Index: ps/trunk/binaries/data/mods/public/simulation/components/ResourceSupply.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ResourceSupply.js (revision 24035)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ResourceSupply.js (revision 24036)
@@ -1,185 +1,185 @@
function ResourceSupply() {}
ResourceSupply.prototype.Schema =
"Provides a supply of one particular type of resource." +
"" +
"1000" +
"food.meat" +
"false" +
"25" +
"0.8" +
"" +
"" +
"" +
"" +
"" +
"Infinity" +
"" +
"" +
Resources.BuildChoicesSchema(true, true) +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
ResourceSupply.prototype.Init = function()
{
// Current resource amount (non-negative)
this.amount = this.GetMaxAmount();
- // List of IDs for each player
this.gatherers = [];
- let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
- for (let i = 0; i < numPlayers; ++i)
- this.gatherers.push([]);
let [type, subtype] = this.template.Type.split('.');
this.cachedType = { "generic": type, "specific": subtype };
};
ResourceSupply.prototype.IsInfinite = function()
{
return !isFinite(+this.template.Amount);
};
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);
+ return this.gatherers.length;
};
/**
* @return {{ "generic": string, "specific": string }} An object containing the subtype and the generic type. All resources must have both.
*/
ResourceSupply.prototype.GetType = function()
{
return this.cachedType;
};
/**
- * @param {number} gathererID The gatherer's entity id.
- * @param {number} player The gatherer's id.
- * @return {boolean} Whether the ResourceSupply can have additional gatherers.
+ * @param {number} gathererID - The gatherer's entity id.
+ * @return {boolean} - Whether the ResourceSupply can have this additional gatherer or it is already gathering.
+ */
+ResourceSupply.prototype.IsAvailableTo = function(gathererID)
+{
+ return this.IsAvailable() || this.IsGatheringUs(gathererID);
+};
+
+/**
+ * @return {boolean} - Whether this entity can have an additional gatherer.
+ */
+ResourceSupply.prototype.IsAvailable = function()
+{
+ return this.amount && this.gatherers.length < this.GetMaxGatherers();
+};
+
+/**
+ * @param {number} entity - The entityID to check for.
+ * @return {boolean} - Whether the given entity is already gathering at us.
*/
-ResourceSupply.prototype.IsAvailable = function(player, gathererID)
+ResourceSupply.prototype.IsGatheringUs = function(entity)
{
- return this.GetCurrentAmount() > 0 && (this.GetNumGatherers() < this.GetMaxGatherers() || this.gatherers[player].indexOf(gathererID) != -1);
+ return this.gatherers.indexOf(entity) !== -1;
};
/**
* Each additional gatherer decreases the rate following a geometric sequence, with diminishingReturns as ratio.
* @return {number} The diminishing return if any, null otherwise.
*/
ResourceSupply.prototype.GetDiminishingReturns = function()
{
if (!this.template.DiminishingReturns)
return null;
let diminishingReturns = ApplyValueModificationsToEntity("ResourceSupply/DiminishingReturns", +this.template.DiminishingReturns, this.entity);
if (!diminishingReturns)
return null;
let numGatherers = this.GetNumGatherers();
if (numGatherers > 1)
return diminishingReturns == 1 ? 1 : (1 - Math.pow(diminishingReturns, numGatherers)) / (1 - diminishingReturns) / numGatherers;
return null;
};
/**
* @param {number} amount The amount of resources that should be taken from the resource supply. The amount must be positive.
* @return {{ "amount": number, "exhausted": boolean }} The current resource amount in the entity and whether it's exhausted or not.
*/
ResourceSupply.prototype.TakeResources = function(amount)
{
// 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.IsInfinite())
return { "amount": amount, "exhausted": false };
let oldAmount = this.GetCurrentAmount();
this.amount = Math.max(0, oldAmount - amount);
let isExhausted = this.GetCurrentAmount() == 0;
// Remove entities that have been exhausted
if (isExhausted)
Engine.DestroyEntity(this.entity);
Engine.PostMessage(this.entity, MT_ResourceSupplyChanged, { "from": oldAmount, "to": this.GetCurrentAmount() });
return { "amount": oldAmount - this.GetCurrentAmount(), "exhausted": isExhausted };
};
/**
- * @param {number} player The gatherer's id.
- * @param {number} gathererID The gatherer's player id.
- * @returns {boolean} Whether the gatherer was successfully added to the entity's gatherers list.
+ * @param {number} gathererID - The gatherer to add.
+ * @return {boolean} - Whether the gatherer was successfully added to the entity's gatherers list
+ * or the entity was already gathering us.
*/
-ResourceSupply.prototype.AddGatherer = function(player, gathererID)
+ResourceSupply.prototype.AddGatherer = function(gathererID)
{
- if (!this.IsAvailable(player, gathererID))
+ if (!this.IsAvailable())
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() });
- }
+ if (this.IsGatheringUs(gathererID))
+ return true;
+
+ this.gatherers.push(gathererID);
+ Engine.PostMessage(this.entity, MT_ResourceSupplyNumGatherersChanged, { "to": this.GetNumGatherers() });
return true;
};
/**
* @param {number} gathererID - The gatherer's entity id.
- * @param {number} player - The gatherer's player id.
* @todo: Should this return false if the gatherer didn't gather from said resource?
*/
-ResourceSupply.prototype.RemoveGatherer = function(gathererID, player)
+ResourceSupply.prototype.RemoveGatherer = function(gathererID)
{
- // This can happen if the unit is dead
- if (player == undefined || player == INVALID_PLAYER)
- {
- for (let i = 0; i < this.gatherers.length; ++i)
- this.RemoveGatherer(gathererID, i);
-
- return;
- }
-
- let index = this.gatherers[player].indexOf(gathererID);
+ let index = this.gatherers.indexOf(gathererID);
if (index == -1)
return;
- this.gatherers[player].splice(index, 1);
- // Broadcast message, mainly useful for the AIs.
+ this.gatherers.splice(index, 1);
Engine.PostMessage(this.entity, MT_ResourceSupplyNumGatherersChanged, { "to": this.GetNumGatherers() });
};
Engine.RegisterComponentType(IID_ResourceSupply, "ResourceSupply", ResourceSupply);
Index: ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 24035)
+++ ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 24036)
@@ -1,6537 +1,6524 @@
function UnitAI() {}
UnitAI.prototype.Schema =
"Controls the unit's movement, attacks, etc, in response to commands from the player." +
"" +
"" +
"" +
"violent" +
"aggressive" +
"defensive" +
"passive" +
"standground" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"violent" +
"aggressive" +
"defensive" +
"passive" +
"skittish" +
"domestic" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
""+
"" +
"";
// Unit stances.
// There some targeting options:
// targetVisibleEnemies: anything in vision range is a viable target
// targetAttackersAlways: anything that hurts us is a viable target,
// possibly overriding user orders!
// There are some response options, triggered when targets are detected:
// respondFlee: run away
// respondChase: start chasing after the enemy
// respondChaseBeyondVision: start chasing, and don't stop even if it's out
// of this unit's vision range (though still visible to the player)
// respondStandGround: attack enemy but don't move at all
// respondHoldGround: attack enemy but don't move far from current position
// TODO: maybe add targetAggressiveEnemies (don't worry about lone scouts,
// do worry around armies slaughtering the guy standing next to you), etc.
var g_Stances = {
"violent": {
"targetVisibleEnemies": true,
"targetAttackersAlways": true,
"respondFlee": false,
"respondChase": true,
"respondChaseBeyondVision": true,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": true
},
"aggressive": {
"targetVisibleEnemies": true,
"targetAttackersAlways": false,
"respondFlee": false,
"respondChase": true,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": true
},
"defensive": {
"targetVisibleEnemies": true,
"targetAttackersAlways": false,
"respondFlee": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": true,
"selectable": true
},
"passive": {
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": true,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": true
},
"standground": {
"targetVisibleEnemies": true,
"targetAttackersAlways": false,
"respondFlee": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": true,
"respondHoldGround": false,
"selectable": true
},
"none": {
// Only to be used by AI or trigger scripts
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": false
}
};
// These orders always require a packed unit, so if a unit that is unpacking is given one of these orders,
// it will immediately cancel unpacking.
var g_OrdersCancelUnpacking = new Set([
"FormationWalk",
"Walk",
"WalkAndFight",
"WalkToTarget",
"Patrol",
"Garrison"
]);
// When leaving a foundation, we want to be clear of it by this distance.
var g_LeaveFoundationRange = 4;
UnitAI.prototype.notifyToCheerInRange = 30;
// See ../helpers/FSM.js for some documentation of this FSM specification syntax
UnitAI.prototype.UnitFsmSpec = {
// Default event handlers:
"MovementUpdate": function(msg) {
// ignore spurious movement messages
// (these can happen when stopping moving at the same time
// as switching states)
},
"ConstructionFinished": function(msg) {
// ignore uninteresting construction messages
},
"LosRangeUpdate": function(msg) {
// Ignore newly-seen units by default.
},
"LosHealRangeUpdate": function(msg) {
// Ignore newly-seen injured units by default.
},
"LosAttackRangeUpdate": function(msg) {
// Ignore newly-seen enemy units by default.
},
"Attacked": function(msg) {
// ignore attacker
},
"HealthChanged": function(msg) {
// ignore
},
"PackFinished": function(msg) {
// ignore
},
"PickupCanceled": function(msg) {
// ignore
},
"TradingCanceled": function(msg) {
// ignore
},
"GuardedAttacked": function(msg) {
// ignore
},
"OrderTargetRenamed": function() {
// By default, trigger an exit-reenter
// so that state preconditions are checked against the new entity
// (there is no reason to assume the target is still valid).
this.SetNextState(this.GetCurrentState());
},
// Formation handlers:
"FormationLeave": function(msg) {
// ignore when we're not in FORMATIONMEMBER
},
// Called when being told to walk as part of a formation
"Order.FormationWalk": function(msg) {
// Let players move captured domestic animals around
if (this.IsAnimal() && !this.IsDomestic() || !this.AbleToMove())
{
this.FinishOrder();
return;
}
// For packable units:
// 1. If packed, we can move.
// 2. If unpacked, we first need to pack, then follow case 1.
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetNextState("FORMATIONMEMBER.WALKING");
},
// Special orders:
// (these will be overridden by various states)
"Order.LeaveFoundation": function(msg) {
// If foundation is not ally of entity, or if entity is unpacked siege,
// ignore the order
if (!this.WillMoveFromFoundation(msg.data.target))
{
this.FinishOrder();
return;
}
this.order.data.min = g_LeaveFoundationRange;
this.SetNextState("INDIVIDUAL.WALKING");
},
// Individual orders:
// (these will switch the unit out of formation mode)
"Order.Stop": function(msg) {
// We have no control over non-domestic animals.
if (this.IsAnimal() && !this.IsDomestic())
{
this.FinishOrder();
return;
}
// Stop moving immediately.
this.StopMoving();
this.FinishOrder();
// No orders left, we're an individual now
if (this.IsAnimal())
this.SetNextState("ANIMAL.IDLE");
else if (this.IsFormationMember())
this.SetNextState("FORMATIONMEMBER.IDLE");
else
this.SetNextState("INDIVIDUAL.IDLE");
},
"Order.Walk": function(msg) {
// Let players move captured domestic animals around
if (this.IsAnimal() && !this.IsDomestic() || !this.AbleToMove())
{
this.FinishOrder();
return;
}
// For packable units:
// 1. If packed, we can move.
// 2. If unpacked, we first need to pack, then follow case 1.
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetHeldPosition(this.order.data.x, this.order.data.z);
// It's not too bad if we don't arrive at exactly the right position.
this.order.data.relaxed = true;
if (this.IsAnimal())
this.SetNextState("ANIMAL.WALKING");
else
this.SetNextState("INDIVIDUAL.WALKING");
},
"Order.WalkAndFight": function(msg) {
// Let players move captured domestic animals around
if (this.IsAnimal() && !this.IsDomestic() || !this.AbleToMove())
{
this.FinishOrder();
return;
}
// For packable units:
// 1. If packed, we can move.
// 2. If unpacked, we first need to pack, then follow case 1.
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetHeldPosition(this.order.data.x, this.order.data.z);
// It's not too bad if we don't arrive at exactly the right position.
this.order.data.relaxed = true;
if (this.IsAnimal())
this.SetNextState("ANIMAL.WALKING"); // WalkAndFight not applicable for animals
else
this.SetNextState("INDIVIDUAL.WALKINGANDFIGHTING");
},
"Order.WalkToTarget": function(msg) {
// Let players move captured domestic animals around
if (this.IsAnimal() && !this.IsDomestic() || !this.AbleToMove())
{
this.FinishOrder();
return;
}
// For packable units:
// 1. If packed, we can move.
// 2. If unpacked, we first need to pack, then follow case 1.
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
if (this.CheckRange(this.order.data))
{
// We are already at the target, or can't move at all
this.FinishOrder();
return true;
}
// It's not too bad if we don't arrive at exactly the right position.
this.order.data.relaxed = true;
if (this.IsAnimal())
this.SetNextState("ANIMAL.WALKING");
else
this.SetNextState("INDIVIDUAL.WALKING");
},
"Order.PickupUnit": function(msg) {
let cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull())
{
this.FinishOrder();
return;
}
let range = cmpGarrisonHolder.GetLoadingRange();
this.order.data.min = range.min;
this.order.data.max = range.max;
if (this.CheckRange(this.order.data))
{
this.FinishOrder();
return;
}
// Check if we need to move
// If the target can reach us and we are reasonably close, don't move.
// TODO: it would be slightly more optimal to check for real, not bird-flight distance.
let cmpPassengerMotion = Engine.QueryInterface(this.order.data.target, IID_UnitMotion);
if (cmpPassengerMotion &&
cmpPassengerMotion.IsTargetRangeReachable(this.entity, range.min, range.max) &&
DistanceBetweenEntities(this.entity, this.order.data.target) < 200)
this.SetNextState("INDIVIDUAL.PICKUP.LOADING");
else
this.SetNextState("INDIVIDUAL.PICKUP.APPROACHING");
},
"Order.Guard": function(msg) {
if (!this.AddGuard(this.order.data.target))
{
this.FinishOrder();
return;
}
if (!this.CheckTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("INDIVIDUAL.GUARD.ESCORTING");
else
this.SetNextState("INDIVIDUAL.GUARD.GUARDING");
},
"Order.Flee": function(msg) {
if (this.IsAnimal())
this.SetNextState("ANIMAL.FLEEING");
else
this.SetNextState("INDIVIDUAL.FLEEING");
},
"Order.Attack": function(msg) {
// Check the target is alive
if (!this.TargetIsAlive(this.order.data.target))
{
this.FinishOrder();
return;
}
// Work out how to attack the given target
var type = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
if (!type)
{
// Oops, we can't attack at all
this.FinishOrder();
return;
}
this.order.data.attackType = type;
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 && this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
// If we are already at the target, try attacking it from here
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
// For packable units within attack range:
// 1. If unpacked, we can attack the target.
// 2. If packed, we first need to unpack, then follow case 1.
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
// Cancel any current packing order.
if (!this.EnsureCorrectPackStateForAttack(false))
return;
if (this.IsAnimal())
this.SetNextState("ANIMAL.COMBAT.ATTACKING");
else
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
return;
}
// If we can't reach the target, but are standing ground, then abandon this attack order.
// Unless we're hunting, that's a special case where we should continue attacking our target.
if (this.GetStance().respondStandGround && !this.order.data.force && !this.order.data.hunting || !this.AbleToMove())
{
this.FinishOrder();
return;
}
// For packable units out of attack range:
// 1. If packed, we need to move to attack range and then unpack.
// 2. If unpacked, we first need to pack, then follow case 1.
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
// If we're currently packing/unpacking, make sure we are packed, so we can move.
if (!this.EnsureCorrectPackStateForAttack(true))
return;
if (this.IsAnimal())
this.SetNextState("ANIMAL.COMBAT.APPROACHING");
else
this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
},
"Order.Patrol": function(msg) {
if (this.IsAnimal() || !this.AbleToMove())
{
this.FinishOrder();
return;
}
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
// It's not too bad if we don't arrive at exactly the right position.
this.order.data.relaxed = true;
this.SetNextState("INDIVIDUAL.PATROL");
},
"Order.Heal": function(msg) {
// Check the target is alive
if (!this.TargetIsAlive(this.order.data.target))
{
this.FinishOrder();
return;
}
// Healers can't heal themselves.
if (this.order.data.target == this.entity)
{
this.FinishOrder();
return;
}
// Check if the target is in range
if (this.CheckTargetRange(this.order.data.target, IID_Heal))
{
this.SetNextState("INDIVIDUAL.HEAL.HEALING");
return;
}
// If we can't reach the target, but are standing ground,
// then abandon this heal order
if (this.GetStance().respondStandGround && !this.order.data.force)
{
this.FinishOrder();
return;
}
this.SetNextState("INDIVIDUAL.HEAL.APPROACHING");
},
"Order.Gather": function(msg) {
// If the target is still alive, we need to kill it first
if (this.MustKillGatherTarget(this.order.data.target))
{
// Make sure we can attack the target, else we'll get very stuck
if (!this.GetBestAttackAgainst(this.order.data.target, false))
{
// Oops, we can't attack at all - give up
// TODO: should do something so the player knows why this failed
this.FinishOrder();
return;
}
// The target was visible when this order was issued,
// but could now be invisible again.
if (!this.CheckTargetVisible(this.order.data.target))
{
if (this.order.data.secondTry === undefined)
{
this.order.data.secondTry = true;
this.PushOrderFront("Walk", this.order.data.lastPos);
}
// We couldn't move there, or the target moved away
else
{
let data = this.order.data;
if (!this.FinishOrder())
this.PushOrderFront("GatherNearPosition", {
"x": data.lastPos.x,
"z": data.lastPos.z,
"type": data.type,
"template": data.template
});
}
return;
}
this.PushOrderFront("Attack", { "target": this.order.data.target, "force": !!this.order.data.force, "hunting": true, "allowCapture": false });
return;
}
this.RememberTargetPosition();
if (!this.order.data.initPos)
this.order.data.initPos = this.order.data.lastPos;
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer))
this.SetNextState("INDIVIDUAL.GATHER.GATHERING");
else
this.SetNextState("INDIVIDUAL.GATHER.APPROACHING");
},
"Order.GatherNearPosition": function(msg) {
this.SetNextState("INDIVIDUAL.GATHER.WALKING");
this.order.data.initPos = { 'x': this.order.data.x, 'z': this.order.data.z };
this.order.data.relaxed = true;
},
"Order.ReturnResource": function(msg) {
// Check if the dropsite is already in range
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) &&
this.CanReturnResource(this.order.data.target, true, cmpResourceGatherer))
{
cmpResourceGatherer.CommitResources(this.order.data.target);
// Stop showing the carried resource animation.
this.SetDefaultAnimationVariant();
// Our next order should always be a Gather,
// so just switch back to that order.
this.FinishOrder();
return;
}
this.SetNextState("INDIVIDUAL.RETURNRESOURCE.APPROACHING");
},
"Order.Trade": function(msg) {
// We must check if this trader has both markets in case it was a back-to-work order
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (!cmpTrader || !cmpTrader.HasBothMarkets())
{
this.FinishOrder();
return;
}
// TODO find the nearest way-point from our position, and start with it
this.waypoints = undefined;
this.SetNextState("TRADE.APPROACHINGMARKET");
},
"Order.Repair": function(msg) {
// Try to move within range
if (this.CheckTargetRange(this.order.data.target, IID_Builder))
this.SetNextState("INDIVIDUAL.REPAIR.REPAIRING");
else
this.SetNextState("INDIVIDUAL.REPAIR.APPROACHING");
},
"Order.Garrison": function(msg) {
if (!this.AbleToMove())
{
this.SetNextState("IDLE");
return;
}
else if (this.IsGarrisoned())
{
if (this.IsAnimal())
this.SetNextState("ANIMAL.GARRISON.GARRISONED");
else
this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED");
return;
}
// For packable units:
// 1. If packed, we can move to the garrison target.
// 2. If unpacked, we first need to pack, then follow case 1.
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
if (this.IsAnimal())
this.SetNextState("ANIMAL.GARRISON.APPROACHING");
else
this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING");
},
"Order.Ungarrison": function() {
this.FinishOrder();
this.isGarrisoned = false;
},
"Order.Cheer": function(msg) {
return { "discardOrder": true };
},
"Order.Pack": function(msg) {
if (this.CanPack())
this.SetNextState("INDIVIDUAL.PACKING");
},
"Order.Unpack": function(msg) {
if (this.CanUnpack())
this.SetNextState("INDIVIDUAL.UNPACKING");
},
"Order.CancelPack": function(msg) {
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack && cmpPack.IsPacking() && !cmpPack.IsPacked())
cmpPack.CancelPack();
this.FinishOrder();
},
"Order.CancelUnpack": function(msg) {
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack && cmpPack.IsPacking() && cmpPack.IsPacked())
cmpPack.CancelPack();
this.FinishOrder();
},
// States for the special entity representing a group of units moving in formation:
"FORMATIONCONTROLLER": {
"Order.Walk": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("WALKING");
},
"Order.WalkAndFight": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("WALKINGANDFIGHTING");
},
"Order.MoveIntoFormation": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("FORMING");
},
// Only used by other orders to walk there in formation
"Order.WalkToTargetRange": function(msg) {
if (!this.CheckRange(this.order.data))
this.SetNextState("WALKING");
else
this.FinishOrder();
},
"Order.WalkToTarget": function(msg) {
if (!this.CheckRange(this.order.data))
this.SetNextState("WALKING");
else
this.FinishOrder();
},
"Order.WalkToPointRange": function(msg) {
if (!this.CheckRange(this.order.data))
this.SetNextState("WALKING");
else
this.FinishOrder();
},
"Order.Patrol": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("PATROL");
},
"Order.Guard": function(msg) {
this.CallMemberFunction("Guard", [msg.data.target, false]);
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.Disband();
},
"Order.Stop": function(msg) {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.ResetOrderVariant();
if (!this.IsAttackingAsFormation())
this.CallMemberFunction("Stop", [false]);
this.StopMoving();
this.FinishOrder();
// Don't move the members back into formation,
// as the formation then resets and it looks odd when walk-stopping.
// TODO: this should be improved in the formation reshaping code.
},
"Order.Attack": function(msg) {
let target = msg.data.target;
let allowCapture = msg.data.allowCapture;
let cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember())
target = cmpTargetUnitAI.GetFormationController();
// Check if we are already in range, otherwise walk there
if (!this.CheckFormationTargetAttackRange(target))
{
if (this.TargetIsAlive(target) && this.CheckTargetVisible(target))
{
this.SetNextState("COMBAT.APPROACHING");
return;
}
this.FinishOrder();
return;
}
this.CallMemberFunction("Attack", [target, allowCapture, false]);
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (cmpAttack && cmpAttack.CanAttackAsFormation())
this.SetNextState("COMBAT.ATTACKING");
else
this.SetNextState("MEMBER");
},
"Order.Garrison": function(msg) {
if (!Engine.QueryInterface(msg.data.target, IID_GarrisonHolder))
{
this.FinishOrder();
return;
}
// Check if we are already in range, otherwise walk there
if (!this.CheckGarrisonRange(msg.data.target))
{
if (!this.CheckTargetVisible(msg.data.target))
{
this.FinishOrder();
return;
}
else
{
this.SetNextState("GARRISON.APPROACHING");
return;
}
}
this.SetNextState("GARRISON.GARRISONING");
},
"Order.Gather": function(msg) {
if (this.MustKillGatherTarget(msg.data.target))
{
// The target was visible when this order was given,
// but could now be invisible.
if (!this.CheckTargetVisible(msg.data.target))
{
if (msg.data.secondTry === undefined)
{
msg.data.secondTry = true;
this.PushOrderFront("Walk", msg.data.lastPos);
}
// We couldn't move there, or the target moved away
else
{
let data = msg.data;
if (!this.FinishOrder())
this.PushOrderFront("GatherNearPosition", {
"x": data.lastPos.x,
"z": data.lastPos.z,
"type": data.type,
"template": data.template
});
}
return;
}
this.PushOrderFront("Attack", { "target": msg.data.target, "force": !!msg.data.force, "hunting": true, "allowCapture": false, "min": 0, "max": 10 });
return;
}
// TODO: on what should we base this range?
// Check if we are already in range, otherwise walk there
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.CanGather(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
// The target isn't gatherable or not visible any more.
this.FinishOrder();
// TODO: Should we issue a gather-near-position order
// if the target isn't gatherable/doesn't exist anymore?
else
// Out of range; move there in formation
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return;
}
this.CallMemberFunction("Gather", [msg.data.target, false]);
this.SetNextState("MEMBER");
},
"Order.GatherNearPosition": function(msg) {
// TODO: on what should we base this range?
// Check if we are already in range, otherwise walk there
if (!this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, 20))
{
// Out of range; move there in formation
this.PushOrderFront("WalkToPointRange", { "x": msg.data.x, "z": msg.data.z, "min": 0, "max": 20 });
return;
}
this.CallMemberFunction("GatherNearPosition", [msg.data.x, msg.data.z, msg.data.type, msg.data.template, false]);
this.SetNextState("MEMBER");
},
"Order.Heal": function(msg) {
// TODO: on what should we base this range?
// Check if we are already in range, otherwise walk there
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
// The target was destroyed
this.FinishOrder();
else
// Out of range; move there in formation
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return;
}
this.CallMemberFunction("Heal", [msg.data.target, false]);
this.SetNextState("MEMBER");
},
"Order.Repair": function(msg) {
// TODO: on what should we base this range?
// Check if we are already in range, otherwise walk there
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
// The building was finished or destroyed
this.FinishOrder();
else
// Out of range move there in formation
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return;
}
this.CallMemberFunction("Repair", [msg.data.target, msg.data.autocontinue, false]);
this.SetNextState("MEMBER");
},
"Order.ReturnResource": function(msg) {
// TODO: on what should we base this range?
// Check if we are already in range, otherwise walk there
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
// The target was destroyed
this.FinishOrder();
else
// Out of range; move there in formation
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return;
}
this.CallMemberFunction("ReturnResource", [msg.data.target, false]);
this.SetNextState("MEMBER");
},
"Order.Pack": function(msg) {
this.CallMemberFunction("Pack", [false]);
this.SetNextState("MEMBER");
},
"Order.Unpack": function(msg) {
this.CallMemberFunction("Unpack", [false]);
this.SetNextState("MEMBER");
},
"IDLE": {
"enter": function(msg) {
return false;
},
},
"WALKING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"WALKINGANDFIGHTING": {
"enter": function(msg) {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.StartTimer(0, 1000);
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true, "combat");
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
// check if there are no enemies to attack
this.FindWalkAndFightTargets();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"PATROL": {
"enter": function(msg) {
// Memorize the origin position in case that we want to go back
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
{
this.FinishOrder();
return true;
}
if (!this.patrolStartPosOrder)
{
this.patrolStartPosOrder = cmpPosition.GetPosition();
this.patrolStartPosOrder.targetClasses = this.order.data.targetClasses;
this.patrolStartPosOrder.allowCapture = this.order.data.allowCapture;
}
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.StartTimer(0, 1000);
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true, "combat");
return false;
},
"Timer": function(msg) {
// Check if there are no enemies to attack
this.FindWalkAndFightTargets();
},
"leave": function(msg) {
this.StopTimer();
this.StopMoving();
delete this.patrolStartPosOrder;
},
"MovementUpdate": function(msg) {
if (!msg.likelyFailure && !this.CheckRange(this.order.data))
return;
/**
* A-B-A-B-..:
* if the user only commands one patrol order, the patrol will be between
* the last position and the defined waypoint
* A-B-C-..-A-B-..:
* otherwise, the patrol is only between the given patrol commands and the
* last position is not included (last position = the position where the unit
* is located at the time of the first patrol order)
*/
if (this.orderQueue.length == 1)
this.PushOrder("Patrol", this.patrolStartPosOrder);
this.PushOrder(this.order.type, this.order.data);
this.FinishOrder();
},
},
"GARRISON":{
"APPROACHING": {
"enter": function() {
if (!this.MoveToGarrisonRange(this.order.data.target))
{
this.FinishOrder();
return true;
}
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
// If the garrisonholder should pickup, warn it so it can take needed action.
let cmpGarrisonHolder = Engine.QueryInterface(this.order.data.target, IID_GarrisonHolder);
if (cmpGarrisonHolder && cmpGarrisonHolder.CanPickup(this.entity))
{
this.pickup = this.order.data.target; // temporary, deleted in "leave"
Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity });
}
return false;
},
"leave": function() {
this.StopMoving();
// If a pickup has been requested and not yet canceled, cancel it.
if (this.pickup)
{
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
delete this.pickup;
}
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("GARRISONING");
},
},
"GARRISONING": {
"enter": function() {
this.CallMemberFunction("Garrison", [this.order.data.target, false]);
this.SetNextState("MEMBER");
return true;
},
},
},
"FORMING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (!msg.likelyFailure && !this.CheckRange(this.order.data))
return;
this.FinishOrder();
}
},
"COMBAT": {
"APPROACHING": {
"enter": function() {
if (!this.MoveFormationToTargetAttackRange(this.order.data.target))
{
this.FinishOrder();
return true;
}
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true, "combat");
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
let target = this.order.data.target;
let cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember())
target = cmpTargetUnitAI.GetFormationController();
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.CallMemberFunction("Attack", [target, this.order.data.allowCapture, false]);
if (cmpAttack.CanAttackAsFormation())
this.SetNextState("COMBAT.ATTACKING");
else
this.SetNextState("MEMBER");
},
},
"ATTACKING": {
// Wait for individual members to finish
"enter": function(msg) {
let target = this.order.data.target;
let allowCapture = this.order.data.allowCapture;
// Check if we are already in range, otherwise walk there
if (!this.CheckFormationTargetAttackRange(target))
{
if (this.TargetIsAlive(target) && this.CheckTargetVisible(target))
{
this.SetNextState("COMBAT.APPROACHING");
return true;
}
this.FinishOrder();
return true;
}
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
// TODO fix the rearranging while attacking as formation
cmpFormation.SetRearrange(!this.IsAttackingAsFormation());
cmpFormation.MoveMembersIntoFormation(false, false, "combat");
this.StartTimer(200, 200);
return false;
},
"Timer": function(msg) {
let target = this.order.data.target;
let allowCapture = this.order.data.allowCapture;
// Check if we are already in range, otherwise walk there
if (!this.CheckFormationTargetAttackRange(target))
{
if (this.TargetIsAlive(target) && this.CheckTargetVisible(target))
{
this.SetNextState("COMBAT.APPROACHING");
return;
}
this.FinishOrder();
return;
}
},
"leave": function(msg) {
this.StopTimer();
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation)
cmpFormation.SetRearrange(true);
},
},
},
// Wait for individual members to finish
"MEMBER": {
"OrderTargetRenamed": function(msg) {
// In general, don't react - we don't want to send spurious messages to members.
// This looks odd for hunting hwoever because we wait for all
// entities to ahve clumped around the dead resource before proceeding
// so explicitly handle this case.
if (this.order && this.order.data && this.order.data.hunting &&
this.order.data.target == msg.data.newentity &&
this.orderQueue.length > 1)
this.FinishOrder();
},
"enter": function(msg) {
// Don't rearrange the formation, as that forces all units to stop
// what they're doing.
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation)
cmpFormation.SetRearrange(false);
// While waiting on members, the formation is more like
// a group of unit and does not have a well-defined position,
// so move the controller out of the world to enforce that.
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
{
this.StopMoving();
cmpPosition.MoveOutOfWorld();
}
this.StartTimer(1000, 1000);
return false;
},
"Timer": function(msg) {
// Have all members finished the task?
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation && !cmpFormation.AreAllMembersWaiting())
return;
// Execute the next order
if (this.FinishOrder())
{
// if WalkAndFight order, look for new target before moving again
if (this.IsWalkingAndFighting())
this.FindWalkAndFightTargets();
return;
}
return;
},
"leave": function(msg) {
this.StopTimer();
// Reform entirely as members might be all over the place now.
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation)
cmpFormation.MoveMembersIntoFormation(true);
// Update the held position so entities respond to orders.
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
{
let pos = cmpPosition.GetPosition2D();
this.CallMemberFunction("SetHeldPosition", [pos.x, pos.y]);
}
},
},
},
// States for entities moving as part of a formation:
"FORMATIONMEMBER": {
"FormationLeave": function(msg) {
// Stop moving as soon as the formation disbands
// Keep current rotation
let facePointAfterMove = this.GetFacePointAfterMove();
this.SetFacePointAfterMove(false);
this.StopMoving();
this.SetFacePointAfterMove(facePointAfterMove);
// If the controller handled an order but some members rejected it,
// they will have no orders and be in the FORMATIONMEMBER.IDLE state.
if (this.orderQueue.length)
{
// We're leaving the formation, so stop our FormationWalk order
if (this.FinishOrder())
return;
}
// No orders left, we're an individual now
this.formationAnimationVariant = undefined;
this.SetNextState("INDIVIDUAL.IDLE");
},
// Override the LeaveFoundation order since we're not doing
// anything more important (and we might be stuck in the WALKING
// state forever and need to get out of foundations in that case)
"Order.LeaveFoundation": function(msg) {
// If foundation is not ally of entity, or if entity is unpacked siege,
// ignore the order
if (!this.WillMoveFromFoundation(msg.data.target))
{
this.FinishOrder();
return;
}
this.order.data.min = g_LeaveFoundationRange;
this.SetNextState("WALKINGTOPOINT");
},
"enter": function() {
if (this.IsAnimal())
{
// Animals can't go in formation.
warn("Entity " + this.entity + " was put in FORMATIONMEMBER state but is an animal");
this.FinishOrder();
this.SetNextState("ANIMAL.IDLE");
return true;
}
let cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
{
this.formationAnimationVariant = cmpFormation.GetFormationAnimationVariant(this.entity);
if (this.formationAnimationVariant)
this.SetAnimationVariant(this.formationAnimationVariant);
else
this.SetDefaultAnimationVariant();
}
return false;
},
"leave": function() {
this.SetDefaultAnimationVariant();
this.formationAnimationVariant = undefined;
},
"IDLE": "INDIVIDUAL.IDLE",
"CHEERING": "INDIVIDUAL.CHEERING",
"WALKING": {
"enter": function() {
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.MoveToFormationOffset(this.order.data.target, this.order.data.x, this.order.data.z);
if (this.order.data.offsetsChanged)
{
let cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
this.formationAnimationVariant = cmpFormation.GetFormationAnimationVariant(this.entity);
}
if (this.formationAnimationVariant)
this.SetAnimationVariant(this.formationAnimationVariant);
else if (this.order.data.variant)
this.SetAnimationVariant(this.order.data.variant);
else
this.SetDefaultAnimationVariant();
return false;
},
"leave": function() {
// Don't use the logic from unitMotion, as SetInPosition
// has already given us a custom rotation
// (or we failed to move and thus don't care.)
let facePointAfterMove = this.GetFacePointAfterMove();
this.SetFacePointAfterMove(false);
this.StopMoving();
// Reset previous behaviour.
this.SetFacePointAfterMove(facePointAfterMove);
},
// Occurs when the unit has reached its destination and the controller
// is done moving. The controller is notified.
"MovementUpdate": function(msg) {
// When walking in formation, we'll only get notified in case of failure
// if the formation controller has stopped walking.
// Formations can start lagging a lot if many entities request short path
// so prefer to finish order early than retry pathing.
// (see https://code.wildfiregames.com/rP23806)
// (if the message is likelyFailure of likelySuccess, we also want to stop).
this.FinishOrder();
},
},
// Special case used by Order.LeaveFoundation
"WALKINGTOPOINT": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"MovementUpdate": function() {
if (!this.CheckRange(this.order.data))
return;
this.StopMoving();
this.FinishOrder();
},
},
},
// States for entities not part of a formation:
"INDIVIDUAL": {
"enter": function() {
// Sanity-checking
if (this.IsAnimal())
error("Animal got moved into INDIVIDUAL.* state");
return false;
},
"Attacked": function(msg) {
// Respond to attack if we always target attackers or during unforced orders
if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force)
this.RespondToTargetedEntities([msg.data.attacker]);
},
"GuardedAttacked": function(msg) {
// do nothing if we have a forced order in queue before the guard order
for (var i = 0; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].type == "Guard")
break;
if (this.orderQueue[i].data && this.orderQueue[i].data.force)
return;
}
// if we already are targeting another unit still alive, finish with it first
if (this.order && (this.order.type == "WalkAndFight" || this.order.type == "Attack"))
if (this.order.data.target != msg.data.attacker && this.TargetIsAlive(msg.data.attacker))
return;
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health);
if (cmpIdentity && cmpIdentity.HasClass("Support") &&
cmpHealth && cmpHealth.IsInjured())
{
if (this.CanHeal(this.isGuardOf))
this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
else if (this.CanRepair(this.isGuardOf))
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
return;
}
// if the attacker is a building and we can repair the guarded, repair it rather than attacking
var cmpBuildingAI = Engine.QueryInterface(msg.data.attacker, IID_BuildingAI);
if (cmpBuildingAI && this.CanRepair(this.isGuardOf))
{
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
return;
}
// target the unit
if (this.CheckTargetVisible(msg.data.attacker))
this.PushOrderFront("Attack", { "target": msg.data.attacker, "force": false, "allowCapture": true });
else
{
var cmpPosition = Engine.QueryInterface(msg.data.attacker, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.PushOrderFront("WalkAndFight", { "x": pos.x, "z": pos.z, "target": msg.data.attacker, "force": false });
// if we already had a WalkAndFight, keep only the most recent one in case the target has moved
if (this.orderQueue[1] && this.orderQueue[1].type == "WalkAndFight")
{
this.orderQueue.splice(1, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
}
}
},
"IDLE": {
"Order.Cheer": function() {
this.SetNextState("CHEERING");
},
"enter": function() {
// Switch back to idle animation to guarantee we won't
// get stuck with an incorrect animation
this.SelectAnimation("idle");
// Idle is the default state. If units try, from the IDLE.enter sub-state, to
// begin another order, and that order fails (calling FinishOrder), they might
// end up in an infinite loop. To avoid this, all methods that could put the unit in
// a new state are done on the next turn.
// This wastes a turn but avoids infinite loops.
// Further, the GUI and AI want to know when a unit is idle,
// but sending this info in Idle.enter will send spurious messages.
// Pick 100 to execute on the next turn in SP and MP.
this.StartTimer(100);
return false;
},
"leave": function() {
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losHealRangeQuery);
if (this.losAttackRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losAttackRangeQuery);
this.StopTimer();
if (this.isIdle)
{
this.isIdle = false;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
}
},
// On the range updates:
// We check for idleness to prevent an entity to react only to newly seen entities
// when receiving a Los*RangeUpdate on the same turn as the entity becomes idle
// since this.FindNew*Targets is called in the timer.
"LosRangeUpdate": function(msg) {
if (this.isIdle && msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToSightedEntities(msg.data.added);
},
"LosHealRangeUpdate": function(msg) {
if (this.isIdle && msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToHealableEntities(msg.data.added);
},
"LosAttackRangeUpdate": function(msg) {
if (this.isIdle && msg && msg.data && msg.data.added && msg.data.added.length && this.GetStance().targetVisibleEnemies)
this.AttackEntitiesByPreference(msg.data.added);
},
"Timer": function(msg) {
// If the unit is guarding/escorting, go back to its duty.
if (this.isGuardOf)
{
this.Guard(this.isGuardOf, false);
return;
}
// If a unit can heal and attack we first want to heal wounded units,
// so check if we are a healer and find whether there's anybody nearby to heal.
// (If anyone approaches later it'll be handled via LosHealRangeUpdate.)
// If anyone in sight gets hurt that will be handled via LosHealRangeUpdate.
if (this.IsHealer() && this.FindNewHealTargets())
return;
// If we entered the idle state we must have nothing better to do,
// so immediately check whether there's anybody nearby to attack.
// (If anyone approaches later, it'll be handled via LosAttackRangeUpdate.)
if (this.FindNewTargets())
return;
if (this.FindSightedEnemies())
return;
if (!this.isIdle)
{
// Move back to the held position if we drifted away.
// (only if not a formation member).
if (!this.IsFormationMember() &&
this.GetStance().respondHoldGround && this.heldPosition &&
!this.CheckPointRangeExplicit(this.heldPosition.x, this.heldPosition.z, 0, 10) &&
this.WalkToHeldPosition())
return;
this.isIdle = true;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
}
},
},
"WALKING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
// If it looks like the path is failing, and we are close enough (3 tiles)
// stop anyways. This avoids pathing for an unreachable goal and reduces lag considerably.
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"WALKINGANDFIGHTING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
// Show weapons rather than carried resources.
this.SetAnimationVariant("combat");
this.StartTimer(0, 1000);
return false;
},
"Timer": function(msg) {
this.FindWalkAndFightTargets();
},
"leave": function(msg) {
this.StopMoving();
this.StopTimer();
this.SetDefaultAnimationVariant();
},
"MovementUpdate": function(msg) {
// If it looks like the path is failing, and we are close enough (3 tiles)
// stop anyways. This avoids pathing for an unreachable goal and reduces lag considerably.
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"PATROL": {
"enter": function() {
// Memorize the origin position in case that we want to go back
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld() ||
!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
if (!this.patrolStartPosOrder)
{
this.patrolStartPosOrder = cmpPosition.GetPosition();
this.patrolStartPosOrder.targetClasses = this.order.data.targetClasses;
this.patrolStartPosOrder.allowCapture = this.order.data.allowCapture;
}
this.StartTimer(0, 1000);
this.SetAnimationVariant("combat");
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
delete this.patrolStartPosOrder;
this.SetDefaultAnimationVariant();
},
"Timer": function(msg) {
this.FindWalkAndFightTargets();
},
"MovementUpdate": function(msg) {
if (!msg.likelyFailure && !msg.likelySuccess && !this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange))
return;
if (this.orderQueue.length == 1)
this.PushOrder("Patrol", this.patrolStartPosOrder);
this.PushOrder(this.order.type, this.order.data);
this.FinishOrder();
},
},
"GUARD": {
"RemoveGuard": function() {
this.StopMoving();
this.FinishOrder();
},
"ESCORTING": {
"enter": function() {
if (!this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
{
this.FinishOrder();
return true;
}
// Show weapons rather than carried resources.
this.SetAnimationVariant("combat");
this.StartTimer(0, 1000);
this.SetHeldPositionOnEntity(this.isGuardOf);
return false;
},
"Timer": function(msg) {
// Check the target is alive
if (!this.TargetIsAlive(this.isGuardOf))
{
this.FinishOrder();
return;
}
// Adapt the speed to the one of the target if needed
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
if (cmpObstructionManager.IsInTargetRange(this.entity, this.isGuardOf, 0, 3 * this.guardRange, false))
this.TryMatchTargetSpeed(this.isGuardOf, false);
this.SetHeldPositionOnEntity(this.isGuardOf);
},
"leave": function(msg) {
this.StopMoving();
this.ResetSpeedMultiplier();
this.StopTimer();
this.SetDefaultAnimationVariant();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || this.CheckTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("GUARDING");
},
},
"GUARDING": {
"enter": function() {
this.StopMoving();
this.StartTimer(1000, 1000);
this.SetHeldPositionOnEntity(this.entity);
this.SetAnimationVariant("combat");
this.FaceTowardsTarget(this.order.data.target);
return false;
},
"LosAttackRangeUpdate": function(msg) {
if (this.GetStance().targetVisibleEnemies)
this.AttackEntitiesByPreference(msg.data.added);
},
"Timer": function(msg) {
// Check the target is alive
if (!this.TargetIsAlive(this.isGuardOf))
{
this.FinishOrder();
return;
}
// Then check is the target has moved and try following it.
// TODO: find out what to do if we cannot move.
if (!this.CheckTargetRangeExplicit(this.isGuardOf, 0, this.guardRange) &&
this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("ESCORTING");
else
{
this.FaceTowardsTarget(this.order.data.target);
// if nothing better to do, check if the guarded needs to be healed or repaired
var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health);
if (cmpHealth && cmpHealth.IsInjured())
{
if (this.CanHeal(this.isGuardOf))
this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
else if (this.CanRepair(this.isGuardOf))
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
}
}
},
"leave": function(msg) {
this.StopTimer();
this.SetDefaultAnimationVariant();
},
},
},
"FLEEING": {
"enter": function() {
// We use the distance between the entities to account for ranged attacks
this.order.data.distanceToFlee = DistanceBetweenEntities(this.entity, this.order.data.target) + (+this.template.FleeDistance);
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
// Use unit motion directly to ignore the visibility check. TODO: change this if we add LOS to fauna.
if (this.CheckTargetRangeExplicit(this.order.data.target, this.order.data.distanceToFlee, -1) ||
!cmpUnitMotion || !cmpUnitMotion.MoveToTargetRange(this.order.data.target, this.order.data.distanceToFlee, -1))
{
this.FinishOrder();
return true;
}
this.PlaySound("panic");
// Run quickly
this.SetSpeedMultiplier(this.GetRunMultiplier());
return false;
},
"OrderTargetRenamed": function(msg) {
// To avoid replaying the panic sound, handle this explicitly.
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (this.CheckTargetRangeExplicit(this.order.data.target, this.order.data.distanceToFlee, -1) ||
!cmpUnitMotion || !cmpUnitMotion.MoveToTargetRange(this.order.data.target, this.order.data.distanceToFlee, -1))
this.FinishOrder();
},
"HealthChanged": function() {
this.SetSpeedMultiplier(this.GetRunMultiplier());
},
"leave": function() {
this.ResetSpeedMultiplier();
this.StopMoving();
},
"MovementUpdate": function(msg) {
// When we've run far enough, stop fleeing
if (msg.likelyFailure || this.CheckTargetRangeExplicit(this.order.data.target, this.order.data.distanceToFlee, -1))
this.FinishOrder();
},
// TODO: what if we run into more enemies while fleeing?
},
"COMBAT": {
"Order.LeaveFoundation": function(msg) {
// Ignore the order as we're busy.
return { "discardOrder": true };
},
"Attacked": function(msg) {
// If we're already in combat mode, ignore anyone else who's attacking us
// unless it's a melee attack since they may be blocking our way to the target
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || !this.order.data.force))
this.RespondToTargetedEntities([msg.data.attacker]);
},
"leave": function() {
if (!this.formationAnimationVariant)
this.SetDefaultAnimationVariant();
},
"APPROACHING": {
"enter": function() {
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
this.FinishOrder();
return true;
}
if (!this.formationAnimationVariant)
this.SetAnimationVariant("combat");
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType))
{
this.StopMoving();
this.FinishOrder();
// Return to our original position
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
}
else
{
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 &&
this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
}
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure)
{
// This also handles hunting.
if (this.orderQueue.length > 1)
{
this.FinishOrder();
return;
}
else if (!this.order.data.force || !this.order.data.lastPos)
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
// Go to the last known position and try to find enemies there.
let lastPos = this.order.data.lastPos;
this.PushOrder("WalkAndFight", { "x": lastPos.x, "z": lastPos.z, "force": false });
return;
}
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
// If the unit needs to unpack, do so
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
}
else if (msg.likelySuccess)
// Try moving again,
// attack range uses a height-related formula and our actual max range might have changed.
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.FinishOrder();
},
},
"ATTACKING": {
"enter": function() {
let target = this.order.data.target;
let cmpFormation = Engine.QueryInterface(target, IID_Formation);
// if the target is a formation, save the attacking formation, and pick a member
if (cmpFormation)
{
this.order.data.formationTarget = target;
target = cmpFormation.GetClosestMember(this.entity);
this.order.data.target = target;
}
this.shouldCheer = false;
if (!this.CanAttack(target))
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return true;
}
if (!this.CheckTargetAttackRange(target, this.order.data.attackType))
{
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return true;
}
this.SetNextState("COMBAT.APPROACHING");
return true;
}
this.StopMoving();
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.attackTimers = cmpAttack.GetTimers(this.order.data.attackType);
// If the repeat time since the last attack hasn't elapsed,
// delay this attack to avoid attacking too fast.
let prepare = this.attackTimers.prepare;
if (this.lastAttacked)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
let repeatLeft = this.lastAttacked + this.attackTimers.repeat - cmpTimer.GetTime();
prepare = Math.max(prepare, repeatLeft);
}
if (!this.formationAnimationVariant)
this.SetAnimationVariant("combat");
this.oldAttackType = this.order.data.attackType;
// add prefix + no capital first letter for attackType
this.SelectAnimation("attack_" + this.order.data.attackType.toLowerCase());
this.SetAnimationSync(prepare, this.attackTimers.repeat);
this.StartTimer(prepare, this.attackTimers.repeat);
// TODO: we should probably only bother syncing projectile attacks, not melee
// If using a non-default prepare time, re-sync the animation when the timer runs.
this.resyncAnimation = prepare != this.attackTimers.prepare;
this.FaceTowardsTarget(this.order.data.target);
let cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (cmpBuildingAI)
{
cmpBuildingAI.SetUnitAITarget(this.order.data.target);
return false;
}
let cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
this.shouldCheer = cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
return false;
},
"leave": function() {
let cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (cmpBuildingAI)
cmpBuildingAI.SetUnitAITarget(0);
this.StopTimer();
this.ResetAnimation();
},
"Timer": function(msg) {
let target = this.order.data.target;
let attackType = this.order.data.attackType;
// Check the target is still alive and attackable
if (!this.CanAttack(target))
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 && this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.lastAttacked = cmpTimer.GetTime() - msg.lateness;
this.FaceTowardsTarget(target);
// BuildingAI has it's own attack-routine
let cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (!cmpBuildingAI)
{
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
cmpAttack.PerformAttack(attackType, target);
}
// PerformAttack might have triggered messages that moved us to another state.
// (use 'ends with' to handle animals/formation members copying our state).
if (!this.GetCurrentState().endsWith("COMBAT.ATTACKING"))
return;
// Check we can still reach the target for the next attack
if (this.CheckTargetAttackRange(target, attackType))
{
if (this.resyncAnimation)
{
this.SetAnimationSync(this.attackTimers.repeat, this.attackTimers.repeat);
this.resyncAnimation = false;
}
return;
}
// Can't reach it - try to chase after it
if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
{
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetNextState("COMBAT.CHASING");
return;
}
this.SetNextState("FINDINGNEWTARGET");
},
// TODO: respond to target deaths immediately, rather than waiting
// until the next Timer event
"Attacked": function(msg) {
// If we are capturing and are attacked by something that we would not capture, attack that entity instead
if (this.order.data.attackType == "Capture" && (this.GetStance().targetAttackersAlways || !this.order.data.force)
&& this.order.data.target != msg.data.attacker && this.GetBestAttackAgainst(msg.data.attacker, true) != "Capture")
this.RespondToTargetedEntities([msg.data.attacker]);
},
},
"FINDINGNEWTARGET": {
"Order.Cheer": function() {
this.SetNextState("CHEERING");
},
"enter": function() {
// Try to find the formation the target was a part of.
let cmpFormation = Engine.QueryInterface(this.order.data.target, IID_Formation);
if (!cmpFormation)
cmpFormation = Engine.QueryInterface(this.order.data.formationTarget || INVALID_ENTITY, IID_Formation);
// If the target is a formation, pick closest member.
if (cmpFormation)
{
let filter = (t) => this.CanAttack(t);
this.order.data.formationTarget = this.order.data.target;
let target = cmpFormation.GetClosestMember(this.entity, filter);
this.order.data.target = target;
this.SetNextState("COMBAT.ATTACKING");
return true;
}
// Can't reach it, no longer owned by enemy, or it doesn't exist any more - give up
// except if in WalkAndFight mode where we look for more enemies around before moving again.
if (this.FinishOrder())
{
if (this.IsWalkingAndFighting())
this.FindWalkAndFightTargets();
return true;
}
// See if we can switch to a new nearby enemy
if (this.FindNewTargets())
return true;
// Return to our original position
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
if (this.shouldCheer)
{
this.Cheer();
this.CallPlayerOwnedEntitiesFunctionInRange("Cheer", [], this.notifyToCheerInRange);
}
return true;
},
},
"CHASING": {
"Order.MoveToChasingPoint": function(msg) {
if (this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, msg.data.max))
{
this.StopMoving();
this.FinishOrder();
return;
}
this.order.data.relaxed = true;
this.StopTimer();
this.SetNextState("MOVINGTOPOINT");
},
"enter": function() {
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
this.FinishOrder();
return true;
}
if (!this.formationAnimationVariant)
this.SetAnimationVariant("combat");
var cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
if (cmpUnitAI && cmpUnitAI.IsFleeing())
this.SetSpeedMultiplier(this.GetRunMultiplier());
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
this.ResetSpeedMultiplier();
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType))
{
this.StopMoving();
this.FinishOrder();
// Return to our original position
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
}
else
{
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 &&
this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
}
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure)
{
// This also handles hunting.
if (this.orderQueue.length > 1)
{
this.FinishOrder();
return;
}
else if (!this.order.data.force)
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
else if (this.order.data.lastPos)
{
let lastPos = this.order.data.lastPos;
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.PushOrder("MoveToChasingPoint", {
"x": lastPos.x,
"z": lastPos.z,
"max": cmpAttack.GetRange(this.order.data.attackType).max,
"force": true
});
return;
}
}
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
// If the unit needs to unpack, do so
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
}
else if (msg.likelySuccess)
// Try moving again,
// attack range uses a height-related formula and our actual max range might have changed.
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.FinishOrder();
},
"MOVINGTOPOINT": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
// If it looks like the path is failing, and we are close enough (3 tiles) from wanted range
// stop anyways. This avoids pathing for an unreachable goal and reduces lag considerably.
if (msg.likelyFailure ||
msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.order.data.max + this.DefaultRelaxedMaxRange) ||
!msg.obstructed && this.CheckRange(this.order.data))
this.FinishOrder();
},
},
},
},
"GATHER": {
"leave": function() {
// Show the carried resource, if we've gathered anything.
this.SetDefaultAnimationVariant();
},
"APPROACHING": {
"enter": function() {
this.gatheringTarget = this.order.data.target; // temporary, deleted in "leave".
// Check that we can gather from the resource we're supposed to gather from.
- let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
let cmpMirage = Engine.QueryInterface(this.gatheringTarget, IID_Mirage);
if ((!cmpMirage || !cmpMirage.Mirages(IID_ResourceSupply)) &&
- (!cmpSupply || !cmpSupply.AddGatherer(cmpOwnership.GetOwner(), this.entity)) ||
+ (!cmpSupply || !cmpSupply.AddGatherer(this.entity)) ||
!this.MoveTo(this.order.data, IID_ResourceGatherer))
{
// If the target's last known position is in FOW, try going there
// and hope that we might find it then.
let lastPos = this.order.data.lastPos;
if (this.gatheringTarget != INVALID_ENTITY &&
lastPos && !this.CheckPositionVisible(lastPos.x, lastPos.z))
{
this.PushOrderFront("Walk", {
"x": lastPos.x, "z": lastPos.z,
"force": this.order.data.force
});
return true;
}
this.SetNextState("FINDINGNEWTARGET");
return true;
}
this.SetAnimationVariant("approach_" + this.order.data.type.specific);
return false;
},
"MovementUpdate": function(msg) {
// The GATHERING timer will handle finding a valid resource.
if (msg.likelyFailure)
this.SetNextState("FINDINGNEWTARGET");
else if (this.CheckRange(this.order.data, IID_ResourceGatherer))
this.SetNextState("GATHERING");
},
"leave": function() {
this.StopMoving();
if (!this.gatheringTarget)
return;
// don't use ownership because this is called after a conversion/resignation
// and the ownership would be invalid then.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (cmpSupply)
cmpSupply.RemoveGatherer(this.entity);
delete this.gatheringTarget;
},
},
// Walking to a good place to gather resources near, used by GatherNearPosition
"WALKING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.SetAnimationVariant("approach_" + this.order.data.type.specific);
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
// If we failed, the GATHERING timer will handle finding a valid resource.
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.SetNextState("GATHERING");
},
},
"GATHERING": {
"enter": function() {
this.gatheringTarget = this.order.data.target || INVALID_ENTITY; // deleted in "leave".
// Check if the resource is full.
// Will only be added if we're not already in.
- let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
- let cmpSupply;
- if (cmpOwnership)
- cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
- if (!cmpSupply || !cmpSupply.AddGatherer(cmpOwnership.GetOwner(), this.entity))
+ let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
+ if (!cmpSupply || !cmpSupply.AddGatherer(this.entity))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
// If this order was forced, the player probably gave it, but now we've reached the target
// switch to an unforced order (can be interrupted by attacks)
this.order.data.force = false;
this.order.data.autoharvest = true;
// Calculate timing based on gather rates
// This allows the gather rate to control how often we gather, instead of how much.
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
let rate = cmpResourceGatherer.GetTargetGatherRate(this.gatheringTarget);
if (!rate)
{
// Try to find another target if the current one stopped existing
if (!Engine.QueryInterface(this.gatheringTarget, IID_Identity))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
// No rate, give up on gathering
this.FinishOrder();
return true;
}
// Scale timing interval based on rate, and start timer
// The offset should be at least as long as the repeat time so we use the same value for both.
let offset = 1000 / rate;
this.StartTimer(offset, offset);
// We want to start the gather animation as soon as possible,
// but only if we're actually at the target and it's still alive
// (else it'll look like we're chopping empty air).
// (If it's not alive, the Timer handler will deal with sending us
// off to a different target.)
if (this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer))
{
this.StopMoving();
this.SetDefaultAnimationVariant();
this.FaceTowardsTarget(this.order.data.target);
this.SelectAnimation("gather_" + this.order.data.type.specific);
}
return false;
},
"leave": function() {
this.StopTimer();
// Don't use ownership because this is called after a conversion/resignation
// and the ownership would be invalid then.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (cmpSupply)
cmpSupply.RemoveGatherer(this.entity);
delete this.gatheringTarget;
this.ResetAnimation();
},
"Timer": function(msg) {
let resourceTemplate = this.order.data.template;
let resourceType = this.order.data.type;
- let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
- if (!cmpOwnership)
- return;
-
// TODO: we are leaking information here - if the target died in FOW, we'll know it's dead
// straight away.
// Seems one would have to listen to ownership changed messages to make it work correctly
// but that's likely prohibitively expansive performance wise.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
// If we can't gather from the target, find a new one.
- if (!cmpSupply || !cmpSupply.IsAvailable(cmpOwnership.GetOwner(), this.entity) ||
+ if (!cmpSupply || !cmpSupply.IsAvailableTo(this.entity) ||
!this.CanGather(this.gatheringTarget))
{
this.SetNextState("FINDINGNEWTARGET");
return;
}
if (!this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer))
{
// Try to follow the target
if (this.MoveToTargetRange(this.gatheringTarget, IID_ResourceGatherer))
this.SetNextState("APPROACHING");
// Our target is no longer visible - go to its last known position first
// and then hopefully it will become visible.
else if (!this.CheckTargetVisible(this.gatheringTarget) && this.order.data.lastPos)
this.PushOrderFront("Walk", {
"x": this.order.data.lastPos.x,
"z": this.order.data.lastPos.z,
"force": this.order.data.force
});
else
this.SetNextState("FINDINGNEWTARGET");
return;
}
// Gather the resources:
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
// Try to gather treasure
if (cmpResourceGatherer.TryInstantGather(this.gatheringTarget))
return;
// If we've already got some resources but they're the wrong type,
// drop them first to ensure we're only ever carrying one type
if (cmpResourceGatherer.IsCarryingAnythingExcept(resourceType.generic))
cmpResourceGatherer.DropResources();
this.FaceTowardsTarget(this.order.data.target);
// Collect from the target
let status = cmpResourceGatherer.PerformGather(this.gatheringTarget);
// If we've collected as many resources as possible,
// return to the nearest dropsite
if (status.filled)
{
let nearestDropsite = this.FindNearestDropsite(resourceType.generic);
if (nearestDropsite)
{
// (Keep this Gather order on the stack so we'll
// continue gathering after returning)
// However mark our target as invalid if it's exhausted, so we don't waste time
// trying to gather from it.
if (status.exhausted)
this.order.data.target = INVALID_ENTITY;
this.PushOrderFront("ReturnResource", { "target": nearestDropsite, "force": false });
return;
}
// Oh no, couldn't find any drop sites. Give up on gathering.
this.FinishOrder();
return;
}
// Find a new target if the current one is exhausted
if (status.exhausted)
this.SetNextState("FINDINGNEWTARGET");
},
},
"FINDINGNEWTARGET": {
"enter": function() {
let previousTarget = this.order.data.target;
let resourceTemplate = this.order.data.template;
let resourceType = this.order.data.type;
// Give up on this order and try our next queued order
// but first check what is our next order and, if needed, insert a returnResource order
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer.IsCarrying(resourceType.generic) &&
this.orderQueue.length > 1 && this.orderQueue[1] !== "ReturnResource" &&
(this.orderQueue[1].type !== "Gather" || this.orderQueue[1].data.type.generic !== resourceType.generic))
{
let nearestDropsite = this.FindNearestDropsite(resourceType.generic);
if (nearestDropsite)
this.orderQueue.splice(1, 0, { "type": "ReturnResource", "data": { "target": nearestDropsite, "force": false } });
}
// Must go before FinishOrder or this.order will be undefined.
let initPos = this.order.data.initPos;
if (this.FinishOrder())
return true;
// No remaining orders - pick a useful default behaviour
// Give up if we're not in the world right now.
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return true;
// If we have no known initial position of our target, look around our own position
// as a fallback.
if (!initPos)
{
let pos = cmpPosition.GetPosition();
initPos = { 'x': pos.X, 'z': pos.Z };
}
// Try to find a new resource of the same specific type near the initial resource position:
// Also don't switch to a different type of huntable animal
let nearbyResource = this.FindNearbyResource(new Vector2D(initPos.x, initPos.z),
(ent, type, template) => {
if (previousTarget == ent)
return false;
if (type.generic == "treasure" && resourceType.generic == "treasure")
return true;
return type.specific == resourceType.specific &&
(type.specific != "meat" || resourceTemplate == template);
});
if (nearbyResource)
{
this.PerformGather(nearbyResource, false, false);
return true;
}
// Failing that, try to move there and se if we are more lucky: maybe there are resources in FOW.
// Only move if we are some distance away (TODO: pick the distance better?)
if (!this.CheckPointRangeExplicit(initPos.x, initPos.z, 0, 10))
{
this.GatherNearPosition(initPos.x, initPos.z, resourceType, resourceTemplate);
return true;
}
// Nothing else to gather - if we're carrying anything then we should
// drop it off, and if not then we might as well head to the dropsite
// anyway because that's a nice enough place to congregate and idle
let nearestDropsite = this.FindNearestDropsite(resourceType.generic);
if (nearestDropsite)
{
this.PushOrderFront("ReturnResource", { "target": nearestDropsite, "force": false });
return true;
}
// No dropsites - just give up.
return true;
},
},
},
"HEAL": {
"Attacked": function(msg) {
// If we stand ground we will rather die than flee
if (!this.GetStance().respondStandGround && !this.order.data.force)
this.Flee(msg.data.attacker, false);
},
"APPROACHING": {
"enter": function() {
if (this.CheckRange(this.order.data, IID_Heal))
{
this.SetNextState("HEALING");
return true;
}
if (!this.MoveTo(this.order.data, IID_Heal))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal, null))
this.SetNextState("FINDINGNEWTARGET");
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || this.CheckRange(this.order.data, IID_Heal))
this.SetNextState("HEALING");
},
},
"HEALING": {
"enter": function() {
if (!this.CheckRange(this.order.data, IID_Heal))
{
this.SetNextState("APPROACHING");
return true;
}
if (!this.TargetIsAlive(this.order.data.target) ||
!this.CanHeal(this.order.data.target))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
let cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
this.healTimers = cmpHeal.GetTimers();
// If the repeat time since the last heal hasn't elapsed,
// delay the action to avoid healing too fast.
var prepare = this.healTimers.prepare;
if (this.lastHealed)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
var repeatLeft = this.lastHealed + this.healTimers.repeat - cmpTimer.GetTime();
prepare = Math.max(prepare, repeatLeft);
}
this.SelectAnimation("heal");
this.SetAnimationSync(prepare, this.healTimers.repeat);
this.StartTimer(prepare, this.healTimers.repeat);
// If using a non-default prepare time, re-sync the animation when the timer runs.
this.resyncAnimation = prepare != this.healTimers.prepare;
this.FaceTowardsTarget(this.order.data.target);
return false;
},
"leave": function() {
this.ResetAnimation();
this.StopTimer();
},
"Timer": function(msg) {
let target = this.order.data.target;
// Check the target is still alive and healable
if (!this.TargetIsAlive(target) || !this.CanHeal(target))
{
this.SetNextState("FINDINGNEWTARGET");
return;
}
// Check if we can still reach the target
if (!this.CheckRange(this.order.data, IID_Heal))
{
if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
{
// Can't reach it - try to chase after it
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetNextState("HEAL.APPROACHING");
}
else
this.SetNextState("FINDINGNEWTARGET");
return;
}
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.lastHealed = cmpTimer.GetTime() - msg.lateness;
this.FaceTowardsTarget(target);
let cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
cmpHeal.PerformHeal(target);
if (this.resyncAnimation)
{
this.SetAnimationSync(this.healTimers.repeat, this.healTimers.repeat);
this.resyncAnimation = false;
}
},
},
"FINDINGNEWTARGET": {
"enter": function() {
// If we have another order, do that instead.
if (this.FinishOrder())
return true;
// Heal another one
if (this.FindNewHealTargets())
return true;
// Return to our original position
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
// We quit this state right away.
return true;
},
},
},
// Returning to dropsite
"RETURNRESOURCE": {
"APPROACHING": {
"enter": function() {
if (!this.MoveTo(this.order.data, IID_ResourceGatherer))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
// Check the dropsite is in range and we can return our resource there
// (we didn't get stopped before reaching it)
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) &&
this.CanReturnResource(this.order.data.target, true, cmpResourceGatherer))
{
cmpResourceGatherer.CommitResources(this.order.data.target);
// Stop showing the carried resource animation.
this.SetDefaultAnimationVariant();
// Our next order should always be a Gather,
// so just switch back to that order.
this.FinishOrder();
return;
}
if (msg.obstructed)
return;
// If we are here: we are in range but not carrying the right resources (or resources at all),
// the dropsite was destroyed, or we couldn't reach it, or ownership changed.
// Look for a new one.
let genericType = cmpResourceGatherer.GetMainCarryingType();
let nearby = this.FindNearestDropsite(genericType);
if (nearby)
{
this.FinishOrder();
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
return;
}
// Oh no, couldn't find any drop sites. Give up on returning.
this.FinishOrder();
},
},
},
"TRADE": {
"Attacked": function(msg) {
// Ignore attack
// TODO: Inform player
},
"APPROACHINGMARKET": {
"enter": function() {
if (!this.MoveToMarket(this.order.data.target))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (!msg.likelyFailure && !this.CheckTargetRange(this.order.data.target, IID_Trader))
return;
if (this.waypoints && this.waypoints.length)
{
if (!this.MoveToMarket(this.order.data.target))
this.StopTrading();
}
else
this.PerformTradeAndMoveToNextMarket(this.order.data.target);
},
},
"TradingCanceled": function(msg) {
if (msg.market != this.order.data.target)
return;
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
let otherMarket = cmpTrader && cmpTrader.GetFirstMarket();
this.StopTrading();
if (otherMarket)
this.WalkToTarget(otherMarket);
},
},
"REPAIR": {
"APPROACHING": {
"enter": function() {
if (!this.MoveTo(this.order.data, IID_Builder))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("REPAIRING");
},
},
"REPAIRING": {
"enter": function() {
// If this order was forced, the player probably gave it, but now we've reached the target
// switch to an unforced order (can be interrupted by attacks)
if (this.order.data.force)
this.order.data.autoharvest = true;
this.order.data.force = false;
// Needed to remove the entity from the builder list when leaving this state.
this.repairTarget = this.order.data.target;
// Check we can still reach and repair the target.
if (!this.CanRepair(this.repairTarget))
{
// Can't reach it, no longer owned by ally, or it doesn't exist any more.
this.FinishOrder();
return true;
}
if (!this.CheckTargetRange(this.repairTarget, IID_Builder))
{
this.SetNextState("APPROACHING");
return true;
}
// Check if the target is still repairable.
let cmpHealth = Engine.QueryInterface(this.repairTarget, IID_Health);
if (cmpHealth && cmpHealth.GetHitpoints() >= cmpHealth.GetMaxHitpoints())
{
// The building was already finished/fully repaired before we arrived;
// let the ConstructionFinished handler handle this.
this.ConstructionFinished({ "entity": this.repairTarget, "newentity": this.repairTarget });
return true;
}
this.StopMoving();
let cmpBuilderList = QueryBuilderListInterface(this.repairTarget);
if (cmpBuilderList)
cmpBuilderList.AddBuilder(this.entity);
this.FaceTowardsTarget(this.repairTarget);
this.SelectAnimation("build");
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
let cmpBuilderList = QueryBuilderListInterface(this.repairTarget);
if (cmpBuilderList)
cmpBuilderList.RemoveBuilder(this.entity);
delete this.repairTarget;
this.StopTimer();
this.ResetAnimation();
},
"Timer": function(msg) {
// Check we can still reach and repair the target.
if (!this.CanRepair(this.repairTarget))
{
// No longer owned by ally, or it doesn't exist any more.
this.FinishOrder();
return;
}
this.FaceTowardsTarget(this.repairTarget);
let cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
cmpBuilder.PerformBuilding(this.repairTarget);
// If the building is completed, the leave() function will be called
// by the ConstructionFinished message.
// In that case, the repairTarget is deleted, and we can just return.
if (!this.repairTarget)
return;
if (!this.CheckTargetRange(this.repairTarget, IID_Builder))
this.SetNextState("APPROACHING");
},
},
"ConstructionFinished": function(msg) {
if (msg.data.entity != this.order.data.target)
return; // ignore other buildings
// Save the current order's data in case we need it later
let oldData = this.order.data;
// Save the current state so we can continue walking if necessary
// FinishOrder() below will switch to IDLE if there's no order, which sets the idle animation.
// Idle animation while moving towards finished construction looks weird (ghosty).
let oldState = this.GetCurrentState();
// Drop any resource we can if we are in range when the construction finishes
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
let canReturnResources = this.CanReturnResource(msg.data.newentity, true, cmpResourceGatherer);
if (this.CheckTargetRange(msg.data.newentity, IID_Builder) && canReturnResources)
{
cmpResourceGatherer.CommitResources(msg.data.newentity);
this.SetDefaultAnimationVariant();
}
// We finished building it.
// Switch to the next order (if any)
if (this.FinishOrder())
{
if (canReturnResources)
{
// We aren't in range, but we can still return resources there: always do so.
this.SetDefaultAnimationVariant();
this.PushOrderFront("ReturnResource", { "target": msg.data.newentity, "force": false });
}
return;
}
if (canReturnResources)
{
// We aren't in range, but we can still return resources there: always do so.
this.SetDefaultAnimationVariant();
this.PushOrderFront("ReturnResource", { "target": msg.data.newentity, "force": false });
}
// No remaining orders - pick a useful default behaviour
// If autocontinue explicitly disabled (e.g. by AI) then
// do nothing automatically
if (!oldData.autocontinue)
return;
// If this building was e.g. a farm of ours, the entities that received
// the build command should start gathering from it
if ((oldData.force || oldData.autoharvest) && this.CanGather(msg.data.newentity))
{
this.PerformGather(msg.data.newentity, true, false);
return;
}
// If this building was e.g. a farmstead of ours, entities that received
// the build command should look for nearby resources to gather
if ((oldData.force || oldData.autoharvest) &&
this.CanReturnResource(msg.data.newentity, false, cmpResourceGatherer))
{
let cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite);
let types = cmpResourceDropsite.GetTypes();
// TODO: Slightly undefined behavior here, we don't know what type of resource will be collected,
// may cause problems for AIs (especially hunting fast animals), but avoid ugly hacks to fix that!
let nearby = this.FindNearbyResource(this.TargetPosOrEntPos(msg.data.newentity),
(ent, type, template) => types.indexOf(type.generic) != -1);
if (nearby)
{
this.PerformGather(nearby, true, false);
return;
}
}
// Look for a nearby foundation to help with.
let nearbyFoundation = this.FindNearbyFoundation(this.TargetPosOrEntPos(msg.data.newentity));
if (nearbyFoundation)
{
this.AddOrder("Repair", { "target": nearbyFoundation, "autocontinue": oldData.autocontinue, "force": false }, true);
return;
}
// Unit was approaching and there's nothing to do now, so switch to walking
if (oldState.endsWith("REPAIR.APPROACHING"))
// We're already walking to the given point, so add this as a order.
this.WalkToTarget(msg.data.newentity, true);
},
},
"GARRISON": {
"leave": function() {
// If a pickup has been requested and not yet canceled, cancel it.
if (this.pickup)
{
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
delete this.pickup;
}
return false;
},
"APPROACHING": {
"enter": function() {
if (!this.MoveToGarrisonRange(this.order.data.target))
{
this.FinishOrder();
return true;
}
// If a pickup was still pending, cancel that.
if (this.pickup)
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
// If the garrisonholder should pickup, warn it so it can take needed action.
let cmpGarrisonHolder = Engine.QueryInterface(this.order.data.target, IID_GarrisonHolder);
if (cmpGarrisonHolder && cmpGarrisonHolder.CanPickup(this.entity))
{
this.pickup = this.order.data.target; // temporary, deleted in "leave"
Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity });
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("GARRISONED");
},
},
"GARRISONED": {
"enter": function() {
let target = this.order.data.target;
if (!target)
{
this.FinishOrder();
return true;
}
if (this.IsGarrisoned())
return false;
// Check that we can garrison here
if (this.CanGarrison(target))
// Check that we're in range of the garrison target
if (this.CheckGarrisonRange(target))
{
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
// Check that garrisoning succeeds
if (cmpGarrisonHolder.Garrison(this.entity))
{
this.isGarrisoned = true;
this.SetImmobile(true);
if (this.formationController)
{
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
{
// disable rearrange for this removal,
// but enable it again for the next
// move command
var rearrange = cmpFormation.rearrange;
cmpFormation.SetRearrange(false);
cmpFormation.RemoveMembers([this.entity]);
cmpFormation.SetRearrange(rearrange);
}
}
// Check if we are garrisoned in a dropsite.
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (this.CanReturnResource(target, true, cmpResourceGatherer))
{
cmpResourceGatherer.CommitResources(target);
this.SetDefaultAnimationVariant();
}
// If a pickup has been requested, remove it
if (this.pickup)
{
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
delete this.pickup;
}
if (this.IsTurret())
{
this.SetNextState("IDLE");
return true;
}
return false;
}
}
else
{
// Unable to reach the target, try again (or follow if it is a moving target)
// except if the does not exits anymore or its orders have changed
if (this.pickup)
{
var cmpUnitAI = Engine.QueryInterface(this.pickup, IID_UnitAI);
if (!cmpUnitAI || (!cmpUnitAI.HasPickupOrder(this.entity) &&
!cmpUnitAI.IsIdle()))
{
this.FinishOrder();
return true;
}
}
this.SetNextState("APPROACHING");
return true;
}
// Garrisoning failed for some reason, so finish the order
this.FinishOrder();
return true;
},
"leave": function() {
}
},
},
"CHEERING": {
"enter": function() {
this.SelectAnimation("promotion");
this.StartTimer(2800);
return false;
},
"leave": function() {
this.StopTimer();
this.ResetAnimation();
},
"LosRangeUpdate": function(msg) {
if (msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToSightedEntities(msg.data.added);
},
"LosHealRangeUpdate": function(msg) {
if (msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToHealableEntities(msg.data.added);
},
"LosAttackRangeUpdate": function(msg) {
if (msg && msg.data && msg.data.added && msg.data.added.length && this.GetStance().targetVisibleEnemies)
this.AttackEntitiesByPreference(msg.data.added);
},
"Timer": function(msg) {
this.FinishOrder();
},
},
"PACKING": {
"enter": function() {
this.StopMoving();
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.Pack();
return false;
},
"PackFinished": function(msg) {
this.FinishOrder();
},
"leave": function() {
},
"Attacked": function(msg) {
// Ignore attacks while packing
},
},
"UNPACKING": {
"enter": function() {
this.StopMoving();
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.Unpack();
return false;
},
"PackFinished": function(msg) {
this.FinishOrder();
},
"leave": function() {
},
"Attacked": function(msg) {
// Ignore attacks while unpacking
},
},
"PICKUP": {
"APPROACHING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("LOADING");
},
"PickupCanceled": function() {
this.StopMoving();
this.FinishOrder();
},
},
"LOADING": {
"enter": function() {
this.StopMoving();
var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull())
{
this.FinishOrder();
return true;
}
return false;
},
"PickupCanceled": function() {
this.FinishOrder();
},
},
},
},
"ANIMAL": {
"Attacked": function(msg) {
if (this.template.NaturalBehaviour == "skittish" ||
this.template.NaturalBehaviour == "passive")
{
this.Flee(msg.data.attacker, false);
}
else if (this.IsDangerousAnimal() || this.template.NaturalBehaviour == "defensive")
{
if (this.CanAttack(msg.data.attacker))
this.Attack(msg.data.attacker, false);
}
else if (this.template.NaturalBehaviour == "domestic")
{
// Never flee, stop what we were doing
this.SetNextState("IDLE");
}
},
"Order.LeaveFoundation": function(msg) {
// Move a tile outside the building
if (this.CheckTargetRangeExplicit(msg.data.target, g_LeaveFoundationRange, -1))
{
this.FinishOrder();
return;
}
this.order.data.min = g_LeaveFoundationRange;
this.SetNextState("WALKING");
},
"IDLE": {
// (We need an IDLE state so that FinishOrder works)
"enter": function() {
// Start feeding immediately
this.SetNextState("FEEDING");
return true;
},
},
"ROAMING": {
"enter": function() {
// Walk in a random direction
this.SetFacePointAfterMove(false);
this.MoveRandomly(+this.template.RoamDistance);
// Set a random timer to switch to feeding state
this.StartTimer(randIntInclusive(+this.template.RoamTimeMin, +this.template.RoamTimeMax));
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
this.SetFacePointAfterMove(true);
},
"LosRangeUpdate": function(msg) {
if (msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToSightedEntities(msg.data.added);
},
"LosAttackRangeUpdate": function(msg) {
if (this.IsDangerousAnimal() && msg && msg.data && msg.data.added && msg.data.added.length)
this.AttackVisibleEntity(msg.data.added);
// TODO: if two units enter our range together, we'll attack the
// first and then the second won't trigger another LosAttackRangeUpdate
// so we won't notice it. Probably we should do something with
// ResetActiveQuery in ROAMING.enter/FEEDING.enter in order to
// find any units that are already in range.
},
"Timer": function(msg) {
this.SetNextState("FEEDING");
},
"MovementUpdate": function() {
this.MoveRandomly(+this.template.RoamDistance);
},
},
"FEEDING": {
"enter": function() {
// Stop and eat for a while
this.SelectAnimation("feeding");
this.StopMoving();
this.StartTimer(randIntInclusive(+this.template.FeedTimeMin, +this.template.FeedTimeMax));
return false;
},
"leave": function() {
this.ResetAnimation();
this.StopTimer();
},
"LosRangeUpdate": function(msg) {
if (msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToSightedEntities(msg.data.added);
},
"LosAttackRangeUpdate": function(msg) {
if (this.template.NaturalBehaviour == "violent" && msg && msg.data && msg.data.added && msg.data.added.length)
this.AttackVisibleEntity(msg.data.added);
},
"Timer": function(msg) {
this.SetNextState("ROAMING");
},
},
"FLEEING": "INDIVIDUAL.FLEEING", // reuse the same fleeing behaviour for animals
"COMBAT": "INDIVIDUAL.COMBAT", // reuse the same combat behaviour for animals
"WALKING": "INDIVIDUAL.WALKING", // reuse the same walking behaviour for animals
// only used for domestic animals
"CHEERING": {
"enter": function() {
this.SelectAnimation("promotion");
this.StartTimer(2800);
return false;
},
"leave": function() {
this.StopTimer();
this.ResetAnimation();
},
"LosRangeUpdate": function(msg) {
if (msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToSightedEntities(msg.data.added);
},
"LosAttackRangeUpdate": function(msg) {
if (this.template.NaturalBehaviour == "violent" && msg && msg.data && msg.data.added && msg.data.added.length)
this.AttackVisibleEntity(msg.data.added);
},
"Timer": function(msg) {
this.FinishOrder();
},
},
// Reuse the same garrison behaviour for animals.
"GARRISON": "INDIVIDUAL.GARRISON",
},
};
UnitAI.prototype.Init = function()
{
this.orderQueue = []; // current order is at the front of the list
this.order = undefined; // always == this.orderQueue[0]
this.formationController = INVALID_ENTITY; // entity with IID_Formation that we belong to
this.isGarrisoned = false;
this.isIdle = false;
this.isImmobile = false; // True if the unit is currently unable to move (garrisoned,...)
this.heldPosition = undefined;
// Queue of remembered works
this.workOrders = [];
this.isGuardOf = undefined;
// For preventing increased action rate due to Stop orders or target death.
this.lastAttacked = undefined;
this.lastHealed = undefined;
this.formationAnimationVariant = undefined;
this.SetStance(this.template.DefaultStance);
};
UnitAI.prototype.IsTurret = function()
{
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
return cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY;
};
UnitAI.prototype.IsFormationController = function()
{
return (this.template.FormationController == "true");
};
UnitAI.prototype.IsFormationMember = function()
{
return (this.formationController != INVALID_ENTITY);
};
UnitAI.prototype.IsAnimal = function()
{
return (this.template.NaturalBehaviour ? true : false);
};
UnitAI.prototype.IsDangerousAnimal = function()
{
return (this.IsAnimal() && (this.template.NaturalBehaviour == "violent" ||
this.template.NaturalBehaviour == "aggressive"));
};
UnitAI.prototype.IsDomestic = function()
{
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
return cmpIdentity && cmpIdentity.HasClass("Domestic");
};
UnitAI.prototype.IsHealer = function()
{
return Engine.QueryInterface(this.entity, IID_Heal);
};
UnitAI.prototype.IsIdle = function()
{
return this.isIdle;
};
UnitAI.prototype.IsGarrisoned = function()
{
return this.isGarrisoned;
};
UnitAI.prototype.SetGarrisoned = function()
{
this.isGarrisoned = true;
};
UnitAI.prototype.GetGarrisonHolder = function()
{
if (this.IsGarrisoned())
{
for (let order of this.orderQueue)
if (order.type == "Garrison")
return order.data.target;
}
return INVALID_ENTITY;
};
UnitAI.prototype.ShouldRespondToEndOfAlert = function()
{
return !this.orderQueue.length || this.orderQueue[0].type == "Garrison";
};
UnitAI.prototype.SetImmobile = function(immobile)
{
this.isImmobile = immobile;
Engine.PostMessage(this.entity, MT_UnitAbleToMoveChanged, {
"entity": this.entity,
"ableToMove": this.AbleToMove()
});
};
/**
* @param cmpUnitMotion - optionally pass unitMotion to avoid querying it here
* @returns true if the entity can move, i.e. has UnitMotion and isn't immobile.
*/
UnitAI.prototype.AbleToMove = function(cmpUnitMotion)
{
if (this.isImmobile || this.IsTurret())
return false;
if (!cmpUnitMotion)
cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return !!cmpUnitMotion;
};
UnitAI.prototype.IsFleeing = function()
{
var state = this.GetCurrentState().split(".").pop();
return (state == "FLEEING");
};
UnitAI.prototype.IsWalking = function()
{
var state = this.GetCurrentState().split(".").pop();
return (state == "WALKING");
};
/**
* Return true if the current order is WalkAndFight or Patrol.
*/
UnitAI.prototype.IsWalkingAndFighting = function()
{
if (this.IsFormationMember())
return false;
return this.orderQueue.length > 0 && (this.orderQueue[0].type == "WalkAndFight" || this.orderQueue[0].type == "Patrol");
};
UnitAI.prototype.OnCreate = function()
{
if (this.IsAnimal())
this.UnitFsm.Init(this, "ANIMAL.FEEDING");
else if (this.IsFormationController())
this.UnitFsm.Init(this, "FORMATIONCONTROLLER.IDLE");
else
this.UnitFsm.Init(this, "INDIVIDUAL.IDLE");
this.isIdle = true;
};
UnitAI.prototype.OnDiplomacyChanged = function(msg)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() == msg.player)
this.SetupRangeQueries();
if (this.isGuardOf && !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf))
this.RemoveGuard();
};
UnitAI.prototype.OnOwnershipChanged = function(msg)
{
this.SetupRangeQueries();
if (this.isGuardOf && (msg.to == INVALID_PLAYER || !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf)))
this.RemoveGuard();
// If the unit isn't being created or dying, reset stance and clear orders
if (msg.to != INVALID_PLAYER && msg.from != INVALID_PLAYER)
{
// Switch to a virgin state to let states execute their leave handlers.
// Except if garrisoned or (un)packing, in which case we only clear the order queue.
if (this.isGarrisoned || this.IsPacking())
{
this.orderQueue.length = Math.min(this.orderQueue.length, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
}
else
{
let index = this.GetCurrentState().indexOf(".");
if (index != -1)
this.UnitFsm.SwitchToNextState(this, this.GetCurrentState().slice(0,index));
this.Stop(false);
}
this.workOrders = [];
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader)
cmpTrader.StopTrading();
this.SetStance(this.template.DefaultStance);
if (this.IsTurret())
this.SetTurretStance();
}
};
UnitAI.prototype.OnDestroy = function()
{
// Switch to an empty state to let states execute their leave handlers.
this.UnitFsm.SwitchToNextState(this, "");
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
if (this.losAttackRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losAttackRangeQuery);
};
UnitAI.prototype.OnVisionRangeChanged = function(msg)
{
// Update range queries
if (this.entity == msg.entity)
this.SetupRangeQueries();
};
UnitAI.prototype.HasPickupOrder = function(entity)
{
return this.orderQueue.some(order => order.type == "PickupUnit" && order.data.target == entity);
};
UnitAI.prototype.OnPickupRequested = function(msg)
{
// First check if we already have such a request
if (this.HasPickupOrder(msg.entity))
return;
// Otherwise, insert the PickUp order after the last forced order
this.PushOrderAfterForced("PickupUnit", { "target": msg.entity });
};
UnitAI.prototype.OnPickupCanceled = function(msg)
{
for (let i = 0; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].type != "PickupUnit" || this.orderQueue[i].data.target != msg.entity)
continue;
if (i == 0)
this.UnitFsm.ProcessMessage(this, {"type": "PickupCanceled", "data": msg});
else
this.orderQueue.splice(i, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
break;
}
};
/**
* Wrapper function that sets up the LOS, healer and attack range queries.
* This should be called whenever our ownership changes.
*/
UnitAI.prototype.SetupRangeQueries = function()
{
// Only skittish animals use this for now.
if (this.template.NaturalBehaviour && this.template.NaturalBehaviour == "skittish")
this.SetupLOSRangeQuery();
if (this.IsHealer())
this.SetupHealRangeQuery();
if (Engine.QueryInterface(this.entity, IID_Attack))
this.SetupAttackRangeQuery();
};
UnitAI.prototype.UpdateRangeQueries = function()
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
this.SetupLOSRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losRangeQuery));
if (this.losHealRangeQuery)
this.SetupHealRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losHealRangeQuery));
if (this.losAttackRangeQuery)
this.SetupAttackRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losAttackRangeQuery));
};
/**
* Set up a range query for all enemy units within LOS range.
* @param {boolean} enable - Optional parameter whether to enable the query.
*/
UnitAI.prototype.SetupLOSRangeQuery = function(enable = true)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
this.losRangeQuery = undefined;
}
let cmpPlayer = QueryOwnerInterface(this.entity);
// If we are being destructed (owner == -1), creating a range query is pointless.
if (!cmpPlayer)
return;
let players = cmpPlayer.GetEnemies();
if (!players.length)
return;
let range = this.GetQueryRange(IID_Vision);
this.losRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity, range.min, range.max, players, IID_Identity, cmpRangeManager.GetEntityFlagMask("normal"));
if (enable)
cmpRangeManager.EnableActiveQuery(this.losRangeQuery);
};
/**
* Set up a range query for all own or ally units within LOS range
* which can be healed.
* @param {boolean} enable - Optional parameter whether to enable the query.
*/
UnitAI.prototype.SetupHealRangeQuery = function(enable = true)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losHealRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
this.losHealRangeQuery = undefined;
}
let cmpPlayer = QueryOwnerInterface(this.entity);
// If we are being destructed (owner == -1), creating a range query is pointless.
if (!cmpPlayer)
return;
let players = cmpPlayer.GetAllies();
let range = this.GetQueryRange(IID_Heal);
this.losHealRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity, range.min, range.max, players, IID_Health, cmpRangeManager.GetEntityFlagMask("injured"));
if (enable)
cmpRangeManager.EnableActiveQuery(this.losHealRangeQuery);
};
/**
* Set up a range query for all enemy and gaia units within range
* which can be attacked.
* @param {boolean} enable - Optional parameter whether to enable the query.
*/
UnitAI.prototype.SetupAttackRangeQuery = function(enable = true)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losAttackRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losAttackRangeQuery);
this.losAttackRangeQuery = undefined;
}
let cmpPlayer = QueryOwnerInterface(this.entity);
// If we are being destructed (owner == -1), creating a range query is pointless.
if (!cmpPlayer)
return;
// TODO: How to handle neutral players - Special query to attack military only?
let players = cmpPlayer.GetEnemies();
if (!players.length)
return;
let range = this.GetQueryRange(IID_Attack);
this.losAttackRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity, range.min, range.max, players, IID_Resistance, cmpRangeManager.GetEntityFlagMask("normal"));
if (enable)
cmpRangeManager.EnableActiveQuery(this.losAttackRangeQuery);
};
//// FSM linkage functions ////
// Setting the next state to the current state will leave/re-enter the top-most substate.
UnitAI.prototype.SetNextState = function(state)
{
this.UnitFsm.SetNextState(this, state);
};
UnitAI.prototype.DeferMessage = function(msg)
{
this.UnitFsm.DeferMessage(this, msg);
};
UnitAI.prototype.GetCurrentState = function()
{
return this.UnitFsm.GetCurrentState(this);
};
UnitAI.prototype.FsmStateNameChanged = function(state)
{
Engine.PostMessage(this.entity, MT_UnitAIStateChanged, { "to": state });
};
/**
* Call when the current order has been completed (or failed).
* Removes the current order from the queue, and processes the
* next one (if any). Returns false and defaults to IDLE
* if there are no remaining orders or if the unit is not
* inWorld and not garrisoned (thus usually waiting to be destroyed).
*/
UnitAI.prototype.FinishOrder = function()
{
if (!this.orderQueue.length)
{
let stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetCurrentTemplateName(this.entity);
error("FinishOrder called for entity " + this.entity + " (" + template + ") when order queue is empty\n" + stack);
}
this.orderQueue.shift();
this.order = this.orderQueue[0];
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (this.orderQueue.length && (this.IsGarrisoned() || this.IsFormationController() ||
cmpPosition && cmpPosition.IsInWorld()))
{
let ret = this.UnitFsm.ProcessMessage(this,
{ "type": "Order."+this.order.type, "data": this.order.data }
);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// If the order was rejected then immediately take it off
// and process the remaining queue
if (ret && ret.discardOrder)
return this.FinishOrder();
// Otherwise we've successfully processed a new order
return true;
}
this.orderQueue = [];
this.order = undefined;
// Switch to IDLE as a default state.
this.SetNextState("IDLE");
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// Check if there are queued formation orders
if (this.IsFormationMember())
{
this.SetNextState("FORMATIONMEMBER.IDLE");
let cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpUnitAI)
{
// Inform the formation controller that we finished this task
let cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
cmpFormation.SetWaitingOnController(this.entity);
// We don't want to carry out the default order
// if there are still queued formation orders left
if (cmpUnitAI.GetOrders().length > 1)
return true;
}
}
return false;
};
/**
* Add an order onto the back of the queue,
* and execute it if we didn't already have an order.
*/
UnitAI.prototype.PushOrder = function(type, data)
{
var order = { "type": type, "data": data };
this.orderQueue.push(order);
// If we didn't already have an order, then process this new one
if (this.orderQueue.length == 1)
{
this.order = order;
let ret = this.UnitFsm.ProcessMessage(this,
{ "type": "Order."+this.order.type, "data": this.order.data }
);
// If the order was rejected then immediately take it off
// and process the remaining queue
if (ret && ret.discardOrder)
this.FinishOrder();
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* Add an order onto the front of the queue,
* and execute it immediately.
*/
UnitAI.prototype.PushOrderFront = function(type, data, ignorePacking = false)
{
var order = { "type": type, "data": data };
// If current order is packing/unpacking then add new order after it.
if (!ignorePacking && this.order && this.IsPacking())
{
var packingOrder = this.orderQueue.shift();
this.orderQueue.unshift(packingOrder, order);
}
else
{
this.orderQueue.unshift(order);
this.order = order;
let ret = this.UnitFsm.ProcessMessage(this,
{ "type": "Order."+this.order.type, "data": this.order.data }
);
// If the order was rejected then immediately take it off again;
// assume the previous active order is still valid (the short-lived
// new order hasn't changed state or anything) so we can carry on
// as if nothing had happened
if (ret && ret.discardOrder)
{
this.orderQueue.shift();
this.order = this.orderQueue[0];
}
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* Insert an order after the last forced order onto the queue
* and after the other orders of the same type
*/
UnitAI.prototype.PushOrderAfterForced = function(type, data)
{
if (!this.order || ((!this.order.data || !this.order.data.force) && this.order.type != type))
this.PushOrderFront(type, data);
else
{
for (let i = 1; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].data && this.orderQueue[i].data.force)
continue;
if (this.orderQueue[i].type == type)
continue;
this.orderQueue.splice(i, 0, {"type": type, "data": data});
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
return;
}
this.PushOrder(type, data);
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* For a unit that is packing and trying to attack something,
* either cancel packing or continue with packing, as appropriate.
* Precondition: if the unit is packing/unpacking, then orderQueue
* should have the Attack order at index 0,
* and the Pack/Unpack order at index 1.
* This precondition holds because if we are packing while processing "Order.Attack",
* then we must have come from ReplaceOrder, which guarantees it.
*
* @param {boolean} requirePacked - true if the unit needs to be packed to continue attacking,
* false if it needs to be unpacked.
* @return {boolean} true if the unit can attack now, false if it must continue packing (or unpacking) first.
*/
UnitAI.prototype.EnsureCorrectPackStateForAttack = function(requirePacked)
{
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (!cmpPack ||
!cmpPack.IsPacking() ||
this.orderQueue.length != 2 ||
this.orderQueue[0].type != "Attack" ||
this.orderQueue[1].type != "Pack" &&
this.orderQueue[1].type != "Unpack")
return true;
if (cmpPack.IsPacked() == requirePacked)
{
// The unit is already in the packed/unpacked state we want.
// Delete the packing order.
this.orderQueue.splice(1, 1);
cmpPack.CancelPack();
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// Continue with the attack order.
return true;
}
// Move the attack order behind the unpacking order, to continue unpacking.
let tmp = this.orderQueue[0];
this.orderQueue[0] = this.orderQueue[1];
this.orderQueue[1] = tmp;
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
return false;
};
UnitAI.prototype.WillMoveFromFoundation = function(target, checkPacking = true)
{
// If foundation is not ally of entity, or if entity is unpacked siege,
// ignore the order.
if (!IsOwnedByAllyOfEntity(this.entity, target) &&
!Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive() ||
checkPacking && this.IsPacking() || this.CanPack() || !this.AbleToMove())
return false;
// Move a tile outside the building.
return !this.CheckTargetRangeExplicit(target, g_LeaveFoundationRange, -1);
};
UnitAI.prototype.ReplaceOrder = function(type, data)
{
// Remember the previous work orders to be able to go back to them later if required
if (data && data.force)
{
if (this.IsFormationController())
this.CallMemberFunction("UpdateWorkOrders", [type]);
else
this.UpdateWorkOrders(type);
}
let garrisonHolder = this.IsGarrisoned() && type != "Ungarrison" ? this.GetGarrisonHolder() : null;
// Do not replace packing/unpacking unless it is cancel order.
// TODO: maybe a better way of doing this would be to use priority levels
if (this.IsPacking() && type != "CancelPack" && type != "CancelUnpack")
{
var order = { "type": type, "data": data };
var packingOrder = this.orderQueue.shift();
if (type == "Attack")
{
// The Attack order is able to handle a packing unit, while other orders can't.
this.orderQueue = [packingOrder];
this.PushOrderFront(type, data, true);
}
else if (packingOrder.type == "Unpack" && g_OrdersCancelUnpacking.has(type))
{
// Immediately cancel unpacking before processing an order that demands a packed unit.
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.CancelPack();
this.orderQueue = [];
this.PushOrder(type, data);
}
else
this.orderQueue = [packingOrder, order];
}
else
{
this.orderQueue = [];
this.PushOrder(type, data);
}
if (garrisonHolder)
this.PushOrder("Garrison", { "target": garrisonHolder });
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.GetOrders = function()
{
return this.orderQueue.slice();
};
UnitAI.prototype.AddOrders = function(orders)
{
orders.forEach(order => this.PushOrder(order.type, order.data));
};
UnitAI.prototype.GetOrderData = function()
{
var orders = [];
for (let order of this.orderQueue)
if (order.data)
orders.push(clone(order.data));
return orders;
};
UnitAI.prototype.UpdateWorkOrders = function(type)
{
var isWorkType = type => type == "Gather" || type == "Trade" || type == "Repair" || type == "ReturnResource";
// If we are being re-affected to a work order, forget the previous ones
if (isWorkType(type))
{
this.workOrders = [];
return;
}
// Then if we already have work orders, keep them
if (this.workOrders.length)
return;
// First if the unit is in a formation, get its workOrders from it
if (this.IsFormationMember())
{
var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpUnitAI)
{
for (var i = 0; i < cmpUnitAI.orderQueue.length; ++i)
{
if (isWorkType(cmpUnitAI.orderQueue[i].type))
{
this.workOrders = cmpUnitAI.orderQueue.slice(i);
return;
}
}
}
}
// If nothing found, take the unit orders
for (var i = 0; i < this.orderQueue.length; ++i)
{
if (isWorkType(this.orderQueue[i].type))
{
this.workOrders = this.orderQueue.slice(i);
return;
}
}
};
UnitAI.prototype.BackToWork = function()
{
if (this.workOrders.length == 0)
return false;
if (this.IsGarrisoned())
{
let cmpGarrisonHolder = Engine.QueryInterface(this.GetGarrisonHolder(), IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.PerformEject([this.entity], false))
return false;
}
// Clear the order queue considering special orders not to avoid
this.orderQueue = [];
this.AddOrders(this.workOrders);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// And if the unit is in a formation, remove it from the formation
if (this.IsFormationMember())
{
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers([this.entity]);
}
this.workOrders = [];
return true;
};
UnitAI.prototype.HasWorkOrders = function()
{
return this.workOrders.length > 0;
};
UnitAI.prototype.GetWorkOrders = function()
{
return this.workOrders;
};
UnitAI.prototype.SetWorkOrders = function(orders)
{
this.workOrders = orders;
};
UnitAI.prototype.TimerHandler = function(data, lateness)
{
// Reset the timer
if (data.timerRepeat === undefined)
this.timer = undefined;
this.UnitFsm.ProcessMessage(this, {"type": "Timer", "data": data, "lateness": lateness});
};
/**
* Set up the UnitAI timer to run after 'offset' msecs, and then
* every 'repeat' msecs until StopTimer is called. A "Timer" message
* will be sent each time the timer runs.
*/
UnitAI.prototype.StartTimer = function(offset, repeat)
{
if (this.timer)
error("Called StartTimer when there's already an active timer");
var data = { "timerRepeat": repeat };
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
if (repeat === undefined)
this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", offset, data);
else
this.timer = cmpTimer.SetInterval(this.entity, IID_UnitAI, "TimerHandler", offset, repeat, data);
};
/**
* Stop the current UnitAI timer.
*/
UnitAI.prototype.StopTimer = function()
{
if (!this.timer)
return;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
this.timer = undefined;
};
UnitAI.prototype.OnMotionUpdate = function(msg)
{
this.UnitFsm.ProcessMessage(this, Object.assign({ "type": "MovementUpdate" }, msg));
};
/**
* Called directly by cmpFoundation and cmpRepairable to
* inform builders that repairing has finished.
* This not done by listening to a global message due to performance.
*/
UnitAI.prototype.ConstructionFinished = function(msg)
{
this.UnitFsm.ProcessMessage(this, { "type": "ConstructionFinished", "data": msg });
};
UnitAI.prototype.OnGlobalEntityRenamed = function(msg)
{
let changed = false;
let currentOrderChanged = false;
for (let i = 0; i < this.orderQueue.length; ++i)
{
let order = this.orderQueue[i];
if (order.data && order.data.target && order.data.target == msg.entity)
{
changed = true;
if (i == 0)
currentOrderChanged = true;
order.data.target = msg.newentity;
}
if (order.data && order.data.formationTarget && order.data.formationTarget == msg.entity)
{
changed = true;
if (i == 0)
currentOrderChanged = true;
order.data.formationTarget = msg.newentity;
}
}
if (!changed)
return;
if (currentOrderChanged)
this.UnitFsm.ProcessMessage(this, { "type": "OrderTargetRenamed", "data": msg });
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.OnAttacked = function(msg)
{
if (msg.fromStatusEffect)
return;
this.UnitFsm.ProcessMessage(this, {"type": "Attacked", "data": msg});
};
UnitAI.prototype.OnGuardedAttacked = function(msg)
{
this.UnitFsm.ProcessMessage(this, {"type": "GuardedAttacked", "data": msg.data});
};
UnitAI.prototype.OnHealthChanged = function(msg)
{
this.UnitFsm.ProcessMessage(this, {"type": "HealthChanged", "from": msg.from, "to": msg.to});
};
UnitAI.prototype.OnRangeUpdate = function(msg)
{
if (msg.tag == this.losRangeQuery)
this.UnitFsm.ProcessMessage(this, { "type": "LosRangeUpdate", "data": msg });
else if (msg.tag == this.losHealRangeQuery)
this.UnitFsm.ProcessMessage(this, { "type": "LosHealRangeUpdate", "data": msg });
else if (msg.tag == this.losAttackRangeQuery)
this.UnitFsm.ProcessMessage(this, { "type": "LosAttackRangeUpdate", "data": msg });
};
UnitAI.prototype.OnPackFinished = function(msg)
{
this.UnitFsm.ProcessMessage(this, {"type": "PackFinished", "packed": msg.packed});
};
//// Helper functions to be called by the FSM ////
UnitAI.prototype.GetWalkSpeed = function()
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpUnitMotion)
return 0;
return cmpUnitMotion.GetWalkSpeed();
};
UnitAI.prototype.GetRunMultiplier = function()
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpUnitMotion)
return 0;
return cmpUnitMotion.GetRunMultiplier();
};
/**
* Returns true if the target exists and has non-zero hitpoints.
*/
UnitAI.prototype.TargetIsAlive = function(ent)
{
var cmpFormation = Engine.QueryInterface(ent, IID_Formation);
if (cmpFormation)
return true;
var cmpHealth = QueryMiragedInterface(ent, IID_Health);
return cmpHealth && cmpHealth.GetHitpoints() != 0;
};
/**
* Returns true if the target exists and needs to be killed before
* beginning to gather resources from it.
*/
UnitAI.prototype.MustKillGatherTarget = function(ent)
{
var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
if (!cmpResourceSupply)
return false;
if (!cmpResourceSupply.GetKillBeforeGather())
return false;
return this.TargetIsAlive(ent);
};
/**
* Returns the position of target or, if there is none,
* the entity's position, or undefined.
*/
UnitAI.prototype.TargetPosOrEntPos = function(target)
{
let cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (cmpTargetPosition && cmpTargetPosition.IsInWorld())
return cmpTargetPosition.GetPosition2D();
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
return cmpPosition.GetPosition2D();
return undefined;
};
/**
* Returns the entity ID of the nearest resource supply where the given
* filter returns true, or undefined if none can be found.
* "Nearest" is nearest from @param position.
* TODO: extend this to exclude resources that already have lots of gatherers.
*/
UnitAI.prototype.FindNearbyResource = function(position, filter)
{
if (!position)
return undefined;
- let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
- if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
- return undefined;
- let owner = cmpOwnership.GetOwner();
-
// We accept resources owned by Gaia or any player
let players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
let range = 64; // TODO: what's a sensible number?
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let nearby = cmpRangeManager.ExecuteQueryAroundPos(position, 0, range, players, IID_ResourceSupply);
return nearby.find(ent => {
if (!this.CanGather(ent) || !this.CheckTargetVisible(ent))
return false;
let cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
let type = cmpResourceSupply.GetType();
let amount = cmpResourceSupply.GetCurrentAmount();
let template = cmpTemplateManager.GetCurrentTemplateName(ent);
// Remove "resource|" prefix from template names, if present.
if (template.indexOf("resource|") != -1)
template = template.slice(9);
- return amount > 0 && cmpResourceSupply.IsAvailable(owner, this.entity) && filter(ent, type, template);
+ return amount > 0 && cmpResourceSupply.IsAvailableTo(this.entity) && filter(ent, type, template);
});
};
/**
* Returns the entity ID of the nearest resource dropsite that accepts
* the given type, or undefined if none can be found.
*/
UnitAI.prototype.FindNearestDropsite = function(genericType)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
return undefined;
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return undefined;
let pos = cmpPosition.GetPosition2D();
let bestDropsite;
let bestDist = Infinity;
// Maximum distance a point on an obstruction can be from the center of the obstruction.
let maxDifference = 40;
// Find dropsites owned by this unit's player or allied ones if allowed.
let owner = cmpOwnership.GetOwner();
let cmpPlayer = QueryOwnerInterface(this.entity);
let players = cmpPlayer && cmpPlayer.HasSharedDropsites() ? cmpPlayer.GetMutualAllies() : [owner];
let nearestDropsites = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite);
let isShip = Engine.QueryInterface(this.entity, IID_Identity).HasClass("Ship");
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
for (let dropsite of nearestDropsites)
{
// Ships are unable to reach land dropsites and shouldn't attempt to do so.
if (isShip && !Engine.QueryInterface(dropsite, IID_Identity).HasClass("Naval"))
continue;
let cmpResourceDropsite = Engine.QueryInterface(dropsite, IID_ResourceDropsite);
if (!cmpResourceDropsite.AcceptsType(genericType) || !this.CheckTargetVisible(dropsite))
continue;
if (Engine.QueryInterface(dropsite, IID_Ownership).GetOwner() != owner && !cmpResourceDropsite.IsShared())
continue;
// The range manager sorts entities by the distance to their center,
// but we want the distance to the point where resources will be dropped off.
let dist = cmpObstructionManager.DistanceToPoint(dropsite, pos.x, pos.y);
if (dist == -1)
continue;
if (dist < bestDist)
{
bestDropsite = dropsite;
bestDist = dist;
}
else if (dist > bestDist + maxDifference)
break;
}
return bestDropsite;
};
/**
* Returns the entity ID of the nearest building that needs to be constructed.
* "Nearest" is nearest from @param position.
*/
UnitAI.prototype.FindNearbyFoundation = function(position)
{
if (!position)
return undefined;
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
return undefined;
// Find buildings owned by this unit's player
let players = [cmpOwnership.GetOwner()];
let range = 64; // TODO: what's a sensible number?
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let nearby = cmpRangeManager.ExecuteQueryAroundPos(position, 0, range, players, IID_Foundation);
// Skip foundations that are already complete. (This matters since
// we process the ConstructionFinished message before the foundation
// we're working on has been deleted.)
return nearby.find(ent => !Engine.QueryInterface(ent, IID_Foundation).IsFinished());
};
/**
* Play a sound appropriate to the current entity.
*/
UnitAI.prototype.PlaySound = function(name)
{
// If we're a formation controller, use the sounds from our first member
if (this.IsFormationController())
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
var member = cmpFormation.GetPrimaryMember();
if (member)
PlaySound(name, member);
}
else
{
// Otherwise use our own sounds
PlaySound(name, this.entity);
}
};
/*
* Set a visualActor animation variant.
* By changing the animation variant, you can change animations based on unitAI state.
* If there are no specific variants or the variant doesn't exist in the actor,
* the actor fallbacks to any existing animation.
* @param type if present, switch to a specific animation variant.
*/
UnitAI.prototype.SetAnimationVariant = function(type)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetVariant("animationVariant", type);
};
/*
* Reset the animation variant to default behavior.
* Default behavior is to pick a resource-carrying variant if resources are being carried.
* Otherwise pick nothing in particular.
*/
UnitAI.prototype.SetDefaultAnimationVariant = function()
{
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
let type = cmpResourceGatherer.GetLastCarriedType();
if (type)
{
let typename = "carry_" + type.generic;
// Special case for meat.
if (type.specific == "meat")
typename = "carry_" + type.specific;
this.SetAnimationVariant(typename);
return;
}
}
this.SetAnimationVariant("");
};
UnitAI.prototype.ResetAnimation = function()
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SelectAnimation("idle", false, 1.0);
};
UnitAI.prototype.SelectAnimation = function(name, once = false, speed = 1.0)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SelectAnimation(name, once, speed);
};
UnitAI.prototype.SetAnimationSync = function(actiontime, repeattime)
{
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetAnimationSyncRepeat(repeattime);
cmpVisual.SetAnimationSyncOffset(actiontime);
};
UnitAI.prototype.StopMoving = function()
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.StopMoving();
};
/**
* Generic dispatcher for other MoveTo functions.
* @param iid - Interface ID (optional) implementing GetRange
* @param type - Range type for the interface call
* @returns whether the move succeeded or failed.
*/
UnitAI.prototype.MoveTo = function(data, iid, type)
{
if (data.target)
{
if (data.min || data.max)
return this.MoveToTargetRangeExplicit(data.target, data.min || -1, data.max || -1);
else if (!iid)
return this.MoveToTarget(data.target);
return this.MoveToTargetRange(data.target, iid, type);
}
else if (data.min || data.max)
return this.MoveToPointRange(data.x, data.z, data.min || -1, data.max || -1);
return this.MoveToPoint(data.x, data.z);
};
UnitAI.prototype.MoveToPoint = function(x, z)
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToPointRange(x, z, 0, 0); // For point goals, allow a max range of 0.
};
UnitAI.prototype.MoveToPointRange = function(x, z, rangeMin, rangeMax)
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax);
};
UnitAI.prototype.MoveToTarget = function(target)
{
if (!this.CheckTargetVisible(target))
return false;
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, 0, 1);
};
UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
{
if (!this.CheckTargetVisible(target))
return false;
let range = this.GetRange(iid, type);
if (!range)
return false;
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
/**
* Move unit so we hope the target is in the attack range
* for melee attacks, this goes straight to the default range checks
* for ranged attacks, the parabolic range is used
*/
UnitAI.prototype.MoveToTargetAttackRange = function(target, type)
{
// for formation members, the formation will take care of the range check
if (this.IsFormationMember())
{
let cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation())
return false;
}
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!this.AbleToMove(cmpUnitMotion))
return false;
let cmpFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpFormation)
target = cmpFormation.GetClosestMember(this.entity);
if (type != "Ranged")
return this.MoveToTargetRange(target, IID_Attack, type);
if (!this.CheckTargetVisible(target))
return false;
let range = this.GetRange(IID_Attack, type);
if (!range)
return false;
let thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!thisCmpPosition.IsInWorld())
return false;
let s = thisCmpPosition.GetPosition();
let targetCmpPosition = Engine.QueryInterface(target, IID_Position);
if (!targetCmpPosition.IsInWorld())
return false;
let t = targetCmpPosition.GetPosition();
// h is positive when I'm higher than the target
let h = s.y - t.y + range.elevationBonus;
let parabolicMaxRange = Math.sqrt(Math.square(range.max) + 2 * range.max * h);
// No negative roots please
if (h <= -range.max / 2)
// return false? Or hope you come close enough?
parabolicMaxRange = 0;
// The parabole changes while walking so be cautious:
let guessedMaxRange = parabolicMaxRange > range.max ? (range.max + parabolicMaxRange) / 2 : parabolicMaxRange;
return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, range.min, guessedMaxRange);
};
UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max)
{
if (!this.CheckTargetVisible(target))
return false;
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, min, max);
};
/**
* Move unit so we hope the target is in the attack range of the formation.
*
* @param {number} target - The target entity ID to attack.
* @return {boolean} - Whether the order to move has succeeded.
*/
UnitAI.prototype.MoveFormationToTargetAttackRange = function(target)
{
let cmpTargetFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpTargetFormation)
target = cmpTargetFormation.GetClosestMember(this.entity);
if (!this.CheckTargetVisible(target))
return false;
let cmpFormationAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpFormationAttack)
return false;
let range = cmpFormationAttack.GetRange(target);
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
UnitAI.prototype.MoveToGarrisonRange = function(target)
{
if (!this.CheckTargetVisible(target))
return false;
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return false;
var range = cmpGarrisonHolder.GetLoadingRange();
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
/**
* Generic dispatcher for other Check...Range functions.
* @param iid - Interface ID (optional) implementing GetRange
* @param type - Range type for the interface call
*/
UnitAI.prototype.CheckRange = function(data, iid, type)
{
if (data.target)
{
if (data.min || data.max)
return this.CheckTargetRangeExplicit(data.target, data.min || -1, data.max || -1);
else if (!iid)
return this.CheckTargetRangeExplicit(data.target, 0, 1);
return this.CheckTargetRange(data.target, iid, type);
}
else if (data.min || data.max)
return this.CheckPointRangeExplicit(data.x, data.z, data.min || -1, data.max || -1);
return this.CheckPointRangeExplicit(data.x, data.z, 0, 0);
};
UnitAI.prototype.CheckPointRangeExplicit = function(x, z, min, max)
{
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInPointRange(this.entity, x, z, min, max, false);
};
UnitAI.prototype.CheckTargetRange = function(target, iid, type)
{
let range = this.GetRange(iid, type);
if (!range)
return false;
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, range.min, range.max, false);
};
/**
* Check if the target is inside the attack range
* For melee attacks, this goes straigt to the regular range calculation
* For ranged attacks, the parabolic formula is used to accout for bigger ranges
* when the target is lower, and smaller ranges when the target is higher
*/
UnitAI.prototype.CheckTargetAttackRange = function(target, type)
{
// for formation members, the formation will take care of the range check
if (this.IsFormationMember())
{
let cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation() &&
cmpFormationUnitAI.order.data.target == target)
return true;
}
let cmpFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpFormation)
target = cmpFormation.GetClosestMember(this.entity);
if (type != "Ranged")
return this.CheckTargetRange(target, IID_Attack, type);
let targetCmpPosition = Engine.QueryInterface(target, IID_Position);
if (!targetCmpPosition || !targetCmpPosition.IsInWorld())
return false;
let range = this.GetRange(IID_Attack, type);
if (!range)
return false;
let thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!thisCmpPosition.IsInWorld())
return false;
let s = thisCmpPosition.GetPosition();
let t = targetCmpPosition.GetPosition();
let h = s.y - t.y + range.elevationBonus;
let maxRange = Math.sqrt(Math.square(range.max) + 2 * range.max * h);
if (maxRange < 0)
return false;
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, range.min, maxRange, false);
};
UnitAI.prototype.CheckTargetRangeExplicit = function(target, min, max)
{
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, min, max, false);
};
/**
* Check if the target is inside the attack range of the formation.
*
* @param {number} target - The target entity ID to attack.
* @return {boolean} - Whether the entity is within attacking distance.
*/
UnitAI.prototype.CheckFormationTargetAttackRange = function(target)
{
let cmpTargetFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpTargetFormation)
target = cmpTargetFormation.GetClosestMember(this.entity);
let cmpFormationAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpFormationAttack)
return false;
let range = cmpFormationAttack.GetRange(target);
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, range.min, range.max, false);
};
UnitAI.prototype.CheckGarrisonRange = function(target)
{
let cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return false;
let range = cmpGarrisonHolder.GetLoadingRange();
return this.CheckTargetRangeExplicit(target, range.min, range.max);
};
/**
* Returns true if the target entity is visible through the FoW/SoD.
*/
UnitAI.prototype.CheckTargetVisible = function(target)
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return false;
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
return false;
// Entities that are hidden and miraged are considered visible
var cmpFogging = Engine.QueryInterface(target, IID_Fogging);
if (cmpFogging && cmpFogging.IsMiraged(cmpOwnership.GetOwner()))
return true;
if (cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner()) == "hidden")
return false;
// Either visible directly, or visible in fog
return true;
};
/**
* Returns true if the given position is currentl visible (not in FoW/SoD).
*/
UnitAI.prototype.CheckPositionVisible = function(x, z)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return false;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
return false;
return cmpRangeManager.GetLosVisibilityPosition(x, z, cmpOwnership.GetOwner()) == "visible";
};
/**
* How close to our goal do we consider it's OK to stop if the goal appears unreachable.
* Currently 3 terrain tiles as that's relatively close but helps pathfinding.
*/
UnitAI.prototype.DefaultRelaxedMaxRange = 12;
/**
* @returns true if the unit is in the relaxed-range from the target.
*/
UnitAI.prototype.RelaxedMaxRangeCheck = function(data, relaxedRange)
{
if (!data.relaxed)
return false;
let ndata = data;
ndata.min = 0;
ndata.max = relaxedRange;
return this.CheckRange(ndata);
};
/**
* Let an entity face its target.
* @param {number} target - The entity-ID of the target.
*/
UnitAI.prototype.FaceTowardsTarget = function(target)
{
let cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return;
let targetPosition = cmpTargetPosition.GetPosition2D();
// Use cmpUnitMotion for units that support that, otherwise try cmpPosition (e.g. turrets)
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
{
cmpUnitMotion.FaceTowardsPoint(targetPosition.x, targetPosition.y);
return;
}
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
cmpPosition.TurnTo(cmpPosition.GetPosition2D().angleTo(targetPosition));
};
UnitAI.prototype.CheckTargetDistanceFromHeldPosition = function(target, iid, type)
{
let range = this.GetRange(iid, type);
if (!range)
return false;
let cmpPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return false;
let cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return false;
let halfvision = cmpVision.GetRange() / 2;
let pos = cmpPosition.GetPosition();
let heldPosition = this.heldPosition;
if (heldPosition === undefined)
heldPosition = { "x": pos.x, "z": pos.z };
return Math.euclidDistance2D(pos.x, pos.z, heldPosition.x, heldPosition.z) < halfvision + range.max;
};
UnitAI.prototype.CheckTargetIsInVisionRange = function(target)
{
let cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return false;
let range = cmpVision.GetRange();
let distance = DistanceBetweenEntities(this.entity, target);
return distance < range;
};
UnitAI.prototype.GetBestAttackAgainst = function(target, allowCapture)
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return undefined;
return cmpAttack.GetBestAttackAgainst(target, allowCapture);
};
/**
* Try to find one of the given entities which can be attacked,
* and start attacking it.
* Returns true if it found something to attack.
*/
UnitAI.prototype.AttackVisibleEntity = function(ents)
{
var target = ents.find(target => this.CanAttack(target));
if (!target)
return false;
this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": true });
return true;
};
/**
* Try to find one of the given entities which can be attacked
* and which is close to the hold position, and start attacking it.
* Returns true if it found something to attack.
*/
UnitAI.prototype.AttackEntityInZone = function(ents)
{
var target = ents.find(target =>
this.CanAttack(target)
&& this.CheckTargetDistanceFromHeldPosition(target, IID_Attack, this.GetBestAttackAgainst(target, true))
&& (this.GetStance().respondChaseBeyondVision || this.CheckTargetIsInVisionRange(target))
);
if (!target)
return false;
this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": true });
return true;
};
/**
* Try to respond appropriately given our current stance,
* given a list of entities that match our stance's target criteria.
* Returns true if it responded.
*/
UnitAI.prototype.RespondToTargetedEntities = function(ents)
{
if (!ents.length)
return false;
if (this.GetStance().respondChase)
return this.AttackVisibleEntity(ents);
if (this.GetStance().respondStandGround)
return this.AttackVisibleEntity(ents);
if (this.GetStance().respondHoldGround)
return this.AttackEntityInZone(ents);
if (this.GetStance().respondFlee)
{
if (this.order && this.order.type == "Flee")
this.orderQueue.shift();
this.PushOrderFront("Flee", { "target": ents[0], "force": false });
return true;
}
return false;
};
/**
* @param {number} ents - An array of the IDs of the spotted entities.
* @return {boolean} - Whether we responded.
*/
UnitAI.prototype.RespondToSightedEntities = function(ents)
{
if (!ents || !ents.length)
return false;
if (this.template.NaturalBehaviour && this.template.NaturalBehaviour == "skittish")
{
this.Flee(ents[0], false);
return true;
}
return false;
};
/**
* Try to respond to healable entities.
* Returns true if it responded.
*/
UnitAI.prototype.RespondToHealableEntities = function(ents)
{
let ent = ents.find(ent => this.CanHeal(ent));
if (!ent)
return false;
this.PushOrderFront("Heal", { "target": ent, "force": false });
return true;
};
/**
* Returns true if we should stop following the target entity.
*/
UnitAI.prototype.ShouldAbandonChase = function(target, force, iid, type)
{
if (!this.CheckTargetVisible(target))
return true;
// Forced orders shouldn't be interrupted.
if (force)
return false;
// If we are guarding/escorting, don't abandon as long as the guarded unit is in target range of the attacker
if (this.isGuardOf)
{
let cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
let cmpAttack = Engine.QueryInterface(target, IID_Attack);
if (cmpUnitAI && cmpAttack &&
cmpAttack.GetAttackTypes().some(type => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type)))
return false;
}
// Stop if we're in hold-ground mode and it's too far from the holding point
if (this.GetStance().respondHoldGround)
if (!this.CheckTargetDistanceFromHeldPosition(target, iid, type))
return true;
// Stop if it's left our vision range, unless we're especially persistent.
if (!this.GetStance().respondChaseBeyondVision)
if (!this.CheckTargetIsInVisionRange(target))
return true;
return false;
};
/*
* Returns whether we should chase the targeted entity,
* given our current stance.
*/
UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force)
{
if (!this.AbleToMove())
return false;
if (this.GetStance().respondChase)
return true;
// If we are guarding/escorting, chase at least as long as the guarded unit is in target range of the attacker
if (this.isGuardOf)
{
let cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
let cmpAttack = Engine.QueryInterface(target, IID_Attack);
if (cmpUnitAI && cmpAttack &&
cmpAttack.GetAttackTypes().some(type => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type)))
return true;
}
return force;
};
//// External interface functions ////
UnitAI.prototype.SetFormationController = function(ent)
{
this.formationController = ent;
// Set obstruction group, so we can walk through members
// of our own formation (or ourself if not in formation)
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
if (cmpObstruction)
{
if (ent == INVALID_ENTITY)
cmpObstruction.SetControlGroup(this.entity);
else
cmpObstruction.SetControlGroup(ent);
}
// If we were removed from a formation, let the FSM switch back to INDIVIDUAL
if (ent == INVALID_ENTITY)
this.UnitFsm.ProcessMessage(this, { "type": "FormationLeave" });
};
UnitAI.prototype.GetFormationController = function()
{
return this.formationController;
};
UnitAI.prototype.GetFormationTemplate = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetCurrentTemplateName(this.formationController) || "special/formations/null";
};
UnitAI.prototype.MoveIntoFormation = function(cmd)
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
// Add new order to move into formation at the current position
this.PushOrderFront("MoveIntoFormation", { "x": pos.x, "z": pos.z, "force": true });
};
UnitAI.prototype.GetTargetPositions = function()
{
var targetPositions = [];
for (var i = 0; i < this.orderQueue.length; ++i)
{
var order = this.orderQueue[i];
switch (order.type)
{
case "Walk":
case "WalkAndFight":
case "WalkToPointRange":
case "MoveIntoFormation":
case "GatherNearPosition":
case "Patrol":
targetPositions.push(new Vector2D(order.data.x, order.data.z));
break; // and continue the loop
case "WalkToTarget":
case "WalkToTargetRange": // This doesn't move to the target (just into range), but a later order will.
case "Guard":
case "Flee":
case "LeaveFoundation":
case "Attack":
case "Heal":
case "Gather":
case "ReturnResource":
case "Repair":
case "Garrison":
// Find the target unit's position
var cmpTargetPosition = Engine.QueryInterface(order.data.target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return targetPositions;
targetPositions.push(cmpTargetPosition.GetPosition2D());
return targetPositions;
case "Stop":
return [];
default:
error("GetTargetPositions: Unrecognised order type '"+order.type+"'");
return [];
}
}
return targetPositions;
};
/**
* Returns the estimated distance that this unit will travel before either
* finishing all of its orders, or reaching a non-walk target (attack, gather, etc).
* Intended for Formation to switch to column layout on long walks.
*/
UnitAI.prototype.ComputeWalkingDistance = function()
{
var distance = 0;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return 0;
// Keep track of the position at the start of each order
var pos = cmpPosition.GetPosition2D();
var targetPositions = this.GetTargetPositions();
for (var i = 0; i < targetPositions.length; ++i)
{
distance += pos.distanceTo(targetPositions[i]);
// Remember this as the start position for the next order
pos = targetPositions[i];
}
// Return the total distance to the end of the order queue
return distance;
};
UnitAI.prototype.AddOrder = function(type, data, queued)
{
if (this.expectedRoute)
this.expectedRoute = undefined;
if (queued)
this.PushOrder(type, data);
else
{
// May happen if an order arrives on the same turn the unit is garrisoned
// in that case, just forget the order as this will lead to an infinite loop
if (this.IsGarrisoned() && !this.IsTurret() && type != "Ungarrison")
return;
this.ReplaceOrder(type, data);
}
};
/**
* Adds guard/escort order to the queue, forced by the player.
*/
UnitAI.prototype.Guard = function(target, queued)
{
if (!this.CanGuard())
{
this.WalkToTarget(target, queued);
return;
}
if (target === this.entity)
return;
// if we already had an old guard order, do nothing if the target is the same
// and the order is running, otherwise remove the previous order
if (this.isGuardOf)
{
if (this.isGuardOf == target && this.order && this.order.type == "Guard")
return;
else
this.RemoveGuard();
}
this.AddOrder("Guard", { "target": target, "force": false }, queued);
};
UnitAI.prototype.AddGuard = function(target)
{
if (!this.CanGuard())
return false;
var cmpGuard = Engine.QueryInterface(target, IID_Guard);
if (!cmpGuard)
return false;
this.isGuardOf = target;
this.guardRange = cmpGuard.GetRange(this.entity);
cmpGuard.AddGuard(this.entity);
return true;
};
UnitAI.prototype.RemoveGuard = function()
{
if (!this.isGuardOf)
return;
let cmpGuard = Engine.QueryInterface(this.isGuardOf, IID_Guard);
if (cmpGuard)
cmpGuard.RemoveGuard(this.entity);
this.guardRange = undefined;
this.isGuardOf = undefined;
if (!this.order)
return;
if (this.order.type == "Guard")
this.UnitFsm.ProcessMessage(this, { "type": "RemoveGuard" });
else
for (let i = 1; i < this.orderQueue.length; ++i)
if (this.orderQueue[i].type == "Guard")
this.orderQueue.splice(i, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.IsGuardOf = function()
{
return this.isGuardOf;
};
UnitAI.prototype.SetGuardOf = function(entity)
{
// entity may be undefined
this.isGuardOf = entity;
};
UnitAI.prototype.CanGuard = function()
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
return this.template.CanGuard == "true";
};
UnitAI.prototype.CanPatrol = function()
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
return this.IsFormationController() || this.template.CanPatrol == "true";
};
/**
* Adds walk order to queue, forced by the player.
*/
UnitAI.prototype.Walk = function(x, z, queued)
{
if (this.expectedRoute && queued)
this.expectedRoute.push({ "x": x, "z": z });
else
this.AddOrder("Walk", { "x": x, "z": z, "force": true }, queued);
};
/**
* Adds walk to point range order to queue, forced by the player.
*/
UnitAI.prototype.WalkToPointRange = function(x, z, min, max, queued)
{
this.AddOrder("Walk", { "x": x, "z": z, "min": min, "max": max, "force": true }, queued);
};
/**
* Adds stop order to queue, forced by the player.
*/
UnitAI.prototype.Stop = function(queued)
{
this.AddOrder("Stop", { "force": true }, queued);
};
/**
* Adds walk-to-target order to queue, this only occurs in response
* to a player order, and so is forced.
*/
UnitAI.prototype.WalkToTarget = function(target, queued)
{
this.AddOrder("WalkToTarget", { "target": target, "force": true }, queued);
};
/**
* Adds walk-and-fight order to queue, this only occurs in response
* to a player order, and so is forced.
* If targetClasses is given, only entities matching the targetClasses can be attacked.
*/
UnitAI.prototype.WalkAndFight = function(x, z, targetClasses, allowCapture = true, queued = false)
{
this.AddOrder("WalkAndFight", { "x": x, "z": z, "targetClasses": targetClasses, "allowCapture": allowCapture, "force": true }, queued);
};
UnitAI.prototype.Patrol = function(x, z, targetClasses, allowCapture = true, queued = false)
{
if (!this.CanPatrol())
{
this.Walk(x, z, queued);
return;
}
this.AddOrder("Patrol", { "x": x, "z": z, "targetClasses": targetClasses, "allowCapture": allowCapture, "force": true }, queued);
};
/**
* Adds leave foundation order to queue, treated as forced.
*/
UnitAI.prototype.LeaveFoundation = function(target)
{
// If we're already being told to leave a foundation, then
// ignore this new request so we don't end up being too indecisive
// to ever actually move anywhere.
if (this.order && (this.order.type == "LeaveFoundation" || (this.order.type == "Flee" && this.order.data.target == target)))
return;
// Ignore also the request if we are packing.
if (this.orderQueue.length && this.orderQueue[0].type == "Unpack" && this.WillMoveFromFoundation(target, false))
{
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack)
cmpPack.CancelPack();
}
if (this.IsPacking())
return;
this.PushOrderFront("LeaveFoundation", { "target": target, "force": true });
};
/**
* Adds attack order to the queue, forced by the player.
*/
UnitAI.prototype.Attack = function(target, allowCapture = true, queued = false)
{
if (!this.CanAttack(target))
{
// We don't want to let healers walk to the target unit so they can be easily killed.
// Instead we just let them get into healing range.
if (this.IsHealer())
this.MoveToTargetRange(target, IID_Heal);
else
this.WalkToTarget(target, queued);
return;
}
let order = {
"target": target,
"force": true,
"allowCapture": allowCapture,
};
this.RememberTargetPosition(order);
this.AddOrder("Attack", order, queued);
};
/**
* Adds garrison order to the queue, forced by the player.
*/
UnitAI.prototype.Garrison = function(target, queued)
{
if (target == this.entity)
return;
if (!this.CanGarrison(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Garrison", { "target": target, "force": true }, queued);
};
/**
* Adds ungarrison order to the queue.
*/
UnitAI.prototype.Ungarrison = function()
{
if (this.IsGarrisoned())
{
this.SetImmobile(false);
this.AddOrder("Ungarrison", null, false);
}
};
/**
* Adds a garrison order for units that are already garrisoned in the garrison holder.
*/
UnitAI.prototype.Autogarrison = function(target)
{
this.isGarrisoned = true;
this.PushOrderFront("Garrison", { "target": target });
};
/**
* Adds gather order to the queue, forced by the player
* until the target is reached
*/
UnitAI.prototype.Gather = function(target, queued)
{
this.PerformGather(target, queued, true);
};
/**
* Internal function to abstract the force parameter.
*/
UnitAI.prototype.PerformGather = function(target, queued, force)
{
if (!this.CanGather(target))
{
this.WalkToTarget(target, queued);
return;
}
// Save the resource type now, so if the resource gets destroyed
// before we process the order then we still know what resource
// type to look for more of
var type;
var cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
if (cmpResourceSupply)
type = cmpResourceSupply.GetType();
else
error("CanGather allowed gathering from invalid entity");
// Also save the target entity's template, so that if it's an animal,
// we won't go from hunting slow safe animals to dangerous fast ones
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateManager.GetCurrentTemplateName(target);
// Remove "resource|" prefix from template name, if present.
if (template.indexOf("resource|") != -1)
template = template.slice(9);
let order = {
"target": target,
"type": type,
"template": template,
"force": force,
};
this.RememberTargetPosition(order);
order.initPos = order.lastPos;
this.AddOrder("Gather", order, queued);
};
/**
* Adds gather-near-position order to the queue, not forced, so it can be
* interrupted by attacks.
*/
UnitAI.prototype.GatherNearPosition = function(x, z, type, template, queued)
{
// Remove "resource|" prefix from template name, if present.
if (template.indexOf("resource|") != -1)
template = template.slice(9);
if (this.IsFormationController() || Engine.QueryInterface(this.entity, IID_ResourceGatherer))
this.AddOrder("GatherNearPosition", { "type": type, "template": template, "x": x, "z": z, "force": false }, queued);
else
this.AddOrder("Walk", { "x": x, "z": z, "force": false }, queued);
};
/**
* Adds heal order to the queue, forced by the player.
*/
UnitAI.prototype.Heal = function(target, queued)
{
if (!this.CanHeal(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Heal", { "target": target, "force": true }, queued);
};
/**
* Adds return resource order to the queue, forced by the player.
*/
UnitAI.prototype.ReturnResource = function(target, queued)
{
if (!this.CanReturnResource(target, true))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("ReturnResource", { "target": target, "force": true }, queued);
};
UnitAI.prototype.CancelSetupTradeRoute = function(target)
{
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (!cmpTrader)
return;
cmpTrader.RemoveTargetMarket(target);
if (this.IsFormationController())
this.CallMemberFunction("CancelSetupTradeRoute", [target]);
}
/**
* Adds trade order to the queue. Either walk to the first market, or
* start a new route. Not forced, so it can be interrupted by attacks.
* The possible route may be given directly as a SetupTradeRoute argument
* if coming from a RallyPoint, or through this.expectedRoute if a user command.
*/
UnitAI.prototype.SetupTradeRoute = function(target, source, route, queued)
{
if (!this.CanTrade(target))
{
this.WalkToTarget(target, queued);
return;
}
// AI has currently no access to BackToWork
let cmpPlayer = QueryOwnerInterface(this.entity);
if (cmpPlayer && cmpPlayer.IsAI() && !this.IsFormationController() &&
this.workOrders.length && this.workOrders[0].type == "Trade")
{
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader.HasBothMarkets() &&
(cmpTrader.GetFirstMarket() == target && cmpTrader.GetSecondMarket() == source ||
cmpTrader.GetFirstMarket() == source && cmpTrader.GetSecondMarket() == target))
{
this.BackToWork();
return;
}
}
var marketsChanged = this.SetTargetMarket(target, source);
if (!marketsChanged)
return;
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader.HasBothMarkets())
{
let data = {
"target": cmpTrader.GetFirstMarket(),
"route": route,
"force": false
};
if (this.expectedRoute)
{
if (!route && this.expectedRoute.length)
data.route = this.expectedRoute.slice();
this.expectedRoute = undefined;
}
if (this.IsFormationController())
{
this.CallMemberFunction("AddOrder", ["Trade", data, queued]);
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation)
cmpFormation.Disband();
}
else
this.AddOrder("Trade", data, queued);
}
else
{
if (this.IsFormationController())
this.CallMemberFunction("WalkToTarget", [cmpTrader.GetFirstMarket(), queued]);
else
this.WalkToTarget(cmpTrader.GetFirstMarket(), queued);
this.expectedRoute = [];
}
};
UnitAI.prototype.SetTargetMarket = function(target, source)
{
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (!cmpTrader)
return false;
var marketsChanged = cmpTrader.SetTargetMarket(target, source);
if (this.IsFormationController())
this.CallMemberFunction("SetTargetMarket", [target, source]);
return marketsChanged;
};
UnitAI.prototype.SwitchMarketOrder = function(oldMarket, newMarket)
{
if (this.order && this.order.data && this.order.data.target && this.order.data.target == oldMarket)
this.order.data.target = newMarket;
};
UnitAI.prototype.MoveToMarket = function(targetMarket)
{
if (this.waypoints && this.waypoints.length > 1)
{
let point = this.waypoints.pop();
return this.MoveToPoint(point.x, point.z) || this.MoveToMarket(targetMarket);
}
this.waypoints = undefined;
return this.MoveToTargetRange(targetMarket, IID_Trader);
};
UnitAI.prototype.PerformTradeAndMoveToNextMarket = function(currentMarket)
{
if (!this.CanTrade(currentMarket))
{
this.StopTrading();
return;
}
if (!this.CheckTargetRange(currentMarket, IID_Trader))
{
if (!this.MoveToMarket(currentMarket)) // If the current market is not reached try again
this.StopTrading();
return;
}
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
let nextMarket = cmpTrader.PerformTrade(currentMarket);
let amount = cmpTrader.GetGoods().amount;
if (!nextMarket || !amount || !amount.traderGain)
{
this.StopTrading();
return;
}
this.order.data.target = nextMarket;
if (this.order.data.route && this.order.data.route.length)
{
this.waypoints = this.order.data.route.slice();
if (this.order.data.target == cmpTrader.GetSecondMarket())
this.waypoints.reverse();
this.waypoints.unshift(null); // additionnal dummy point for the market
}
if (this.MoveToMarket(nextMarket)) // We've started walking to the next market
this.SetNextState("APPROACHINGMARKET");
else
this.StopTrading();
};
UnitAI.prototype.MarketRemoved = function(market)
{
if (this.order && this.order.data && this.order.data.target && this.order.data.target == market)
this.UnitFsm.ProcessMessage(this, { "type": "TradingCanceled", "market": market });
};
UnitAI.prototype.StopTrading = function()
{
this.StopMoving();
this.FinishOrder();
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
cmpTrader.StopTrading();
};
/**
* Adds repair/build order to the queue, forced by the player
* until the target is reached
*/
UnitAI.prototype.Repair = function(target, autocontinue, queued)
{
if (!this.CanRepair(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Repair", { "target": target, "autocontinue": autocontinue, "force": true }, queued);
};
/**
* Adds flee order to the queue, not forced, so it can be
* interrupted by attacks.
*/
UnitAI.prototype.Flee = function(target, queued)
{
this.AddOrder("Flee", { "target": target, "force": false }, queued);
};
UnitAI.prototype.Cheer = function()
{
this.PushOrderFront("Cheer", { "force": false });
};
UnitAI.prototype.Pack = function(queued)
{
// Check that we can pack
if (this.CanPack())
this.AddOrder("Pack", { "force": true }, queued);
};
UnitAI.prototype.Unpack = function(queued)
{
// Check that we can unpack
if (this.CanUnpack())
this.AddOrder("Unpack", { "force": true }, queued);
};
UnitAI.prototype.CancelPack = function(queued)
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack && cmpPack.IsPacking() && !cmpPack.IsPacked())
this.AddOrder("CancelPack", { "force": true }, queued);
};
UnitAI.prototype.CancelUnpack = function(queued)
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack && cmpPack.IsPacking() && cmpPack.IsPacked())
this.AddOrder("CancelUnpack", { "force": true }, queued);
};
UnitAI.prototype.SetStance = function(stance)
{
if (g_Stances[stance])
{
this.stance = stance;
Engine.PostMessage(this.entity, MT_UnitStanceChanged, { "to": this.stance });
}
else
error("UnitAI: Setting to invalid stance '"+stance+"'");
};
UnitAI.prototype.SwitchToStance = function(stance)
{
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.SetHeldPosition(pos.x, pos.z);
this.SetStance(stance);
// Stop moving if switching to stand ground
// TODO: Also stop existing orders in a sensible way
if (stance == "standground")
this.StopMoving();
// Reset the range queries, since the range depends on stance.
this.SetupRangeQueries();
};
UnitAI.prototype.SetTurretStance = function()
{
this.previousStance = undefined;
if (this.GetStance().respondStandGround)
return;
for (let stance in g_Stances)
{
if (!g_Stances[stance].respondStandGround)
continue;
this.previousStance = this.GetStanceName();
this.SwitchToStance(stance);
return;
}
};
UnitAI.prototype.ResetTurretStance = function()
{
if (!this.previousStance)
return;
this.SwitchToStance(this.previousStance);
this.previousStance = undefined;
};
/**
* Resets the losRangeQuery.
* @return {boolean} - Whether there are targets in range that we ought to react upon.
*/
UnitAI.prototype.FindSightedEnemies = function()
{
if (!this.losRangeQuery)
return false;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.RespondToSightedEntities(cmpRangeManager.ResetActiveQuery(this.losRangeQuery));
};
/**
* Resets losHealRangeQuery, and if there are some targets in range that we can heal
* then we start healing and this returns true; otherwise, returns false.
*/
UnitAI.prototype.FindNewHealTargets = function()
{
if (!this.losHealRangeQuery)
return false;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.RespondToHealableEntities(cmpRangeManager.ResetActiveQuery(this.losHealRangeQuery));
};
/**
* Resets losAttackRangeQuery, and if there are some targets in range that we can
* attack then we start attacking and this returns true; otherwise, returns false.
*/
UnitAI.prototype.FindNewTargets = function()
{
if (!this.losAttackRangeQuery)
return false;
if (!this.GetStance().targetVisibleEnemies)
return false;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.AttackEntitiesByPreference(cmpRangeManager.ResetActiveQuery(this.losAttackRangeQuery));
};
UnitAI.prototype.FindWalkAndFightTargets = function()
{
if (this.IsFormationController())
{
var cmpUnitAI;
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
for (var ent of cmpFormation.members)
{
if (!(cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI)))
continue;
var targets = cmpUnitAI.GetTargetsFromUnit();
for (var targ of targets)
{
if (!cmpUnitAI.CanAttack(targ))
continue;
if (this.order.data.targetClasses)
{
var cmpIdentity = Engine.QueryInterface(targ, IID_Identity);
var targetClasses = this.order.data.targetClasses;
if (targetClasses.attack && cmpIdentity
&& !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack))
continue;
if (targetClasses.avoid && cmpIdentity
&& MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid))
continue;
// Only used by the AIs to prevent some choices of targets
if (targetClasses.vetoEntities && targetClasses.vetoEntities[targ])
continue;
}
this.PushOrderFront("Attack", { "target": targ, "force": false, "allowCapture": this.order.data.allowCapture });
return true;
}
}
return false;
}
var targets = this.GetTargetsFromUnit();
for (var targ of targets)
{
if (!this.CanAttack(targ))
continue;
if (this.order.data.targetClasses)
{
var cmpIdentity = Engine.QueryInterface(targ, IID_Identity);
var targetClasses = this.order.data.targetClasses;
if (cmpIdentity && targetClasses.attack
&& !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack))
continue;
if (cmpIdentity && targetClasses.avoid
&& MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid))
continue;
// Only used by the AIs to prevent some choices of targets
if (targetClasses.vetoEntities && targetClasses.vetoEntities[targ])
continue;
}
this.PushOrderFront("Attack", { "target": targ, "force": false, "allowCapture": this.order.data.allowCapture });
return true;
}
// healers on a walk-and-fight order should heal injured units
if (this.IsHealer())
return this.FindNewHealTargets();
return false;
};
UnitAI.prototype.GetTargetsFromUnit = function()
{
if (!this.losAttackRangeQuery)
return [];
if (!this.GetStance().targetVisibleEnemies)
return [];
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return [];
let attackfilter = function(e) {
let cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() > 0)
return true;
let cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
};
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let entities = cmpRangeManager.ResetActiveQuery(this.losAttackRangeQuery);
let targets = entities.filter(function(v) { return cmpAttack.CanAttack(v) && attackfilter(v); })
.sort(function(a, b) { return cmpAttack.CompareEntitiesByPreference(a, b); });
return targets;
};
UnitAI.prototype.GetQueryRange = function(iid)
{
let ret = { "min": 0, "max": 0 };
let cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return ret;
let visionRange = cmpVision.GetRange();
if (iid === IID_Vision)
{
ret.max = visionRange;
return ret;
}
if (this.GetStance().respondStandGround)
{
let range = this.GetRange(iid);
if (!range)
return ret;
ret.min = range.min;
ret.max = Math.min(range.max, visionRange);
}
else if (this.GetStance().respondChase)
ret.max = visionRange;
else if (this.GetStance().respondHoldGround)
{
let range = this.GetRange(iid);
if (!range)
return ret;
ret.max = Math.min(range.max + visionRange / 2, visionRange);
}
// We probably have stance 'passive' and we wouldn't have a range,
// but as it is the default for healers we need to set it to something sane.
else if (iid === IID_Heal)
ret.max = visionRange;
return ret;
};
UnitAI.prototype.GetStance = function()
{
return g_Stances[this.stance];
};
UnitAI.prototype.GetSelectableStances = function()
{
if (this.IsTurret())
return [];
return Object.keys(g_Stances).filter(key => g_Stances[key].selectable);
};
UnitAI.prototype.GetStanceName = function()
{
return this.stance;
};
/*
* Make the unit walk at its normal pace.
*/
UnitAI.prototype.ResetSpeedMultiplier = function()
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.SetSpeedMultiplier(1);
};
UnitAI.prototype.SetSpeedMultiplier = function(speed)
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.SetSpeedMultiplier(speed);
};
/**
* Try to match the targets current movement speed.
*
* @param {number} target - The entity ID of the target to match.
* @param {boolean} mayRun - Whether the entity is allowed to run to match the speed.
*/
UnitAI.prototype.TryMatchTargetSpeed = function(target, mayRun = true)
{
let cmpUnitMotionTarget = Engine.QueryInterface(target, IID_UnitMotion);
if (cmpUnitMotionTarget)
{
let targetSpeed = cmpUnitMotionTarget.GetCurrentSpeed();
if (targetSpeed)
this.SetSpeedMultiplier(Math.min(mayRun ? this.GetRunMultiplier() : 1, targetSpeed / this.GetWalkSpeed()));
}
};
/*
* Remember the position of the target (in lastPos), if any, in case it disappears later
* and we want to head to its last known position.
* @param orderData - The order data to set this on. Defaults to this.order.data
*/
UnitAI.prototype.RememberTargetPosition = function(orderData)
{
if (!orderData)
orderData = this.order.data;
let cmpPosition = Engine.QueryInterface(orderData.target, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
orderData.lastPos = cmpPosition.GetPosition();
};
UnitAI.prototype.SetHeldPosition = function(x, z)
{
this.heldPosition = {"x": x, "z": z};
};
UnitAI.prototype.SetHeldPositionOnEntity = function(entity)
{
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.SetHeldPosition(pos.x, pos.z);
};
UnitAI.prototype.GetHeldPosition = function()
{
return this.heldPosition;
};
UnitAI.prototype.WalkToHeldPosition = function()
{
if (this.heldPosition)
{
this.AddOrder("Walk", { "x": this.heldPosition.x, "z": this.heldPosition.z, "force": false }, false);
return true;
}
return false;
};
//// Helper functions ////
/**
* General getter for ranges.
*
* @param {number} iid
* @param {string} type - [Optional]
* @return {Object | undefined} - The range in the form
* { "min": number, "max": number }
* Object."elevationBonus": number may be present when iid == IID_Attack.
* Returns undefined when the entity does not have the requested component.
*/
UnitAI.prototype.GetRange = function(iid, type)
{
let component = Engine.QueryInterface(this.entity, iid);
if (!component)
return undefined;
return component.GetRange(type);
}
UnitAI.prototype.CanAttack = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
return cmpAttack && cmpAttack.CanAttack(target);
};
UnitAI.prototype.CanGarrison = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
let cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return false;
// Verify that the target is owned by this entity's player or a mutual ally of this player
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || !(IsOwnedByPlayer(cmpOwnership.GetOwner(), target) || IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target)))
return false;
return true;
};
UnitAI.prototype.CanGather = function(target)
{
if (this.IsTurret())
return false;
// The target must be a valid resource supply, or the mirage of one.
var cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
if (!cmpResourceSupply)
return false;
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to Gather commands
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return false;
// Verify that we can gather from this target
if (!cmpResourceGatherer.GetTargetGatherRate(target))
return false;
// No need to verify ownership as we should be able to gather from
// a target regardless of ownership.
// No need to call "cmpResourceSupply.IsAvailable()" either because that
// would cause units to walk to full entities instead of choosing another one
// nearby to gather from, which is undesirable.
return true;
};
UnitAI.prototype.CanHeal = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
let cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
return cmpHeal && cmpHeal.CanHeal(target);
};
/**
* Check if the entity can return carried resources at @param target
* @param checkCarriedResource check we are carrying resources
* @param cmpResourceGatherer if present, use this directly instead of re-querying.
*/
UnitAI.prototype.CanReturnResource = function(target, checkCarriedResource, cmpResourceGatherer = undefined)
{
if (this.IsTurret())
return false;
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to ReturnResource commands
if (!cmpResourceGatherer)
{
cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return false;
}
// Verify that the target is a dropsite
let cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
if (!cmpResourceDropsite)
return false;
if (checkCarriedResource)
{
// Verify that we are carrying some resources,
// and can return our current resource to this target
let type = cmpResourceGatherer.GetMainCarryingType();
if (!type || !cmpResourceDropsite.AcceptsType(type))
return false;
}
// Verify that the dropsite is owned by this entity's player (or a mutual ally's if allowed)
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && IsOwnedByPlayer(cmpOwnership.GetOwner(), target))
return true;
let cmpPlayer = QueryOwnerInterface(this.entity);
return cmpPlayer && cmpPlayer.HasSharedDropsites() && cmpResourceDropsite.IsShared() &&
cmpOwnership && IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target);
};
UnitAI.prototype.CanTrade = function(target)
{
if (this.IsTurret())
return false;
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to Trade commands
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
return cmpTrader && cmpTrader.CanTrade(target);
};
UnitAI.prototype.CanRepair = function(target)
{
if (this.IsTurret())
return false;
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to Repair (Builder) commands
var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
if (!cmpBuilder)
return false;
// Verify that the target can be either built or repaired
var cmpFoundation = QueryMiragedInterface(target, IID_Foundation);
var cmpRepairable = Engine.QueryInterface(target, IID_Repairable);
if (!cmpFoundation && !cmpRepairable)
return false;
// Verify that the target is owned by an ally of this entity's player
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
return cmpOwnership && IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target);
};
UnitAI.prototype.CanPack = function()
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
return cmpPack && !cmpPack.IsPacking() && !cmpPack.IsPacked();
};
UnitAI.prototype.CanUnpack = function()
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
return cmpPack && !cmpPack.IsPacking() && cmpPack.IsPacked();
};
UnitAI.prototype.IsPacking = function()
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
return cmpPack && cmpPack.IsPacking();
};
//// Formation specific functions ////
UnitAI.prototype.IsAttackingAsFormation = function()
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
return cmpAttack && cmpAttack.CanAttackAsFormation()
&& this.GetCurrentState() == "FORMATIONCONTROLLER.COMBAT.ATTACKING";
};
//// Animal specific functions ////
UnitAI.prototype.MoveRandomly = function(distance)
{
// To minimize drift all across the map, animals describe circles
// approximated by polygons.
// And to avoid getting stuck in obstacles or narrow spaces, each side
// of the polygon is obtained by trying to go away from a point situated
// half a meter backwards of the current position, after rotation.
// We also add a fluctuation on the length of each side of the polygon (dist)
// which, in addition to making the move more random, helps escaping narrow spaces
// with bigger values of dist.
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpPosition || !cmpPosition.IsInWorld() || !cmpUnitMotion)
return;
let pos = cmpPosition.GetPosition();
let ang = cmpPosition.GetRotation().y;
if (!this.roamAngle)
{
this.roamAngle = (randBool() ? 1 : -1) * Math.PI / 6;
ang -= this.roamAngle / 2;
this.startAngle = ang;
}
else if (Math.abs((ang - this.startAngle + Math.PI) % (2 * Math.PI) - Math.PI) < Math.abs(this.roamAngle / 2))
this.roamAngle *= randBool() ? 1 : -1;
let halfDelta = randFloat(this.roamAngle / 4, this.roamAngle * 3 / 4);
// First half rotation to decrease the impression of immediate rotation
ang += halfDelta;
cmpUnitMotion.FaceTowardsPoint(pos.x + 0.5 * Math.sin(ang), pos.z + 0.5 * Math.cos(ang));
// Then second half of the rotation
ang += halfDelta;
let dist = randFloat(0.5, 1.5) * distance;
cmpUnitMotion.MoveToPointRange(pos.x - 0.5 * Math.sin(ang), pos.z - 0.5 * Math.cos(ang), dist, -1);
};
UnitAI.prototype.SetFacePointAfterMove = function(val)
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpMotion)
cmpMotion.SetFacePointAfterMove(val);
};
UnitAI.prototype.GetFacePointAfterMove = function()
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion && cmpUnitMotion.GetFacePointAfterMove();
}
UnitAI.prototype.AttackEntitiesByPreference = function(ents)
{
if (!ents.length)
return false;
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return false;
var attackfilter = function(e) {
var cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() > 0)
return true;
var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
};
let entsByPreferences = {};
let preferences = [];
let entsWithoutPref = [];
for (let ent of ents)
{
if (!attackfilter(ent))
continue;
let pref = cmpAttack.GetPreference(ent);
if (pref === null || pref === undefined)
entsWithoutPref.push(ent);
else if (!entsByPreferences[pref])
{
preferences.push(pref);
entsByPreferences[pref] = [ent];
}
else
entsByPreferences[pref].push(ent);
}
if (preferences.length)
{
preferences.sort((a, b) => a - b);
for (let pref of preferences)
if (this.RespondToTargetedEntities(entsByPreferences[pref]))
return true;
}
return this.RespondToTargetedEntities(entsWithoutPref);
};
/**
* Call UnitAI.funcname(args) on all formation members.
* @param resetWaitingEntities - If true, call ResetWaitingEntities first.
* If the controller wants to wait on its members to finish their order,
* this needs to be reset before sending new orders (in case they instafail)
* so it makes sense to do it here.
* Only set this to false if you're sure it's safe.
*/
UnitAI.prototype.CallMemberFunction = function(funcname, args, resetWaitingEntities = true)
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return;
if (resetWaitingEntities)
cmpFormation.ResetWaitingEntities();
cmpFormation.GetMembers().forEach(ent => {
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI[funcname].apply(cmpUnitAI, args);
});
};
/**
* Call obj.funcname(args) on UnitAI components owned by player in given range.
*/
UnitAI.prototype.CallPlayerOwnedEntitiesFunctionInRange = function(funcname, args, range)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return;
let owner = cmpOwnership.GetOwner();
if (owner == INVALID_PLAYER)
return;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, range, [owner], IID_UnitAI);
for (let i = 0; i < nearby.length; ++i)
{
let cmpUnitAI = Engine.QueryInterface(nearby[i], IID_UnitAI);
cmpUnitAI[funcname].apply(cmpUnitAI, args);
}
};
/**
* Call obj.functname(args) on UnitAI components of all formation members,
* and return true if all calls return true.
*/
UnitAI.prototype.TestAllMemberFunction = function(funcname, args)
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return false;
return cmpFormation.GetMembers().every(ent => {
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
return cmpUnitAI[funcname].apply(cmpUnitAI, args);
});
};
UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);
Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_ResourceSupply.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_ResourceSupply.js (revision 24035)
+++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_ResourceSupply.js (revision 24036)
@@ -1,74 +1,74 @@
Resources = {
"BuildChoicesSchema": () => {
let schema = "";
for (let res of ["food", "metal"])
{
for (let subtype in ["meat", "grain"])
schema += "" + res + "." + subtype + "";
schema += " treasure." + res + "";
}
return "" + schema + "";
}
};
Engine.LoadComponentScript("interfaces/ResourceSupply.js");
Engine.LoadComponentScript("ResourceSupply.js");
const entity = 60;
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetNumPlayers": () => 3
});
AddMock(entity, IID_Fogging, {
"Activate": () => {}
});
let template = {
"Amount": 1000,
"Type": "food.meat",
"KillBeforeGather": false,
"MaxGatherers": 2
};
let cmpResourceSupply = ConstructComponent(entity, "ResourceSupply", template);
TS_ASSERT(!cmpResourceSupply.IsInfinite());
TS_ASSERT(!cmpResourceSupply.GetKillBeforeGather());
TS_ASSERT_EQUALS(cmpResourceSupply.GetMaxAmount(), 1000);
TS_ASSERT_EQUALS(cmpResourceSupply.GetMaxGatherers(), 2);
TS_ASSERT_EQUALS(cmpResourceSupply.GetDiminishingReturns(), null);
TS_ASSERT_EQUALS(cmpResourceSupply.GetNumGatherers(), 0);
-TS_ASSERT(cmpResourceSupply.IsAvailable(1, 70));
-TS_ASSERT(cmpResourceSupply.AddGatherer(1, 70));
+TS_ASSERT(cmpResourceSupply.IsAvailableTo(70));
+TS_ASSERT(cmpResourceSupply.AddGatherer(70));
TS_ASSERT_EQUALS(cmpResourceSupply.GetNumGatherers(), 1);
-TS_ASSERT(cmpResourceSupply.AddGatherer(1, 71));
+TS_ASSERT(cmpResourceSupply.AddGatherer(71));
TS_ASSERT_EQUALS(cmpResourceSupply.GetNumGatherers(), 2);
-TS_ASSERT(!cmpResourceSupply.AddGatherer(2, 72));
+TS_ASSERT(!cmpResourceSupply.AddGatherer(72));
TS_ASSERT_EQUALS(cmpResourceSupply.GetNumGatherers(), 2);
-TS_ASSERT(cmpResourceSupply.IsAvailable(1, 70));
-TS_ASSERT(!cmpResourceSupply.IsAvailable(1, 73));
-TS_ASSERT(!cmpResourceSupply.AddGatherer(1, 73));
+TS_ASSERT(cmpResourceSupply.IsAvailableTo(70));
+TS_ASSERT(!cmpResourceSupply.IsAvailableTo(73));
+TS_ASSERT(!cmpResourceSupply.AddGatherer(73));
TS_ASSERT_EQUALS(cmpResourceSupply.GetNumGatherers(), 2);
-cmpResourceSupply.RemoveGatherer(70, 1);
+cmpResourceSupply.RemoveGatherer(70);
TS_ASSERT_EQUALS(cmpResourceSupply.GetNumGatherers(), 1);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceSupply.GetCurrentAmount(), 1000);
TS_ASSERT_UNEVAL_EQUALS(cmpResourceSupply.TakeResources(300), { "amount": 300, "exhausted": false });
TS_ASSERT_EQUALS(cmpResourceSupply.GetCurrentAmount(), 700);
-TS_ASSERT(cmpResourceSupply.IsAvailable(1, 70));
+TS_ASSERT(cmpResourceSupply.IsAvailableTo(70));
TS_ASSERT_UNEVAL_EQUALS(cmpResourceSupply.TakeResources(800), { "amount": 700, "exhausted": true });
TS_ASSERT_EQUALS(cmpResourceSupply.GetCurrentAmount(), 0);
// The resource is not available when exhausted
-TS_ASSERT(!cmpResourceSupply.IsAvailable(1, 70));
+TS_ASSERT(!cmpResourceSupply.IsAvailableTo(70));