function Repairable() {}
Repairable.prototype.Schema =
"<a:help>Deals with repairable structures and units.</a:help>" +
"<a:example>" +
"<RepairTimeRatio>2.0</RepairTimeRatio>" +
"</a:example>" +
"<element name='RepairTimeRatio' a:help='repair time ratio relative to building (or production) time.'>" +
"<ref name='positiveDecimal'/>" +
"</element>";
Repairable.prototype.Init = function()
{
this.builders = []; // builder entities
this.buildMultiplier = 1; // Multiplier for the amount of work builders do.
this.repairTimeRatio = +this.template.RepairTimeRatio;
};
Repairable.prototype.GetNumBuilders = function()
{
return this.builders.length;
};
Repairable.prototype.AddBuilder = function(builderEnt)
{
if (this.builders.indexOf(builderEnt) !== -1)
return;
this.builders.push(builderEnt);
this.SetBuildMultiplier();
};
Repairable.prototype.RemoveBuilder = function(builderEnt)
{
if (this.builders.indexOf(builderEnt) === -1)
return;
this.builders.splice(this.builders.indexOf(builderEnt), 1);
this.SetBuildMultiplier();
};
/**
* Sets the build rate multiplier, which is applied to all builders.
* Yields a total rate of construction equal to numBuilders^0.7
*/
Repairable.prototype.SetBuildMultiplier = function()
{
let numBuilders = this.builders.length;
if (numBuilders < 2)
this.buildMultiplier = 1;
else
this.buildMultiplier = Math.pow(numBuilders, 0.7) / numBuilders;
};
// TODO: should we have resource costs?
Repairable.prototype.Repair = function(builderEnt, rate)
{
let cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
let cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
if (!cmpHealth || !cmpCost)
return;
let damage = cmpHealth.GetMaxHitpoints() - cmpHealth.GetHitpoints();
if (damage <= 0)
return;
// Calculate the amount of hitpoints that will be added (using diminishing rate when several builders)
let work = rate * this.buildMultiplier * this.GetRepairRate();
let amount = Math.min(damage, work);
cmpHealth.Increase(amount);
// If we repaired all the damage, send a message to entities to stop repairing this building
if (amount >= damage)
Engine.PostMessage(this.entity, MT_ConstructionFinished, { "entity": this.entity, "newentity": this.entity });
};
Repairable.prototype.GetRepairRate = function()
{
let cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
let cmpCost = Engine.QueryInterface(this.entity, IID_Cost);
let repairTime = this.repairTimeRatio * cmpCost.GetBuildTime();
return repairTime ? cmpHealth.GetMaxHitpoints() / repairTime : 1;
};
Engine.RegisterComponentType(IID_Repairable, "Repairable", Repairable);