Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 22297) +++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 22298) @@ -1,1975 +1,1975 @@ 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.victoryConditions = cmpEndGameManager.GetVictoryConditions(); 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.needsRepair = cmpHealth.IsRepairable() && cmpHealth.IsInjured(); 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(), "selectableStances": cmpUnitAI.GetSelectableStances(), "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 = true; 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.GetWalkSpeed() * cmpUnitMotion.GetRunMultiplier() }; 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; ret[tech].timeRemaining = cmpProductionQueue.GetQueue()[0].timeRemaining; } else { ret[tech].progress = 0; ret[tech].timeRemaining = 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) { return data.ents.some(ent => { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); 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, cmd.showExperience); 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/Health.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Health.js (revision 22297) +++ ps/trunk/binaries/data/mods/public/simulation/components/Health.js (revision 22298) @@ -1,411 +1,418 @@ function Health() {} Health.prototype.Schema = "Deals with hitpoints and death." + "" + "100" + "1.0" + "0" + "corpse" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "0" + "1" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "vanish" + "corpse" + "remain" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""; Health.prototype.Init = function() { // Cache this value so it allows techs to maintain previous health level this.maxHitpoints = +this.template.Max; // Default to , but use if it's undefined or zero // (Allowing 0 initial HP would break our death detection code) this.hitpoints = +(this.template.Initial || this.GetMaxHitpoints()); this.regenRate = ApplyValueModificationsToEntity("Health/RegenRate", +this.template.RegenRate, this.entity); this.idleRegenRate = ApplyValueModificationsToEntity("Health/IdleRegenRate", +this.template.IdleRegenRate, this.entity); this.CheckRegenTimer(); this.UpdateActor(); }; /** * Returns the current hitpoint value. * This is 0 if (and only if) the unit is dead. */ Health.prototype.GetHitpoints = function() { return this.hitpoints; }; Health.prototype.GetMaxHitpoints = function() { return this.maxHitpoints; }; +/** + * @return {boolean} Whether the units are injured. Dead units are not considered injured. + */ +Health.prototype.IsInjured = function() +{ + return this.hitpoints > 0 && this.hitpoints < this.GetMaxHitpoints(); +}; + Health.prototype.SetHitpoints = function(value) { // If we're already dead, don't allow resurrection if (this.hitpoints == 0) return; // Before changing the value, activate Fogging if necessary to hide changes let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging); if (cmpFogging) cmpFogging.Activate(); let old = this.hitpoints; this.hitpoints = Math.max(1, Math.min(this.GetMaxHitpoints(), value)); let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) - cmpRangeManager.SetEntityFlag(this.entity, "injured", this.hitpoints < this.GetMaxHitpoints()); + cmpRangeManager.SetEntityFlag(this.entity, "injured", this.IsInjured()); this.RegisterHealthChanged(old); }; Health.prototype.IsRepairable = function() { return Engine.QueryInterface(this.entity, IID_Repairable) != null; }; Health.prototype.IsUnhealable = function() { return this.template.Unhealable == "true" || - this.GetHitpoints() <= 0 || - this.GetHitpoints() >= this.GetMaxHitpoints(); + this.hitpoints <= 0 || !this.IsInjured(); }; Health.prototype.GetIdleRegenRate = function() { return this.idleRegenRate; }; Health.prototype.GetRegenRate = function() { return this.regenRate; }; Health.prototype.ExecuteRegeneration = function() { let regen = this.GetRegenRate(); if (this.GetIdleRegenRate() != 0) { let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI); if (cmpUnitAI && (cmpUnitAI.IsIdle() || cmpUnitAI.IsGarrisoned() && !cmpUnitAI.IsTurret())) regen += this.GetIdleRegenRate(); } if (regen > 0) this.Increase(regen); else this.Reduce(-regen); }; /* * Check if the regeneration timer needs to be started or stopped */ Health.prototype.CheckRegenTimer = function() { // check if we need a timer if (this.GetRegenRate() == 0 && this.GetIdleRegenRate() == 0 || - this.GetHitpoints() == this.GetMaxHitpoints() && this.GetRegenRate() >= 0 && this.GetIdleRegenRate() >= 0 || - this.GetHitpoints() == 0) + !this.IsInjured() && this.GetRegenRate() >= 0 && this.GetIdleRegenRate() >= 0 || + this.hitpoints == 0) { // we don't need a timer, disable if one exists if (this.regenTimer) { let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(this.regenTimer); this.regenTimer = undefined; } return; } // we need a timer, enable if one doesn't exist if (this.regenTimer) return; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.regenTimer = cmpTimer.SetInterval(this.entity, IID_Health, "ExecuteRegeneration", 1000, 1000, null); }; Health.prototype.Kill = function() { this.Reduce(this.hitpoints); }; /** * @param {number} amount - The amount of hitpoints to substract. Kills the entity if required. * @return {{killed:boolean, change:number}} - Number of health points lost and whether the entity was killed. */ Health.prototype.Reduce = function(amount) { // If we are dead, do not do anything // (The entity will exist a little while after calling DestroyEntity so this // might get called multiple times) // Likewise if the amount is 0. if (!amount || !this.hitpoints) return { "killed": false, "change": 0 }; // Before changing the value, activate Fogging if necessary to hide changes let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging); if (cmpFogging) cmpFogging.Activate(); let oldHitpoints = this.hitpoints; // If we reached 0, then die. if (amount >= this.hitpoints) { this.hitpoints = 0; this.RegisterHealthChanged(oldHitpoints); this.HandleDeath(); return { "killed": true, "change": -oldHitpoints }; } // If we are not marked as injured, do it now - if (this.hitpoints == this.GetMaxHitpoints()) + if (!this.IsInjured()) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) cmpRangeManager.SetEntityFlag(this.entity, "injured", true); } this.hitpoints -= amount; this.RegisterHealthChanged(oldHitpoints); return { "killed": false, "change": this.hitpoints - oldHitpoints }; }; /** * Handle what happens when the entity dies. */ Health.prototype.HandleDeath = function() { let cmpDeathDamage = Engine.QueryInterface(this.entity, IID_DeathDamage); if (cmpDeathDamage) cmpDeathDamage.CauseDeathDamage(); PlaySound("death", this.entity); if (this.template.SpawnEntityOnDeath) this.CreateDeathSpawnedEntity(); switch (this.template.DeathType) { case "corpse": this.CreateCorpse(); break; case "remain": { let resource = this.CreateCorpse(true); if (resource != INVALID_ENTITY) Engine.PostMessage(this.entity, MT_EntityRenamed, { "entity": this.entity, "newentity": resource }); break; } case "vanish": break; default: error("Invalid template.DeathType: " + this.template.DeathType); break; } Engine.DestroyEntity(this.entity); }; Health.prototype.Increase = function(amount) { // Before changing the value, activate Fogging if necessary to hide changes let cmpFogging = Engine.QueryInterface(this.entity, IID_Fogging); if (cmpFogging) cmpFogging.Activate(); - if (this.hitpoints == this.GetMaxHitpoints()) + if (!this.IsInjured()) return { "old": this.hitpoints, "new": this.hitpoints }; // If we're already dead, don't allow resurrection if (this.hitpoints == 0) return undefined; let old = this.hitpoints; this.hitpoints = Math.min(this.hitpoints + amount, this.GetMaxHitpoints()); - if (this.hitpoints == this.GetMaxHitpoints()) + if (!this.IsInjured()) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (cmpRangeManager) cmpRangeManager.SetEntityFlag(this.entity, "injured", false); } this.RegisterHealthChanged(old); return { "old": old, "new": this.hitpoints }; }; Health.prototype.CreateCorpse = function(leaveResources) { // If the unit died while not in the world, don't create any corpse for it // since there's nowhere for the corpse to be placed let cmpPosition = Engine.QueryInterface(this.entity, IID_Position); if (!cmpPosition.IsInWorld()) return INVALID_ENTITY; // Either creates a static local version of the current entity, or a // persistent corpse retaining the ResourceSupply element of the parent. let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); let templateName = cmpTemplateManager.GetCurrentTemplateName(this.entity); let corpse; if (leaveResources) corpse = Engine.AddEntity("resource|" + templateName); else corpse = Engine.AddLocalEntity("corpse|" + templateName); // Copy various parameters so it looks just like us let cmpCorpsePosition = Engine.QueryInterface(corpse, IID_Position); let pos = cmpPosition.GetPosition(); cmpCorpsePosition.JumpTo(pos.x, pos.z); let rot = cmpPosition.GetRotation(); cmpCorpsePosition.SetYRotation(rot.y); cmpCorpsePosition.SetXZRotation(rot.x, rot.z); let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); let cmpCorpseOwnership = Engine.QueryInterface(corpse, IID_Ownership); cmpCorpseOwnership.SetOwner(cmpOwnership.GetOwner()); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); let cmpCorpseVisual = Engine.QueryInterface(corpse, IID_Visual); cmpCorpseVisual.SetActorSeed(cmpVisual.GetActorSeed()); // Make it fall over cmpCorpseVisual.SelectAnimation("death", true, 1.0); return corpse; }; Health.prototype.CreateDeathSpawnedEntity = function() { // If the unit died while not in the world, don't spawn a death entity for it // since there's nowhere for it to be placed let cmpPosition = Engine.QueryInterface(this.entity, IID_Position); if (!cmpPosition.IsInWorld()) return INVALID_ENTITY; // Create SpawnEntityOnDeath entity let spawnedEntity = Engine.AddLocalEntity(this.template.SpawnEntityOnDeath); // Move to same position let cmpSpawnedPosition = Engine.QueryInterface(spawnedEntity, IID_Position); let pos = cmpPosition.GetPosition(); cmpSpawnedPosition.JumpTo(pos.x, pos.z); let rot = cmpPosition.GetRotation(); cmpSpawnedPosition.SetYRotation(rot.y); cmpSpawnedPosition.SetXZRotation(rot.x, rot.z); let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); let cmpSpawnedOwnership = Engine.QueryInterface(spawnedEntity, IID_Ownership); if (cmpOwnership && cmpSpawnedOwnership) cmpSpawnedOwnership.SetOwner(cmpOwnership.GetOwner()); return spawnedEntity; }; Health.prototype.UpdateActor = function() { if (!this.template.DamageVariants) return; - let ratio = this.GetHitpoints() / this.GetMaxHitpoints(); + let ratio = this.hitpoints / this.GetMaxHitpoints(); let newDamageVariant = "alive"; if (ratio > 0) { let minTreshold = 1; for (let key in this.template.DamageVariants) { let treshold = +this.template.DamageVariants[key]; if (treshold < ratio || treshold > minTreshold) continue; newDamageVariant = key; minTreshold = treshold; } } else newDamageVariant = "death"; if (this.damageVariant && this.damageVariant == newDamageVariant) return; this.damageVariant = newDamageVariant; let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SetVariant("health", newDamageVariant); }; Health.prototype.OnValueModification = function(msg) { if (msg.component != "Health") return; let oldMaxHitpoints = this.GetMaxHitpoints(); let newMaxHitpoints = ApplyValueModificationsToEntity("Health/Max", +this.template.Max, this.entity); if (oldMaxHitpoints != newMaxHitpoints) { - let newHitpoints = this.GetHitpoints() * newMaxHitpoints/oldMaxHitpoints; + let newHitpoints = this.hitpoints * newMaxHitpoints/oldMaxHitpoints; this.maxHitpoints = newMaxHitpoints; this.SetHitpoints(newHitpoints); } let oldRegenRate = this.regenRate; this.regenRate = ApplyValueModificationsToEntity("Health/RegenRate", +this.template.RegenRate, this.entity); let oldIdleRegenRate = this.idleRegenRate; this.idleRegenRate = ApplyValueModificationsToEntity("Health/IdleRegenRate", +this.template.IdleRegenRate, this.entity); if (this.regenRate != oldRegenRate || this.idleRegenRate != oldIdleRegenRate) this.CheckRegenTimer(); }; Health.prototype.RegisterHealthChanged = function(from) { this.CheckRegenTimer(); this.UpdateActor(); Engine.PostMessage(this.entity, MT_HealthChanged, { "from": from, "to": this.hitpoints }); }; Engine.RegisterComponentType(IID_Health, "Health", Health); Index: ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 22297) +++ ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 22298) @@ -1,5968 +1,5968 @@ function UnitAI() {} UnitAI.prototype.Schema = "Controls the unit's movement, attacks, etc, in response to commands from the player." + "" + "" + "" + "violent" + "aggressive" + "defensive" + "passive" + "standground" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "violent" + "aggressive" + "defensive" + "passive" + "skittish" + "domestic" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""+ "" + ""; // Unit stances. // There some targeting options: // targetVisibleEnemies: anything in vision range is a viable target // targetAttackersAlways: anything that hurts us is a viable target, // possibly overriding user orders! // There are some response options, triggered when targets are detected: // respondFlee: run away // respondChase: start chasing after the enemy // respondChaseBeyondVision: start chasing, and don't stop even if it's out // of this unit's vision range (though still visible to the player) // respondStandGround: attack enemy but don't move at all // respondHoldGround: attack enemy but don't move far from current position // TODO: maybe add targetAggressiveEnemies (don't worry about lone scouts, // do worry around armies slaughtering the guy standing next to you), etc. var g_Stances = { "violent": { "targetVisibleEnemies": true, "targetAttackersAlways": true, "respondFlee": false, "respondChase": true, "respondChaseBeyondVision": true, "respondStandGround": false, "respondHoldGround": false, "selectable": true }, "aggressive": { "targetVisibleEnemies": true, "targetAttackersAlways": false, "respondFlee": false, "respondChase": true, "respondChaseBeyondVision": false, "respondStandGround": false, "respondHoldGround": false, "selectable": true }, "defensive": { "targetVisibleEnemies": true, "targetAttackersAlways": false, "respondFlee": false, "respondChase": false, "respondChaseBeyondVision": false, "respondStandGround": false, "respondHoldGround": true, "selectable": true }, "passive": { "targetVisibleEnemies": false, "targetAttackersAlways": false, "respondFlee": true, "respondChase": false, "respondChaseBeyondVision": false, "respondStandGround": false, "respondHoldGround": false, "selectable": true }, "standground": { "targetVisibleEnemies": true, "targetAttackersAlways": false, "respondFlee": false, "respondChase": false, "respondChaseBeyondVision": false, "respondStandGround": true, "respondHoldGround": false, "selectable": true }, "none": { // Only to be used by AI or trigger scripts "targetVisibleEnemies": false, "targetAttackersAlways": false, "respondFlee": false, "respondChase": false, "respondChaseBeyondVision": false, "respondStandGround": false, "respondHoldGround": false, "selectable": false } }; // 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()) { 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.SetNextState("FORMATIONMEMBER.WALKING"); }, // Special orders: // (these will be overridden by various states) "Order.LeaveFoundation": function(msg) { // If foundation is not ally of entity, or if entity is unpacked siege, // ignore the order if (!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()) { 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()) { 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()) { 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()) { 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.SetNextState("ANIMAL.COMBAT.ATTACKING"); else this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING"); } return; } // If we can't reach the target, but are standing ground, then abandon this attack order. // Unless we're hunting, that's a special case where we should continue attacking our target. if (this.GetStance().respondStandGround && !this.order.data.force && !this.order.data.hunting || this.IsTurret()) { this.FinishOrder(); return; } // For packable units out of attack range: // 1. If packed, we need to move to attack range and then unpack. // 2. If unpacked, we first need to pack, then follow case 1. if (this.CanPack()) { this.PushOrderFront("Pack", { "force": true }); return; } // 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": !!this.order.data.force, "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.SetNextState("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.SetNextState("INDIVIDUAL.REPAIR.REPAIRING"); } }, "Order.Garrison": function(msg) { if (this.IsTurret()) { this.SetNextState("IDLE"); return; } else if (this.IsGarrisoned()) { this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED"); return; } // For packable units: // 1. If packed, we can move to the garrison target. // 2. If unpacked, we first need to pack, then follow case 1. if (this.CanPack()) { this.PushOrderFront("Pack", { "force": true }); return; } if (this.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.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, "force": !!msg.data.force, "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.SetNextState("MEMBER"); }, "Order.GatherNearPosition": function(msg) { // TODO: on what should we base this range? // Check if we are already in range, otherwise walk there if (!this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, 20)) { // Out of range; move there in formation this.PushOrderFront("WalkToPointRange", { "x": msg.data.x, "z": msg.data.z, "min": 0, "max": 20 }); return; } this.CallMemberFunction("GatherNearPosition", [msg.data.x, msg.data.z, msg.data.type, msg.data.template, false]); this.SetNextState("MEMBER"); }, "Order.Heal": function(msg) { // TODO: on what should we base this range? // Check if we are already in range, otherwise walk there if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10)) { if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target)) // The target was destroyed this.FinishOrder(); else // Out of range; move there in formation this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 }); return; } this.CallMemberFunction("Heal", [msg.data.target, false]); this.SetNextState("MEMBER"); }, "Order.Repair": function(msg) { // TODO: on what should we base this range? // Check if we are already in range, otherwise walk there if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10)) { if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target)) // The building was finished or destroyed this.FinishOrder(); else // Out of range move there in formation this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 }); return; } this.CallMemberFunction("Repair", [msg.data.target, msg.data.autocontinue, false]); this.SetNextState("MEMBER"); }, "Order.ReturnResource": function(msg) { // TODO: on what should we base this range? // Check if we are already in range, otherwise walk there if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10)) { if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target)) // The target was destroyed this.FinishOrder(); else // Out of range; move there in formation this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 }); return; } this.CallMemberFunction("ReturnResource", [msg.data.target, false]); this.SetNextState("MEMBER"); }, "Order.Pack": function(msg) { this.CallMemberFunction("Pack", [false]); this.SetNextState("MEMBER"); }, "Order.Unpack": function(msg) { this.CallMemberFunction("Unpack", [false]); this.SetNextState("MEMBER"); }, "IDLE": { "enter": function(msg) { 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.SetNextState("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.StopMoving(); 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(); let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); cmpFormation.MoveToMembersCenter(); }, }, }, // 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()) + cmpHealth && cmpHealth.IsInjured()) { if (this.CanHeal(this.isGuardOf)) this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false }); else if (this.CanRepair(this.isGuardOf)) this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false }); return; } // if the attacker is a building and we can repair the guarded, repair it rather than attacking var cmpBuildingAI = Engine.QueryInterface(msg.data.attacker, IID_BuildingAI); if (cmpBuildingAI && this.CanRepair(this.isGuardOf)) { this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false }); return; } // target the unit if (this.CheckTargetVisible(msg.data.attacker)) this.PushOrderFront("Attack", { "target": msg.data.attacker, "force": false, "allowCapture": true }); else { var cmpPosition = Engine.QueryInterface(msg.data.attacker, IID_Position); if (!cmpPosition || !cmpPosition.IsInWorld()) return; var pos = cmpPosition.GetPosition(); this.PushOrderFront("WalkAndFight", { "x": pos.x, "z": pos.z, "target": msg.data.attacker, "force": false }); // if we already had a WalkAndFight, keep only the most recent one in case the target has moved if (this.orderQueue[1] && this.orderQueue[1].type == "WalkAndFight") { this.orderQueue.splice(1, 1); Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() }); } } }, "IDLE": { "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(); this.SetDefaultAnimationVariant(); }, "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.SetAnimationVariant("combat"); this.SelectAnimation("move"); }, "leave": function() { this.StopTimer(); delete this.patrolStartPosOrder; this.SetDefaultAnimationVariant(); }, "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.ResetSpeedMultiplier(); this.StopTimer(); this.SetDefaultAnimationVariant(); }, "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.SetSpeedMultiplier(speed / this.GetWalkSpeed()); } } }, "MoveCompleted": function() { this.ResetSpeedMultiplier(); if (!this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange)) this.SetNextState("GUARDING"); }, }, "GUARDING": { "enter": function() { this.StartTimer(1000, 1000); this.SetHeldPositionOnEntity(this.entity); this.SetAnimationVariant("combat"); 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 (cmpHealth && cmpHealth.IsInjured()) { if (this.CanHeal(this.isGuardOf)) this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false }); else if (this.CanRepair(this.isGuardOf)) this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false }); } } }, "leave": function(msg) { this.StopTimer(); this.SetDefaultAnimationVariant(); }, }, }, "FLEEING": { "enter": function() { this.PlaySound("panic"); // Run quickly this.SelectAnimation("move"); this.SetSpeedMultiplier(this.GetRunMultiplier()); }, "HealthChanged": function() { this.SetSpeedMultiplier(this.GetRunMultiplier()); }, "leave": function() { this.ResetSpeedMultiplier(); }, "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.CanPack()) { this.PushOrderFront("Pack", { "force": true }); return; } 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.SetAnimationVariant("combat"); this.SelectAnimation(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(); this.SetDefaultAnimationVariant(); }, "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.CanPack()) { this.PushOrderFront("Pack", { "force": true }); return; } 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. // Packable units may have switched to PACKING state, thus canceling the timer and having order.data.attackType undefined. if (this.orderQueue.length > 0 && this.orderQueue[0].data && this.orderQueue[0].data.attackType && 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 this.SetSpeedMultiplier(this.GetRunMultiplier()); } this.StartTimer(1000, 1000); }, "leave": function() { this.ResetSpeedMultiplier(); // 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; this.SetDefaultAnimationVariant(); }, }, // 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); } 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"); 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.CanPack()) { this.PushOrderFront("Pack", { "force": true }); return; } 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"); 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 received // 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; } if (this.IsGarrisoned()) return false; // Check that we can garrison here if (this.CanGarrison(target)) { // Check that we're in range of the garrison target if (this.CheckGarrisonRange(target)) { var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder); // Check that garrisoning succeeds if (cmpGarrisonHolder.Garrison(this.entity)) { this.isGarrisoned = true; 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() { } }, }, "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, 1); 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; 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.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") return order.data.target; } return INVALID_ENTITY; }; UnitAI.prototype.ShouldRespondToEndOfAlert = 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 the current order is WalkAndFight or Patrol. */ UnitAI.prototype.IsWalkingAndFighting = function() { if (this.IsFormationMember()) return false; return this.orderQueue.length > 0 && (this.orderQueue[0].type == "WalkAndFight" || this.orderQueue[0].type == "Patrol"); }; UnitAI.prototype.OnCreate = function() { if (this.IsAnimal()) this.UnitFsm.Init(this, "ANIMAL.FEEDING"); else if (this.IsFormationController()) this.UnitFsm.Init(this, "FORMATIONCONTROLLER.IDLE"); else this.UnitFsm.Init(this, "INDIVIDUAL.IDLE"); this.isIdle = true; }; UnitAI.prototype.OnDiplomacyChanged = function(msg) { let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); if (cmpOwnership && cmpOwnership.GetOwner() == msg.player) this.SetupRangeQueries(); if (this.isGuardOf && !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf)) this.RemoveGuard(); }; UnitAI.prototype.OnOwnershipChanged = function(msg) { this.SetupRangeQueries(); if (this.isGuardOf && (msg.to == INVALID_PLAYER || !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf))) this.RemoveGuard(); // If the unit isn't being created or dying, reset stance and clear orders if (msg.to != INVALID_PLAYER && msg.from != INVALID_PLAYER) { // Switch to a virgin state to let states execute their leave handlers. // except if garrisoned or 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 //// // Setting the next state to the current state will leave/re-enter the top-most substate. UnitAI.prototype.SetNextState = function(state) { this.UnitFsm.SetNextState(this, state); }; UnitAI.prototype.DeferMessage = function(msg) { this.UnitFsm.DeferMessage(this, msg); }; UnitAI.prototype.GetCurrentState = function() { return this.UnitFsm.GetCurrentState(this); }; UnitAI.prototype.FsmStateNameChanged = function(state) { Engine.PostMessage(this.entity, MT_UnitAIStateChanged, { "to": state }); }; /** * Call when the current order has been completed (or failed). * Removes the current order from the queue, and processes the * next one (if any). Returns false and defaults to IDLE * if there are no remaining orders or if the unit is not * inWorld and not garrisoned (thus usually waiting to be destroyed). */ UnitAI.prototype.FinishOrder = function() { if (!this.orderQueue.length) { let stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); let template = cmpTemplateManager.GetCurrentTemplateName(this.entity); error("FinishOrder called for entity " + this.entity + " (" + template + ") when order queue is empty\n" + stack); } this.orderQueue.shift(); this.order = this.orderQueue[0]; let cmpPosition = Engine.QueryInterface(this.entity, IID_Position); if (this.orderQueue.length && (this.IsGarrisoned() || cmpPosition && cmpPosition.IsInWorld())) { let ret = this.UnitFsm.ProcessMessage(this, { "type": "Order."+this.order.type, "data": this.order.data } ); Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() }); // If the order was rejected then immediately take it off // and process the remaining queue if (ret && ret.discardOrder) return this.FinishOrder(); // Otherwise we've successfully processed a new order return true; } this.orderQueue = []; this.order = undefined; // Switch to IDLE as a default state, but only if our current state is not IDLE // as this can trigger infinite loops by entering IDLE repeatedly. if (!this.GetCurrentState().endsWith(".IDLE")) 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() { let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); if (!cmpUnitMotion) return 0; return cmpUnitMotion.GetWalkSpeed(); }; UnitAI.prototype.GetRunMultiplier = function() { var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); if (!cmpUnitMotion) return 0; return cmpUnitMotion.GetRunMultiplier(); }; /** * Returns true if the target exists and has non-zero hitpoints. */ UnitAI.prototype.TargetIsAlive = function(ent) { var cmpFormation = Engine.QueryInterface(ent, IID_Formation); if (cmpFormation) return true; var cmpHealth = QueryMiragedInterface(ent, IID_Health); return cmpHealth && cmpHealth.GetHitpoints() != 0; }; /** * Returns true if the target exists and needs to be killed before * beginning to gather resources from it. */ UnitAI.prototype.MustKillGatherTarget = function(ent) { var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply); if (!cmpResourceSupply) return false; if (!cmpResourceSupply.GetKillBeforeGather()) return false; return this.TargetIsAlive(ent); }; /** * Returns the 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 || !cmpPosition.IsInWorld()) return undefined; let pos = cmpPosition.GetPosition2D(); let bestDropsite; let bestDist = Infinity; // Maximum distance a point on an obstruction can be from the center of the obstruction. let maxDifference = 40; // Find dropsites owned by this unit's player or allied ones if allowed. let owner = cmpOwnership.GetOwner(); let cmpPlayer = QueryOwnerInterface(this.entity); let players = cmpPlayer && cmpPlayer.HasSharedDropsites() ? cmpPlayer.GetMutualAllies() : [owner]; let 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 = false, speed = 1.0) { let 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 cmpVisual.SelectMovementAnimation(this.GetWalkSpeed()); return; } cmpVisual.SelectAnimation(name, once, speed); }; UnitAI.prototype.SetAnimationSync = function(actiontime, repeattime) { var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (!cmpVisual) return; cmpVisual.SetAnimationSyncRepeat(repeattime); cmpVisual.SetAnimationSyncOffset(actiontime); }; UnitAI.prototype.StopMoving = function() { 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; if (this.GetStance().respondChase) return true; // If we are guarding/escorting, chase at least as long as the guarded unit is in target range of the attacker if (this.isGuardOf) { let cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI); let cmpAttack = Engine.QueryInterface(target, IID_Attack); if (cmpUnitAI && cmpAttack && cmpAttack.GetAttackTypes().some(type => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type))) return true; } 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.GetFormationTemplate = function() { return Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetCurrentTemplateName(this.formationController) || "special/formations/null"; }; UnitAI.prototype.MoveIntoFormation = function(cmd) { var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); if (!cmpFormation) return; var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); if (!cmpPosition || !cmpPosition.IsInWorld()) return; var pos = cmpPosition.GetPosition(); // Add new order to move into formation at the current position this.PushOrderFront("MoveIntoFormation", { "x": pos.x, "z": pos.z, "force": true }); }; UnitAI.prototype.GetTargetPositions = function() { var targetPositions = []; for (var i = 0; i < this.orderQueue.length; ++i) { var order = this.orderQueue[i]; switch (order.type) { case "Walk": case "WalkAndFight": case "WalkToPointRange": case "MoveIntoFormation": case "GatherNearPosition": case "Patrol": targetPositions.push(new Vector2D(order.data.x, order.data.z)); break; // and continue the loop case "WalkToTarget": case "WalkToTargetRange": // This doesn't move to the target (just into range), but a later order will. case "Guard": case "Flee": case "LeaveFoundation": case "Attack": case "Heal": case "Gather": case "ReturnResource": case "Repair": case "Garrison": // Find the target unit's position var cmpTargetPosition = Engine.QueryInterface(order.data.target, IID_Position); if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) return targetPositions; targetPositions.push(cmpTargetPosition.GetPosition2D()); return targetPositions; case "Stop": return []; default: error("GetTargetPositions: Unrecognised order type '"+order.type+"'"); return []; } } return targetPositions; }; /** * Returns the estimated distance that this unit will travel before either * finishing all of its orders, or reaching a non-walk target (attack, gather, etc). * Intended for Formation to switch to column layout on long walks. */ UnitAI.prototype.ComputeWalkingDistance = function() { var distance = 0; var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); if (!cmpPosition || !cmpPosition.IsInWorld()) return 0; // Keep track of the position at the start of each order var pos = cmpPosition.GetPosition2D(); var targetPositions = this.GetTargetPositions(); for (var i = 0; i < targetPositions.length; ++i) { distance += pos.distanceTo(targetPositions[i]); // Remember this as the start position for the next order pos = targetPositions[i]; } // Return the total distance to the end of the order queue return distance; }; UnitAI.prototype.AddOrder = function(type, data, queued) { if (this.expectedRoute) this.expectedRoute = undefined; if (queued) this.PushOrder(type, data); else { // May happen if an order arrives on the same turn the unit is garrisoned // in that case, just forget the order as this will lead to an infinite loop if (this.IsGarrisoned() && !this.IsTurret() && type != "Ungarrison") return; this.ReplaceOrder(type, data); } }; /** * Adds guard/escort order to the queue, forced by the player. */ UnitAI.prototype.Guard = function(target, queued) { if (!this.CanGuard()) { this.WalkToTarget(target, queued); return; } // if 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 a garrison order for units that are already garrisoned in the garrison holder. */ UnitAI.prototype.Autogarrison = function(target) { this.isGarrisoned = true; this.PushOrderFront("Garrison", { "target": target }); }; /** * Adds gather order to the queue, forced by the player * until the target is reached */ UnitAI.prototype.Gather = function(target, queued) { this.PerformGather(target, queued, true); }; /** * Internal function to abstract the force parameter. */ UnitAI.prototype.PerformGather = function(target, queued, force) { if (!this.CanGather(target)) { this.WalkToTarget(target, queued); return; } // Save the resource type now, so if the resource gets destroyed // before we process the order then we still know what resource // type to look for more of var type; var cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply); if (cmpResourceSupply) type = cmpResourceSupply.GetType(); else error("CanGather allowed gathering from invalid entity"); // Also save the target entity's template, so that if it's an animal, // we won't go from hunting slow safe animals to dangerous fast ones var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTemplateManager.GetCurrentTemplateName(target); // Remove "resource|" prefix from template name, if present. if (template.indexOf("resource|") != -1) template = template.slice(9); // 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; } // AI has currently no access to BackToWork let cmpPlayer = QueryOwnerInterface(this.entity); if (cmpPlayer && cmpPlayer.IsAI() && !this.IsFormationController() && this.workOrders.length && this.workOrders[0].type == "Trade") { let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); if (cmpTrader.HasBothMarkets() && (cmpTrader.GetFirstMarket() == target && cmpTrader.GetSecondMarket() == source || cmpTrader.GetFirstMarket() == source && cmpTrader.GetSecondMarket() == target)) { this.BackToWork(); return; } } var marketsChanged = this.SetTargetMarket(target, source); if (!marketsChanged) return; var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); if (cmpTrader.HasBothMarkets()) { let data = { "target": cmpTrader.GetFirstMarket(), "route": route, "force": false }; if (this.expectedRoute) { if (!route && this.expectedRoute.length) data.route = this.expectedRoute.slice(); this.expectedRoute = undefined; } if (this.IsFormationController()) { this.CallMemberFunction("AddOrder", ["Trade", data, queued]); let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); if (cmpFormation) cmpFormation.Disband(); } else this.AddOrder("Trade", data, queued); } else { if (this.IsFormationController()) this.CallMemberFunction("WalkToTarget", [cmpTrader.GetFirstMarket(), queued]); else this.WalkToTarget(cmpTrader.GetFirstMarket(), queued); this.expectedRoute = []; } }; UnitAI.prototype.SetTargetMarket = function(target, source) { var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); if (!cmpTrader) return false; var marketsChanged = cmpTrader.SetTargetMarket(target, source); if (this.IsFormationController()) this.CallMemberFunction("SetTargetMarket", [target, source]); return marketsChanged; }; UnitAI.prototype.SwitchMarketOrder = function(oldMarket, newMarket) { if (this.order && this.order.data && this.order.data.target && this.order.data.target == oldMarket) this.order.data.target = newMarket; }; UnitAI.prototype.MoveToMarket = function(targetMarket) { if (this.waypoints && this.waypoints.length > 1) { let point = this.waypoints.pop(); return this.MoveToPoint(point.x, point.z) || this.MoveToMarket(targetMarket); } this.waypoints = undefined; return this.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": false, "allowCapture": this.order.data.allowCapture }); return true; } } return false; } var targets = this.GetTargetsFromUnit(); for (var targ of targets) { if (!this.CanAttack(targ)) continue; if (this.order.data.targetClasses) { var cmpIdentity = Engine.QueryInterface(targ, IID_Identity); var targetClasses = this.order.data.targetClasses; if (cmpIdentity && targetClasses.attack && !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack)) continue; if (cmpIdentity && targetClasses.avoid && MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid)) continue; // Only used by the AIs to prevent some choices of targets if (targetClasses.vetoEntities && targetClasses.vetoEntities[targ]) continue; } this.PushOrderFront("Attack", { "target": targ, "force": false, "allowCapture": this.order.data.allowCapture }); return true; } // healers on a walk-and-fight order should heal injured units if (this.IsHealer()) return this.FindNewHealTargets(); return false; }; UnitAI.prototype.GetTargetsFromUnit = function() { if (!this.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(); var cmpVision = Engine.QueryInterface(this.entity, IID_Vision); if (!cmpVision) return ret; ret.min = range.min; ret.max = Math.min(range.max, cmpVision.GetRange()); } 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 vision = cmpVision.GetRange(); ret.max = Math.min(range.max + vision / 2, vision); } // 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.GetSelectableStances = function() { if (this.IsTurret()) return []; return Object.keys(g_Stances).filter(key => g_Stances[key].selectable); }; UnitAI.prototype.GetStanceName = function() { return this.stance; }; /* * Make the unit walk at its normal pace. */ UnitAI.prototype.ResetSpeedMultiplier = function() { let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); if (cmpUnitMotion) cmpUnitMotion.SetSpeedMultiplier(1); }; UnitAI.prototype.SetSpeedMultiplier = function(speed) { let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); if (cmpUnitMotion) cmpUnitMotion.SetSpeedMultiplier(speed); }; 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/components/tests/test_Health.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Health.js (nonexistent) +++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Health.js (revision 22298) @@ -0,0 +1,150 @@ +Engine.LoadComponentScript("interfaces/TechnologyManager.js"); +Engine.LoadComponentScript("interfaces/AuraManager.js"); +Engine.LoadHelperScript("Player.js"); +Engine.LoadHelperScript("ValueModification.js"); + +Engine.LoadHelperScript("Sound.js"); +Engine.LoadComponentScript("interfaces/DeathDamage.js"); + +Engine.LoadComponentScript("interfaces/Health.js"); +Engine.LoadComponentScript("Health.js"); + +const entity_id = 5; +const corpse_id = entity_id + 1; + +const health_template = { + "Max": 50, + "RegenRate": 0, + "IdleRegenRate": 0, + "DeathType": "corpse", + "Unhealable": false +}; + + +var injured_flag = false; +var corpse_entity; + +function setEntityUp() +{ + let cmpHealth = ConstructComponent(entity_id, "Health", health_template); + + AddMock(entity_id, IID_DeathDamage, { + "CauseDeathDamage": () => {} + }); + AddMock(entity_id, IID_Position, { + "IsInWorld": () => true, + "GetPosition": () => ({ "x": 0, "z": 0 }), + "GetRotation": () => ({ "x": 0, "y": 0, "z": 0 }) + }); + AddMock(entity_id, IID_Ownership, { + "GetOwner": () => 1 + }); + AddMock(entity_id, IID_Visual, { + "GetActorSeed": () => 1 + }); + AddMock(SYSTEM_ENTITY, IID_TemplateManager, { + "GetCurrentTemplateName": () => "test" + }); + + AddMock(SYSTEM_ENTITY, IID_RangeManager, { + "SetEntityFlag": (ent, flag, value) => (injured_flag = value) + }); + + return cmpHealth; +} + +var cmpHealth = setEntityUp(); + +TS_ASSERT_EQUALS(cmpHealth.GetHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.GetMaxHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.IsInjured(), false); +TS_ASSERT_EQUALS(cmpHealth.IsUnhealable(), true); + +var change = cmpHealth.Reduce(25); +TS_ASSERT_EQUALS(injured_flag, true); + +TS_ASSERT_EQUALS(change.killed, false); +TS_ASSERT_EQUALS(change.change, -25); +TS_ASSERT_EQUALS(cmpHealth.GetHitpoints(), 25); +TS_ASSERT_EQUALS(cmpHealth.GetMaxHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.IsInjured(), true); +TS_ASSERT_EQUALS(cmpHealth.IsUnhealable(), false); + +change = cmpHealth.Increase(25); +TS_ASSERT_EQUALS(injured_flag, false); + +TS_ASSERT_EQUALS(change.new, 50); +TS_ASSERT_EQUALS(cmpHealth.GetHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.GetMaxHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.IsInjured(), false); +TS_ASSERT_EQUALS(cmpHealth.IsUnhealable(), true); + +// Check death. +Engine.AddLocalEntity = function(template) { + corpse_entity = template; + + AddMock(corpse_id, IID_Position, { + "JumpTo": () => {}, + "SetYRotation": () => {}, + "SetXZRotation": () => {}, + }); + AddMock(corpse_id, IID_Ownership, { + "SetOwner": () => {}, + }); + AddMock(corpse_id, IID_Visual, { + "SetActorSeed": () => {}, + "SelectAnimation": () => {}, + }); + return corpse_id; +}; + +change = cmpHealth.Reduce(50); + +// Assert we create a corpse with the proper template. +TS_ASSERT_EQUALS(corpse_entity, "corpse|test"); + +// Check that we are not marked as injured. +TS_ASSERT_EQUALS(injured_flag, false); + +TS_ASSERT_EQUALS(change.killed, true); +TS_ASSERT_EQUALS(change.change, -50); +TS_ASSERT_EQUALS(cmpHealth.GetHitpoints(), 0); +TS_ASSERT_EQUALS(cmpHealth.GetMaxHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.IsInjured(), false); + +// Check that we can't be revived once dead. +change = cmpHealth.Increase(25); +TS_ASSERT_EQUALS(change.new, 0); +TS_ASSERT_EQUALS(cmpHealth.GetHitpoints(), 0); +TS_ASSERT_EQUALS(cmpHealth.GetMaxHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.IsInjured(), false); + +// Check that we can't die twice. +change = cmpHealth.Reduce(50); +TS_ASSERT_EQUALS(change.killed, false); +TS_ASSERT_EQUALS(change.change, 0); +TS_ASSERT_EQUALS(cmpHealth.GetHitpoints(), 0); +TS_ASSERT_EQUALS(cmpHealth.GetMaxHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.IsInjured(), false); + +cmpHealth = setEntityUp(); + +// Check that we still die with > Max HP of damage. +change = cmpHealth.Reduce(60); +TS_ASSERT_EQUALS(change.killed, true); +TS_ASSERT_EQUALS(change.change, -50); +TS_ASSERT_EQUALS(cmpHealth.GetHitpoints(), 0); +TS_ASSERT_EQUALS(cmpHealth.GetMaxHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.IsInjured(), false); + +cmpHealth = setEntityUp(); + +// Check that increasing by more than required puts us at the max HP +change = cmpHealth.Reduce(30); +change = cmpHealth.Increase(30); +TS_ASSERT_EQUALS(injured_flag, false); +TS_ASSERT_EQUALS(change.new, 50); +TS_ASSERT_EQUALS(cmpHealth.GetHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.GetMaxHitpoints(), 50); +TS_ASSERT_EQUALS(cmpHealth.IsInjured(), false); +TS_ASSERT_EQUALS(cmpHealth.IsUnhealable(), true); Property changes on: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Health.js ___________________________________________________________________ Added: svn:executable ## -0,0 +1 ## +* \ No newline at end of property