Index: ps/trunk/binaries/data/mods/public/gui/session/selection_details.js
===================================================================
--- ps/trunk/binaries/data/mods/public/gui/session/selection_details.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/gui/session/selection_details.js (revision 16607)
@@ -1,413 +1,413 @@
function layoutSelectionSingle()
{
Engine.GetGUIObjectByName("detailsAreaSingle").hidden = false;
Engine.GetGUIObjectByName("detailsAreaMultiple").hidden = true;
}
function layoutSelectionMultiple()
{
Engine.GetGUIObjectByName("detailsAreaMultiple").hidden = false;
Engine.GetGUIObjectByName("detailsAreaSingle").hidden = true;
}
function getResourceTypeDisplayName(resourceType)
{
var resourceCode = resourceType["generic"];
var displayName = "";
if (resourceCode == "treasure")
displayName = getLocalizedResourceName(resourceType["specific"], "firstWord");
else
displayName = getLocalizedResourceName(resourceCode, "firstWord");
return displayName;
}
// Fills out information that most entities have
function displaySingle(entState, template)
{
// Get general unit and player data
var specificName = template.name.specific;
var genericName = template.name.generic;
// If packed, add that to the generic name (reduces template clutter)
if (genericName && template.pack && template.pack.state == "packed")
genericName = sprintf(translate("%(genericName)s — Packed"), { genericName: genericName });
var playerState = g_Players[entState.player];
var civName = g_CivData[playerState.civ].Name;
var civEmblem = g_CivData[playerState.civ].Emblem;
var playerName = playerState.name;
var playerColor = playerState.color.r + " " + playerState.color.g + " " + playerState.color.b + " 128";
// Indicate disconnected players by prefixing their name
if (g_Players[entState.player].offline)
playerName = sprintf(translate("\\[OFFLINE] %(player)s"), { player: playerName });
// Rank
if (entState.identity && entState.identity.rank && entState.identity.classes)
{
Engine.GetGUIObjectByName("rankIcon").tooltip = sprintf(translate("%(rank)s Rank"), { rank: translateWithContext("Rank", entState.identity.rank) });
Engine.GetGUIObjectByName("rankIcon").sprite = getRankIconSprite(entState);
Engine.GetGUIObjectByName("rankIcon").hidden = false;
}
else
{
Engine.GetGUIObjectByName("rankIcon").hidden = true;
Engine.GetGUIObjectByName("rankIcon").tooltip = "";
}
// Hitpoints
Engine.GetGUIObjectByName("healthSection").hidden = !entState.hitpoints;
if (entState.hitpoints)
{
var unitHealthBar = Engine.GetGUIObjectByName("healthBar");
var healthSize = unitHealthBar.size;
healthSize.rright = 100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
unitHealthBar.size = healthSize;
if (entState.foundation && entState.visibility == "visible" && entState.foundation.numBuilders !== 0)
{
// logic comes from Foundation component.
var speed = Math.pow(entState.foundation.numBuilders, 0.7);
var timeLeft = (1.0 - entState.foundation.progress / 100.0) * template.cost.time;
var timeToCompletion = Math.ceil(timeLeft/speed);
Engine.GetGUIObjectByName("health").tooltip = sprintf(translatePlural("This foundation will be completed in %(seconds)s second.", "This foundation will be completed in %(seconds)s seconds.", timeToCompletion), { "seconds": timeToCompletion });
}
else
Engine.GetGUIObjectByName("health").tooltip = "";
Engine.GetGUIObjectByName("healthStats").caption = sprintf(translate("%(hitpoints)s / %(maxHitpoints)s"), {
hitpoints: Math.ceil(entState.hitpoints),
maxHitpoints: entState.maxHitpoints
});
}
// CapturePoints
Engine.GetGUIObjectByName("captureSection").hidden = !entState.capturePoints;
if (entState.capturePoints)
{
let setCaptureBarPart = function(playerID, startSize) {
var unitCaptureBar = Engine.GetGUIObjectByName("captureBar["+playerID+"]");
var sizeObj = unitCaptureBar.size;
sizeObj.rleft = startSize;
var size = 100*Math.max(0, Math.min(1, entState.capturePoints[playerID] / entState.maxCapturePoints));
sizeObj.rright = startSize + size;
unitCaptureBar.size = sizeObj;
unitCaptureBar.sprite = "color: " + rgbToGuiColor(g_Players[playerID].color, 128);
unitCaptureBar.hidden=false;
return startSize + size;
};
// first handle the owner's points, to keep those points on the left for clarity
let size = setCaptureBarPart(entState.player, 0);
for (let i in entState.capturePoints)
if (i != entState.player)
size = setCaptureBarPart(i, size);
Engine.GetGUIObjectByName("captureStats").caption = sprintf(translate("%(capturePoints)s / %(maxCapturePoints)s"), {
capturePoints: Math.ceil(entState.capturePoints[entState.player]),
maxCapturePoints: entState.maxCapturePoints
});
}
// TODO: Stamina
// Experience
Engine.GetGUIObjectByName("experience").hidden = !entState.promotion;
if (entState.promotion)
{
var experienceBar = Engine.GetGUIObjectByName("experienceBar");
var experienceSize = experienceBar.size;
experienceSize.rtop = 100 - (100 * Math.max(0, Math.min(1, 1.0 * +entState.promotion.curr / +entState.promotion.req)));
experienceBar.size = experienceSize;
if (entState.promotion.curr < entState.promotion.req)
Engine.GetGUIObjectByName("experience").tooltip = sprintf(translate("%(experience)s %(current)s / %(required)s"), {
experience: "[font=\"sans-bold-13\"]" + translate("Experience:") + "[/font]",
current: Math.floor(entState.promotion.curr),
required: entState.promotion.req
});
else
Engine.GetGUIObjectByName("experience").tooltip = sprintf(translate("%(experience)s %(current)s"), {
experience: "[font=\"sans-bold-13\"]" + translate("Experience:") + "[/font]",
current: Math.floor(entState.promotion.curr)
});
}
// Resource stats
Engine.GetGUIObjectByName("resourceSection").hidden = !entState.resourceSupply;
if (entState.resourceSupply)
{
var resources = entState.resourceSupply.isInfinite ? translate("∞") : // Infinity symbol
sprintf(translate("%(amount)s / %(max)s"), { amount: Math.ceil(+entState.resourceSupply.amount), max: entState.resourceSupply.max });
var resourceType = getResourceTypeDisplayName(entState.resourceSupply.type);
var unitResourceBar = Engine.GetGUIObjectByName("resourceBar");
var resourceSize = unitResourceBar.size;
resourceSize.rright = entState.resourceSupply.isInfinite ? 100 :
100 * Math.max(0, Math.min(1, +entState.resourceSupply.amount / +entState.resourceSupply.max));
unitResourceBar.size = resourceSize;
Engine.GetGUIObjectByName("resourceLabel").caption = sprintf(translate("%(resource)s:"), { resource: resourceType });
Engine.GetGUIObjectByName("resourceStats").caption = resources;
if (entState.hitpoints)
Engine.GetGUIObjectByName("resourceSection").size = Engine.GetGUIObjectByName("captureSection").size;
else
Engine.GetGUIObjectByName("resourceSection").size = Engine.GetGUIObjectByName("healthSection").size;
}
// Resource carrying
if (entState.resourceCarrying && entState.resourceCarrying.length)
{
// We should only be carrying one resource type at once, so just display the first
var carried = entState.resourceCarrying[0];
Engine.GetGUIObjectByName("resourceCarryingIcon").hidden = false;
Engine.GetGUIObjectByName("resourceCarryingText").hidden = false;
Engine.GetGUIObjectByName("resourceCarryingIcon").sprite = "stretched:session/icons/resources/"+carried.type+".png";
Engine.GetGUIObjectByName("resourceCarryingText").caption = sprintf(translate("%(amount)s / %(max)s"), { amount: carried.amount, max: carried.max });
Engine.GetGUIObjectByName("resourceCarryingIcon").tooltip = "";
}
// Use the same indicators for traders
else if (entState.trader && entState.trader.goods.amount)
{
Engine.GetGUIObjectByName("resourceCarryingIcon").hidden = false;
Engine.GetGUIObjectByName("resourceCarryingText").hidden = false;
Engine.GetGUIObjectByName("resourceCarryingIcon").sprite = "stretched:session/icons/resources/"+entState.trader.goods.type+".png";
var totalGain = entState.trader.goods.amount.traderGain;
if (entState.trader.goods.amount.market1Gain)
totalGain += entState.trader.goods.amount.market1Gain;
if (entState.trader.goods.amount.market2Gain)
totalGain += entState.trader.goods.amount.market2Gain;
Engine.GetGUIObjectByName("resourceCarryingText").caption = totalGain;
Engine.GetGUIObjectByName("resourceCarryingIcon").tooltip = sprintf(translate("Gain: %(amount)s"), { amount: getTradingTooltip(entState.trader.goods.amount) });
}
// And for number of workers
else if (entState.foundation && entState.visibility == "visible")
{
Engine.GetGUIObjectByName("resourceCarryingIcon").hidden = false;
Engine.GetGUIObjectByName("resourceCarryingText").hidden = false;
Engine.GetGUIObjectByName("resourceCarryingIcon").sprite = "stretched:session/icons/repair.png";
Engine.GetGUIObjectByName("resourceCarryingText").caption = entState.foundation.numBuilders + " ";
if (entState.foundation.numBuilders !== 0)
{
var speedup = Math.pow((entState.foundation.numBuilders+1)/entState.foundation.numBuilders, 0.7);
var timeLeft = (1.0 - entState.foundation.progress / 100.0) * template.cost.time;
var timeSpeedup = Math.ceil(timeLeft - timeLeft/speedup);
Engine.GetGUIObjectByName("resourceCarryingIcon").tooltip = sprintf(translatePlural("Number of builders.\nTasking another to this foundation would speed construction up by %(speedup)s second.", "Number of builders.\nTasking another to this foundation would speed construction up by %(speedup)s seconds.", timeSpeedup), { "speedup": timeSpeedup });
}
else
Engine.GetGUIObjectByName("resourceCarryingIcon").tooltip = translate("Number of builders.");
}
else if (entState.resourceSupply && (!entState.resourceSupply.killBeforeGather || !entState.hitpoints) && entState.visibility == "visible")
{
Engine.GetGUIObjectByName("resourceCarryingIcon").hidden = false;
Engine.GetGUIObjectByName("resourceCarryingText").hidden = false;
Engine.GetGUIObjectByName("resourceCarryingIcon").sprite = "stretched:session/icons/repair.png";
- Engine.GetGUIObjectByName("resourceCarryingText").caption = sprintf(translate("%(amount)s / %(max)s"), { amount: entState.resourceSupply.gatherers.length, max: entState.resourceSupply.maxGatherers }) + " ";
+ Engine.GetGUIObjectByName("resourceCarryingText").caption = sprintf(translate("%(amount)s / %(max)s"), { amount: entState.resourceSupply.numGatherers, max: entState.resourceSupply.maxGatherers }) + " ";
Engine.GetGUIObjectByName("resourceCarryingIcon").tooltip = translate("Current/max gatherers");
}
else
{
Engine.GetGUIObjectByName("resourceCarryingIcon").hidden = true;
Engine.GetGUIObjectByName("resourceCarryingText").hidden = true;
}
// Set Player details
Engine.GetGUIObjectByName("specific").caption = specificName;
Engine.GetGUIObjectByName("player").caption = playerName;
Engine.GetGUIObjectByName("playerColorBackground").sprite = "color: " + playerColor;
if (genericName !== specificName)
Engine.GetGUIObjectByName("generic").caption = sprintf(translate("(%(genericName)s)"), { genericName: genericName });
else
Engine.GetGUIObjectByName("generic").caption = "";
if ("gaia" != playerState.civ)
{
Engine.GetGUIObjectByName("playerCivIcon").sprite = "stretched:grayscale:" + civEmblem;
Engine.GetGUIObjectByName("player").tooltip = civName;
}
else
{
Engine.GetGUIObjectByName("playerCivIcon").sprite = "";
Engine.GetGUIObjectByName("player").tooltip = "";
}
// Icon image
if (template.icon)
Engine.GetGUIObjectByName("icon").sprite = "stretched:session/portraits/" + template.icon;
else
// TODO: we should require all entities to have icons, so this case never occurs
Engine.GetGUIObjectByName("icon").sprite = "bkFillBlack";
var armorString = getArmorTooltip(entState.armour);
// Attack and Armor
if ("attack" in entState && entState.attack)
Engine.GetGUIObjectByName("attackAndArmorStats").tooltip = getAttackTooltip(entState) + "\n" + armorString;
else
Engine.GetGUIObjectByName("attackAndArmorStats").tooltip = armorString;
// Icon Tooltip
var iconTooltip = "";
if (genericName)
iconTooltip = "[font=\"sans-bold-16\"]" + genericName + "[/font]";
if (template.visibleIdentityClasses && template.visibleIdentityClasses.length)
{
iconTooltip += "\n[font=\"sans-bold-13\"]" + translate("Classes:") + "[/font] ";
iconTooltip += "[font=\"sans-13\"]" + translate(template.visibleIdentityClasses[0]) ;
for (var i = 1; i < template.visibleIdentityClasses.length; i++)
iconTooltip += ", " + translate(template.visibleIdentityClasses[i]);
iconTooltip += "[/font]";
}
if (template.auras)
iconTooltip += getAurasTooltip(template);
if (template.tooltip)
iconTooltip += "\n[font=\"sans-13\"]" + template.tooltip + "[/font]";
Engine.GetGUIObjectByName("iconBorder").tooltip = iconTooltip;
// Unhide Details Area
Engine.GetGUIObjectByName("detailsAreaSingle").hidden = false;
Engine.GetGUIObjectByName("detailsAreaMultiple").hidden = true;
}
// Fills out information for multiple entities
function displayMultiple(selection, template)
{
var averageHealth = 0;
var maxHealth = 0;
var maxCapturePoints = 0;
var capturePoints = (new Array(9)).fill(0);
var playerID = 0;
for (let i = 0; i < selection.length; i++)
{
let entState = GetEntityState(selection[i])
if (!entState)
continue;
playerID = entState.player; // trust that all selected entities have the same owner
if (entState.hitpoints)
{
averageHealth += entState.hitpoints;
maxHealth += entState.maxHitpoints;
}
if (entState.capturePoints)
{
maxCapturePoints += entState.maxCapturePoints;
capturePoints = entState.capturePoints.map(function(v, i) { return v + capturePoints[i]; });
}
}
Engine.GetGUIObjectByName("healthMultiple").hidden = averageHealth <= 0;
if (averageHealth > 0)
{
var unitHealthBar = Engine.GetGUIObjectByName("healthBarMultiple");
var healthSize = unitHealthBar.size;
healthSize.rtop = 100-100*Math.max(0, Math.min(1, averageHealth / maxHealth));
unitHealthBar.size = healthSize;
var hitpointsLabel = "[font=\"sans-bold-13\"]" + translate("Hitpoints:") + "[/font]"
var hitpoints = sprintf(translate("%(label)s %(current)s / %(max)s"), { label: hitpointsLabel, current: averageHealth, max: maxHealth });
Engine.GetGUIObjectByName("healthMultiple").tooltip = hitpoints;
}
Engine.GetGUIObjectByName("captureMultiple").hidden = maxCapturePoints <= 0;
if (maxCapturePoints > 0)
{
let setCaptureBarPart = function(playerID, startSize)
{
var unitCaptureBar = Engine.GetGUIObjectByName("captureBarMultiple["+playerID+"]");
var sizeObj = unitCaptureBar.size;
sizeObj.rtop = startSize;
var size = 100*Math.max(0, Math.min(1, capturePoints[playerID] / maxCapturePoints));
sizeObj.rbottom = startSize + size;
unitCaptureBar.size = sizeObj;
unitCaptureBar.sprite = "color: " + rgbToGuiColor(g_Players[playerID].color, 128);
unitCaptureBar.hidden=false;
return startSize + size;
}
let size = 0;
for (let i in capturePoints)
if (i != playerID)
size = setCaptureBarPart(i, size);
// last handle the owner's points, to keep those points on the bottom for clarity
setCaptureBarPart(playerID, size);
var capturePointsLabel = "[font=\"sans-bold-13\"]" + translate("Capture points:") + "[/font]"
var capturePointsTooltip = sprintf(translate("%(label)s %(current)s / %(max)s"), { label: capturePointsLabel, current: Math.ceil(capturePoints[playerID]), max: Math.ceil(maxCapturePoints) });
Engine.GetGUIObjectByName("captureMultiple").tooltip = capturePointsTooltip;
}
// TODO: Stamina
// Engine.GetGUIObjectByName("staminaBarMultiple");
Engine.GetGUIObjectByName("numberOfUnits").caption = selection.length;
// Unhide Details Area
Engine.GetGUIObjectByName("detailsAreaMultiple").hidden = false;
Engine.GetGUIObjectByName("detailsAreaSingle").hidden = true;
}
// Updates middle entity Selection Details Panel
function updateSelectionDetails()
{
var supplementalDetailsPanel = Engine.GetGUIObjectByName("supplementalSelectionDetails");
var detailsPanel = Engine.GetGUIObjectByName("selectionDetails");
var commandsPanel = Engine.GetGUIObjectByName("unitCommands");
g_Selection.update();
var selection = g_Selection.toList();
if (selection.length == 0)
{
Engine.GetGUIObjectByName("detailsAreaMultiple").hidden = true;
Engine.GetGUIObjectByName("detailsAreaSingle").hidden = true;
hideUnitCommands();
supplementalDetailsPanel.hidden = true;
detailsPanel.hidden = true;
commandsPanel.hidden = true;
return;
}
/* If the unit has no data (e.g. it was killed), don't try displaying any
data for it. (TODO: it should probably be removed from the selection too;
also need to handle multi-unit selections) */
var entState = GetExtendedEntityState(selection[0]);
if (!entState)
return;
var template = GetTemplateData(entState.template);
// Fill out general info and display it
if (selection.length == 1)
displaySingle(entState, template);
else
displayMultiple(selection, template);
// Show basic details.
detailsPanel.hidden = false;
if (g_IsObserver)
{
// Observers don't need these displayed.
supplementalDetailsPanel.hidden = true;
commandsPanel.hidden = true;
}
else
{
// Fill out commands panel for specific unit selected (or first unit of primary group)
updateUnitCommands(entState, supplementalDetailsPanel, commandsPanel, selection);
}
}
Index: ps/trunk/binaries/data/mods/public/simulation/components/AIProxy.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/AIProxy.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/AIProxy.js (revision 16607)
@@ -1,371 +1,371 @@
function AIProxy() {}
AIProxy.prototype.Schema =
"";
/**
* AIProxy passes its entity's state data to AI scripts.
*
* Efficiency is critical: there can be many thousands of entities,
* and the data returned by this component is serialized and copied to
* the AI thread every turn, so it can be quite expensive.
*
* We omit all data that can be derived statically from the template XML
* files - the AI scripts can parse the templates themselves.
* This violates the component interface abstraction and is potentially
* fragile if the template formats change (since both the component code
* and the AI will have to be updated in sync), but it's not *that* bad
* really and it helps performance significantly.
*
* We also add an optimisation to avoid copying non-changing values.
* The first call to GetRepresentation calls GetFullRepresentation,
* which constructs the complete entity state representation.
* After that, we simply listen to events from the rest of the gameplay code,
* and store the changed data in this.changes.
* Properties in this.changes will override those previously returned
* from GetRepresentation; if a property isn't overridden then the AI scripts
* will keep its old value.
*
* The event handlers should set this.changes.whatever to exactly the
* same as GetFullRepresentation would set.
*/
AIProxy.prototype.Init = function()
{
this.changes = null;
this.needsFullGet = true;
// cache some data across turns
this.owner = -1;
this.cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
// Let the AIInterface know that we exist and that it should query us
this.NotifyChange();
};
AIProxy.prototype.Serialize = null; // we have no dynamic state to save
AIProxy.prototype.Deserialize = function ()
{
this.cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
};
AIProxy.prototype.GetRepresentation = function()
{
// Return the full representation the first time we're called
var ret;
if (this.needsFullGet)
{
ret = this.GetFullRepresentation();
this.needsFullGet = false;
}
else
{
ret = this.changes;
}
// Initialise changes to null instead of {}, to avoid memory allocations in the
// common case where there will be no changes; event handlers should each reset
// it to {} if needed
this.changes = null;
return ret;
};
AIProxy.prototype.NotifyChange = function()
{
if (this.needsFullGet)
{
// not yet notified, be sure that the owner is set before doing so
// as the Create event is sent only on first ownership changed
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() < 0)
return false;
}
if (!this.changes)
{
this.changes = {};
this.cmpAIInterface.ChangedEntity(this.entity);
}
return true;
};
// AI representation-updating event handlers:
AIProxy.prototype.OnPositionChanged = function(msg)
{
if (!this.NotifyChange())
return;
if (msg.inWorld)
this.changes.position = [msg.x, msg.z];
else
this.changes.position = undefined;
};
AIProxy.prototype.OnHealthChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.hitpoints = msg.to;
};
AIProxy.prototype.OnCapturePointsChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.capturePoints = msg.capturePoints;
};
AIProxy.prototype.OnUnitIdleChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.idle = msg.idle;
};
AIProxy.prototype.OnUnitAIStateChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.unitAIState = msg.to;
};
AIProxy.prototype.OnUnitAIOrderDataChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.unitAIOrderData = msg.to;
};
AIProxy.prototype.OnProductionQueueChanged = function(msg)
{
if (!this.NotifyChange())
return;
var cmpProductionQueue = Engine.QueryInterface(this.entity, IID_ProductionQueue);
this.changes.trainingQueue = cmpProductionQueue.GetQueue();
};
AIProxy.prototype.OnGarrisonedUnitsChanged = function(msg)
{
if (!this.NotifyChange())
return;
var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
this.changes.garrisoned = cmpGarrisonHolder.GetEntities();
// Send a message telling a unit garrisoned or ungarrisoned.
// I won't check if the unit is still alive so it'll be up to the AI.
var added = msg.added;
var removed = msg.removed;
for each (var ent in added)
this.cmpAIInterface.PushEvent("Garrison", {"entity" : ent, "holder": this.entity});
for each (var ent in removed)
this.cmpAIInterface.PushEvent("UnGarrison", {"entity" : ent, "holder": this.entity});
};
AIProxy.prototype.OnResourceSupplyChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.resourceSupplyAmount = msg.to;
};
-AIProxy.prototype.OnResourceSupplyGatherersChanged = function(msg)
+AIProxy.prototype.OnResourceSupplyNumGatherersChanged = function(msg)
{
if (!this.NotifyChange())
return;
- this.changes.resourceSupplyGatherers = msg.to;
+ this.changes.resourceSupplyNumGatherers = msg.to;
};
AIProxy.prototype.OnResourceCarryingChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.resourceCarrying = msg.to;
};
AIProxy.prototype.OnFoundationProgressChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.foundationProgress = msg.to;
};
AIProxy.prototype.OnFoundationBuildersChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.foundationBuilders = msg.to;
};
AIProxy.prototype.OnTerritoryDecayChanged = function(msg)
{
if (!this.NotifyChange())
return;
this.changes.decaying = msg.to;
};
// TODO: event handlers for all the other things
AIProxy.prototype.GetFullRepresentation = function()
{
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var ret = {
// These properties are constant and won't need to be updated
"id": this.entity,
"template": cmpTemplateManager.GetCurrentTemplateName(this.entity)
}
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition)
{
// Updated by OnPositionChanged
if (cmpPosition.IsInWorld())
{
var pos = cmpPosition.GetPosition2D();
ret.position = [pos.x, pos.y];
}
else
{
ret.position = undefined;
}
}
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
if (cmpHealth)
{
// Updated by OnHealthChanged
ret.hitpoints = cmpHealth.GetHitpoints();
}
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
{
// Updated by OnOwnershipChanged
ret.owner = cmpOwnership.GetOwner();
if (!this.owner)
this.owner = ret.owner;
}
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
{
// Updated by OnUnitIdleChanged
ret.idle = cmpUnitAI.IsIdle();
// Updated by OnUnitAIStateChanged
ret.unitAIState = cmpUnitAI.GetCurrentState();
// Updated by OnUnitAIOrderDataChanged
ret.unitAIOrderData = cmpUnitAI.GetOrderData();
}
var cmpProductionQueue = Engine.QueryInterface(this.entity, IID_ProductionQueue);
if (cmpProductionQueue)
{
// Updated by OnProductionQueueChanged
ret.trainingQueue = cmpProductionQueue.GetQueue();
}
var cmpFoundation = Engine.QueryInterface(this.entity, IID_Foundation);
if (cmpFoundation)
{
// Updated by OnFoundationProgressChanged
ret.foundationProgress = cmpFoundation.GetBuildPercentage();
}
var cmpResourceSupply = Engine.QueryInterface(this.entity, IID_ResourceSupply);
if (cmpResourceSupply)
{
// Updated by OnResourceSupplyChanged
ret.resourceSupplyAmount = cmpResourceSupply.GetCurrentAmount();
- ret.resourceSupplyNumGatherers = cmpResourceSupply.GetGatherers().length;
+ ret.resourceSupplyNumGatherers = cmpResourceSupply.GetNumGatherers();
}
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
// Updated by OnResourceCarryingChanged
ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus();
}
var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
// Updated by OnGarrisonedUnitsChanged
ret.garrisoned = cmpGarrisonHolder.GetEntities();
}
var cmpTerritoryDecay = Engine.QueryInterface(this.entity, IID_TerritoryDecay);
if (cmpTerritoryDecay)
ret.decaying = cmpTerritoryDecay.IsDecaying();
var cmpCapturable = Engine.QueryInterface(this.entity, IID_Capturable);
if (cmpCapturable)
ret.capturePoints = cmpCapturable.GetCapturePoints();
return ret;
};
// AI event handlers:
// (These are passed directly as events to the AI scripts, rather than updating
// our proxy representation.)
// (This shouldn't include extremely high-frequency events, like PositionChanged,
// because that would be very expensive and AI will rarely care about all those
// events.)
// special case: this changes the state and sends an event.
AIProxy.prototype.OnOwnershipChanged = function(msg)
{
this.NotifyChange();
if (msg.from === -1)
{
this.cmpAIInterface.PushEvent("Create", {"entity" : msg.entity});
return;
} else if (msg.to === -1)
{
this.cmpAIInterface.PushEvent("Destroy", {"entity" : msg.entity});
this.needsFullGet = true;
return;
}
this.owner = msg.to;
this.changes.owner = msg.to;
this.cmpAIInterface.PushEvent("OwnershipChanged", msg);
};
AIProxy.prototype.OnAttacked = function(msg)
{
this.cmpAIInterface.PushEvent("Attacked", msg);
};
AIProxy.prototype.OnConstructionFinished = function(msg)
{
this.cmpAIInterface.PushEvent("ConstructionFinished", msg);
};
AIProxy.prototype.OnTrainingStarted = function(msg)
{
this.cmpAIInterface.PushEvent("TrainingStarted", msg);
};
AIProxy.prototype.OnTrainingFinished = function(msg)
{
this.cmpAIInterface.PushEvent("TrainingFinished", msg);
};
AIProxy.prototype.OnAIMetadata = function(msg)
{
this.cmpAIInterface.PushEvent("AIMetadata", msg);
};
AIProxy.prototype.OnTerritoryDecayChanged = function(msg)
{
this.cmpAIInterface.PushEvent("TerritoryDecayChanged", msg);
};
Engine.RegisterComponentType(IID_AIProxy, "AIProxy", AIProxy);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Fogging.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Fogging.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Fogging.js (revision 16607)
@@ -1,225 +1,213 @@
const VIS_HIDDEN = 0;
const VIS_FOGGED = 1;
const VIS_VISIBLE = 2;
function Fogging() {}
Fogging.prototype.Schema =
"Allows this entity to be replaced by mirage entities in the fog-of-war." +
"";
Fogging.prototype.Init = function()
{
this.activated = false;
this.mirages = [];
this.miraged = [];
this.seen = [];
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
for (let player = 0; player < cmpPlayerManager.GetNumPlayers(); ++player)
{
this.mirages.push(INVALID_ENTITY);
this.miraged.push(false);
this.seen.push(false);
}
};
Fogging.prototype.Activate = function()
{
let mustUpdate = !this.activated;
this.activated = true;
if (mustUpdate)
{
// Load a mirage for each player who has already seen the entity
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
for (let player = 0; player < cmpPlayerManager.GetNumPlayers(); ++player)
{
if (this.seen[player])
this.LoadMirage(player);
}
}
};
Fogging.prototype.IsActivated = function()
{
return this.activated;
};
Fogging.prototype.LoadMirage = function(player)
{
if (!this.activated)
{
error("LoadMirage called for an entity with fogging deactivated");
return;
}
this.miraged[player] = true;
if (this.mirages[player] == INVALID_ENTITY)
{
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var templateName = "mirage|" + cmpTemplateManager.GetCurrentTemplateName(this.entity);
this.mirages[player] = Engine.AddEntity(templateName);
}
var cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage);
if (!cmpMirage)
{
error("Failed to load mirage entity for template " + templateName);
this.mirages[player] = INVALID_ENTITY;
return;
}
// Copy basic mirage properties
cmpMirage.SetPlayer(player);
cmpMirage.SetParent(this.entity);
// Copy cmpOwnership data
var cmpParentOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpMirageOwnership = Engine.QueryInterface(this.mirages[player], IID_Ownership);
if (!cmpParentOwnership || !cmpMirageOwnership)
{
error("Failed to copy the ownership data of the fogged entity " + templateName);
return;
}
cmpMirageOwnership.SetOwner(cmpParentOwnership.GetOwner());
// Copy cmpPosition data
var cmpParentPosition = Engine.QueryInterface(this.entity, IID_Position);
var cmpMiragePosition = Engine.QueryInterface(this.mirages[player], IID_Position);
if (!cmpParentPosition || !cmpMiragePosition)
{
error("Failed to copy the position data of the fogged entity " + templateName);
return;
}
if (!cmpParentPosition.IsInWorld())
return;
var pos = cmpParentPosition.GetPosition();
cmpMiragePosition.JumpTo(pos.x, pos.z);
var rot = cmpParentPosition.GetRotation();
cmpMiragePosition.SetYRotation(rot.y);
cmpMiragePosition.SetXZRotation(rot.x, rot.z);
// Copy cmpVisualActor data
var cmpParentVisualActor = Engine.QueryInterface(this.entity, IID_Visual);
var cmpMirageVisualActor = Engine.QueryInterface(this.mirages[player], IID_Visual);
if (!cmpParentVisualActor || !cmpMirageVisualActor)
{
error("Failed to copy the visual data of the fogged entity " + templateName);
return;
}
cmpMirageVisualActor.SetActorSeed(cmpParentVisualActor.GetActorSeed());
// Store valuable information into the mirage component (especially for the GUI)
var cmpFoundation = Engine.QueryInterface(this.entity, IID_Foundation);
if (cmpFoundation)
- cmpMirage.CopyFoundation(cmpFoundation.GetBuildPercentage());
+ cmpMirage.CopyFoundation(cmpFoundation);
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
if (cmpHealth)
- cmpMirage.CopyHealth(
- cmpHealth.GetMaxHitpoints(),
- cmpHealth.GetHitpoints(),
- cmpHealth.IsRepairable() && (cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints())
- );
+ cmpMirage.CopyHealth(cmpHealth);
var cmpCapturable = Engine.QueryInterface(this.entity, IID_Capturable);
if (cmpCapturable)
- cmpMirage.CopyCapturable(
- cmpCapturable.GetCapturePoints(),
- cmpCapturable.GetMaxCapturePoints()
- );
+ cmpMirage.CopyCapturable(cmpCapturable);
var cmpResourceSupply = Engine.QueryInterface(this.entity, IID_ResourceSupply);
if (cmpResourceSupply)
- cmpMirage.CopyResourceSupply(
- cmpResourceSupply.GetMaxAmount(),
- cmpResourceSupply.GetCurrentAmount(),
- cmpResourceSupply.GetType(),
- cmpResourceSupply.IsInfinite()
- );
+ cmpMirage.CopyResourceSupply(cmpResourceSupply);
// Notify the GUI the entity has been replaced by a mirage, in case it is selected at this moment
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.AddMiragedEntity(player, this.entity, this.mirages[player]);
// Notify the range manager the visibility of this entity must be updated
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.RequestVisibilityUpdate(this.entity);
};
Fogging.prototype.ForceMiraging = function(player)
{
if (!this.activated)
return;
this.seen[player] = true;
this.LoadMirage(player);
};
Fogging.prototype.IsMiraged = function(player)
{
if (player < 0 || player >= this.mirages.length)
return false;
return this.miraged[player];
};
Fogging.prototype.GetMirage = function(player)
{
if (player < 0 || player >= this.mirages.length)
return INVALID_ENTITY;
return this.mirages[player];
};
Fogging.prototype.WasSeen = function(player)
{
if (player < 0 || player >= this.seen.length)
return false;
return this.seen[player];
};
Fogging.prototype.OnDestroy = function(msg)
{
for (var player = 0; player < this.mirages.length; ++player)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager.GetLosVisibility(this.mirages[player], player) == "hidden")
{
Engine.DestroyEntity(this.mirages[player]);
continue;
}
var cmpMirage = Engine.QueryInterface(this.mirages[player], IID_Mirage);
if (cmpMirage)
cmpMirage.SetParent(INVALID_ENTITY);
}
};
Fogging.prototype.OnOwnershipChanged = function(msg)
{
// Always activate fogging for non-Gaia entities
if (msg.to > 0)
this.Activate();
};
Fogging.prototype.OnVisibilityChanged = function(msg)
{
if (msg.player < 0 || msg.player >= this.mirages.length)
return;
if (msg.newVisibility == VIS_VISIBLE)
{
this.miraged[msg.player] = false;
this.seen[msg.player] = true;
}
if (msg.newVisibility == VIS_FOGGED && this.activated)
this.LoadMirage(msg.player);
};
Engine.RegisterComponentType(IID_Fogging, "Fogging", Fogging);
Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 16607)
@@ -1,1905 +1,1874 @@
function GuiInterface() {}
GuiInterface.prototype.Schema =
"";
GuiInterface.prototype.Serialize = function()
{
// This component isn't network-synchronised for the biggest part
// So most of the attributes shouldn't be serialized
// Return an object with a small selection of deterministic data
return {
"timeNotifications": this.timeNotifications,
"timeNotificationID": this.timeNotificationID
};
};
GuiInterface.prototype.Deserialize = function(data)
{
this.Init();
this.timeNotifications = data.timeNotifications;
this.timeNotificationID = data.timeNotificationID;
};
GuiInterface.prototype.Init = function()
{
this.placementEntity = undefined; // = undefined or [templateName, entityID]
this.placementWallEntities = undefined;
this.placementWallLastAngle = 0;
this.notifications = [];
this.renamedEntities = [];
this.miragedEntities = [];
this.timeNotificationID = 1;
this.timeNotifications = [];
this.entsRallyPointsDisplayed = [];
};
/*
* All of the functions defined below are called via Engine.GuiInterfaceCall(name, arg)
* from GUI scripts, and executed here with arguments (player, arg).
*
* CAUTION: The input to the functions in this module is not network-synchronised, so it
* mustn't affect the simulation state (i.e. the data that is serialised and can affect
* the behaviour of the rest of the simulation) else it'll cause out-of-sync errors.
*/
/**
* Returns global information about the current game state.
* This is used by the GUI and also by AI scripts.
*/
GuiInterface.prototype.GetSimulationState = function(player)
{
var ret = {
"players": []
};
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var n = cmpPlayerMan.GetNumPlayers();
for (var i = 0; i < n; ++i)
{
var playerEnt = cmpPlayerMan.GetPlayerByID(i);
var cmpPlayerEntityLimits = Engine.QueryInterface(playerEnt, IID_EntityLimits);
var cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player);
// Work out what phase we are in
var phase = "";
var cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager);
if (cmpTechnologyManager)
{
if (cmpTechnologyManager.IsTechnologyResearched("phase_city"))
phase = "city";
else if (cmpTechnologyManager.IsTechnologyResearched("phase_town"))
phase = "town";
else if (cmpTechnologyManager.IsTechnologyResearched("phase_village"))
phase = "village";
}
// store player ally/neutral/enemy data as arrays
var allies = [];
var mutualAllies = [];
var neutrals = [];
var enemies = [];
for (var j = 0; j < n; ++j)
{
allies[j] = cmpPlayer.IsAlly(j);
mutualAllies[j] = cmpPlayer.IsMutualAlly(j);
neutrals[j] = cmpPlayer.IsNeutral(j);
enemies[j] = cmpPlayer.IsEnemy(j);
}
var playerData = {
"name": cmpPlayer.GetName(),
"civ": cmpPlayer.GetCiv(),
"color": cmpPlayer.GetColor(),
"popCount": cmpPlayer.GetPopulationCount(),
"popLimit": cmpPlayer.GetPopulationLimit(),
"popMax": cmpPlayer.GetMaxPopulation(),
"heroes": cmpPlayer.GetHeroes(),
"resourceCounts": cmpPlayer.GetResourceCounts(),
"trainingBlocked": cmpPlayer.IsTrainingBlocked(),
"state": cmpPlayer.GetState(),
"team": cmpPlayer.GetTeam(),
"teamsLocked": cmpPlayer.GetLockTeams(),
"cheatsEnabled": cmpPlayer.GetCheatsEnabled(),
"disabledTemplates": cmpPlayer.GetDisabledTemplates(),
"phase": phase,
"isAlly": allies,
"isMutualAlly": mutualAllies,
"isNeutral": neutrals,
"isEnemy": enemies,
"entityLimits": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimits() : null,
"entityCounts": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetCounts() : null,
"entityLimitChangers": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimitChangers() : null,
"researchQueued": cmpTechnologyManager ? cmpTechnologyManager.GetQueuedResearch() : null,
"researchStarted": cmpTechnologyManager ? cmpTechnologyManager.GetStartedResearch() : null,
"researchedTechs": cmpTechnologyManager ? cmpTechnologyManager.GetResearchedTechs() : null,
"classCounts": cmpTechnologyManager ? cmpTechnologyManager.GetClassCounts() : null,
"typeCountsByClass": cmpTechnologyManager ? cmpTechnologyManager.GetTypeCountsByClass() : null
};
ret.players.push(playerData);
}
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
ret.circularMap = cmpRangeManager.GetLosCircular();
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
if (cmpTerrain)
ret.mapSize = 4 * cmpTerrain.GetTilesPerSide();
// Add timeElapsed
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
ret.timeElapsed = cmpTimer.GetTime();
// Add the game type
var cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
ret.gameType = cmpEndGameManager.GetGameType();
// Add bartering prices
var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter);
ret.barterPrices = cmpBarter.GetPrices();
// Add basic statistics to each player
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var n = cmpPlayerMan.GetNumPlayers();
for (var i = 0; i < n; ++i)
{
var playerEnt = cmpPlayerMan.GetPlayerByID(i);
var cmpPlayerStatisticsTracker = Engine.QueryInterface(playerEnt, IID_StatisticsTracker);
if (cmpPlayerStatisticsTracker)
ret.players[i].statistics = cmpPlayerStatisticsTracker.GetBasicStatistics();
}
return ret;
};
/**
* Returns global information about the current game state, plus statistics.
* This is used by the GUI at the end of a game, in the summary screen.
* Note: Amongst statistics, the team exploration map percentage is computed from
* scratch, so the extended simulation state should not be requested too often.
*/
GuiInterface.prototype.GetExtendedSimulationState = function(player)
{
// Get basic simulation info
var ret = this.GetSimulationState();
// Add statistics to each player
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var n = cmpPlayerMan.GetNumPlayers();
for (var i = 0; i < n; ++i)
{
var playerEnt = cmpPlayerMan.GetPlayerByID(i);
var cmpPlayerStatisticsTracker = Engine.QueryInterface(playerEnt, IID_StatisticsTracker);
if (cmpPlayerStatisticsTracker)
ret.players[i].statistics = cmpPlayerStatisticsTracker.GetStatistics();
}
return ret;
};
GuiInterface.prototype.GetRenamedEntities = function(player)
{
if (this.miragedEntities[player])
return this.renamedEntities.concat(this.miragedEntities[player]);
else
return this.renamedEntities;
};
GuiInterface.prototype.ClearRenamedEntities = function(player)
{
this.renamedEntities = [];
this.miragedEntities = [];
};
GuiInterface.prototype.AddMiragedEntity = function(player, entity, mirage)
{
if (!this.miragedEntities[player])
this.miragedEntities[player] = [];
this.miragedEntities[player].push({"entity": entity, "newentity": mirage});
};
/**
* Get common entity info, often used in the gui
*/
GuiInterface.prototype.GetEntityState = function(player, ent)
{
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
// All units must have a template; if not then it's a nonexistent entity id
var template = cmpTemplateManager.GetCurrentTemplateName(ent);
if (!template)
return null;
var ret = {
"id": ent,
"template": template,
"alertRaiser": null,
"builder": null,
"identity": null,
"fogging": null,
"foundation": null,
"garrisonHolder": null,
"gate": null,
"guard": null,
"mirage": null,
"pack": null,
"player": -1,
"position": null,
"production": null,
"rallyPoint": null,
"resourceCarrying": null,
"rotation": null,
"trader": null,
"unitAI": null,
"visibility": null,
};
var cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
if (cmpMirage)
ret.mirage = true;
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (cmpIdentity)
{
ret.identity = {
"rank": cmpIdentity.GetRank(),
"classes": cmpIdentity.GetClassesList(),
"visibleClasses": cmpIdentity.GetVisibleClassesList(),
"selectionGroupName": cmpIdentity.GetSelectionGroupName()
};
}
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
{
ret.position = cmpPosition.GetPosition();
ret.rotation = cmpPosition.GetRotation();
}
- var cmpHealth = Engine.QueryInterface(ent, IID_Health);
+ var cmpHealth = QueryMiragedInterface(ent, IID_Health);
if (cmpHealth)
{
ret.hitpoints = Math.ceil(cmpHealth.GetHitpoints());
ret.maxHitpoints = cmpHealth.GetMaxHitpoints();
ret.needsRepair = cmpHealth.IsRepairable() && (cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints());
ret.needsHeal = !cmpHealth.IsUnhealable();
}
- if (cmpMirage && cmpMirage.Health())
- {
- ret.hitpoints = cmpMirage.GetHitpoints();
- ret.maxHitpoints = cmpMirage.GetMaxHitpoints();
- ret.needsRepair = cmpMirage.NeedsRepair();
- }
- var cmpCapturable = Engine.QueryInterface(ent, IID_Capturable);
+ var cmpCapturable = QueryMiragedInterface(ent, IID_Capturable);
if (cmpCapturable)
{
ret.capturePoints = cmpCapturable.GetCapturePoints();
ret.maxCapturePoints = cmpCapturable.GetMaxCapturePoints();
}
- if (cmpMirage && cmpMirage.Capturable())
- {
- ret.capturePoints = cmpMirage.GetCapturePoints();
- ret.maxCapturePoints = cmpMirage.GetMaxCapturePoints();
- }
var cmpBuilder = Engine.QueryInterface(ent, IID_Builder);
if (cmpBuilder)
ret.builder = true;
var cmpPack = Engine.QueryInterface(ent, IID_Pack);
if (cmpPack)
{
ret.pack = {
"packed": cmpPack.IsPacked(),
"progress": cmpPack.GetProgress(),
};
}
var cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue);
if (cmpProductionQueue)
{
ret.production = {
"entities": cmpProductionQueue.GetEntitiesList(),
"technologies": cmpProductionQueue.GetTechnologiesList(),
"queue": cmpProductionQueue.GetQueue(),
};
}
var cmpTrader = Engine.QueryInterface(ent, IID_Trader);
if (cmpTrader)
{
ret.trader = {
"goods": cmpTrader.GetGoods(),
"requiredGoods": cmpTrader.GetRequiredGoods()
};
}
var cmpFogging = Engine.QueryInterface(ent, IID_Fogging);
if (cmpFogging)
{
if (cmpFogging.IsMiraged(player))
ret.fogging = {"mirage": cmpFogging.GetMirage(player)};
else
ret.fogging = {"mirage": null};
}
- var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
+ var cmpFoundation = QueryMiragedInterface(ent, IID_Foundation);
if (cmpFoundation)
{
ret.foundation = {
"progress": cmpFoundation.GetBuildPercentage(),
"numBuilders": cmpFoundation.GetNumBuilders()
};
}
- if (cmpMirage && cmpMirage.Foundation())
- {
- ret.foundation = {
- "progress": cmpMirage.GetBuildPercentage()
- };
- }
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
{
ret.player = cmpOwnership.GetOwner();
}
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
{
ret.rallyPoint = {'position': cmpRallyPoint.GetPositions()[0]}; // undefined or {x,z} object
}
var cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
ret.garrisonHolder = {
"entities": cmpGarrisonHolder.GetEntities(),
"allowedClasses": cmpGarrisonHolder.GetAllowedClasses(),
"capacity": cmpGarrisonHolder.GetCapacity(),
"garrisonedEntitiesCount": cmpGarrisonHolder.GetGarrisonedEntitiesCount()
};
}
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
{
ret.unitAI = {
"state": cmpUnitAI.GetCurrentState(),
"orders": cmpUnitAI.GetOrders(),
"hasWorkOrders": cmpUnitAI.HasWorkOrders(),
"canGuard": cmpUnitAI.CanGuard(),
"isGuarding": cmpUnitAI.IsGuardOf(),
"possibleStances": cmpUnitAI.GetPossibleStances(),
"isIdle":cmpUnitAI.IsIdle(),
};
// Add some information needed for ungarrisoning
if (cmpUnitAI.IsGarrisoned() && ret.player !== undefined)
ret.template = "p" + ret.player + "&" + ret.template;
}
var cmpGuard = Engine.QueryInterface(ent, IID_Guard);
if (cmpGuard)
{
ret.guard = {
"entities": cmpGuard.GetEntities(),
};
}
var cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus();
}
var cmpGate = Engine.QueryInterface(ent, IID_Gate);
if (cmpGate)
{
ret.gate = {
"locked": cmpGate.IsLocked(),
};
}
var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
if (cmpAlertRaiser)
{
ret.alertRaiser = {
"level": cmpAlertRaiser.GetLevel(),
"canIncreaseLevel": cmpAlertRaiser.CanIncreaseLevel(),
"hasRaisedAlert": cmpAlertRaiser.HasRaisedAlert(),
};
}
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
ret.visibility = cmpRangeManager.GetLosVisibility(ent, player);
return ret;
};
/**
* Get additionnal entity info, rarely used in the gui
*/
GuiInterface.prototype.GetExtendedEntityState = function(player, ent)
{
var ret = {
"armour": null,
"attack": null,
"barterMarket": null,
"buildingAI": null,
"healer": null,
"obstruction": null,
"turretParent":null,
"promotion": null,
"resourceDropsite": null,
"resourceGatherRates": null,
"resourceSupply": null,
};
var cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
var cmpAttack = Engine.QueryInterface(ent, IID_Attack);
if (cmpAttack)
{
var types = cmpAttack.GetAttackTypes();
if (types.length)
ret.attack = {};
for (var type of types)
{
ret.attack[type] = cmpAttack.GetAttackStrengths(type);
var range = cmpAttack.GetRange(type);
ret.attack[type].minRange = range.min;
ret.attack[type].maxRange = range.max;
var timers = cmpAttack.GetTimers(type);
ret.attack[type].prepareTime = timers.prepare;
ret.attack[type].repeatTime = timers.repeat;
if (type != "Ranged")
{
// not a ranged attack, set some defaults
ret.attack[type].elevationBonus = 0;
ret.attack[type].elevationAdaptedRange = ret.attack.maxRange;
continue;
}
ret.attack[type].elevationBonus = range.elevationBonus;
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpUnitAI && cmpPosition && cmpPosition.IsInWorld())
{
// For units, take the rage in front of it, no spread. So angle = 0
ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 0);
}
else if(cmpPosition && cmpPosition.IsInWorld())
{
// For buildings, take the average elevation around it. So angle = 2*pi
ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 2*Math.PI);
}
else
{
// not in world, set a default?
ret.attack[type].elevationAdaptedRange = ret.attack.maxRange;
}
}
}
var cmpArmour = Engine.QueryInterface(ent, IID_DamageReceiver);
if (cmpArmour)
{
ret.armour = cmpArmour.GetArmourStrengths();
}
var cmpAuras = Engine.QueryInterface(ent, IID_Auras)
if (cmpAuras)
{
ret.auras = cmpAuras.GetDescriptions();
}
var cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI);
if (cmpBuildingAI)
{
ret.buildingAI = {
"defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(),
"garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(),
"garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(),
"arrowCount": cmpBuildingAI.GetArrowCount()
};
}
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
if (cmpObstruction)
{
ret.obstruction = {
"controlGroup": cmpObstruction.GetControlGroup(),
"controlGroup2": cmpObstruction.GetControlGroup2(),
};
}
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY)
ret.turretParent = cmpPosition.GetTurretParent();
- var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
+ var cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply);
if (cmpResourceSupply)
{
ret.resourceSupply = {
"isInfinite": cmpResourceSupply.IsInfinite(),
"max": cmpResourceSupply.GetMaxAmount(),
"amount": cmpResourceSupply.GetCurrentAmount(),
"type": cmpResourceSupply.GetType(),
"killBeforeGather": cmpResourceSupply.GetKillBeforeGather(),
"maxGatherers": cmpResourceSupply.GetMaxGatherers(),
- "gatherers": cmpResourceSupply.GetGatherers()
- };
- }
- if (cmpMirage && cmpMirage.ResourceSupply())
- {
- ret.resourceSupply = {
- "max": cmpMirage.GetMaxAmount(),
- "amount": cmpMirage.GetAmount(),
- "type": cmpMirage.GetType(),
- "isInfinite": cmpMirage.IsInfinite()
+ "numGatherers": cmpResourceSupply.GetNumGatherers()
};
}
var cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
ret.resourceGatherRates = cmpResourceGatherer.GetGatherRates();
}
var cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
if (cmpResourceDropsite)
{
ret.resourceDropsite = {
"types": cmpResourceDropsite.GetTypes()
};
}
var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
if (cmpPromotion)
{
ret.promotion = {
"curr": cmpPromotion.GetCurrentXp(),
"req": cmpPromotion.GetRequiredXp()
};
}
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket"))
{
var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter);
ret.barterMarket = { "prices": cmpBarter.GetPrices() };
}
var cmpHeal = Engine.QueryInterface(ent, IID_Heal);
if (cmpHeal)
{
ret.healer = {
"unhealableClasses": cmpHeal.GetUnhealableClasses(),
"healableClasses": cmpHeal.GetHealableClasses(),
};
}
return ret;
};
GuiInterface.prototype.GetAverageRangeForBuildings = function(player, cmd)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
var rot = {x:0, y:0, z:0};
var pos = {x:cmd.x,z:cmd.z};
pos.y = cmpTerrain.GetGroundLevel(cmd.x, cmd.z);
var elevationBonus = cmd.elevationBonus || 0;
var range = cmd.range;
return cmpRangeManager.GetElevationAdaptedRange(pos, rot, range, elevationBonus, 2*Math.PI);
};
GuiInterface.prototype.GetTemplateData = function(player, extendedName)
{
var name = extendedName;
// Special case for garrisoned units which have a extended template
if (extendedName.indexOf("&") != -1)
name = extendedName.slice(extendedName.indexOf("&")+1);
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateManager.GetTemplate(name);
if (!template)
return null;
return GetTemplateDataHelper(template, player);
};
GuiInterface.prototype.GetTechnologyData = function(player, name)
{
var cmpTechTempMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_TechnologyTemplateManager);
var template = cmpTechTempMan.GetTemplate(name);
if (!template)
{
warn("Tried to get data for invalid technology: " + name);
return null;
}
var cmpPlayer = QueryPlayerIDInterface(player, IID_Player);
return GetTechnologyDataHelper(template, cmpPlayer.GetCiv());
};
GuiInterface.prototype.IsTechnologyResearched = function(player, tech)
{
if (!tech)
return true;
var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
if (!cmpTechnologyManager)
return false;
return cmpTechnologyManager.IsTechnologyResearched(tech);
};
// Checks whether the requirements for this technology have been met
GuiInterface.prototype.CheckTechnologyRequirements = function(player, tech)
{
var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
if (!cmpTechnologyManager)
return false;
return cmpTechnologyManager.CanResearch(tech);
};
// Returns technologies that are being actively researched, along with
// which entity is researching them and how far along the research is.
GuiInterface.prototype.GetStartedResearch = function(player)
{
var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
if (!cmpTechnologyManager)
return false;
var ret = {};
for (var tech in cmpTechnologyManager.GetTechsStarted())
{
ret[tech] = { "researcher": cmpTechnologyManager.GetResearcher(tech) };
var cmpProductionQueue = Engine.QueryInterface(ret[tech].researcher, IID_ProductionQueue);
if (cmpProductionQueue)
ret[tech].progress = cmpProductionQueue.GetQueue()[0].progress;
else
ret[tech].progress = 0;
}
return ret;
};
// Returns the battle state of the player.
GuiInterface.prototype.GetBattleState = function(player)
{
var cmpBattleDetection = QueryPlayerIDInterface(player, IID_BattleDetection);
if (cmpBattleDetection)
return cmpBattleDetection.GetState();
else
return false;
};
// Returns a list of ongoing attacks against the player.
GuiInterface.prototype.GetIncomingAttacks = function(player)
{
var cmpAttackDetection = QueryPlayerIDInterface(player, IID_AttackDetection);
return cmpAttackDetection.GetIncomingAttacks();
};
// Used to show a red square over GUI elements you can't yet afford.
GuiInterface.prototype.GetNeededResources = function(player, amounts)
{
var cmpPlayer = QueryPlayerIDInterface(player, IID_Player);
return cmpPlayer.GetNeededResources(amounts);
};
/**
* Add a timed notification.
* Warning: timed notifacations are serialised
* (to also display them on saved games or after a rejoin)
* so they should allways be added and deleted in a deterministic way.
*/
GuiInterface.prototype.AddTimeNotification = function(notification, duration = 10000)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
notification.endTime = duration + cmpTimer.GetTime();
notification.id = ++this.timeNotificationID;
this.timeNotifications.push(notification);
this.timeNotifications.sort(function (n1, n2){return n2.endTime - n1.endTime});
cmpTimer.SetTimeout(this.entity, IID_GuiInterface, "DeleteTimeNotification", duration, this.timeNotificationID);
return this.timeNotificationID;
};
GuiInterface.prototype.DeleteTimeNotification = function(notificationID)
{
this.timeNotifications = this.timeNotifications.filter(n => n.id != notificationID);
};
GuiInterface.prototype.GetTimeNotifications = function(playerID)
{
var time = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime();
// filter on players and time, since the delete timer might be executed with a delay
return this.timeNotifications.filter(n => n.players.indexOf(playerID) != -1 && n.endTime > time);
};
GuiInterface.prototype.PushNotification = function(notification)
{
if (!notification.type || notification.type == "text")
this.AddTimeNotification(notification);
else
this.notifications.push(notification);
};
GuiInterface.prototype.GetNextNotification = function()
{
if (this.notifications.length)
return this.notifications.pop();
else
return false;
};
GuiInterface.prototype.GetAvailableFormations = function(player, wantedPlayer)
{
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(wantedPlayer), IID_Player);
return cmpPlayer.GetFormations();
};
GuiInterface.prototype.GetFormationRequirements = function(player, data)
{
return GetFormationRequirements(data.formationTemplate);
};
GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data)
{
return CanMoveEntsIntoFormation(data.ents, data.formationTemplate);
};
GuiInterface.prototype.GetFormationInfoFromTemplate = function(player, data)
{
var r = {};
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateManager.GetTemplate(data.templateName);
if (!template || !template.Formation)
return r;
r.name = template.Formation.FormationName;
r.tooltip = template.Formation.DisabledTooltip || "";
r.icon = template.Formation.Icon;
return r;
};
GuiInterface.prototype.IsFormationSelected = function(player, data)
{
for each (var ent in data.ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
{
// GetLastFormationName is named in a strange way as it (also) is
// the value of the current formation (see Formation.js LoadFormation)
if (cmpUnitAI.GetLastFormationTemplate() == data.formationTemplate)
return true;
}
}
return false;
};
GuiInterface.prototype.IsStanceSelected = function(player, data)
{
for each (var ent in data.ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
{
if (cmpUnitAI.GetStanceName() == data.stance)
return true;
}
}
return false;
};
GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd)
{
var buildableEnts = [];
for each (var ent in cmd.entities)
{
var cmpBuilder = Engine.QueryInterface(ent, IID_Builder);
if (!cmpBuilder)
continue;
for (var building of cmpBuilder.GetEntitiesList())
if (buildableEnts.indexOf(building) == -1)
buildableEnts.push(building);
}
return buildableEnts;
};
GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
{
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var playerColors = {}; // cache of owner -> color map
for each (var ent in cmd.entities)
{
var cmpSelectable = Engine.QueryInterface(ent, IID_Selectable);
if (!cmpSelectable)
continue;
// Find the entity's owner's color:
var owner = -1;
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
var color = playerColors[owner];
if (!color)
{
color = {"r":1, "g":1, "b":1};
var cmpPlayer = Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(owner), IID_Player);
if (cmpPlayer)
color = cmpPlayer.GetColor();
playerColors[owner] = color;
}
cmpSelectable.SetSelectionHighlight({"r":color.r, "g":color.g, "b":color.b, "a":cmd.alpha}, cmd.selected);
}
};
GuiInterface.prototype.SetStatusBars = function(player, cmd)
{
for each (var ent in cmd.entities)
{
var cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars);
if (cmpStatusBars)
cmpStatusBars.SetEnabled(cmd.enabled);
}
};
GuiInterface.prototype.GetPlayerEntities = function(player)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return cmpRangeManager.GetEntitiesByPlayer(player);
};
/**
* Displays the rally points of a given list of entities (carried in cmd.entities).
*
* The 'cmd' object may carry its own x/z coordinate pair indicating the location where the rally point should
* be rendered, in order to support instantaneously rendering a rally point marker at a specified location
* instead of incurring a delay while PostNetworkCommand processes the set-rallypoint command (see input.js).
* If cmd doesn't carry a custom location, then the position to render the marker at will be read from the
* RallyPoint component.
*/
GuiInterface.prototype.DisplayRallyPoint = function(player, cmd)
{
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(player), IID_Player);
// If there are some rally points already displayed, first hide them
for each (var ent in this.entsRallyPointsDisplayed)
{
var cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer);
if (cmpRallyPointRenderer)
cmpRallyPointRenderer.SetDisplayed(false);
}
this.entsRallyPointsDisplayed = [];
// Show the rally points for the passed entities
for each (var ent in cmd.entities)
{
var cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer);
if (!cmpRallyPointRenderer)
continue;
// entity must have a rally point component to display a rally point marker
// (regardless of whether cmd specifies a custom location)
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (!cmpRallyPoint)
continue;
// Verify the owner
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (!(cmpPlayer && cmpPlayer.CanControlAllUnits()))
if (!cmpOwnership || cmpOwnership.GetOwner() != player)
continue;
// If the command was passed an explicit position, use that and
// override the real rally point position; otherwise use the real position
var pos;
if (cmd.x && cmd.z)
pos = cmd;
else
pos = cmpRallyPoint.GetPositions()[0]; // may return undefined if no rally point is set
if (pos)
{
// Only update the position if we changed it (cmd.queued is set)
if ("queued" in cmd)
if (cmd.queued == true)
cmpRallyPointRenderer.AddPosition({'x': pos.x, 'y': pos.z}); // AddPosition takes a CFixedVector2D which has X/Y components, not X/Z
else
cmpRallyPointRenderer.SetPosition({'x': pos.x, 'y': pos.z}); // SetPosition takes a CFixedVector2D which has X/Y components, not X/Z
// rebuild the renderer when not set (when reading saved game or in case of building update)
else if (!cmpRallyPointRenderer.IsSet())
for each (var posi in cmpRallyPoint.GetPositions())
cmpRallyPointRenderer.AddPosition({'x': posi.x, 'y': posi.z});
cmpRallyPointRenderer.SetDisplayed(true);
// remember which entities have their rally points displayed so we can hide them again
this.entsRallyPointsDisplayed.push(ent);
}
}
};
/**
* Display the building placement preview.
* cmd.template is the name of the entity template, or "" to disable the preview.
* cmd.x, cmd.z, cmd.angle give the location.
*
* Returns result object from CheckPlacement:
* {
* "success": true iff the placement is valid, else false
* "message": message to display in UI for invalid placement, else ""
* "parameters": parameters to use in the message
* "translateMessage": localisation info
* "translateParameters": localisation info
* }
*/
GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd)
{
var result = {
"success": false,
"message": "",
"parameters": {},
"translateMessage": false,
"translateParameters": [],
}
// See if we're changing template
if (!this.placementEntity || this.placementEntity[0] != cmd.template)
{
// Destroy the old preview if there was one
if (this.placementEntity)
Engine.DestroyEntity(this.placementEntity[1]);
// Load the new template
if (cmd.template == "")
{
this.placementEntity = undefined;
}
else
{
this.placementEntity = [cmd.template, Engine.AddLocalEntity("preview|" + cmd.template)];
}
}
if (this.placementEntity)
{
var ent = this.placementEntity[1];
// Move the preview into the right location
var pos = Engine.QueryInterface(ent, IID_Position);
if (pos)
{
pos.JumpTo(cmd.x, cmd.z);
pos.SetYRotation(cmd.angle);
}
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpOwnership.SetOwner(player);
// Check whether building placement is valid
var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
if (!cmpBuildRestrictions)
error("cmpBuildRestrictions not defined");
else
result = cmpBuildRestrictions.CheckPlacement();
// Set it to a red shade if this is an invalid location
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual)
{
if (cmd.actorSeed !== undefined)
cmpVisual.SetActorSeed(cmd.actorSeed);
if (!result.success)
cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1);
else
cmpVisual.SetShadingColor(1, 1, 1, 1);
}
}
return result;
};
/**
* Previews the placement of a wall between cmd.start and cmd.end, or just the starting piece of a wall if cmd.end is not
* specified. Returns an object with information about the list of entities that need to be newly constructed to complete
* at least a part of the wall, or false if there are entities required to build at least part of the wall but none of
* them can be validly constructed.
*
* It's important to distinguish between three lists of entities that are at play here, because they may be subsets of one
* another depending on things like snapping and whether some of the entities inside them can be validly positioned.
* We have:
* - The list of entities that previews the wall. This list is usually equal to the entities required to construct the
* entire wall. However, if there is snapping to an incomplete tower (i.e. a foundation), it includes extra entities
* to preview the completed tower on top of its foundation.
*
* - The list of entities that need to be newly constructed to build the entire wall. This list is regardless of whether
* any of them can be validly positioned. The emphasishere here is on 'newly'; this list does not include any existing
* towers at either side of the wall that we snapped to. Or, more generally; it does not include any _entities_ that we
* snapped to; we might still snap to e.g. terrain, in which case the towers on either end will still need to be newly
* constructed.
*
* - The list of entities that need to be newly constructed to build at least a part of the wall. This list is the same
* as the one above, except that it is truncated at the first entity that cannot be validly positioned. This happens
* e.g. if the player tries to build a wall straight through an obstruction. Note that any entities that can be validly
* constructed but come after said first invalid entity are also truncated away.
*
* With this in mind, this method will return false if the second list is not empty, but the third one is. That is, if there
* were entities that are needed to build the wall, but none of them can be validly constructed. False is also returned in
* case of unexpected errors (typically missing components), and when clearing the preview by passing an empty wallset
* argument (see below). Otherwise, it will return an object with the following information:
*
* result: {
* 'startSnappedEnt': ID of the entity that we snapped to at the starting side of the wall. Currently only supports towers.
* 'endSnappedEnt': ID of the entity that we snapped to at the (possibly truncated) ending side of the wall. Note that this
* can only be set if no truncation of the second list occurs; if we snapped to an entity at the ending side
* but the wall construction was truncated before we could reach it, it won't be set here. Currently only
* supports towers.
* 'pieces': Array with the following data for each of the entities in the third list:
* [{
* 'template': Template name of the entity.
* 'x': X coordinate of the entity's position.
* 'z': Z coordinate of the entity's position.
* 'angle': Rotation around the Y axis of the entity (in radians).
* },
* ...]
* 'cost': { The total cost required for constructing all the pieces as listed above.
* 'food': ...,
* 'wood': ...,
* 'stone': ...,
* 'metal': ...,
* 'population': ...,
* 'populationBonus': ...,
* }
* }
*
* @param cmd.wallSet Object holding the set of wall piece template names. Set to an empty value to clear the preview.
* @param cmd.start Starting point of the wall segment being created.
* @param cmd.end (Optional) Ending point of the wall segment being created. If not defined, it is understood that only
* the starting point of the wall is available at this time (e.g. while the player is still in the process
* of picking a starting point), and that therefore only the first entity in the wall (a tower) should be
* previewed.
* @param cmd.snapEntities List of candidate entities to snap the start and ending positions to.
*/
GuiInterface.prototype.SetWallPlacementPreview = function(player, cmd)
{
var wallSet = cmd.wallSet;
var start = {
"pos": cmd.start,
"angle": 0,
"snapped": false, // did the start position snap to anything?
"snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID
};
var end = {
"pos": cmd.end,
"angle": 0,
"snapped": false, // did the start position snap to anything?
"snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID
};
// --------------------------------------------------------------------------------
// do some entity cache management and check for snapping
if (!this.placementWallEntities)
this.placementWallEntities = {};
if (!wallSet)
{
// we're clearing the preview, clear the entity cache and bail
var numCleared = 0;
for (var tpl in this.placementWallEntities)
{
for each (var ent in this.placementWallEntities[tpl].entities)
Engine.DestroyEntity(ent);
this.placementWallEntities[tpl].numUsed = 0;
this.placementWallEntities[tpl].entities = [];
// keep template data around
}
return false;
}
else
{
// Move all existing cached entities outside of the world and reset their use count
for (var tpl in this.placementWallEntities)
{
for each (var ent in this.placementWallEntities[tpl].entities)
{
var pos = Engine.QueryInterface(ent, IID_Position);
if (pos)
pos.MoveOutOfWorld();
}
this.placementWallEntities[tpl].numUsed = 0;
}
// Create cache entries for templates we haven't seen before
for each (var tpl in wallSet.templates)
{
if (!(tpl in this.placementWallEntities))
{
this.placementWallEntities[tpl] = {
"numUsed": 0,
"entities": [],
"templateData": this.GetTemplateData(player, tpl),
};
// ensure that the loaded template data contains a wallPiece component
if (!this.placementWallEntities[tpl].templateData.wallPiece)
{
error("[SetWallPlacementPreview] No WallPiece component found for wall set template '" + tpl + "'");
return false;
}
}
}
}
// prevent division by zero errors further on if the start and end positions are the same
if (end.pos && (start.pos.x === end.pos.x && start.pos.z === end.pos.z))
end.pos = undefined;
// See if we need to snap the start and/or end coordinates to any of our list of snap entities. Note that, despite the list
// of snapping candidate entities, it might still snap to e.g. terrain features. Use the "ent" key in the returned snapping
// data to determine whether it snapped to an entity (if any), and to which one (see GetFoundationSnapData).
if (cmd.snapEntities)
{
var snapRadius = this.placementWallEntities[wallSet.templates.tower].templateData.wallPiece.length * 0.5; // determined through trial and error
var startSnapData = this.GetFoundationSnapData(player, {
"x": start.pos.x,
"z": start.pos.z,
"template": wallSet.templates.tower,
"snapEntities": cmd.snapEntities,
"snapRadius": snapRadius,
});
if (startSnapData)
{
start.pos.x = startSnapData.x;
start.pos.z = startSnapData.z;
start.angle = startSnapData.angle;
start.snapped = true;
if (startSnapData.ent)
start.snappedEnt = startSnapData.ent;
}
if (end.pos)
{
var endSnapData = this.GetFoundationSnapData(player, {
"x": end.pos.x,
"z": end.pos.z,
"template": wallSet.templates.tower,
"snapEntities": cmd.snapEntities,
"snapRadius": snapRadius,
});
if (endSnapData)
{
end.pos.x = endSnapData.x;
end.pos.z = endSnapData.z;
end.angle = endSnapData.angle;
end.snapped = true;
if (endSnapData.ent)
end.snappedEnt = endSnapData.ent;
}
}
}
// clear the single-building preview entity (we'll be rolling our own)
this.SetBuildingPlacementPreview(player, {"template": ""});
// --------------------------------------------------------------------------------
// calculate wall placement and position preview entities
var result = {
"pieces": [],
"cost": {"food": 0, "wood": 0, "stone": 0, "metal": 0, "population": 0, "populationBonus": 0, "time": 0},
};
var previewEntities = [];
if (end.pos)
previewEntities = GetWallPlacement(this.placementWallEntities, wallSet, start, end); // see helpers/Walls.js
// For wall placement, we may (and usually do) need to have wall pieces overlap each other more than would
// otherwise be allowed by their obstruction shapes. However, during this preview phase, this is not so much of
// an issue, because all preview entities have their obstruction components deactivated, meaning that their
// obstruction shapes do not register in the simulation and hence cannot affect it. This implies that the preview
// entities cannot be found to obstruct each other, which largely solves the issue of overlap between wall pieces.
// Note that they will still be obstructed by existing shapes in the simulation (that have the BLOCK_FOUNDATION
// flag set), which is what we want. The only exception to this is when snapping to existing towers (or
// foundations thereof); the wall segments that connect up to these will be found to be obstructed by the
// existing tower/foundation, and be shaded red to indicate that they cannot be placed there. To prevent this,
// we manually set the control group of the outermost wall pieces equal to those of the snapped-to towers, so
// that they are free from mutual obstruction (per definition of obstruction control groups). This is done by
// assigning them an extra "controlGroup" field, which we'll then set during the placement loop below.
// Additionally, in the situation that we're snapping to merely a foundation of a tower instead of a fully
// constructed one, we'll need an extra preview entity for the starting tower, which also must not be obstructed
// by the foundation it snaps to.
if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY)
{
var startEntObstruction = Engine.QueryInterface(start.snappedEnt, IID_Obstruction);
if (previewEntities.length > 0 && startEntObstruction)
previewEntities[0].controlGroups = [startEntObstruction.GetControlGroup()];
// if we're snapping to merely a foundation, add an extra preview tower and also set it to the same control group
var startEntState = this.GetEntityState(player, start.snappedEnt);
if (startEntState.foundation)
{
var cmpPosition = Engine.QueryInterface(start.snappedEnt, IID_Position);
if (cmpPosition)
{
previewEntities.unshift({
"template": wallSet.templates.tower,
"pos": start.pos,
"angle": cmpPosition.GetRotation().y,
"controlGroups": [(startEntObstruction ? startEntObstruction.GetControlGroup() : undefined)],
"excludeFromResult": true, // preview only, must not appear in the result
});
}
}
}
else
{
// Didn't snap to an existing entity, add the starting tower manually. To prevent odd-looking rotation jumps
// when shift-clicking to build a wall, reuse the placement angle that was last seen on a validly positioned
// wall piece.
// To illustrate the last point, consider what happens if we used some constant instead, say, 0. Issuing the
// build command for a wall is asynchronous, so when the preview updates after shift-clicking, the wall piece
// foundations are not registered yet in the simulation. This means they cannot possibly be picked in the list
// of candidate entities for snapping. In the next preview update, we therefore hit this case, and would rotate
// the preview to 0 radians. Then, after one or two simulation updates or so, the foundations register and
// onSimulationUpdate in session.js updates the preview again. It first grabs a new list of snapping candidates,
// which this time does include the new foundations; so we snap to the entity, and rotate the preview back to
// the foundation's angle.
// The result is a noticeable rotation to 0 and back, which is undesirable. So, for a split second there until
// the simulation updates, we fake it by reusing the last angle and hope the player doesn't notice.
previewEntities.unshift({
"template": wallSet.templates.tower,
"pos": start.pos,
"angle": (previewEntities.length > 0 ? previewEntities[0].angle : this.placementWallLastAngle)
});
}
if (end.pos)
{
// Analogous to the starting side case above
if (end.snappedEnt && end.snappedEnt != INVALID_ENTITY)
{
var endEntObstruction = Engine.QueryInterface(end.snappedEnt, IID_Obstruction);
// Note that it's possible for the last entity in previewEntities to be the same as the first, i.e. the
// same wall piece snapping to both a starting and an ending tower. And it might be more common than you would
// expect; the allowed overlap between wall segments and towers facilitates this to some degree. To deal with
// the possibility of dual initial control groups, we use a '.controlGroups' array rather than a single
// '.controlGroup' property. Note that this array can only ever have 0, 1 or 2 elements (checked at a later time).
if (previewEntities.length > 0 && endEntObstruction)
{
previewEntities[previewEntities.length-1].controlGroups = (previewEntities[previewEntities.length-1].controlGroups || []);
previewEntities[previewEntities.length-1].controlGroups.push(endEntObstruction.GetControlGroup());
}
// if we're snapping to a foundation, add an extra preview tower and also set it to the same control group
var endEntState = this.GetEntityState(player, end.snappedEnt);
if (endEntState.foundation)
{
var cmpPosition = Engine.QueryInterface(end.snappedEnt, IID_Position);
if (cmpPosition)
{
previewEntities.push({
"template": wallSet.templates.tower,
"pos": end.pos,
"angle": cmpPosition.GetRotation().y,
"controlGroups": [(endEntObstruction ? endEntObstruction.GetControlGroup() : undefined)],
"excludeFromResult": true
});
}
}
}
else
{
previewEntities.push({
"template": wallSet.templates.tower,
"pos": end.pos,
"angle": (previewEntities.length > 0 ? previewEntities[previewEntities.length-1].angle : this.placementWallLastAngle)
});
}
}
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
if (!cmpTerrain)
{
error("[SetWallPlacementPreview] System Terrain component not found");
return false;
}
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
{
error("[SetWallPlacementPreview] System RangeManager component not found");
return false;
}
// Loop through the preview entities, and construct the subset of them that need to be, and can be, validly constructed
// to build at least a part of the wall (meaning that the subset is truncated after the first entity that needs to be,
// but cannot validly be, constructed). See method-level documentation for more details.
var allPiecesValid = true;
var numRequiredPieces = 0; // number of entities that are required to build the entire wall, regardless of validity
for (var i = 0; i < previewEntities.length; ++i)
{
var entInfo = previewEntities[i];
var ent = null;
var tpl = entInfo.template;
var tplData = this.placementWallEntities[tpl].templateData;
var entPool = this.placementWallEntities[tpl];
if (entPool.numUsed >= entPool.entities.length)
{
// allocate new entity
ent = Engine.AddLocalEntity("preview|" + tpl);
entPool.entities.push(ent);
}
else
{
// reuse an existing one
ent = entPool.entities[entPool.numUsed];
}
if (!ent)
{
error("[SetWallPlacementPreview] Failed to allocate or reuse preview entity of template '" + tpl + "'");
continue;
}
// move piece to right location
// TODO: consider reusing SetBuildingPlacementReview for this, enhanced to be able to deal with multiple entities
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpPosition)
{
cmpPosition.JumpTo(entInfo.pos.x, entInfo.pos.z);
cmpPosition.SetYRotation(entInfo.angle);
// if this piece is a tower, then it should have a Y position that is at least as high as its surrounding pieces
if (tpl === wallSet.templates.tower)
{
var terrainGroundPrev = null;
var terrainGroundNext = null;
if (i > 0)
terrainGroundPrev = cmpTerrain.GetGroundLevel(previewEntities[i-1].pos.x, previewEntities[i-1].pos.z);
if (i < previewEntities.length - 1)
terrainGroundNext = cmpTerrain.GetGroundLevel(previewEntities[i+1].pos.x, previewEntities[i+1].pos.z);
if (terrainGroundPrev != null || terrainGroundNext != null)
{
var targetY = Math.max(terrainGroundPrev, terrainGroundNext);
cmpPosition.SetHeightFixed(targetY);
}
}
}
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
if (!cmpObstruction)
{
error("[SetWallPlacementPreview] Preview entity of template '" + tpl + "' does not have an Obstruction component");
continue;
}
// Assign any predefined control groups. Note that there can only be 0, 1 or 2 predefined control groups; if there are
// more, we've made a programming error. The control groups are assigned from the entInfo.controlGroups array on a
// first-come first-served basis; the first value in the array is always assigned as the primary control group, and
// any second value as the secondary control group.
// By default, we reset the control groups to their standard values. Remember that we're reusing entities; if we don't
// reset them, then an ending wall segment that was e.g. at one point snapped to an existing tower, and is subsequently
// reused as a non-snapped ending wall segment, would no longer be capable of being obstructed by the same tower it was
// once snapped to.
var primaryControlGroup = ent;
var secondaryControlGroup = INVALID_ENTITY;
if (entInfo.controlGroups && entInfo.controlGroups.length > 0)
{
if (entInfo.controlGroups.length > 2)
{
error("[SetWallPlacementPreview] Encountered preview entity of template '" + tpl + "' with more than 2 initial control groups");
break;
}
primaryControlGroup = entInfo.controlGroups[0];
if (entInfo.controlGroups.length > 1)
secondaryControlGroup = entInfo.controlGroups[1];
}
cmpObstruction.SetControlGroup(primaryControlGroup);
cmpObstruction.SetControlGroup2(secondaryControlGroup);
// check whether this wall piece can be validly positioned here
var validPlacement = false;
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpOwnership.SetOwner(player);
// Check whether it's in a visible or fogged region
// TODO: should definitely reuse SetBuildingPlacementPreview, this is just straight up copy/pasta
var visible = (cmpRangeManager.GetLosVisibility(ent, player) != "hidden");
if (visible)
{
var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
if (!cmpBuildRestrictions)
{
error("[SetWallPlacementPreview] cmpBuildRestrictions not defined for preview entity of template '" + tpl + "'");
continue;
}
// TODO: Handle results of CheckPlacement
validPlacement = (cmpBuildRestrictions && cmpBuildRestrictions.CheckPlacement().success);
// If a wall piece has two control groups, it's likely a segment that spans
// between two existing towers. To avoid placing a duplicate wall segment,
// check for collisions with entities that share both control groups.
if (validPlacement && entInfo.controlGroups && entInfo.controlGroups.length > 1)
validPlacement = cmpObstruction.CheckDuplicateFoundation();
}
allPiecesValid = allPiecesValid && validPlacement;
// The requirement below that all pieces so far have to have valid positions, rather than only this single one,
// ensures that no more foundations will be placed after a first invalidly-positioned piece. (It is possible
// for pieces past some invalidly-positioned ones to still have valid positions, e.g. if you drag a wall
// through and past an existing building).
// Additionally, the excludeFromResult flag is set for preview entities that were manually added to be placed
// on top of foundations of incompleted towers that we snapped to; they must not be part of the result.
if (!entInfo.excludeFromResult)
numRequiredPieces++;
if (allPiecesValid && !entInfo.excludeFromResult)
{
result.pieces.push({
"template": tpl,
"x": entInfo.pos.x,
"z": entInfo.pos.z,
"angle": entInfo.angle,
});
this.placementWallLastAngle = entInfo.angle;
// grab the cost of this wall piece and add it up (note; preview entities don't have their Cost components
// copied over, so we need to fetch it from the template instead).
// TODO: we should really use a Cost object or at least some utility functions for this, this is mindless
// boilerplate that's probably duplicated in tons of places.
result.cost.food += tplData.cost.food;
result.cost.wood += tplData.cost.wood;
result.cost.stone += tplData.cost.stone;
result.cost.metal += tplData.cost.metal;
result.cost.population += tplData.cost.population;
result.cost.populationBonus += tplData.cost.populationBonus;
result.cost.time += tplData.cost.time;
}
var canAfford = true;
var cmpPlayer = QueryPlayerIDInterface(player, IID_Player);
if (cmpPlayer && cmpPlayer.GetNeededResources(result.cost))
var canAfford = false;
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual)
{
if (!allPiecesValid || !canAfford)
cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1);
else
cmpVisual.SetShadingColor(1, 1, 1, 1);
}
entPool.numUsed++;
}
// If any were entities required to build the wall, but none of them could be validly positioned, return failure
// (see method-level documentation).
if (numRequiredPieces > 0 && result.pieces.length == 0)
return false;
if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY)
result.startSnappedEnt = start.snappedEnt;
// We should only return that we snapped to an entity if all pieces up until that entity can be validly constructed,
// i.e. are included in result.pieces (see docs for the result object).
if (end.pos && end.snappedEnt && end.snappedEnt != INVALID_ENTITY && allPiecesValid)
result.endSnappedEnt = end.snappedEnt;
return result;
};
/**
* Given the current position {data.x, data.z} of an foundation of template data.template, returns the position and angle to snap
* it to (if necessary/useful).
*
* @param data.x The X position of the foundation to snap.
* @param data.z The Z position of the foundation to snap.
* @param data.template The template to get the foundation snapping data for.
* @param data.snapEntities Optional; list of entity IDs to snap to if {data.x, data.z} is within a circle of radius data.snapRadius
* around the entity. Only takes effect when used in conjunction with data.snapRadius.
* When this option is used and the foundation is found to snap to one of the entities passed in this list
* (as opposed to e.g. snapping to terrain features), then the result will contain an additional key "ent",
* holding the ID of the entity that was snapped to.
* @param data.snapRadius Optional; when used in conjunction with data.snapEntities, indicates the circle radius around an entity that
* {data.x, data.z} must be located within to have it snap to that entity.
*/
GuiInterface.prototype.GetFoundationSnapData = function(player, data)
{
var cmpTemplateMgr = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateMgr.GetTemplate(data.template);
if (!template)
{
warn("[GetFoundationSnapData] Failed to load template '" + data.template + "'");
return false;
}
if (data.snapEntities && data.snapRadius && data.snapRadius > 0)
{
// see if {data.x, data.z} is inside the snap radius of any of the snap entities; and if so, to which it is closest
// (TODO: break unlikely ties by choosing the lowest entity ID)
var minDist2 = -1;
var minDistEntitySnapData = null;
var radius2 = data.snapRadius * data.snapRadius;
for each (var ent in data.snapEntities)
{
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
var pos = cmpPosition.GetPosition();
var dist2 = (data.x - pos.x) * (data.x - pos.x) + (data.z - pos.z) * (data.z - pos.z);
if (dist2 > radius2)
continue;
if (minDist2 < 0 || dist2 < minDist2)
{
minDist2 = dist2;
minDistEntitySnapData = {"x": pos.x, "z": pos.z, "angle": cmpPosition.GetRotation().y, "ent": ent};
}
}
if (minDistEntitySnapData != null)
return minDistEntitySnapData;
}
if (template.BuildRestrictions.Category == "Dock")
{
var angle = GetDockAngle(template, data.x, data.z);
if (angle !== undefined)
return {"x": data.x, "z": data.z, "angle": angle};
}
return false;
};
GuiInterface.prototype.PlaySound = function(player, data)
{
// Ignore if no entity was passed
if (!data.entity)
return;
PlaySound(data.name, data.entity);
};
GuiInterface.prototype.FindIdleUnits = function(player, data)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var playerEntities = cmpRangeManager.GetEntitiesByPlayer(player).filter( function(e) {
var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
if (!cmpUnitAI || !cmpUnitAI.IsIdle() || cmpUnitAI.IsGarrisoned())
return false;
var cmpIdentity = Engine.QueryInterface(e, IID_Identity);
if (!cmpIdentity || !cmpIdentity.HasClass(data.idleClass))
return false;
return true;
});
var idleUnits = [];
for (var j = 0; j < playerEntities.length; ++j)
{
var ent = playerEntities[j];
if (ent <= data.prevUnit|0 || data.excludeUnits.indexOf(ent) > -1)
continue;
idleUnits.push(ent);
playerEntities.splice(j--, 1);
if (data.limit && idleUnits.length >= data.limit)
break;
}
return idleUnits;
};
GuiInterface.prototype.GetTradingRouteGain = function(player, data)
{
if (!data.firstMarket || !data.secondMarket)
return null;
return CalculateTraderGain(data.firstMarket, data.secondMarket, data.template);
};
GuiInterface.prototype.GetTradingDetails = function(player, data)
{
var cmpEntityTrader = Engine.QueryInterface(data.trader, IID_Trader);
if (!cmpEntityTrader || !cmpEntityTrader.CanTrade(data.target))
return null;
var firstMarket = cmpEntityTrader.GetFirstMarket();
var secondMarket = cmpEntityTrader.GetSecondMarket();
var result = null;
if (data.target === firstMarket)
{
result = {
"type": "is first",
"hasBothMarkets": cmpEntityTrader.HasBothMarkets()
};
if (cmpEntityTrader.HasBothMarkets())
result.gain = cmpEntityTrader.GetGain();
}
else if (data.target === secondMarket)
{
result = {
"type": "is second",
"gain": cmpEntityTrader.GetGain(),
};
}
else if (!firstMarket)
{
result = {"type": "set first"};
}
else if (!secondMarket)
{
result = {
"type": "set second",
"gain": cmpEntityTrader.CalculateGain(firstMarket, data.target),
};
}
else
{
// Else both markets are not null and target is different from them
result = {"type": "set first"};
}
return result;
};
GuiInterface.prototype.CanCapture = function(player, data)
{
var cmpAttack = Engine.QueryInterface(data.entity, IID_Attack);
if (!cmpAttack)
return false;
var owner = QueryOwnerInterface(data.entity).GetPlayerID();
- var cmp = Engine.QueryInterface(data.target, IID_Mirage);
- if (cmp && !cmp.Capturable())
- return false
- else if (!cmp)
- var cmp = Engine.QueryInterface(data.target, IID_Capturable);
-
- if (cmp && cmp.CanCapture(owner) && cmpAttack.GetAttackTypes().indexOf("Capture") != -1)
+ var cmpCapturable = QueryMiragedInterface(data.target, IID_Capturable);
+ if (cmpCapturable && cmpCapturable.CanCapture(owner) && cmpAttack.GetAttackTypes().indexOf("Capture") != -1)
return cmpAttack.CanAttack(data.target);
return false;
};
GuiInterface.prototype.CanAttack = function(player, data)
{
var cmpAttack = Engine.QueryInterface(data.entity, IID_Attack);
if (!cmpAttack)
return false;
var cmpEntityPlayer = QueryOwnerInterface(data.entity, IID_Player);
var cmpTargetPlayer = QueryOwnerInterface(data.target, IID_Player);
if (!cmpEntityPlayer || !cmpTargetPlayer)
return false;
// if the owner is an enemy, it's up to the attack component to decide
if (!cmpEntityPlayer.IsAlly(cmpTargetPlayer.GetPlayerID()))
return cmpAttack.CanAttack(data.target);
return false;
};
/*
* Returns batch build time.
*/
GuiInterface.prototype.GetBatchTime = function(player, data)
{
var cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue);
if (!cmpProductionQueue)
return 0;
return cmpProductionQueue.GetBatchTime(data.batchSize);
};
GuiInterface.prototype.IsMapRevealed = function(player)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return cmpRangeManager.GetLosRevealAll(player);
};
GuiInterface.prototype.SetPathfinderDebugOverlay = function(player, enabled)
{
var cmpPathfinder = Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder);
cmpPathfinder.SetDebugOverlay(enabled);
};
GuiInterface.prototype.SetObstructionDebugOverlay = function(player, enabled)
{
var cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
cmpObstructionManager.SetDebugOverlay(enabled);
};
GuiInterface.prototype.SetMotionDebugOverlay = function(player, data)
{
for each (var ent in data.entities)
{
var cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.SetDebugOverlay(data.enabled);
}
};
GuiInterface.prototype.SetRangeDebugOverlay = function(player, enabled)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetDebugOverlay(enabled);
};
GuiInterface.prototype.GetTraderNumber = function(player)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var traders = cmpRangeManager.GetEntitiesByPlayer(player).filter( function(e) {
return Engine.QueryInterface(e, IID_Trader);
});
var landTrader = { "total": 0, "trading": 0, "garrisoned": 0 };
var shipTrader = { "total": 0, "trading": 0 };
for each (var ent in traders)
{
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpIdentity || !cmpUnitAI)
continue;
if (cmpIdentity.HasClass("Ship"))
{
++shipTrader.total;
if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade")
++shipTrader.trading;
}
else
{
++landTrader.total;
if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade")
++landTrader.trading;
if (cmpUnitAI.order && cmpUnitAI.order.type == "Garrison")
{
var holder = cmpUnitAI.order.data.target;
var cmpHolderUnitAI = Engine.QueryInterface(holder, IID_UnitAI);
if (cmpHolderUnitAI && cmpHolderUnitAI.order && cmpHolderUnitAI.order.type == "Trade")
++landTrader.garrisoned;
}
}
}
return { "landTrader": landTrader, "shipTrader": shipTrader };
};
GuiInterface.prototype.GetTradingGoods = function(player, tradingGoods)
{
var cmpPlayer = QueryPlayerIDInterface(player, IID_Player);
return cmpPlayer.GetTradingGoods();
};
GuiInterface.prototype.OnGlobalEntityRenamed = function(msg)
{
this.renamedEntities.push(msg);
};
// List the GuiInterface functions that can be safely called by GUI scripts.
// (GUI scripts are non-deterministic and untrusted, so these functions must be
// appropriately careful. They are called with a first argument "player", which is
// trusted and indicates the player associated with the current client; no data should
// be returned unless this player is meant to be able to see it.)
var exposedFunctions = {
"GetSimulationState": 1,
"GetExtendedSimulationState": 1,
"GetRenamedEntities": 1,
"ClearRenamedEntities": 1,
"GetEntityState": 1,
"GetExtendedEntityState": 1,
"GetAverageRangeForBuildings": 1,
"GetTemplateData": 1,
"GetTechnologyData": 1,
"IsTechnologyResearched": 1,
"CheckTechnologyRequirements": 1,
"GetStartedResearch": 1,
"GetBattleState": 1,
"GetIncomingAttacks": 1,
"GetNeededResources": 1,
"GetNextNotification": 1,
"GetTimeNotifications": 1,
"GetAvailableFormations": 1,
"GetFormationRequirements": 1,
"CanMoveEntsIntoFormation": 1,
"IsFormationSelected": 1,
"GetFormationInfoFromTemplate": 1,
"IsStanceSelected": 1,
"SetSelectionHighlight": 1,
"GetAllBuildableEntities": 1,
"SetStatusBars": 1,
"GetPlayerEntities": 1,
"DisplayRallyPoint": 1,
"SetBuildingPlacementPreview": 1,
"SetWallPlacementPreview": 1,
"GetFoundationSnapData": 1,
"PlaySound": 1,
"FindIdleUnits": 1,
"GetTradingRouteGain": 1,
"GetTradingDetails": 1,
"CanCapture": 1,
"CanAttack": 1,
"GetBatchTime": 1,
"IsMapRevealed": 1,
"SetPathfinderDebugOverlay": 1,
"SetObstructionDebugOverlay": 1,
"SetMotionDebugOverlay": 1,
"SetRangeDebugOverlay": 1,
"GetTraderNumber": 1,
"GetTradingGoods": 1,
};
GuiInterface.prototype.ScriptCall = function(player, name, args)
{
if (exposedFunctions[name])
return this[name](player, args);
else
throw new Error("Invalid GuiInterface Call name \""+name+"\"");
};
Engine.RegisterSystemComponentType(IID_GuiInterface, "GuiInterface", GuiInterface);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Mirage.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Mirage.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Mirage.js (revision 16607)
@@ -1,176 +1,138 @@
const VIS_HIDDEN = 0;
const VIS_FOGGED = 1;
const VIS_VISIBLE = 2;
function Mirage() {}
Mirage.prototype.Schema =
"Mirage entities replace real entities in the fog-of-war." +
"";
Mirage.prototype.Init = function()
{
this.player = null;
this.parent = INVALID_ENTITY;
- this.foundation = false;
- this.buildPercentage = null;
+ this.miragedIids = new Set();
+
+ this.buildPercentage = 0;
+ this.numBuilders = 0;
- this.health = false;
this.maxHitpoints = null;
this.hitpoints = null;
- this.needsRepair = null;
+ this.repairable = null;
+ this.unhealable = null;
- this.capturable = false;
this.capturePoints = [];
this.maxCapturePoints = 0;
- this.resourceSupply = false;
this.maxAmount = null;
this.amount = null;
this.type = null;
this.isInfinite = null;
+ this.killBeforeGather = null;
+ this.maxGatherers = null;
+ this.numGatherers = null;
};
Mirage.prototype.SetParent = function(ent)
{
this.parent = ent;
};
Mirage.prototype.GetPlayer = function()
{
return this.player;
};
Mirage.prototype.SetPlayer = function(player)
{
this.player = player;
};
+Mirage.prototype.Mirages = function(iid)
+{
+ return this.miragedIids.has(iid);
+};
+
// ============================
// Parent entity data
// Foundation data
-Mirage.prototype.CopyFoundation = function(buildPercentage)
+Mirage.prototype.CopyFoundation = function(cmpFoundation)
{
- this.foundation = true;
- this.buildPercentage = buildPercentage;
+ this.miragedIids.add(IID_Foundation);
+ this.buildPercentage = cmpFoundation.GetBuildPercentage();
+ this.numBuilders = cmpFoundation.GetNumBuilders();
};
-Mirage.prototype.Foundation = function()
-{
- return this.foundation;
-};
-
-Mirage.prototype.GetBuildPercentage = function()
-{
- return this.buildPercentage;
-};
+Mirage.prototype.GetBuildPercentage = function() { return this.buildPercentage; };
+Mirage.prototype.GetNumBuilders = function() { return this.numBuilders; };
// Health data
-Mirage.prototype.CopyHealth = function(maxHitpoints, hitpoints, needsRepair)
-{
- this.health = true;
- this.maxHitpoints = maxHitpoints;
- this.hitpoints = Math.ceil(hitpoints);
- this.needsRepair = needsRepair;
-};
-
-Mirage.prototype.Health = function()
-{
- return this.health;
-};
-
-Mirage.prototype.GetMaxHitpoints = function()
+Mirage.prototype.CopyHealth = function(cmpHealth)
{
- return this.maxHitpoints;
+ this.miragedIids.add(IID_Health);
+ this.maxHitpoints = cmpHealth.GetMaxHitpoints();
+ this.hitpoints = cmpHealth.GetHitpoints();
+ this.repairable = cmpHealth.IsRepairable();
+ this.unhealable = cmpHealth.IsUnhealable();
};
-Mirage.prototype.GetHitpoints = function()
-{
- return this.hitpoints;
-};
-
-Mirage.prototype.NeedsRepair = function()
-{
- return this.needsRepair;
-};
+Mirage.prototype.GetMaxHitpoints = function() { return this.maxHitpoints; };
+Mirage.prototype.GetHitpoints = function() { return this.hitpoints; };
+Mirage.prototype.IsRepairable = function() { return this.repairable; };
+Mirage.prototype.IsUnhealable = function() { return this.unhealable; };
// Capture data
-Mirage.prototype.CopyCapturable = function(capturePoints, maxCapturePoints)
-{
- this.capturable = true;
- this.capturePoints = capturePoints;
- this.maxCapturePoints = maxCapturePoints;
-};
-
-Mirage.prototype.Capturable = function()
-{
- return this.capturable;
-};
-
-Mirage.prototype.GetMaxCapturePoints = function()
+Mirage.prototype.CopyCapturable = function(cmpCapturable)
{
- return this.maxCapturePoints;
+ this.miragedIids.add(IID_Capturable);
+ this.capturePoints = cmpCapturable.GetCapturePoints();
+ this.maxCapturePoints = cmpCapturable.GetMaxCapturePoints();
};
-Mirage.prototype.GetCapturePoints = function()
-{
- return this.capturePoints;
-};
+Mirage.prototype.GetMaxCapturePoints = function() { return this.maxCapturePoints; };
+Mirage.prototype.GetCapturePoints = function() { return this.capturePoints; };
Mirage.prototype.CanCapture = Capturable.prototype.CanCapture;
// ResourceSupply data
-Mirage.prototype.CopyResourceSupply = function(maxAmount, amount, type, isInfinite)
-{
- this.resourceSupply = true;
- this.maxAmount = maxAmount;
- this.amount = amount;
- this.type = type;
- this.isInfinite = isInfinite;
-};
-
-Mirage.prototype.ResourceSupply = function()
-{
- return this.resourceSupply;
-};
-
-Mirage.prototype.GetMaxAmount = function()
-{
- return this.maxAmount;
-};
-
-Mirage.prototype.GetAmount = function()
+Mirage.prototype.CopyResourceSupply = function(cmpResourceSupply)
{
- return this.amount;
-};
-
-Mirage.prototype.GetType = function()
-{
- return this.type;
-};
-
-Mirage.prototype.IsInfinite = function()
-{
- return this.isInfinite;
-};
+ this.miragedIids.add(IID_ResourceSupply);
+ this.maxAmount = cmpResourceSupply.GetMaxAmount();
+ this.amount = cmpResourceSupply.GetCurrentAmount();
+ this.type = cmpResourceSupply.GetType();
+ this.isInfinite = cmpResourceSupply.IsInfinite();
+ this.killBeforeGather = cmpResourceSupply.GetKillBeforeGather();
+ this.maxGatherers = cmpResourceSupply.GetMaxGatherers();
+ this.numGatherers = cmpResourceSupply.GetNumGatherers();
+};
+
+Mirage.prototype.GetMaxAmount = function() { return this.maxAmount; };
+Mirage.prototype.GetCurrentAmount = function() { return this.amount; };
+Mirage.prototype.GetType = function() { return this.type; };
+Mirage.prototype.IsInfinite = function() { return this.isInfinite; };
+Mirage.prototype.GetKillBeforeGather = function() { return this.killBeforeGather; };
+Mirage.prototype.GetMaxGatherers = function() { return this.maxGatherers; };
+Mirage.prototype.GetNumGatherers = function() { return this.numGatherers; };
// ============================
Mirage.prototype.OnVisibilityChanged = function(msg)
{
if (msg.player != this.player || msg.newVisibility != VIS_HIDDEN)
return;
if (this.parent == INVALID_ENTITY)
Engine.DestroyEntity(this.entity);
else
Engine.BroadcastMessage(MT_EntityRenamed, { entity: this.entity, newentity: this.parent });
};
Engine.RegisterComponentType(IID_Mirage, "Mirage", Mirage);
Index: ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js (revision 16607)
@@ -1,363 +1,357 @@
function ResourceGatherer() {}
ResourceGatherer.prototype.Schema =
"Lets the unit gather resources from entities that have the ResourceSupply component." +
"" +
"2.0" +
"1.0" +
"" +
"1" +
"3" +
"3" +
"2" +
"" +
"" +
"10" +
"10" +
"10" +
"10" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
ResourceGatherer.prototype.Init = function()
{
this.carrying = {}; // { generic type: integer amount currently carried }
// (Note that this component supports carrying multiple types of resources,
// each with an independent capacity, but the rest of the game currently
// ensures and assumes we'll only be carrying one type at once)
// The last exact type gathered, so we can render appropriate props
this.lastCarriedType = undefined; // { generic, specific }
};
/**
* Returns data about what resources the unit is currently carrying,
* in the form [ {"type":"wood", "amount":7, "max":10} ]
*/
ResourceGatherer.prototype.GetCarryingStatus = function()
{
let ret = [];
for (let type in this.carrying)
{
ret.push({
"type": type,
"amount": this.carrying[type],
"max": +this.GetCapacity(type)
});
}
return ret;
};
/**
* Used to instantly give resources to unit
* @param resources The same structure as returned form GetCarryingStatus
*/
ResourceGatherer.prototype.GiveResources = function(resources)
{
for each (let resource in resources)
{
this.carrying[resource.type] = +(resource.amount);
}
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
};
/**
* Returns the generic type of one particular resource this unit is
* currently carrying, or undefined if none.
*/
ResourceGatherer.prototype.GetMainCarryingType = function()
{
// Return the first key, if any
for (let type in this.carrying)
return type;
return undefined;
};
/**
* Returns the exact resource type we last picked up, as long as
* we're still carrying something similar enough, in the form
* { generic, specific }
*/
ResourceGatherer.prototype.GetLastCarriedType = function()
{
if (this.lastCarriedType && this.lastCarriedType.generic in this.carrying)
return this.lastCarriedType;
else
return undefined;
};
ResourceGatherer.prototype.GetBaseSpeed = function()
{
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
let multiplier = cmpPlayer ? cmpPlayer.GetGatherRateMultiplier() : 1;
return multiplier * ApplyValueModificationsToEntity("ResourceGatherer/BaseSpeed", +this.template.BaseSpeed, this.entity);
};
ResourceGatherer.prototype.GetGatherRates = function()
{
let ret = {};
let baseSpeed = this.GetBaseSpeed();
for (let r in this.template.Rates)
{
let rate = ApplyValueModificationsToEntity("ResourceGatherer/Rates/" + r, +this.template.Rates[r], this.entity);
ret[r] = rate * baseSpeed;
}
return ret;
};
ResourceGatherer.prototype.GetGatherRate = function(resourceType)
{
if (!this.template.Rates[resourceType])
return 0;
let baseSpeed = this.GetBaseSpeed();
let rate = ApplyValueModificationsToEntity("ResourceGatherer/Rates/" + resourceType, +this.template.Rates[resourceType], this.entity);
return rate * baseSpeed;
};
ResourceGatherer.prototype.GetCapacity = function(resourceType)
{
if(!this.template.Capacities[resourceType])
return 0;
return ApplyValueModificationsToEntity("ResourceGatherer/Capacities/" + resourceType, +this.template.Capacities[resourceType], this.entity);
};
ResourceGatherer.prototype.GetRange = function()
{
return { "max": +this.template.MaxDistance, "min": 0 };
// maybe this should depend on the unit or target or something?
};
/**
* Try to gather treasure
* @return 'true' if treasure is successfully gathered and 'false' in the other case
*/
ResourceGatherer.prototype.TryInstantGather = function(target)
{
let cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
let type = cmpResourceSupply.GetType();
if (type.generic != "treasure")
return false;
let status = cmpResourceSupply.TakeResources(cmpResourceSupply.GetCurrentAmount());
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (cmpPlayer)
cmpPlayer.AddResource(type.specific, status.amount);
let cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseTreasuresCollectedCounter();
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
if (cmpTrigger && cmpPlayer)
cmpTrigger.CallEvent("TreasureCollected", {"player": cmpPlayer.GetPlayerID(), "type": type.specific, "amount": status.amount });
return true;
};
/**
* Gather from the target entity. This should only be called after a successful range check,
* and if the target has a compatible ResourceSupply.
* Call interval will be determined by gather rate, so always gather 1 amount when called.
*/
ResourceGatherer.prototype.PerformGather = function(target)
{
if (!this.GetTargetGatherRate(target))
return { "exhausted": true };
let gatherAmount = 1;
let cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
let type = cmpResourceSupply.GetType();
// Initialise the carried count if necessary
if (!this.carrying[type.generic])
this.carrying[type.generic] = 0;
// Find the maximum so we won't exceed our capacity
let maxGathered = this.GetCapacity(type.generic) - this.carrying[type.generic];
let status = cmpResourceSupply.TakeResources(Math.min(gatherAmount, maxGathered));
this.carrying[type.generic] += status.amount;
this.lastCarriedType = type;
// Update stats of how much the player collected.
// (We have to do it here rather than at the dropsite, because we
// need to know what subtype it was)
let cmpStatisticsTracker = QueryOwnerInterface(this.entity, IID_StatisticsTracker);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceGatheredCounter(type.generic, status.amount, type.specific);
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
// Tell the target we're gathering from it
Engine.PostMessage(target, MT_ResourceGather,
{ "entity": target, "gatherer": this.entity });
return {
"amount": status.amount,
"exhausted": status.exhausted,
"filled": (this.carrying[type.generic] >= this.GetCapacity(type.generic))
};
};
/**
* Compute the amount of resources collected per second from the target.
* Returns 0 if resources cannot be collected (e.g. the target doesn't
* exist, or is the wrong type).
*/
ResourceGatherer.prototype.GetTargetGatherRate = function(target)
{
- let type;
- let cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
- let cmpMirage = Engine.QueryInterface(target, IID_Mirage);
- if (cmpResourceSupply)
- type = cmpResourceSupply.GetType();
- else if (cmpMirage && cmpMirage.ResourceSupply())
- type = cmpMirage.GetType();
- else
+ let cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
+ if (!cmpResourceSupply)
return 0;
+ let type = cmpResourceSupply.GetType();
+
let rate = 0;
if (type.specific)
rate = this.GetGatherRate(type.generic+"."+type.specific);
if (rate == 0 && type.generic)
rate = this.GetGatherRate(type.generic);
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
let cheatMultiplier = cmpPlayer ? cmpPlayer.GetCheatTimeMultiplier() : 1;
rate = rate / cheatMultiplier;
- if (cmpMirage)
+ if ("Mirages" in cmpResourceSupply)
return rate;
// Apply diminishing returns with more gatherers, for e.g. infinite farms. For most resources this has no effect. (GetDiminishingReturns will return null.)
// We can assume that for resources that are miraged this is the case. (else just add the diminishing returns data to the mirage data and remove the
// early return above)
// Note to people looking to change in a template: This is a bit complicated. Basically, the lower that number is
// the steeper diminishing returns will be. I suggest playing around with Wolfram Alpha or a graphing calculator a bit.
// In each of the following links, replace 0.65 with the gather rate of your worker for the resource with diminishing returns and
// 14 with the constant you wish to use to control the diminishing returns.
// (In this case 0.65 is the women farming rate, in resources/second, and 14 is a good constant for farming.)
// This is the gather rate in resources/second of each individual worker as the total number of workers goes up:
// http://www.wolframalpha.com/input/?i=plot+%281%2F2+cos%28%28x-1%29*pi%2F14%29+%2B+1%2F2%29+*+0.65+from+1+to+5
// This is the total output of the resource in resources/second:
// http://www.wolframalpha.com/input/?i=plot+x%281%2F2+cos%28%28x-1%29*pi%2F14%29+%2B+1%2F2%29+*+0.65+from+1+to+5
// This is the fraction of a worker each new worker is worth (the 5th worker in this example is only producing about half as much as the first one):
// http://www.wolframalpha.com/input/?i=plot+x%281%2F2+cos%28%28x-1%29*pi%2F14%29+%2B+1%2F2%29+-++%28x-1%29%281%2F2+cos%28%28x-2%29*pi%2F14%29+%2B+1%2F2%29+from+x%3D1+to+5+and+y%3D0+to+1
// Here's how this technically works:
// The cosine function is an oscillating curve, normally between -1 and 1. Multiplying by 0.5 squishes that down to
// between -0.5 and 0.5. Adding 0.5 to that changes the range to 0 to 1. The diminishingReturns constant
// adjusts the period of the curve.
- // Alternatively, just find scythetwirler (who came up with the math here) or alpha123 (who wrote the code) on IRC.
- let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
let diminishingReturns = cmpResourceSupply.GetDiminishingReturns();
if (diminishingReturns)
- rate = (0.5 * Math.cos((cmpResourceSupply.GetGatherers().length - 1) * Math.PI / diminishingReturns) + 0.5) * rate;
+ rate = (0.5 * Math.cos((cmpResourceSupply.GetNumGatherers() - 1) * Math.PI / diminishingReturns) + 0.5) * rate;
return rate;
};
/**
* Returns whether this unit can carry more of the given type of resource.
* (This ignores whether the unit is actually able to gather that
* resource type or not.)
*/
ResourceGatherer.prototype.CanCarryMore = function(type)
{
let amount = (this.carrying[type] || 0);
return (amount < this.GetCapacity(type));
};
/**
* Returns whether this unit is carrying any resources of a type that is
* not the requested type. (This is to support cases where the unit is
* only meant to be able to carry one type at once.)
*/
ResourceGatherer.prototype.IsCarryingAnythingExcept = function(exceptedType)
{
for (let type in this.carrying)
if (type != exceptedType)
return true;
return false;
};
/**
* Transfer our carried resources to our owner immediately.
* Only resources of the given types will be transferred.
* (This should typically be called after reaching a dropsite).
*/
ResourceGatherer.prototype.CommitResources = function(types)
{
let cmpPlayer = QueryOwnerInterface(this.entity, IID_Player);
if (cmpPlayer)
for each (let type in types)
if (type in this.carrying)
{
cmpPlayer.AddResource(type, this.carrying[type]);
delete this.carrying[type];
}
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
};
/**
* Drop all currently-carried resources.
* (Currently they just vanish after being dropped - we don't bother depositing
* them onto the ground.)
*/
ResourceGatherer.prototype.DropResources = function()
{
this.carrying = {};
Engine.PostMessage(this.entity, MT_ResourceCarryingChanged, { "to": this.GetCarryingStatus() });
};
Engine.RegisterComponentType(IID_ResourceGatherer, "ResourceGatherer", ResourceGatherer);
Index: ps/trunk/binaries/data/mods/public/simulation/components/ResourceSupply.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ResourceSupply.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ResourceSupply.js (revision 16607)
@@ -1,175 +1,170 @@
function ResourceSupply() {}
ResourceSupply.prototype.Schema =
"Provides a supply of one particular type of resource." +
"" +
"1000" +
"food.meat" +
"" +
"" +
"" +
"" +
"" +
"Infinity" +
"" +
"" +
"" +
"wood.tree" +
"wood.ruins" +
"stone.rock" +
"stone.ruins" +
"metal.ore" +
"food.fish" +
"food.fruit" +
"food.grain" +
"food.meat" +
"food.milk" +
"treasure.wood" +
"treasure.stone" +
"treasure.metal" +
"treasure.food" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
ResourceSupply.prototype.Init = function()
{
// Current resource amount (non-negative)
this.amount = this.GetMaxAmount();
this.gatherers = []; // list of IDs for each players
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); // system component so that's safe.
var numPlayers = cmpPlayerManager.GetNumPlayers();
for (var i = 0; i <= numPlayers; ++i) // use "<=" because we want Gaia too.
this.gatherers.push([]);
this.infinite = !isFinite(+this.template.Amount);
};
ResourceSupply.prototype.IsInfinite = function()
{
return this.infinite;
};
ResourceSupply.prototype.GetKillBeforeGather = function()
{
return (this.template.KillBeforeGather == "true");
};
ResourceSupply.prototype.GetMaxAmount = function()
{
return +this.template.Amount;
};
ResourceSupply.prototype.GetCurrentAmount = function()
{
return this.amount;
};
ResourceSupply.prototype.GetMaxGatherers = function()
{
return +this.template.MaxGatherers;
};
-ResourceSupply.prototype.GetGatherers = function()
+ResourceSupply.prototype.GetNumGatherers = function()
{
- var numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
- var total = [];
- for (var playerid = 0; playerid <= numPlayers; playerid++)
- for (var gatherer = 0; gatherer < this.gatherers[playerid].length; gatherer++)
- total.push(this.gatherers[playerid][gatherer]);
- return total;
+ return this.gatherers.reduce((a, b) => a + b.length, 0);
};
ResourceSupply.prototype.GetDiminishingReturns = function()
{
if ("DiminishingReturns" in this.template)
return ApplyValueModificationsToEntity("ResourceSupply/DiminishingReturns", +this.template.DiminishingReturns, this.entity);
return null;
};
ResourceSupply.prototype.TakeResources = function(rate)
{
// Before changing the amount, activate Fogging if necessary to hide changes
let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging);
if (cmpFogging)
cmpFogging.Activate();
if (this.infinite)
return { "amount": rate, "exhausted": false };
// 'rate' should be a non-negative integer
var old = this.amount;
this.amount = Math.max(0, old - rate);
var change = old - this.amount;
// Remove entities that have been exhausted
if (this.amount == 0)
Engine.DestroyEntity(this.entity);
Engine.PostMessage(this.entity, MT_ResourceSupplyChanged, { "from": old, "to": this.amount });
return { "amount": change, "exhausted": (this.amount == 0) };
};
ResourceSupply.prototype.GetType = function()
{
// All resources must have both type and subtype
var [type, subtype] = this.template.Type.split('.');
return { "generic": type, "specific": subtype };
};
ResourceSupply.prototype.IsAvailable = function(player, gathererID)
{
- if (this.GetGatherers().length < this.GetMaxGatherers() || this.gatherers[player].indexOf(gathererID) !== -1)
+ if (this.GetNumGatherers() < this.GetMaxGatherers() || this.gatherers[player].indexOf(gathererID) !== -1)
return true;
return false;
};
ResourceSupply.prototype.AddGatherer = function(player, gathererID)
{
if (!this.IsAvailable(player, gathererID))
return false;
if (this.gatherers[player].indexOf(gathererID) === -1)
{
this.gatherers[player].push(gathererID);
// broadcast message, mainly useful for the AIs.
- Engine.PostMessage(this.entity, MT_ResourceSupplyGatherersChanged, { "to": this.GetGatherers() });
+ Engine.PostMessage(this.entity, MT_ResourceSupplyNumGatherersChanged, { "to": this.GetNumGatherers() });
}
return true;
};
// should this return false if the gatherer didn't gather from said resource?
ResourceSupply.prototype.RemoveGatherer = function(gathererID, player)
{
// this can happen if the unit is dead
if (player === undefined || player === -1)
{
for (var i = 0; i < this.gatherers.length; ++i)
this.RemoveGatherer(gathererID, i);
}
else
{
var index = this.gatherers[player].indexOf(gathererID);
if (index !== -1)
{
this.gatherers[player].splice(index,1);
// broadcast message, mainly useful for the AIs.
- Engine.PostMessage(this.entity, MT_ResourceSupplyGatherersChanged, { "to": this.GetGatherers() });
+ Engine.PostMessage(this.entity, MT_ResourceSupplyNumGatherersChanged, { "to": this.GetNumGatherers() });
return;
}
}
};
Engine.RegisterComponentType(IID_ResourceSupply, "ResourceSupply", ResourceSupply);
Index: ps/trunk/binaries/data/mods/public/simulation/components/StatusBars.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/StatusBars.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/StatusBars.js (revision 16607)
@@ -1,151 +1,145 @@
function StatusBars() {}
StatusBars.prototype.Schema =
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
StatusBars.prototype.Init = function()
{
this.enabled = false;
};
// Because this is enabled directly by the GUI and is not
// network-synchronised (it only affects local rendering),
// we disable serialization in order to prevent OOS errors
StatusBars.prototype.Serialize = null;
StatusBars.prototype.Deserialize = function()
{
// Use default initialisation
this.Init();
};
StatusBars.prototype.SetEnabled = function(enabled)
{
// Quick return if no change
if (enabled == this.enabled)
return;
// Update the displayed sprites
this.enabled = enabled;
if (enabled)
this.RegenerateSprites();
else
this.ResetSprites();
};
StatusBars.prototype.OnHealthChanged = function(msg)
{
if (this.enabled)
this.RegenerateSprites();
};
StatusBars.prototype.OnResourceSupplyChanged = function(msg)
{
if (this.enabled)
this.RegenerateSprites();
};
StatusBars.prototype.OnPackProgressUpdate = function(msg)
{
if (this.enabled)
this.RegenerateSprites();
};
StatusBars.prototype.ResetSprites = function()
{
var cmpOverlayRenderer = Engine.QueryInterface(this.entity, IID_OverlayRenderer);
cmpOverlayRenderer.Reset();
};
StatusBars.prototype.RegenerateSprites = function()
{
var cmpOverlayRenderer = Engine.QueryInterface(this.entity, IID_OverlayRenderer);
cmpOverlayRenderer.Reset();
// Size of health bar (in world-space units)
var width = +this.template.BarWidth;
var height = +this.template.BarHeight;
// World-space offset from the unit's position
var offset = { "x": 0, "y": +this.template.HeightOffset, "z": 0 };
// Billboard offset of next bar
var yoffset = 0;
var AddBar = function(type, amount)
{
cmpOverlayRenderer.AddSprite(
"art/textures/ui/session/icons/"+type+"_bg.png",
{ "x": -width/2, "y": -height/2 + yoffset },
{ "x": width/2, "y": height/2 + yoffset },
offset
);
cmpOverlayRenderer.AddSprite(
"art/textures/ui/session/icons/"+type+"_fg.png",
{ "x": -width/2, "y": -height/2 + yoffset },
{ "x": width*(amount - 0.5), "y": height/2 + yoffset },
offset
);
yoffset -= height * 1.2;
};
- var cmpMirage = Engine.QueryInterface(this.entity, IID_Mirage);
-
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack && cmpPack.IsPacking())
AddBar("pack", cmpPack.GetProgress());
- var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
+ var cmpHealth = QueryMiragedInterface(this.entity, IID_Health);
if (cmpHealth && cmpHealth.GetHitpoints() > 0)
AddBar("health", cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints());
- else if (cmpMirage && cmpMirage.Health())
- AddBar("health", cmpMirage.GetHitpoints() / cmpMirage.GetMaxHitpoints());
- var cmpResourceSupply = Engine.QueryInterface(this.entity, IID_ResourceSupply);
+ var cmpResourceSupply = QueryMiragedInterface(this.entity, IID_ResourceSupply);
if (cmpResourceSupply)
AddBar("supply", cmpResourceSupply.IsInfinite() ? 1 : cmpResourceSupply.GetCurrentAmount() / cmpResourceSupply.GetMaxAmount());
- else if (cmpMirage && cmpMirage.ResourceSupply())
- AddBar("supply", cmpMirage.IsInfinite() ? 1 : cmpMirage.GetAmount() / cmpMirage.GetMaxAmount());
/*
// Rank icon disabled for now - see discussion around
// http://www.wildfiregames.com/forum/index.php?s=&showtopic=13608&view=findpost&p=212154
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
if (cmpIdentity)
{
var rank = cmpIdentity.GetRank();
if (rank == "Advanced" || rank == "Elite")
{
var icon;
if (rank == "Advanced")
icon = "art/textures/ui/session/icons/advanced.dds";
else
icon = "art/textures/ui/session/icons/elite.dds";
var rankSize = 0.666;
var xoffset = -width/2 - rankSize/2;
cmpOverlayRenderer.AddSprite(
icon,
{ "x": -rankSize/2 + xoffset, "y": -rankSize/2 + yoffset },
{ "x": rankSize/2 + xoffset, "y": rankSize/2 + yoffset },
offset
);
}
}
*/
};
Engine.RegisterComponentType(IID_StatusBars, "StatusBars", StatusBars);
Index: ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 16607)
@@ -1,5892 +1,5881 @@
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!
// targetAttackersPassive: anything that hurts us is a viable target,
// if we're on a passive/unforced order (e.g. gathering/building)
// 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,
targetAttackersPassive: true,
respondFlee: false,
respondChase: true,
respondChaseBeyondVision: true,
respondStandGround: false,
respondHoldGround: false,
},
"aggressive": {
targetVisibleEnemies: true,
targetAttackersAlways: false,
targetAttackersPassive: true,
respondFlee: false,
respondChase: true,
respondChaseBeyondVision: false,
respondStandGround: false,
respondHoldGround: false,
},
"defensive": {
targetVisibleEnemies: true,
targetAttackersAlways: false,
targetAttackersPassive: true,
respondFlee: false,
respondChase: false,
respondChaseBeyondVision: false,
respondStandGround: false,
respondHoldGround: true,
},
"passive": {
targetVisibleEnemies: false,
targetAttackersAlways: false,
targetAttackersPassive: true,
respondFlee: true,
respondChase: false,
respondChaseBeyondVision: false,
respondStandGround: false,
respondHoldGround: false,
},
"standground": {
targetVisibleEnemies: true,
targetAttackersAlways: false,
targetAttackersPassive: true,
respondFlee: false,
respondChase: false,
respondChaseBeyondVision: false,
respondStandGround: true,
respondHoldGround: false,
},
};
// See ../helpers/FSM.js for some documentation of this FSM specification syntax
UnitAI.prototype.UnitFsmSpec = {
// Default event handlers:
"MoveCompleted": function() {
// ignore spurious movement messages
// (these can happen when stopping moving at the same time
// as switching states)
},
"MoveStarted": function() {
// ignore spurious movement messages
},
"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
},
"Attacked": function(msg) {
// ignore attacker
},
"HealthChanged": function(msg) {
// ignore
},
"PackFinished": function(msg) {
// ignore
},
"PickupCanceled": function(msg) {
// ignore
},
"GuardedAttacked": function(msg) {
// ignore
},
// 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.IsTurret())
{
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())
{
// Case 2: pack
this.PushOrderFront("Pack", { "force": true });
return;
}
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.MoveToFormationOffset(msg.data.target, msg.data.x, msg.data.z);
this.SetNextStateAlwaysEntering("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 (!IsOwnedByAllyOfEntity(this.entity, msg.data.target) || this.IsPacking() || this.CanPack() || this.IsTurret())
{
this.FinishOrder();
return;
}
// Move a tile outside the building
var range = 4;
var ok = this.MoveToTargetRangeExplicit(msg.data.target, range, range);
if (ok)
{
// We've started walking to the given point
this.SetNextState("INDIVIDUAL.WALKING");
}
else
{
// We are already at the target, or can't move at all
this.FinishOrder();
}
},
// 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
this.SetNextState("INDIVIDUAL.IDLE");
},
"Order.Walk": function(msg) {
// Let players move captured domestic animals around
if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
{
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())
{
// Case 2: pack
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetHeldPosition(this.order.data.x, this.order.data.z);
if (!this.order.data.max)
this.MoveToPoint(this.order.data.x, this.order.data.z);
else
this.MoveToPointRange(this.order.data.x, this.order.data.z, this.order.data.min, this.order.data.max);
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.IsTurret())
{
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())
{
// Case 2: pack
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetHeldPosition(this.order.data.x, this.order.data.z);
this.MoveToPoint(this.order.data.x, this.order.data.z);
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.IsTurret())
{
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())
{
// Case 2: pack
this.PushOrderFront("Pack", { "force": true });
return;
}
var ok = this.MoveToTarget(this.order.data.target);
if (ok)
{
// We've started walking to the given point
if (this.IsAnimal())
this.SetNextState("ANIMAL.WALKING");
else
this.SetNextState("INDIVIDUAL.WALKING");
}
else
{
// We are already at the target, or can't move at all
this.StopMoving();
this.FinishOrder();
}
},
"Order.PickupUnit": function(msg) {
var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull())
{
this.FinishOrder();
return;
}
// Check if we need to move TODO implement a better way to know if we are on the shoreline
var needToMove = true;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (this.lastShorelinePosition && cmpPosition && (this.lastShorelinePosition.x == cmpPosition.GetPosition().x)
&& (this.lastShorelinePosition.z == cmpPosition.GetPosition().z))
{
// we were already on the shoreline, and have not moved since
if (DistanceBetweenEntities(this.entity, this.order.data.target) < 50)
needToMove = false;
}
// TODO: what if the units are on a cliff ? the ship will go below the cliff
// and the units won't be able to garrison. Should go to the nearest (accessible) shore
if (needToMove && this.MoveToTarget(this.order.data.target))
{
this.SetNextState("INDIVIDUAL.PICKUP.APPROACHING");
}
else
{
// We are already at the target, or can't move at all
this.StopMoving();
this.SetNextState("INDIVIDUAL.PICKUP.LOADING");
}
},
"Order.Guard": function(msg) {
if (!this.AddGuard(this.order.data.target))
{
this.FinishOrder();
return;
}
if (this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("INDIVIDUAL.GUARD.ESCORTING");
else
this.SetNextState("INDIVIDUAL.GUARD.GUARDING");
},
"Order.Flee": function(msg) {
// We use the distance between the entities to account for ranged attacks
var distance = DistanceBetweenEntities(this.entity, this.order.data.target) + (+this.template.FleeDistance);
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion.MoveToTargetRange(this.order.data.target, distance, -1))
{
// We've started fleeing from the given target
if (this.IsAnimal())
this.SetNextState("ANIMAL.FLEEING");
else
this.SetNextState("INDIVIDUAL.FLEEING");
}
else
{
// We are already at the target, or can't move at all
this.StopMoving();
this.FinishOrder();
}
},
"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;
// If we are already at the target, try attacking it from here
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
this.StopMoving();
// 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())
{
// Ignore unforced attacks
// TODO: use special stances instead?
if (!this.order.data.force)
{
this.FinishOrder();
return;
}
// Case 2: unpack
this.PushOrderFront("Unpack", { "force": true });
return;
}
if (this.order.data.attackType == this.oldAttackType)
{
if (this.IsAnimal())
this.SetNextState("ANIMAL.COMBAT.ATTACKING");
else
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
}
else
{
if (this.IsAnimal())
this.SetNextStateAlwaysEntering("ANIMAL.COMBAT.ATTACKING");
else
this.SetNextStateAlwaysEntering("INDIVIDUAL.COMBAT.ATTACKING");
}
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.
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack)
{
// Ignore unforced attacks
// TODO: use special stances instead?
if (!this.order.data.force)
{
this.FinishOrder();
return;
}
if (this.CanPack())
{
// Case 2: pack
this.PushOrderFront("Pack", { "force": true });
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.IsTurret())
{
this.FinishOrder();
return;
}
// Try to move within attack range
if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
// We've started walking to the given point
if (this.IsAnimal())
this.SetNextState("ANIMAL.COMBAT.APPROACHING");
else
this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
return;
}
// We can't reach the target, and can't move towards it,
// so abandon this attack order
this.FinishOrder();
},
"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.StopMoving();
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;
}
// Try to move within heal range
if (this.MoveToTargetRange(this.order.data.target, IID_Heal))
{
// We've started walking to the given point
this.SetNextState("INDIVIDUAL.HEAL.APPROACHING");
return;
}
// We can't reach the target, and can't move towards it,
// so abandon this heal order
this.FinishOrder();
},
"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);
}
else
{
// We couldn't move there, or the target moved away
this.FinishOrder();
}
return;
}
this.PushOrderFront("Attack", { "target": this.order.data.target, "force": false, "hunting": true, "allowCapture": false });
return;
}
// Try to move within range
if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
{
// We've started walking to the given point
this.SetNextState("INDIVIDUAL.GATHER.APPROACHING");
}
else
{
// We are already at the target, or can't move at all,
// so try gathering it from here.
// TODO: need better handling of the can't-reach-target case
this.StopMoving();
this.SetNextStateAlwaysEntering("INDIVIDUAL.GATHER.GATHERING");
}
},
"Order.GatherNearPosition": function(msg) {
// Move the unit to the position to gather from.
this.MoveToPoint(this.order.data.x, this.order.data.z);
this.SetNextState("INDIVIDUAL.GATHER.WALKING");
},
"Order.ReturnResource": function(msg) {
// Check if the dropsite is already in range
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) && this.CanReturnResource(this.order.data.target, true))
{
var cmpResourceDropsite = Engine.QueryInterface(this.order.data.target, IID_ResourceDropsite);
if (cmpResourceDropsite)
{
// Dump any resources we can
var dropsiteTypes = cmpResourceDropsite.GetTypes();
Engine.QueryInterface(this.entity, IID_ResourceGatherer).CommitResources(dropsiteTypes);
// Our next order should always be a Gather,
// so just switch back to that order
this.FinishOrder();
return;
}
}
// Try to move to the dropsite
if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
{
// We've started walking to the target
this.SetNextState("INDIVIDUAL.RETURNRESOURCE.APPROACHING");
return;
}
// Oops, we can't reach the dropsite.
// Maybe we should try to pick another dropsite, to find an
// accessible one?
// For now, just give up.
this.StopMoving();
this.FinishOrder();
return;
},
"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;
}
var nextMarket = cmpTrader.GetNextMarket();
if (nextMarket == this.order.data.firstMarket)
var state = "TRADE.APPROACHINGFIRSTMARKET";
else
var state = "TRADE.APPROACHINGSECONDMARKET";
// TODO find the nearest way-point from our position, and start with it
this.waypoints = undefined;
if (this.MoveToMarket(nextMarket))
// We've started walking to the next market
this.SetNextState(state);
else
this.FinishOrder();
},
"Order.Repair": function(msg) {
// Try to move within range
if (this.MoveToTargetRange(this.order.data.target, IID_Builder))
{
// We've started walking to the given point
this.SetNextState("INDIVIDUAL.REPAIR.APPROACHING");
}
else
{
// We are already at the target, or can't move at all,
// so try repairing it from here.
// TODO: need better handling of the can't-reach-target case
this.StopMoving();
this.SetNextStateAlwaysEntering("INDIVIDUAL.REPAIR.REPAIRING");
}
},
"Order.Garrison": function(msg) {
if (this.IsTurret())
{
this.FinishOrder();
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())
{
// Case 2: pack
this.PushOrderFront("Pack", { "force": true });
return;
}
if (this.MoveToGarrisonRange(this.order.data.target))
{
this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING");
}
else
{
// We do a range check before actually garrisoning
this.StopMoving();
this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED");
}
},
"Order.Autogarrison": function(msg) {
this.SetNextState("INDIVIDUAL.AUTOGARRISON");
},
"Order.Alert": function(msg) {
this.alertRaiser = this.order.data.raiser;
// Find a target to garrison into, if we don't already have one
if (!this.alertGarrisoningTarget)
this.alertGarrisoningTarget = this.FindNearbyGarrisonHolder();
if (this.alertGarrisoningTarget)
this.ReplaceOrder("Garrison", {"target": this.alertGarrisoningTarget});
else
this.FinishOrder();
},
"Order.Cheering": function(msg) {
this.SetNextState("INDIVIDUAL.CHEERING");
},
"Order.Pack": function(msg) {
if (this.CanPack())
{
this.StopMoving();
this.SetNextState("INDIVIDUAL.PACKING");
}
},
"Order.Unpack": function(msg) {
if (this.CanUnpack())
{
this.StopMoving();
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.MoveToPoint(this.order.data.x, this.order.data.z);
this.SetNextState("WALKING");
},
"Order.WalkAndFight": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.MoveToPoint(this.order.data.x, this.order.data.z);
this.SetNextState("WALKINGANDFIGHTING");
},
"Order.MoveIntoFormation": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.MoveToPoint(this.order.data.x, this.order.data.z);
this.SetNextState("FORMING");
},
// Only used by other orders to walk there in formation
"Order.WalkToTargetRange": function(msg) {
if (this.MoveToTargetRangeExplicit(this.order.data.target, this.order.data.min, this.order.data.max))
this.SetNextState("WALKING");
else
this.FinishOrder();
},
"Order.WalkToTarget": function(msg) {
if (this.MoveToTarget(this.order.data.target))
this.SetNextState("WALKING");
else
this.FinishOrder();
},
"Order.WalkToPointRange": function(msg) {
if (this.MoveToPointRange(this.order.data.x, this.order.data.z, this.order.data.min, this.order.data.max))
this.SetNextState("WALKING");
else
this.FinishOrder();
},
"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) {
this.CallMemberFunction("Stop", [false]);
this.FinishOrder();
},
"Order.Attack": function(msg) {
var target = msg.data.target;
var allowCapture = msg.data.allowCapture;
var cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember())
target = cmpTargetUnitAI.GetFormationController();
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
// Check if we are already in range, otherwise walk there
if (!this.CheckTargetAttackRange(target, target))
{
if (this.TargetIsAlive(target) && this.CheckTargetVisible(target))
{
if (this.MoveToTargetAttackRange(target, target))
{
this.SetNextState("COMBAT.APPROACHING");
return;
}
}
this.FinishOrder();
return;
}
this.CallMemberFunction("Attack", [target, false, allowCapture]);
if (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
{
// Out of range; move there in formation
if (this.MoveToGarrisonRange(msg.data.target))
{
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);
}
else
{
// We couldn't move there, or the target moved away
this.FinishOrder();
}
return;
}
this.PushOrderFront("Attack", { "target": msg.data.target, "hunting": true, "allowCapture": false });
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.SetNextStateAlwaysEntering("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.SetNextStateAlwaysEntering("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.SetNextStateAlwaysEntering("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.SetNextStateAlwaysEntering("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.SetNextStateAlwaysEntering("MEMBER");
},
"Order.Pack": function(msg) {
this.CallMemberFunction("Pack", [false]);
this.SetNextStateAlwaysEntering("MEMBER");
},
"Order.Unpack": function(msg) {
this.CallMemberFunction("Unpack", [false]);
this.SetNextStateAlwaysEntering("MEMBER");
},
"IDLE": {
"enter": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(false);
},
},
"WALKING": {
"MoveStarted": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
},
"MoveCompleted": function(msg) {
if (this.FinishOrder())
this.CallMemberFunction("ResetFinishOrder", []);
},
},
"WALKINGANDFIGHTING": {
"enter": function(msg) {
this.StartTimer(0, 1000);
},
"Timer": function(msg) {
// check if there are no enemies to attack
this.FindWalkAndFightTargets();
},
"leave": function(msg) {
this.StopTimer();
},
"MoveStarted": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
},
"MoveCompleted": function(msg) {
if (this.FinishOrder())
this.CallMemberFunction("ResetFinishOrder", []);
},
},
"GARRISON":{
"enter": function() {
// If the garrisonholder should pickup, warn it so it can take needed action
var 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 });
}
},
"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;
}
},
"APPROACHING": {
"MoveStarted": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
},
"MoveCompleted": function(msg) {
this.SetNextState("GARRISONING");
},
},
"GARRISONING": {
"enter": function() {
// If a pickup has been requested, cancel it as it will be requested by members
if (this.pickup)
{
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
delete this.pickup;
}
this.CallMemberFunction("Garrison", [this.order.data.target, false]);
this.SetNextStateAlwaysEntering("MEMBER");
},
},
},
"FORMING": {
"MoveStarted": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, false);
},
"MoveCompleted": function(msg) {
if (this.FinishOrder())
{
this.CallMemberFunction("ResetFinishOrder", []);
return;
}
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.FindInPosition();
}
},
"COMBAT": {
"APPROACHING": {
"MoveStarted": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
},
"MoveCompleted": function(msg) {
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.CallMemberFunction("Attack", [this.order.data.target, false, this.order.data.allowCapture]);
if (cmpAttack.CanAttackAsFormation())
this.SetNextState("COMBAT.ATTACKING");
else
this.SetNextState("MEMBER");
},
},
"ATTACKING": {
// Wait for individual members to finish
"enter": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(false, false);
this.StartTimer(200, 200);
var target = this.order.data.target;
// Check if we are already in range, otherwise walk there
if (!this.CheckTargetAttackRange(target, target))
{
if (this.TargetIsAlive(target) && this.CheckTargetVisible(target))
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
var range = cmpAttack.GetRange(target);
this.PushOrderFront("WalkToTargetRange", { "target": target, "min": range.min, "max": range.max });
return;
}
this.FinishOrder();
return;
}
},
"Timer": function(msg) {
var target = this.order.data.target;
var allowCapture = this.order.data.allowCapture;
// Check if we are already in range, otherwise walk there
if (!this.CheckTargetAttackRange(target, target))
{
if (this.TargetIsAlive(target) && this.CheckTargetVisible(target))
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
var range = cmpAttack.GetRange(target);
this.FinishOrder();
this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": allowCapture });
return;
}
this.FinishOrder();
return;
}
},
"leave": function(msg) {
this.StopTimer();
},
},
},
"MEMBER": {
// Wait for individual members to finish
"enter": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(false);
this.StartTimer(1000, 1000);
},
"Timer": function(msg) {
// Have all members finished the task?
if (!this.TestAllMemberFunction("HasFinishedOrder", []))
return;
this.CallMemberFunction("ResetFinishOrder", []);
// Execute the next order
if (this.FinishOrder())
{
// if WalkAndFight order, look for new target before moving again
if (this.IsWalkingAndFighting())
this.FindWalkAndFightTargets();
return;
}
},
"leave": function(msg) {
this.StopTimer();
},
},
},
// States for entities moving as part of a formation:
"FORMATIONMEMBER": {
"FormationLeave": function(msg) {
// We're not in a formation anymore, so no need to track this.
this.finishedOrder = false;
// Stop moving as soon as the formation disbands
this.StopMoving();
// 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
if (this.IsAnimal())
this.SetNextState("ANIMAL.IDLE");
else
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 (!IsOwnedByAllyOfEntity(this.entity, msg.data.target) || this.IsPacking() || this.CanPack() || this.IsTurret())
{
this.FinishOrder();
return;
}
// Move a tile outside the building
var range = 4;
var ok = this.MoveToTargetRangeExplicit(msg.data.target, range, range);
if (ok)
{
// We've started walking to the given point
this.SetNextState("WALKINGTOPOINT");
}
else
{
// We are already at the target, or can't move at all
this.FinishOrder();
}
},
"IDLE": {
"enter": function() {
if (this.IsAnimal())
this.SetNextState("ANIMAL.IDLE");
else
this.SetNextState("INDIVIDUAL.IDLE");
return true;
},
},
"WALKING": {
"enter": function () {
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpFormation && cmpVisual)
{
cmpVisual.ReplaceMoveAnimation("walk", cmpFormation.GetFormationAnimation(this.entity, "walk"));
cmpVisual.ReplaceMoveAnimation("run", cmpFormation.GetFormationAnimation(this.entity, "run"));
}
this.SelectAnimation("move");
},
// Occurs when the unit has reached its destination and the controller
// is done moving. The controller is notified.
"MoveCompleted": function(msg) {
// We can only finish this order if the move was really completed.
if (!msg.data.error && this.FinishOrder())
return;
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
{
cmpVisual.ResetMoveAnimation("walk");
cmpVisual.ResetMoveAnimation("run");
}
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
cmpFormation.SetInPosition(this.entity);
},
},
// Special case used by Order.LeaveFoundation
"WALKINGTOPOINT": {
"enter": function() {
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
cmpFormation.UnsetInPosition(this.entity);
this.SelectAnimation("move");
},
"MoveCompleted": function() {
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");
},
"Attacked": function(msg) {
// Respond to attack if we always target attackers, or if we target attackers
// during passive orders (e.g. gathering/repairing are never forced)
if (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && (!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.GetHitpoints() < cmpHealth.GetMaxHitpoints())
{
if (this.CanHeal(this.isGuardOf))
this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
else if (this.CanRepair(this.isGuardOf) && cmpHealth.IsRepairable())
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) && cmpHealth.IsRepairable())
{
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);
}
},
"IDLE": {
"enter": function() {
// Switch back to idle animation to guarantee we won't
// get stuck with an incorrect animation
var animationName = "idle";
if (this.IsFormationMember())
{
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
animationName = cmpFormation.GetFormationAnimation(this.entity, animationName);
}
this.SelectAnimation(animationName);
// If the unit is guarding/escorting, go back to its duty
if (this.isGuardOf)
{
this.Guard(this.isGuardOf, false);
return true;
}
// The GUI and AI want to know when a unit is idle, but we don't
// want to send frequent spurious messages if the unit's only
// idle for an instant and will quickly go off and do something else.
// So we'll set a timer here and only report the idle event if we
// remain idle
this.StartTimer(1000);
// 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 true; // (abort the FSM transition since we may have already switched state)
// 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 LosRangeUpdate.)
if (this.FindNewTargets())
return true; // (abort the FSM transition since we may have already switched state)
// Nobody to attack - stay in idle
return false;
},
"leave": function() {
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
rangeMan.DisableActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
rangeMan.DisableActiveQuery(this.losHealRangeQuery);
this.StopTimer();
if (this.isIdle)
{
this.isIdle = false;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
}
},
"LosRangeUpdate": function(msg) {
if (this.GetStance().targetVisibleEnemies)
{
// Start attacking one of the newly-seen enemy (if any)
this.AttackEntitiesByPreference(msg.data.added);
}
},
"LosHealRangeUpdate": function(msg) {
this.RespondToHealableEntities(msg.data.added);
},
"Timer": function(msg) {
if (!this.isIdle)
{
this.isIdle = true;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
}
},
},
"WALKING": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
this.FinishOrder();
},
},
"WALKINGANDFIGHTING": {
"enter": function () {
// Show weapons rather than carried resources.
this.SetGathererAnimationOverride(true);
this.StartTimer(0, 1000);
this.SelectAnimation("move");
},
"Timer": function(msg) {
this.FindWalkAndFightTargets();
},
"leave": function(msg) {
this.StopTimer();
},
"MoveCompleted": function() {
this.FinishOrder();
},
},
"GUARD": {
"RemoveGuard": function() {
this.StopMoving();
this.FinishOrder();
},
"ESCORTING": {
"enter": function () {
// Show weapons rather than carried resources.
this.SetGathererAnimationOverride(true);
this.StartTimer(0, 1000);
this.SelectAnimation("move");
this.SetHeldPositionOnEntity(this.isGuardOf);
return false;
},
"Timer": function(msg) {
// Check the target is alive
if (!this.TargetIsAlive(this.isGuardOf))
{
this.StopMoving();
this.FinishOrder();
return;
}
this.SetHeldPositionOnEntity(this.isGuardOf);
},
"leave": function(msg) {
this.SetMoveSpeed(this.GetWalkSpeed());
this.StopTimer();
},
"MoveStarted": function(msg) {
// Adapt the speed to the one of the target if needed
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion.IsInTargetRange(this.isGuardOf, 0, 3*this.guardRange))
{
var cmpUnitAI = Engine.QueryInterface(this.isGuardOf, IID_UnitAI);
if (cmpUnitAI)
{
var speed = cmpUnitAI.GetWalkSpeed();
if (speed < this.GetWalkSpeed())
this.SetMoveSpeed(speed);
}
}
},
"MoveCompleted": function() {
this.SetMoveSpeed(this.GetWalkSpeed());
if (!this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("GUARDING");
},
},
"GUARDING": {
"enter": function () {
this.StartTimer(1000, 1000);
this.SetHeldPositionOnEntity(this.entity);
this.SelectAnimation("idle");
return false;
},
"LosRangeUpdate": function(msg) {
// Start attacking one of the newly-seen enemy (if any)
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
if (this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("ESCORTING");
else
{
// 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.GetHitpoints() < cmpHealth.GetMaxHitpoints()))
{
if (this.CanHeal(this.isGuardOf))
this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
else if (this.CanRepair(this.isGuardOf) && cmpHealth.IsRepairable())
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
}
}
},
"leave": function(msg) {
this.StopTimer();
},
},
},
"FLEEING": {
"enter": function() {
this.PlaySound("panic");
// Run quickly
var speed = this.GetRunSpeed();
this.SelectAnimation("move");
this.SetMoveSpeed(speed);
},
"HealthChanged": function() {
var speed = this.GetRunSpeed();
this.SetMoveSpeed(speed);
},
"leave": function() {
// Reset normal speed
this.SetMoveSpeed(this.GetWalkSpeed());
},
"MoveCompleted": function() {
// When we've run far enough, stop fleeing
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
},
"APPROACHING": {
"enter": function () {
// Show weapons rather than carried resources.
this.SetGathererAnimationOverride(true);
this.SelectAnimation("move");
this.StartTimer(1000, 1000);
},
"leave": function() {
// Show carried resources when walking.
this.SetGathererAnimationOverride();
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();
}
},
"MoveCompleted": function() {
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
// If the unit needs to unpack, do so
if (this.CanUnpack())
this.SetNextState("UNPACKING");
else
this.SetNextState("ATTACKING");
}
else
{
if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
this.SetNextState("APPROACHING");
}
else
{
// Give up
this.FinishOrder();
}
}
},
"Attacked": function(msg) {
// If we're attacked by a close enemy, we should try to defend ourself
// but only if we're not forced to target something else
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && !this.order.data.force)))
{
this.RespondToTargetedEntities([msg.data.attacker]);
}
},
},
"UNPACKING": {
"enter": function() {
// If we're not in range yet (maybe we stopped moving), move to target again
if (!this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.SetNextState("APPROACHING");
else
// Give up
this.FinishOrder();
return true;
}
// In range, unpack
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.Unpack();
return false;
},
"PackFinished": function(msg) {
this.SetNextState("ATTACKING");
},
"leave": function() {
},
"Attacked": function(msg) {
// Ignore further attacks while unpacking
},
},
"ATTACKING": {
"enter": function() {
var target = this.order.data.target;
var 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;
}
// Check the target is still alive and attackable
if (this.TargetIsAlive(target) &&
this.CanAttack(target, this.order.data.forceResponse || null) &&
!this.CheckTargetAttackRange(target, this.order.data.attackType))
{
// Can't reach it - try to chase after it
if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
{
if (this.MoveToTargetAttackRange(target, this.order.data.attackType))
{
this.SetNextState("COMBAT.CHASING");
return;
}
}
}
var 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.
var prepare = this.attackTimers.prepare;
if (this.lastAttacked)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
var repeatLeft = this.lastAttacked + this.attackTimers.repeat - cmpTimer.GetTime();
prepare = Math.max(prepare, repeatLeft);
}
// add prefix + no capital first letter for attackType
var animationName = "attack_" + this.order.data.attackType.toLowerCase();
if (this.IsFormationMember())
{
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
animationName = cmpFormation.GetFormationAnimation(this.entity, animationName);
}
this.SelectAnimation(animationName, false, 1.0, "attack");
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) ? true : false;
this.FaceTowardsTarget(this.order.data.target);
var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (cmpBuildingAI)
cmpBuildingAI.SetUnitAITarget(this.order.data.target);
},
"leave": function() {
var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (cmpBuildingAI)
cmpBuildingAI.SetUnitAITarget(0);
this.StopTimer();
},
"Timer": function(msg) {
var target = this.order.data.target;
var cmpFormation = Engine.QueryInterface(target, IID_Formation);
// if the target is a formation, save the attacking formation, and pick a member
if (cmpFormation)
{
var thisObject = this;
var filter = function(t) {
return thisObject.TargetIsAlive(t) && thisObject.CanAttack(t, thisObject.order.data.forceResponse || null);
};
this.order.data.formationTarget = target;
target = cmpFormation.GetClosestMember(this.entity, filter);
this.order.data.target = target;
}
// Check the target is still alive and attackable
if (this.TargetIsAlive(target) && this.CanAttack(target, this.order.data.forceResponse || null))
{
// If we are hunting, first update the target position of the gather order so we know where will be the killed animal
if (this.order.data.hunting && this.orderQueue[1] && this.orderQueue[1].data.lastPos)
{
var cmpPosition = Engine.QueryInterface(this.order.data.target, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
{
// Store the initial position, so that we can find the rest of the herd later
if (!this.orderQueue[1].data.initPos)
this.orderQueue[1].data.initPos = this.orderQueue[1].data.lastPos;
this.orderQueue[1].data.lastPos = cmpPosition.GetPosition();
// We still know where the animal is, so we shouldn't give up before going there
this.orderQueue[1].data.secondTry = undefined;
}
}
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.lastAttacked = cmpTimer.GetTime() - msg.lateness;
this.FaceTowardsTarget(target);
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
cmpAttack.PerformAttack(this.order.data.attackType, target);
// Check we can still reach the target for the next attack
if (this.CheckTargetAttackRange(target, this.order.data.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.MoveToTargetRange(target, IID_Attack, this.order.data.attackType))
{
this.SetNextState("COMBAT.CHASING");
return;
}
}
}
// if we're targetting a formation, find a new member of that formation
var cmpTargetFormation = Engine.QueryInterface(this.order.data.formationTarget || INVALID_ENTITY, IID_Formation);
// if there is no target, it means previously searching for the target inside the target formation failed, so don't repeat the search
if (target && cmpTargetFormation)
{
this.order.data.target = this.order.data.formationTarget;
this.TimerHandler(msg.data, msg.lateness);
return;
}
this.oldAttackType = this.order.data.attackType;
// 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 ennemies around before moving again
if (this.FinishOrder())
{
if (this.IsWalkingAndFighting())
this.FindWalkAndFightTargets();
return;
}
// See if we can switch to a new nearby enemy
if (this.FindNewTargets())
{
// Attempt to immediately re-enter the timer function, to avoid wasting the attack.
if (this.orderQueue.length > 0 && this.orderQueue[0].data.attackType == this.oldAttackType)
this.TimerHandler(msg.data, msg.lateness);
return;
}
// Return to our original position
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
},
// TODO: respond to target deaths immediately, rather than waiting
// until the next Timer event
"Attacked": function(msg) {
if (this.order.data.target != msg.data.attacker)
{
// If we're attacked by a close enemy, stronger than our current target,
// we choose to attack it, but only if we're not forced to target something else
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && !this.order.data.force)))
{
var ents = [this.order.data.target, msg.data.attacker];
SortEntitiesByPriority(ents);
if (ents[0] != this.order.data.target)
{
this.RespondToTargetedEntities(ents);
}
}
}
},
},
"CHASING": {
"enter": function () {
// Show weapons rather than carried resources.
this.SetGathererAnimationOverride(true);
this.SelectAnimation("move");
var cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
if (cmpUnitAI && cmpUnitAI.IsFleeing())
{
// Run after a fleeing target
var speed = this.GetRunSpeed();
this.SetMoveSpeed(speed);
}
this.StartTimer(1000, 1000);
},
"HealthChanged": function() {
var cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
if (!cmpUnitAI || !cmpUnitAI.IsFleeing())
return;
var speed = this.GetRunSpeed();
this.SetMoveSpeed(speed);
},
"leave": function() {
// Reset normal speed in case it was changed
this.SetMoveSpeed(this.GetWalkSpeed());
// Show carried resources when walking.
this.SetGathererAnimationOverride();
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();
}
},
"MoveCompleted": function() {
this.SetNextState("ATTACKING");
},
},
},
"GATHER": {
"APPROACHING": {
"enter": function() {
this.SelectAnimation("move");
this.gatheringTarget = this.order.data.target; // temporary, deleted in "leave".
// check that we can gather from the resource we're supposed to gather from.
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
var cmpMirage = Engine.QueryInterface(this.gatheringTarget, IID_Mirage);
- if ((!cmpMirage || !cmpMirage.ResourceSupply()) &&
+ if ((!cmpMirage || !cmpMirage.Mirages(IID_ResourceSupply)) &&
(!cmpSupply || !cmpSupply.AddGatherer(cmpOwnership.GetOwner(), this.entity)))
{
// Save the current order's data in case we need it later
var oldType = this.order.data.type;
var oldTarget = this.order.data.target;
var oldTemplate = this.order.data.template;
// Try the next queued order if there is any
if (this.FinishOrder())
return true;
// Try to find another nearby target of the same specific type
// Also don't switch to a different type of huntable animal
var nearby = this.FindNearbyResource(function (ent, type, template) {
return (
ent != oldTarget
&& ((type.generic == "treasure" && oldType.generic == "treasure")
|| (type.specific == oldType.specific
&& (type.specific != "meat" || oldTemplate == template)))
);
});
if (nearby)
{
this.PerformGather(nearby, false, false);
return true;
}
else
{
// It's probably better in this case, to avoid units getting stuck around a dropsite
// in a "Target is far away, full, nearby are no good resources, return to dropsite" loop
// to order it to GatherNear the resource position.
var cmpPosition = Engine.QueryInterface(this.gatheringTarget, IID_Position);
if (cmpPosition)
{
var pos = cmpPosition.GetPosition();
this.GatherNearPosition(pos.x, pos.z, oldType, oldTemplate);
return true;
} else {
// we're kind of stuck here. Return resource.
var nearby = this.FindNearestDropsite(oldType.generic);
if (nearby)
{
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
return true;
}
}
}
return true;
}
return false;
},
"MoveCompleted": function(msg) {
if (msg.data.error)
{
// We failed to reach the target
// remove us from the list of entities gathering from Resource.
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (cmpSupply && cmpOwnership)
cmpSupply.RemoveGatherer(this.entity, cmpOwnership.GetOwner());
else if (cmpSupply)
cmpSupply.RemoveGatherer(this.entity);
// Save the current order's data in case we need it later
var oldType = this.order.data.type;
var oldTarget = this.order.data.target;
var oldTemplate = this.order.data.template;
// Try the next queued order if there is any
if (this.FinishOrder())
return;
// Try to find another nearby target of the same specific type
// Also don't switch to a different type of huntable animal
var nearby = this.FindNearbyResource(function (ent, type, template) {
return (
ent != oldTarget
&& ((type.generic == "treasure" && oldType.generic == "treasure")
|| (type.specific == oldType.specific
&& (type.specific != "meat" || oldTemplate == template)))
);
});
if (nearby)
{
this.PerformGather(nearby, false, false);
return;
}
// Couldn't find anything else. Just try this one again,
// maybe we'll succeed next time
this.PerformGather(oldTarget, false, false);
return;
}
// We reached the target - start gathering from it now
this.SetNextState("GATHERING");
},
"leave": function() {
// don't use ownership because this is called after a conversion/resignation
// and the ownership would be invalid then.
var 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() {
this.SelectAnimation("move");
},
"MoveCompleted": function(msg) {
var resourceType = this.order.data.type;
var resourceTemplate = this.order.data.template;
// Try to find another nearby target of the same specific type
// Also don't switch to a different type of huntable animal
var nearby = this.FindNearbyResource(function (ent, type, template) {
return (
(type.generic == "treasure" && resourceType.generic == "treasure")
|| (type.specific == resourceType.specific
&& (type.specific != "meat" || resourceTemplate == template))
);
});
// If there is a nearby resource start gathering
if (nearby)
{
this.PerformGather(nearby, false, false);
return;
}
// Couldn't find nearby resources, so give up
if (this.FinishOrder())
return;
// Nothing better to do: go back to dropsite
var nearby = this.FindNearestDropsite(resourceType.generic);
if (nearby)
{
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
return;
}
// No dropsites, just give up
},
},
"GATHERING": {
"enter": function() {
this.gatheringTarget = this.order.data.target; // deleted in "leave".
// Check if the resource is full.
if (this.gatheringTarget)
{
// Check that we can gather from the resource we're supposed to gather from.
// Will only be added if we're not already in.
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (!cmpSupply || !cmpSupply.AddGatherer(cmpOwnership.GetOwner(), this.entity))
{
this.gatheringTarget = INVALID_ENTITY;
this.StartTimer(0);
return false;
}
}
// 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.
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
var 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))
{
// Let the Timer logic handle this
this.StartTimer(0);
return false;
}
// 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.
var offset = 1000/rate;
var repeat = offset;
this.StartTimer(offset, repeat);
// 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))
{
var typename = "gather_" + this.order.data.type.specific;
this.SelectAnimation(typename, false, 1.0, typename);
}
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.
var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (cmpSupply)
cmpSupply.RemoveGatherer(this.entity);
delete this.gatheringTarget;
// Show the carried resource, if we've gathered anything.
this.SetGathererAnimationOverride();
},
"Timer": function(msg) {
var resourceTemplate = this.order.data.template;
var resourceType = this.order.data.type;
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return;
var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (cmpSupply && cmpSupply.IsAvailable(cmpOwnership.GetOwner(), this.entity))
{
// Check we can still reach and gather from the target
if (this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer) && this.CanGather(this.gatheringTarget))
{
// Gather the resources:
var 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();
// Collect from the target
var status = cmpResourceGatherer.PerformGather(this.gatheringTarget);
// If we've collected as many resources as possible,
// return to the nearest dropsite
if (status.filled)
{
var nearby = this.FindNearestDropsite(resourceType.generic);
if (nearby)
{
// (Keep this Gather order on the stack so we'll
// continue gathering after returning)
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
return;
}
// Oh no, couldn't find any drop sites. Give up on gathering.
this.FinishOrder();
return;
}
// We can gather more from this target, do so in the next timer
if (!status.exhausted)
return;
}
else
{
// Try to follow the target
if (this.MoveToTargetRange(this.gatheringTarget, IID_ResourceGatherer))
{
this.SetNextState("APPROACHING");
return;
}
// Can't reach the target, or it doesn't exist any more
// We want to carry on gathering resources in the same area as
// the old one. So try to get close to the old resource's
// last known position
var maxRange = 8; // get close but not too close
if (this.order.data.lastPos &&
this.MoveToPointRange(this.order.data.lastPos.x, this.order.data.lastPos.z,
0, maxRange))
{
this.SetNextState("APPROACHING");
return;
}
}
}
// We're already in range, can't get anywhere near it or the target is exhausted.
var herdPos = this.order.data.initPos;
// Give up on this order and try our next queued order
if (this.FinishOrder())
return;
// No remaining orders - pick a useful default behaviour
// Try to find a new resource of the same specific type near our current position:
// Also don't switch to a different type of huntable animal
var nearby = this.FindNearbyResource(function (ent, type, template) {
return (
(type.generic == "treasure" && resourceType.generic == "treasure")
|| (type.specific == resourceType.specific
&& (type.specific != "meat" || resourceTemplate == template))
);
});
if (nearby)
{
this.PerformGather(nearby, false, false);
return;
}
// If hunting, try to go to the initial herd position to see if we are more lucky
if (herdPos)
this.GatherNearPosition(herdPos.x, herdPos.z, resourceType, resourceTemplate);
// 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
var nearby = this.FindNearestDropsite(resourceType.generic);
if (nearby)
{
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
return;
}
// No dropsites - just give up
},
},
},
"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 () {
this.SelectAnimation("move");
this.StartTimer(1000, 1000);
},
"leave": function() {
this.StopTimer();
},
"Timer": function(msg) {
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal, null))
{
this.StopMoving();
this.FinishOrder();
// Return to our original position
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
}
},
"MoveCompleted": function() {
this.SetNextState("HEALING");
},
},
"HEALING": {
"enter": function() {
var 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", false, 1.0, "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) ? true : false;
this.FaceTowardsTarget(this.order.data.target);
},
"leave": function() {
this.StopTimer();
},
"Timer": function(msg) {
var target = this.order.data.target;
// Check the target is still alive and healable
if (this.TargetIsAlive(target) && this.CanHeal(target))
{
// Check if we can still reach the target
if (this.CheckTargetRange(target, IID_Heal))
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.lastHealed = cmpTimer.GetTime() - msg.lateness;
this.FaceTowardsTarget(target);
var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
cmpHeal.PerformHeal(target);
if (this.resyncAnimation)
{
this.SetAnimationSync(this.healTimers.repeat, this.healTimers.repeat);
this.resyncAnimation = false;
}
return;
}
// Can't reach it - try to chase after it
if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
{
if (this.MoveToTargetRange(target, IID_Heal))
{
this.SetNextState("HEAL.CHASING");
return;
}
}
}
// Can't reach it, healed to max hp or doesn't exist any more - give up
if (this.FinishOrder())
return;
// Heal another one
if (this.FindNewHealTargets())
return;
// Return to our original position
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
},
},
"CHASING": {
"enter": function () {
this.SelectAnimation("move");
this.StartTimer(1000, 1000);
},
"leave": function () {
this.StopTimer();
},
"Timer": function(msg) {
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal, null))
{
this.StopMoving();
this.FinishOrder();
// Return to our original position
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
}
},
"MoveCompleted": function () {
this.SetNextState("HEALING");
},
},
},
// Returning to dropsite
"RETURNRESOURCE": {
"APPROACHING": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
// Switch back to idle animation to guarantee we won't
// get stuck with the carry animation after stopping moving
this.SelectAnimation("idle");
// Check the dropsite is in range and we can return our resource there
// (we didn't get stopped before reaching it)
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) && this.CanReturnResource(this.order.data.target, true))
{
var cmpResourceDropsite = Engine.QueryInterface(this.order.data.target, IID_ResourceDropsite);
if (cmpResourceDropsite)
{
// Dump any resources we can
var dropsiteTypes = cmpResourceDropsite.GetTypes();
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
cmpResourceGatherer.CommitResources(dropsiteTypes);
// Stop showing the carried resource animation.
this.SetGathererAnimationOverride();
// Our next order should always be a Gather,
// so just switch back to that order
this.FinishOrder();
return;
}
}
// The dropsite was destroyed, or we couldn't reach it, or ownership changed
// Look for a new one.
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
var genericType = cmpResourceGatherer.GetMainCarryingType();
var 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
},
"APPROACHINGFIRSTMARKET": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
if (this.waypoints && this.waypoints.length)
{
if (!this.MoveToMarket(this.order.data.firstMarket))
this.StopTrading();
}
else
this.PerformTradeAndMoveToNextMarket(this.order.data.firstMarket, this.order.data.secondMarket, "APPROACHINGSECONDMARKET");
},
},
"APPROACHINGSECONDMARKET": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
if (this.waypoints && this.waypoints.length)
{
if (!this.MoveToMarket(this.order.data.secondMarket))
this.StopTrading();
}
else
this.PerformTradeAndMoveToNextMarket(this.order.data.secondMarket, this.order.data.firstMarket, "APPROACHINGFIRSTMARKET");
},
},
},
"REPAIR": {
"APPROACHING": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
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;
this.repairTarget = this.order.data.target; // temporary, deleted in "leave".
// 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))
{
if (this.MoveToTargetRange(this.repairTarget, IID_Builder))
this.SetNextState("APPROACHING");
else
this.FinishOrder();
return true;
}
// Check if the target is still repairable
var 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.OnGlobalConstructionFinished({"entity": this.repairTarget, "newentity": this.repairTarget});
return true;
}
var cmpFoundation = Engine.QueryInterface(this.repairTarget, IID_Foundation);
if (cmpFoundation)
cmpFoundation.AddBuilder(this.entity);
this.SelectAnimation("build", false, 1.0, "build");
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
var cmpFoundation = Engine.QueryInterface(this.repairTarget, IID_Foundation);
if (cmpFoundation)
cmpFoundation.RemoveBuilder(this.entity);
delete this.repairTarget;
this.StopTimer();
},
"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;
}
var 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.MoveToTargetRange(this.repairTarget, IID_Builder))
this.SetNextState("APPROACHING");
else if (!this.CheckTargetRange(this.repairTarget, IID_Builder))
this.FinishOrder(); //can't approach and isn't in reach
},
},
"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
var 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).
var oldState = this.GetCurrentState();
// We finished building it.
// Switch to the next order (if any)
if (this.FinishOrder())
{
if (this.CanReturnResource(msg.data.newentity, true))
{
this.SetGathererAnimationOverride(true);
this.PushOrderFront("ReturnResource", { "target": msg.data.newentity, "force": false });
}
return;
}
// 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 recieved
// the build command should start gathering from it
if ((oldData.force || oldData.autoharvest) && this.CanGather(msg.data.newentity))
{
if (this.CanReturnResource(msg.data.newentity, true))
{
this.SetGathererAnimationOverride(true);
this.PushOrder("ReturnResource", { "target": msg.data.newentity, "force": false });
}
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))
{
var cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite);
var 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!
var nearby = this.FindNearbyResource(function (ent, type, template) {
return (types.indexOf(type.generic) != -1);
});
if (nearby)
{
this.PerformGather(nearby, true, false);
return;
}
}
// Look for a nearby foundation to help with
var nearbyFoundation = this.FindNearbyFoundation();
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 === "INDIVIDUAL.REPAIR.APPROACHING")
{
// We're already walking to the given point, so add this as a order.
this.WalkToTarget(msg.data.newentity, true);
}
},
},
"GARRISON": {
"enter": function() {
// If the garrisonholder should pickup, warn it so it can take needed action
var 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 });
}
},
"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;
}
},
"APPROACHING": {
"enter": function() {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
if(this.IsUnderAlert())
{
// check that we can garrison in the building we're supposed to garrison in
var cmpGarrisonHolder = Engine.QueryInterface(this.alertGarrisoningTarget, IID_GarrisonHolder);
if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull())
{
// Try to find another nearby building
var nearby = this.FindNearbyGarrisonHolder();
if (nearby)
{
this.alertGarrisoningTarget = nearby;
this.ReplaceOrder("Garrison", {"target": this.alertGarrisoningTarget});
}
else
this.FinishOrder();
}
else
this.SetNextState("GARRISONED");
}
else
this.SetNextState("GARRISONED");
},
},
"GARRISONED": {
"enter": function() {
// Target is not handled the same way with Alert and direct garrisoning
if(this.order.data.target)
var target = this.order.data.target;
else
{
if(!this.alertGarrisoningTarget)
{
// We've been unable to find a target nearby, so give up
this.FinishOrder();
return true;
}
var target = this.alertGarrisoningTarget;
}
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
// Check that we can garrison here
if (this.CanGarrison(target))
{
// Check that we're in range of the garrison target
if (this.CheckGarrisonRange(target))
{
// Check that garrisoning succeeds
if (cmpGarrisonHolder.Garrison(this.entity))
{
this.isGarrisoned = 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
var cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
if (cmpResourceDropsite)
{
// Dump any resources we can
var dropsiteTypes = cmpResourceDropsite.GetTypes();
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
cmpResourceGatherer.CommitResources(dropsiteTypes);
this.SetGathererAnimationOverride();
}
}
// If a pickup has been requested, remove it
if (this.pickup)
{
var cmpHolderPosition = Engine.QueryInterface(target, IID_Position);
var cmpHolderUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (cmpHolderUnitAI && cmpHolderPosition)
cmpHolderUnitAI.lastShorelinePosition = cmpHolderPosition.GetPosition();
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
delete this.pickup;
}
if (this.IsTurret())
this.SetNextState("IDLE");
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))
{
this.FinishOrder();
return true;
}
}
if (this.MoveToTarget(target))
{
this.SetNextState("APPROACHING");
return false;
}
}
}
// Garrisoning failed for some reason, so finish the order
this.FinishOrder();
return true;
},
"Order.Ungarrison": function() {
if (this.FinishOrder())
return;
},
"leave": function() {
this.isGarrisoned = false;
}
},
},
"AUTOGARRISON": {
"enter": function() {
this.isGarrisoned = true;
return false;
},
"Order.Ungarrison": function() {
if (this.FinishOrder())
return;
},
"leave": function() {
this.isGarrisoned = false;
}
},
"CHEERING": {
"enter": function() {
// Unit is invulnerable while cheering
var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver);
cmpDamageReceiver.SetInvulnerability(true);
this.SelectAnimation("promotion");
this.StartTimer(2800, 2800);
return false;
},
"leave": function() {
this.StopTimer();
var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver);
cmpDamageReceiver.SetInvulnerability(false);
},
"Timer": function(msg) {
this.FinishOrder();
},
},
"PACKING": {
"enter": function() {
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.Pack();
},
"PackFinished": function(msg) {
this.FinishOrder();
},
"leave": function() {
},
"Attacked": function(msg) {
// Ignore attacks while packing
},
},
"UNPACKING": {
"enter": function() {
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.Unpack();
},
"PackFinished": function(msg) {
this.FinishOrder();
},
"leave": function() {
},
"Attacked": function(msg) {
// Ignore attacks while unpacking
},
},
"PICKUP": {
"APPROACHING": {
"enter": function() {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
this.SetNextState("LOADING");
},
"PickupCanceled": function() {
this.StopMoving();
this.FinishOrder();
},
},
"LOADING": {
"enter": function() {
this.SelectAnimation("idle");
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) {
// Run away from the foundation
this.FinishOrder();
this.PushOrderFront("Flee", { "target": msg.data.target, "force": false });
},
"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.SelectAnimation("walk", false, this.GetWalkSpeed());
this.MoveRandomly(+this.template.RoamDistance);
// Set a random timer to switch to feeding state
this.StartTimer(RandomInt(+this.template.RoamTimeMin, +this.template.RoamTimeMax));
this.SetFacePointAfterMove(false);
},
"leave": function() {
this.StopTimer();
this.SetFacePointAfterMove(true);
},
"LosRangeUpdate": function(msg) {
if (this.template.NaturalBehaviour == "skittish")
{
if (msg.data.added.length > 0)
{
this.Flee(msg.data.added[0], false);
return;
}
}
// Start attacking one of the newly-seen enemy (if any)
else if (this.IsDangerousAnimal())
{
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 LosRangeUpdate
// 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");
},
"MoveCompleted": function() {
this.MoveRandomly(+this.template.RoamDistance);
},
},
"FEEDING": {
"enter": function() {
// Stop and eat for a while
this.SelectAnimation("feeding");
this.StopMoving();
this.StartTimer(RandomInt(+this.template.FeedTimeMin, +this.template.FeedTimeMax));
},
"leave": function() {
this.StopTimer();
},
"LosRangeUpdate": function(msg) {
if (this.template.NaturalBehaviour == "skittish")
{
if (msg.data.added.length > 0)
{
this.Flee(msg.data.added[0], false);
return;
}
}
// Start attacking one of the newly-seen enemy (if any)
else if (this.template.NaturalBehaviour == "violent")
{
this.AttackVisibleEntity(msg.data.added);
}
},
"MoveCompleted": function() { },
"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
},
};
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.lastFormationTemplate = "";
this.finishedOrder = false; // used to find if all formation members finished the order
this.heldPosition = undefined;
// Queue of remembered works
this.workOrders = [];
this.isGuardOf = undefined;
// "Town Bell" behaviour
this.alertRaiser = undefined;
this.alertGarrisoningTarget = undefined;
// For preventing increased action rate due to Stop orders or target death.
this.lastAttacked = undefined;
this.lastHealed = undefined;
this.SetStance(this.template.DefaultStance);
};
UnitAI.prototype.IsTurret = function()
{
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
return cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY;
};
UnitAI.prototype.ReactsToAlert = function(level)
{
return this.template.AlertReactiveLevel <= level;
};
UnitAI.prototype.IsUnderAlert = function()
{
return this.alertRaiser != undefined;
};
UnitAI.prototype.ResetAlert = function()
{
this.alertGarrisoningTarget = undefined;
this.alertRaiser = undefined;
};
UnitAI.prototype.GetAlertRaiser = function()
{
return this.alertRaiser;
};
UnitAI.prototype.IsFormationController = function()
{
return (this.template.FormationController == "true");
};
UnitAI.prototype.IsFormationMember = function()
{
return (this.formationController != INVALID_ENTITY);
};
UnitAI.prototype.HasFinishedOrder = function()
{
return this.finishedOrder;
};
UnitAI.prototype.ResetFinishOrder = function()
{
this.finishedOrder = false;
};
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);
if (!cmpIdentity)
return false;
return 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 || this.IsTurret();
};
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 in WalkAndFight looking for new targets
*/
UnitAI.prototype.IsWalkingAndFighting = function()
{
if (this.IsFormationMember())
{
var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
return (cmpUnitAI && cmpUnitAI.IsWalkingAndFighting());
}
return (this.orderQueue.length > 0 && this.orderQueue[0].type == "WalkAndFight");
};
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");
};
UnitAI.prototype.OnDiplomacyChanged = function(msg)
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() == msg.player)
this.SetupRangeQuery();
};
UnitAI.prototype.OnOwnershipChanged = function(msg)
{
this.SetupRangeQueries();
// If the unit isn't being created or dying, reset stance and clear orders (if not garrisoned).
if (msg.to != -1 && msg.from != -1)
{
// Switch to a virgin state to let states execute their leave handlers.
var index = this.GetCurrentState().indexOf(".");
if (index != -1)
this.UnitFsm.SwitchToNextState(this, this.GetCurrentState().slice(0,index));
this.SetStance(this.template.DefaultStance);
if(!this.isGarrisoned)
this.Stop(false);
}
};
UnitAI.prototype.OnDestroy = function()
{
// Switch to an empty state to let states execute their leave handlers.
this.UnitFsm.SwitchToNextState(this, "");
// Clean up range queries
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
rangeMan.DestroyActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
rangeMan.DestroyActiveQuery(this.losHealRangeQuery);
};
UnitAI.prototype.OnVisionRangeChanged = function(msg)
{
// Update range queries
if (this.entity == msg.entity)
this.SetupRangeQueries();
};
UnitAI.prototype.HasPickupOrder = function(entity)
{
for each (var order in this.orderQueue)
if (order.type == "PickupUnit" && order.data.target == entity)
return true;
return false;
};
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)
{
var cmpUnitAI = Engine.QueryInterface(msg.entity, IID_UnitAI);
for (var i = 0; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].type == "PickupUnit" && this.orderQueue[i].data.target == msg.entity)
{
if (i == 0)
this.UnitFsm.ProcessMessage(this, {"type": "PickupCanceled", "data": msg});
else
this.orderQueue.splice(i, 1);
break;
}
}
};
// Wrapper function that sets up the normal and healer range queries.
UnitAI.prototype.SetupRangeQueries = function()
{
this.SetupRangeQuery();
if (this.IsHealer())
this.SetupHealRangeQuery();
}
// Set up a range query for all enemy and gaia units within LOS range
// which can be attacked.
// This should be called whenever our ownership changes.
UnitAI.prototype.SetupRangeQuery = function()
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var owner = cmpOwnership.GetOwner();
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (this.losRangeQuery)
{
rangeMan.DestroyActiveQuery(this.losRangeQuery);
this.losRangeQuery = undefined;
}
var players = [];
if (owner != -1)
{
// If unit not just killed, get enemy players via diplomacy
var cmpPlayer = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
var numPlayers = playerMan.GetNumPlayers();
for (var i = 0; i < numPlayers; ++i)
{
// Exclude allies, and self
// TODO: How to handle neutral players - Special query to attack military only?
if (cmpPlayer.IsEnemy(i))
players.push(i);
}
}
var range = this.GetQueryRange(IID_Attack);
this.losRangeQuery = rangeMan.CreateActiveQuery(this.entity, range.min, range.max, players, IID_DamageReceiver, rangeMan.GetEntityFlagMask("normal"));
rangeMan.EnableActiveQuery(this.losRangeQuery);
};
// Set up a range query for all own or ally units within LOS range
// which can be healed.
// This should be called whenever our ownership changes.
UnitAI.prototype.SetupHealRangeQuery = function()
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var owner = cmpOwnership.GetOwner();
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (this.losHealRangeQuery)
rangeMan.DestroyActiveQuery(this.losHealRangeQuery);
var players = [owner];
if (owner != -1)
{
// If unit not just killed, get ally players via diplomacy
var cmpPlayer = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
var numPlayers = playerMan.GetNumPlayers();
for (var i = 1; i < numPlayers; ++i)
{
// Exclude gaia and enemies
if (cmpPlayer.IsAlly(i))
players.push(i);
}
}
var range = this.GetQueryRange(IID_Heal);
this.losHealRangeQuery = rangeMan.CreateActiveQuery(this.entity, range.min, range.max, players, IID_Health, rangeMan.GetEntityFlagMask("injured"));
rangeMan.EnableActiveQuery(this.losHealRangeQuery);
};
//// FSM linkage functions ////
UnitAI.prototype.SetNextState = function(state)
{
this.UnitFsm.SetNextState(this, state);
};
// This will make sure that the state is always entered even if this means leaving it and reentering it
// This is so that a state can be reinitialized with new order data without having to switch to an intermediate state
UnitAI.prototype.SetNextStateAlwaysEntering = function(state)
{
this.UnitFsm.SetNextStateAlwaysEntering(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.
*/
UnitAI.prototype.FinishOrder = function()
{
if (!this.orderQueue.length)
{
var stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var 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];
if (this.orderQueue.length)
{
var 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;
}
else
{
this.SetNextState("IDLE");
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// Check if there are queued formation orders
if (this.IsFormationMember())
{
var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpUnitAI)
{
// Inform the formation controller that we finished this task
this.finishedOrder = true;
// 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;
var 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)
this.FinishOrder();
}
};
/**
* Add an order onto the front of the queue,
* and execute it immediately.
*/
UnitAI.prototype.PushOrderFront = function(type, data)
{
var order = { "type": type, "data": data };
// If current order is cheering then add new order after it
// same thing if current order if packing/unpacking
if (this.order && this.order.type == "Cheering")
{
var cheeringOrder = this.orderQueue.shift();
this.orderQueue.unshift(cheeringOrder, order);
}
else if (this.order && this.IsPacking())
{
var packingOrder = this.orderQueue.shift();
this.orderQueue.unshift(packingOrder, order);
}
else
{
this.orderQueue.unshift(order);
this.order = order;
var 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 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];
}
}
};
/**
* 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 (var 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});
return;
}
this.PushOrder(type, data);
}
};
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);
}
// Special cases of orders that shouldn't be replaced:
// 1. Cheering - we're invulnerable, add order after we finish
// 2. Packing/unpacking - we're immobile, add order after we finish (unless it's cancel)
// TODO: maybe a better way of doing this would be to use priority levels
if (this.order && this.order.type == "Cheering")
{
var order = { "type": type, "data": data };
var cheeringOrder = this.orderQueue.shift();
this.orderQueue = [cheeringOrder, order];
}
else if (this.IsPacking() && type != "CancelPack" && type != "CancelUnpack")
{
var order = { "type": type, "data": data };
var packingOrder = this.orderQueue.shift();
this.orderQueue = [packingOrder, order];
}
else
{
this.orderQueue = [];
this.PushOrder(type, data);
}
};
UnitAI.prototype.GetOrders = function()
{
return this.orderQueue.slice();
};
UnitAI.prototype.AddOrders = function(orders)
{
for each (var order in orders)
{
this.PushOrder(order.type, order.data);
}
};
UnitAI.prototype.GetOrderData = function()
{
var orders = [];
for (var i in this.orderQueue)
{
if (this.orderQueue[i].data)
orders.push(deepcopy(this.orderQueue[i].data));
}
return orders;
};
UnitAI.prototype.UpdateWorkOrders = function(type)
{
// Under alert, remembered work orders won't be forgotten
if (this.IsUnderAlert())
return;
var isWorkType = function(type){
return (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;
// Clear the order queue considering special orders not to avoid
if (this.order && this.order.type == "Cheering")
{
var cheeringOrder = this.orderQueue.shift();
this.orderQueue = [cheeringOrder];
}
else
this.orderQueue = [];
this.AddOrders(this.workOrders);
// 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;
};
//// Message handlers /////
UnitAI.prototype.OnMotionChanged = function(msg)
{
if (msg.starting && !msg.error)
this.UnitFsm.ProcessMessage(this, {"type": "MoveStarted", "data": msg});
else if (!msg.starting || msg.error)
this.UnitFsm.ProcessMessage(this, {"type": "MoveCompleted", "data": msg});
};
UnitAI.prototype.OnGlobalConstructionFinished = function(msg)
{
// TODO: This is a bit inefficient since every unit listens to every
// construction message - ideally we could scope it to only the one we're building
this.UnitFsm.ProcessMessage(this, {"type": "ConstructionFinished", "data": msg});
};
UnitAI.prototype.OnGlobalEntityRenamed = function(msg)
{
for each (var order in this.orderQueue)
{
if (order.data && order.data.target && order.data.target == msg.entity)
order.data.target = msg.newentity;
if (order.data && order.data.formationTarget && order.data.formationTarget == msg.entity)
order.data.formationTarget = msg.newentity;
}
if (this.isGuardOf && this.isGuardOf == msg.entity)
this.isGuardOf = msg.newentity;
};
UnitAI.prototype.OnAttacked = function(msg)
{
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});
};
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()
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.GetWalkSpeed();
};
UnitAI.prototype.GetRunSpeed = function()
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
var runSpeed = cmpUnitMotion.GetRunSpeed();
var walkSpeed = cmpUnitMotion.GetWalkSpeed();
if (runSpeed <= walkSpeed)
return runSpeed;
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
var health = cmpHealth.GetHitpoints()/cmpHealth.GetMaxHitpoints();
return (health*runSpeed + (1-health)*walkSpeed);
};
/**
* 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 cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
- if (cmpMirage)
- return true;
-
- var cmpHealth = Engine.QueryInterface(ent, IID_Health);
- if (!cmpHealth)
- return false;
-
- return (cmpHealth.GetHitpoints() != 0);
+ 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 entity ID of the nearest resource supply where the given
* filter returns true, or undefined if none can be found.
* TODO: extend this to exclude resources that already have lots of
* gatherers.
*/
UnitAI.prototype.FindNearbyResource = function(filter)
{
var range = 64; // TODO: what's a sensible number?
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
// We accept resources owned by Gaia or any player
var players = [0];
for (var i = 1; i < playerMan.GetNumPlayers(); ++i)
players.push(i);
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
var nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, range, players, IID_ResourceSupply);
for each (var ent in nearby)
{
if (!this.CanGather(ent))
continue;
var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
var type = cmpResourceSupply.GetType();
var amount = cmpResourceSupply.GetCurrentAmount();
var template = cmpTemplateManager.GetCurrentTemplateName(ent);
// Remove "resource|" prefix from template names, if present.
if (template.indexOf("resource|") != -1)
template = template.slice(9);
if (amount > 0 && cmpResourceSupply.IsAvailable(cmpOwnership.GetOwner(), this.entity) && filter(ent, type, template))
return ent;
}
return undefined;
};
/**
* 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)
{
// Find dropsites owned by this unit's player
var players = [];
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
players = [cmpOwnership.GetOwner()];
// Ships are unable to reach land dropsites and shouldn't attempt to do so.
var excludeLand = Engine.QueryInterface(this.entity, IID_Identity).HasClass("Ship");
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var nearby = rangeMan.ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite);
if (excludeLand)
{
nearby = nearby.filter( function(e) {
return Engine.QueryInterface(e, IID_Identity).HasClass("Naval");
});
}
for each (var ent in nearby)
{
var cmpDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
if (!cmpDropsite.AcceptsType(genericType))
continue;
return ent;
}
return undefined;
};
/**
* Returns the entity ID of the nearest building that needs to be constructed,
* or undefined if none can be found close enough.
*/
UnitAI.prototype.FindNearbyFoundation = function()
{
var range = 64; // TODO: what's a sensible number?
// Find buildings owned by this unit's player
var players = [];
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
players = [cmpOwnership.GetOwner()];
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var nearby = rangeMan.ExecuteQuery(this.entity, 0, range, players, IID_Foundation);
for each (var ent in nearby)
{
// Skip foundations that are already complete. (This matters since
// we process the ConstructionFinished message before the foundation
// we're working on has been deleted.)
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
if (cmpFoundation.IsFinished())
continue;
return ent;
}
return undefined;
};
/**
* Returns the entity ID of the nearest building in which the unit can garrison,
* or undefined if none can be found close enough.
*/
UnitAI.prototype.FindNearbyGarrisonHolder = function()
{
var range = 128; // TODO: what's a sensible number?
// Find buildings owned by this unit's player
var players = [];
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
players = [cmpOwnership.GetOwner()];
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var nearby = rangeMan.ExecuteQuery(this.entity, 0, range, players, IID_GarrisonHolder);
for each (var ent in nearby)
{
var cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder);
// We only want to garrison in buildings, not in moving units like ships,...
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI && cmpGarrisonHolder.AllowedToGarrison(this.entity) && !cmpGarrisonHolder.IsFull())
return ent;
}
return undefined;
};
/**
* 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);
}
};
UnitAI.prototype.SetGathererAnimationOverride = function(disable)
{
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return;
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
// Remove the animation override, so that weapons are shown again.
if (disable)
{
cmpVisual.ResetMoveAnimation("walk");
return;
}
// Work out what we're carrying, in order to select an appropriate animation
var type = cmpResourceGatherer.GetLastCarriedType();
if (type)
{
var typename = "carry_" + type.generic;
// Special case for meat
if (type.specific == "meat")
typename = "carry_" + type.specific;
cmpVisual.ReplaceMoveAnimation("walk", typename);
}
else
cmpVisual.ResetMoveAnimation("walk");
}
UnitAI.prototype.SelectAnimation = function(name, once, speed, sound)
{
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
// Special case: the "move" animation gets turned into a special
// movement mode that deals with speeds and walk/run automatically
if (name == "move")
{
// Speed to switch from walking to running animations
var runThreshold = (this.GetWalkSpeed() + this.GetRunSpeed()) / 2;
cmpVisual.SelectMovementAnimation(runThreshold);
return;
}
var soundgroup;
if (sound)
{
var cmpSound = Engine.QueryInterface(this.entity, IID_Sound);
if (cmpSound)
soundgroup = cmpSound.GetSoundGroup(sound);
}
// Set default values if unspecified
if (once === undefined)
once = false;
if (speed === undefined)
speed = 1.0;
if (soundgroup === undefined)
soundgroup = "";
cmpVisual.SelectAnimation(name, once, speed, soundgroup);
};
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()
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.StopMoving();
};
UnitAI.prototype.MoveToPoint = function(x, z)
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToPointRange(x, z, 0, 0);
};
UnitAI.prototype.MoveToPointRange = function(x, z, rangeMin, rangeMax)
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax);
};
UnitAI.prototype.MoveToTarget = function(target)
{
if (!this.CheckTargetVisible(target))
return false;
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToTargetRange(target, 0, 0);
};
UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
{
if (!this.CheckTargetVisible(target) || this.IsTurret())
return false;
var cmpRanged = Engine.QueryInterface(this.entity, iid);
if (!cmpRanged)
return false;
var range = cmpRanged.GetRange(type);
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return 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())
{
var cmpFormationAttack = Engine.QueryInterface(this.formationController, IID_Attack);
var cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationAttack && cmpFormationAttack.CanAttackAsFormation() && cmpFormationUnitAI && cmpFormationUnitAI.GetCurrentState() == "FORMATIONCONTROLLER.ATTACKING")
return false;
}
var 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;
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
var range = cmpAttack.GetRange(type);
var thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!thisCmpPosition.IsInWorld())
return false;
var s = thisCmpPosition.GetPosition();
var targetCmpPosition = Engine.QueryInterface(target, IID_Position);
if(!targetCmpPosition.IsInWorld())
return false;
var t = targetCmpPosition.GetPosition();
// h is positive when I'm higher than the target
var h = s.y-t.y+range.elevationBonus;
// No negative roots please
if(h>-range.max/2)
var parabolicMaxRange = Math.sqrt(range.max*range.max+2*range.max*h);
else
// return false? Or hope you come close enough?
var parabolicMaxRange = 0;
//return false;
// the parabole changes while walking, take something in the middle
var guessedMaxRange = (range.max + parabolicMaxRange)/2;
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion.MoveToTargetRange(target, range.min, guessedMaxRange))
return true;
// if that failed, try closer
return cmpUnitMotion.MoveToTargetRange(target, range.min, Math.min(range.max, parabolicMaxRange));
};
UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max)
{
if (!this.CheckTargetVisible(target))
return false;
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToTargetRange(target, min, 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();
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
UnitAI.prototype.CheckPointRangeExplicit = function(x, z, min, max)
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.IsInPointRange(x, z, min, max);
};
UnitAI.prototype.CheckTargetRange = function(target, iid, type)
{
var cmpRanged = Engine.QueryInterface(this.entity, iid);
if (!cmpRanged)
return false;
var range = cmpRanged.GetRange(type);
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.IsInTargetRange(target, range.min, range.max);
};
/**
* 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())
{
var cmpFormationAttack = Engine.QueryInterface(this.formationController, IID_Attack);
var cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationAttack &&
cmpFormationAttack.CanAttackAsFormation() &&
cmpFormationUnitAI &&
cmpFormationUnitAI.GetCurrentState() == "FORMATIONCONTROLLER.COMBAT.ATTACKING" &&
cmpFormationUnitAI.order.data.target == target)
return true;
}
var cmpFormation = Engine.QueryInterface(target, IID_Formation)
if (cmpFormation)
target = cmpFormation.GetClosestMember(this.entity);
if (type != "Ranged")
return this.CheckTargetRange(target, IID_Attack, type);
var targetCmpPosition = Engine.QueryInterface(target, IID_Position);
if (!targetCmpPosition || !targetCmpPosition.IsInWorld())
return false;
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
var range = cmpAttack.GetRange(type);
var thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!thisCmpPosition.IsInWorld())
return false;
var s = thisCmpPosition.GetPosition();
var t = targetCmpPosition.GetPosition();
var h = s.y-t.y+range.elevationBonus;
var maxRangeSq = 2*range.max*(h + range.max/2);
if (maxRangeSq < 0)
return false;
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.IsInTargetRange(target, range.min, Math.sqrt(maxRangeSq));
};
UnitAI.prototype.CheckTargetRangeExplicit = function(target, min, max)
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.IsInTargetRange(target, min, max);
};
UnitAI.prototype.CheckGarrisonRange = function(target)
{
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return false;
var range = cmpGarrisonHolder.GetLoadingRange();
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
if (cmpObstruction)
range.max += cmpObstruction.GetUnitRadius()*1.5; // multiply by something larger than sqrt(2)
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.IsInTargetRange(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;
};
UnitAI.prototype.FaceTowardsTarget = function(target)
{
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
var targetpos = cmpTargetPosition.GetPosition();
var angle = Math.atan2(targetpos.x - pos.x, targetpos.z - pos.z);
var rot = cmpPosition.GetRotation();
var delta = (rot.y - angle + Math.PI) % (2 * Math.PI) - Math.PI;
if (Math.abs(delta) > 0.2)
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.FaceTowardsPoint(targetpos.x, targetpos.z);
}
};
UnitAI.prototype.CheckTargetDistanceFromHeldPosition = function(target, iid, type)
{
var cmpRanged = Engine.QueryInterface(this.entity, iid);
var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(type);
var cmpPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return false;
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return false;
var halfvision = cmpVision.GetRange() / 2;
var pos = cmpPosition.GetPosition();
var heldPosition = this.heldPosition;
if (heldPosition === undefined)
heldPosition = {"x": pos.x, "z": pos.z};
var dx = heldPosition.x - pos.x;
var dz = heldPosition.z - pos.z;
var dist = Math.sqrt(dx*dx + dz*dz);
return dist < halfvision + range.max;
};
UnitAI.prototype.CheckTargetIsInVisionRange = function(target)
{
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return false;
var range = cmpVision.GetRange();
var distance = DistanceBetweenEntities(this.entity,target);
return distance < range;
};
UnitAI.prototype.GetBestAttack = function()
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return undefined;
return cmpAttack.GetBestAttack();
};
UnitAI.prototype.GetBestAttackAgainst = function(target, allowCapture)
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return undefined;
return cmpAttack.GetBestAttackAgainst(target, allowCapture);
};
UnitAI.prototype.GetAttackBonus = function(type, target)
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return 1;
return cmpAttack.GetAttackBonus(type, target);
};
/**
* 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, forceResponse)
{
for each (var target in ents)
{
if (this.CanAttack(target, forceResponse))
{
this.PushOrderFront("Attack", { "target": target, "force": false, "forceResponse": forceResponse, "allowCapture": true });
return true;
}
}
return false;
};
/**
* 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, forceResponse)
{
for each (var target in ents)
{
var type = this.GetBestAttackAgainst(target, true);
if (this.CanAttack(target, forceResponse) && this.CheckTargetDistanceFromHeldPosition(target, IID_Attack, type)
&& (this.GetStance().respondChaseBeyondVision || this.CheckTargetIsInVisionRange(target)))
{
this.PushOrderFront("Attack", { "target": target, "force": false, "forceResponse": forceResponse, "allowCapture": true });
return true;
}
}
return false;
};
/**
* 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, true);
if (this.GetStance().respondStandGround)
return this.AttackVisibleEntity(ents, true);
if (this.GetStance().respondHoldGround)
return this.AttackEntityInZone(ents, true);
if (this.GetStance().respondFlee)
{
this.PushOrderFront("Flee", { "target": ents[0], "force": false });
return true;
}
return false;
};
/**
* Try to respond to healable entities.
* Returns true if it responded.
*/
UnitAI.prototype.RespondToHealableEntities = function(ents)
{
if (!ents.length)
return false;
for each (var ent in ents)
{
if (this.CanHeal(ent))
{
this.PushOrderFront("Heal", { "target": ent, "force": false });
return true;
}
}
return false;
};
/**
* Returns true if we should stop following the target entity.
*/
UnitAI.prototype.ShouldAbandonChase = function(target, force, iid, type)
{
// 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)
{
var cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
var cmpAttack = Engine.QueryInterface(target, IID_Attack);
if (cmpUnitAI && cmpAttack)
{
for each (var targetType in cmpAttack.GetAttackTypes())
if (cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, targetType))
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;
}
// (Note that CCmpUnitMotion will detect if the target is lost in FoW,
// and will continue moving to its last seen position and then stop)
return false;
};
/*
* Returns whether we should chase the targeted entity,
* given our current stance.
*/
UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force)
{
if (this.IsTurret())
return false;
// TODO: use special stances instead?
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack)
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)
{
var cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
var cmpAttack = Engine.QueryInterface(target, IID_Attack);
if (cmpUnitAI && cmpAttack)
{
for each (var type in cmpAttack.GetAttackTypes())
if (cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type))
return true;
}
}
if (force)
return true;
return false;
};
//// 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.SetLastFormationTemplate = function(template)
{
this.lastFormationTemplate = template;
};
UnitAI.prototype.GetLastFormationTemplate = function()
{
return this.lastFormationTemplate;
};
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":
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
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 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;
// Do not allow to guard a unit already guarding
var cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (cmpUnitAI && cmpUnitAI.IsGuardOf())
return false;
this.isGuardOf = target;
this.guardRange = cmpGuard.GetRange(this.entity);
cmpGuard.AddGuard(this.entity);
return true;
};
UnitAI.prototype.RemoveGuard = function()
{
if (this.isGuardOf)
{
var 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 (var i = 1; i < this.orderQueue.length; ++i)
if (this.orderQueue[i].type == "Guard")
this.orderQueue.splice(i, 1);
};
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;
// Do not let a unit already guarded to guard. This would work in principle,
// but would clutter the gui with too much buttons to take all cases into account
var cmpGuard = Engine.QueryInterface(this.entity, IID_Guard);
if (cmpGuard && cmpGuard.GetEntities().length)
return false;
return (this.template.CanGuard == "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", undefined, 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, queued)
{
this.AddOrder("WalkAndFight", { "x": x, "z": z, "targetClasses": targetClasses, "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
// Ignore also the request if we are packing
if (this.order && (this.order.type == "LeaveFoundation" || (this.order.type == "Flee" && this.order.data.target == target) || 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, queued, allowCapture)
{
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;
}
this.AddOrder("Attack", { "target": target, "force": true, "allowCapture": allowCapture}, 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.AddOrder("Ungarrison", null, false);
};
/**
* Adds autogarrison order to the queue (only used by ProductionQueue for auto-garrisoning
* and Promotion when promoting already garrisoned entities).
*/
UnitAI.prototype.Autogarrison = function(target)
{
this.AddOrder("Autogarrison", { "target": target }, false);
};
/**
* 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 = Engine.QueryInterface(target, IID_ResourceSupply);
- var cmpMirage = Engine.QueryInterface(target, IID_Mirage);
+ var cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
if (cmpResourceSupply)
type = cmpResourceSupply.GetType();
- else if (cmpMirage && cmpMirage.ResourceSupply())
- type = cmpMirage.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);
// Remember the position of our target, if any, in case it disappears
// later and we want to head to its last known position
var lastPos = undefined;
var cmpPosition = Engine.QueryInterface(target, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
lastPos = cmpPosition.GetPosition();
this.AddOrder("Gather", { "target": target, "type": type, "template": template, "lastPos": lastPos, "force": force }, 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);
};
/**
* 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;
}
var marketsChanged = this.SetTargetMarket(target, source);
if (marketsChanged)
{
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader.HasBothMarkets())
{
var data = { "firstMarket": cmpTrader.GetFirstMarket(), "secondMarket": cmpTrader.GetSecondMarket(), "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]);
var 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.MoveToMarket = function(targetMarket)
{
if (this.waypoints && this.waypoints.length > 1)
{
var point = this.waypoints.pop();
var ok = this.MoveToPoint(point.x, point.z);
if (!ok)
ok = this.MoveToMarket(targetMarket);
}
else
{
this.waypoints = undefined;
var ok = this.MoveToTarget(targetMarket);
}
return ok;
};
UnitAI.prototype.PerformTradeAndMoveToNextMarket = function(currentMarket, nextMarket, nextFsmStateName)
{
if (!this.CanTrade(currentMarket))
{
this.StopTrading();
return;
}
if (this.CheckTargetRange(currentMarket, IID_Trader))
{
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
cmpTrader.PerformTrade(currentMarket);
if (!cmpTrader.GetGain().traderGain)
{
this.StopTrading();
return;
}
if (this.order.data.route && this.order.data.route.length)
{
this.waypoints = this.order.data.route.slice();
if (nextFsmStateName == "APPROACHINGSECONDMARKET")
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(nextFsmStateName);
else
this.StopTrading();
}
else
{
if (!this.MoveToMarket(currentMarket)) // If the current market is not reached try again
this.StopTrading();
}
};
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);
};
/**
* Adds cheer order to the queue. Forced so it won't be interrupted by attacks.
*/
UnitAI.prototype.Cheer = function()
{
this.AddOrder("Cheering", { "force": true }, 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;
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 losRangeQuery, 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.losRangeQuery)
return false;
if (!this.GetStance().targetVisibleEnemies)
return false;
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.AttackEntitiesByPreference( rangeMan.ResetActiveQuery(this.losRangeQuery) ))
return true;
return false;
};
UnitAI.prototype.FindWalkAndFightTargets = function()
{
if (this.IsFormationController())
{
var cmpUnitAI;
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
for each (var ent in 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": true, "allowCapture": true });
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": true, "allowCapture": true });
return true;
}
return false;
};
UnitAI.prototype.GetTargetsFromUnit = function()
{
if (!this.losRangeQuery)
return [];
if (!this.GetStance().targetVisibleEnemies)
return [];
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return [];
const 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());
};
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var entities = rangeMan.ResetActiveQuery(this.losRangeQuery);
var targets = entities.filter(function (v) { return cmpAttack.CanAttack(v) && attackfilter(v); })
.sort(function (a, b) { return cmpAttack.CompareEntitiesByPreference(a, b); });
return targets;
};
/**
* 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;
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var ents = rangeMan.ResetActiveQuery(this.losHealRangeQuery);
for each (var ent in ents)
{
if (this.CanHeal(ent))
{
this.PushOrderFront("Heal", { "target": ent, "force": false });
return true;
}
}
// We haven't found any target to heal
return false;
};
UnitAI.prototype.GetQueryRange = function(iid)
{
var ret = { "min": 0, "max": 0 };
if (this.GetStance().respondStandGround)
{
var cmpRanged = Engine.QueryInterface(this.entity, iid);
if (!cmpRanged)
return ret;
var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(cmpRanged.GetBestAttack());
ret.min = range.min;
ret.max = range.max;
}
else if (this.GetStance().respondChase)
{
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return ret;
var range = cmpVision.GetRange();
ret.max = range;
}
else if (this.GetStance().respondHoldGround)
{
var cmpRanged = Engine.QueryInterface(this.entity, iid);
if (!cmpRanged)
return ret;
var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(cmpRanged.GetBestAttack());
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return ret;
var halfvision = cmpVision.GetRange() / 2;
ret.max = range.max + halfvision;
}
// 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)
{
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return ret;
var range = cmpVision.GetRange();
ret.max = range;
}
return ret;
};
UnitAI.prototype.GetStance = function()
{
return g_Stances[this.stance];
};
UnitAI.prototype.GetPossibleStances = function()
{
if (this.IsTurret())
return [];
return Object.keys(g_Stances);
};
UnitAI.prototype.GetStanceName = function()
{
return this.stance;
};
UnitAI.prototype.SetMoveSpeed = function(speed)
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpMotion.SetSpeed(speed);
};
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 ////
UnitAI.prototype.CanAttack = function(target, forceResponse)
{
// 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 Attack commands
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return false;
if (!cmpAttack.CanAttack(target))
return false;
// Verify that the target is alive
if (!this.TargetIsAlive(target))
return false;
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() < 0)
return false;
var owner = cmpOwnership.GetOwner();
// Verify that the target is an attackable resource supply like a domestic animal
// or that it isn't owned by an ally of this entity's player or is responding to
// an attack.
if (this.MustKillGatherTarget(target))
return true;
var cmpCapturable = Engine.QueryInterface(target, IID_Capturable);
if (cmpCapturable && cmpCapturable.CanCapture(owner) && cmpAttack.GetAttackTypes().indexOf("Capture") != -1)
return true;
if (IsOwnedByEnemyOfPlayer(owner, target) || IsOwnedByNeutralOfPlayer(owner, target))
return true;
if (forceResponse && !IsOwnedByPlayer(owner, target))
return true;
return false;
};
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;
var 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
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || !(IsOwnedByPlayer(cmpOwnership.GetOwner(), target) || IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target)))
return false;
// Don't let animals garrison for now
// (If we want to support that, we'll need to change Order.Garrison so it
// doesn't move the animal into an INVIDIDUAL.* state)
if (this.IsAnimal())
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 = Engine.QueryInterface(target, IID_ResourceSupply);
- var cmpMirage = Engine.QueryInterface(target, IID_Mirage);
- if (!cmpResourceSupply && !(cmpMirage && cmpMirage.ResourceSupply()))
+ 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;
// Verify that we're able to respond to Heal commands
var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
if (!cmpHeal)
return false;
// Verify that the target is alive
if (!this.TargetIsAlive(target))
return false;
// Verify that the target is owned by the same player as the entity or of an ally
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || !(IsOwnedByPlayer(cmpOwnership.GetOwner(), target) || IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target)))
return false;
// Verify that the target is not unhealable (or at max health)
var cmpHealth = Engine.QueryInterface(target, IID_Health);
if (!cmpHealth || cmpHealth.IsUnhealable())
return false;
// Verify that the target has no unhealable class
var cmpIdentity = Engine.QueryInterface(target, IID_Identity);
if (!cmpIdentity)
return false;
if (MatchesClassList(cmpIdentity.GetClassesList(), cmpHeal.GetUnhealableClasses()))
return false;
// Verify that the target is a healable class
if (MatchesClassList(cmpIdentity.GetClassesList(), cmpHeal.GetHealableClasses()))
return true;
return false;
};
UnitAI.prototype.CanReturnResource = function(target, checkCarriedResource)
{
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
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return false;
// Verify that the target is a dropsite
var 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
var type = cmpResourceGatherer.GetMainCarryingType();
if (!type || !cmpResourceDropsite.AcceptsType(type))
return false;
}
// Verify that the dropsite is owned by this entity's player
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || !IsOwnedByPlayer(cmpOwnership.GetOwner(), target))
return false;
return true;
};
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);
if (!cmpTrader || !cmpTrader.CanTrade(target))
return false;
return true;
};
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 is owned by an ally of this entity's player
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || !IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target))
return false;
return true;
};
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());
};
//// Animal specific functions ////
UnitAI.prototype.MoveRandomly = function(distance)
{
// We want to walk in a random direction, but avoid getting stuck
// in obstacles or narrow spaces.
// So pick a circular range from approximately our current position,
// and move outwards to the nearest point on that circle, which will
// lead to us avoiding obstacles and moving towards free space.
// TODO: we probably ought to have a 'home' point, and drift towards
// that, so we don't spread out all across the whole map
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition)
return;
if (!cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
var jitter = 0.5;
// Randomly adjust the range's center a bit, so we tend to prefer
// moving in random directions (if there's nothing in the way)
var tx = pos.x + (2*Math.random()-1)*jitter;
var tz = pos.z + (2*Math.random()-1)*jitter;
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpMotion.MoveToPointRange(tx, tz, distance, distance);
};
UnitAI.prototype.SetFacePointAfterMove = function(val)
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpMotion)
cmpMotion.SetFacePointAfterMove(val);
};
UnitAI.prototype.AttackEntitiesByPreference = function(ents)
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return false;
const 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());
};
return this.RespondToTargetedEntities(
ents.filter(function (v) { return cmpAttack.CanAttack(v) && attackfilter(v); })
.sort(function (a, b) { return cmpAttack.CompareEntitiesByPreference(a, b); })
);
};
/**
* Call obj.funcname(args) on UnitAI components of all formation members.
*/
UnitAI.prototype.CallMemberFunction = function(funcname, args)
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return;
var members = cmpFormation.GetMembers();
for each (var ent in members)
{
var cmpUnitAI = Engine.QueryInterface(ent, 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;
var members = cmpFormation.GetMembers();
for each (var ent in members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI[funcname].apply(cmpUnitAI, args))
return false;
}
return true;
};
UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);
Index: ps/trunk/binaries/data/mods/public/simulation/components/interfaces/ResourceSupply.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/interfaces/ResourceSupply.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/interfaces/ResourceSupply.js (revision 16607)
@@ -1,9 +1,9 @@
Engine.RegisterInterface("ResourceSupply");
// Message of the form { "from": 100, "to", 90 },
// sent whenever supply level changes.
Engine.RegisterMessageType("ResourceSupplyChanged");
-// Message of the form { "to", [array of gatherers ID] },
+// Message of the form { "to": 10 },
// sent whenever the number of gatherer changes
-Engine.RegisterMessageType("ResourceSupplyGatherersChanged");
+Engine.RegisterMessageType("ResourceSupplyNumGatherersChanged");
Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js (revision 16607)
@@ -1,493 +1,494 @@
+Engine.LoadHelperScript("Player.js");
Engine.LoadComponentScript("interfaces/Attack.js");
Engine.LoadComponentScript("interfaces/AlertRaiser.js");
Engine.LoadComponentScript("interfaces/Auras.js");
Engine.LoadComponentScript("interfaces/Barter.js");
Engine.LoadComponentScript("interfaces/Builder.js");
Engine.LoadComponentScript("interfaces/Capturable.js");
Engine.LoadComponentScript("interfaces/DamageReceiver.js");
Engine.LoadComponentScript("interfaces/EndGameManager.js");
Engine.LoadComponentScript("interfaces/EntityLimits.js");
Engine.LoadComponentScript("interfaces/Foundation.js");
Engine.LoadComponentScript("interfaces/GarrisonHolder.js");
Engine.LoadComponentScript("interfaces/Gate.js");
Engine.LoadComponentScript("interfaces/Guard.js");
Engine.LoadComponentScript("interfaces/Heal.js");
Engine.LoadComponentScript("interfaces/Health.js");
Engine.LoadComponentScript("interfaces/Pack.js");
Engine.LoadComponentScript("interfaces/ProductionQueue.js");
Engine.LoadComponentScript("interfaces/Promotion.js");
Engine.LoadComponentScript("interfaces/RallyPoint.js");
Engine.LoadComponentScript("interfaces/ResourceDropsite.js");
Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
Engine.LoadComponentScript("interfaces/ResourceSupply.js");
Engine.LoadComponentScript("interfaces/TechnologyManager.js")
Engine.LoadComponentScript("interfaces/Trader.js")
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("interfaces/BuildingAI.js");
Engine.LoadComponentScript("GuiInterface.js");
var cmp = ConstructComponent(SYSTEM_ENTITY, "GuiInterface");
AddMock(SYSTEM_ENTITY, IID_Barter, {
GetPrices: function() { return {
"buy": { "food": 150 },
"sell": { "food": 25 },
}},
});
AddMock(SYSTEM_ENTITY, IID_EndGameManager, {
GetGameType: function() { return "conquest"; }
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
GetNumPlayers: function() { return 2; },
GetPlayerByID: function(id) { TS_ASSERT(id === 0 || id === 1); return 100+id; },
});
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
GetLosVisibility: function(ent, player) { return "visible"; },
GetLosCircular: function() { return false; },
});
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
GetCurrentTemplateName: function(ent) { return "example"; },
GetTemplate: function(name) { return ""; },
});
AddMock(SYSTEM_ENTITY, IID_Timer, {
GetTime: function() { return 0; },
SetTimeout: function(ent, iid, funcname, time, data) { return 0; },
});
AddMock(100, IID_Player, {
GetName: function() { return "Player 1"; },
GetCiv: function() { return "gaia"; },
GetColor: function() { return { r: 1, g: 1, b: 1, a: 1}; },
GetPopulationCount: function() { return 10; },
GetPopulationLimit: function() { return 20; },
GetMaxPopulation: function() { return 200; },
GetResourceCounts: function() { return { food: 100 }; },
GetHeroes: function() { return []; },
IsTrainingBlocked: function() { return false; },
GetState: function() { return "active"; },
GetTeam: function() { return -1; },
GetLockTeams: function() { return false; },
GetCheatsEnabled: function() { return false; },
GetDiplomacy: function() { return [-1, 1]; },
GetConquestCriticalEntitiesCount: function() { return 1; },
IsAlly: function() { return false; },
IsMutualAlly: function() { return false; },
IsNeutral: function() { return false; },
IsEnemy: function() { return true; },
GetDisabledTemplates: function() { return {}; },
});
AddMock(100, IID_EntityLimits, {
GetLimits: function() { return {"Foo": 10}; },
GetCounts: function() { return {"Foo": 5}; },
GetLimitChangers: function() {return {"Foo": {}}; }
});
AddMock(100, IID_TechnologyManager, {
IsTechnologyResearched: function(tech) { if (tech == "phase_village") return true; else return false; },
GetQueuedResearch: function() { return {}; },
GetStartedResearch: function() { return {}; },
GetResearchedTechs: function() { return {}; },
GetClassCounts: function() { return {}; },
GetTypeCountsByClass: function() { return {}; },
GetTechModifications: function() { return {}; },
});
AddMock(100, IID_StatisticsTracker, {
GetBasicStatistics: function() {
return {
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0,
},
"percentMapExplored": 10
};
},
GetStatistics: function() {
return {
"unitsTrained": 10,
"unitsLost": 9,
"buildingsConstructed": 5,
"buildingsLost": 4,
"civCentresBuilt": 1,
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0,
},
"treasuresCollected": 0,
"percentMapExplored": 10,
"teamPercentMapExplored": 10
};
},
IncreaseTrainedUnitsCounter: function() { return 1; },
IncreaseConstructedBuildingsCounter: function() { return 1; },
IncreaseBuiltCivCentresCounter: function() { return 1; },
});
AddMock(101, IID_Player, {
GetName: function() { return "Player 2"; },
GetCiv: function() { return "mace"; },
GetColor: function() { return { r: 1, g: 0, b: 0, a: 1}; },
GetPopulationCount: function() { return 40; },
GetPopulationLimit: function() { return 30; },
GetMaxPopulation: function() { return 300; },
GetResourceCounts: function() { return { food: 200 }; },
GetHeroes: function() { return []; },
IsTrainingBlocked: function() { return false; },
GetState: function() { return "active"; },
GetTeam: function() { return -1; },
GetLockTeams: function() {return false; },
GetCheatsEnabled: function() { return false; },
GetDiplomacy: function() { return [-1, 1]; },
GetConquestCriticalEntitiesCount: function() { return 1; },
IsAlly: function() { return true; },
IsMutualAlly: function() {return false; },
IsNeutral: function() { return false; },
IsEnemy: function() { return false; },
GetDisabledTemplates: function() { return {}; },
});
AddMock(101, IID_EntityLimits, {
GetLimits: function() { return {"Bar": 20}; },
GetCounts: function() { return {"Bar": 0}; },
GetLimitChangers: function() {return {"Bar": {}}; }
});
AddMock(101, IID_TechnologyManager, {
IsTechnologyResearched: function(tech) { if (tech == "phase_village") return true; else return false; },
GetQueuedResearch: function() { return {}; },
GetStartedResearch: function() { return {}; },
GetResearchedTechs: function() { return {}; },
GetClassCounts: function() { return {}; },
GetTypeCountsByClass: function() { return {}; },
GetTechModifications: function() { return {}; },
});
AddMock(101, IID_StatisticsTracker, {
GetBasicStatistics: function() {
return {
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0,
},
"percentMapExplored": 10
};
},
GetStatistics: function() {
return {
"unitsTrained": 10,
"unitsLost": 9,
"buildingsConstructed": 5,
"buildingsLost": 4,
"civCentresBuilt": 1,
"resourcesGathered": {
"food": 100,
"wood": 0,
"metal": 0,
"stone": 0,
"vegetarianFood": 0,
},
"treasuresCollected": 0,
"percentMapExplored": 10,
"teamPercentMapExplored": 10
};
},
IncreaseTrainedUnitsCounter: function() { return 1; },
IncreaseConstructedBuildingsCounter: function() { return 1; },
IncreaseBuiltCivCentresCounter: function() { return 1; },
});
// Note: property order matters when using TS_ASSERT_UNEVAL_EQUALS,
// because uneval preserves property order. So make sure this object
// matches the ordering in GuiInterface.
TS_ASSERT_UNEVAL_EQUALS(cmp.GetSimulationState(), {
players: [
{
name: "Player 1",
civ: "gaia",
color: { r:1, g:1, b:1, a:1 },
popCount: 10,
popLimit: 20,
popMax: 200,
heroes: [],
resourceCounts: { food: 100 },
trainingBlocked: false,
state: "active",
team: -1,
teamsLocked: false,
cheatsEnabled: false,
disabledTemplates: {},
phase: "village",
isAlly: [false, false],
isMutualAlly: [false, false],
isNeutral: [false, false],
isEnemy: [true, true],
entityLimits: {"Foo": 10},
entityCounts: {"Foo": 5},
entityLimitChangers: {"Foo": {}},
researchQueued: {},
researchStarted: {},
researchedTechs: {},
classCounts: {},
typeCountsByClass: {},
statistics: {
resourcesGathered: {
food: 100,
wood: 0,
metal: 0,
stone: 0,
vegetarianFood: 0,
},
percentMapExplored: 10
},
},
{
name: "Player 2",
civ: "mace",
color: { r:1, g:0, b:0, a:1 },
popCount: 40,
popLimit: 30,
popMax: 300,
heroes: [],
resourceCounts: { food: 200 },
trainingBlocked: false,
state: "active",
team: -1,
teamsLocked: false,
cheatsEnabled: false,
disabledTemplates: {},
phase: "village",
isAlly: [true, true],
isMutualAlly: [false, false],
isNeutral: [false, false],
isEnemy: [false, false],
entityLimits: {"Bar": 20},
entityCounts: {"Bar": 0},
entityLimitChangers: {"Bar": {}},
researchQueued: {},
researchStarted: {},
researchedTechs: {},
classCounts: {},
typeCountsByClass: {},
statistics: {
resourcesGathered: {
food: 100,
wood: 0,
metal: 0,
stone: 0,
vegetarianFood: 0,
},
percentMapExplored: 10
},
}
],
circularMap: false,
timeElapsed: 0,
gameType: "conquest",
barterPrices: {buy: {food: 150}, sell: {food: 25}}
});
TS_ASSERT_UNEVAL_EQUALS(cmp.GetExtendedSimulationState(), {
players: [
{
name: "Player 1",
civ: "gaia",
color: { r:1, g:1, b:1, a:1 },
popCount: 10,
popLimit: 20,
popMax: 200,
heroes: [],
resourceCounts: { food: 100 },
trainingBlocked: false,
state: "active",
team: -1,
teamsLocked: false,
cheatsEnabled: false,
disabledTemplates: {},
phase: "village",
isAlly: [false, false],
isMutualAlly: [false, false],
isNeutral: [false, false],
isEnemy: [true, true],
entityLimits: {"Foo": 10},
entityCounts: {"Foo": 5},
entityLimitChangers: {"Foo": {}},
researchQueued: {},
researchStarted: {},
researchedTechs: {},
classCounts: {},
typeCountsByClass: {},
statistics: {
unitsTrained: 10,
unitsLost: 9,
buildingsConstructed: 5,
buildingsLost: 4,
civCentresBuilt: 1,
resourcesGathered: {
food: 100,
wood: 0,
metal: 0,
stone: 0,
vegetarianFood: 0,
},
treasuresCollected: 0,
percentMapExplored: 10,
teamPercentMapExplored: 10
},
},
{
name: "Player 2",
civ: "mace",
color: { r:1, g:0, b:0, a:1 },
popCount: 40,
popLimit: 30,
popMax: 300,
heroes: [],
resourceCounts: { food: 200 },
trainingBlocked: false,
state: "active",
team: -1,
teamsLocked: false,
cheatsEnabled: false,
disabledTemplates: {},
phase: "village",
isAlly: [true, true],
isMutualAlly: [false, false],
isNeutral: [false, false],
isEnemy: [false, false],
entityLimits: {"Bar": 20},
entityCounts: {"Bar": 0},
entityLimitChangers: {"Bar": {}},
researchQueued: {},
researchStarted: {},
researchedTechs: {},
classCounts: {},
typeCountsByClass: {},
statistics: {
unitsTrained: 10,
unitsLost: 9,
buildingsConstructed: 5,
buildingsLost: 4,
civCentresBuilt: 1,
resourcesGathered: {
food: 100,
wood: 0,
metal: 0,
stone: 0,
vegetarianFood: 0,
},
treasuresCollected: 0,
percentMapExplored: 10,
teamPercentMapExplored: 10
},
}
],
circularMap: false,
timeElapsed: 0,
gameType: "conquest",
barterPrices: {buy: {food: 150}, sell: {food: 25}}
});
AddMock(10, IID_Builder, {
GetEntitiesList: function() {
return ["test1", "test2"];
},
});
AddMock(10, IID_Health, {
GetHitpoints: function() { return 50; },
GetMaxHitpoints: function() { return 60; },
IsRepairable: function() { return false; },
IsUnhealable: function() { return false; },
});
AddMock(10, IID_Identity, {
GetClassesList: function() { return ["class1", "class2"]; },
GetVisibleClassesList: function() { return ["class3", "class4"]; },
GetRank: function() { return "foo"; },
GetSelectionGroupName: function() { return "Selection Group Name"; },
HasClass: function() { return true; },
});
AddMock(10, IID_Position, {
GetTurretParent: function() {return INVALID_ENTITY;},
GetPosition: function() {
return {x:1, y:2, z:3};
},
GetRotation: function() {
return {x:4, y:5, z:6};
},
IsInWorld: function() {
return true;
},
});
// Note: property order matters when using TS_ASSERT_UNEVAL_EQUALS,
// because uneval preserves property order. So make sure this object
// matches the ordering in GuiInterface.
TS_ASSERT_UNEVAL_EQUALS(cmp.GetEntityState(-1, 10), {
id: 10,
template: "example",
alertRaiser: null,
builder: true,
identity: {
rank: "foo",
classes: ["class1", "class2"],
visibleClasses: ["class3", "class4"],
selectionGroupName: "Selection Group Name",
},
fogging: null,
foundation: null,
garrisonHolder: null,
gate: null,
guard: null,
mirage: null,
pack: null,
player: -1,
position: {x:1, y:2, z:3},
production: null,
rallyPoint: null,
resourceCarrying: null,
rotation: {x:4, y:5, z:6},
trader: null,
unitAI: null,
visibility: "visible",
hitpoints: 50,
maxHitpoints: 60,
needsRepair: false,
needsHeal: true,
});
TS_ASSERT_UNEVAL_EQUALS(cmp.GetExtendedEntityState(-1, 10), {
armour: null,
attack: null,
barterMarket: {
prices: { "buy": {"food":150}, "sell": {"food":25} },
},
buildingAI: null,
healer: null,
obstruction: null,
turretParent: null,
promotion: null,
resourceDropsite: null,
resourceGatherRates: null,
resourceSupply: null,
});
Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Player.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/helpers/Player.js (revision 16606)
+++ ps/trunk/binaries/data/mods/public/simulation/helpers/Player.js (revision 16607)
@@ -1,389 +1,405 @@
/**
* Used to create player entities prior to reading the rest of a map,
* all other initialization must be done after loading map (terrain/entities).
* DO NOT use other components here, as they may fail unpredictably.
* settings is the object containing settings for this map.
* newPlayers if true will remove old player entities or add new ones until
* the new number of player entities is obtained
* (used when loading a map or when Atlas changes the number of players).
*/
function LoadPlayerSettings(settings, newPlayers)
{
// Default settings
if (!settings)
settings = {};
// Get default player data
var rawData = Engine.ReadJSONFile("player_defaults.json");
if (!(rawData && rawData.PlayerData))
throw("Player.js: Error reading player_defaults.json");
// Add gaia to simplify iteration
if (settings.PlayerData && settings.PlayerData[0])
settings.PlayerData.unshift(null);
var playerDefaults = rawData.PlayerData;
var playerData = settings.PlayerData;
// Get player manager
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var numPlayers = cmpPlayerManager.GetNumPlayers();
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
// Remove existing players or add new ones
if (newPlayers)
{
var settingsNumPlayers = 9; // default 8 players + gaia
if (playerData)
settingsNumPlayers = playerData.length; // includes gaia (see above)
else
warn("Player.js: Setup has no player data - using defaults");
while (settingsNumPlayers > numPlayers)
{
// Add player entity to engine
var civ = getSetting(playerData, playerDefaults, numPlayers, "Civ");
var template = cmpTemplateManager.TemplateExists("special/player_"+civ) ? "special/player_"+civ : "special/player";
var entID = Engine.AddEntity(template);
var cmpPlayer = Engine.QueryInterface(entID, IID_Player);
if (!cmpPlayer)
throw("Player.js: Error creating player entity " + numPlayers);
cmpPlayerManager.AddPlayer(entID);
++numPlayers;
}
while (settingsNumPlayers < numPlayers)
{
cmpPlayerManager.RemoveLastPlayer();
--numPlayers;
}
}
// Even when no new player, we must check the template compatibility as player template may be civ dependent
for (var i = 0; i < numPlayers; ++i)
{
var civ = getSetting(playerData, playerDefaults, i, "Civ");
var template = cmpTemplateManager.TemplateExists("special/player_"+civ) ? "special/player_"+civ : "special/player";
var entID = cmpPlayerManager.GetPlayerByID(i);
if (cmpTemplateManager.GetCurrentTemplateName(entID) === template)
continue;
// We need to recreate this player to have the right template
entID = Engine.AddEntity(template);
cmpPlayerManager.ReplacePlayer(i, entID);
}
// Initialize the player data
for (var i = 0; i < numPlayers; ++i)
{
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
cmpPlayer.SetName(getSetting(playerData, playerDefaults, i, "Name"));
cmpPlayer.SetCiv(getSetting(playerData, playerDefaults, i, "Civ"));
var color = getSetting(playerData, playerDefaults, i, "Color");
cmpPlayer.SetColor(color.r, color.g, color.b);
// Special case for gaia
if (i == 0)
{
// Gaia should be its own ally.
cmpPlayer.SetAlly(0);
// Gaia is everyone's enemy
for (var j = 1; j < numPlayers; ++j)
cmpPlayer.SetEnemy(j);
continue;
}
// Note: this is not yet implemented but I leave it commented to highlight it's easy
// If anyone ever adds handicap.
//if (getSetting(playerData, playerDefaults, i, "GatherRateMultiplier") !== undefined)
// cmpPlayer.SetGatherRateMultiplier(getSetting(playerData, playerDefaults, i, "GatherRateMultiplier"));
if (getSetting(playerData, playerDefaults, i, "PopulationLimit") !== undefined)
cmpPlayer.SetMaxPopulation(getSetting(playerData, playerDefaults, i, "PopulationLimit"));
if (getSetting(playerData, playerDefaults, i, "Resources") !== undefined)
cmpPlayer.SetResourceCounts(getSetting(playerData, playerDefaults, i, "Resources"));
if (getSetting(playerData, playerDefaults, i, "StartingTechnologies") !== undefined)
cmpPlayer.SetStartingTechnologies(getSetting(playerData, playerDefaults, i, "StartingTechnologies"));
if (getSetting(playerData, playerDefaults, i, "DisabledTechnologies") !== undefined)
cmpPlayer.SetDisabledTechnologies(getSetting(playerData, playerDefaults, i, "DisabledTechnologies"));
if (getSetting(playerData, playerDefaults, i, "DisabledTemplates") !== undefined)
cmpPlayer.SetDisabledTemplates(getSetting(playerData, playerDefaults, i, "DisabledTemplates"));
// If diplomacy explicitly defined, use that; otherwise use teams
if (getSetting(playerData, playerDefaults, i, "Diplomacy") !== undefined)
cmpPlayer.SetDiplomacy(getSetting(playerData, playerDefaults, i, "Diplomacy"));
else
{
// Init diplomacy
var myTeam = getSetting(playerData, playerDefaults, i, "Team");
// Set all but self as enemies as SetTeam takes care of allies
for (var j = 0; j < numPlayers; ++j)
{
if (i == j)
cmpPlayer.SetAlly(j);
else
cmpPlayer.SetEnemy(j);
}
cmpPlayer.SetTeam((myTeam !== undefined) ? myTeam : -1);
}
// If formations explicitly defined, use that; otherwise use civ defaults
var formations = getSetting(playerData, playerDefaults, i, "Formations");
if (formations !== undefined)
cmpPlayer.SetFormations(formations);
else
{
var rawFormations = Engine.ReadCivJSONFile(cmpPlayer.GetCiv()+".json");
if (!(rawFormations && rawFormations.Formations))
throw("Player.js: Error reading "+cmpPlayer.GetCiv()+".json");
cmpPlayer.SetFormations(rawFormations.Formations);
}
var startCam = getSetting(playerData, playerDefaults, i, "StartingCamera");
if (startCam !== undefined)
cmpPlayer.SetStartingCamera(startCam.Position, startCam.Rotation);
}
// NOTE: We need to do the team locking here, as otherwise
// SetTeam can't ally the players.
if (settings.LockTeams)
for (var i = 0; i < numPlayers; ++i)
{
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
cmpPlayer.SetLockTeams(true);
}
// Disable the AIIinterface when no AI players are present
if (playerData && !playerData.some(function(v) { return v && v.AI ? true : false; }))
Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface).Disable();
}
// Get a setting if it exists or return default
function getSetting(settings, defaults, idx, property)
{
if (settings && settings[idx] && (property in settings[idx]))
return settings[idx][property];
// Use defaults
if (defaults && defaults[idx] && (property in defaults[idx]))
return defaults[idx][property];
return undefined;
}
/**
* Similar to Engine.QueryInterface but applies to the player entity
* that owns the given entity.
* iid is typically IID_Player.
*/
function QueryOwnerInterface(ent, iid = IID_Player)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (!cmpOwnership)
return null;
var owner = cmpOwnership.GetOwner();
if (owner == -1)
return null;
var playerEnt = cmpPlayerManager.GetPlayerByID(owner);
if (!playerEnt)
return null;
return Engine.QueryInterface(playerEnt, iid);
}
/**
* Similar to Engine.QueryInterface but applies to the player entity
* with the given ID number.
* iid is typically IID_Player.
*/
function QueryPlayerIDInterface(id, iid = IID_Player)
{
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var playerEnt = cmpPlayerManager.GetPlayerByID(id);
if (!playerEnt)
return null;
return Engine.QueryInterface(playerEnt, iid);
}
/**
+ * Similar to Engine.QueryInterface but first checks if the entity
+ * mirages the interface.
+ */
+function QueryMiragedInterface(ent, iid)
+{
+ var cmp = Engine.QueryInterface(ent, IID_Mirage);
+ if (cmp && !cmp.Mirages(iid))
+ return null;
+ else if (!cmp)
+ cmp = Engine.QueryInterface(ent, iid);
+
+ return cmp;
+}
+
+/**
* Returns true if the entity 'target' is owned by an ally of
* the owner of 'entity'.
*/
function IsOwnedByAllyOfEntity(entity, target)
{
// Figure out which player controls us
var owner = 0;
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
// Figure out which player controls the target entity
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player);
// Check for allied diplomacy status
if (cmpPlayer.IsAlly(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by a mutual ally of
* the owner of 'entity'.
*/
function IsOwnedByMutualAllyOfEntity(entity, target)
{
// Figure out which player controls us
var owner = 0;
var cmpOwnership = Engine.QueryInterface(entity, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
// Figure out which player controls the target entity
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player);
// Check for mutual allied diplomacy status
if (cmpPlayer.IsMutualAlly(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by player
*/
function IsOwnedByPlayer(player, target)
{
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
return (cmpOwnershipTarget && player == cmpOwnershipTarget.GetOwner());
}
/**
* Returns true if the entity 'target' is owned by gaia (player 0)
*/
function IsOwnedByGaia(target)
{
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
return (cmpOwnershipTarget && cmpOwnershipTarget.GetOwner() == 0);
}
/**
* Returns true if the entity 'target' is owned by an ally of player
*/
function IsOwnedByAllyOfPlayer(player, target)
{
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
// Check for allied diplomacy status
if (cmpPlayer.IsAlly(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by a mutual ally of player
*/
function IsOwnedByMutualAllyOfPlayer(player, target)
{
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
// Check for mutual allied diplomacy status
if (cmpPlayer.IsMutualAlly(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by someone neutral to player
*/
function IsOwnedByNeutralOfPlayer(player,target)
{
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
// Check for neutral diplomacy status
if (cmpPlayer.IsNeutral(targetOwner))
return true;
return false;
}
/**
* Returns true if the entity 'target' is owned by an enemy of player
*/
function IsOwnedByEnemyOfPlayer(player, target)
{
var targetOwner = 0;
var cmpOwnershipTarget = Engine.QueryInterface(target, IID_Ownership);
if (cmpOwnershipTarget)
targetOwner = cmpOwnershipTarget.GetOwner();
var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(player), IID_Player);
// Check for enemy diplomacy status
if (cmpPlayer.IsEnemy(targetOwner))
return true;
return false;
}
Engine.RegisterGlobal("LoadPlayerSettings", LoadPlayerSettings);
Engine.RegisterGlobal("QueryOwnerInterface", QueryOwnerInterface);
Engine.RegisterGlobal("QueryPlayerIDInterface", QueryPlayerIDInterface);
+Engine.RegisterGlobal("QueryMiragedInterface", QueryMiragedInterface);
Engine.RegisterGlobal("IsOwnedByAllyOfEntity", IsOwnedByAllyOfEntity);
Engine.RegisterGlobal("IsOwnedByMutualAllyOfEntity", IsOwnedByMutualAllyOfEntity);
Engine.RegisterGlobal("IsOwnedByPlayer", IsOwnedByPlayer);
Engine.RegisterGlobal("IsOwnedByGaia", IsOwnedByGaia);
Engine.RegisterGlobal("IsOwnedByAllyOfPlayer", IsOwnedByAllyOfPlayer);
Engine.RegisterGlobal("IsOwnedByMutualAllyOfPlayer", IsOwnedByMutualAllyOfPlayer);
Engine.RegisterGlobal("IsOwnedByNeutralOfPlayer", IsOwnedByNeutralOfPlayer);
Engine.RegisterGlobal("IsOwnedByEnemyOfPlayer", IsOwnedByEnemyOfPlayer);