Index: ps/trunk/binaries/data/mods/public/simulation/components/Formation.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Formation.js (revision 21242)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Formation.js (revision 21243)
@@ -1,1008 +1,1004 @@
function Formation() {}
Formation.prototype.Schema =
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
var g_ColumnDistanceThreshold = 128; // distance at which we'll switch between column/box formations
Formation.prototype.Init = function()
{
this.formationShape = this.template.FormationShape;
this.sortingClasses = this.template.SortingClasses.split(/\s+/g);
this.sortingOrder = this.template.SortingOrder;
this.shiftRows = this.template.ShiftRows == "true";
this.separationMultiplier = {
"width": +this.template.UnitSeparationWidthMultiplier,
"depth": +this.template.UnitSeparationDepthMultiplier
};
this.sloppyness = +this.template.Sloppyness;
this.widthDepthRatio = +this.template.WidthDepthRatio;
this.minColumns = +(this.template.MinColumns || 0);
this.maxColumns = +(this.template.MaxColumns || 0);
this.maxRows = +(this.template.MaxRows || 0);
this.centerGap = +(this.template.CenterGap || 0);
var animations = this.template.Animations;
this.animations = {};
for (var animationName in animations)
{
var differentAnimations = animations[animationName].split(/\s*;\s*/);
this.animations[animationName] = [];
// loop over the different rectangulars that will map to different animations
for (var rectAnimation of differentAnimations)
{
var rect, replacementAnimationName;
[rect, replacementAnimationName] = rectAnimation.split(/\s*:\s*/);
var rows, columns;
[rows, columns] = rect.split(/\s*,\s*/);
var minRow, maxRow, minColumn, maxColumn;
[minRow, maxRow] = rows.split(/\s*\.\.\s*/);
[minColumn, maxColumn] = columns.split(/\s*\.\.\s*/);
this.animations[animationName].push({
"minRow": +minRow,
"maxRow": +maxRow,
"minColumn": +minColumn,
"maxColumn": +maxColumn,
"animation": replacementAnimationName
});
}
}
this.members = []; // entity IDs currently belonging to this formation
this.memberPositions = {};
this.maxRowsUsed = 0;
this.maxColumnsUsed = [];
this.inPosition = []; // entities that have reached their final position
this.columnar = false; // whether we're travelling in column (vs box) formation
this.rearrange = true; // whether we should rearrange all formation members
this.formationMembersWithAura = []; // Members with a formation aura
this.width = 0;
this.depth = 0;
this.oldOrientation = {"sin": 0, "cos": 0};
this.twinFormations = [];
// distance from which two twin formations will merge into one.
this.formationSeparation = 0;
Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer)
.SetInterval(this.entity, IID_Formation, "ShapeUpdate", 1000, 1000, null);
};
/**
* Set the value from which two twin formations will become one.
*/
Formation.prototype.SetFormationSeparation = function(value)
{
this.formationSeparation = value;
};
Formation.prototype.GetSize = function()
{
return {"width": this.width, "depth": this.depth};
};
Formation.prototype.GetSpeedMultiplier = function()
{
return +this.template.SpeedMultiplier;
};
Formation.prototype.GetMemberCount = function()
{
return this.members.length;
};
Formation.prototype.GetMembers = function()
{
return this.members;
};
Formation.prototype.GetClosestMember = function(ent, filter)
{
var cmpEntPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpEntPosition)
return INVALID_ENTITY;
var entPosition = cmpEntPosition.GetPosition2D();
var closestMember = INVALID_ENTITY;
var closestDistance = Infinity;
for (var member of this.members)
{
if (filter && !filter(ent))
continue;
var cmpPosition = Engine.QueryInterface(member, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
var pos = cmpPosition.GetPosition2D();
var dist = entPosition.distanceToSquared(pos);
if (dist < closestDistance)
{
closestMember = member;
closestDistance = dist;
}
}
return closestMember;
};
/**
* Returns the 'primary' member of this formation (typically the most
* important unit type), for e.g. playing a representative sound.
* Returns undefined if no members.
* TODO: actually implement something like that; currently this just returns
* the arbitrary first one.
*/
Formation.prototype.GetPrimaryMember = function()
{
return this.members[0];
};
/**
* Get the formation animation for a certain member of this formation
* @param entity The entity ID to get the animation for
* @param defaultAnimation The name of the default wanted animation for the entity
* E.g. "walk", "idle" ...
* @return The name of the transformed animation as defined in the template
* E.g. "walk_testudo_row1"
*/
Formation.prototype.GetFormationAnimation = function(entity, defaultAnimation)
{
var animationGroup = this.animations[defaultAnimation];
if (!animationGroup || this.columnar || !this.memberPositions[entity])
return defaultAnimation;
var row = this.memberPositions[entity].row;
var column = this.memberPositions[entity].column;
for (var i = 0; i < animationGroup.length; ++i)
{
var minRow = animationGroup[i].minRow;
if (minRow < 0)
minRow += this.maxRowsUsed + 1;
if (row < minRow)
continue;
var maxRow = animationGroup[i].maxRow;
if (maxRow < 0)
maxRow += this.maxRowsUsed + 1;
if (row > maxRow)
continue;
var minColumn = animationGroup[i].minColumn;
if (minColumn < 0)
minColumn += this.maxColumnsUsed[row] + 1;
if (column < minColumn)
continue;
var maxColumn = animationGroup[i].maxColumn;
if (maxColumn < 0)
maxColumn += this.maxColumnsUsed[row] + 1;
if (column > maxColumn)
continue;
return animationGroup[i].animation;
}
return defaultAnimation;
};
/**
* Permits formation members to register that they've reached their destination.
*/
Formation.prototype.SetInPosition = function(ent)
{
if (this.inPosition.indexOf(ent) != -1)
return;
// Rotate the entity to the right angle
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var cmpEntPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpEntPosition && cmpEntPosition.IsInWorld() && cmpPosition && cmpPosition.IsInWorld())
cmpEntPosition.TurnTo(cmpPosition.GetRotation().y);
this.inPosition.push(ent);
};
/**
* Called by formation members upon entering non-walking states.
*/
Formation.prototype.UnsetInPosition = function(ent)
{
var ind = this.inPosition.indexOf(ent);
if (ind != -1)
this.inPosition.splice(ind, 1);
};
/**
* Set whether we should rearrange formation members if
* units are removed from the formation.
*/
Formation.prototype.SetRearrange = function(rearrange)
{
this.rearrange = rearrange;
};
/**
* Initialise the members of this formation.
* Must only be called once.
* All members must implement UnitAI.
*/
Formation.prototype.SetMembers = function(ents)
{
this.members = ents;
- var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
- var templateName = cmpTemplateManager.GetCurrentTemplateName(this.entity);
-
for (var ent of this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SetFormationController(this.entity);
- cmpUnitAI.SetLastFormationTemplate(templateName);
var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
if (cmpAuras && cmpAuras.HasFormationAura())
{
this.formationMembersWithAura.push(ent);
cmpAuras.ApplyFormationBonus(ents);
}
}
this.offsets = undefined;
// Locate this formation controller in the middle of its members
this.MoveToMembersCenter();
// Compute the speed etc. of the formation
this.ComputeMotionParameters();
};
/**
* Remove the given list of entities.
* The entities must already be members of this formation.
*/
Formation.prototype.RemoveMembers = function(ents)
{
this.offsets = undefined;
this.members = this.members.filter(function(e) { return ents.indexOf(e) == -1; });
this.inPosition = this.inPosition.filter(function(e) { return ents.indexOf(e) == -1; });
for (var ent of ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.UpdateWorkOrders();
cmpUnitAI.SetFormationController(INVALID_ENTITY);
}
for (var ent of this.formationMembersWithAura)
{
var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
cmpAuras.RemoveFormationBonus(ents);
// the unit with the aura is also removed from the formation
if (ents.indexOf(ent) !== -1)
cmpAuras.RemoveFormationBonus(this.members);
}
this.formationMembersWithAura = this.formationMembersWithAura.filter(function(e) { return ents.indexOf(e) == -1; });
// If there's nobody left, destroy the formation
if (this.members.length == 0)
{
Engine.DestroyEntity(this.entity);
return;
}
if (!this.rearrange)
return;
this.ComputeMotionParameters();
// Rearrange the remaining members
this.MoveMembersIntoFormation(true, true);
};
Formation.prototype.AddMembers = function(ents)
{
this.offsets = undefined;
this.inPosition = [];
for (let ent of this.formationMembersWithAura)
{
let cmpAuras = Engine.QueryInterface(ent, IID_Auras);
cmpAuras.ApplyFormationBonus(ents);
}
this.members = this.members.concat(ents);
for (let ent of ents)
{
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SetFormationController(this.entity);
let cmpAuras = Engine.QueryInterface(ent, IID_Auras);
if (cmpAuras && cmpAuras.HasFormationAura())
{
this.formationMembersWithAura.push(ent);
cmpAuras.ApplyFormationBonus(this.members);
}
}
this.MoveMembersIntoFormation(true, true);
};
/**
* Called when the formation stops moving in order to detect
* units that have already reached their final positions.
*/
Formation.prototype.FindInPosition = function()
{
for (var i = 0; i < this.members.length; ++i)
{
var cmpUnitMotion = Engine.QueryInterface(this.members[i], IID_UnitMotion);
if (!cmpUnitMotion.IsMoving())
{
// Verify that members are stopped in FORMATIONMEMBER.WALKING
var cmpUnitAI = Engine.QueryInterface(this.members[i], IID_UnitAI);
if (cmpUnitAI.IsWalking())
this.SetInPosition(this.members[i]);
}
}
};
/**
* Remove all members and destroy the formation.
*/
Formation.prototype.Disband = function()
{
for (var ent of this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SetFormationController(INVALID_ENTITY);
}
for (var ent of this.formationMembersWithAura)
{
var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
cmpAuras.RemoveFormationBonus(this.members);
}
this.members = [];
this.inPosition = [];
this.formationMembersWithAura = [];
this.offsets = undefined;
Engine.DestroyEntity(this.entity);
};
/**
* Set all members to form up into the formation shape.
* If moveCenter is true, the formation center will be reinitialised
* to the center of the units.
* If force is true, all individual orders of the formation units are replaced,
* otherwise the order to walk into formation is just pushed to the front.
*/
Formation.prototype.MoveMembersIntoFormation = function(moveCenter, force)
{
if (!this.members.length)
return;
var active = [];
var positions = [];
for (var ent of this.members)
{
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
active.push(ent);
// query the 2D position as exact hight calculation isn't needed
// but bring the position to the right coordinates
var pos = cmpPosition.GetPosition2D();
positions.push(pos);
}
var avgpos = Vector2D.average(positions);
// Reposition the formation if we're told to or if we don't already have a position
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var inWorld = cmpPosition.IsInWorld();
if (moveCenter || !inWorld)
{
cmpPosition.JumpTo(avgpos.x, avgpos.y);
// Don't make the formation controller entity show up in range queries
if (!inWorld)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetEntityFlag(this.entity, "normal", false);
}
}
// Switch between column and box if necessary
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var walkingDistance = cmpUnitAI.ComputeWalkingDistance();
var columnar = walkingDistance > g_ColumnDistanceThreshold;
if (columnar != this.columnar)
{
this.columnar = columnar;
this.offsets = undefined;
}
var newOrientation = this.GetEstimatedOrientation(avgpos);
var dSin = Math.abs(newOrientation.sin - this.oldOrientation.sin);
var dCos = Math.abs(newOrientation.cos - this.oldOrientation.cos);
// If the formation existed, only recalculate positions if the turning agle is somewhat biggish
if (!this.offsets || dSin > 1 || dCos > 1)
this.offsets = this.ComputeFormationOffsets(active, positions);
this.oldOrientation = newOrientation;
var xMax = 0;
var yMax = 0;
var xMin = 0;
var yMin = 0;
for (var i = 0; i < this.offsets.length; ++i)
{
var offset = this.offsets[i];
var cmpUnitAI = Engine.QueryInterface(offset.ent, IID_UnitAI);
if (!cmpUnitAI)
continue;
var data =
{
"target": this.entity,
"x": offset.x,
"z": offset.y
};
cmpUnitAI.AddOrder("FormationWalk", data, !force);
xMax = Math.max(xMax, offset.x);
yMax = Math.max(yMax, offset.y);
xMin = Math.min(xMin, offset.x);
yMin = Math.min(yMin, offset.y);
}
this.width = xMax - xMin;
this.depth = yMax - yMin;
};
Formation.prototype.MoveToMembersCenter = function()
{
var positions = [];
for (var ent of this.members)
{
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
positions.push(cmpPosition.GetPosition2D());
}
var avgpos = Vector2D.average(positions);
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var inWorld = cmpPosition.IsInWorld();
cmpPosition.JumpTo(avgpos.x, avgpos.y);
// Don't make the formation controller show up in range queries
if (!inWorld)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetEntityFlag(this.entity, "normal", false);
}
};
Formation.prototype.GetAvgFootprint = function(active)
{
var footprints = [];
for (var ent of active)
{
var cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
if (cmpFootprint)
footprints.push(cmpFootprint.GetShape());
}
if (!footprints.length)
return {"width":1, "depth": 1};
var r = {"width": 0, "depth": 0};
for (var shape of footprints)
{
if (shape.type == "circle")
{
r.width += shape.radius * 2;
r.depth += shape.radius * 2;
}
else if (shape.type == "square")
{
r.width += shape.width;
r.depth += shape.depth;
}
}
r.width /= footprints.length;
r.depth /= footprints.length;
return r;
};
Formation.prototype.ComputeFormationOffsets = function(active, positions)
{
var separation = this.GetAvgFootprint(active);
separation.width *= this.separationMultiplier.width;
separation.depth *= this.separationMultiplier.depth;
if (this.columnar)
var sortingClasses = ["Cavalry","Infantry"];
else
var sortingClasses = this.sortingClasses.slice();
sortingClasses.push("Unknown");
// the entities will be assigned to positions in the formation in
// the same order as the types list is ordered
var types = {};
for (var i = 0; i < sortingClasses.length; ++i)
types[sortingClasses[i]] = [];
for (var i in active)
{
var cmpIdentity = Engine.QueryInterface(active[i], IID_Identity);
var classes = cmpIdentity.GetClassesList();
var done = false;
for (var c = 0; c < sortingClasses.length; ++c)
{
if (classes.indexOf(sortingClasses[c]) > -1)
{
types[sortingClasses[c]].push({"ent": active[i], "pos": positions[i]});
done = true;
break;
}
}
if (!done)
types["Unknown"].push({"ent": active[i], "pos": positions[i]});
}
var count = active.length;
var shape = this.formationShape;
var shiftRows = this.shiftRows;
var centerGap = this.centerGap;
var sortingOrder = this.sortingOrder;
var offsets = [];
// Choose a sensible size/shape for the various formations, depending on number of units
var cols;
if (this.columnar)
{
shape = "square";
cols = Math.min(count,3);
shiftRows = false;
centerGap = 0;
sortingOrder = null;
}
else
{
var depth = Math.sqrt(count / this.widthDepthRatio);
if (this.maxRows && depth > this.maxRows)
depth = this.maxRows;
cols = Math.ceil(count / Math.ceil(depth) + (this.shiftRows ? 0.5 : 0));
if (cols < this.minColumns)
cols = Math.min(count, this.minColumns);
if (this.maxColumns && cols > this.maxColumns && this.maxRows != depth)
cols = this.maxColumns;
}
// define special formations here
if (this.template.FormationName == "Scatter")
{
var width = Math.sqrt(count) * (separation.width + separation.depth) * 2.5;
for (var i = 0; i < count; ++i)
{
var obj = new Vector2D(randFloat(0, width), randFloat(0, width));
obj.row = 1;
obj.column = i + 1;
offsets.push(obj);
}
}
// For non-special formations, calculate the positions based on the number of entities
this.maxColumnsUsed = [];
this.maxRowsUsed = 0;
if (shape != "special")
{
offsets = [];
var r = 0;
var left = count;
// while there are units left, start a new row in the formation
while (left > 0)
{
// save the position of the row
var z = -r * separation.depth;
// switch between the left and right side of the center to have a symmetrical distribution
var side = 1;
// determine the number of entities in this row of the formation
if (shape == "square")
{
var n = cols;
if (shiftRows)
n -= r%2;
}
else if (shape == "triangle")
{
if (shiftRows)
var n = r + 1;
else
var n = r * 2 + 1;
}
if (!shiftRows && n > left)
n = left;
for (var c = 0; c < n && left > 0; ++c)
{
// switch sides for the next entity
side *= -1;
if (n%2 == 0)
var x = side * (Math.floor(c/2) + 0.5) * separation.width;
else
var x = side * Math.ceil(c/2) * separation.width;
if (centerGap)
{
if (x == 0) // don't use the center position with a center gap
continue;
x += side * centerGap / 2;
}
var column = Math.ceil(n/2) + Math.ceil(c/2) * side;
var r1 = randFloat(-1, 1) * this.sloppyness;
var r2 = randFloat(-1, 1) * this.sloppyness;
offsets.push(new Vector2D(x + r1, z + r2));
offsets[offsets.length - 1].row = r+1;
offsets[offsets.length - 1].column = column;
left--;
}
++r;
this.maxColumnsUsed[r] = n;
}
this.maxRowsUsed = r;
}
// make sure the average offset is zero, as the formation is centered around that
// calculating offset distances without a zero average makes no sense, as the formation
// will jump to a different position any time
var avgoffset = Vector2D.average(offsets);
offsets.forEach(function (o) {o.sub(avgoffset);});
// sort the available places in certain ways
// the places first in the list will contain the heaviest units as defined by the order
// of the types list
if (this.sortingOrder == "fillFromTheSides")
offsets.sort(function(o1, o2) { return Math.abs(o1.x) < Math.abs(o2.x);});
else if (this.sortingOrder == "fillToTheCenter")
offsets.sort(function(o1, o2) {
return Math.max(Math.abs(o1.x), Math.abs(o1.y)) < Math.max(Math.abs(o2.x), Math.abs(o2.y));
});
// query the 2D position of the formation
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var formationPos = cmpPosition.GetPosition2D();
// use realistic place assignment,
// every soldier searches the closest available place in the formation
var newOffsets = [];
var realPositions = this.GetRealOffsetPositions(offsets, formationPos);
for (var i = sortingClasses.length; i; --i)
{
var t = types[sortingClasses[i-1]];
if (!t.length)
continue;
var usedOffsets = offsets.splice(-t.length);
var usedRealPositions = realPositions.splice(-t.length);
for (var entPos of t)
{
var closestOffsetId = this.TakeClosestOffset(entPos, usedRealPositions, usedOffsets);
usedRealPositions.splice(closestOffsetId, 1);
newOffsets.push(usedOffsets.splice(closestOffsetId, 1)[0]);
newOffsets[newOffsets.length - 1].ent = entPos.ent;
}
}
return newOffsets;
};
/**
* Search the closest position in the realPositions list to the given entity
* @param ent, the queried entity
* @param realPositions, the world coordinates of the available offsets
* @return the index of the closest offset position
*/
Formation.prototype.TakeClosestOffset = function(entPos, realPositions, offsets)
{
var pos = entPos.pos;
var closestOffsetId = -1;
var offsetDistanceSq = Infinity;
for (var i = 0; i < realPositions.length; i++)
{
var distSq = pos.distanceToSquared(realPositions[i]);
if (distSq < offsetDistanceSq)
{
offsetDistanceSq = distSq;
closestOffsetId = i;
}
}
this.memberPositions[entPos.ent] = {"row": offsets[closestOffsetId].row, "column":offsets[closestOffsetId].column};
return closestOffsetId;
};
/**
* Get the world positions for a list of offsets in this formation
*/
Formation.prototype.GetRealOffsetPositions = function(offsets, pos)
{
var offsetPositions = [];
var {sin, cos} = this.GetEstimatedOrientation(pos);
// calculate the world positions
for (var o of offsets)
offsetPositions.push(new Vector2D(pos.x + o.y * sin + o.x * cos, pos.y + o.y * cos - o.x * sin));
return offsetPositions;
};
/**
* calculate the estimated rotation of the formation
* based on the first unitAI target position when ordered to walk,
* based on the current rotation in other cases
* Return the sine and cosine of the angle
*/
Formation.prototype.GetEstimatedOrientation = function(pos)
{
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var r = {"sin": 0, "cos": 1};
var unitAIState = cmpUnitAI.GetCurrentState();
if (unitAIState == "FORMATIONCONTROLLER.WALKING" || unitAIState == "FORMATIONCONTROLLER.COMBAT.APPROACHING")
{
var targetPos = cmpUnitAI.GetTargetPositions();
if (!targetPos.length)
return r;
var d = targetPos[0].sub(pos).normalize();
if (!d.x && !d.y)
return r;
r.cos = d.y;
r.sin = d.x;
}
else
{
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition)
return r;
var rot = cmpPosition.GetRotation().y;
r.sin = Math.sin(rot);
r.cos = Math.cos(rot);
}
return r;
};
/**
* Set formation controller's speed based on its current members.
*/
Formation.prototype.ComputeMotionParameters = function()
{
var maxRadius = 0;
var minSpeed = Infinity;
for (var ent of this.members)
{
var cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
if (cmpUnitMotion)
minSpeed = Math.min(minSpeed, cmpUnitMotion.GetWalkSpeed());
}
minSpeed *= this.GetSpeedMultiplier();
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.SetSpeed(minSpeed);
};
Formation.prototype.ShapeUpdate = function()
{
// Check the distance to twin formations, and merge if when
// the formations could collide
for (var i = this.twinFormations.length - 1; i >= 0; --i)
{
// only do the check on one side
if (this.twinFormations[i] <= this.entity)
continue;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var cmpOtherPosition = Engine.QueryInterface(this.twinFormations[i], IID_Position);
var cmpOtherFormation = Engine.QueryInterface(this.twinFormations[i], IID_Formation);
if (!cmpPosition || !cmpOtherPosition || !cmpOtherFormation)
continue;
var thisPosition = cmpPosition.GetPosition2D();
var otherPosition = cmpOtherPosition.GetPosition2D();
var dx = thisPosition.x - otherPosition.x;
var dy = thisPosition.y - otherPosition.y;
var dist = Math.sqrt(dx * dx + dy * dy);
var thisSize = this.GetSize();
var otherSize = cmpOtherFormation.GetSize();
var minDist = Math.max(thisSize.width / 2, thisSize.depth / 2) +
Math.max(otherSize.width / 2, otherSize.depth / 2) +
this.formationSeparation;
if (minDist < dist)
continue;
// merge the members from the twin formation into this one
// twin formations should always have exactly the same orders
let otherMembers = cmpOtherFormation.members;
cmpOtherFormation.RemoveMembers(otherMembers);
this.AddMembers(otherMembers);
Engine.DestroyEntity(this.twinFormations[i]);
this.twinFormations.splice(i,1);
}
// Switch between column and box if necessary
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var walkingDistance = cmpUnitAI.ComputeWalkingDistance();
var columnar = walkingDistance > g_ColumnDistanceThreshold;
if (columnar != this.columnar)
{
this.offsets = undefined;
this.columnar = columnar;
this.MoveMembersIntoFormation(false, true);
// (disable moveCenter so we can't get stuck in a loop of switching
// shape causing center to change causing shape to switch back)
}
};
Formation.prototype.OnGlobalOwnershipChanged = function(msg)
{
// When an entity is captured or destroyed, it should no longer be
// controlled by this formation
if (this.members.indexOf(msg.entity) != -1)
this.RemoveMembers([msg.entity]);
};
Formation.prototype.OnGlobalEntityRenamed = function(msg)
{
if (this.members.indexOf(msg.entity) != -1)
{
this.offsets = undefined;
var cmpNewUnitAI = Engine.QueryInterface(msg.newentity, IID_UnitAI);
if (cmpNewUnitAI)
{
this.members[this.members.indexOf(msg.entity)] = msg.newentity;
this.memberPositions[msg.newentity] = this.memberPositions[msg.entity];
}
var cmpOldUnitAI = Engine.QueryInterface(msg.entity, IID_UnitAI);
cmpOldUnitAI.SetFormationController(INVALID_ENTITY);
if (cmpNewUnitAI)
cmpNewUnitAI.SetFormationController(this.entity);
// Because the renamed entity might have different characteristics,
// (e.g. packed vs. unpacked siege), we need to recompute motion parameters
this.ComputeMotionParameters();
}
};
Formation.prototype.RegisterTwinFormation = function(entity)
{
var cmpFormation = Engine.QueryInterface(entity, IID_Formation);
if (!cmpFormation)
return;
this.twinFormations.push(entity);
cmpFormation.twinFormations.push(this.entity);
};
Formation.prototype.DeleteTwinFormations = function()
{
for (var ent of this.twinFormations)
{
var cmpFormation = Engine.QueryInterface(ent, IID_Formation);
if (cmpFormation)
cmpFormation.twinFormations.splice(cmpFormation.twinFormations.indexOf(this.entity), 1);
}
this.twinFormations = [];
};
Formation.prototype.LoadFormation = function(newTemplate)
{
// get the old formation info
var members = this.members.slice();
var cmpThisUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var orders = cmpThisUnitAI.GetOrders().slice();
this.Disband();
var newFormation = Engine.AddEntity(newTemplate);
// Apply the info from the old formation to the new one
let cmpNewOwnership = Engine.QueryInterface(newFormation, IID_Ownership);
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && cmpNewOwnership)
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
var cmpNewPosition = Engine.QueryInterface(newFormation, IID_Position);
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld() && cmpNewPosition)
cmpNewPosition.TurnTo(cmpPosition.GetRotation().y);
var cmpFormation = Engine.QueryInterface(newFormation, IID_Formation);
var cmpNewUnitAI = Engine.QueryInterface(newFormation, IID_UnitAI);
cmpFormation.SetMembers(members);
if (orders.length)
cmpNewUnitAI.AddOrders(orders);
else
cmpNewUnitAI.MoveIntoFormation();
Engine.PostMessage(this.entity, MT_EntityRenamed, { "entity": this.entity, "newentity": newFormation });
};
Engine.RegisterComponentType(IID_Formation, "Formation", Formation);
Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 21242)
+++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 21243)
@@ -1,1978 +1,1973 @@
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 = [];
this.entsWithAuraAndStatusBars = new Set();
this.enabledVisualRangeOverlayTypes = {};
this.templateModified = {};
};
/*
* 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()
{
let ret = {
"players": []
};
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i);
let cmpPlayerEntityLimits = QueryPlayerIDInterface(i, IID_EntityLimits);
// Work out what phase we are in
let phase = "";
let cmpTechnologyManager = QueryPlayerIDInterface(i, 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
let allies = [];
let mutualAllies = [];
let neutrals = [];
let enemies = [];
for (let j = 0; j < numPlayers; ++j)
{
allies[j] = cmpPlayer.IsAlly(j);
mutualAllies[j] = cmpPlayer.IsMutualAlly(j);
neutrals[j] = cmpPlayer.IsNeutral(j);
enemies[j] = cmpPlayer.IsEnemy(j);
}
ret.players.push({
"name": cmpPlayer.GetName(),
"civ": cmpPlayer.GetCiv(),
"color": cmpPlayer.GetColor(),
"controlsAll": cmpPlayer.CanControlAllUnits(),
"popCount": cmpPlayer.GetPopulationCount(),
"popLimit": cmpPlayer.GetPopulationLimit(),
"popMax": cmpPlayer.GetMaxPopulation(),
"panelEntities": cmpPlayer.GetPanelEntities(),
"resourceCounts": cmpPlayer.GetResourceCounts(),
"trainingBlocked": cmpPlayer.IsTrainingBlocked(),
"state": cmpPlayer.GetState(),
"team": cmpPlayer.GetTeam(),
"teamsLocked": cmpPlayer.GetLockTeams(),
"cheatsEnabled": cmpPlayer.GetCheatsEnabled(),
"disabledTemplates": cmpPlayer.GetDisabledTemplates(),
"disabledTechnologies": cmpPlayer.GetDisabledTechnologies(),
"hasSharedDropsites": cmpPlayer.HasSharedDropsites(),
"hasSharedLos": cmpPlayer.HasSharedLos(),
"spyCostMultiplier": cmpPlayer.GetSpyCostMultiplier(),
"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.GetStartedTechs() : null,
"researchedTechs": cmpTechnologyManager ? cmpTechnologyManager.GetResearchedTechs() : null,
"classCounts": cmpTechnologyManager ? cmpTechnologyManager.GetClassCounts() : null,
"typeCountsByClass": cmpTechnologyManager ? cmpTechnologyManager.GetTypeCountsByClass() : null,
"canBarter": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).PlayerHasMarket(i),
"barterPrices": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).GetPrices(i)
});
}
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (cmpRangeManager)
ret.circularMap = cmpRangeManager.GetLosCircular();
let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
if (cmpTerrain)
ret.mapSize = cmpTerrain.GetMapSize();
// Add timeElapsed
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
ret.timeElapsed = cmpTimer.GetTime();
// Add ceasefire info
let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager);
if (cmpCeasefireManager)
{
ret.ceasefireActive = cmpCeasefireManager.IsCeasefireActive();
ret.ceasefireTimeRemaining = ret.ceasefireActive ? cmpCeasefireManager.GetCeasefireStartedTime() + cmpCeasefireManager.GetCeasefireTime() - ret.timeElapsed : 0;
}
// Add cinema path info
let cmpCinemaManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CinemaManager);
if (cmpCinemaManager)
ret.cinemaPlaying = cmpCinemaManager.IsPlaying();
// Add the game type and allied victory
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
ret.gameType = cmpEndGameManager.GetGameType();
ret.alliedVictory = cmpEndGameManager.GetAlliedVictory();
// Add basic statistics to each player
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(i, 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()
{
// Get basic simulation info
let ret = this.GetSimulationState();
// Add statistics to each player
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(i, IID_StatisticsTracker);
if (cmpPlayerStatisticsTracker)
ret.players[i].sequences = cmpPlayerStatisticsTracker.GetSequences();
}
return ret;
};
GuiInterface.prototype.GetRenamedEntities = function(player)
{
if (this.miragedEntities[player])
return this.renamedEntities.concat(this.miragedEntities[player]);
return this.renamedEntities;
};
GuiInterface.prototype.ClearRenamedEntities = function()
{
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)
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
// All units must have a template; if not then it's a nonexistent entity id
let template = cmpTemplateManager.GetCurrentTemplateName(ent);
if (!template)
return null;
let ret = {
"id": ent,
"player": INVALID_PLAYER,
"template": template
};
let cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
if (cmpMirage)
ret.mirage = true;
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (cmpIdentity)
ret.identity = {
"rank": cmpIdentity.GetRank(),
"classes": cmpIdentity.GetClassesList(),
"visibleClasses": cmpIdentity.GetVisibleClassesList(),
"selectionGroupName": cmpIdentity.GetSelectionGroupName(),
"canDelete": !cmpIdentity.IsUndeletable()
};
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
ret.position = cmpPosition.GetPosition();
let cmpHealth = QueryMiragedInterface(ent, IID_Health);
if (cmpHealth)
{
ret.hitpoints = cmpHealth.GetHitpoints();
ret.maxHitpoints = cmpHealth.GetMaxHitpoints();
ret.needsRepair = cmpHealth.IsRepairable() && cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints();
ret.needsHeal = !cmpHealth.IsUnhealable();
}
let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable);
if (cmpCapturable)
{
ret.capturePoints = cmpCapturable.GetCapturePoints();
ret.maxCapturePoints = cmpCapturable.GetMaxCapturePoints();
}
let cmpBuilder = Engine.QueryInterface(ent, IID_Builder);
if (cmpBuilder)
ret.builder = true;
let cmpMarket = QueryMiragedInterface(ent, IID_Market);
if (cmpMarket)
ret.market = {
"land": cmpMarket.HasType("land"),
"naval": cmpMarket.HasType("naval"),
};
let cmpPack = Engine.QueryInterface(ent, IID_Pack);
if (cmpPack)
ret.pack = {
"packed": cmpPack.IsPacked(),
"progress": cmpPack.GetProgress(),
};
var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
if (cmpUpgrade)
ret.upgrade = {
"upgrades" : cmpUpgrade.GetUpgrades(),
"progress": cmpUpgrade.GetProgress(),
"template": cmpUpgrade.GetUpgradingTo()
};
let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue);
if (cmpProductionQueue)
ret.production = {
"entities": cmpProductionQueue.GetEntitiesList(),
"technologies": cmpProductionQueue.GetTechnologiesList(),
"techCostMultiplier": cmpProductionQueue.GetTechCostMultiplier(),
"queue": cmpProductionQueue.GetQueue()
};
let cmpTrader = Engine.QueryInterface(ent, IID_Trader);
if (cmpTrader)
ret.trader = {
"goods": cmpTrader.GetGoods()
};
let cmpFoundation = QueryMiragedInterface(ent, IID_Foundation);
if (cmpFoundation)
ret.foundation = {
"numBuilders": cmpFoundation.GetNumBuilders(),
"buildTime": cmpFoundation.GetBuildTime()
};
let cmpRepairable = QueryMiragedInterface(ent, IID_Repairable);
if (cmpRepairable)
ret.repairable = {
"numBuilders": cmpRepairable.GetNumBuilders(),
"buildTime": cmpRepairable.GetBuildTime()
};
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
ret.player = cmpOwnership.GetOwner();
let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
ret.rallyPoint = { "position": cmpRallyPoint.GetPositions()[0] }; // undefined or {x,z} object
let cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder);
if (cmpGarrisonHolder)
ret.garrisonHolder = {
"entities": cmpGarrisonHolder.GetEntities(),
"buffHeal": cmpGarrisonHolder.GetHealRate(),
"allowedClasses": cmpGarrisonHolder.GetAllowedClasses(),
"capacity": cmpGarrisonHolder.GetCapacity(),
"garrisonedEntitiesCount": cmpGarrisonHolder.GetGarrisonedEntitiesCount()
};
ret.canGarrison = !!Engine.QueryInterface(ent, IID_Garrisonable);
let 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(),
"canPatrol": cmpUnitAI.CanPatrol(),
"possibleStances": cmpUnitAI.GetPossibleStances(),
"isIdle":cmpUnitAI.IsIdle(),
};
let cmpGuard = Engine.QueryInterface(ent, IID_Guard);
if (cmpGuard)
ret.guard = {
"entities": cmpGuard.GetEntities(),
};
let cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus();
ret.resourceGatherRates = cmpResourceGatherer.GetGatherRates();
}
let cmpGate = Engine.QueryInterface(ent, IID_Gate);
if (cmpGate)
ret.gate = {
"locked": cmpGate.IsLocked(),
};
let cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
if (cmpAlertRaiser)
ret.alertRaiser = {
"level": cmpAlertRaiser.GetLevel(),
"canIncreaseLevel": cmpAlertRaiser.CanIncreaseLevel(),
"hasRaisedAlert": cmpAlertRaiser.HasRaisedAlert(),
};
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
ret.visibility = cmpRangeManager.GetLosVisibility(ent, player);
let cmpAttack = Engine.QueryInterface(ent, IID_Attack);
if (cmpAttack)
{
let types = cmpAttack.GetAttackTypes();
if (types.length)
ret.attack = {};
for (let type of types)
{
ret.attack[type] = cmpAttack.GetAttackStrengths(type);
ret.attack[type].splash = cmpAttack.GetSplashDamage(type);
let range = cmpAttack.GetRange(type);
ret.attack[type].minRange = range.min;
ret.attack[type].maxRange = range.max;
let 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;
if (cmpUnitAI && cmpPosition && cmpPosition.IsInWorld())
{
// For units, take the range 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;
}
}
}
let cmpArmour = Engine.QueryInterface(ent, IID_DamageReceiver);
if (cmpArmour)
ret.armour = cmpArmour.GetArmourStrengths();
let cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI);
if (cmpBuildingAI)
ret.buildingAI = {
"defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(),
"maxArrowCount": cmpBuildingAI.GetMaxArrowCount(),
"garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(),
"garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(),
"arrowCount": cmpBuildingAI.GetArrowCount()
};
if (cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY)
ret.turretParent = cmpPosition.GetTurretParent();
let 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(),
"numGatherers": cmpResourceSupply.GetNumGatherers()
};
let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
if (cmpResourceDropsite)
ret.resourceDropsite = {
"types": cmpResourceDropsite.GetTypes(),
"sharable": cmpResourceDropsite.IsSharable(),
"shared": cmpResourceDropsite.IsShared()
};
let cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
if (cmpPromotion)
ret.promotion = {
"curr": cmpPromotion.GetCurrentXp(),
"req": cmpPromotion.GetRequiredXp()
};
if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket"))
ret.isBarterMarket = true;
let cmpHeal = Engine.QueryInterface(ent, IID_Heal);
if (cmpHeal)
ret.heal = {
"hp": cmpHeal.GetHP(),
"range": cmpHeal.GetRange().max,
"rate": cmpHeal.GetRate(),
"unhealableClasses": cmpHeal.GetUnhealableClasses(),
"healableClasses": cmpHeal.GetHealableClasses(),
};
let cmpLoot = Engine.QueryInterface(ent, IID_Loot);
if (cmpLoot)
{
ret.loot = cmpLoot.GetResources();
ret.loot.xp = cmpLoot.GetXp();
}
let cmpResourceTrickle = Engine.QueryInterface(ent, IID_ResourceTrickle);
if (cmpResourceTrickle)
ret.resourceTrickle = {
"interval": cmpResourceTrickle.GetTimer(),
"rates": cmpResourceTrickle.GetRates()
};
let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
if (cmpUnitMotion)
ret.speed = {
"walk": cmpUnitMotion.GetWalkSpeed(),
"run": cmpUnitMotion.GetRunSpeed()
};
return ret;
};
GuiInterface.prototype.GetMultipleEntityStates = function(player, ents)
{
return ents.map(ent => ({ "entId": ent, "state": this.GetEntityState(player, ent) }));
};
GuiInterface.prototype.GetAverageRangeForBuildings = function(player, cmd)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
let rot = { "x": 0, "y": 0, "z": 0 };
let pos = {
"x": cmd.x,
"y": cmpTerrain.GetGroundLevel(cmd.x, cmd.z),
"z": cmd.z
};
let elevationBonus = cmd.elevationBonus || 0;
let range = cmd.range;
return cmpRangeManager.GetElevationAdaptedRange(pos, rot, range, elevationBonus, 2*Math.PI);
};
GuiInterface.prototype.GetTemplateData = function(player, templateName)
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(templateName);
if (!template)
return null;
let aurasTemplate = {};
if (!template.Auras)
return GetTemplateDataHelper(template, player, aurasTemplate, Resources, DamageTypes);
let auraNames = template.Auras._string.split(/\s+/);
for (let name of auraNames)
aurasTemplate[name] = AuraTemplates.Get(name);
return GetTemplateDataHelper(template, player, aurasTemplate, Resources, DamageTypes);
};
GuiInterface.prototype.IsTechnologyResearched = function(player, data)
{
if (!data.tech)
return true;
let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager);
if (!cmpTechnologyManager)
return false;
return cmpTechnologyManager.IsTechnologyResearched(data.tech);
};
// Checks whether the requirements for this technology have been met
GuiInterface.prototype.CheckTechnologyRequirements = function(player, data)
{
let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager);
if (!cmpTechnologyManager)
return false;
return cmpTechnologyManager.CanResearch(data.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)
{
let cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
if (!cmpTechnologyManager)
return {};
let ret = {};
for (let tech of cmpTechnologyManager.GetStartedTechs())
{
ret[tech] = { "researcher": cmpTechnologyManager.GetResearcher(tech) };
let 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)
{
let cmpBattleDetection = QueryPlayerIDInterface(player, IID_BattleDetection);
if (!cmpBattleDetection)
return false;
return cmpBattleDetection.GetState();
};
// Returns a list of ongoing attacks against the player.
GuiInterface.prototype.GetIncomingAttacks = function(player)
{
return QueryPlayerIDInterface(player, IID_AttackDetection).GetIncomingAttacks();
};
// Used to show a red square over GUI elements you can't yet afford.
GuiInterface.prototype.GetNeededResources = function(player, data)
{
return QueryPlayerIDInterface(data.player || player).GetNeededResources(data.cost);
};
/**
* State of the templateData (player dependent): true when some template values have been modified
* and need to be reloaded by the gui.
*/
GuiInterface.prototype.OnTemplateModification = function(msg)
{
this.templateModified[msg.player] = true;
};
GuiInterface.prototype.IsTemplateModified = function(player)
{
return this.templateModified[player] || false;
};
GuiInterface.prototype.ResetTemplateModified = function()
{
this.templateModified = {};
};
/**
* 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)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
notification.endTime = duration + cmpTimer.GetTime();
notification.id = ++this.timeNotificationID;
// Let all players and observers receive the notification by default
if (!notification.players)
{
notification.players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
notification.players[0] = -1;
}
this.timeNotifications.push(notification);
this.timeNotifications.sort((n1, n2) => 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(player)
{
let 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(player) != -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.GetNotifications = function()
{
let n = this.notifications;
this.notifications = [];
return n;
};
GuiInterface.prototype.GetAvailableFormations = function(player, wantedPlayer)
{
return QueryPlayerIDInterface(wantedPlayer).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)
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(data.templateName);
if (!template || !template.Formation)
return {};
return {
"name": template.Formation.FormationName,
"tooltip": template.Formation.DisabledTooltip || "",
"icon": template.Formation.Icon
};
};
GuiInterface.prototype.IsFormationSelected = function(player, data)
{
- for (let ent of data.ents)
- {
+ return data.ents.some(ent => {
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
- // GetLastFormationName is named in a strange way as it (also) is
- // the value of the current formation (see Formation.js LoadFormation)
- if (cmpUnitAI && cmpUnitAI.GetLastFormationTemplate() == data.formationTemplate)
- return true;
- }
- return false;
+ return cmpUnitAI && cmpUnitAI.GetFormationTemplate() == data.formationTemplate;
+ });
};
GuiInterface.prototype.IsStanceSelected = function(player, data)
{
for (let ent of data.ents)
{
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI && cmpUnitAI.GetStanceName() == data.stance)
return true;
}
return false;
};
GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd)
{
let buildableEnts = [];
for (let ent of cmd.entities)
{
let cmpBuilder = Engine.QueryInterface(ent, IID_Builder);
if (!cmpBuilder)
continue;
for (let building of cmpBuilder.GetEntitiesList())
if (buildableEnts.indexOf(building) == -1)
buildableEnts.push(building);
}
return buildableEnts;
};
GuiInterface.prototype.UpdateDisplayedPlayerColors = function(player, data)
{
let updateEntityColor = (iids, entities) => {
for (let ent of entities)
for (let iid of iids)
{
let cmp = Engine.QueryInterface(ent, iid);
if (cmp)
cmp.UpdateColor();
}
};
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
for (let i = 1; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i, IID_Player);
if (!cmpPlayer)
continue;
cmpPlayer.SetDisplayDiplomacyColor(data.displayDiplomacyColors);
if (data.displayDiplomacyColors)
cmpPlayer.SetDiplomacyColor(data.displayedPlayerColors[i]);
updateEntityColor(data.showAllStatusBars && (i == player || player == -1) ?
[IID_Minimap, IID_RangeOverlayRenderer, IID_RallyPointRenderer, IID_StatusBars] :
[IID_Minimap, IID_RangeOverlayRenderer, IID_RallyPointRenderer],
cmpRangeManager.GetEntitiesByPlayer(i));
}
updateEntityColor([IID_Selectable, IID_StatusBars], data.selected);
Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager).UpdateColors();
};
GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
{
let playerColors = {}; // cache of owner -> color map
for (let ent of cmd.entities)
{
let cmpSelectable = Engine.QueryInterface(ent, IID_Selectable);
if (!cmpSelectable)
continue;
// Find the entity's owner's color:
let owner = INVALID_PLAYER;
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
let color = playerColors[owner];
if (!color)
{
color = { "r":1, "g":1, "b":1 };
let cmpPlayer = QueryPlayerIDInterface(owner);
if (cmpPlayer)
color = cmpPlayer.GetDisplayedColor();
playerColors[owner] = color;
}
cmpSelectable.SetSelectionHighlight({ "r": color.r, "g": color.g, "b": color.b, "a": cmd.alpha }, cmd.selected);
let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager);
if (!cmpRangeOverlayManager || player != owner && player != INVALID_PLAYER)
continue;
cmpRangeOverlayManager.SetEnabled(cmd.selected, this.enabledVisualRangeOverlayTypes, false);
}
};
GuiInterface.prototype.EnableVisualRangeOverlayType = function(player, data)
{
this.enabledVisualRangeOverlayTypes[data.type] = data.enabled;
};
GuiInterface.prototype.GetEntitiesWithStatusBars = function()
{
return Array.from(this.entsWithAuraAndStatusBars);
};
GuiInterface.prototype.SetStatusBars = function(player, cmd)
{
let affectedEnts = new Set();
for (let ent of cmd.entities)
{
let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars);
if (!cmpStatusBars)
continue;
cmpStatusBars.SetEnabled(cmd.enabled, cmd.showRank);
let cmpAuras = Engine.QueryInterface(ent, IID_Auras);
if (!cmpAuras)
continue;
for (let name of cmpAuras.GetAuraNames())
{
if (!cmpAuras.GetOverlayIcon(name))
continue;
for (let e of cmpAuras.GetAffectedEntities(name))
affectedEnts.add(e);
if (cmd.enabled)
this.entsWithAuraAndStatusBars.add(ent);
else
this.entsWithAuraAndStatusBars.delete(ent);
}
}
for (let ent of affectedEnts)
{
let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars);
if (cmpStatusBars)
cmpStatusBars.RegenerateSprites();
}
};
GuiInterface.prototype.SetRangeOverlays = function(player, cmd)
{
for (let ent of cmd.entities)
{
let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager);
if (cmpRangeOverlayManager)
cmpRangeOverlayManager.SetEnabled(cmd.enabled, this.enabledVisualRangeOverlayTypes, true);
}
};
GuiInterface.prototype.GetPlayerEntities = function(player)
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(player);
};
GuiInterface.prototype.GetNonGaiaEntities = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities();
};
/**
* 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)
{
let cmpPlayer = QueryPlayerIDInterface(player);
// If there are some rally points already displayed, first hide them
for (let ent of this.entsRallyPointsDisplayed)
{
let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer);
if (cmpRallyPointRenderer)
cmpRallyPointRenderer.SetDisplayed(false);
}
this.entsRallyPointsDisplayed = [];
// Show the rally points for the passed entities
for (let ent of cmd.entities)
{
let 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)
let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (!cmpRallyPoint)
continue;
// Verify the owner
let 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
let 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 (let posi of 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);
}
}
};
GuiInterface.prototype.AddTargetMarker = function(player, cmd)
{
let ent = Engine.AddLocalEntity(cmd.template);
if (!ent)
return;
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
cmpPosition.JumpTo(cmd.x, cmd.z);
};
/**
* 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
* "pluralMessage": we might return a plural translation instead (optional)
* "pluralCount": localisation info (optional)
* }
*/
GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd)
{
let 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)
{
let ent = this.placementEntity[1];
// Move the preview into the right location
let pos = Engine.QueryInterface(ent, IID_Position);
if (pos)
{
pos.JumpTo(cmd.x, cmd.z);
pos.SetYRotation(cmd.angle);
}
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpOwnership.SetOwner(player);
// Check whether building placement is valid
let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
if (!cmpBuildRestrictions)
error("cmpBuildRestrictions not defined");
else
result = cmpBuildRestrictions.CheckPlacement();
let cmpRangeOverlayManager = Engine.QueryInterface(ent, IID_RangeOverlayManager);
if (cmpRangeOverlayManager)
cmpRangeOverlayManager.SetEnabled(true, this.enabledVisualRangeOverlayTypes);
// Set it to a red shade if this is an invalid location
let 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)
{
let wallSet = cmd.wallSet;
let 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
};
let 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
for (let tpl in this.placementWallEntities)
{
for (let ent of this.placementWallEntities[tpl].entities)
Engine.DestroyEntity(ent);
this.placementWallEntities[tpl].numUsed = 0;
this.placementWallEntities[tpl].entities = [];
// keep template data around
}
return false;
}
// Move all existing cached entities outside of the world and reset their use count
for (let tpl in this.placementWallEntities)
{
for (let ent of this.placementWallEntities[tpl].entities)
{
let 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 (let type in wallSet.templates)
{
if (type == "curves")
continue;
let tpl = wallSet.templates[type];
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)
{
let snapRadius = this.placementWallEntities[wallSet.templates.tower].templateData.wallPiece.length * 0.5; // determined through trial and error
let 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)
{
let 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
let result = {
"pieces": [],
"cost": { "population": 0, "populationBonus": 0, "time": 0 },
};
for (let res of Resources.GetCodes())
result.cost[res] = 0;
let 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)
{
let 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
let startEntState = this.GetEntityState(player, start.snappedEnt);
if (startEntState.foundation)
{
let 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)
{
let 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
let endEntState = this.GetEntityState(player, end.snappedEnt);
if (endEntState.foundation)
{
let 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
});
}
let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
if (!cmpTerrain)
{
error("[SetWallPlacementPreview] System Terrain component not found");
return false;
}
let 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.
let allPiecesValid = true;
let numRequiredPieces = 0; // number of entities that are required to build the entire wall, regardless of validity
for (let i = 0; i < previewEntities.length; ++i)
{
let entInfo = previewEntities[i];
let ent = null;
let tpl = entInfo.template;
let tplData = this.placementWallEntities[tpl].templateData;
let 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
let 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)
{
let terrainGroundPrev = null;
let 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)
{
let targetY = Math.max(terrainGroundPrev, terrainGroundNext);
cmpPosition.SetHeightFixed(targetY);
}
}
}
let 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.
let primaryControlGroup = ent;
let 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
let validPlacement = false;
let 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
let visible = cmpRangeManager.GetLosVisibility(ent, player) != "hidden";
if (visible)
{
let 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.
for (let res of Resources.GetCodes().concat(["population", "populationBonus", "time"]))
result.cost[res] += tplData.cost[res];
}
let canAfford = true;
let cmpPlayer = QueryPlayerIDInterface(player, IID_Player);
if (cmpPlayer && cmpPlayer.GetNeededResources(result.cost))
canAfford = false;
let 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)
{
let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).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)
let minDist2 = -1;
let minDistEntitySnapData = null;
let radius2 = data.snapRadius * data.snapRadius;
for (let ent of data.snapEntities)
{
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
let pos = cmpPosition.GetPosition();
let 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.PlacementType == "shore")
{
let 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)
{
if (!data.entity)
return;
PlaySound(data.name, data.entity);
};
/**
* Find any idle units.
*
* @param data.idleClasses Array of class names to include.
* @param data.prevUnit The previous idle unit, if calling a second time to iterate through units. May be left undefined.
* @param data.limit The number of idle units to return. May be left undefined (will return all idle units).
* @param data.excludeUnits Array of units to exclude.
*
* Returns an array of idle units.
* If multiple classes were supplied, and multiple items will be returned, the items will be sorted by class.
*/
GuiInterface.prototype.FindIdleUnits = function(player, data)
{
let idleUnits = [];
// The general case is that only the 'first' idle unit is required; filtering would examine every unit.
// This loop imitates a grouping/aggregation on the first matching idle class.
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
for (let entity of cmpRangeManager.GetEntitiesByPlayer(player))
{
let filtered = this.IdleUnitFilter(entity, data.idleClasses, data.excludeUnits);
if (!filtered.idle)
continue;
// If the entity is in the 'current' (first, 0) bucket on a resumed search, it must be after the "previous" unit, if any.
// By adding to the 'end', there is no pause if the series of units loops.
var bucket = filtered.bucket;
if(bucket == 0 && data.prevUnit && entity <= data.prevUnit)
bucket = data.idleClasses.length;
if (!idleUnits[bucket])
idleUnits[bucket] = [];
idleUnits[bucket].push(entity);
// If enough units have been collected in the first bucket, go ahead and return them.
if (data.limit && bucket == 0 && idleUnits[0].length == data.limit)
return idleUnits[0];
}
let reduced = idleUnits.reduce((prev, curr) => prev.concat(curr), []);
if (data.limit && reduced.length > data.limit)
return reduced.slice(0, data.limit);
return reduced;
};
/**
* Discover if the player has idle units.
*
* @param data.idleClasses Array of class names to include.
* @param data.excludeUnits Array of units to exclude.
*
* Returns a boolean of whether the player has any idle units
*/
GuiInterface.prototype.HasIdleUnits = function(player, data)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return cmpRangeManager.GetEntitiesByPlayer(player).some(unit => this.IdleUnitFilter(unit, data.idleClasses, data.excludeUnits).idle);
};
/**
* Whether to filter an idle unit
*
* @param unit The unit to filter.
* @param idleclasses Array of class names to include.
* @param excludeUnits Array of units to exclude.
*
* Returns an object with the following fields:
* - idle - true if the unit is considered idle by the filter, false otherwise.
* - bucket - if idle, set to the index of the first matching idle class, undefined otherwise.
*/
GuiInterface.prototype.IdleUnitFilter = function(unit, idleClasses, excludeUnits)
{
let cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI);
if (!cmpUnitAI || !cmpUnitAI.IsIdle() || cmpUnitAI.IsGarrisoned())
return { "idle": false };
let cmpIdentity = Engine.QueryInterface(unit, IID_Identity);
if(!cmpIdentity)
return { "idle": false };
let bucket = idleClasses.findIndex(elem => MatchesClassList(cmpIdentity.GetClassesList(), elem));
if (bucket == -1 || excludeUnits.indexOf(unit) > -1)
return { "idle": false };
return { "idle": true, "bucket": bucket };
};
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)
{
let cmpEntityTrader = Engine.QueryInterface(data.trader, IID_Trader);
if (!cmpEntityTrader || !cmpEntityTrader.CanTrade(data.target))
return null;
let firstMarket = cmpEntityTrader.GetFirstMarket();
let secondMarket = cmpEntityTrader.GetSecondMarket();
let result = null;
if (data.target === firstMarket)
{
result = {
"type": "is first",
"hasBothMarkets": cmpEntityTrader.HasBothMarkets()
};
if (cmpEntityTrader.HasBothMarkets())
result.gain = cmpEntityTrader.GetGoods().amount;
}
else if (data.target === secondMarket)
{
result = {
"type": "is second",
"gain": cmpEntityTrader.GetGoods().amount,
};
}
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.CanAttack = function(player, data)
{
let cmpAttack = Engine.QueryInterface(data.entity, IID_Attack);
return cmpAttack && cmpAttack.CanAttack(data.target, data.types || undefined);
};
/*
* Returns batch build time.
*/
GuiInterface.prototype.GetBatchTime = function(player, data)
{
let cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue);
if (!cmpProductionQueue)
return 0;
return cmpProductionQueue.GetBatchTime(data.batchSize);
};
GuiInterface.prototype.IsMapRevealed = function(player)
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetLosRevealAll(player);
};
GuiInterface.prototype.SetPathfinderDebugOverlay = function(player, enabled)
{
Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetDebugOverlay(enabled);
};
GuiInterface.prototype.SetPathfinderHierDebugOverlay = function(player, enabled)
{
Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetHierDebugOverlay(enabled);
};
GuiInterface.prototype.SetObstructionDebugOverlay = function(player, enabled)
{
Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).SetDebugOverlay(enabled);
};
GuiInterface.prototype.SetMotionDebugOverlay = function(player, data)
{
for (let ent of data.entities)
{
let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.SetDebugOverlay(data.enabled);
}
};
GuiInterface.prototype.SetRangeDebugOverlay = function(player, enabled)
{
Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).SetDebugOverlay(enabled);
};
GuiInterface.prototype.GetTraderNumber = function(player)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let traders = cmpRangeManager.GetEntitiesByPlayer(player).filter(e => Engine.QueryInterface(e, IID_Trader));
let landTrader = { "total": 0, "trading": 0, "garrisoned": 0 };
let shipTrader = { "total": 0, "trading": 0 };
for (let ent of traders)
{
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
let 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")
{
let holder = cmpUnitAI.order.data.target;
let 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)
{
return QueryPlayerIDInterface(player).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.)
let exposedFunctions = {
"GetSimulationState": 1,
"GetExtendedSimulationState": 1,
"GetRenamedEntities": 1,
"ClearRenamedEntities": 1,
"GetEntityState": 1,
"GetMultipleEntityStates": 1,
"GetAverageRangeForBuildings": 1,
"GetTemplateData": 1,
"IsTechnologyResearched": 1,
"CheckTechnologyRequirements": 1,
"GetStartedResearch": 1,
"GetBattleState": 1,
"GetIncomingAttacks": 1,
"GetNeededResources": 1,
"GetNotifications": 1,
"GetTimeNotifications": 1,
"GetAvailableFormations": 1,
"GetFormationRequirements": 1,
"CanMoveEntsIntoFormation": 1,
"IsFormationSelected": 1,
"GetFormationInfoFromTemplate": 1,
"IsStanceSelected": 1,
"UpdateDisplayedPlayerColors": 1,
"SetSelectionHighlight": 1,
"GetAllBuildableEntities": 1,
"SetStatusBars": 1,
"GetPlayerEntities": 1,
"GetNonGaiaEntities": 1,
"DisplayRallyPoint": 1,
"AddTargetMarker": 1,
"SetBuildingPlacementPreview": 1,
"SetWallPlacementPreview": 1,
"GetFoundationSnapData": 1,
"PlaySound": 1,
"FindIdleUnits": 1,
"HasIdleUnits": 1,
"GetTradingRouteGain": 1,
"GetTradingDetails": 1,
"CanAttack": 1,
"GetBatchTime": 1,
"IsMapRevealed": 1,
"SetPathfinderDebugOverlay": 1,
"SetPathfinderHierDebugOverlay": 1,
"SetObstructionDebugOverlay": 1,
"SetMotionDebugOverlay": 1,
"SetRangeDebugOverlay": 1,
"EnableVisualRangeOverlayType": 1,
"SetRangeOverlays": 1,
"GetTraderNumber": 1,
"GetTradingGoods": 1,
"IsTemplateModified": 1,
"ResetTemplateModified": 1
};
GuiInterface.prototype.ScriptCall = function(player, name, args)
{
if (exposedFunctions[name])
return this[name](player, args);
throw new Error("Invalid GuiInterface Call name \""+name+"\"");
};
Engine.RegisterSystemComponentType(IID_GuiInterface, "GuiInterface", GuiInterface);
Index: ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 21242)
+++ ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 21243)
@@ -1,5995 +1,5988 @@
function UnitAI() {}
UnitAI.prototype.Schema =
"Controls the unit's movement, attacks, etc, in response to commands from the player." +
"" +
"" +
"" +
"" +
"" +
"" +
"violent" +
"aggressive" +
"defensive" +
"passive" +
"standground" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"violent" +
"aggressive" +
"defensive" +
"passive" +
"skittish" +
"domestic" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
""+
"" +
"";
// Unit stances.
// There some targeting options:
// targetVisibleEnemies: anything in vision range is a viable target
// targetAttackersAlways: anything that hurts us is a viable target,
// possibly overriding user orders!
// There are some response options, triggered when targets are detected:
// respondFlee: run away
// respondChase: start chasing after the enemy
// respondChaseBeyondVision: start chasing, and don't stop even if it's out
// of this unit's vision range (though still visible to the player)
// respondStandGround: attack enemy but don't move at all
// respondHoldGround: attack enemy but don't move far from current position
// TODO: maybe add targetAggressiveEnemies (don't worry about lone scouts,
// do worry around armies slaughtering the guy standing next to you), etc.
var g_Stances = {
"violent": {
targetVisibleEnemies: true,
targetAttackersAlways: true,
respondFlee: false,
respondChase: true,
respondChaseBeyondVision: true,
respondStandGround: false,
respondHoldGround: false,
},
"aggressive": {
targetVisibleEnemies: true,
targetAttackersAlways: false,
respondFlee: false,
respondChase: true,
respondChaseBeyondVision: false,
respondStandGround: false,
respondHoldGround: false,
},
"defensive": {
targetVisibleEnemies: true,
targetAttackersAlways: false,
respondFlee: false,
respondChase: false,
respondChaseBeyondVision: false,
respondStandGround: false,
respondHoldGround: true,
},
"passive": {
targetVisibleEnemies: false,
targetAttackersAlways: false,
respondFlee: true,
respondChase: false,
respondChaseBeyondVision: false,
respondStandGround: false,
respondHoldGround: false,
},
"standground": {
targetVisibleEnemies: true,
targetAttackersAlways: false,
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
},
"TradingCanceled": 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) && !Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive() ||
this.IsPacking() || this.CanPack() || this.IsTurret())
{
this.FinishOrder();
return;
}
// Move a tile outside the building
let range = 4;
if (this.MoveToTargetRangeExplicit(msg.data.target, range, range))
{
// 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.Patrol": function(msg) {
if (this.IsAnimal() || this.IsTurret())
{
this.FinishOrder();
return;
}
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
this.MoveToPoint(this.order.data.x, this.order.data.z);
this.SetNextState("INDIVIDUAL.PATROL");
},
"Order.Heal": function(msg) {
// Check the target is alive
if (!this.TargetIsAlive(this.order.data.target))
{
this.FinishOrder();
return;
}
// Healers can't heal themselves.
if (this.order.data.target == this.entity)
{
this.FinishOrder();
return;
}
// Check if the target is in range
if (this.CheckTargetRange(this.order.data.target, IID_Heal))
{
this.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);
// Stop showing the carried resource animation.
this.SetDefaultAnimationVariant();
// Our next order should always be a Gather,
// so just switch back to that order
this.FinishOrder();
return;
}
}
// 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;
}
// TODO find the nearest way-point from our position, and start with it
this.waypoints = undefined;
if (this.MoveToMarket(this.order.data.target))
// We've started walking to the next market
this.SetNextState("TRADE.APPROACHINGMARKET");
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.SetNextState("IDLE");
return;
}
else if (this.IsGarrisoned())
{
this.SetNextState("INDIVIDUAL.AUTOGARRISON");
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) {
if (this.IsTurret())
{
this.SetNextState("IDLE");
return;
}
this.SetNextState("INDIVIDUAL.AUTOGARRISON");
},
"Order.Ungarrison": function() {
this.FinishOrder();
this.isGarrisoned = false;
},
"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.Patrol": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.MoveToPoint(this.order.data.x, this.order.data.z);
this.SetNextState("PATROL");
},
"Order.Guard": function(msg) {
this.CallMemberFunction("Guard", [msg.data.target, false]);
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.Disband();
},
"Order.Stop": function(msg) {
if (!this.IsAttackingAsFormation())
this.CallMemberFunction("Stop", [false]);
this.StopMoving();
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, allowCapture, false]);
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);
},
"MoveStarted": function() {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
}
},
"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", []);
},
},
"PATROL": {
"enter": function(msg) {
// Memorize the origin position in case that we want to go back
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
{
this.FinishOrder();
return;
}
if (!this.patrolStartPosOrder)
{
this.patrolStartPosOrder = cmpPosition.GetPosition();
this.patrolStartPosOrder.targetClasses = this.order.data.targetClasses;
this.patrolStartPosOrder.allowCapture = this.order.data.allowCapture;
}
this.StartTimer(0, 1000);
},
"Timer": function(msg) {
// Check if there are no enemies to attack
this.FindWalkAndFightTargets();
},
"leave": function(msg) {
this.StopTimer();
delete this.patrolStartPosOrder;
},
"MoveStarted": function(msg) {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
},
"MoveCompleted": function() {
/**
* A-B-A-B-..:
* if the user only commands one patrol order, the patrol will be between
* the last position and the defined waypoint
* A-B-C-..-A-B-..:
* otherwise, the patrol is only between the given patrol commands and the
* last position is not included (last position = the position where the unit
* is located at the time of the first patrol order)
*/
if (this.orderQueue.length == 1)
this.PushOrder("Patrol", this.patrolStartPosOrder);
this.PushOrder(this.order.type, this.order.data);
this.FinishOrder();
},
},
"GARRISON":{
"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, this.order.data.allowCapture, false]);
if (cmpAttack.CanAttackAsFormation())
this.SetNextState("COMBAT.ATTACKING");
else
this.SetNextState("MEMBER");
},
},
"ATTACKING": {
// Wait for individual members to finish
"enter": function(msg) {
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))
{
this.FinishOrder();
this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": allowCapture });
return true;
}
this.FinishOrder();
return true;
}
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
// TODO fix the rearranging while attacking as formation
cmpFormation.SetRearrange(!this.IsAttackingAsFormation());
cmpFormation.MoveMembersIntoFormation(false, false);
this.StartTimer(200, 200);
return false;
},
"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))
{
this.FinishOrder();
this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": allowCapture });
return;
}
this.FinishOrder();
return;
}
},
"leave": function(msg) {
this.StopTimer();
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation)
cmpFormation.SetRearrange(true);
},
},
},
"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) && !Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive() ||
this.IsPacking() || this.CanPack() || this.IsTurret())
{
this.FinishOrder();
return;
}
// Move a tile outside the building
let range = 4;
if (this.MoveToTargetRangeExplicit(msg.data.target, range, range))
{
// 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 during unforced orders
if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force)
this.RespondToTargetedEntities([msg.data.attacker]);
},
"GuardedAttacked": function(msg) {
// do nothing if we have a forced order in queue before the guard order
for (var i = 0; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].type == "Guard")
break;
if (this.orderQueue[i].data && this.orderQueue[i].data.force)
return;
}
// if we already are targeting another unit still alive, finish with it first
if (this.order && (this.order.type == "WalkAndFight" || this.order.type == "Attack"))
if (this.order.data.target != msg.data.attacker && this.TargetIsAlive(msg.data.attacker))
return;
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health);
if (cmpIdentity && cmpIdentity.HasClass("Support") &&
cmpHealth && cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints())
{
if (this.CanHeal(this.isGuardOf))
this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
else if (this.CanRepair(this.isGuardOf))
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
return;
}
// if the attacker is a building and we can repair the guarded, repair it rather than attacking
var cmpBuildingAI = Engine.QueryInterface(msg.data.attacker, IID_BuildingAI);
if (cmpBuildingAI && this.CanRepair(this.isGuardOf))
{
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
return;
}
// target the unit
if (this.CheckTargetVisible(msg.data.attacker))
this.PushOrderFront("Attack", { "target": msg.data.attacker, "force": false, "allowCapture": true });
else
{
var cmpPosition = Engine.QueryInterface(msg.data.attacker, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.PushOrderFront("WalkAndFight", { "x": pos.x, "z": pos.z, "target": msg.data.attacker, "force": false });
// if we already had a WalkAndFight, keep only the most recent one in case the target has moved
if (this.orderQueue[1] && this.orderQueue[1].type == "WalkAndFight")
{
this.orderQueue.splice(1, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
}
}
},
"IDLE": {
"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 we have some orders, it is because we are in an intermediary state
// from FinishOrder (SetNextState("IDLE") is only executed when we get
// a ProcessMessage), and thus we should not start another order which could
// put us in a weird state
if (this.orderQueue.length > 0 && !this.IsGarrisoned())
return false;
// 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 cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
cmpRangeManager.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);
},
"MoveStarted": function() {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
this.SelectAnimation("idle");
},
"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.SetAnimationVariant("combat");
this.StartTimer(0, 1000);
this.SelectAnimation("move");
},
"Timer": function(msg) {
this.FindWalkAndFightTargets();
},
"leave": function(msg) {
this.StopTimer();
},
"MoveCompleted": function() {
this.FinishOrder();
},
},
"PATROL": {
"enter": function () {
// Memorize the origin position in case that we want to go back
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
{
this.FinishOrder();
return;
}
if (!this.patrolStartPosOrder)
{
this.patrolStartPosOrder = cmpPosition.GetPosition();
this.patrolStartPosOrder.targetClasses = this.order.data.targetClasses;
this.patrolStartPosOrder.allowCapture = this.order.data.allowCapture;
}
this.StartTimer(0, 1000);
this.SelectAnimation("move");
},
"leave": function() {
this.StopTimer();
delete this.patrolStartPosOrder;
},
"Timer": function(msg) {
this.FindWalkAndFightTargets();
},
"MoveCompleted": function() {
if (this.orderQueue.length == 1)
this.PushOrder("Patrol", this.patrolStartPosOrder);
this.PushOrder(this.order.type, this.order.data);
this.FinishOrder();
},
},
"GUARD": {
"RemoveGuard": function() {
this.StopMoving();
this.FinishOrder();
},
"ESCORTING": {
"enter": function () {
// Show weapons rather than carried resources.
this.SetAnimationVariant("combat");
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))
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
// unless it's a melee attack since they may be blocking our way to the target
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || !this.order.data.force))
this.RespondToTargetedEntities([msg.data.attacker]);
},
"APPROACHING": {
"enter": function () {
// Show weapons rather than carried resources.
this.SetAnimationVariant("combat");
this.SelectAnimation("move");
this.StartTimer(1000, 1000);
},
"leave": function() {
// Show carried resources when walking.
this.SetDefaultAnimationVariant();
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.PushOrderFront("Unpack", { "force": true });
return;
}
else
this.SetNextState("ATTACKING");
}
else
{
if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
this.SetNextState("APPROACHING");
}
else
{
// Give up
this.FinishOrder();
}
}
},
},
"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.CanAttack(target) && !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);
}
this.oldAttackType = this.order.data.attackType;
// 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, animationName);
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.CanAttack(t);
};
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.CanAttack(target))
{
// 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);
// BuildingAI has it's own attack-routine
var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (!cmpBuildingAI)
{
let 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;
}
// 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 we are capturing and are attacked by something that we would not capture, attack that entity instead
if (this.order.data.attackType == "Capture" && (this.GetStance().targetAttackersAlways || !this.order.data.force)
&& this.order.data.target != msg.data.attacker && this.GetBestAttackAgainst(msg.data.attacker, true) != "Capture")
this.RespondToTargetedEntities([msg.data.attacker]);
},
},
"CHASING": {
"enter": function () {
// Show weapons rather than carried resources.
this.SetAnimationVariant("combat");
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.SetDefaultAnimationVariant();
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.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)))
);
}, oldTarget);
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(oldTarget, 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))
{
this.SetDefaultAnimationVariant();
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.SetDefaultAnimationVariant();
},
"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
// but first check what is our next order and, if needed, insert a returnResource order
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer.IsCarrying(resourceType.generic) &&
this.orderQueue.length > 1 && this.orderQueue[1] !== "ReturnResource" &&
(this.orderQueue[1].type !== "Gather" || this.orderQueue[1].data.type.generic !== resourceType.generic))
{
let nearby = this.FindNearestDropsite(resourceType.generic);
if (nearby)
this.orderQueue.splice(1, 0, { "type": "ReturnResource", "data": { "target": nearby, "force": false } });
}
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);
return;
}
// 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.SetDefaultAnimationVariant();
// 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
},
"APPROACHINGMARKET": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
if (this.waypoints && this.waypoints.length)
{
if (!this.MoveToMarket(this.order.data.target))
this.StopTrading();
}
else
this.PerformTradeAndMoveToNextMarket(this.order.data.target);
},
},
"TradingCanceled": function(msg) {
if (msg.market != this.order.data.target)
return;
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
let otherMarket = cmpTrader && cmpTrader.GetFirstMarket();
this.StopTrading();
if (otherMarket)
this.WalkToTarget(otherMarket);
},
},
"REPAIR": {
"APPROACHING": {
"enter": function () {
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;
}
let cmpBuilderList = QueryBuilderListInterface(this.repairTarget);
if (cmpBuilderList)
cmpBuilderList.AddBuilder(this.entity);
this.SelectAnimation("build", false, 1.0, "build");
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
let cmpBuilderList = QueryBuilderListInterface(this.repairTarget);
if (cmpBuilderList)
cmpBuilderList.RemoveBuilder(this.entity);
delete this.repairTarget;
this.StopTimer();
},
"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();
// Drop any resource we can if we are in range when the construction finishes
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
var cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite);
if (cmpResourceGatherer && cmpResourceDropsite && this.CheckTargetRange(msg.data.newentity, IID_Builder) &&
this.CanReturnResource(msg.data.newentity, true))
{
let dropsiteTypes = cmpResourceDropsite.GetTypes();
cmpResourceGatherer.CommitResources(dropsiteTypes);
this.SetDefaultAnimationVariant();
}
// We finished building it.
// Switch to the next order (if any)
if (this.FinishOrder())
{
if (this.CanReturnResource(msg.data.newentity, true))
{
this.SetDefaultAnimationVariant();
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.SetDefaultAnimationVariant();
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);
}, msg.data.newentity);
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() {
this.SetNextState("GARRISONED");
},
},
"GARRISONED": {
"enter": function() {
if (this.order.data.target)
var target = this.order.data.target;
else
{
this.FinishOrder();
return true;
}
// Check that we can garrison here
if (this.CanGarrison(target))
{
// Check that we're in range of the garrison target
if (this.CheckGarrisonRange(target))
{
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
// Check that garrisoning succeeds
if (cmpGarrisonHolder.Garrison(this.entity))
{
this.isGarrisoned = true;
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 && this.CanReturnResource(target, true))
{
// Dump any resources we can
var dropsiteTypes = cmpResourceDropsite.GetTypes();
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
cmpResourceGatherer.CommitResources(dropsiteTypes);
this.SetDefaultAnimationVariant();
}
}
// 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;
},
"leave": function() {
}
},
},
"AUTOGARRISON": {
"enter": function() {
this.isGarrisoned = true;
return false;
},
"leave": function() {
}
},
"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) {
// Move a tile outside the building
var range = 4;
if (this.MoveToTargetRangeExplicit(msg.data.target, range, range))
{
// We've started walking to the given point
this.SetNextState("WALKING");
}
else
{
// We are already at the target, or can't move at all
this.FinishOrder();
}
},
"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.SetFacePointAfterMove(false);
this.MoveRandomly(+this.template.RoamDistance);
// Set a random timer to switch to feeding state
this.StartTimer(randIntInclusive(+this.template.RoamTimeMin, +this.template.RoamTimeMax));
},
"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(randIntInclusive(+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;
- // For A19, keep no formations as a default to help pathfinding.
- this.lastFormationTemplate = "special/formations/null";
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;
// 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()
{
if (!this.IsGarrisoned())
return false;
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.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);
return cmpIdentity && cmpIdentity.HasClass("Domestic");
};
UnitAI.prototype.IsHealer = function()
{
return Engine.QueryInterface(this.entity, IID_Heal);
};
UnitAI.prototype.IsIdle = function()
{
return this.isIdle;
};
UnitAI.prototype.IsGarrisoned = function()
{
return this.isGarrisoned;
};
UnitAI.prototype.SetGarrisoned = function()
{
this.isGarrisoned = true;
};
UnitAI.prototype.GetGarrisonHolder = function()
{
if (this.IsGarrisoned())
{
for (let order of this.orderQueue)
if (order.type == "Garrison" || order.type == "Autogarrison")
return order.data.target;
}
return INVALID_ENTITY;
};
UnitAI.prototype.HasGarrisonOrder = function()
{
return this.orderQueue.length && this.orderQueue[0].type == "Garrison";
};
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");
this.isIdle = true;
};
UnitAI.prototype.OnDiplomacyChanged = function(msg)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() == msg.player)
this.SetupRangeQueries();
if (this.isGuardOf && !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf))
this.RemoveGuard();
};
UnitAI.prototype.OnOwnershipChanged = function(msg)
{
this.SetupRangeQueries();
if (this.isGuardOf && (msg.to == INVALID_PLAYER || !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf)))
this.RemoveGuard();
// If the unit isn't being created or dying, reset stance and clear orders
if (msg.to != INVALID_PLAYER && msg.from != INVALID_PLAYER)
{
// Switch to a virgin state to let states execute their leave handlers.
// except if garrisoned or cheering or (un)packing, in which case we only clear the order queue
if (this.isGarrisoned || this.IsPacking() || this.orderQueue[0] && this.orderQueue[0].type == "Cheering")
{
this.orderQueue.length = Math.min(this.orderQueue.length, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
}
else
{
let index = this.GetCurrentState().indexOf(".");
if (index != -1)
this.UnitFsm.SwitchToNextState(this, this.GetCurrentState().slice(0,index));
this.Stop(false);
}
this.workOrders = [];
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader)
cmpTrader.StopTrading();
this.SetStance(this.template.DefaultStance);
if (this.IsTurret())
this.SetTurretStance();
}
};
UnitAI.prototype.OnDestroy = function()
{
// Switch to an empty state to let states execute their leave handlers.
this.UnitFsm.SwitchToNextState(this, "");
// Clean up range queries
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
};
UnitAI.prototype.OnVisionRangeChanged = function(msg)
{
// Update range queries
if (this.entity == msg.entity)
this.SetupRangeQueries();
};
UnitAI.prototype.HasPickupOrder = function(entity)
{
return this.orderQueue.some(order => order.type == "PickupUnit" && order.data.target == entity);
};
UnitAI.prototype.OnPickupRequested = function(msg)
{
// First check if we already have such a request
if (this.HasPickupOrder(msg.entity))
return;
// Otherwise, insert the PickUp order after the last forced order
this.PushOrderAfterForced("PickupUnit", { "target": msg.entity });
};
UnitAI.prototype.OnPickupCanceled = function(msg)
{
for (let i = 0; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].type != "PickupUnit" || this.orderQueue[i].data.target != msg.entity)
continue;
if (i == 0)
this.UnitFsm.ProcessMessage(this, {"type": "PickupCanceled", "data": msg});
else
this.orderQueue.splice(i, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
break;
}
};
// Wrapper function that sets up the normal and healer range queries.
UnitAI.prototype.SetupRangeQueries = function()
{
this.SetupRangeQuery();
if (this.IsHealer())
this.SetupHealRangeQuery();
};
UnitAI.prototype.UpdateRangeQueries = function()
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
this.SetupRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losRangeQuery));
if (this.IsHealer() && this.losHealRangeQuery)
this.SetupHealRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losHealRangeQuery));
};
// 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(enable = true)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
this.losRangeQuery = undefined;
}
var cmpPlayer = QueryOwnerInterface(this.entity);
// If we are being destructed (owner -1), creating a range query is pointless
if (!cmpPlayer)
return;
// Exclude allies, and self
// TODO: How to handle neutral players - Special query to attack military only?
var players = cmpPlayer.GetEnemies();
var range = this.GetQueryRange(IID_Attack);
this.losRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity, range.min, range.max, players, IID_DamageReceiver, cmpRangeManager.GetEntityFlagMask("normal"));
if (enable)
cmpRangeManager.EnableActiveQuery(this.losRangeQuery);
};
// Set up a range query for all own or ally units within LOS range
// which can be healed.
// This should be called whenever our ownership changes.
UnitAI.prototype.SetupHealRangeQuery = function(enable = true)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losHealRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
this.losHealRangeQuery = undefined;
}
var cmpPlayer = QueryOwnerInterface(this.entity);
// If we are being destructed (owner -1), creating a range query is pointless
if (!cmpPlayer)
return;
var players = cmpPlayer.GetAllies();
var range = this.GetQueryRange(IID_Heal);
this.losHealRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity, range.min, range.max, players, IID_Health, cmpRangeManager.GetEntityFlagMask("injured"));
if (enable)
cmpRangeManager.EnableActiveQuery(this.losHealRangeQuery);
};
//// 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)
{
let ret = this.UnitFsm.ProcessMessage(this,
{"type": "Order."+this.order.type, "data": this.order.data}
);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// If the order was rejected then immediately take it off
// and process the remaining queue
if (ret && ret.discardOrder)
return this.FinishOrder();
// Otherwise we've successfully processed a new order
return true;
}
else
{
this.SetNextState("IDLE");
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// Check if there are queued formation orders
if (this.IsFormationMember())
{
let 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;
let ret = this.UnitFsm.ProcessMessage(this,
{"type": "Order."+this.order.type, "data": this.order.data}
);
// If the order was rejected then immediately take it off
// and process the remaining queue
if (ret && ret.discardOrder)
this.FinishOrder();
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* Add an order onto the front of the queue,
* and execute it immediately.
*/
UnitAI.prototype.PushOrderFront = function(type, data)
{
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;
let ret = this.UnitFsm.ProcessMessage(this,
{"type": "Order."+this.order.type, "data": this.order.data}
);
// If the order was rejected then immediately take it off again;
// assume the previous active order is still valid (the short-lived
// new order hasn't changed state or anything) so we can carry on
// as if nothing had happened
if (ret && ret.discardOrder)
{
this.orderQueue.shift();
this.order = this.orderQueue[0];
}
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* Insert an order after the last forced order onto the queue
* and after the other orders of the same type
*/
UnitAI.prototype.PushOrderAfterForced = function(type, data)
{
if (!this.order || ((!this.order.data || !this.order.data.force) && this.order.type != type))
this.PushOrderFront(type, data);
else
{
for (let i = 1; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].data && this.orderQueue[i].data.force)
continue;
if (this.orderQueue[i].type == type)
continue;
this.orderQueue.splice(i, 0, {"type": type, "data": data});
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
return;
}
this.PushOrder(type, data);
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.ReplaceOrder = function(type, data)
{
// Remember the previous work orders to be able to go back to them later if required
if (data && data.force)
{
if (this.IsFormationController())
this.CallMemberFunction("UpdateWorkOrders", [type]);
else
this.UpdateWorkOrders(type);
}
let garrisonHolder = this.IsGarrisoned() && type != "Ungarrison" ? this.GetGarrisonHolder() : null;
// 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);
}
if (garrisonHolder)
this.PushOrder("Garrison", { "target": garrisonHolder });
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.GetOrders = function()
{
return this.orderQueue.slice();
};
UnitAI.prototype.AddOrders = function(orders)
{
orders.forEach(order => this.PushOrder(order.type, order.data));
};
UnitAI.prototype.GetOrderData = function()
{
var orders = [];
for (let order of this.orderQueue)
if (order.data)
orders.push(clone(order.data));
return orders;
};
UnitAI.prototype.UpdateWorkOrders = function(type)
{
var isWorkType = type => type == "Gather" || type == "Trade" || type == "Repair" || type == "ReturnResource";
// If we are being re-affected to a work order, forget the previous ones
if (isWorkType(type))
{
this.workOrders = [];
return;
}
// Then if we already have work orders, keep them
if (this.workOrders.length)
return;
// First if the unit is in a formation, get its workOrders from it
if (this.IsFormationMember())
{
var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpUnitAI)
{
for (var i = 0; i < cmpUnitAI.orderQueue.length; ++i)
{
if (isWorkType(cmpUnitAI.orderQueue[i].type))
{
this.workOrders = cmpUnitAI.orderQueue.slice(i);
return;
}
}
}
}
// If nothing found, take the unit orders
for (var i = 0; i < this.orderQueue.length; ++i)
{
if (isWorkType(this.orderQueue[i].type))
{
this.workOrders = this.orderQueue.slice(i);
return;
}
}
};
UnitAI.prototype.BackToWork = function()
{
if (this.workOrders.length == 0)
return false;
if (this.IsGarrisoned())
{
let cmpGarrisonHolder = Engine.QueryInterface(this.GetGarrisonHolder(), IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.PerformEject([this.entity], false))
return false;
}
// Clear the order queue considering special orders not to avoid
if (this.order && this.order.type == "Cheering")
{
var cheeringOrder = this.orderQueue.shift();
this.orderQueue = [cheeringOrder];
}
else
this.orderQueue = [];
this.AddOrders(this.workOrders);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// And if the unit is in a formation, remove it from the formation
if (this.IsFormationMember())
{
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers([this.entity]);
}
this.workOrders = [];
return true;
};
UnitAI.prototype.HasWorkOrders = function()
{
return this.workOrders.length > 0;
};
UnitAI.prototype.GetWorkOrders = function()
{
return this.workOrders;
};
UnitAI.prototype.SetWorkOrders = function(orders)
{
this.workOrders = orders;
};
UnitAI.prototype.TimerHandler = function(data, lateness)
{
// Reset the timer
if (data.timerRepeat === undefined)
this.timer = undefined;
this.UnitFsm.ProcessMessage(this, {"type": "Timer", "data": data, "lateness": lateness});
};
/**
* Set up the UnitAI timer to run after 'offset' msecs, and then
* every 'repeat' msecs until StopTimer is called. A "Timer" message
* will be sent each time the timer runs.
*/
UnitAI.prototype.StartTimer = function(offset, repeat)
{
if (this.timer)
error("Called StartTimer when there's already an active timer");
var data = { "timerRepeat": repeat };
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
if (repeat === undefined)
this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", offset, data);
else
this.timer = cmpTimer.SetInterval(this.entity, IID_UnitAI, "TimerHandler", offset, repeat, data);
};
/**
* Stop the current UnitAI timer.
*/
UnitAI.prototype.StopTimer = function()
{
if (!this.timer)
return;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
this.timer = undefined;
};
//// 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)
{
let changed = false;
for (let order of this.orderQueue)
{
if (order.data && order.data.target && order.data.target == msg.entity)
{
changed = true;
order.data.target = msg.newentity;
}
if (order.data && order.data.formationTarget && order.data.formationTarget == msg.entity)
{
changed = true;
order.data.formationTarget = msg.newentity;
}
}
if (changed)
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
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 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.
* if target if given, the nearest is computed versus this target position.
* TODO: extend this to exclude resources that already have lots of
* gatherers.
*/
UnitAI.prototype.FindNearbyResource = function(filter, target)
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
return undefined;
var owner = cmpOwnership.GetOwner();
// We accept resources owned by Gaia or any player
var players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
var range = 64; // TODO: what's a sensible number?
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let entity = this.entity;
if (target)
{
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
entity = target;
}
var nearby = cmpRangeManager.ExecuteQuery(entity, 0, range, players, IID_ResourceSupply);
return nearby.find(ent => {
if (!this.CanGather(ent) || !this.CheckTargetVisible(ent))
return false;
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);
return amount > 0 && cmpResourceSupply.IsAvailable(owner, this.entity) && filter(ent, type, template);
});
};
/**
* Returns the entity ID of the nearest resource dropsite that accepts
* the given type, or undefined if none can be found.
*/
UnitAI.prototype.FindNearestDropsite = function(genericType)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
return undefined;
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position)
if (!cmpPosition)
return undefined;
let pos = cmpPosition.GetPosition2D();
let bestDropsite;
let bestDist = Infinity;
// Maximum distance a point on an obstruction can be from the center of the obstruction.
let maxDifference = 40;
// Find dropsites owned by this unit's player or allied ones if allowed.
let owner = cmpOwnership.GetOwner();
let cmpPlayer = QueryOwnerInterface(this.entity);
let players = cmpPlayer && cmpPlayer.HasSharedDropsites() ? cmpPlayer.GetMutualAllies() : [owner];
let nearbyDropsites = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite);
let isShip = Engine.QueryInterface(this.entity, IID_Identity).HasClass("Ship");
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
for (let dropsite of nearbyDropsites)
{
// Ships are unable to reach land dropsites and shouldn't attempt to do so.
if (isShip && !Engine.QueryInterface(dropsite, IID_Identity).HasClass("Naval"))
continue;
let cmpResourceDropsite = Engine.QueryInterface(dropsite, IID_ResourceDropsite);
if (!cmpResourceDropsite.AcceptsType(genericType) || !this.CheckTargetVisible(dropsite))
continue;
if (Engine.QueryInterface(dropsite, IID_Ownership).GetOwner() != owner && !cmpResourceDropsite.IsShared())
continue;
// The range manager sorts entities by the distance to their center,
// but we want the distance to the point where resources will be dropped off.
let dist = cmpObstructionManager.DistanceToPoint(dropsite, pos.x, pos.y);
if (dist == -1)
continue;
if (dist < bestDist)
{
bestDropsite = dropsite;
bestDist = dist;
}
else if (dist > bestDist + maxDifference)
break;
}
return bestDropsite;
};
/**
* Returns the entity ID of the nearest building that needs to be constructed,
* or undefined if none can be found close enough.
*/
UnitAI.prototype.FindNearbyFoundation = function()
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
return undefined;
// Find buildings owned by this unit's player
var players = [cmpOwnership.GetOwner()];
var range = 64; // TODO: what's a sensible number?
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, range, players, IID_Foundation);
// Skip foundations that are already complete. (This matters since
// we process the ConstructionFinished message before the foundation
// we're working on has been deleted.)
return nearby.find(ent => !Engine.QueryInterface(ent, IID_Foundation).IsFinished());
};
/**
* Play a sound appropriate to the current entity.
*/
UnitAI.prototype.PlaySound = function(name)
{
// If we're a formation controller, use the sounds from our first member
if (this.IsFormationController())
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
var member = cmpFormation.GetPrimaryMember();
if (member)
PlaySound(name, member);
}
else
{
// Otherwise use our own sounds
PlaySound(name, this.entity);
}
};
/*
* Set a visualActor animation variant.
* By changing the animation variant, you can change animations based on unitAI state.
* If there are no specific variants or the variant doesn't exist in the actor,
* the actor fallbacks to any existing animation.
* @param type if present, switch to a specific animation variant.
*/
UnitAI.prototype.SetAnimationVariant = function(type)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetVariant("animationVariant", type);
return;
};
/*
* Reset the animation variant to default behavior
* Default behavior is to pick a resource-carrying variant if resources are being carried.
* Otherwise pick nothing in particular.
*/
UnitAI.prototype.SetDefaultAnimationVariant = function()
{
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
{
this.SetAnimationVariant("");
return;
}
let type = cmpResourceGatherer.GetLastCarriedType();
if (type)
{
let typename = "carry_" + type.generic;
// Special case for meat
if (type.specific == "meat")
typename = "carry_" + type.specific;
this.SetAnimationVariant(typename);
return;
}
this.SetAnimationVariant("");
};
UnitAI.prototype.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 cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation())
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(Math.square(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 cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation()
&& 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 targetpos = cmpTargetPosition.GetPosition2D();
var angle = cmpPosition.GetPosition2D().angleTo(targetpos);
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.y);
}
};
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};
return Math.euclidDistance2D(pos.x, pos.z, heldPosition.x, heldPosition.z) < 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.GetBestAttackAgainst = function(target, allowCapture)
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return undefined;
return cmpAttack.GetBestAttackAgainst(target, allowCapture);
};
/**
* Try to find one of the given entities which can be attacked,
* and start attacking it.
* Returns true if it found something to attack.
*/
UnitAI.prototype.AttackVisibleEntity = function(ents)
{
var target = ents.find(target => this.CanAttack(target));
if (!target)
return false;
this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": true });
return true;
};
/**
* Try to find one of the given entities which can be attacked
* and which is close to the hold position, and start attacking it.
* Returns true if it found something to attack.
*/
UnitAI.prototype.AttackEntityInZone = function(ents)
{
var target = ents.find(target =>
this.CanAttack(target)
&& this.CheckTargetDistanceFromHeldPosition(target, IID_Attack, this.GetBestAttackAgainst(target, true))
&& (this.GetStance().respondChaseBeyondVision || this.CheckTargetIsInVisionRange(target))
);
if (!target)
return false;
this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": true });
return true;
};
/**
* Try to respond appropriately given our current stance,
* given a list of entities that match our stance's target criteria.
* Returns true if it responded.
*/
UnitAI.prototype.RespondToTargetedEntities = function(ents)
{
if (!ents.length)
return false;
if (this.GetStance().respondChase)
return this.AttackVisibleEntity(ents);
if (this.GetStance().respondStandGround)
return this.AttackVisibleEntity(ents);
if (this.GetStance().respondHoldGround)
return this.AttackEntityInZone(ents);
if (this.GetStance().respondFlee)
{
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)
{
var ent = ents.find(ent => this.CanHeal(ent));
if (!ent)
return false;
this.PushOrderFront("Heal", { "target": ent, "force": false });
return true;
};
/**
* Returns true if we should stop following the target entity.
*/
UnitAI.prototype.ShouldAbandonChase = function(target, force, iid, type)
{
// 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 &&
cmpAttack.GetAttackTypes().some(type => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type)))
return false;
}
// Stop if we're in hold-ground mode and it's too far from the holding point
if (this.GetStance().respondHoldGround)
{
if (!this.CheckTargetDistanceFromHeldPosition(target, iid, type))
return true;
}
// Stop if it's left our vision range, unless we're especially persistent
if (!this.GetStance().respondChaseBeyondVision)
{
if (!this.CheckTargetIsInVisionRange(target))
return true;
}
// (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 &&
cmpAttack.GetAttackTypes().some(type => 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)
+UnitAI.prototype.GetFormationTemplate = function()
{
- this.lastFormationTemplate = template;
-};
-
-UnitAI.prototype.GetLastFormationTemplate = function()
-{
- return this.lastFormationTemplate;
+ return Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetCurrentTemplateName(this.formationController) || "special/formations/null";
};
UnitAI.prototype.MoveIntoFormation = function(cmd)
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
// Add new order to move into formation at the current position
this.PushOrderFront("MoveIntoFormation", { "x": pos.x, "z": pos.z, "force": true });
};
UnitAI.prototype.GetTargetPositions = function()
{
var targetPositions = [];
for (var i = 0; i < this.orderQueue.length; ++i)
{
var order = this.orderQueue[i];
switch (order.type)
{
case "Walk":
case "WalkAndFight":
case "WalkToPointRange":
case "MoveIntoFormation":
case "GatherNearPosition":
case "Patrol":
targetPositions.push(new Vector2D(order.data.x, order.data.z));
break; // and continue the loop
case "WalkToTarget":
case "WalkToTargetRange": // This doesn't move to the target (just into range), but a later order will.
case "Guard":
case "Flee":
case "LeaveFoundation":
case "Attack":
case "Heal":
case "Gather":
case "ReturnResource":
case "Repair":
case "Garrison":
// Find the target unit's position
var cmpTargetPosition = Engine.QueryInterface(order.data.target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return targetPositions;
targetPositions.push(cmpTargetPosition.GetPosition2D());
return targetPositions;
case "Stop":
return [];
default:
error("GetTargetPositions: Unrecognised order type '"+order.type+"'");
return [];
}
}
return targetPositions;
};
/**
* Returns the estimated distance that this unit will travel before either
* finishing all of its orders, or reaching a non-walk target (attack, gather, etc).
* Intended for Formation to switch to column layout on long walks.
*/
UnitAI.prototype.ComputeWalkingDistance = function()
{
var distance = 0;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return 0;
// Keep track of the position at the start of each order
var pos = cmpPosition.GetPosition2D();
var targetPositions = this.GetTargetPositions();
for (var i = 0; i < targetPositions.length; ++i)
{
distance += pos.distanceTo(targetPositions[i]);
// Remember this as the start position for the next order
pos = targetPositions[i];
}
// Return the total distance to the end of the order queue
return distance;
};
UnitAI.prototype.AddOrder = function(type, data, queued)
{
if (this.expectedRoute)
this.expectedRoute = undefined;
if (queued)
this.PushOrder(type, data);
else
{
// May happen if an order arrives on the same turn the unit is garrisoned
// in that case, just forget the order as this will lead to an infinite loop
if (this.IsGarrisoned() && !this.IsTurret() && type != "Ungarrison")
return;
this.ReplaceOrder(type, data);
}
};
/**
* Adds guard/escort order to the queue, forced by the player.
*/
UnitAI.prototype.Guard = function(target, queued)
{
if (!this.CanGuard())
{
this.WalkToTarget(target, queued);
return;
}
// if 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)
return;
let cmpGuard = Engine.QueryInterface(this.isGuardOf, IID_Guard);
if (cmpGuard)
cmpGuard.RemoveGuard(this.entity);
this.guardRange = undefined;
this.isGuardOf = undefined;
if (!this.order)
return;
if (this.order.type == "Guard")
this.UnitFsm.ProcessMessage(this, {"type": "RemoveGuard"});
else
for (let i = 1; i < this.orderQueue.length; ++i)
if (this.orderQueue[i].type == "Guard")
this.orderQueue.splice(i, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.IsGuardOf = function()
{
return this.isGuardOf;
};
UnitAI.prototype.SetGuardOf = function(entity)
{
// entity may be undefined
this.isGuardOf = entity;
};
UnitAI.prototype.CanGuard = function()
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// 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";
};
UnitAI.prototype.CanPatrol = function()
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
return this.IsFormationController() || this.template.CanPatrol == "true";
};
/**
* Adds walk order to queue, forced by the player.
*/
UnitAI.prototype.Walk = function(x, z, queued)
{
if (this.expectedRoute && queued)
this.expectedRoute.push({ "x": x, "z": z });
else
this.AddOrder("Walk", { "x": x, "z": z, "force": true }, queued);
};
/**
* Adds walk to point range order to queue, forced by the player.
*/
UnitAI.prototype.WalkToPointRange = function(x, z, min, max, queued)
{
this.AddOrder("Walk", { "x": x, "z": z, "min": min, "max": max, "force": true }, queued);
};
/**
* Adds stop order to queue, forced by the player.
*/
UnitAI.prototype.Stop = function(queued)
{
this.AddOrder("Stop", { "force": true }, queued);
};
/**
* Adds walk-to-target order to queue, this only occurs in response
* to a player order, and so is forced.
*/
UnitAI.prototype.WalkToTarget = function(target, queued)
{
this.AddOrder("WalkToTarget", { "target": target, "force": true }, queued);
};
/**
* Adds walk-and-fight order to queue, this only occurs in response
* to a player order, and so is forced.
* If targetClasses is given, only entities matching the targetClasses can be attacked.
*/
UnitAI.prototype.WalkAndFight = function(x, z, targetClasses, allowCapture = true, queued = false)
{
this.AddOrder("WalkAndFight", { "x": x, "z": z, "targetClasses": targetClasses, "allowCapture": allowCapture, "force": true }, queued);
};
UnitAI.prototype.Patrol = function(x, z, targetClasses, allowCapture = true, queued = false)
{
if (!this.CanPatrol())
{
this.Walk(x, z, queued);
return;
}
this.AddOrder("Patrol", { "x": x, "z": z, "targetClasses": targetClasses, "allowCapture": allowCapture, "force": true }, queued);
};
/**
* Adds leave foundation order to queue, treated as forced.
*/
UnitAI.prototype.LeaveFoundation = function(target)
{
// If we're already being told to leave a foundation, then
// ignore this new request so we don't end up being too indecisive
// to ever actually move anywhere
// 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, allowCapture = true, queued = false)
{
if (!this.CanAttack(target))
{
// We don't want to let healers walk to the target unit so they can be easily killed.
// Instead we just let them get into healing range.
if (this.IsHealer())
this.MoveToTargetRange(target, IID_Heal);
else
this.WalkToTarget(target, queued);
return;
}
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 = QueryMiragedInterface(target, IID_ResourceSupply);
if (cmpResourceSupply)
type = cmpResourceSupply.GetType();
else
error("CanGather allowed gathering from invalid entity");
// Also save the target entity's template, so that if it's an animal,
// we won't go from hunting slow safe animals to dangerous fast ones
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateManager.GetCurrentTemplateName(target);
// Remove "resource|" prefix from template name, if present.
if (template.indexOf("resource|") != -1)
template = template.slice(9);
// 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)
return;
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader.HasBothMarkets())
{
let data = {
"target": cmpTrader.GetFirstMarket(),
"route": route,
"force": false
};
if (this.expectedRoute)
{
if (!route && this.expectedRoute.length)
data.route = this.expectedRoute.slice();
this.expectedRoute = undefined;
}
if (this.IsFormationController())
{
this.CallMemberFunction("AddOrder", ["Trade", data, queued]);
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.SwitchMarketOrder = function(oldMarket, newMarket)
{
if (this.order && this.order.data && this.order.data.target && this.order.data.target == oldMarket)
this.order.data.target = newMarket;
};
UnitAI.prototype.MoveToMarket = function(targetMarket)
{
if (this.waypoints && this.waypoints.length > 1)
{
let point = this.waypoints.pop();
return this.MoveToPoint(point.x, point.z) || this.MoveToMarket(targetMarket);
}
this.waypoints = undefined;
return this.MoveToTarget(targetMarket);
};
UnitAI.prototype.PerformTradeAndMoveToNextMarket = function(currentMarket)
{
if (!this.CanTrade(currentMarket))
{
this.StopTrading();
return;
}
if (!this.CheckTargetRange(currentMarket, IID_Trader))
{
if (!this.MoveToMarket(currentMarket)) // If the current market is not reached try again
this.StopTrading();
return;
}
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
let nextMarket = cmpTrader.PerformTrade(currentMarket);
let amount = cmpTrader.GetGoods().amount;
if (!nextMarket || !amount || !amount.traderGain)
{
this.StopTrading();
return;
}
this.order.data.target = nextMarket;
if (this.order.data.route && this.order.data.route.length)
{
this.waypoints = this.order.data.route.slice();
if (this.order.data.target == cmpTrader.GetSecondMarket())
this.waypoints.reverse();
this.waypoints.unshift(null); // additionnal dummy point for the market
}
if (this.MoveToMarket(nextMarket)) // We've started walking to the next market
this.SetNextState("APPROACHINGMARKET");
else
this.StopTrading();
};
UnitAI.prototype.MarketRemoved = function(market)
{
if (this.order && this.order.data && this.order.data.target && this.order.data.target == market)
this.UnitFsm.ProcessMessage(this, { "type": "TradingCanceled", "market": market });
};
UnitAI.prototype.StopTrading = function()
{
this.StopMoving();
this.FinishOrder();
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
cmpTrader.StopTrading();
};
/**
* Adds repair/build order to the queue, forced by the player
* until the target is reached
*/
UnitAI.prototype.Repair = function(target, autocontinue, queued)
{
if (!this.CanRepair(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Repair", { "target": target, "autocontinue": autocontinue, "force": true }, queued);
};
/**
* Adds flee order to the queue, not forced, so it can be
* interrupted by attacks.
*/
UnitAI.prototype.Flee = function(target, queued)
{
this.AddOrder("Flee", { "target": target, "force": false }, queued);
};
/**
* 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;
Engine.PostMessage(this.entity, MT_UnitStanceChanged, { "to": this.stance });
}
else
error("UnitAI: Setting to invalid stance '"+stance+"'");
};
UnitAI.prototype.SwitchToStance = function(stance)
{
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.SetHeldPosition(pos.x, pos.z);
this.SetStance(stance);
// Stop moving if switching to stand ground
// TODO: Also stop existing orders in a sensible way
if (stance == "standground")
this.StopMoving();
// Reset the range queries, since the range depends on stance.
this.SetupRangeQueries();
};
UnitAI.prototype.SetTurretStance = function()
{
this.previousStance = undefined;
if (this.GetStance().respondStandGround)
return;
for (let stance in g_Stances)
{
if (!g_Stances[stance].respondStandGround)
continue;
this.previousStance = this.GetStanceName();
this.SwitchToStance(stance);
return;
}
};
UnitAI.prototype.ResetTurretStance = function()
{
if (!this.previousStance)
return;
this.SwitchToStance(this.previousStance);
this.previousStance = undefined;
};
/**
* Resets 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 cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.AttackEntitiesByPreference(cmpRangeManager.ResetActiveQuery(this.losRangeQuery));
};
UnitAI.prototype.FindWalkAndFightTargets = function()
{
if (this.IsFormationController())
{
var cmpUnitAI;
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
for (var ent of cmpFormation.members)
{
if (!(cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI)))
continue;
var targets = cmpUnitAI.GetTargetsFromUnit();
for (var targ of targets)
{
if (!cmpUnitAI.CanAttack(targ))
continue;
if (this.order.data.targetClasses)
{
var cmpIdentity = Engine.QueryInterface(targ, IID_Identity);
var targetClasses = this.order.data.targetClasses;
if (targetClasses.attack && cmpIdentity
&& !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack))
continue;
if (targetClasses.avoid && cmpIdentity
&& MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid))
continue;
// Only used by the AIs to prevent some choices of targets
if (targetClasses.vetoEntities && targetClasses.vetoEntities[targ])
continue;
}
this.PushOrderFront("Attack", { "target": targ, "force": true, "allowCapture": this.order.data.allowCapture });
return true;
}
}
return false;
}
var targets = this.GetTargetsFromUnit();
for (var targ of targets)
{
if (!this.CanAttack(targ))
continue;
if (this.order.data.targetClasses)
{
var cmpIdentity = Engine.QueryInterface(targ, IID_Identity);
var targetClasses = this.order.data.targetClasses;
if (cmpIdentity && targetClasses.attack
&& !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack))
continue;
if (cmpIdentity && targetClasses.avoid
&& MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid))
continue;
// Only used by the AIs to prevent some choices of targets
if (targetClasses.vetoEntities && targetClasses.vetoEntities[targ])
continue;
}
this.PushOrderFront("Attack", { "target": targ, "force": true, "allowCapture": this.order.data.allowCapture });
return true;
}
// healers on a walk-and-fight order should heal injured units
if (this.IsHealer())
return this.FindNewHealTargets();
return false;
};
UnitAI.prototype.GetTargetsFromUnit = function()
{
if (!this.losRangeQuery)
return [];
if (!this.GetStance().targetVisibleEnemies)
return [];
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return [];
var attackfilter = function(e) {
var cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() > 0)
return true;
var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
};
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var entities = cmpRangeManager.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 cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.RespondToHealableEntities(cmpRangeManager.ResetActiveQuery(this.losHealRangeQuery));
};
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.GetFullAttackRange();
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.GetFullAttackRange();
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)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
return cmpAttack && cmpAttack.CanAttack(target);
};
UnitAI.prototype.CanGarrison = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
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 = 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 (or a mutual ally's if allowed)
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && IsOwnedByPlayer(cmpOwnership.GetOwner(), target))
return true;
var cmpPlayer = QueryOwnerInterface(this.entity);
return cmpPlayer && cmpPlayer.HasSharedDropsites() && cmpResourceDropsite.IsShared() &&
cmpOwnership && IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target);
};
UnitAI.prototype.CanTrade = function(target)
{
if (this.IsTurret())
return false;
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to Trade commands
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
return cmpTrader && cmpTrader.CanTrade(target);
};
UnitAI.prototype.CanRepair = function(target)
{
if (this.IsTurret())
return false;
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to Repair (Builder) commands
var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
if (!cmpBuilder)
return false;
// Verify that the target can be either built or repaired
var cmpFoundation = QueryMiragedInterface(target, IID_Foundation);
var cmpRepairable = Engine.QueryInterface(target, IID_Repairable);
if (!cmpFoundation && !cmpRepairable)
return false;
// Verify that the target is owned by an ally of this entity's player
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
return cmpOwnership && IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target);
};
UnitAI.prototype.CanPack = function()
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
return (cmpPack && !cmpPack.IsPacking() && !cmpPack.IsPacked());
};
UnitAI.prototype.CanUnpack = function()
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
return (cmpPack && !cmpPack.IsPacking() && cmpPack.IsPacked());
};
UnitAI.prototype.IsPacking = function()
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
return (cmpPack && cmpPack.IsPacking());
};
//// Formation specific functions ////
UnitAI.prototype.IsAttackingAsFormation = function()
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
return cmpAttack && cmpAttack.CanAttackAsFormation()
&& this.GetCurrentState() == "FORMATIONCONTROLLER.COMBAT.ATTACKING";
};
//// Animal specific functions ////
UnitAI.prototype.MoveRandomly = function(distance)
{
// To minimize drift all across the map, animals describe circles
// approximated by polygons.
// And to avoid getting stuck in obstacles or narrow spaces, each side
// of the polygon is obtained by trying to go away from a point situated
// half a meter backwards of the current position, after rotation.
// We also add a fluctuation on the length of each side of the polygon (dist)
// which, in addition to making the move more random, helps escaping narrow spaces
// with bigger values of dist.
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpPosition || !cmpPosition.IsInWorld() || !cmpUnitMotion)
return;
let pos = cmpPosition.GetPosition();
let ang = cmpPosition.GetRotation().y;
if (!this.roamAngle)
{
this.roamAngle = (randBool() ? 1 : -1) * Math.PI / 6;
ang -= this.roamAngle / 2;
this.startAngle = ang;
}
else if (Math.abs((ang - this.startAngle + Math.PI) % (2 * Math.PI) - Math.PI) < Math.abs(this.roamAngle / 2))
this.roamAngle *= randBool() ? 1 : -1;
let halfDelta = randFloat(this.roamAngle / 4, this.roamAngle * 3 / 4);
// First half rotation to decrease the impression of immediate rotation
ang += halfDelta;
cmpUnitMotion.FaceTowardsPoint(pos.x + 0.5 * Math.sin(ang), pos.z + 0.5 * Math.cos(ang));
// Then second half of the rotation
ang += halfDelta;
let dist = randFloat(0.5, 1.5) * distance;
cmpUnitMotion.MoveToPointRange(pos.x - 0.5 * Math.sin(ang), pos.z - 0.5 * Math.cos(ang), dist, dist);
};
UnitAI.prototype.SetFacePointAfterMove = function(val)
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpMotion)
cmpMotion.SetFacePointAfterMove(val);
};
UnitAI.prototype.AttackEntitiesByPreference = function(ents)
{
if (!ents.length)
return false;
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return false;
var attackfilter = function(e) {
var cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() > 0)
return true;
var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
};
let entsByPreferences = {};
let preferences = [];
let entsWithoutPref = [];
for (let ent of ents)
{
if (!attackfilter(ent))
continue;
let pref = cmpAttack.GetPreference(ent);
if (pref === null || pref === undefined)
entsWithoutPref.push(ent);
else if (!entsByPreferences[pref])
{
preferences.push(pref);
entsByPreferences[pref] = [ent];
}
else
entsByPreferences[pref].push(ent);
}
if (preferences.length)
{
preferences.sort((a, b) => a - b);
for (let pref of preferences)
if (this.RespondToTargetedEntities(entsByPreferences[pref]))
return true;
}
return this.RespondToTargetedEntities(entsWithoutPref);
};
/**
* Call 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;
cmpFormation.GetMembers().forEach(ent => {
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;
return cmpFormation.GetMembers().every(ent => {
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
return cmpUnitAI[funcname].apply(cmpUnitAI, args);
});
};
UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);
Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 21242)
+++ ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 21243)
@@ -1,1725 +1,1716 @@
// Setting this to true will display some warnings when commands
// are likely to fail, which may be useful for debugging AIs
var g_DebugCommands = false;
function ProcessCommand(player, cmd)
{
let cmpPlayer = QueryPlayerIDInterface(player);
if (!cmpPlayer)
return;
let data = {
"cmpPlayer": cmpPlayer,
"controlAllUnits": cmpPlayer.CanControlAllUnits()
};
if (cmd.entities)
data.entities = FilterEntityList(cmd.entities, player, data.controlAllUnits);
// Allow focusing the camera on recent commands
let commandData = {
"type": "playercommand",
"players": [player],
"cmd": cmd
};
// Save the position, since the GUI event is received after the unit died
if (cmd.type == "delete-entities")
{
let cmpPosition = cmd.entities[0] && Engine.QueryInterface(cmd.entities[0], IID_Position);
commandData.position = cmpPosition && cmpPosition.IsInWorld() && cmpPosition.GetPosition2D();
}
let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification(commandData);
// Note: checks of UnitAI targets are not robust enough here, as ownership
// can change after the order is issued, they should be checked by UnitAI
// when the specific behavior (e.g. attack, garrison) is performed.
// (Also it's not ideal if a command silently fails, it's nicer if UnitAI
// moves the entities closer to the target before giving up.)
// Now handle various commands
if (g_Commands[cmd.type])
{
var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("PlayerCommand", { "player": player, "cmd": cmd });
g_Commands[cmd.type](player, cmd, data);
}
else
error("Invalid command: unknown command type: "+uneval(cmd));
}
var g_Commands = {
"debug-print": function(player, cmd, data)
{
print(cmd.message);
},
"chat": function(player, cmd, data)
{
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({ "type": cmd.type, "players": [player], "message": cmd.message });
},
"aichat": function(player, cmd, data)
{
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
var notification = { "players": [player] };
for (var key in cmd)
notification[key] = cmd[key];
cmpGuiInterface.PushNotification(notification);
},
"cheat": function(player, cmd, data)
{
Cheat(cmd);
},
"diplomacy": function(player, cmd, data)
{
let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager);
if (data.cmpPlayer.GetLockTeams() ||
cmpCeasefireManager && cmpCeasefireManager.IsCeasefireActive())
return;
switch(cmd.to)
{
case "ally":
data.cmpPlayer.SetAlly(cmd.player);
break;
case "neutral":
data.cmpPlayer.SetNeutral(cmd.player);
break;
case "enemy":
data.cmpPlayer.SetEnemy(cmd.player);
break;
default:
warn("Invalid command: Could not set "+player+" diplomacy status of player "+cmd.player+" to "+cmd.to);
}
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "diplomacy",
"players": [player],
"targetPlayer": cmd.player,
"status": cmd.to
});
},
"tribute": function(player, cmd, data)
{
data.cmpPlayer.TributeResource(cmd.player, cmd.amounts);
},
"control-all": function(player, cmd, data)
{
if (!data.cmpPlayer.GetCheatsEnabled())
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": markForTranslation("(Cheat - control all units)")
});
data.cmpPlayer.SetControlAllUnits(cmd.flag);
},
"reveal-map": function(player, cmd, data)
{
if (!data.cmpPlayer.GetCheatsEnabled())
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": markForTranslation("(Cheat - reveal map)")
});
// Reveal the map for all players, not just the current player,
// primarily to make it obvious to everyone that the player is cheating
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetLosRevealAll(-1, cmd.enable);
},
"walk": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued);
});
},
"walk-to-range": function(player, cmd, data)
{
// Only used by the AI
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.WalkToPointRange(cmd.x, cmd.z, cmd.min, cmd.max, cmd.queued);
}
},
"attack-walk": function(player, cmd, data)
{
let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.WalkAndFight(cmd.x, cmd.z, cmd.targetClasses, allowCapture, cmd.queued);
});
},
"attack": function(player, cmd, data)
{
let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
if (g_DebugCommands && !allowCapture &&
!(IsOwnedByEnemyOfPlayer(player, cmd.target) || IsOwnedByNeutralOfPlayer(player, cmd.target)))
warn("Invalid command: attack target is not owned by enemy of player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Attack(cmd.target, allowCapture, cmd.queued);
});
},
"patrol": function(player, cmd, data)
{
let allowCapture = cmd.allowCapture || cmd.allowCapture == null;
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI =>
cmpUnitAI.Patrol(cmd.x, cmd.z, cmd.targetClasses, allowCapture, cmd.queued)
);
},
"heal": function(player, cmd, data)
{
if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByAllyOfPlayer(player, cmd.target)))
warn("Invalid command: heal target is not owned by player "+player+" or their ally: "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Heal(cmd.target, cmd.queued);
});
},
"repair": function(player, cmd, data)
{
// This covers both repairing damaged buildings, and constructing unfinished foundations
if (g_DebugCommands && !IsOwnedByAllyOfPlayer(player, cmd.target))
warn("Invalid command: repair target is not owned by ally of player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued);
});
},
"gather": function(player, cmd, data)
{
if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByGaia(cmd.target)))
warn("Invalid command: resource is not owned by gaia or player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Gather(cmd.target, cmd.queued);
});
},
"gather-near-position": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.GatherNearPosition(cmd.x, cmd.z, cmd.resourceType, cmd.resourceTemplate, cmd.queued);
});
},
"returnresource": function(player, cmd, data)
{
if (g_DebugCommands && !IsOwnedByPlayer(player, cmd.target))
warn("Invalid command: dropsite is not owned by player "+player+": "+uneval(cmd));
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.ReturnResource(cmd.target, cmd.queued);
});
},
"back-to-work": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if(!cmpUnitAI || !cmpUnitAI.BackToWork())
notifyBackToWorkFailure(player);
}
},
"remove-guard": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.RemoveGuard();
}
},
"train": function(player, cmd, data)
{
if (!Number.isInteger(cmd.count) || cmd.count <= 0)
{
warn("Invalid command: can't train " + uneval(cmd.count) + " units");
return;
}
// Check entity limits
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template);
var unitCategory = null;
if (template.TrainingRestrictions)
unitCategory = template.TrainingRestrictions.Category;
// Verify that the building(s) can be controlled by the player
if (data.entities.length <= 0)
{
if (g_DebugCommands)
warn("Invalid command: training building(s) cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
for (let ent of data.entities)
{
if (unitCategory)
{
var cmpPlayerEntityLimits = QueryOwnerInterface(ent, IID_EntityLimits);
if (!cmpPlayerEntityLimits.AllowedToTrain(unitCategory, cmd.count))
{
if (g_DebugCommands)
warn(unitCategory + " train limit is reached: " + uneval(cmd));
continue;
}
}
var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager);
if (!cmpTechnologyManager.CanProduce(cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: training requires unresearched technology: " + uneval(cmd));
continue;
}
var queue = Engine.QueryInterface(ent, IID_ProductionQueue);
// Check if the building can train the unit
// TODO: the AI API does not take promotion technologies into account for the list
// of trainable units (taken directly from the unit template). Here is a temporary fix.
if (queue && data.cmpPlayer.IsAI())
{
var list = queue.GetEntitiesList();
if (list.indexOf(cmd.template) === -1 && cmd.promoted)
{
for (var promoted of cmd.promoted)
{
if (list.indexOf(promoted) === -1)
continue;
cmd.template = promoted;
break;
}
}
}
if (queue && queue.GetEntitiesList().indexOf(cmd.template) != -1)
if ("metadata" in cmd)
queue.AddBatch(cmd.template, "unit", +cmd.count, cmd.metadata);
else
queue.AddBatch(cmd.template, "unit", +cmd.count);
}
},
"research": function(player, cmd, data)
{
if (!CanControlUnit(cmd.entity, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: research building cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
var cmpTechnologyManager = QueryOwnerInterface(cmd.entity, IID_TechnologyManager);
if (!cmpTechnologyManager.CanResearch(cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: Requirements to research technology are not met: " + uneval(cmd));
return;
}
var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue);
if (queue)
queue.AddBatch(cmd.template, "technology");
},
"stop-production": function(player, cmd, data)
{
if (!CanControlUnit(cmd.entity, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: production building cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue);
if (queue)
queue.RemoveBatch(cmd.id);
},
"construct": function(player, cmd, data)
{
TryConstructBuilding(player, data.cmpPlayer, data.controlAllUnits, cmd);
},
"construct-wall": function(player, cmd, data)
{
TryConstructWall(player, data.cmpPlayer, data.controlAllUnits, cmd);
},
"delete-entities": function(player, cmd, data)
{
for (let ent of data.entities)
{
if (!data.controlAllUnits)
{
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (cmpIdentity && cmpIdentity.IsUndeletable())
continue;
let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable);
if (cmpCapturable &&
cmpCapturable.GetCapturePoints()[player] < cmpCapturable.GetMaxCapturePoints() / 2)
continue;
let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply);
if (cmpResourceSupply && cmpResourceSupply.GetKillBeforeGather())
continue;
}
let cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
if (cmpMirage)
{
let cmpMiragedHealth = Engine.QueryInterface(cmpMirage.parent, IID_Health);
if (cmpMiragedHealth)
cmpMiragedHealth.Kill();
else
Engine.DestroyEntity(cmpMirage.parent);
Engine.DestroyEntity(ent);
continue;
}
let cmpHealth = Engine.QueryInterface(ent, IID_Health);
if (cmpHealth)
cmpHealth.Kill();
else
Engine.DestroyEntity(ent);
}
},
"set-rallypoint": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
{
if (!cmd.queued)
cmpRallyPoint.Unset();
cmpRallyPoint.AddPosition(cmd.x, cmd.z);
cmpRallyPoint.AddData(clone(cmd.data));
}
}
},
"unset-rallypoint": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
cmpRallyPoint.Reset();
}
},
"resign": function(player, cmd, data)
{
data.cmpPlayer.SetState("defeated", markForTranslation("%(player)s has resigned."));
},
"garrison": function(player, cmd, data)
{
// Verify that the building can be controlled by the player or is mutualAlly
if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: garrison target cannot be controlled by player "+player+" (or ally): "+uneval(cmd));
return;
}
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Garrison(cmd.target, cmd.queued);
});
},
"guard": function(player, cmd, data)
{
// Verify that the target can be controlled by the player or is mutualAlly
if (!CanControlUnitOrIsAlly(cmd.target, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: guard/escort target cannot be controlled by player "+player+": "+uneval(cmd));
return;
}
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Guard(cmd.target, cmd.queued);
});
},
"stop": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.Stop(cmd.queued);
});
},
"unload": function(player, cmd, data)
{
// Verify that the building can be controlled by the player or is mutualAlly
if (!CanControlUnitOrIsAlly(cmd.garrisonHolder, player, data.controlAllUnits))
{
if (g_DebugCommands)
warn("Invalid command: unload target cannot be controlled by player "+player+" (or ally): "+uneval(cmd));
return;
}
var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder);
var notUngarrisoned = 0;
// The owner can ungarrison every garrisoned unit
if (IsOwnedByPlayer(player, cmd.garrisonHolder))
data.entities = cmd.entities;
for (let ent of data.entities)
if (!cmpGarrisonHolder || !cmpGarrisonHolder.Unload(ent))
++notUngarrisoned;
if (notUngarrisoned != 0)
notifyUnloadFailure(player, cmd.garrisonHolder);
},
"unload-template": function(player, cmd, data)
{
var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits);
for (let garrisonHolder of entities)
{
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
// Only the owner of the garrisonHolder may unload entities from any owners
if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits
&& player != +cmd.owner)
continue;
if (!cmpGarrisonHolder.UnloadTemplate(cmd.template, cmd.owner, cmd.all))
notifyUnloadFailure(player, garrisonHolder);
}
}
},
"unload-all-by-owner": function(player, cmd, data)
{
var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits);
for (let garrisonHolder of entities)
{
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAllByOwner(player))
notifyUnloadFailure(player, garrisonHolder);
}
},
"unload-all": function(player, cmd, data)
{
var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits);
for (let garrisonHolder of entities)
{
var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAll())
notifyUnloadFailure(player, garrisonHolder);
}
},
"increase-alert-level": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
if (!cmpAlertRaiser || !cmpAlertRaiser.IncreaseAlertLevel())
notifyAlertFailure(player);
}
},
"alert-end": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
if (cmpAlertRaiser)
cmpAlertRaiser.EndOfAlert();
}
},
"formation": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player, cmd.name).forEach(cmpUnitAI => {
cmpUnitAI.MoveIntoFormation(cmd);
});
},
"promote": function(player, cmd, data)
{
if (!data.cmpPlayer.GetCheatsEnabled())
return;
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": markForTranslation("(Cheat - promoted units)"),
"translateMessage": true
});
for (let ent of cmd.entities)
{
var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
if (cmpPromotion)
cmpPromotion.IncreaseXp(cmpPromotion.GetRequiredXp() - cmpPromotion.GetCurrentXp());
}
},
"stance": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI && !cmpUnitAI.IsTurret())
cmpUnitAI.SwitchToStance(cmd.name);
}
},
"lock-gate": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpGate = Engine.QueryInterface(ent, IID_Gate);
if (!cmpGate)
continue;
if (cmd.lock)
cmpGate.LockGate();
else
cmpGate.UnlockGate();
}
},
"setup-trade-route": function(player, cmd, data)
{
GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {
cmpUnitAI.SetupTradeRoute(cmd.target, cmd.source, cmd.route, cmd.queued);
});
},
"set-trading-goods": function(player, cmd, data)
{
data.cmpPlayer.SetTradingGoods(cmd.tradingGoods);
},
"barter": function(player, cmd, data)
{
var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter);
cmpBarter.ExchangeResources(player, cmd.sell, cmd.buy, cmd.amount);
},
"set-shading-color": function(player, cmd, data)
{
// Prevent multiplayer abuse
if (!data.cmpPlayer.IsAI())
return;
// Debug command to make an entity brightly colored
for (let ent of cmd.entities)
{
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual)
cmpVisual.SetShadingColor(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0); // alpha isn't used so just send 0
}
},
"pack": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI)
continue;
if (cmd.pack)
cmpUnitAI.Pack(cmd.queued);
else
cmpUnitAI.Unpack(cmd.queued);
}
},
"cancel-pack": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI)
continue;
if (cmd.pack)
cmpUnitAI.CancelPack(cmd.queued);
else
cmpUnitAI.CancelUnpack(cmd.queued);
}
},
"upgrade": function(player, cmd, data)
{
for (let ent of data.entities)
{
var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
if (!cmpUpgrade || !cmpUpgrade.CanUpgradeTo(cmd.template))
continue;
if (cmpUpgrade.WillCheckPlacementRestrictions(cmd.template) && ObstructionsBlockingTemplateChange(ent, cmd.template))
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [player],
"message": markForTranslation("Cannot upgrade as distance requirements are not verified or terrain is obstructed.")
});
continue;
}
if (!CanGarrisonedChangeTemplate(ent, cmd.template))
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [player],
"message": markForTranslation("Cannot upgrade a garrisoned entity.")
});
continue;
}
// Check entity limits
var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
if (cmpEntityLimits && !cmpEntityLimits.AllowedToReplace(ent, cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: build limits check failed for player " + player + ": " + uneval(cmd));
continue;
}
var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager);
if (cmpUpgrade.GetRequiredTechnology(cmd.template) && !cmpTechnologyManager.IsTechnologyResearched(cmpUpgrade.GetRequiredTechnology(cmd.template)))
{
if (g_DebugCommands)
warn("Invalid command: upgrading requires unresearched technology: " + uneval(cmd));
continue;
}
cmpUpgrade.Upgrade(cmd.template, data.cmpPlayer);
}
},
"cancel-upgrade": function(player, cmd, data)
{
for (let ent of data.entities)
{
let cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
if (cmpUpgrade)
cmpUpgrade.CancelUpgrade(player);
}
},
"attack-request": function(player, cmd, data)
{
// Send a chat message to human players
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "aichat",
"players": [player],
"message": "/allies " + markForTranslation("Attack against %(_player_)s requested."),
"translateParameters": ["_player_"],
"parameters": { "_player_": cmd.player }
});
// And send an attackRequest event to the AIs
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
if (cmpAIInterface)
cmpAIInterface.PushEvent("AttackRequest", cmd);
},
"spy-request": function(player, cmd, data)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let ent = pickRandom(cmpRangeManager.GetEntitiesByPlayer(cmd.player).filter(ent => {
let cmpVisionSharing = Engine.QueryInterface(ent, IID_VisionSharing);
return cmpVisionSharing && cmpVisionSharing.IsBribable() && !cmpVisionSharing.ShareVisionWith(player);
}));
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "spy-response",
"players": [player],
"target": cmd.player,
"entity": ent
});
if (ent)
Engine.QueryInterface(ent, IID_VisionSharing).AddSpy(cmd.source);
else
{
let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate("special/spy");
IncurBribeCost(template, player, cmd.player, true);
// update statistics for failed bribes
let cmpBribesStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker);
if (cmpBribesStatisticsTracker)
cmpBribesStatisticsTracker.IncreaseFailedBribesCounter();
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("There are no bribable units"),
"translateMessage": true
});
}
},
"diplomacy-request": function(player, cmd, data)
{
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
if (cmpAIInterface)
cmpAIInterface.PushEvent("DiplomacyRequest", cmd);
},
"tribute-request": function(player, cmd, data)
{
let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
if (cmpAIInterface)
cmpAIInterface.PushEvent("TributeRequest", cmd);
},
"dialog-answer": function(player, cmd, data)
{
// Currently nothing. Triggers can read it anyway, and send this
// message to any component you like.
},
"set-dropsite-sharing": function(player, cmd, data)
{
for (let ent of data.entities)
{
let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
if (cmpResourceDropsite && cmpResourceDropsite.IsSharable())
cmpResourceDropsite.SetSharing(cmd.shared);
}
},
};
/**
* Sends a GUI notification about unit(s) that failed to ungarrison.
*/
function notifyUnloadFailure(player, garrisonHolder)
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("Unable to ungarrison unit(s)"),
"translateMessage": true
});
}
/**
* Sends a GUI notification about worker(s) that failed to go back to work.
*/
function notifyBackToWorkFailure(player)
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("Some unit(s) can't go back to work"),
"translateMessage": true
});
}
/**
* Sends a GUI notification about Alerts that failed to be raised
*/
function notifyAlertFailure(player)
{
var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"type": "text",
"players": [player],
"message": "You can't raise the alert to a higher level!",
"translateMessage": true
});
}
/**
* Get some information about the formations used by entities.
* The entities must have a UnitAI component.
*/
function ExtractFormations(ents)
{
var entities = []; // subset of ents that have UnitAI
var members = {}; // { formationentity: [ent, ent, ...], ... }
for (let ent of ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
var fid = cmpUnitAI.GetFormationController();
if (fid != INVALID_ENTITY)
{
if (!members[fid])
members[fid] = [];
members[fid].push(ent);
}
entities.push(ent);
}
var ids = [ id for (id in members) ];
return { "entities": entities, "members": members, "ids": ids };
}
/**
* Tries to find the best angle to put a dock at a given position
* Taken from GuiInterface.js
*/
function GetDockAngle(template, x, z)
{
var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
if (!cmpTerrain || !cmpWaterManager)
return undefined;
// Get footprint size
var halfSize = 0;
if (template.Footprint.Square)
halfSize = Math.max(template.Footprint.Square["@depth"], template.Footprint.Square["@width"])/2;
else if (template.Footprint.Circle)
halfSize = template.Footprint.Circle["@radius"];
/* Find direction of most open water, algorithm:
* 1. Pick points in a circle around dock
* 2. If point is in water, add to array
* 3. Scan array looking for consecutive points
* 4. Find longest sequence of consecutive points
* 5. If sequence equals all points, no direction can be determined,
* expand search outward and try (1) again
* 6. Calculate angle using average of sequence
*/
const numPoints = 16;
for (var dist = 0; dist < 4; ++dist)
{
var waterPoints = [];
for (var i = 0; i < numPoints; ++i)
{
var angle = (i/numPoints)*2*Math.PI;
var d = halfSize*(dist+1);
var nx = x - d*Math.sin(angle);
var nz = z + d*Math.cos(angle);
if (cmpTerrain.GetGroundLevel(nx, nz) < cmpWaterManager.GetWaterLevel(nx, nz))
waterPoints.push(i);
}
var consec = [];
var length = waterPoints.length;
if (!length)
continue;
for (var i = 0; i < length; ++i)
{
var count = 0;
for (let j = 0; j < length - 1; ++j)
{
if ((waterPoints[(i + j) % length] + 1) % numPoints == waterPoints[(i + j + 1) % length])
++count;
else
break;
}
consec[i] = count;
}
var start = 0;
var count = 0;
for (var c in consec)
{
if (consec[c] > count)
{
start = c;
count = consec[c];
}
}
// If we've found a shoreline, stop searching
if (count != numPoints-1)
return -((waterPoints[start] + consec[start]/2) % numPoints) / numPoints * 2 * Math.PI;
}
return undefined;
}
/**
* Attempts to construct a building using the specified parameters.
* Returns true on success, false on failure.
*/
function TryConstructBuilding(player, cmpPlayer, controlAllUnits, cmd)
{
// Message structure:
// {
// "type": "construct",
// "entities": [...], // entities that will be ordered to construct the building (if applicable)
// "template": "...", // template name of the entity being constructed
// "x": ...,
// "z": ...,
// "angle": ...,
// "metadata": "...", // AI metadata of the building
// "actorSeed": ...,
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
// "queued": true, // whether to add the construction/repairing of this foundation to entities' queue (if applicable)
// "obstructionControlGroup": ..., // Optional; the obstruction control group ID that should be set for this building prior to obstruction
// // testing to determine placement validity. If specified, must be a valid control group ID (> 0).
// "obstructionControlGroup2": ..., // Optional; secondary obstruction control group ID that should be set for this building prior to obstruction
// // testing to determine placement validity. May be INVALID_ENTITY.
// }
/*
* Construction process:
* . Take resources away immediately.
* . Create a foundation entity with 1hp, 0% build progress.
* . Increase hp and build progress up to 100% when people work on it.
* . If it's destroyed, an appropriate fraction of the resource cost is refunded.
* . If it's completed, it gets replaced with the real building.
*/
// Check whether we can control these units
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
if (!entities.length)
return false;
var foundationTemplate = "foundation|" + cmd.template;
// Tentatively create the foundation (we might find later that it's a invalid build command)
var ent = Engine.AddEntity(foundationTemplate);
if (ent == INVALID_ENTITY)
{
// Error (e.g. invalid template names)
error("Error creating foundation entity for '" + cmd.template + "'");
return false;
}
// If it's a dock, get the right angle.
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template);
var angle = cmd.angle;
if (template.BuildRestrictions.PlacementType === "shore")
{
let angleDock = GetDockAngle(template, cmd.x, cmd.z);
if (angleDock !== undefined)
angle = angleDock;
}
// Move the foundation to the right place
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
cmpPosition.JumpTo(cmd.x, cmd.z);
cmpPosition.SetYRotation(angle);
// Set the obstruction control group if needed
if (cmd.obstructionControlGroup || cmd.obstructionControlGroup2)
{
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
// primary control group must always be valid
if (cmd.obstructionControlGroup)
{
if (cmd.obstructionControlGroup <= 0)
warn("[TryConstructBuilding] Invalid primary obstruction control group " + cmd.obstructionControlGroup + " received; must be > 0");
cmpObstruction.SetControlGroup(cmd.obstructionControlGroup);
}
if (cmd.obstructionControlGroup2)
cmpObstruction.SetControlGroup2(cmd.obstructionControlGroup2);
}
// Make it owned by the current player
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)
{
var ret = cmpBuildRestrictions.CheckPlacement();
if (!ret.success)
{
if (g_DebugCommands)
warn("Invalid command: build restrictions check failed with '"+ret.message+"' for player "+player+": "+uneval(cmd));
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
ret.players = [player];
cmpGuiInterface.PushNotification(ret);
// Remove the foundation because the construction was aborted
// move it out of world because it's not destroyed immediately.
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
return false;
}
}
else
error("cmpBuildRestrictions not defined");
// Check entity limits
var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
if (cmpEntityLimits && !cmpEntityLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory()))
{
if (g_DebugCommands)
warn("Invalid command: build limits check failed for player "+player+": "+uneval(cmd));
// Remove the foundation because the construction was aborted
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
return false;
}
var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
if (cmpTechnologyManager && !cmpTechnologyManager.CanProduce(cmd.template))
{
if (g_DebugCommands)
warn("Invalid command: required technology check failed for player "+player+": "+uneval(cmd));
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({
"type": "text",
"players": [player],
"message": markForTranslation("The building's technology requirements are not met."),
"translateMessage": true
});
// Remove the foundation because the construction was aborted
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(ent);
}
// We need the cost after tech and aura modifications
// To calculate this with an entity requires ownership, so use the template instead
let cmpCost = Engine.QueryInterface(ent, IID_Cost);
let costs = cmpCost.GetResourceCosts(player);
if (!cmpPlayer.TrySubtractResources(costs))
{
if (g_DebugCommands)
warn("Invalid command: building cost check failed for player "+player+": "+uneval(cmd));
Engine.DestroyEntity(ent);
cmpPosition.MoveOutOfWorld();
return false;
}
var cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual && cmd.actorSeed !== undefined)
cmpVisual.SetActorSeed(cmd.actorSeed);
// Initialise the foundation
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
cmpFoundation.InitialiseConstruction(player, cmd.template);
// send Metadata info if any
if (cmd.metadata)
Engine.PostMessage(ent, MT_AIMetadata, { "id": ent, "metadata" : cmd.metadata, "owner" : player } );
// Tell the units to start building this new entity
if (cmd.autorepair)
{
ProcessCommand(player, {
"type": "repair",
"entities": entities,
"target": ent,
"autocontinue": cmd.autocontinue,
"queued": cmd.queued
});
}
return ent;
}
function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd)
{
// 'cmd' message structure:
// {
// "type": "construct-wall",
// "entities": [...], // entities that will be ordered to construct the wall (if applicable)
// "pieces": [ // ordered list of information about the pieces making up the wall (towers, wall segments, ...)
// {
// "template": "...", // one of the templates from the wallset
// "x": ...,
// "z": ...,
// "angle": ...,
// },
// ...
// ],
// "wallSet": {
// "templates": {
// "tower": // tower template name
// "long": // long wall segment template name
// ... // etc.
// },
// "maxTowerOverlap": ...,
// "minTowerOverlap": ...,
// },
// "startSnappedEntity": // optional; entity ID of tower being snapped to at the starting side of the wall
// "endSnappedEntity": // optional; entity ID of tower being snapped to at the ending side of the wall
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
// "queued": true, // whether to add the construction/repairing of this wall's pieces to entities' queue (if applicable)
// }
if (cmd.pieces.length <= 0)
return;
if (cmd.startSnappedEntity && cmd.pieces[0].template == cmd.wallSet.templates.tower)
{
error("[TryConstructWall] Starting wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the starting side");
return;
}
if (cmd.endSnappedEntity && cmd.pieces[cmd.pieces.length - 1].template == cmd.wallSet.templates.tower)
{
error("[TryConstructWall] Ending wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the ending side");
return;
}
// Assign obstruction control groups to allow the wall pieces to mutually overlap during foundation placement
// and during construction. The scheme here is that whatever wall pieces are inbetween two towers inherit the control
// groups of both of the towers they are connected to (either newly constructed ones as part of the wall, or existing
// towers in the case of snapping). The towers themselves all keep their default unique control groups.
// To support this, every non-tower piece registers the entity ID of the towers (or foundations thereof) that neighbour
// it on either side. Specifically, each non-tower wall piece has its primary control group set equal to that of the
// first tower encountered towards the starting side of the wall, and its secondary control group set equal to that of
// the first tower encountered towards the ending side of the wall (if any).
// We can't build the whole wall at once by linearly stepping through the wall pieces and build them, because the
// wall segments may/will need the entity IDs of towers that come afterwards. So, build it in two passes:
//
// FIRST PASS:
// - Go from start to end and construct wall piece foundations as far as we can without running into a piece that
// cannot be built (e.g. because it is obstructed). At each non-tower, set the most recently built tower's ID
// as the primary control group, thus allowing it to be built overlapping the previous piece.
// - If we encounter a new tower along the way (which will gain its own control group), do the following:
// o First build it using temporarily the same control group of the previous (non-tower) piece
// o Set the previous piece's secondary control group to the tower's entity ID
// o Restore the primary control group of the constructed tower back its original (unique) value.
// The temporary control group is necessary to allow the newer tower with its unique control group ID to be able
// to be placed while overlapping the previous piece.
//
// SECOND PASS:
// - Go end to start from the last successfully placed wall piece (which might be a tower we backtracked to), this
// time registering the right neighbouring tower in each non-tower piece.
// first pass; L -> R
var lastTowerIndex = -1; // index of the last tower we've encountered in cmd.pieces
var lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces
// If we're snapping to an existing entity at the starting end, set lastTowerControlGroup to its control group ID so that
// the first wall piece can be built while overlapping it.
if (cmd.startSnappedEntity)
{
var cmpSnappedStartObstruction = Engine.QueryInterface(cmd.startSnappedEntity, IID_Obstruction);
if (!cmpSnappedStartObstruction)
{
error("[TryConstructWall] Snapped entity on starting side does not have an obstruction component");
return;
}
lastTowerControlGroup = cmpSnappedStartObstruction.GetControlGroup();
//warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup);
}
var i = 0;
var queued = cmd.queued;
var pieces = clone(cmd.pieces);
for (; i < pieces.length; ++i)
{
var piece = pieces[i];
// All wall pieces after the first must be queued.
if (i > 0 && !queued)
queued = true;
// 'lastTowerControlGroup' must always be defined and valid here, except if we're at the first piece and we didn't do
// start position snapping (implying that the first entity we build must be a tower)
if (lastTowerControlGroup === null || lastTowerControlGroup == INVALID_ENTITY)
{
if (!(i == 0 && piece.template == cmd.wallSet.templates.tower && !cmd.startSnappedEntity))
{
error("[TryConstructWall] Expected last tower control group to be available, none found (1st pass, iteration " + i + ")");
break;
}
}
var constructPieceCmd = {
"type": "construct",
"entities": cmd.entities,
"template": piece.template,
"x": piece.x,
"z": piece.z,
"angle": piece.angle,
"autorepair": cmd.autorepair,
"autocontinue": cmd.autocontinue,
"queued": queued,
// Regardless of whether we're building a tower or an intermediate wall piece, it is always (first) constructed
// using the control group of the last tower (see comments above).
"obstructionControlGroup": lastTowerControlGroup,
};
// If we're building the last piece and we're attaching to a snapped entity, we need to add in the snapped entity's
// control group directly at construction time (instead of setting it in the second pass) to allow it to be built
// while overlapping the snapped entity.
if (i == pieces.length - 1 && cmd.endSnappedEntity)
{
var cmpEndSnappedObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction);
if (cmpEndSnappedObstruction)
constructPieceCmd.obstructionControlGroup2 = cmpEndSnappedObstruction.GetControlGroup();
}
var pieceEntityId = TryConstructBuilding(player, cmpPlayer, controlAllUnits, constructPieceCmd);
if (pieceEntityId)
{
// wall piece foundation successfully built, save the entity ID in the piece info object so we can reference it later
piece.ent = pieceEntityId;
// if we built a tower, do the control group dance (see outline above) and update lastTowerControlGroup and lastTowerIndex
if (piece.template == cmd.wallSet.templates.tower)
{
var cmpTowerObstruction = Engine.QueryInterface(pieceEntityId, IID_Obstruction);
var newTowerControlGroup = pieceEntityId;
if (i > 0)
{
//warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup);
var cmpPreviousObstruction = Engine.QueryInterface(pieces[i-1].ent, IID_Obstruction);
// TODO: ensure that cmpPreviousObstruction exists
// TODO: ensure that the previous obstruction does not yet have a secondary control group set
cmpPreviousObstruction.SetControlGroup2(newTowerControlGroup);
}
// TODO: ensure that cmpTowerObstruction exists
cmpTowerObstruction.SetControlGroup(newTowerControlGroup); // give the tower its own unique control group
lastTowerIndex = i;
lastTowerControlGroup = newTowerControlGroup;
}
}
else // failed to build wall piece, abort
break;
}
var lastBuiltPieceIndex = i - 1;
var wallComplete = (lastBuiltPieceIndex == pieces.length - 1);
// At this point, 'i' is the index of the last wall piece that was successfully constructed (which may or may not be a tower).
// Now do the second pass going right-to-left, registering the control groups of the towers to the right of each piece (if any)
// as their secondary control groups.
lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces
// only start off with the ending side's snapped tower's control group if we were able to build the entire wall
if (cmd.endSnappedEntity && wallComplete)
{
var cmpSnappedEndObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction);
if (!cmpSnappedEndObstruction)
{
error("[TryConstructWall] Snapped entity on ending side does not have an obstruction component");
return;
}
lastTowerControlGroup = cmpSnappedEndObstruction.GetControlGroup();
}
for (var j = lastBuiltPieceIndex; j >= 0; --j)
{
var piece = pieces[j];
if (!piece.ent)
{
error("[TryConstructWall] No entity ID set for constructed entity of template '" + piece.template + "'");
continue;
}
var cmpPieceObstruction = Engine.QueryInterface(piece.ent, IID_Obstruction);
if (!cmpPieceObstruction)
{
error("[TryConstructWall] Wall piece of template '" + piece.template + "' has no Obstruction component");
continue;
}
if (piece.template == cmd.wallSet.templates.tower)
{
// encountered a tower entity, update the last tower control group
lastTowerControlGroup = cmpPieceObstruction.GetControlGroup();
}
else
{
// Encountered a non-tower entity, update its secondary control group to 'lastTowerControlGroup'.
// Note that the wall piece may already have its secondary control group set to the tower's entity ID from a control group
// dance during the first pass, in which case we should validate it against 'lastTowerControlGroup'.
var existingSecondaryControlGroup = cmpPieceObstruction.GetControlGroup2();
if (existingSecondaryControlGroup == INVALID_ENTITY)
{
if (lastTowerControlGroup != null && lastTowerControlGroup != INVALID_ENTITY)
{
cmpPieceObstruction.SetControlGroup2(lastTowerControlGroup);
}
}
else if (existingSecondaryControlGroup != lastTowerControlGroup)
{
error("[TryConstructWall] Existing secondary control group of non-tower entity does not match expected value (2nd pass, iteration " + j + ")");
break;
}
}
}
}
/**
* Remove the given list of entities from their current formations.
*/
function RemoveFromFormation(ents)
{
var formation = ExtractFormations(ents);
for (var fid in formation.members)
{
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers(formation.members[fid]);
}
}
/**
* Returns a list of UnitAI components, each belonging either to a
* selected unit or to a formation entity for groups of the selected units.
*/
function GetFormationUnitAIs(ents, player, formationTemplate)
{
// If an individual was selected, remove it from any formation
// and command it individually
if (ents.length == 1)
{
// Skip unit if it has no UnitAI
var cmpUnitAI = Engine.QueryInterface(ents[0], IID_UnitAI);
if (!cmpUnitAI)
return [];
RemoveFromFormation(ents);
- cmpUnitAI.SetLastFormationTemplate("special/formations/null");
return [ cmpUnitAI ];
}
// Separate out the units that don't support the chosen formation
var formedEnts = [];
var nonformedUnitAIs = [];
for (let ent of ents)
{
// Skip units with no UnitAI or no position
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpUnitAI || !cmpPosition || !cmpPosition.IsInWorld())
continue;
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
// TODO: We only check if the formation is usable by some units
// if we move them to it. We should check if we can use formations
// for the other cases.
- var nullFormation = (formationTemplate || cmpUnitAI.GetLastFormationTemplate()) == "special/formations/null";
+ var nullFormation = (formationTemplate || cmpUnitAI.GetFormationTemplate()) == "special/formations/null";
if (!nullFormation && cmpIdentity && cmpIdentity.CanUseFormation(formationTemplate || "special/formations/null"))
formedEnts.push(ent);
else
{
if (nullFormation)
- {
RemoveFromFormation([ent]);
- cmpUnitAI.SetLastFormationTemplate("special/formations/null");
- }
+
nonformedUnitAIs.push(cmpUnitAI);
}
}
if (formedEnts.length == 0)
{
// No units support the foundation - return all the others
return nonformedUnitAIs;
}
// Find what formations the formationable selected entities are currently in
var formation = ExtractFormations(formedEnts);
var formationUnitAIs = [];
if (formation.ids.length == 1)
{
// Selected units either belong to this formation or have no formation
// Check that all its members are selected
var fid = formation.ids[0];
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation && cmpFormation.GetMemberCount() == formation.members[fid].length
&& cmpFormation.GetMemberCount() == formation.entities.length)
{
cmpFormation.DeleteTwinFormations();
// The whole formation was selected, so reuse its controller for this command
formationUnitAIs = [Engine.QueryInterface(+fid, IID_UnitAI)];
if (formationTemplate && CanMoveEntsIntoFormation(formation.entities, formationTemplate))
cmpFormation.LoadFormation(formationTemplate);
}
}
if (!formationUnitAIs.length)
{
// We need to give the selected units a new formation controller
- // Remove selected units from their current formation
- for (var fid in formation.members)
- {
- var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
- if (cmpFormation)
- cmpFormation.RemoveMembers(formation.members[fid]);
- }
-
// TODO replace the fixed 60 with something sensible, based on vision range f.e.
var formationSeparation = 60;
var clusters = ClusterEntities(formation.entities, formationSeparation);
var formationEnts = [];
for (let cluster of clusters)
{
if (!formationTemplate || !CanMoveEntsIntoFormation(cluster, formationTemplate))
{
- // get the most recently used formation, or default to line closed
+ // Use the last formation template if everyone was using it
var lastFormationTemplate = undefined;
for (let ent of cluster)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
{
- var template = cmpUnitAI.GetLastFormationTemplate();
+ var template = cmpUnitAI.GetFormationTemplate();
if (lastFormationTemplate === undefined)
{
lastFormationTemplate = template;
}
else if (lastFormationTemplate != template)
{
lastFormationTemplate = undefined;
break;
}
}
}
if (lastFormationTemplate && CanMoveEntsIntoFormation(cluster, lastFormationTemplate))
formationTemplate = lastFormationTemplate;
else
formationTemplate = "special/formations/null";
}
+ RemoveFromFormation(cluster);
+
// Create the new controller
var formationEnt = Engine.AddEntity(formationTemplate);
var cmpFormation = Engine.QueryInterface(formationEnt, IID_Formation);
formationUnitAIs.push(Engine.QueryInterface(formationEnt, IID_UnitAI));
cmpFormation.SetFormationSeparation(formationSeparation);
cmpFormation.SetMembers(cluster);
for (let ent of formationEnts)
cmpFormation.RegisterTwinFormation(ent);
formationEnts.push(formationEnt);
var cmpOwnership = Engine.QueryInterface(formationEnt, IID_Ownership);
cmpOwnership.SetOwner(player);
}
}
return nonformedUnitAIs.concat(formationUnitAIs);
}
/**
* Group a list of entities in clusters via single-links
*/
function ClusterEntities(ents, separationDistance)
{
var clusters = [];
if (!ents.length)
return clusters;
var distSq = separationDistance * separationDistance;
var positions = [];
// triangular matrix with the (squared) distances between the different clusters
// the other half is not initialised
var matrix = [];
for (let i = 0; i < ents.length; ++i)
{
matrix[i] = [];
clusters.push([ents[i]]);
var cmpPosition = Engine.QueryInterface(ents[i], IID_Position);
positions.push(cmpPosition.GetPosition2D());
for (let j = 0; j < i; ++j)
matrix[i][j] = positions[i].distanceToSquared(positions[j]);
}
while (clusters.length > 1)
{
// search two clusters that are closer than the required distance
var closeClusters = undefined;
for (var i = matrix.length - 1; i >= 0 && !closeClusters; --i)
for (var j = i - 1; j >= 0 && !closeClusters; --j)
if (matrix[i][j] < distSq)
closeClusters = [i,j];
// if no more close clusters found, just return all found clusters so far
if (!closeClusters)
return clusters;
// make a new cluster with the entities from the two found clusters
var newCluster = clusters[closeClusters[0]].concat(clusters[closeClusters[1]]);
// calculate the minimum distance between the new cluster and all other remaining
// clusters by taking the minimum of the two distances.
var distances = [];
for (let i = 0; i < clusters.length; ++i)
{
if (i == closeClusters[1] || i == closeClusters[0])
continue;
var dist1 = matrix[closeClusters[1]][i] || matrix[i][closeClusters[1]];
var dist2 = matrix[closeClusters[0]][i] || matrix[i][closeClusters[0]];
distances.push(Math.min(dist1, dist2));
}
// remove the rows and columns in the matrix for the merged clusters,
// and the clusters themselves from the cluster list
clusters.splice(closeClusters[0],1);
clusters.splice(closeClusters[1],1);
matrix.splice(closeClusters[0],1);
matrix.splice(closeClusters[1],1);
for (let i = 0; i < matrix.length; ++i)
{
if (matrix[i].length > closeClusters[0])
matrix[i].splice(closeClusters[0],1);
if (matrix[i].length > closeClusters[1])
matrix[i].splice(closeClusters[1],1);
}
// add a new row of distances to the matrix and the new cluster
clusters.push(newCluster);
matrix.push(distances);
}
return clusters;
}
function GetFormationRequirements(formationTemplate)
{
var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(formationTemplate);
if (!template.Formation)
return false;
return { "minCount": +template.Formation.RequiredMemberCount };
}
function CanMoveEntsIntoFormation(ents, formationTemplate)
{
// TODO: should check the player's civ is allowed to use this formation
// See simulation/components/Player.js GetFormations() for a list of all allowed formations
var requirements = GetFormationRequirements(formationTemplate);
if (!requirements)
return false;
var count = 0;
for (let ent of ents)
{
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (!cmpIdentity || !cmpIdentity.CanUseFormation(formationTemplate))
continue;
++count;
}
return count >= requirements.minCount;
}
/**
* Check if player can control this entity
* returns: true if the entity is valid and owned by the player
* or control all units is activated, else false
*/
function CanControlUnit(entity, player, controlAll)
{
return IsOwnedByPlayer(player, entity) || controlAll;
}
/**
* Check if player can control this entity
* returns: true if the entity is valid and owned by the player
* or the entity is owned by an mutualAlly
* or control all units is activated, else false
*/
function CanControlUnitOrIsAlly(entity, player, controlAll)
{
return IsOwnedByPlayer(player, entity) || IsOwnedByMutualAllyOfPlayer(player, entity) || controlAll;
}
/**
* Filter entities which the player can control
*/
function FilterEntityList(entities, player, controlAll)
{
return entities.filter(ent => CanControlUnit(ent, player, controlAll));
}
/**
* Filter entities which the player can control or are mutualAlly
*/
function FilterEntityListWithAllies(entities, player, controlAll)
{
return entities.filter(ent => CanControlUnitOrIsAlly(ent, player, controlAll));
}
/**
* Incur the player with the cost of a bribe, optionally multiply the cost with
* the additionalMultiplier
*/
function IncurBribeCost(template, player, playerBribed, failedBribe)
{
let cmpPlayerBribed = QueryPlayerIDInterface(playerBribed);
if (!cmpPlayerBribed)
return false;
let costs = {};
// Additional cost for this owner
let multiplier = cmpPlayerBribed.GetSpyCostMultiplier();
if (failedBribe)
multiplier *= template.VisionSharing.FailureCostRatio;
for (let res in template.Cost.Resources)
costs[res] = Math.floor(multiplier * ApplyValueModificationsToTemplate("Cost/Resources/" + res, +template.Cost.Resources[res], player, template));
let cmpPlayer = QueryPlayerIDInterface(player);
return cmpPlayer && cmpPlayer.TrySubtractResources(costs);
}
Engine.RegisterGlobal("GetFormationRequirements", GetFormationRequirements);
Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation);
Engine.RegisterGlobal("GetDockAngle", GetDockAngle);
Engine.RegisterGlobal("ProcessCommand", ProcessCommand);
Engine.RegisterGlobal("g_Commands", g_Commands);
Engine.RegisterGlobal("IncurBribeCost", IncurBribeCost);