer stops automatically after one execution.
*/
Capturable.prototype.CheckTimer = function()
{
if (this.timer)
return;
var regenRate = this.GetRegenRate();
var cmpDecay = Engine.QueryInterface(this.entity, IID_TerritoryDecay);
var decay = cmpDecay && cmpDecay.IsDecaying() ? cmpDecay.GetDecayRate() : 0;
if (regenRate == 0 && decay == 0)
return;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetInterval(this.entity, IID_Capturable, "TimerTick", 1000, 1000, null);
Engine.PostMessage(this.entity, MT_CaptureRegenStateChanged, {"ticking": true, "regenRate": regenRate, "territoryDecay": decay});
};
//// Message Listeners ////
Capturable.prototype.OnValueModification = function(msg)
{
if (msg.component != "Capturable")
return;
var oldMaxCp = this.GetMaxCapturePoints();
this.maxCp = Math.round(ApplyValueModificationsToEntity("Capturable/CapturePoints", +this.template.CapturePoints, this.entity));
if (oldMaxCp == this.maxCp)
return;
var scale = this.maxCp / oldMaxCp;
for (let i in this.cp)
this.cp[i] *= scale;
Engine.PostMessage(this.entity, MT_CapturePointsChanged, { "capturePoints": this.cp });
this.CheckTimer();
};
Capturable.prototype.OnGarrisonedUnitsChanged = function(msg)
{
this.CheckTimer();
};
Capturable.prototype.OnTerritoryDecayChanged = function(msg)
{
if (msg.to)
this.CheckTimer();
};
Capturable.prototype.OnOwnershipChanged = function(msg)
{
if (msg.to == -1)
return; // we're dead
if (this.cp.length)
{
if (!this.cp[msg.from])
return; // nothing to change
// Was already initialised, this happens on defeat or wololo
// transfer the points of the old owner to the new one
this.cp[msg.to] += this.cp[msg.from];
this.cp[msg.from] = 0;
this.RegisterCapturePointsChanged();
}
else
{
// initialise the capture points when created
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
for (let i = 0; i < cmpPlayerManager.GetNumPlayers(); ++i)
if (i == msg.to)
this.cp[i] = this.maxCp;
else
this.cp[i] = 0;
}
this.CheckTimer();
};
Engine.RegisterComponentType(IID_Capturable, "Capturable", Capturable);