Index: ps/trunk/binaries/data/mods/public/maps/scripts/TriggerHelper.js
===================================================================
--- ps/trunk/binaries/data/mods/public/maps/scripts/TriggerHelper.js (revision 25068)
+++ ps/trunk/binaries/data/mods/public/maps/scripts/TriggerHelper.js (revision 25069)
@@ -1,521 +1,521 @@
// Contains standardized functions suitable for using in trigger scripts.
// Do not use them in any other simulation script.
var TriggerHelper = {};
TriggerHelper.GetPlayerIDFromEntity = function(ent)
{
let cmpPlayer = Engine.QueryInterface(ent, IID_Player);
if (cmpPlayer)
return cmpPlayer.GetPlayerID();
return -1;
};
TriggerHelper.IsInWorld = function(ent)
{
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
return cmpPosition && cmpPosition.IsInWorld();
};
TriggerHelper.GetEntityPosition2D = function(ent)
{
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return undefined;
return cmpPosition.GetPosition2D();
};
TriggerHelper.GetOwner = function(ent)
{
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
return cmpOwnership.GetOwner();
return -1;
};
/**
* This returns the mapsize in number of tiles, the value corresponding to map_sizes.json, also used by random map scripts.
*/
TriggerHelper.GetMapSizeTiles = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain).GetTilesPerSide();
};
/**
* This returns the mapsize in the the coordinate system used in the simulation/, especially cmpPosition.
*/
TriggerHelper.GetMapSizeTerrain = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain).GetMapSize();
};
/**
* Returns the elapsed ingame time in milliseconds since the gamestart.
*/
TriggerHelper.GetTime = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime();
};
- /**
+/**
* Returns the elpased ingame time in minutes since the gamestart. Useful for balancing.
*/
TriggerHelper.GetMinutes = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime() / 60 / 1000;
};
TriggerHelper.GetEntitiesByPlayer = function(playerID)
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(playerID);
};
TriggerHelper.GetAllPlayersEntities = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities();
};
TriggerHelper.SetUnitStance = function(ent, stance)
{
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.SwitchToStance(stance);
};
TriggerHelper.SetUnitFormation = function(playerID, entities, formation)
{
ProcessCommand(playerID, {
"type": "formation",
"entities": entities,
"name": formation
});
};
/**
* Can be used to "force" a building/unit to spawn a group of entities.
*
* @param source Entity id of the point where they will be spawned from
* @param template Name of the template
* @param count Number of units to spawn
* @param owner Player id of the owner of the new units. By default, the owner
* of the source entity.
*/
TriggerHelper.SpawnUnits = function(source, template, count, owner)
{
let entities = [];
let cmpFootprint = Engine.QueryInterface(source, IID_Footprint);
let cmpPosition = Engine.QueryInterface(source, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
{
error("tried to create entity from a source without position");
return entities;
}
if (owner == null)
owner = TriggerHelper.GetOwner(source);
for (let i = 0; i < count; ++i)
{
let ent = Engine.AddEntity(template);
let cmpEntPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpEntPosition)
{
Engine.DestroyEntity(ent);
error("tried to create entity without position");
continue;
}
let cmpEntOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpEntOwnership)
cmpEntOwnership.SetOwner(owner);
entities.push(ent);
let pos;
if (cmpFootprint)
pos = cmpFootprint.PickSpawnPoint(ent);
// TODO this can happen if the player build on the place
// where our trigger point is
// We should probably warn the trigger maker in some way,
// but not interrupt the game for the player
if (!pos || pos.y < 0)
pos = cmpPosition.GetPosition();
cmpEntPosition.JumpTo(pos.x, pos.z);
}
return entities;
};
/**
* Can be used to spawn garrisoned units inside a building/ship.
*
* @param entity Entity id of the garrison holder in which units will be garrisoned
* @param template Name of the template
* @param count Number of units to spawn
* @param owner Player id of the owner of the new units. By default, the owner
* of the garrisonholder entity.
*/
TriggerHelper.SpawnGarrisonedUnits = function(entity, template, count, owner)
{
let entities = [];
let cmpGarrisonHolder = Engine.QueryInterface(entity, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
{
error("tried to create garrisoned entities inside a non-garrisonholder");
return entities;
}
if (owner == null)
owner = TriggerHelper.GetOwner(entity);
for (let i = 0; i < count; ++i)
{
let ent = Engine.AddEntity(template);
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
cmpOwnership.SetOwner(owner);
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
- if (cmpGarrisonable && cmpGarrisonable.Autogarrison(entity))
+ if (cmpGarrisonable && cmpGarrisonable.Garrison(entity))
entities.push(ent);
else
error("failed to garrison entity " + ent + " (" + template + ") inside " + entity);
}
return entities;
};
/**
* Spawn units from all trigger points with this reference
* If player is defined, only spaw units from the trigger points
* that belong to that player
* @param ref Trigger point reference name to spawn units from
* @param template Template name
* @param count Number of spawned entities per Trigger point
* @param owner Owner of the spawned units. Default: the owner of the origins
* @return A list of new entities per origin like
* {originId1: [entId1, entId2], originId2: [entId3, entId4], ...}
*/
TriggerHelper.SpawnUnitsFromTriggerPoints = function(ref, template, count, owner = null)
{
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
let triggerPoints = cmpTrigger.GetTriggerPoints(ref);
let entities = {};
for (let point of triggerPoints)
entities[point] = TriggerHelper.SpawnUnits(point, template, count, owner);
return entities;
};
/**
* Returns the resource type that can be gathered from an entity
*/
TriggerHelper.GetResourceType = function(entity)
{
let cmpResourceSupply = Engine.QueryInterface(entity, IID_ResourceSupply);
if (!cmpResourceSupply)
return undefined;
return cmpResourceSupply.GetType();
};
/**
* The given player will win the game.
* If it's not a last man standing game, then allies will win too and others will be defeated.
*
* @param {number} playerID - The player who will win.
* @param {function} victoryReason - Function that maps from number to plural string, for example
* n => markForPluralTranslation(
* "%(lastPlayer)s has won (game mode).",
* "%(players)s and %(lastPlayer)s have won (game mode).",
* n));
* It's a function since we don't know in advance how many players will have won.
*/
TriggerHelper.SetPlayerWon = function(playerID, victoryReason, defeatReason)
{
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
cmpEndGameManager.MarkPlayerAndAlliesAsWon(playerID, victoryReason, defeatReason);
};
/**
* Defeats a single player.
*
* @param {number} - ID of that player.
* @param {string} - String to be shown in chat, for example
* markForTranslation("%(player)s has been defeated (objective).")
*/
TriggerHelper.DefeatPlayer = function(playerID, defeatReason)
{
let cmpPlayer = QueryPlayerIDInterface(playerID);
if (cmpPlayer)
cmpPlayer.SetState("defeated", defeatReason);
};
/**
* Returns the number of players including gaia and defeated ones.
*/
TriggerHelper.GetNumberOfPlayers = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
};
/**
* A function to determine if an entity matches specific classes.
* See globalscripts/Templates.js for details of MatchesClassList.
*
* @param entity - ID of the entity that we want to check for classes.
* @param classes - List of the classes we are checking if the entity matches.
*/
TriggerHelper.EntityMatchesClassList = function(entity, classes)
{
let cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), classes);
};
TriggerHelper.MatchEntitiesByClass = function(entities, classes)
{
return entities.filter(ent => TriggerHelper.EntityMatchesClassList(ent, classes));
};
TriggerHelper.GetPlayerEntitiesByClass = function(playerID, classes)
{
return TriggerHelper.MatchEntitiesByClass(TriggerHelper.GetEntitiesByPlayer(playerID), classes);
};
TriggerHelper.GetAllPlayersEntitiesByClass = function(classes)
{
return TriggerHelper.MatchEntitiesByClass(TriggerHelper.GetAllPlayersEntities(), classes);
};
/**
* Return valid gaia-owned spawn points on land in neutral territory.
* If there are none, use those available in player-owned territory.
*/
TriggerHelper.GetLandSpawnPoints = function()
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager);
let cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let neutralSpawnPoints = [];
let nonNeutralSpawnPoints = [];
for (let ent of cmpRangeManager.GetEntitiesByPlayer(0))
{
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpIdentity || !cmpPosition || !cmpPosition.IsInWorld())
continue;
let templateName = cmpTemplateManager.GetCurrentTemplateName(ent);
if (!templateName)
continue;
let template = cmpTemplateManager.GetTemplate(templateName);
if (!template || template.UnitMotionFlying)
continue;
let pos = cmpPosition.GetPosition();
if (pos.y <= cmpWaterManager.GetWaterLevel(pos.x, pos.z))
continue;
if (cmpTerritoryManager.GetOwner(pos.x, pos.z) == 0)
neutralSpawnPoints.push(ent);
else
nonNeutralSpawnPoints.push(ent);
}
return neutralSpawnPoints.length ? neutralSpawnPoints : nonNeutralSpawnPoints;
};
TriggerHelper.HasDealtWithTech = function(playerID, techName)
{
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
let playerEnt = cmpPlayerManager.GetPlayerByID(playerID);
let cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager);
return cmpTechnologyManager && (cmpTechnologyManager.IsTechnologyQueued(techName) ||
cmpTechnologyManager.IsTechnologyStarted(techName) ||
cmpTechnologyManager.IsTechnologyResearched(techName));
};
/**
* Returns all names of templates that match the given identity classes, constrainted to an optional civ.
*
* @param {string} classes - See MatchesClassList for the accepted formats, for example "Class1 Class2+!Class3".
* @param [string] civ - Optionally only retrieve templates of the given civ. Can be left undefined.
* @param [string] packedState - When retrieving siege engines filter for the "packed" or "unpacked" state
* @param [string] rank - If given, only return templates that have no or the given rank. For example "Elite".
* @param [boolean] excludeBarracksVariants - Optionally exclude templates whose name ends with "_barracks"
*/
TriggerHelper.GetTemplateNamesByClasses = function(classes, civ, packedState, rank, excludeBarracksVariants)
{
let templateNames = [];
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
for (let templateName of cmpTemplateManager.FindAllTemplates(false))
{
if (templateName.startsWith("campaigns/army_"))
continue;
if (excludeBarracksVariants && templateName.endsWith("_barracks"))
continue;
let template = cmpTemplateManager.GetTemplate(templateName);
if (civ && (!template.Identity || template.Identity.Civ != civ))
continue;
if (!MatchesClassList(GetIdentityClasses(template.Identity), classes))
continue;
if (rank && template.Identity.Rank && template.Identity.Rank != rank)
continue;
if (packedState && template.Pack && packedState != template.Pack.State)
continue;
templateNames.push(templateName);
}
return templateNames;
};
/**
* Composes a random set of the given templates of the given total size.
*
* @param {string[]} templateNames - for example ["brit_infantry_javelineer_b", "brit_cavalry_swordsman_e"]
* @param {number} totalCount - total amount of templates, in this example 12
* @returns an object where the keys are template names and values are amounts,
* for example { "brit_infantry_javelineer_b": 4, "brit_cavalry_swordsman_e": 8 }
*/
TriggerHelper.RandomTemplateComposition = function(templateNames, totalCount)
{
let frequencies = templateNames.map(() => randFloat(0, 1));
let frequencySum = frequencies.reduce((sum, frequency) => sum + frequency, 0);
let remainder = totalCount;
let templateCounts = {};
for (let i = 0; i < templateNames.length; ++i)
{
let count = i == templateNames.length - 1 ? remainder : Math.min(remainder, Math.round(frequencies[i] / frequencySum * totalCount));
if (!count)
continue;
templateCounts[templateNames[i]] = count;
remainder -= count;
}
return templateCounts;
};
/**
* Composes a random set of the given templates so that the sum of templates matches totalCount.
* For each template array that has a count item, it choses exactly that number of templates at random.
* The remaining template arrays are chosen depending on the given frequency.
* If a unique_entities array is given, it will only select the template if none of the given entityIDs
* already have that entity (useful to let heroes remain unique).
*
* @param {Object[]} templateBalancing - for example
* [
* { "templates": ["template1", "template2"], "frequency": 2 },
* { "templates": ["template3"], "frequency": 1 },
* { "templates": ["hero1", "hero2"], "unique_entities": [380, 495], "count": 1 }
* ]
* @param {number} totalCount - total amount of templates, for example 5.
*
* @returns an object where the keys are template names and values are amounts,
* for example { "template1": 1, "template2": 3, "template3": 2, "hero1": 1 }
*/
TriggerHelper.BalancedTemplateComposition = function(templateBalancing, totalCount)
{
// Remove all unavailable unique templates (heroes) and empty template arrays
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let templateBalancingFiltered = [];
for (let templateBalance of templateBalancing)
{
let templateBalanceNew = clone(templateBalance);
if (templateBalanceNew.unique_entities)
templateBalanceNew.templates = templateBalanceNew.templates.filter(templateName =>
templateBalanceNew.unique_entities.every(ent => templateName != cmpTemplateManager.GetCurrentTemplateName(ent)));
if (templateBalanceNew.templates.length)
templateBalancingFiltered.push(templateBalanceNew);
}
// Helper function to add randomized templates to the result
let remainder = totalCount;
let results = {};
let addTemplates = (templateNames, count) => {
let templateCounts = TriggerHelper.RandomTemplateComposition(templateNames, count);
for (let templateName in templateCounts)
{
if (!results[templateName])
results[templateName] = 0;
results[templateName] += templateCounts[templateName];
remainder -= templateCounts[templateName];
}
};
// Add template groups with fixed counts
for (let templateBalance of templateBalancingFiltered)
if (templateBalance.count)
addTemplates(templateBalance.templates, Math.min(remainder, templateBalance.count));
// Add template groups with frequency weights
let templateBalancingFrequencies = templateBalancingFiltered.filter(templateBalance => !!templateBalance.frequency);
let templateBalancingFrequencySum = templateBalancingFrequencies.reduce((sum, templateBalance) => sum + templateBalance.frequency, 0);
for (let i = 0; i < templateBalancingFrequencies.length; ++i)
addTemplates(
templateBalancingFrequencies[i].templates,
i == templateBalancingFrequencies.length - 1 ?
remainder :
Math.min(remainder, Math.round(templateBalancingFrequencies[i].frequency / templateBalancingFrequencySum * totalCount)));
if (remainder != 0)
warn("Could not choose as many templates as intended, remaining " + remainder + ", chosen: " + uneval(results));
return results;
};
/**
* This will spawn random compositions of entities of the given templates at all garrisonholders of the given targetClass of the given player.
* The garrisonholder will be filled to capacityPercent.
* Returns an object where keys are entityIDs of the affected garrisonholders and the properties are template compositions, see RandomTemplateComposition.
*/
TriggerHelper.SpawnAndGarrisonAtClasses = function(playerID, classes, templates, capacityPercent)
{
let results = {};
for (let entGarrisonHolder of Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(playerID))
{
let cmpIdentity = Engine.QueryInterface(entGarrisonHolder, IID_Identity);
if (!cmpIdentity || !MatchesClassList(cmpIdentity.GetClassesList(), classes))
continue;
let cmpGarrisonHolder = Engine.QueryInterface(entGarrisonHolder, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
continue;
// TODO: account for already garrisoned entities
results[entGarrisonHolder] = this.RandomTemplateComposition(templates, Math.floor(cmpGarrisonHolder.GetCapacity() * capacityPercent));
for (let template in results[entGarrisonHolder])
TriggerHelper.SpawnGarrisonedUnits(entGarrisonHolder, template, results[entGarrisonHolder][template], playerID);
}
return results;
};
Engine.RegisterGlobal("TriggerHelper", TriggerHelper);
Index: ps/trunk/binaries/data/mods/public/simulation/components/GarrisonHolder.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/GarrisonHolder.js (revision 25068)
+++ ps/trunk/binaries/data/mods/public/simulation/components/GarrisonHolder.js (revision 25069)
@@ -1,596 +1,596 @@
function GarrisonHolder() {}
GarrisonHolder.prototype.Schema =
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
/**
* Initialize GarrisonHolder Component
* Garrisoning when loading a map is set in the script of the map, by setting initGarrison
* which should contain the array of garrisoned entities.
*/
GarrisonHolder.prototype.Init = function()
{
this.entities = [];
this.allowedClasses = ApplyValueModificationsToEntity("GarrisonHolder/List/_string", this.template.List._string, this.entity);
};
/**
* @param {number} entity - The entity to verify.
* @return {boolean} - Whether the given entity is garrisoned in this GarrisonHolder.
*/
GarrisonHolder.prototype.IsGarrisoned = function(entity)
{
return this.entities.indexOf(entity) != -1;
};
/**
* @return {Object} max and min range at which entities can garrison the holder.
*/
GarrisonHolder.prototype.GetLoadingRange = function()
{
return { "max": +this.template.LoadingRange, "min": 0 };
};
GarrisonHolder.prototype.CanPickup = function(ent)
{
if (!this.template.Pickup || this.IsFull())
return false;
let cmpOwner = Engine.QueryInterface(this.entity, IID_Ownership);
return !!cmpOwner && IsOwnedByPlayer(cmpOwner.GetOwner(), ent);
};
GarrisonHolder.prototype.GetEntities = function()
{
return this.entities;
};
/**
* @return {Array} unit classes which can be garrisoned inside this
* particular entity. Obtained from the entity's template.
*/
GarrisonHolder.prototype.GetAllowedClasses = function()
{
return this.allowedClasses;
};
GarrisonHolder.prototype.GetCapacity = function()
{
return ApplyValueModificationsToEntity("GarrisonHolder/Max", +this.template.Max, this.entity);
};
GarrisonHolder.prototype.IsFull = function()
{
return this.OccupiedSlots() >= this.GetCapacity();
};
GarrisonHolder.prototype.GetHealRate = function()
{
return ApplyValueModificationsToEntity("GarrisonHolder/BuffHeal", +this.template.BuffHeal, this.entity);
};
/**
* Set this entity to allow or disallow garrisoning in the entity.
* Every component calling this function should do it with its own ID, and as long as one
* component doesn't allow this entity to garrison, it can't be garrisoned
* When this entity already contains garrisoned soldiers,
* these will not be able to ungarrison until the flag is set to true again.
*
* This more useful for modern-day features. For example you can't garrison or ungarrison
* a driving vehicle or plane.
* @param {boolean} allow - Whether the entity should be garrisonable.
*/
GarrisonHolder.prototype.AllowGarrisoning = function(allow, callerID)
{
if (!this.allowGarrisoning)
this.allowGarrisoning = new Map();
this.allowGarrisoning.set(callerID, allow);
};
/**
* @return {boolean} - Whether (un)garrisoning is allowed.
*/
GarrisonHolder.prototype.IsGarrisoningAllowed = function()
{
return !this.allowGarrisoning ||
Array.from(this.allowGarrisoning.values()).every(allow => allow);
};
GarrisonHolder.prototype.GetGarrisonedEntitiesCount = function()
{
let count = this.entities.length;
for (let ent of this.entities)
{
let cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder);
if (cmpGarrisonHolder)
count += cmpGarrisonHolder.GetGarrisonedEntitiesCount();
}
return count;
};
GarrisonHolder.prototype.OccupiedSlots = function()
{
let count = 0;
for (let ent of this.entities)
{
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
if (cmpGarrisonable)
count += cmpGarrisonable.TotalSize();
}
return count;
};
GarrisonHolder.prototype.IsAllowedToGarrison = function(entity)
{
if (!this.IsGarrisoningAllowed())
return false;
let cmpGarrisonable = Engine.QueryInterface(entity, IID_Garrisonable);
if (!cmpGarrisonable || this.OccupiedSlots() + cmpGarrisonable.TotalSize() > this.GetCapacity())
return false;
return this.IsAllowedToBeGarrisoned(entity);
};
GarrisonHolder.prototype.IsAllowedToBeGarrisoned = function(entity)
{
if (!IsOwnedByMutualAllyOfEntity(entity, this.entity))
return false;
let cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), this.allowedClasses);
};
/**
* @param {number} entity - The entityID to garrison.
* @return {boolean} - Whether the entity was garrisoned.
*/
GarrisonHolder.prototype.Garrison = function(entity)
{
if (!this.IsAllowedToGarrison(entity))
return false;
if (!this.HasEnoughHealth())
return false;
if (!this.timer && this.GetHealRate() > 0)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_GarrisonHolder, "HealTimeout", 1000, {});
}
this.entities.push(entity);
this.UpdateGarrisonFlag();
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {
"added": [entity],
"removed": []
});
return true;
};
/**
* @param {number} entity - EntityID to find the spawn position for.
* @param {boolean} forced - Optionally whether the spawning is forced.
* @return {Vector3D} - An appropriate spawning position.
*/
GarrisonHolder.prototype.GetSpawnPosition = function(entity, forced)
{
let cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
let cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
let cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
// If the garrisonHolder is a sinking ship, restrict the location to the intersection of both passabilities
// TODO: should use passability classes to be more generic
let pos;
if ((!cmpHealth || cmpHealth.GetHitpoints() == 0) && cmpIdentity && cmpIdentity.HasClass("Ship"))
pos = cmpFootprint.PickSpawnPointBothPass(entity);
else
pos = cmpFootprint.PickSpawnPoint(entity);
if (pos.y < 0)
{
// Error: couldn't find space satisfying the unit's passability criteria
if (!forced)
return null;
// If ejection is forced, we need to continue, so use center of the building
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
pos = cmpPosition.GetPosition();
}
return pos;
};
/**
* @param {number} entity - The entity ID of the entity to eject.
* @param {boolean} forced - Whether eject is forced (e.g. if building is destroyed).
* @return {boolean} Whether the entity was ejected.
*/
GarrisonHolder.prototype.Eject = function(entity, forced)
{
if (!this.IsGarrisoningAllowed() && !forced)
return false;
let entityIndex = this.entities.indexOf(entity);
// Error: invalid entity ID, usually it's already been ejected, assume success.
if (entityIndex == -1)
return true;
this.entities.splice(entityIndex, 1);
this.UpdateGarrisonFlag();
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {
"added": [],
"removed": [entity]
});
return true;
};
/**
* @param {number} entity - The entity ID of the entity to order to the rally point.
*/
GarrisonHolder.prototype.OrderToRallyPoint = function(entity)
{
let cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint);
if (!cmpRallyPoint || !cmpRallyPoint.GetPositions()[0])
return;
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return;
let cmpEntOwnership = Engine.QueryInterface(entity, IID_Ownership);
if (!cmpEntOwnership || cmpOwnership.GetOwner() != cmpEntOwnership.GetOwner())
return;
let commands = GetRallyPointCommands(cmpRallyPoint, [entity]);
// Ignore the rally point if it is autogarrison
if (commands[0].type == "garrison" && commands[0].target == this.entity)
return;
for (let command of commands)
ProcessCommand(cmpOwnership.GetOwner(), command);
};
/**
* Tell unit to unload from this entity.
* @param {number} entity - The entity to unload.
* @return {boolean} Whether the command was successful.
*/
GarrisonHolder.prototype.Unload = function(entity)
{
let cmpGarrisonable = Engine.QueryInterface(entity, IID_Garrisonable);
return cmpGarrisonable && cmpGarrisonable.UnGarrison();
};
/**
* Tell units to unload from this entity.
* @param {number[]} entities - The entities to unload.
* @return {boolean} - Whether all unloads were successful.
*/
GarrisonHolder.prototype.UnloadEntities = function(entities)
{
let success = true;
for (let entity of entities)
if (!this.Unload(entity))
success = false;
return success;
};
/**
* Unload one or all units that match a template and owner from us.
* @param {string} template - Type of units that should be ejected.
* @param {number} owner - Id of the player whose units should be ejected.
* @param {boolean} all - Whether all units should be ejected.
* @return {boolean} Whether the unloading was successful.
*/
GarrisonHolder.prototype.UnloadTemplate = function(template, owner, all)
{
let entities = [];
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
for (let entity of this.entities)
{
let cmpIdentity = Engine.QueryInterface(entity, IID_Identity);
// Units with multiple ranks are grouped together.
let name = cmpIdentity.GetSelectionGroupName() || cmpTemplateManager.GetCurrentTemplateName(entity);
if (name != template || owner != Engine.QueryInterface(entity, IID_Ownership).GetOwner())
continue;
entities.push(entity);
// If 'all' is false, only ungarrison the first matched unit.
if (!all)
break;
}
return this.UnloadEntities(entities);
};
/**
* Unload all units, that belong to certain player
* and order all own units to move to the rally point.
* @param {number} owner - Id of the player whose units should be ejected.
* @return {boolean} Whether the unloading was successful.
*/
GarrisonHolder.prototype.UnloadAllByOwner = function(owner)
{
let entities = this.entities.filter(ent => {
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
return cmpOwnership && cmpOwnership.GetOwner() == owner;
});
return this.UnloadEntities(entities);
};
/**
* Unload all units from the entity and order them to move to the rally point.
* @return {boolean} Whether the unloading was successful.
*/
GarrisonHolder.prototype.UnloadAll = function()
{
return this.UnloadEntities(this.entities.slice());
};
/**
* Used to check if the garrisoning entity's health has fallen below
* a certain limit after which all garrisoned units are unloaded.
*/
GarrisonHolder.prototype.OnHealthChanged = function(msg)
{
if (!this.HasEnoughHealth() && this.entities.length)
this.EjectOrKill(this.entities.slice());
};
GarrisonHolder.prototype.HasEnoughHealth = function()
{
// 0 is a valid value so explicitly check for undefined.
if (this.template.EjectHealth === undefined)
return true;
let cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
return !cmpHealth || cmpHealth.GetHitpoints() > Math.floor(+this.template.EjectHealth * cmpHealth.GetMaxHitpoints());
};
/**
* Called every second. Heals garrisoned units.
*/
GarrisonHolder.prototype.HealTimeout = function(data)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
if (!this.entities.length)
{
cmpTimer.CancelTimer(this.timer);
delete this.timer;
return;
}
for (let entity of this.entities)
{
let cmpHealth = Engine.QueryInterface(entity, IID_Health);
if (cmpHealth && !cmpHealth.IsUnhealable())
cmpHealth.Increase(this.GetHealRate());
}
this.timer = cmpTimer.SetTimeout(this.entity, IID_GarrisonHolder, "HealTimeout", 1000, {});
};
/**
* Updates the garrison flag depending whether something is garrisoned in the entity.
*/
GarrisonHolder.prototype.UpdateGarrisonFlag = function()
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetVariant("garrison", this.entities.length ? "garrisoned" : "ungarrisoned");
};
/**
* Cancel timer when destroyed.
*/
GarrisonHolder.prototype.OnDestroy = function()
{
if (this.timer)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
}
};
/**
* If a garrisoned entity is captured, or about to be killed (so its owner changes to '-1'),
* remove it from the building so we only ever contain valid entities.
*/
GarrisonHolder.prototype.OnGlobalOwnershipChanged = function(msg)
{
// The ownership change may be on the garrisonholder
if (this.entity == msg.entity)
{
let entities = this.entities.filter(ent => msg.to == INVALID_PLAYER || !IsOwnedByMutualAllyOfEntity(this.entity, ent));
if (entities.length)
this.EjectOrKill(entities);
return;
}
// or on some of its garrisoned units
let entityIndex = this.entities.indexOf(msg.entity);
if (entityIndex != -1 && (msg.to == INVALID_PLAYER || !IsOwnedByMutualAllyOfEntity(this.entity, msg.entity)))
this.EjectOrKill([msg.entity]);
};
/**
* Update list of garrisoned entities when a game inits.
*/
GarrisonHolder.prototype.OnGlobalSkirmishReplacerReplaced = function(msg)
{
if (!this.initGarrison)
return;
if (msg.entity == this.entity)
{
let cmpGarrisonHolder = Engine.QueryInterface(msg.newentity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
cmpGarrisonHolder.initGarrison = this.initGarrison;
}
else
{
let entityIndex = this.initGarrison.indexOf(msg.entity);
if (entityIndex != -1)
this.initGarrison[entityIndex] = msg.newentity;
}
};
/**
* Eject all foreign garrisoned entities which are no more allied.
*/
GarrisonHolder.prototype.OnDiplomacyChanged = function()
{
this.EjectOrKill(this.entities.filter(ent => !IsOwnedByMutualAllyOfEntity(this.entity, ent)));
};
/**
* Eject or kill a garrisoned unit which can no more be garrisoned
* (garrisonholder's health too small or ownership changed).
*/
GarrisonHolder.prototype.EjectOrKill = function(entities)
{
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
// Eject the units which can be ejected (if not in world, it generally means this holder
// is inside a holder which kills its entities, so do not eject)
if (cmpPosition && cmpPosition.IsInWorld())
{
let ejectables = entities.filter(ent => this.IsEjectable(ent));
if (ejectables.length)
this.UnloadEntities(ejectables);
}
// And destroy all remaining entities
let killedEntities = [];
for (let entity of entities)
{
let entityIndex = this.entities.indexOf(entity);
if (entityIndex == -1)
continue;
let cmpHealth = Engine.QueryInterface(entity, IID_Health);
if (cmpHealth)
cmpHealth.Kill();
else
Engine.DestroyEntity(entity);
this.entities.splice(entityIndex, 1);
killedEntities.push(entity);
}
if (killedEntities.length)
{
Engine.PostMessage(this.entity, MT_GarrisonedUnitsChanged, {
"added": [],
"removed": killedEntities
});
this.UpdateGarrisonFlag();
}
};
/**
* Whether an entity is ejectable.
* @param {number} entity - The entity-ID to be tested.
* @return {boolean} - Whether the entity is ejectable.
*/
GarrisonHolder.prototype.IsEjectable = function(entity)
{
if (!this.entities.find(ent => ent == entity))
return false;
let ejectableClasses = this.template.EjectClassesOnDestroy._string;
let entityClasses = Engine.QueryInterface(entity, IID_Identity).GetClassesList();
return MatchesClassList(entityClasses, ejectableClasses);
};
/**
* Sets the intitGarrison to the specified entities. Used by the mapreader.
*
* @param {number[]} entities - The entity IDs to garrison on init.
*/
GarrisonHolder.prototype.SetInitGarrison = function(entities)
{
this.initGarrison = clone(entities);
};
/**
* Initialise the garrisoned units.
*/
GarrisonHolder.prototype.OnGlobalInitGame = function(msg)
{
if (!this.initGarrison)
return;
for (let ent of this.initGarrison)
{
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
if (cmpGarrisonable)
- cmpGarrisonable.Autogarrison(this.entity);
+ cmpGarrisonable.Garrison(this.entity);
}
this.initGarrison = undefined;
};
GarrisonHolder.prototype.OnValueModification = function(msg)
{
if (msg.component != "GarrisonHolder")
return;
if (msg.valueNames.indexOf("GarrisonHolder/List/_string") !== -1)
{
this.allowedClasses = ApplyValueModificationsToEntity("GarrisonHolder/List/_string", this.template.List._string, this.entity);
this.EjectOrKill(this.entities.filter(entity => !this.IsAllowedToBeGarrisoned(entity)));
}
if (msg.valueNames.indexOf("GarrisonHolder/BuffHeal") === -1)
return;
if (this.timer && this.GetHealRate() == 0)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
delete this.timer;
}
else if (!this.timer && this.GetHealRate() > 0)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_GarrisonHolder, "HealTimeout", 1000, {});
}
};
Engine.RegisterComponentType(IID_GarrisonHolder, "GarrisonHolder", GarrisonHolder);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Garrisonable.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Garrisonable.js (revision 25068)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Garrisonable.js (revision 25069)
@@ -1,194 +1,186 @@
function Garrisonable() {}
Garrisonable.prototype.Schema =
"Controls the garrisonability of an entity." +
"" +
"10" +
"" +
"" +
"" +
"";
Garrisonable.prototype.Init = function()
{
};
/**
* @return {number} - The number of slots this unit takes in a garrisonHolder.
*/
Garrisonable.prototype.UnitSize = function()
{
return ApplyValueModificationsToEntity("Garrisonable/Size", +this.template.Size, this.entity);
};
/**
* Calculates the number of slots this unit takes in a garrisonHolder by
* adding the number of garrisoned slots to the equation.
*
* @return {number} - The number of slots this unit and its garrison takes in a garrisonHolder.
*/
Garrisonable.prototype.TotalSize = function()
{
let size = this.UnitSize();
let cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
size += cmpGarrisonHolder.OccupiedSlots();
return size;
};
/**
* @return {number} - The entity ID of the entity this entity is garrisoned in.
*/
Garrisonable.prototype.HolderID = function()
{
return this.holder || INVALID_ENTITY;
};
/**
+ * @return {boolean} - Whether we're garrisoned.
+ */
+Garrisonable.prototype.IsGarrisoned = function()
+{
+ return !!this.holder;
+};
+
+/**
* @param {number} target - The entity ID to check.
* @return {boolean} - Whether we can garrison.
*/
Garrisonable.prototype.CanGarrison = function(target)
{
if (this.holder)
return false;
let cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
return cmpGarrisonHolder && cmpGarrisonHolder.IsAllowedToGarrison(this.entity);
};
/**
* @param {number} target - The entity ID of the entity this entity is being garrisoned in.
* @return {boolean} - Whether garrisoning succeeded.
*/
Garrisonable.prototype.Garrison = function(target, renamed = false)
{
if (!this.CanGarrison(target))
return false;
let cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder || !cmpGarrisonHolder.Garrison(this.entity))
return false;
this.holder = target;
let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
cmpUnitAI.SetGarrisoned();
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition)
cmpPosition.MoveOutOfWorld();
Engine.PostMessage(this.entity, MT_GarrisonedStateChanged, {
"oldHolder": INVALID_ENTITY,
"holderID": target
});
if (renamed)
return true;
let cmpTurretHolder = Engine.QueryInterface(target, IID_TurretHolder);
if (cmpTurretHolder)
cmpTurretHolder.OccupyTurret(this.entity);
return true;
};
/**
- * Called on game init when the entity was part of init garrison.
- * @param {number} target - The entityID to autogarrison.
- * @return {boolean} - Whether garrisoning succeeded.
- */
-Garrisonable.prototype.Autogarrison = function(target)
-{
- if (!this.Garrison(target))
- return false;
-
- let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
- if (cmpUnitAI)
- cmpUnitAI.Autogarrison(target);
- return true;
-};
-
-/**
* @param {boolean} forced - Optionally whether the spawning is forced.
* @param {boolean} renamed - Optionally whether the ungarrisoning is due to renaming.
* @return {boolean} - Whether the ungarrisoning succeeded.
*/
Garrisonable.prototype.UnGarrison = function(forced = false, renamed = false)
{
if (!this.holder)
return true;
let cmpGarrisonHolder = Engine.QueryInterface(this.holder, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return false;
let pos = cmpGarrisonHolder.GetSpawnPosition(this.entity, forced);
if (!pos)
return false;
if (!cmpGarrisonHolder.Eject(this.entity, forced))
return false;
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition)
{
cmpPosition.JumpTo(pos.x, pos.z);
cmpPosition.SetHeightOffset(0);
}
let cmpHolderPosition = Engine.QueryInterface(this.holder, IID_Position);
if (cmpHolderPosition)
cmpPosition.SetYRotation(cmpHolderPosition.GetPosition().horizAngleTo(pos));
let cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
{
cmpUnitAI.Ungarrison();
cmpUnitAI.UnsetGarrisoned();
}
Engine.PostMessage(this.entity, MT_GarrisonedStateChanged, {
"oldHolder": this.holder,
"holderID": INVALID_ENTITY
});
if (renamed)
return true;
let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
if (cmpTurretHolder)
cmpTurretHolder.LeaveTurret(this.entity);
cmpGarrisonHolder.OrderToRallyPoint(this.entity);
delete this.holder;
return true;
};
Garrisonable.prototype.OnEntityRenamed = function(msg)
{
if (!this.holder)
return;
let cmpGarrisonHolder = Engine.QueryInterface(this.holder, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
this.UnGarrison(true, true);
let cmpGarrisonable = Engine.QueryInterface(msg.newentity, IID_Garrisonable);
if (cmpGarrisonable)
cmpGarrisonable.Garrison(this.holder, true);
}
// We process EntityRenamed of turrets seperately since we
// want to occupy the same position after being renamed.
let cmpTurretHolder = Engine.QueryInterface(this.holder, IID_TurretHolder);
if (cmpTurretHolder)
cmpTurretHolder.SwapEntities(msg.entity, msg.newentity);
delete this.holder;
};
Engine.RegisterComponentType(IID_Garrisonable, "Garrisonable", Garrisonable);
Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 25068)
+++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 25069)
@@ -1,2104 +1,2108 @@
function GuiInterface() {}
GuiInterface.prototype.Schema =
"";
GuiInterface.prototype.Serialize = function()
{
// This component isn't network-synchronized 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 = {};
this.selectionDirty = {};
this.obstructionSnap = new ObstructionSnap();
};
/*
* 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 cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
let numPlayers = cmpPlayerManager.GetNumPlayers();
for (let i = 0; i < numPlayers; ++i)
{
let cmpPlayer = QueryPlayerIDInterface(i);
let cmpPlayerEntityLimits = QueryPlayerIDInterface(i, IID_EntityLimits);
// Work out which 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";
}
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(),
"resourceGatherers": cmpPlayer.GetResourceGatherers(),
"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,
"matchEntityCounts": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetMatchCounts() : 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": cmpPlayer.CanBarter(),
"barterPrices": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).GetPrices(cmpPlayer)
});
}
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();
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
ret.timeElapsed = cmpTimer.GetTime();
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;
}
let cmpCinemaManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CinemaManager);
if (cmpCinemaManager)
ret.cinemaPlaying = cmpCinemaManager.IsPlaying();
let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
ret.victoryConditions = cmpEndGameManager.GetVictoryConditions();
ret.alliedVictory = cmpEndGameManager.GetAlliedVictory();
ret.maxWorldPopulation = cmpPlayerManager.GetMaxWorldPopulation();
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()
{
let ret = this.GetSimulationState();
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;
};
/**
* Returns the gamesettings that were chosen at the time the match started.
*/
GuiInterface.prototype.GetInitAttributes = function()
{
return InitAttributes;
};
/**
* This data will be stored in the replay metadata file after a match has been finished recording.
*/
GuiInterface.prototype.GetReplayMetadata = function()
{
let extendedSimState = this.GetExtendedSimulationState();
return {
"timeElapsed": extendedSimState.timeElapsed,
"playerStates": extendedSimState.players,
"mapSettings": InitAttributes.settings
};
};
/**
* Called when the game ends if the current game is part of a campaign run.
*/
GuiInterface.prototype.GetCampaignGameEndData = function(player)
{
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
if (Trigger.prototype.OnCampaignGameEnd)
return Trigger.prototype.OnCampaignGameEnd();
return {};
};
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(),
"selectionGroupName": cmpIdentity.GetSelectionGroupName(),
"canDelete": !cmpIdentity.IsUndeletable(),
"hasSomeFormation": cmpIdentity.HasSomeFormation(),
"formations": cmpIdentity.GetFormationsList(),
"controllable": cmpIdentity.IsControllable()
};
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.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()
};
let cmpPopulation = Engine.QueryInterface(ent, IID_Population);
if (cmpPopulation)
ret.population = {
"bonus": cmpPopulation.GetPopBonus()
};
let cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
if (cmpUpgrade)
ret.upgrade = {
"upgrades": cmpUpgrade.GetUpgrades(),
"progress": cmpUpgrade.GetProgress(),
"template": cmpUpgrade.GetUpgradingTo(),
"isUpgrading": cmpUpgrade.IsUpgrading()
};
let cmpStatusEffects = Engine.QueryInterface(ent, IID_StatusEffectsReceiver);
if (cmpStatusEffects)
ret.statusEffects = cmpStatusEffects.GetActiveStatuses();
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(),
"occupiedSlots": cmpGarrisonHolder.OccupiedSlots()
};
let cmpTurretHolder = Engine.QueryInterface(ent, IID_TurretHolder);
if (cmpTurretHolder)
ret.turretHolder = {
"turretPoints": cmpTurretHolder.GetTurretPoints()
};
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
if (cmpGarrisonable)
ret.garrisonable = {
"holder": cmpGarrisonable.HolderID(),
"size": cmpGarrisonable.UnitSize()
};
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] = {};
Object.assign(ret.attack[type], cmpAttack.GetAttackEffectsData(type));
ret.attack[type].attackName = cmpAttack.GetAttackName(type);
ret.attack[type].splash = cmpAttack.GetSplashData(type);
if (ret.attack[type].splash)
Object.assign(ret.attack[type].splash, cmpAttack.GetAttackEffectsData(type, true));
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 (cmpPosition && cmpPosition.IsInWorld())
// For units, take the range in front of it, no spread, so angle = 0,
// else, take the average elevation around it: angle = 2 * pi.
ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, cmpUnitAI ? 0 : 2 * Math.PI);
else
// Not in world, set a default?
ret.attack[type].elevationAdaptedRange = ret.attack.maxRange;
}
}
let cmpResistance = Engine.QueryInterface(ent, IID_Resistance);
if (cmpResistance)
ret.resistance = cmpResistance.GetResistanceOfForm(cmpFoundation ? "Foundation" : "Entity");
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("Barter"))
ret.isBarterMarket = true;
let cmpHeal = Engine.QueryInterface(ent, IID_Heal);
if (cmpHeal)
ret.heal = {
"health": cmpHeal.GetHealth(),
"range": cmpHeal.GetRange().max,
"interval": cmpHeal.GetInterval(),
"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.GetInterval(),
"rates": cmpResourceTrickle.GetRates()
};
let cmpTreasure = Engine.QueryInterface(ent, IID_Treasure);
if (cmpTreasure)
ret.treasure = {
"collectTime": cmpTreasure.CollectionTime(),
"resources": cmpTreasure.Resources()
};
let cmpTreasureCollecter = Engine.QueryInterface(ent, IID_TreasureCollecter);
if (cmpTreasureCollecter)
ret.treasureCollecter = true;
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, data)
{
let templateName = data.templateName;
let owner = data.player !== undefined ? data.player : player;
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, owner, aurasTemplate);
let auraNames = template.Auras._string.split(/\s+/);
for (let name of auraNames)
{
let auraTemplate = AuraTemplates.Get(name);
if (!auraTemplate)
error("Template " + templateName + " has undefined aura " + name);
else
aurasTemplate[name] = auraTemplate;
}
return GetTemplateDataHelper(template, owner, aurasTemplate);
};
GuiInterface.prototype.IsTechnologyResearched = function(player, data)
{
if (!data.tech)
return true;
let cmpTechnologyManager = QueryPlayerIDInterface(data.player !== undefined ? 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 !== undefined ? 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)
{
let cmpAttackDetection = QueryPlayerIDInterface(player, IID_AttackDetection);
if (!cmpAttackDetection)
return [];
return cmpAttackDetection.GetIncomingAttacks();
};
/**
* Used to show a red square over GUI elements you can't yet afford.
*/
GuiInterface.prototype.GetNeededResources = function(player, data)
{
let cmpPlayer = QueryPlayerIDInterface(data.player !== undefined ? data.player : player);
return cmpPlayer ? cmpPlayer.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;
this.selectionDirty[msg.player] = true;
};
GuiInterface.prototype.IsTemplateModified = function(player)
{
return this.templateModified[player] || false;
};
GuiInterface.prototype.ResetTemplateModified = function()
{
this.templateModified = {};
};
/**
* Some changes may require an update to the selection panel,
* which is cached for efficiency. Inform the GUI it needs reloading.
*/
GuiInterface.prototype.OnDisabledTemplatesChanged = function(msg)
{
this.selectionDirty[msg.player] = true;
};
GuiInterface.prototype.OnDisabledTechnologiesChanged = function(msg)
{
this.selectionDirty[msg.player] = true;
};
GuiInterface.prototype.SetSelectionDirty = function(player)
{
this.selectionDirty[player] = true;
};
GuiInterface.prototype.IsSelectionDirty = function(player)
{
return this.selectionDirty[player] || false;
};
GuiInterface.prototype.ResetSelectionDirty = function()
{
this.selectionDirty = {};
};
/**
* 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)
{
let cmpPlayer = QueryPlayerIDInterface(wantedPlayer);
if (!cmpPlayer)
return [];
return cmpPlayer.GetFormations();
};
GuiInterface.prototype.GetFormationRequirements = function(player, data)
{
return GetFormationRequirements(data.formationTemplate);
};
GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data)
{
return CanMoveEntsIntoFormation(data.ents, data.formationTemplate);
};
GuiInterface.prototype.GetFormationInfoFromTemplate = function(player, data)
{
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)
{
// Cache of owner -> color map
let playerColors = {};
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
// May return undefined if no rally point is set.
pos = cmpRallyPoint.GetPositions()[0];
if (pos)
{
// Only update the position if we changed it (cmd.queued is set).
// Note that Add-/SetPosition take a CFixedVector2D which has X/Y components, not X/Z.
if ("queued" in cmd)
{
if (cmd.queued == true)
cmpRallyPointRenderer.AddPosition(new Vector2D(pos.x, pos.z));
else
cmpRallyPointRenderer.SetPosition(new Vector2D(pos.x, pos.z));
}
else if (!cmpRallyPointRenderer.IsSet())
// Rebuild the renderer when not set (when reading saved game or in case of building update).
for (let posi of cmpRallyPoint.GetPositions())
cmpRallyPointRenderer.AddPosition(new Vector2D(posi.x, 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": []
};
if (!this.placementEntity || this.placementEntity[0] != cmd.template)
{
if (this.placementEntity)
Engine.DestroyEntity(this.placementEntity[1]);
if (cmd.template == "")
this.placementEntity = undefined;
else
this.placementEntity = [cmd.template, Engine.AddLocalEntity("preview|" + cmd.template)];
}
if (this.placementEntity)
{
let ent = this.placementEntity[1];
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);
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': ...,
* }
* }
*
* @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;
// Did the start position snap to anything?
// If we snapped, was it to an entity? If yes, hold that entity's ID.
let start = {
"pos": cmd.start,
"angle": 0,
"snapped": false,
"snappedEnt": INVALID_ENTITY
};
// Did the end position snap to anything?
// If we snapped, was it to an entity? If yes, hold that entity's ID.
let end = {
"pos": cmd.end,
"angle": 0,
"snapped": false,
"snappedEnt": INVALID_ENTITY
};
// --------------------------------------------------------------------------------
// 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;
}
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, { "templateName": tpl }),
};
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)
{
// Value of 0.5 was determined through trial and error.
let snapRadius = this.placementWallEntities[wallSet.templates.tower].templateData.wallPiece.length * 0.5;
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, "time": 0 }
};
for (let res of Resources.GetCodes())
result.cost[res] = 0;
let previewEntities = [];
if (end.pos)
// See helpers/Walls.js.
previewEntities = GetWallPlacement(this.placementWallEntities, wallSet, start, end);
// 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 && 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 ? 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 ? 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;
// Number of entities that are required to build the entire wall, regardless of validity.
let numRequiredPieces = 0;
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)
{
ent = Engine.AddLocalEntity("preview|" + tpl);
entPool.entities.push(ent);
}
else
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);
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", "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 (data.snapToEdges)
{
let position = this.obstructionSnap.getPosition(data, template);
if (position)
return position;
}
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.
let 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.IsTurret())
+ if (!cmpUnitAI || !cmpUnitAI.IsIdle())
+ return { "idle": false };
+
+ let cmpGarrisonable = Engine.QueryInterface(unit, IID_Garrisonable);
+ if (cmpGarrisonable && cmpGarrisonable.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
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)
{
let cmpPlayer = QueryPlayerIDInterface(player);
if (!cmpPlayer)
return [];
return cmpPlayer.GetTradingGoods();
};
GuiInterface.prototype.OnGlobalEntityRenamed = function(msg)
{
this.renamedEntities.push(msg);
};
/**
* List the GuiInterface functions that can be safely called by GUI scripts.
* (GUI scripts are non-deterministic and untrusted, so these functions must be
* appropriately careful. They are called with a first argument "player", which is
* trusted and indicates the player associated with the current client; no data should
* be returned unless this player is meant to be able to see it.)
*/
let exposedFunctions = {
"GetSimulationState": 1,
"GetExtendedSimulationState": 1,
"GetInitAttributes": 1,
"GetReplayMetadata": 1,
"GetCampaignGameEndData": 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,
"IsSelectionDirty": 1,
"ResetSelectionDirty": 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/ProductionQueue.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js (revision 25068)
+++ ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js (revision 25069)
@@ -1,973 +1,973 @@
function ProductionQueue() {}
ProductionQueue.prototype.Schema =
"Allows the building to train new units and research technologies" +
"" +
"0.7" +
"" +
"\n units/{civ}/support_female_citizen\n units/{native}/support_trader\n units/athen/infantry_spearman_b\n " +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
Resources.BuildSchema("nonNegativeDecimal", ["time"]) +
"";
ProductionQueue.prototype.ProgressInterval = 1000;
ProductionQueue.prototype.MaxQueueSize = 16;
ProductionQueue.prototype.Init = function()
{
this.nextID = 1;
this.queue = [];
// Queue items are:
// {
// "id": 1,
// "player": 1, // who paid for this batch; we need this to cope with refunds cleanly
// "unitTemplate": "units/example",
// "count": 10,
// "neededSlots": 3, // number of population slots missing for production to begin
// "resources": { "wood": 100, ... }, // resources per unit, multiply by count to get total
// "population": 1, // population per unit, multiply by count to get total
// "productionStarted": false, // true iff we have reserved population
// "entityCache": [189, ...], // The entities created but not spawned yet.
// "timeTotal": 15000, // msecs
// "timeRemaining": 10000, // msecs
// }
//
// {
// "id": 1,
// "player": 1, // who paid for this research; we need this to cope with refunds cleanly
// "technologyTemplate": "example_tech",
// "resources": { "wood": 100, ... }, // resources needed for research
// "productionStarted": false, // true iff production has started
// "timeTotal": 15000, // msecs
// "timeRemaining": 10000, // msecs
// }
this.paused = false;
this.spawnNotified = false;
};
/*
* Returns list of entities that can be trained by this building.
*/
ProductionQueue.prototype.GetEntitiesList = function()
{
return Array.from(this.entitiesMap.values());
};
/**
* Calculate the new list of producible entities
* and update any entities currently being produced.
*/
ProductionQueue.prototype.CalculateEntitiesMap = function()
{
// Don't reset the map, it's used below to update entities.
if (!this.entitiesMap)
this.entitiesMap = new Map();
if (!this.template.Entities)
return;
let string = this.template.Entities._string;
// Tokens can be added -> process an empty list to get them.
let addedTokens = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", "", this.entity);
if (!addedTokens && !string)
return;
addedTokens = addedTokens == "" ? [] : addedTokens.split(/\s+/);
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let cmpPlayer = QueryOwnerInterface(this.entity);
let cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
let disabledEntities = cmpPlayer ? cmpPlayer.GetDisabledTemplates() : {};
/**
* Process tokens:
* - process token modifiers (this is a bit tricky).
* - replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID
* - remove disabled entities
* - upgrade templates where necessary
* This also updates currently queued production (it's more convenient to do it here).
*/
let removeAllQueuedTemplate = (token) => {
let queue = clone(this.queue);
let template = this.entitiesMap.get(token);
for (let item of queue)
if (item.unitTemplate && item.unitTemplate === template)
this.RemoveItem(item.id);
};
let updateAllQueuedTemplate = (token, updateTo) => {
let template = this.entitiesMap.get(token);
for (let item of this.queue)
if (item.unitTemplate && item.unitTemplate === template)
item.unitTemplate = updateTo;
};
let toks = string.split(/\s+/);
for (let tok of addedTokens)
toks.push(tok);
let addedDict = addedTokens.reduce((out, token) => { out[token] = true; return out; }, {});
this.entitiesMap = toks.reduce((entMap, token) => {
let rawToken = token;
if (!(token in addedDict))
{
// This is a bit wasteful but I can't think of a simpler/better way.
// The list of token is unlikely to be a performance bottleneck anyways.
token = ApplyValueModificationsToEntity("ProductionQueue/Entities/_string", token, this.entity);
token = token.split(/\s+/);
if (token.every(tok => addedTokens.indexOf(tok) !== -1))
{
removeAllQueuedTemplate(rawToken);
return entMap;
}
token = token[0];
}
// Replace the "{civ}" and "{native}" codes with the owner's civ ID and entity's civ ID.
if (cmpIdentity)
token = token.replace(/\{native\}/g, cmpIdentity.GetCiv());
if (cmpPlayer)
token = token.replace(/\{civ\}/g, cmpPlayer.GetCiv());
// Filter out disabled and invalid entities.
if (disabledEntities[token] || !cmpTemplateManager.TemplateExists(token))
{
removeAllQueuedTemplate(rawToken);
return entMap;
}
token = this.GetUpgradedTemplate(token);
entMap.set(rawToken, token);
updateAllQueuedTemplate(rawToken, token);
return entMap;
}, new Map());
};
/*
* Returns the upgraded template name if necessary.
*/
ProductionQueue.prototype.GetUpgradedTemplate = function(templateName)
{
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return templateName;
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(templateName);
while (template && template.Promotion !== undefined)
{
let requiredXp = ApplyValueModificationsToTemplate(
"Promotion/RequiredXp",
+template.Promotion.RequiredXp,
cmpPlayer.GetPlayerID(),
template);
if (requiredXp > 0)
break;
templateName = template.Promotion.Entity;
template = cmpTemplateManager.GetTemplate(templateName);
}
return templateName;
};
/*
* Returns list of technologies that can be researched by this building.
*/
ProductionQueue.prototype.GetTechnologiesList = function()
{
if (!this.template.Technologies)
return [];
let string = this.template.Technologies._string;
string = ApplyValueModificationsToEntity("ProductionQueue/Technologies/_string", string, this.entity);
if (!string)
return [];
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (!cmpTechnologyManager)
return [];
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return [];
let techs = string.split(/\s+/);
// Replace the civ specific technologies.
for (let i = 0; i < techs.length; ++i)
{
let tech = techs[i];
if (tech.indexOf("{civ}") == -1)
continue;
let civTech = tech.replace("{civ}", cmpPlayer.GetCiv());
techs[i] = TechnologyTemplates.Has(civTech) ? civTech : tech.replace("{civ}", "generic");
}
// Remove any technologies that can't be researched by this civ.
techs = techs.filter(tech =>
cmpTechnologyManager.CheckTechnologyRequirements(
DeriveTechnologyRequirements(TechnologyTemplates.Get(tech), cmpPlayer.GetCiv()),
true));
let techList = [];
// Stores the tech which supersedes the key.
let superseded = {};
let disabledTechnologies = cmpPlayer.GetDisabledTechnologies();
// Add any top level technologies to an array which corresponds to the displayed icons.
// Also store what technology is superseded in the superseded object { "tech1":"techWhichSupercedesTech1", ... }.
for (let tech of techs)
{
if (disabledTechnologies && disabledTechnologies[tech])
continue;
let template = TechnologyTemplates.Get(tech);
if (!template.supersedes || techs.indexOf(template.supersedes) === -1)
techList.push(tech);
else
superseded[template.supersedes] = tech;
}
// Now make researched/in progress techs invisible.
for (let i in techList)
{
let tech = techList[i];
while (this.IsTechnologyResearchedOrInProgress(tech))
tech = superseded[tech];
techList[i] = tech;
}
let ret = [];
// This inserts the techs into the correct positions to line up the technology pairs.
for (let i = 0; i < techList.length; ++i)
{
let tech = techList[i];
if (!tech)
{
ret[i] = undefined;
continue;
}
let template = TechnologyTemplates.Get(tech);
if (template.top)
ret[i] = { "pair": true, "top": template.top, "bottom": template.bottom };
else
ret[i] = tech;
}
return ret;
};
ProductionQueue.prototype.GetTechCostMultiplier = function()
{
let techCostMultiplier = {};
for (let res in this.template.TechCostMultiplier)
techCostMultiplier[res] = ApplyValueModificationsToEntity(
"ProductionQueue/TechCostMultiplier/" + res,
+this.template.TechCostMultiplier[res],
this.entity);
return techCostMultiplier;
};
ProductionQueue.prototype.IsTechnologyResearchedOrInProgress = function(tech)
{
if (!tech)
return false;
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (!cmpTechnologyManager)
return false;
let template = TechnologyTemplates.Get(tech);
if (template.top)
return cmpTechnologyManager.IsTechnologyResearched(template.top) ||
cmpTechnologyManager.IsInProgress(template.top) ||
cmpTechnologyManager.IsTechnologyResearched(template.bottom) ||
cmpTechnologyManager.IsInProgress(template.bottom);
return cmpTechnologyManager.IsTechnologyResearched(tech) || cmpTechnologyManager.IsInProgress(tech);
};
/*
* Adds a new batch of identical units to train or a technology to research to the production queue.
* @param {string} templateName - The template to start production on.
* @param {string} type - The type of production (i.e. "unit" or "technology").
* @param {number} count - The amount of units to be produced. Ignored for a tech.
* @param {any} metadata - Optionally any metadata to be attached to the item.
*
* @return {boolean} - Whether the addition of the item has succeeded.
*/
ProductionQueue.prototype.AddItem = function(templateName, type, count, metadata)
{
// TODO: there should probably be a limit on the number of queued batches.
// TODO: there should be a way for the GUI to determine whether it's going
// to be possible to add a batch (based on resource costs and length limits).
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return false;
let player = cmpPlayer.GetPlayerID();
if (!this.queue.length)
{
let cmpUpgrade = Engine.QueryInterface(this.entity, IID_Upgrade);
if (cmpUpgrade && cmpUpgrade.IsUpgrading())
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [player],
"message": markForTranslation("Entity is being upgraded. Cannot start production."),
"translateMessage": true
});
return false;
}
}
else if (this.queue.length >= this.MaxQueueSize)
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [player],
"message": markForTranslation("The production queue is full."),
"translateMessage": true,
});
return false;
}
// ToDo: Lots of duplication here, much can probably be combined,
// but requires some more refactoring.
if (type == "unit")
{
if (!Number.isInteger(count) || count <= 0)
{
error("Invalid batch count " + count);
return false;
}
// Find the template data so we can determine the build costs.
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(this.GetUpgradedTemplate(templateName));
if (!template)
return false;
let costs = {};
let totalCosts = {};
for (let res in template.Cost.Resources)
{
costs[res] = ApplyValueModificationsToTemplate(
"Cost/Resources/" + res,
+template.Cost.Resources[res],
player,
template);
totalCosts[res] = Math.floor(count * costs[res]);
}
// TrySubtractResources should report error to player (they ran out of resources).
if (!cmpPlayer.TrySubtractResources(totalCosts))
return false;
if (template.TrainingRestrictions)
{
let unitCategory = template.TrainingRestrictions.Category;
let cmpPlayerEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits);
if (cmpPlayerEntityLimits)
{
cmpPlayerEntityLimits.ChangeCount(unitCategory, count);
if (template.TrainingRestrictions.MatchLimit)
cmpPlayerEntityLimits.ChangeMatchCount(templateName, count);
}
}
let buildTime = ApplyValueModificationsToTemplate(
"Cost/BuildTime",
+template.Cost.BuildTime,
player,
template);
let time = this.GetBatchTime(count) * buildTime * 1000;
this.queue.push({
"id": this.nextID++,
"player": player,
"unitTemplate": templateName,
"count": count,
"metadata": metadata,
"resources": costs,
"population": ApplyValueModificationsToTemplate(
"Cost/Population",
+template.Cost.Population,
player,
template),
"productionStarted": false,
"timeTotal": time,
"timeRemaining": time
});
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("TrainingQueued", {
"playerid": player,
"unitTemplate": templateName,
"count": count,
"metadata": metadata,
"trainerEntity": this.entity
});
}
else if (type == "technology")
{
if (!TechnologyTemplates.Has(templateName))
return false;
if (!this.GetTechnologiesList().some(tech =>
tech &&
(tech == templateName ||
tech.pair &&
(tech.top == templateName || tech.bottom == templateName))))
{
error("This entity cannot research " + templateName);
return false;
}
let template = TechnologyTemplates.Get(templateName);
let techCostMultiplier = this.GetTechCostMultiplier();
let cost = {};
if (template.cost)
for (let res in template.cost)
cost[res] = Math.floor((techCostMultiplier[res] || 1) * template.cost[res]);
// TrySubtractResources should report error to player (they ran out of resources).
if (!cmpPlayer.TrySubtractResources(cost))
return false;
// Tell the technology manager that we have started researching this
// such that players can't research the same thing twice.
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
cmpTechnologyManager.QueuedResearch(templateName, this.entity);
let time = techCostMultiplier.time * (template.researchTime || 0) * 1000;
this.queue.push({
"id": this.nextID++,
"player": player,
"count": 1,
"technologyTemplate": templateName,
"resources": cost,
"productionStarted": false,
"timeTotal": time,
"timeRemaining": time
});
// Call the related trigger event.
let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
cmpTrigger.CallEvent("ResearchQueued", {
"playerid": player,
"technologyTemplate": templateName,
"researcherEntity": this.entity
});
}
else
{
warn("Tried to add invalid item of type \"" + type + "\" and template \"" + templateName + "\" to a production queue");
return false;
}
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
if (!this.timer)
this.StartTimer();
return true;
};
/*
* Removes an item from the queue.
* Refunds resource costs and population reservations.
* item.player is used as this.entity's owner may have changed.
*/
ProductionQueue.prototype.RemoveItem = function(id)
{
let itemIndex = this.queue.findIndex(item => item.id == id);
if (itemIndex == -1)
return;
let item = this.queue[itemIndex];
// Destroy any cached entities (those which didn't spawn for some reason).
if (item.entityCache && item.entityCache.length)
{
for (let ent of item.entityCache)
Engine.DestroyEntity(ent);
item.entityCache = [];
}
// Update entity count in the EntityLimits component.
if (item.unitTemplate)
{
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetTemplate(item.unitTemplate);
if (template.TrainingRestrictions)
{
let cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
if (cmpPlayerEntityLimits)
cmpPlayerEntityLimits.ChangeCount(template.TrainingRestrictions.Category, -item.count);
if (template.TrainingRestrictions.MatchLimit)
cmpPlayerEntityLimits.ChangeMatchCount(item.unitTemplate, -item.count);
}
}
let totalCosts = {};
let cmpStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
for (let resource in item.resources)
{
totalCosts[resource] = Math.floor(item.count * item.resources[resource]);
if (cmpStatisticsTracker)
cmpStatisticsTracker.IncreaseResourceUsedCounter(resource, -totalCosts[resource]);
}
let cmpPlayer = QueryPlayerIDInterface(item.player);
if (cmpPlayer)
{
cmpPlayer.AddResources(totalCosts);
if (item.productionStarted && item.unitTemplate)
cmpPlayer.UnReservePopulationSlots(item.population * item.count);
if (itemIndex == 0)
cmpPlayer.UnBlockTraining();
}
if (item.technologyTemplate)
{
let cmpTechnologyManager = QueryPlayerIDInterface(item.player, IID_TechnologyManager);
if (cmpTechnologyManager)
cmpTechnologyManager.StoppedResearch(item.technologyTemplate, true);
this.SetAnimation("idle");
}
this.queue.splice(itemIndex, 1);
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
if (!this.queue.length)
this.StopTimer();
};
ProductionQueue.prototype.SetAnimation = function(name)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (cmpVisual)
cmpVisual.SelectAnimation(name, false, 1);
};
/*
* Returns basic data from all batches in the production queue.
*/
ProductionQueue.prototype.GetQueue = function()
{
return this.queue.map(item => ({
"id": item.id,
"unitTemplate": item.unitTemplate,
"technologyTemplate": item.technologyTemplate,
"count": item.count,
"neededSlots": item.neededSlots,
"progress": 1 - (item.timeRemaining / (item.timeTotal || 1)),
"timeRemaining": item.timeRemaining,
"metadata": item.metadata
}));
};
/*
* Removes all existing batches from the queue.
*/
ProductionQueue.prototype.ResetQueue = function()
{
// Empty the production queue and refund all the resource costs
// to the player. (This is to avoid players having to micromanage their
// buildings' queues when they're about to be destroyed or captured.)
while (this.queue.length)
this.RemoveItem(this.queue[0].id);
};
/*
* Returns batch build time.
*/
ProductionQueue.prototype.GetBatchTime = function(batchSize)
{
// TODO: work out what equation we should use here.
return Math.pow(batchSize, ApplyValueModificationsToEntity(
"ProductionQueue/BatchTimeModifier",
+this.template.BatchTimeModifier,
this.entity));
};
ProductionQueue.prototype.OnOwnershipChanged = function(msg)
{
if (msg.to != INVALID_PLAYER)
this.CalculateEntitiesMap();
// Reset the production queue whenever the owner changes.
// (This should prevent players getting surprised when they capture
// an enemy building, and then loads of the enemy's civ's soldiers get
// created from it. Also it means we don't have to worry about
// updating the reserved pop slots.)
this.ResetQueue();
};
ProductionQueue.prototype.OnCivChanged = function()
{
this.CalculateEntitiesMap();
};
ProductionQueue.prototype.OnDestroy = function()
{
// Reset the queue to refund any resources.
this.ResetQueue();
};
/*
* This function creates the entities and places them in world if possible
* (some of these entities may be garrisoned directly if autogarrison, the others are spawned).
* @param {Object} item - The item to spawn units for.
* @param {number} item.count - The number of entities to spawn.
* @param {string} item.player - The owner of the item.
* @param {string} item.unitTemplate - The template to spawn.
* @param {any} - item.metadata - Optionally any metadata to add to the TrainingFinished message.
*
* @return {number} - The number of successfully created entities
*/
ProductionQueue.prototype.SpawnUnits = function(item)
{
let createdEnts = [];
let spawnedEnts = [];
// We need entities to test spawning, but we don't want to waste resources,
// so only create them once and use as needed.
if (!item.entityCache)
{
item.entityCache = [];
for (let i = 0; i < item.count; ++i)
item.entityCache.push(Engine.AddEntity(item.unitTemplate));
}
let autoGarrison;
let cmpRallyPoint = Engine.QueryInterface(this.entity, IID_RallyPoint);
if (cmpRallyPoint)
{
let data = cmpRallyPoint.GetData()[0];
if (data && data.target && data.target == this.entity && data.command == "garrison")
autoGarrison = true;
}
let cmpFootprint = Engine.QueryInterface(this.entity, IID_Footprint);
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
let positionSelf = cmpPosition && cmpPosition.GetPosition();
let cmpPlayerEntityLimits = QueryPlayerIDInterface(item.player, IID_EntityLimits);
let cmpPlayerStatisticsTracker = QueryPlayerIDInterface(item.player, IID_StatisticsTracker);
while (item.entityCache.length)
{
let ent = item.entityCache[0];
let cmpNewOwnership = Engine.QueryInterface(ent, IID_Ownership);
let garrisoned = false;
if (autoGarrison)
{
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
if (cmpGarrisonable)
{
// Temporary owner affectation needed for GarrisonHolder checks.
cmpNewOwnership.SetOwnerQuiet(item.player);
- garrisoned = cmpGarrisonable.Autogarrison(this.entity);
+ garrisoned = cmpGarrisonable.Garrison(this.entity);
cmpNewOwnership.SetOwnerQuiet(INVALID_PLAYER);
}
}
if (!garrisoned)
{
let pos = cmpFootprint.PickSpawnPoint(ent);
if (pos.y < 0)
break;
let cmpNewPosition = Engine.QueryInterface(ent, IID_Position);
cmpNewPosition.JumpTo(pos.x, pos.z);
if (positionSelf)
cmpNewPosition.SetYRotation(positionSelf.horizAngleTo(pos));
spawnedEnts.push(ent);
}
// Decrement entity count in the EntityLimits component
// since it will be increased by EntityLimits.OnGlobalOwnershipChanged,
// i.e. we replace a 'trained' entity by 'alive' one.
// Must be done after spawn check so EntityLimits decrements only if unit spawns.
if (cmpPlayerEntityLimits)
{
let cmpTrainingRestrictions = Engine.QueryInterface(ent, IID_TrainingRestrictions);
if (cmpTrainingRestrictions)
cmpPlayerEntityLimits.ChangeCount(cmpTrainingRestrictions.GetCategory(), -1);
}
cmpNewOwnership.SetOwner(item.player);
if (cmpPlayerStatisticsTracker)
cmpPlayerStatisticsTracker.IncreaseTrainedUnitsCounter(ent);
item.entityCache.shift();
createdEnts.push(ent);
}
if (spawnedEnts.length && !autoGarrison && cmpRallyPoint)
for (let com of GetRallyPointCommands(cmpRallyPoint, spawnedEnts))
ProcessCommand(item.player, com);
if (createdEnts.length)
{
// Play a sound, but only for the first in the batch (to avoid nasty phasing effects).
PlaySound("trained", createdEnts[0]);
Engine.PostMessage(this.entity, MT_TrainingFinished, {
"entities": createdEnts,
"owner": item.player,
"metadata": item.metadata
});
}
return createdEnts.length;
};
/*
* Increments progress on the first item in the production queue and blocks the
* queue if population limit is reached or some units failed to spawn.
* @param {Object} data - Unused in this case.
* @param {number} lateness - The time passed since the expected time to fire the function.
*/
ProductionQueue.prototype.ProgressTimeout = function(data, lateness)
{
if (this.paused)
return;
let cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return;
// Allocate available time to as many queue items as it takes
// until we've used up all the time (so that we work accurately
// with items that take fractions of a second).
let time = this.ProgressInterval + lateness;
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
while (this.queue.length)
{
let item = this.queue[0];
if (!item.productionStarted)
{
// If the item is a unit then do population checks.
if (item.unitTemplate)
{
// If something change population cost.
let template = cmpTemplateManager.GetTemplate(item.unitTemplate);
item.population = ApplyValueModificationsToTemplate(
"Cost/Population",
+template.Cost.Population,
item.player,
template);
// Batch's training hasn't started yet.
// Try to reserve the necessary population slots.
item.neededSlots = cmpPlayer.TryReservePopulationSlots(item.population * item.count);
if (item.neededSlots)
{
// Not enough slots available - don't train this batch now
// (we'll try again on the next timeout).
cmpPlayer.BlockTraining();
return;
}
cmpPlayer.UnBlockTraining();
Engine.PostMessage(this.entity, MT_TrainingStarted, { "entity": this.entity });
}
else if (item.technologyTemplate)
{
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (cmpTechnologyManager)
cmpTechnologyManager.StartedResearch(item.technologyTemplate, true);
else
warn("Failed to start researching " + item.technologyTemplate + ": No TechnologyManager available.");
this.SetAnimation("researching");
}
item.productionStarted = true;
}
// If we won't finish the batch now, just update its timer.
if (item.timeRemaining > time)
{
item.timeRemaining -= time;
// Send a message for the AIs.
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
return;
}
if (item.unitTemplate)
{
let numSpawned = this.SpawnUnits(item);
if (numSpawned)
cmpPlayer.UnReservePopulationSlots(item.population * numSpawned);
if (numSpawned == item.count)
{
cmpPlayer.UnBlockTraining();
this.spawnNotified = false;
}
else
{
if (numSpawned > 0)
{
item.count -= numSpawned;
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
}
cmpPlayer.BlockTraining();
if (!this.spawnNotified)
{
let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGUIInterface.PushNotification({
"players": [cmpPlayer.GetPlayerID()],
"message": markForTranslation("Can't find free space to spawn trained units"),
"translateMessage": true
});
this.spawnNotified = true;
}
return;
}
}
else if (item.technologyTemplate)
{
let cmpTechnologyManager = QueryOwnerInterface(this.entity, IID_TechnologyManager);
if (cmpTechnologyManager)
cmpTechnologyManager.ResearchTechnology(item.technologyTemplate);
else
warn("Failed to stop researching " + item.technologyTemplate + ": No TechnologyManager available.");
this.SetAnimation("idle");
let template = TechnologyTemplates.Get(item.technologyTemplate);
if (template && template.soundComplete)
{
let cmpSoundManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager);
if (cmpSoundManager)
cmpSoundManager.PlaySoundGroup(template.soundComplete, this.entity);
}
}
time -= item.timeRemaining;
this.queue.shift();
Engine.PostMessage(this.entity, MT_ProductionQueueChanged, null);
}
if (!this.queue.length)
this.StopTimer();
};
ProductionQueue.prototype.PauseProduction = function()
{
this.StopTimer();
this.paused = true;
};
ProductionQueue.prototype.UnpauseProduction = function()
{
this.paused = false;
this.StartTimer();
};
ProductionQueue.prototype.StartTimer = function()
{
if (this.timer)
return;
this.timer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).SetInterval(
this.entity,
IID_ProductionQueue,
"ProgressTimeout",
this.ProgressInterval,
this.ProgressInterval,
null
);
};
ProductionQueue.prototype.StopTimer = function()
{
if (!this.timer)
return;
Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).CancelTimer(this.timer);
delete this.timer;
};
ProductionQueue.prototype.OnValueModification = function(msg)
{
// If the promotion requirements of units is changed,
// update the entities list so that automatically promoted units are shown
// appropriately in the list.
if (msg.component != "Promotion" && (msg.component != "ProductionQueue" ||
!msg.valueNames.some(val => val.startsWith("ProductionQueue/Entities/"))))
return;
if (msg.entities.indexOf(this.entity) === -1)
return;
// This also updates the queued production if necessary.
this.CalculateEntitiesMap();
// Inform the GUI that it'll need to recompute the selection panel.
// TODO: it would be better to only send the message if something actually changing
// for the current production queue.
let cmpPlayer = QueryOwnerInterface(this.entity);
if (cmpPlayer)
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).SetSelectionDirty(cmpPlayer.GetPlayerID());
};
ProductionQueue.prototype.HasQueuedProduction = function()
{
return this.queue.length > 0;
};
ProductionQueue.prototype.OnDisabledTemplatesChanged = function(msg)
{
// If the disabled templates of the player is changed,
// update the entities list so that this is reflected there.
this.CalculateEntitiesMap();
};
ProductionQueue.prototype.OnGarrisonedStateChanged = function(msg)
{
if (msg.holderID != INVALID_ENTITY)
this.PauseProduction();
else
this.UnpauseProduction();
};
Engine.RegisterComponentType(IID_ProductionQueue, "ProductionQueue", ProductionQueue);
Index: ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 25068)
+++ ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 25069)
@@ -1,6645 +1,6618 @@
function UnitAI() {}
UnitAI.prototype.Schema =
"Controls the unit's movement, attacks, etc, in response to commands from the player." +
"" +
"" +
"" +
"violent" +
"aggressive" +
"defensive" +
"passive" +
"standground" +
"skittish" +
"passive-defensive" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
""+
"" +
"";
// 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
// respondFleeOnSight: run away when an enemy is sighted
// 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,
"respondFleeOnSight": false,
"respondChase": true,
"respondChaseBeyondVision": true,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": true
},
"aggressive": {
"targetVisibleEnemies": true,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": true,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": true
},
"defensive": {
"targetVisibleEnemies": true,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": true,
"selectable": true
},
"passive": {
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": true,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": true
},
"standground": {
"targetVisibleEnemies": true,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": true,
"respondHoldGround": false,
"selectable": true
},
"skittish": {
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": true,
"respondFleeOnSight": true,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": false
},
"passive-defensive": {
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": true,
"selectable": false
},
"none": {
// Only to be used by AI or trigger scripts
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": false
}
};
// These orders always require a packed unit, so if a unit that is unpacking is given one of these orders,
// it will immediately cancel unpacking.
var g_OrdersCancelUnpacking = new Set([
"FormationWalk",
"Walk",
"WalkAndFight",
"WalkToTarget",
"Patrol",
"Garrison"
]);
// When leaving a foundation, we want to be clear of it by this distance.
var g_LeaveFoundationRange = 4;
UnitAI.prototype.notifyToCheerInRange = 30;
// To reject an order, use 'return this.FinishOrder();'
const ACCEPT_ORDER = true;
// See ../helpers/FSM.js for some documentation of this FSM specification syntax
UnitAI.prototype.UnitFsmSpec = {
// Default event handlers:
"MovementUpdate": function(msg) {
// ignore spurious movement messages
// (these can happen when stopping moving at the same time
// as switching states)
},
"ConstructionFinished": function(msg) {
// ignore uninteresting construction messages
},
"LosRangeUpdate": function(msg) {
// Ignore newly-seen units by default.
},
"LosHealRangeUpdate": function(msg) {
// Ignore newly-seen injured units by default.
},
"LosAttackRangeUpdate": function(msg) {
// Ignore newly-seen enemy units by default.
},
"Attacked": function(msg) {
// ignore attacker
},
"PackFinished": function(msg) {
// ignore
},
"PickupCanceled": function(msg) {
// ignore
},
"TradingCanceled": function(msg) {
// ignore
},
"GuardedAttacked": function(msg) {
// ignore
},
"OrderTargetRenamed": function() {
// By default, trigger an exit-reenter
// so that state preconditions are checked against the new entity
// (there is no reason to assume the target is still valid).
this.SetNextState(this.GetCurrentState());
},
// Formation handlers:
"FormationLeave": function(msg) {
// Overloaded by FORMATIONMEMBER
// We end up here if LeaveFormation was called when the entity
// was executing an order in an individual state, so we must
// discard the order now that it has been executed.
if (this.order && this.order.type === "LeaveFormation")
this.FinishOrder();
},
// Called when being told to walk as part of a formation
"Order.FormationWalk": function(msg) {
if (!this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
// If the controller is IDLE, this is just the regular reformation timer.
// In that case we don't actually want to move, as that would unpack us.
let cmpControllerAI = Engine.QueryInterface(this.GetFormationController(), IID_UnitAI);
if (cmpControllerAI.IsIdle())
return this.FinishOrder();
this.PushOrderFront("Pack", { "force": true });
}
else
this.SetNextState("FORMATIONMEMBER.WALKING");
return ACCEPT_ORDER;
},
// Special orders:
// (these will be overridden by various states)
"Order.LeaveFoundation": function(msg) {
if (!this.WillMoveFromFoundation(msg.data.target))
return this.FinishOrder();
msg.data.min = g_LeaveFoundationRange;
this.SetNextState("INDIVIDUAL.WALKING");
return ACCEPT_ORDER;
},
// Individual orders:
"Order.LeaveFormation": function() {
if (!this.IsFormationMember())
return this.FinishOrder();
let cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
{
cmpFormation.SetRearrange(false);
// Triggers FormationLeave, which ultimately will FinishOrder,
// discarding this order.
cmpFormation.RemoveMembers([this.entity]);
cmpFormation.SetRearrange(true);
}
return ACCEPT_ORDER;
},
"Order.Stop": function(msg) {
this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.Walk": function(msg) {
if (!this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
this.SetHeldPosition(msg.data.x, msg.data.z);
msg.data.relaxed = true;
this.SetNextState("INDIVIDUAL.WALKING");
return ACCEPT_ORDER;
},
"Order.WalkAndFight": function(msg) {
if (!this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
this.SetHeldPosition(msg.data.x, msg.data.z);
msg.data.relaxed = true;
this.SetNextState("INDIVIDUAL.WALKINGANDFIGHTING");
return ACCEPT_ORDER;
},
"Order.WalkToTarget": function(msg) {
if (!this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
if (this.CheckRange(msg.data))
return this.FinishOrder();
msg.data.relaxed = true;
this.SetNextState("INDIVIDUAL.WALKING");
return ACCEPT_ORDER;
},
"Order.PickupUnit": function(msg) {
let cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull())
return this.FinishOrder();
let range = cmpGarrisonHolder.GetLoadingRange();
msg.data.min = range.min;
msg.data.max = range.max;
if (this.CheckRange(msg.data))
return this.FinishOrder();
// Check if we need to move
// If the target can reach us and we are reasonably close, don't move.
// TODO: it would be slightly more optimal to check for real, not bird-flight distance.
let cmpPassengerMotion = Engine.QueryInterface(msg.data.target, IID_UnitMotion);
if (cmpPassengerMotion &&
cmpPassengerMotion.IsTargetRangeReachable(this.entity, range.min, range.max) &&
PositionHelper.DistanceBetweenEntities(this.entity, msg.data.target) < 200)
this.SetNextState("INDIVIDUAL.PICKUP.LOADING");
else
this.SetNextState("INDIVIDUAL.PICKUP.APPROACHING");
return ACCEPT_ORDER;
},
"Order.Guard": function(msg) {
if (!this.AddGuard(msg.data.target))
return this.FinishOrder();
if (!this.CheckTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("INDIVIDUAL.GUARD.ESCORTING");
else
this.SetNextState("INDIVIDUAL.GUARD.GUARDING");
return ACCEPT_ORDER;
},
"Order.Flee": function(msg) {
this.SetNextState("INDIVIDUAL.FLEEING");
return ACCEPT_ORDER;
},
"Order.Attack": function(msg) {
let type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
if (!type)
return this.FinishOrder();
msg.data.attackType = type;
this.RememberTargetPosition();
if (msg.data.hunting && this.orderQueue.length > 1 && this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
if (this.CheckTargetAttackRange(msg.data.target, msg.data.attackType))
{
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return ACCEPT_ORDER;
}
// Cancel any current packing order.
if (this.EnsureCorrectPackStateForAttack(false))
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
return ACCEPT_ORDER;
}
// If we're hunting, that's a special case where we should continue attacking our target.
if (this.GetStance().respondStandGround && !msg.data.force && !msg.data.hunting || !this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
// If we're currently packing/unpacking, make sure we are packed, so we can move.
if (this.EnsureCorrectPackStateForAttack(true))
this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
return ACCEPT_ORDER;
},
"Order.Patrol": function(msg) {
if (!this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
msg.data.relaxed = true;
this.SetNextState("INDIVIDUAL.PATROL.PATROLLING");
return ACCEPT_ORDER;
},
"Order.Heal": function(msg) {
if (!this.TargetIsAlive(msg.data.target))
return this.FinishOrder();
// Healers can't heal themselves.
if (msg.data.target == this.entity)
return this.FinishOrder();
if (this.CheckTargetRange(msg.data.target, IID_Heal))
{
this.SetNextState("INDIVIDUAL.HEAL.HEALING");
return ACCEPT_ORDER;
}
if (this.GetStance().respondStandGround && !msg.data.force)
return this.FinishOrder();
this.SetNextState("INDIVIDUAL.HEAL.APPROACHING");
return ACCEPT_ORDER;
},
"Order.Gather": function(msg) {
if (!this.CanGather(msg.data.target))
{
this.SetNextState("INDIVIDUAL.GATHER.FINDINGNEWTARGET");
return ACCEPT_ORDER;
}
// If the unit is full go to the nearest dropsite instead of trying to gather.
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer && !cmpResourceGatherer.CanCarryMore(msg.data.type.generic))
{
let nearestDropsite = this.FindNearestDropsite(msg.data.type.generic);
if (nearestDropsite)
this.PushOrderFront("ReturnResource", {
"target": nearestDropsite,
"force": false,
"type": msg.data.type
});
// Players expect the unit to move, so walk to the target instead of trying to gather.
else if (!this.FinishOrder())
this.WalkToTarget(msg.data.target, false);
return ACCEPT_ORDER;
}
if (this.MustKillGatherTarget(msg.data.target))
{
// Make sure we can attack the target, else we'll get very stuck
if (!this.GetBestAttackAgainst(msg.data.target, false))
{
// Oops, we can't attack at all - give up
// TODO: should do something so the player knows why this failed
return this.FinishOrder();
}
// The target was visible when this order was issued,
// but could now be invisible again.
if (!this.CheckTargetVisible(msg.data.target))
{
if (msg.data.secondTry === undefined)
{
msg.data.secondTry = true;
this.PushOrderFront("Walk", msg.data.lastPos);
}
// We couldn't move there, or the target moved away
else if (!this.FinishOrder())
this.PushOrderFront("GatherNearPosition", {
"x": msg.data.lastPos.x,
"z": msg.data.lastPos.z,
"type": msg.data.type,
"template": msg.data.template
});
return ACCEPT_ORDER;
}
this.PushOrderFront("Attack", { "target": msg.data.target, "force": !!msg.data.force, "hunting": true, "allowCapture": false });
return ACCEPT_ORDER;
}
this.RememberTargetPosition();
if (!msg.data.initPos)
msg.data.initPos = msg.data.lastPos;
if (this.CheckTargetRange(msg.data.target, IID_ResourceGatherer))
this.SetNextState("INDIVIDUAL.GATHER.GATHERING");
else
this.SetNextState("INDIVIDUAL.GATHER.APPROACHING");
return ACCEPT_ORDER;
},
"Order.GatherNearPosition": function(msg) {
this.SetNextState("INDIVIDUAL.GATHER.WALKING");
msg.data.initPos = { 'x': msg.data.x, 'z': msg.data.z };
msg.data.relaxed = true;
return ACCEPT_ORDER;
},
"Order.ReturnResource": function(msg) {
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (this.CheckTargetRange(msg.data.target, IID_ResourceGatherer) &&
this.CanReturnResource(msg.data.target, true, cmpResourceGatherer))
{
cmpResourceGatherer.CommitResources(msg.data.target);
this.SetDefaultAnimationVariant();
// Our next order should always be a Gather,
// so just switch back to that order.
this.FinishOrder();
}
else
this.SetNextState("INDIVIDUAL.RETURNRESOURCE.APPROACHING");
return ACCEPT_ORDER;
},
"Order.Trade": function(msg) {
// We must check if this trader has both markets in case it was a back-to-work order.
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (!cmpTrader || !cmpTrader.HasBothMarkets())
return this.FinishOrder();
this.waypoints = [];
this.SetNextState("TRADE.APPROACHINGMARKET");
return ACCEPT_ORDER;
},
"Order.Repair": function(msg) {
if (this.CheckTargetRange(msg.data.target, IID_Builder))
this.SetNextState("INDIVIDUAL.REPAIR.REPAIRING");
else
this.SetNextState("INDIVIDUAL.REPAIR.APPROACHING");
return ACCEPT_ORDER;
},
"Order.Garrison": function(msg) {
if (!this.AbleToMove())
- {
- // Garrisoned turrets (unable to move) go IDLE.
- this.SetNextState("IDLE");
- return ACCEPT_ORDER;
- }
-
- if (this.isGarrisoned)
- {
- this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED");
- return ACCEPT_ORDER;
- }
+ return this.FinishOrder();
// Also pack when we are in range.
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
if (this.CheckGarrisonRange(msg.data.target))
- this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED");
+ this.SetNextState("INDIVIDUAL.GARRISON.GARRISONING");
else
this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING");
return ACCEPT_ORDER;
},
- "Order.Ungarrison": function() {
+ "Order.Ungarrison": function(msg) {
// Note that this order MUST succeed, or we break
// the assumptions done in garrisonable/garrisonHolder,
// especially in Unloading in the latter. (For user feedback.)
// ToDo: This can be fixed by not making that assumption :)
this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.Cheer": function(msg) {
return this.FinishOrder();
},
"Order.Pack": function(msg) {
if (!this.CanPack())
return this.FinishOrder();
this.SetNextState("INDIVIDUAL.PACKING");
return ACCEPT_ORDER;
},
"Order.Unpack": function(msg) {
if (!this.CanUnpack())
return this.FinishOrder();
this.SetNextState("INDIVIDUAL.UNPACKING");
return ACCEPT_ORDER;
},
"Order.MoveToChasingPoint": function(msg) {
// Overriden by the CHASING state.
// Can however happen outside of it when renaming...
// TODO: don't use an order for that behaviour.
return this.FinishOrder();
},
"Order.CollectTreasure": function(msg) {
let cmpTreasureCollecter = Engine.QueryInterface(this.entity, IID_TreasureCollecter);
if (!cmpTreasureCollecter || !cmpTreasureCollecter.CanCollect(msg.data.target))
return this.FinishOrder();
this.SetNextState("COLLECTTREASURE");
return ACCEPT_ORDER;
},
"Order.CollectTreasureNearPosition": function(msg) {
let nearbyTreasure = this.FindNearbyTreasure(msg.data.x, msg.data.z);
if (nearbyTreasure)
this.CollectTreasure(nearbyTreasure, oldData.autocontinue, true);
else
this.SetNextState("COLLECTTREASURE");
return ACCEPT_ORDER;
},
// States for the special entity representing a group of units moving in formation:
"FORMATIONCONTROLLER": {
"Order.Walk": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("WALKING");
return ACCEPT_ORDER;
},
"Order.WalkAndFight": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("WALKINGANDFIGHTING");
return ACCEPT_ORDER;
},
"Order.MoveIntoFormation": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("FORMING");
return ACCEPT_ORDER;
},
// Only used by other orders to walk there in formation.
"Order.WalkToTargetRange": function(msg) {
if (this.CheckRange(msg.data))
return this.FinishOrder();
this.SetNextState("WALKING");
return ACCEPT_ORDER;
},
"Order.WalkToTarget": function(msg) {
if (this.CheckRange(msg.data))
return this.FinishOrder();
this.SetNextState("WALKING");
return ACCEPT_ORDER;
},
"Order.WalkToPointRange": function(msg) {
if (this.CheckRange(msg.data))
return this.FinishOrder();
this.SetNextState("WALKING");
return ACCEPT_ORDER;
},
"Order.Patrol": function(msg) {
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("PATROL.PATROLLING");
return ACCEPT_ORDER;
},
"Order.Guard": function(msg) {
this.CallMemberFunction("Guard", [msg.data.target, false]);
Engine.QueryInterface(this.entity, IID_Formation).Disband();
return ACCEPT_ORDER;
},
"Order.Stop": function(msg) {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.ResetOrderVariant();
if (!this.IsAttackingAsFormation())
this.CallMemberFunction("Stop", [false]);
this.FinishOrder();
return ACCEPT_ORDER;
// Don't move the members back into formation,
// as the formation then resets and it looks odd when walk-stopping.
// TODO: this should be improved in the formation reshaping code.
},
"Order.Attack": function(msg) {
let target = msg.data.target;
let allowCapture = msg.data.allowCapture;
let cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember())
target = cmpTargetUnitAI.GetFormationController();
if (!this.CheckFormationTargetAttackRange(target))
{
if (this.CanAttack(target) && this.CheckTargetVisible(target))
{
this.SetNextState("COMBAT.APPROACHING");
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("Attack", [target, allowCapture, false]);
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (cmpAttack && cmpAttack.CanAttackAsFormation())
this.SetNextState("COMBAT.ATTACKING");
else
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Garrison": function(msg) {
if (!Engine.QueryInterface(msg.data.target, IID_GarrisonHolder))
return this.FinishOrder();
if (!this.CheckGarrisonRange(msg.data.target))
{
if (!this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
this.SetNextState("GARRISON.APPROACHING");
}
else
this.SetNextState("GARRISON.GARRISONING");
return ACCEPT_ORDER;
},
"Order.Gather": function(msg) {
if (this.MustKillGatherTarget(msg.data.target))
{
// The target was visible when this order was given,
// but could now be invisible.
if (!this.CheckTargetVisible(msg.data.target))
{
if (msg.data.secondTry === undefined)
{
msg.data.secondTry = true;
this.PushOrderFront("Walk", msg.data.lastPos);
}
// We couldn't move there, or the target moved away
else
{
let data = msg.data;
if (!this.FinishOrder())
this.PushOrderFront("GatherNearPosition", {
"x": data.lastPos.x,
"z": data.lastPos.z,
"type": data.type,
"template": data.template
});
}
return ACCEPT_ORDER;
}
this.PushOrderFront("Attack", { "target": msg.data.target, "force": !!msg.data.force, "hunting": true, "allowCapture": false, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
// TODO: on what should we base this range?
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.CanGather(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
// TODO: Should we issue a gather-near-position order
// if the target isn't gatherable/doesn't exist anymore?
if (!msg.data.secondTry)
{
msg.data.secondTry = true;
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("Gather", [msg.data.target, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.GatherNearPosition": function(msg) {
// TODO: on what should we base this range?
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 ACCEPT_ORDER;
}
this.CallMemberFunction("GatherNearPosition", [msg.data.x, msg.data.z, msg.data.type, msg.data.template, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Heal": function(msg) {
// TODO: on what should we base this range?
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
if (!msg.data.secondTry)
{
msg.data.secondTry = true;
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("Heal", [msg.data.target, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Repair": function(msg) {
// TODO: on what should we base this range?
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
if (!msg.data.secondTry)
{
msg.data.secondTry = true;
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("Repair", [msg.data.target, msg.data.autocontinue, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.ReturnResource": function(msg) {
// TODO: on what should we base this range?
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
if (!msg.data.secondTry)
{
msg.data.secondTry = true;
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("ReturnResource", [msg.data.target, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Pack": function(msg) {
this.CallMemberFunction("Pack", [false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Unpack": function(msg) {
this.CallMemberFunction("Unpack", [false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"IDLE": {
"enter": function(msg) {
// Turn rearrange off. Otherwise, if the formation is idle
// but individual units go off to fight,
// any death will rearrange the formation, which looks odd.
// Instead, move idle units in formation on a timer.
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(false);
// Start the timer on the next turn to catch up with potential stragglers.
this.StartTimer(100, 2000);
this.isIdle = true;
this.CallMemberFunction("ResetIdle");
return false;
},
"leave": function() {
this.isIdle = false;
this.StopTimer();
},
"Timer": function(msg) {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return;
if (this.TestAllMemberFunction("IsIdle"))
cmpFormation.MoveMembersIntoFormation(false, false);
},
},
"WALKING": {
"enter": function() {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopTimer();
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (msg.veryObstructed && !this.timer)
{
// It's possible that the controller (with large clearance)
// is stuck, but not the individual units.
// Ask them to move individually for a little while.
this.CallMemberFunction("MoveTo", [this.order.data]);
this.StartTimer(3000);
return;
}
else if (this.timer)
return;
if (msg.likelyFailure || this.CheckRange(this.order.data))
this.FinishOrder();
},
"Timer": function() {
// Reenter to reset the pathfinder state.
this.SetNextState("WALKING");
}
},
"WALKINGANDFIGHTING": {
"enter": function(msg) {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true, "combat");
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.StartTimer(0, 1000);
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
this.FindWalkAndFightTargets();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"PATROL": {
"enter": function() {
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
{
this.FinishOrder();
return true;
}
// Memorize the origin position in case that we want to go back.
if (!this.patrolStartPosOrder)
{
this.patrolStartPosOrder = cmpPosition.GetPosition();
this.patrolStartPosOrder.targetClasses = this.order.data.targetClasses;
this.patrolStartPosOrder.allowCapture = this.order.data.allowCapture;
}
this.SetAnimationVariant("combat");
return false;
},
"leave": function() {
delete this.patrolStartPosOrder;
this.SetDefaultAnimationVariant();
},
"PATROLLING": {
"enter": function() {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true, "combat");
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld() ||
!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.StartTimer(0, 1000);
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
this.FindWalkAndFightTargets();
},
"MovementUpdate": function(msg) {
if (!msg.likelyFailure && !msg.likelySuccess && !this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange))
return;
if (this.orderQueue.length == 1)
this.PushOrder("Patrol", this.patrolStartPosOrder);
this.PushOrder(this.order.type, this.order.data);
this.SetNextState("CHECKINGWAYPOINT");
},
},
"CHECKINGWAYPOINT": {
"enter": function() {
this.StartTimer(0, 1000);
this.stopSurveying = 0;
// TODO: pick a proper animation
return false;
},
"leave": function() {
this.StopTimer();
delete this.stopSurveying;
},
"Timer": function(msg) {
if (this.stopSurveying >= +this.template.PatrolWaitTime)
{
this.FinishOrder();
return;
}
this.FindWalkAndFightTargets();
++this.stopSurveying;
}
}
},
"GARRISON": {
"APPROACHING": {
"enter": function() {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
if (!this.MoveToGarrisonRange(this.order.data.target))
{
this.FinishOrder();
return true;
}
// If the garrisonholder should pickup, warn it so it can take needed action.
let cmpGarrisonHolder = Engine.QueryInterface(this.order.data.target, IID_GarrisonHolder);
if (cmpGarrisonHolder && cmpGarrisonHolder.CanPickup(this.entity))
{
this.pickup = this.order.data.target; // temporary, deleted in "leave"
Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity });
}
return false;
},
"leave": function() {
this.StopMoving();
if (this.pickup)
{
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
delete this.pickup;
}
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("GARRISONING");
},
},
"GARRISONING": {
"enter": function() {
this.CallMemberFunction("Garrison", [this.order.data.target, false]);
// We might have been disbanded due to the lack of members.
if (Engine.QueryInterface(this.entity, IID_Formation).GetMemberCount())
this.SetNextState("MEMBER");
return true;
},
},
},
"FORMING": {
"enter": function() {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true);
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (!msg.likelyFailure && !this.CheckRange(this.order.data))
return;
this.FinishOrder();
}
},
"COMBAT": {
"APPROACHING": {
"enter": function() {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.SetRearrange(true);
cmpFormation.MoveMembersIntoFormation(true, true, "combat");
if (!this.MoveFormationToTargetAttackRange(this.order.data.target))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
let target = this.order.data.target;
let cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember())
target = cmpTargetUnitAI.GetFormationController();
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.CallMemberFunction("Attack", [target, this.order.data.allowCapture, false]);
if (cmpAttack.CanAttackAsFormation())
this.SetNextState("COMBAT.ATTACKING");
else
this.SetNextState("MEMBER");
},
},
"ATTACKING": {
// Wait for individual members to finish
"enter": function(msg) {
let target = this.order.data.target;
let allowCapture = this.order.data.allowCapture;
if (!this.CheckFormationTargetAttackRange(target))
{
if (this.CanAttack(target) && this.CheckTargetVisible(target))
{
this.SetNextState("COMBAT.APPROACHING");
return true;
}
this.FinishOrder();
return true;
}
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
// TODO fix the rearranging while attacking as formation
cmpFormation.SetRearrange(!this.IsAttackingAsFormation());
cmpFormation.MoveMembersIntoFormation(false, false, "combat");
this.StartTimer(200, 200);
return false;
},
"Timer": function(msg) {
let target = this.order.data.target;
let allowCapture = this.order.data.allowCapture;
if (!this.CheckFormationTargetAttackRange(target))
{
if (this.CanAttack(target) && this.CheckTargetVisible(target))
{
this.SetNextState("COMBAT.APPROACHING");
return;
}
this.FinishOrder();
return;
}
},
"leave": function(msg) {
this.StopTimer();
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation)
cmpFormation.SetRearrange(true);
},
},
},
// Wait for individual members to finish
"MEMBER": {
"OrderTargetRenamed": function(msg) {
// In general, don't react - we don't want to send spurious messages to members.
// This looks odd for hunting however because we wait for all
// entities to have clumped around the dead resource before proceeding
// so explicitly handle this case.
if (this.order && this.order.data && this.order.data.hunting &&
this.order.data.target == msg.data.newentity &&
this.orderQueue.length > 1)
this.FinishOrder();
},
"enter": function(msg) {
// Don't rearrange the formation, as that forces all units to stop
// what they're doing.
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation)
cmpFormation.SetRearrange(false);
// While waiting on members, the formation is more like
// a group of unit and does not have a well-defined position,
// so move the controller out of the world to enforce that.
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
cmpPosition.MoveOutOfWorld();
this.StartTimer(1000, 1000);
return false;
},
"Timer": function(msg) {
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation && !cmpFormation.AreAllMembersWaiting())
return;
if (this.FinishOrder())
{
if (this.IsWalkingAndFighting())
this.FindWalkAndFightTargets();
return;
}
return;
},
"leave": function(msg) {
this.StopTimer();
// Reform entirely as members might be all over the place now.
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation)
cmpFormation.MoveMembersIntoFormation(true);
// Update the held position so entities respond to orders.
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
{
let pos = cmpPosition.GetPosition2D();
this.CallMemberFunction("SetHeldPosition", [pos.x, pos.y]);
}
},
},
},
// States for entities moving as part of a formation:
"FORMATIONMEMBER": {
"FormationLeave": function(msg) {
// Stop moving as soon as the formation disbands
// Keep current rotation
let facePointAfterMove = this.GetFacePointAfterMove();
this.SetFacePointAfterMove(false);
this.StopMoving();
this.SetFacePointAfterMove(facePointAfterMove);
// If the controller handled an order but some members rejected it,
// they will have no orders and be in the FORMATIONMEMBER.IDLE state.
if (this.orderQueue.length)
{
// We're leaving the formation, so stop our FormationWalk order
if (this.FinishOrder())
return;
}
this.formationAnimationVariant = undefined;
this.SetNextState("INDIVIDUAL.IDLE");
},
// Override the LeaveFoundation order since we're not doing
// anything more important (and we might be stuck in the WALKING
// state forever and need to get out of foundations in that case)
"Order.LeaveFoundation": function(msg) {
if (!this.WillMoveFromFoundation(msg.data.target))
return this.FinishOrder();
msg.data.min = g_LeaveFoundationRange;
this.SetNextState("WALKINGTOPOINT");
return ACCEPT_ORDER;
},
"enter": function() {
let cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
{
this.formationAnimationVariant = cmpFormation.GetFormationAnimationVariant(this.entity);
if (this.formationAnimationVariant)
this.SetAnimationVariant(this.formationAnimationVariant);
else
this.SetDefaultAnimationVariant();
}
return false;
},
"leave": function() {
this.SetDefaultAnimationVariant();
this.formationAnimationVariant = undefined;
},
"IDLE": "INDIVIDUAL.IDLE",
"CHEERING": "INDIVIDUAL.CHEERING",
"WALKING": {
"enter": function() {
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.MoveToFormationOffset(this.order.data.target, this.order.data.x, this.order.data.z);
if (this.order.data.offsetsChanged)
{
let cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
this.formationAnimationVariant = cmpFormation.GetFormationAnimationVariant(this.entity);
}
if (this.formationAnimationVariant)
this.SetAnimationVariant(this.formationAnimationVariant);
else if (this.order.data.variant)
this.SetAnimationVariant(this.order.data.variant);
else
this.SetDefaultAnimationVariant();
return false;
},
"leave": function() {
// Don't use the logic from unitMotion, as SetInPosition
// has already given us a custom rotation
// (or we failed to move and thus don't care.)
let facePointAfterMove = this.GetFacePointAfterMove();
this.SetFacePointAfterMove(false);
this.StopMoving();
this.SetFacePointAfterMove(facePointAfterMove);
},
// Occurs when the unit has reached its destination and the controller
// is done moving. The controller is notified.
"MovementUpdate": function(msg) {
// When walking in formation, we'll only get notified in case of failure
// if the formation controller has stopped walking.
// Formations can start lagging a lot if many entities request short path
// so prefer to finish order early than retry pathing.
// (see https://code.wildfiregames.com/rP23806)
// (if the message is likelyFailure of likelySuccess, we also want to stop).
this.FinishOrder();
},
},
// Special case used by Order.LeaveFoundation
"WALKINGTOPOINT": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function() {
if (!this.CheckRange(this.order.data))
return;
this.FinishOrder();
},
},
},
// States for entities not part of a formation:
"INDIVIDUAL": {
"Attacked": function(msg) {
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.CanAttack(msg.data.attacker))
return;
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health);
if (cmpIdentity && cmpIdentity.HasClass("Support") &&
cmpHealth && cmpHealth.IsInjured())
{
if (this.CanHeal(this.isGuardOf))
this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
else if (this.CanRepair(this.isGuardOf))
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
return;
}
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;
}
if (this.CheckTargetVisible(msg.data.attacker))
this.PushOrderFront("Attack", { "target": msg.data.attacker, "force": false, "allowCapture": true });
else
{
var cmpPosition = Engine.QueryInterface(msg.data.attacker, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.PushOrderFront("WalkAndFight", { "x": pos.x, "z": pos.z, "target": msg.data.attacker, "force": false });
// if we already had a WalkAndFight, keep only the most recent one in case the target has moved
if (this.orderQueue[1] && this.orderQueue[1].type == "WalkAndFight")
{
this.orderQueue.splice(1, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
}
}
},
"IDLE": {
"Order.Cheer": function() {
// Do not cheer if there is no cheering time and we are not idle yet.
if (!this.cheeringTime || !this.isIdle)
return this.FinishOrder();
this.SetNextState("CHEERING");
return ACCEPT_ORDER;
},
"enter": function() {
// Switch back to idle animation to guarantee we won't
// get stuck with an incorrect animation
this.SelectAnimation("idle");
// Idle is the default state. If units try, from the IDLE.enter sub-state, to
// begin another order, and that order fails (calling FinishOrder), they might
// end up in an infinite loop. To avoid this, all methods that could put the unit in
// a new state are done on the next turn.
// This wastes a turn but avoids infinite loops.
// Further, the GUI and AI want to know when a unit is idle,
// but sending this info in Idle.enter will send spurious messages.
// Pick 100 to execute on the next turn in SP and MP.
this.StartTimer(100);
return false;
},
"leave": function() {
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losHealRangeQuery);
if (this.losAttackRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losAttackRangeQuery);
this.StopTimer();
if (this.isIdle)
{
this.isIdle = false;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
}
},
"Attacked": function(msg) {
if (this.isIdle && (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force))
this.RespondToTargetedEntities([msg.data.attacker]);
},
// On the range updates:
// We check for idleness to prevent an entity to react only to newly seen entities
// when receiving a Los*RangeUpdate on the same turn as the entity becomes idle
// since this.FindNew*Targets is called in the timer.
"LosRangeUpdate": function(msg) {
if (this.isIdle && msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToSightedEntities(msg.data.added);
},
"LosHealRangeUpdate": function(msg) {
if (this.isIdle && msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToHealableEntities(msg.data.added);
},
"LosAttackRangeUpdate": function(msg) {
if (this.isIdle && msg && msg.data && msg.data.added && msg.data.added.length && this.GetStance().targetVisibleEnemies)
this.AttackEntitiesByPreference(msg.data.added);
},
"Timer": function(msg) {
if (this.isGuardOf)
{
this.Guard(this.isGuardOf, false);
return;
}
// If a unit can heal and attack we first want to heal wounded units,
// so check if we are a healer and find whether there's anybody nearby to heal.
// (If anyone approaches later it'll be handled via LosHealRangeUpdate.)
// If anyone in sight gets hurt that will be handled via LosHealRangeUpdate.
if (this.IsHealer() && this.FindNewHealTargets())
return;
// If we entered the idle state we must have nothing better to do,
// so immediately check whether there's anybody nearby to attack.
// (If anyone approaches later, it'll be handled via LosAttackRangeUpdate.)
if (this.FindNewTargets())
return;
if (this.FindSightedEnemies())
return;
if (!this.isIdle)
{
// Move back to the held position if we drifted away.
// (only if not a formation member).
if (!this.IsFormationMember() &&
this.GetStance().respondHoldGround && this.heldPosition &&
!this.CheckPointRangeExplicit(this.heldPosition.x, this.heldPosition.z, 0, 10) &&
this.WalkToHeldPosition())
return;
if (this.IsFormationMember())
{
let cmpFormationAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (!cmpFormationAI || !cmpFormationAI.IsIdle())
return;
}
this.isIdle = true;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
}
// Go linger first to prevent all roaming entities
// to move all at the same time on map init.
if (this.template.RoamDistance)
this.SetNextState("LINGERING");
},
"ROAMING": {
"enter": function() {
this.SetFacePointAfterMove(false);
this.MoveRandomly(+this.template.RoamDistance);
this.StartTimer(randIntInclusive(+this.template.RoamTimeMin, +this.template.RoamTimeMax));
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
this.SetFacePointAfterMove(true);
},
"Timer": function(msg) {
this.SetNextState("LINGERING");
},
"MovementUpdate": function() {
this.MoveRandomly(+this.template.RoamDistance);
},
},
"LINGERING": {
"enter": function() {
// ToDo: rename animations?
this.SelectAnimation("feeding");
this.StartTimer(randIntInclusive(+this.template.FeedTimeMin, +this.template.FeedTimeMax));
return false;
},
"leave": function() {
this.ResetAnimation();
this.StopTimer();
},
"Timer": function(msg) {
this.SetNextState("ROAMING");
},
},
},
"WALKING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
// If it looks like the path is failing, and we are close enough stop anyways.
// This avoids pathing for an unreachable goal and reduces lag considerably.
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"WALKINGANDFIGHTING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
// Show weapons rather than carried resources.
this.SetAnimationVariant("combat");
this.StartTimer(0, 1000);
return false;
},
"Timer": function(msg) {
this.FindWalkAndFightTargets();
},
"leave": function(msg) {
this.StopMoving();
this.StopTimer();
this.SetDefaultAnimationVariant();
},
"MovementUpdate": function(msg) {
// If it looks like the path is failing, and we are close enough stop anyways.
// This avoids pathing for an unreachable goal and reduces lag considerably.
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"PATROL": {
"enter": function() {
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
{
this.FinishOrder();
return true;
}
// Memorize the origin position in case that we want to go back.
if (!this.patrolStartPosOrder)
{
this.patrolStartPosOrder = cmpPosition.GetPosition();
this.patrolStartPosOrder.targetClasses = this.order.data.targetClasses;
this.patrolStartPosOrder.allowCapture = this.order.data.allowCapture;
}
this.SetAnimationVariant("combat");
return false;
},
"leave": function() {
delete this.patrolStartPosOrder;
this.SetDefaultAnimationVariant();
},
"PATROLLING": {
"enter": function() {
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld() ||
!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.StartTimer(0, 1000);
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
this.FindWalkAndFightTargets();
},
"MovementUpdate": function(msg) {
if (!msg.likelyFailure && !msg.likelySuccess && !this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange))
return;
if (this.orderQueue.length == 1)
this.PushOrder("Patrol", this.patrolStartPosOrder);
this.PushOrder(this.order.type, this.order.data);
this.SetNextState("CHECKINGWAYPOINT");
},
},
"CHECKINGWAYPOINT": {
"enter": function() {
this.StartTimer(0, 1000);
this.stopSurveying = 0;
// TODO: pick a proper animation
return false;
},
"leave": function() {
this.StopTimer();
delete this.stopSurveying;
},
"Timer": function(msg) {
if (this.stopSurveying >= +this.template.PatrolWaitTime)
{
this.FinishOrder();
return;
}
this.FindWalkAndFightTargets();
++this.stopSurveying;
}
}
},
"GUARD": {
"RemoveGuard": function() {
this.FinishOrder();
},
"ESCORTING": {
"enter": function() {
if (!this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
{
this.FinishOrder();
return true;
}
// Show weapons rather than carried resources.
this.SetAnimationVariant("combat");
this.StartTimer(0, 1000);
this.SetHeldPositionOnEntity(this.isGuardOf);
return false;
},
"Timer": function(msg) {
if (!this.ShouldGuard(this.isGuardOf))
{
this.FinishOrder();
return;
}
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
if (cmpObstructionManager.IsInTargetRange(this.entity, this.isGuardOf, 0, 3 * this.guardRange, false))
this.TryMatchTargetSpeed(this.isGuardOf, false);
this.SetHeldPositionOnEntity(this.isGuardOf);
},
"leave": function(msg) {
this.StopMoving();
this.ResetSpeedMultiplier();
this.StopTimer();
this.SetDefaultAnimationVariant();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || this.CheckTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("GUARDING");
},
},
"GUARDING": {
"enter": function() {
this.StartTimer(1000, 1000);
this.SetHeldPositionOnEntity(this.entity);
this.SetAnimationVariant("combat");
this.FaceTowardsTarget(this.order.data.target);
return false;
},
"LosAttackRangeUpdate": function(msg) {
if (this.GetStance().targetVisibleEnemies)
this.AttackEntitiesByPreference(msg.data.added);
},
"Timer": function(msg) {
if (!this.ShouldGuard(this.isGuardOf))
{
this.FinishOrder();
return;
}
// TODO: find out what to do if we cannot move.
if (!this.CheckTargetRangeExplicit(this.isGuardOf, 0, this.guardRange) &&
this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("ESCORTING");
else
{
this.FaceTowardsTarget(this.order.data.target);
var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health);
if (cmpHealth && cmpHealth.IsInjured())
{
if (this.CanHeal(this.isGuardOf))
this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
else if (this.CanRepair(this.isGuardOf))
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
}
}
},
"leave": function(msg) {
this.StopTimer();
this.SetDefaultAnimationVariant();
},
},
},
"FLEEING": {
"enter": function() {
// We use the distance between the entities to account for ranged attacks
this.order.data.distanceToFlee = PositionHelper.DistanceBetweenEntities(this.entity, this.order.data.target) + (+this.template.FleeDistance);
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
// Use unit motion directly to ignore the visibility check. TODO: change this if we add LOS to fauna.
if (this.CheckTargetRangeExplicit(this.order.data.target, this.order.data.distanceToFlee, -1) ||
!cmpUnitMotion || !cmpUnitMotion.MoveToTargetRange(this.order.data.target, this.order.data.distanceToFlee, -1))
{
this.FinishOrder();
return true;
}
this.PlaySound("panic");
this.SetSpeedMultiplier(this.GetRunMultiplier());
return false;
},
"OrderTargetRenamed": function(msg) {
// To avoid replaying the panic sound, handle this explicitly.
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (this.CheckTargetRangeExplicit(this.order.data.target, this.order.data.distanceToFlee, -1) ||
!cmpUnitMotion || !cmpUnitMotion.MoveToTargetRange(this.order.data.target, this.order.data.distanceToFlee, -1))
this.FinishOrder();
},
"Attacked": function(msg) {
if (msg.data.attacker == this.order.data.target)
return;
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
if (cmpObstructionManager.DistanceToTarget(this.entity, msg.data.target) > cmpObstructionManager.DistanceToTarget(this.entity, this.order.data.target))
return;
if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force)
this.RespondToTargetedEntities([msg.data.attacker]);
},
"leave": function() {
this.ResetSpeedMultiplier();
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || this.CheckTargetRangeExplicit(this.order.data.target, this.order.data.distanceToFlee, -1))
this.FinishOrder();
},
},
"COMBAT": {
"Order.LeaveFoundation": function(msg) {
// Ignore the order as we're busy.
return this.FinishOrder();
},
"Attacked": function(msg) {
// If we're already in combat mode, ignore anyone else who's attacking us
// unless it's a melee attack since they may be blocking our way to the target
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || !this.order.data.force))
this.RespondToTargetedEntities([msg.data.attacker]);
},
"leave": function() {
if (!this.formationAnimationVariant)
this.SetDefaultAnimationVariant();
},
"APPROACHING": {
"enter": function() {
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
this.FinishOrder();
return true;
}
if (!this.formationAnimationVariant)
this.SetAnimationVariant("combat");
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType))
{
this.FinishOrder();
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
}
else
{
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 &&
this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
}
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure)
{
// This also handles hunting.
if (this.orderQueue.length > 1)
{
this.FinishOrder();
return;
}
else if (!this.order.data.force || !this.order.data.lastPos)
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
// If the order was forced, try moving to the target position,
// under the assumption that this is desirable if the target
// was somewhat far away - we'll likely end up closer to where
// the player hoped we would.
let lastPos = this.order.data.lastPos;
this.PushOrder("WalkAndFight", {
"x": lastPos.x, "z": lastPos.z,
"force": false,
// Force to true - otherwise structures might be attacked instead of captured,
// which is generally not expected (attacking units usually has allowCapture false).
"allowCapture": true
});
return;
}
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
}
else if (msg.likelySuccess)
// Try moving again,
// attack range uses a height-related formula and our actual max range might have changed.
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.FinishOrder();
},
},
"ATTACKING": {
"enter": function() {
let target = this.order.data.target;
let cmpFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpFormation)
{
this.order.data.formationTarget = target;
target = cmpFormation.GetClosestMember(this.entity);
this.order.data.target = target;
}
this.shouldCheer = false;
if (!this.CanAttack(target))
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return true;
}
if (!this.CheckTargetAttackRange(target, this.order.data.attackType))
{
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return true;
}
this.SetNextState("COMBAT.APPROACHING");
return true;
}
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.attackTimers = cmpAttack.GetTimers(this.order.data.attackType);
// If the repeat time since the last attack hasn't elapsed,
// delay this attack to avoid attacking too fast.
let prepare = this.attackTimers.prepare;
if (this.lastAttacked)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
let repeatLeft = this.lastAttacked + this.attackTimers.repeat - cmpTimer.GetTime();
prepare = Math.max(prepare, repeatLeft);
}
if (!this.formationAnimationVariant)
this.SetAnimationVariant("combat");
this.oldAttackType = this.order.data.attackType;
this.SelectAnimation("attack_" + this.order.data.attackType.toLowerCase());
this.SetAnimationSync(prepare, this.attackTimers.repeat);
this.StartTimer(prepare, this.attackTimers.repeat);
// TODO: we should probably only bother syncing projectile attacks, not melee
// If using a non-default prepare time, re-sync the animation when the timer runs.
this.resyncAnimation = prepare != this.attackTimers.prepare;
this.FaceTowardsTarget(this.order.data.target);
let cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (cmpBuildingAI)
{
cmpBuildingAI.SetUnitAITarget(this.order.data.target);
return false;
}
let cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
// Units with no cheering time do not cheer.
this.shouldCheer = cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal()) && this.cheeringTime > 0;
return false;
},
"leave": function() {
let cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (cmpBuildingAI)
cmpBuildingAI.SetUnitAITarget(0);
this.StopTimer();
this.ResetAnimation();
},
"Timer": function(msg) {
let target = this.order.data.target;
let attackType = this.order.data.attackType;
if (!this.CanAttack(target))
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 && this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.lastAttacked = cmpTimer.GetTime() - msg.lateness;
this.FaceTowardsTarget(target);
// BuildingAI has it's own attack-routine
let cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (!cmpBuildingAI)
{
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
cmpAttack.PerformAttack(attackType, target);
}
// PerformAttack might have triggered messages that moved us to another state.
// (use 'ends with' to handle formation members copying our state).
if (!this.GetCurrentState().endsWith("COMBAT.ATTACKING"))
return;
// Check we can still reach the target for the next attack
if (this.CheckTargetAttackRange(target, attackType))
{
if (this.resyncAnimation)
{
this.SetAnimationSync(this.attackTimers.repeat, this.attackTimers.repeat);
this.resyncAnimation = false;
}
return;
}
if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
{
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetNextState("COMBAT.CHASING");
return;
}
this.SetNextState("FINDINGNEWTARGET");
},
// TODO: respond to target deaths immediately, rather than waiting
// until the next Timer event
"Attacked": function(msg) {
if (this.order.data.attackType == "Capture" && (this.GetStance().targetAttackersAlways || !this.order.data.force)
&& this.order.data.target != msg.data.attacker && this.GetBestAttackAgainst(msg.data.attacker, true) != "Capture")
this.RespondToTargetedEntities([msg.data.attacker]);
},
},
"FINDINGNEWTARGET": {
"Order.Cheer": function() {
if (!this.cheeringTime)
return this.FinishOrder();
this.SetNextState("CHEERING");
return ACCEPT_ORDER;
},
"enter": function() {
// Try to find the formation the target was a part of.
let cmpFormation = Engine.QueryInterface(this.order.data.target, IID_Formation);
if (!cmpFormation)
cmpFormation = Engine.QueryInterface(this.order.data.formationTarget || INVALID_ENTITY, IID_Formation);
// If the target is a formation, pick closest member.
if (cmpFormation)
{
let filter = (t) => this.CanAttack(t);
this.order.data.formationTarget = this.order.data.target;
let target = cmpFormation.GetClosestMember(this.entity, filter);
this.order.data.target = target;
this.SetNextState("COMBAT.ATTACKING");
return true;
}
// Can't reach it, no longer owned by enemy, or it doesn't exist any more - give up
// except if in WalkAndFight mode where we look for more enemies around before moving again.
if (this.FinishOrder())
{
if (this.IsWalkingAndFighting())
this.FindWalkAndFightTargets();
return true;
}
if (this.FindNewTargets())
return true;
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
if (this.shouldCheer)
{
this.Cheer();
this.CallPlayerOwnedEntitiesFunctionInRange("Cheer", [], this.notifyToCheerInRange);
}
return true;
},
},
"CHASING": {
"Order.MoveToChasingPoint": function(msg) {
if (this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, msg.data.max))
return this.FinishOrder();
msg.data.relaxed = true;
this.StopTimer();
this.SetNextState("MOVINGTOPOINT");
return ACCEPT_ORDER;
},
"enter": function() {
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
this.FinishOrder();
return true;
}
if (!this.formationAnimationVariant)
this.SetAnimationVariant("combat");
var cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
if (cmpUnitAI && cmpUnitAI.IsFleeing())
this.SetSpeedMultiplier(this.GetRunMultiplier());
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
this.ResetSpeedMultiplier();
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType))
{
this.FinishOrder();
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
}
else
{
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 &&
this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
}
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure)
{
// This also handles hunting.
if (this.orderQueue.length > 1)
{
this.FinishOrder();
return;
}
else if (!this.order.data.force)
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
else if (this.order.data.lastPos)
{
let lastPos = this.order.data.lastPos;
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.PushOrder("MoveToChasingPoint", {
"x": lastPos.x,
"z": lastPos.z,
"max": cmpAttack.GetRange(this.order.data.attackType).max,
"force": true
});
return;
}
}
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
}
else if (msg.likelySuccess)
// Try moving again,
// attack range uses a height-related formula and our actual max range might have changed.
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.FinishOrder();
},
"MOVINGTOPOINT": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
// If it looks like the path is failing, and we are close enough from wanted range
// stop anyways. This avoids pathing for an unreachable goal and reduces lag considerably.
if (msg.likelyFailure ||
msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.order.data.max + this.DefaultRelaxedMaxRange) ||
!msg.obstructed && this.CheckRange(this.order.data))
this.FinishOrder();
},
},
},
},
"GATHER": {
"leave": function() {
// Show the carried resource, if we've gathered anything.
this.SetDefaultAnimationVariant();
},
"APPROACHING": {
"enter": function() {
this.gatheringTarget = this.order.data.target; // temporary, deleted in "leave".
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
let cmpMirage = Engine.QueryInterface(this.gatheringTarget, IID_Mirage);
if ((!cmpMirage || !cmpMirage.Mirages(IID_ResourceSupply)) &&
(!cmpSupply || !cmpSupply.AddGatherer(this.entity)) ||
!this.MoveTo(this.order.data, IID_ResourceGatherer))
{
// If the target's last known position is in FOW, try going there
// and hope that we might find it then.
let lastPos = this.order.data.lastPos;
if (this.gatheringTarget != INVALID_ENTITY &&
lastPos && !this.CheckPositionVisible(lastPos.x, lastPos.z))
{
this.PushOrderFront("Walk", {
"x": lastPos.x, "z": lastPos.z,
"force": this.order.data.force
});
return true;
}
this.SetNextState("FINDINGNEWTARGET");
return true;
}
this.SetAnimationVariant("approach_" + this.order.data.type.specific);
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
cmpResourceGatherer.AddToPlayerCounter(this.order.data.type.generic);
return false;
},
"MovementUpdate": function(msg) {
// The GATHERING timer will handle finding a valid resource.
if (msg.likelyFailure)
this.SetNextState("FINDINGNEWTARGET");
else if (this.CheckRange(this.order.data, IID_ResourceGatherer))
this.SetNextState("GATHERING");
},
"leave": function() {
this.StopMoving();
if (!this.gatheringTarget)
return;
// don't use ownership because this is called after a conversion/resignation
// and the ownership would be invalid then.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (cmpSupply)
cmpSupply.RemoveGatherer(this.entity);
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
cmpResourceGatherer.RemoveFromPlayerCounter();
delete this.gatheringTarget;
},
},
// Walking to a good place to gather resources near, used by GatherNearPosition
"WALKING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.SetAnimationVariant("approach_" + this.order.data.type.specific);
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
// If we failed, the GATHERING timer will handle finding a valid resource.
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.SetNextState("GATHERING");
},
},
"GATHERING": {
"enter": function() {
this.gatheringTarget = this.order.data.target || INVALID_ENTITY; // deleted in "leave".
// Check if the resource is full.
// Will only be added if we're not already in.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (!cmpSupply || !cmpSupply.AddActiveGatherer(this.entity))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
// If this order was forced, the player probably gave it, but now we've reached the target
// switch to an unforced order (can be interrupted by attacks)
this.order.data.force = false;
this.order.data.autoharvest = true;
// Calculate timing based on gather rates
// This allows the gather rate to control how often we gather, instead of how much.
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
let rate = cmpResourceGatherer.GetTargetGatherRate(this.gatheringTarget);
if (!rate)
{
// Try to find another target if the current one stopped existing
if (!Engine.QueryInterface(this.gatheringTarget, IID_Identity))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
// No rate, give up on gathering
this.FinishOrder();
return true;
}
// Scale timing interval based on rate, and start timer
// The offset should be at least as long as the repeat time so we use the same value for both.
let offset = 1000 / rate;
this.StartTimer(offset, offset);
// We want to start the gather animation as soon as possible,
// but only if we're actually at the target and it's still alive
// (else it'll look like we're chopping empty air).
// (If it's not alive, the Timer handler will deal with sending us
// off to a different target.)
if (this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer))
{
this.SetDefaultAnimationVariant();
this.FaceTowardsTarget(this.order.data.target);
this.SelectAnimation("gather_" + this.order.data.type.specific);
cmpResourceGatherer.AddToPlayerCounter(this.order.data.type.generic);
}
return false;
},
"leave": function() {
this.StopTimer();
// Don't use ownership because this is called after a conversion/resignation
// and the ownership would be invalid then.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (cmpSupply)
cmpSupply.RemoveGatherer(this.entity);
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
cmpResourceGatherer.RemoveFromPlayerCounter();
delete this.gatheringTarget;
this.ResetAnimation();
},
"Timer": function(msg) {
let resourceTemplate = this.order.data.template;
let resourceType = this.order.data.type;
// TODO: we are leaking information here - if the target died in FOW, we'll know it's dead
// straight away.
// Seems one would have to listen to ownership changed messages to make it work correctly
// but that's likely prohibitively expansive performance wise.
let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
// If we can't gather from the target, find a new one.
if (!cmpSupply || !cmpSupply.IsAvailableTo(this.entity) ||
!this.CanGather(this.gatheringTarget))
{
this.SetNextState("FINDINGNEWTARGET");
return;
}
if (!this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer))
{
// Try to follow the target
if (this.MoveToTargetRange(this.gatheringTarget, IID_ResourceGatherer))
this.SetNextState("APPROACHING");
// Our target is no longer visible - go to its last known position first
// and then hopefully it will become visible.
else if (!this.CheckTargetVisible(this.gatheringTarget) && this.order.data.lastPos)
this.PushOrderFront("Walk", {
"x": this.order.data.lastPos.x,
"z": this.order.data.lastPos.z,
"force": this.order.data.force
});
else
this.SetNextState("FINDINGNEWTARGET");
return;
}
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
// If we've already got some resources but they're the wrong type,
// drop them first to ensure we're only ever carrying one type
if (cmpResourceGatherer.IsCarryingAnythingExcept(resourceType.generic))
cmpResourceGatherer.DropResources();
this.FaceTowardsTarget(this.order.data.target);
let status = cmpResourceGatherer.PerformGather(this.gatheringTarget);
if (status.filled)
{
let nearestDropsite = this.FindNearestDropsite(resourceType.generic);
if (nearestDropsite)
{
// (Keep this Gather order on the stack so we'll
// continue gathering after returning)
// However mark our target as invalid if it's exhausted, so we don't waste time
// trying to gather from it.
if (status.exhausted)
this.order.data.target = INVALID_ENTITY;
this.PushOrderFront("ReturnResource", { "target": nearestDropsite, "force": false });
return;
}
// Oh no, couldn't find any drop sites. Give up on gathering.
this.FinishOrder();
return;
}
if (status.exhausted)
this.SetNextState("FINDINGNEWTARGET");
},
},
"FINDINGNEWTARGET": {
"enter": function() {
let previousTarget = this.order.data.target;
let resourceTemplate = this.order.data.template;
let resourceType = this.order.data.type;
// Give up on this order and try our next queued order
// but first check what is our next order and, if needed, insert a returnResource order
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer.IsCarrying(resourceType.generic) &&
this.orderQueue.length > 1 && this.orderQueue[1] !== "ReturnResource" &&
(this.orderQueue[1].type !== "Gather" || this.orderQueue[1].data.type.generic !== resourceType.generic))
{
let nearestDropsite = this.FindNearestDropsite(resourceType.generic);
if (nearestDropsite)
this.orderQueue.splice(1, 0, { "type": "ReturnResource", "data": { "target": nearestDropsite, "force": false } });
}
// Must go before FinishOrder or this.order will be undefined.
let initPos = this.order.data.initPos;
if (this.FinishOrder())
return true;
// No remaining orders - pick a useful default behaviour
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return true;
let filter = (ent, type, template) => {
if (previousTarget == ent)
return false;
// Don't switch to a different type of huntable animal.
return type.specific == resourceType.specific &&
(type.specific != "meat" || resourceTemplate == template);
};
// Current position is often next to a dropsite.
let pos = cmpPosition.GetPosition();
let nearbyResource = this.FindNearbyResource(Vector2D.from3D(pos), filter);
// If there is an initPos, search there as well when we haven't found anything.
// Otherwise set initPos to our current pos.
if (!initPos)
initPos = { 'x': pos.X, 'z': pos.Z };
else if (!nearbyResource)
nearbyResource = this.FindNearbyResource(new Vector2D(initPos.X, initPos.Z), filter);
if (nearbyResource)
{
this.PerformGather(nearbyResource, false, false);
return true;
}
// Failing that, try to move there and se if we are more lucky: maybe there are resources in FOW.
// Only move if we are some distance away (TODO: pick the distance better?)
if (!this.CheckPointRangeExplicit(initPos.x, initPos.z, 0, 10))
{
this.GatherNearPosition(initPos.x, initPos.z, resourceType, resourceTemplate);
return true;
}
// Nothing else to gather - if we're carrying anything then we should
// drop it off, and if not then we might as well head to the dropsite
// anyway because that's a nice enough place to congregate and idle
let nearestDropsite = this.FindNearestDropsite(resourceType.generic);
if (nearestDropsite)
{
this.PushOrderFront("ReturnResource", { "target": nearestDropsite, "force": false });
return true;
}
// No dropsites - just give up.
return true;
},
},
},
"HEAL": {
"Attacked": function(msg) {
if (!this.GetStance().respondStandGround && !this.order.data.force)
this.Flee(msg.data.attacker, false);
},
"APPROACHING": {
"enter": function() {
if (this.CheckRange(this.order.data, IID_Heal))
{
this.SetNextState("HEALING");
return true;
}
if (!this.MoveTo(this.order.data, IID_Heal))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg) {
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal, null))
this.SetNextState("FINDINGNEWTARGET");
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || this.CheckRange(this.order.data, IID_Heal))
this.SetNextState("HEALING");
},
},
"HEALING": {
"enter": function() {
if (!this.CheckRange(this.order.data, IID_Heal))
{
this.SetNextState("APPROACHING");
return true;
}
if (!this.TargetIsAlive(this.order.data.target) ||
!this.CanHeal(this.order.data.target))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
let cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
this.healTimers = cmpHeal.GetTimers();
// If the repeat time since the last heal hasn't elapsed,
// delay the action to avoid healing too fast.
var prepare = this.healTimers.prepare;
if (this.lastHealed)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
var repeatLeft = this.lastHealed + this.healTimers.repeat - cmpTimer.GetTime();
prepare = Math.max(prepare, repeatLeft);
}
this.SelectAnimation("heal");
this.SetAnimationSync(prepare, this.healTimers.repeat);
this.StartTimer(prepare, this.healTimers.repeat);
// If using a non-default prepare time, re-sync the animation when the timer runs.
this.resyncAnimation = prepare != this.healTimers.prepare;
this.FaceTowardsTarget(this.order.data.target);
return false;
},
"leave": function() {
this.ResetAnimation();
this.StopTimer();
},
"Timer": function(msg) {
let target = this.order.data.target;
if (!this.TargetIsAlive(target) || !this.CanHeal(target))
{
this.SetNextState("FINDINGNEWTARGET");
return;
}
if (!this.CheckRange(this.order.data, IID_Heal))
{
if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
{
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetNextState("HEAL.APPROACHING");
}
else
this.SetNextState("FINDINGNEWTARGET");
return;
}
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.lastHealed = cmpTimer.GetTime() - msg.lateness;
this.FaceTowardsTarget(target);
let cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
cmpHeal.PerformHeal(target);
if (this.resyncAnimation)
{
this.SetAnimationSync(this.healTimers.repeat, this.healTimers.repeat);
this.resyncAnimation = false;
}
},
},
"FINDINGNEWTARGET": {
"enter": function() {
// If we have another order, do that instead.
if (this.FinishOrder())
return true;
if (this.FindNewHealTargets())
return true;
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
// We quit this state right away.
return true;
},
},
},
// Returning to dropsite
"RETURNRESOURCE": {
"APPROACHING": {
"enter": function() {
if (!this.MoveTo(this.order.data, IID_ResourceGatherer))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
// Check the dropsite is in range and we can return our resource there
// (we didn't get stopped before reaching it)
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) &&
this.CanReturnResource(this.order.data.target, true, cmpResourceGatherer))
{
cmpResourceGatherer.CommitResources(this.order.data.target);
// Stop showing the carried resource animation.
this.SetDefaultAnimationVariant();
// Our next order should always be a Gather,
// so just switch back to that order.
this.FinishOrder();
return;
}
if (msg.obstructed)
return;
// If we are here: we are in range but not carrying the right resources (or resources at all),
// the dropsite was destroyed, or we couldn't reach it, or ownership changed.
// Look for a new one.
let genericType = cmpResourceGatherer.GetMainCarryingType();
let nearby = this.FindNearestDropsite(genericType);
if (nearby)
{
this.FinishOrder();
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
return;
}
// Oh no, couldn't find any drop sites. Give up on returning.
this.FinishOrder();
},
},
},
"COLLECTTREASURE": {
"enter": function() {
let cmpTreasureCollecter = Engine.QueryInterface(this.entity, IID_TreasureCollecter);
if (!cmpTreasureCollecter || !cmpTreasureCollecter.CanCollect(this.order.data.target))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
if (this.CheckTargetRange(this.order.data.target, IID_TreasureCollecter))
this.SetNextState("COLLECTING");
else
this.SetNextState("APPROACHING");
return true;
},
"leave": function() {
},
"APPROACHING": {
"enter": function() {
if (!this.MoveToTargetRange(this.order.data.target, IID_TreasureCollecter))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (this.CheckTargetRange(this.order.data.target, IID_TreasureCollecter))
this.SetNextState("COLLECTING");
else if (msg.likelyFailure)
this.SetNextState("FINDINGNEWTARGET");
},
},
"COLLECTING": {
"enter": function() {
let cmpTreasureCollecter = Engine.QueryInterface(this.entity, IID_TreasureCollecter);
if (!cmpTreasureCollecter.StartCollecting(this.order.data.target, IID_UnitAI))
{
this.ProcessMessage("TargetInvalidated");
return true;
}
this.FaceTowardsTarget(this.order.data.target);
this.SelectAnimation("collecting_treasure");
return false;
},
"leave": function() {
let cmpTreasureCollecter = Engine.QueryInterface(this.entity, IID_TreasureCollecter);
if (cmpTreasureCollecter)
cmpTreasureCollecter.StopCollecting();
this.ResetAnimation();
},
"OutOfRange": function(msg) {
this.SetNextState("APPROACHING");
},
"TargetInvalidated": function(msg) {
this.SetNextState("FINDINGNEWTARGET");
},
},
"FINDINGNEWTARGET": {
"enter": function() {
let oldData = this.order.data;
// Switch to the next order (if any).
if (this.FinishOrder())
return true;
// If autocontinue explicitly disabled (e.g. by AI)
// then do nothing automatically.
if (!oldData.autocontinue)
return false;
let nearbyTreasure = this.FindNearbyTreasure(this.TargetPosOrEntPos(oldData.target));
if (nearbyTreasure)
this.CollectTreasure(nearbyTreasure, oldData.autocontinue, true);
return true;
},
},
},
"TRADE": {
"Attacked": function(msg) {
// Ignore attack
// TODO: Inform player
},
"APPROACHINGMARKET": {
"enter": function() {
if (!this.MoveToMarket(this.order.data.target))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (!msg.likelyFailure && !this.CheckRange(this.order.data.nextTarget, IID_Trader))
return;
if (this.waypoints && this.waypoints.length)
{
if (!this.MoveToMarket(this.order.data.target))
this.StopTrading();
}
else
this.PerformTradeAndMoveToNextMarket(this.order.data.target);
},
},
"TradingCanceled": function(msg) {
if (msg.market != this.order.data.target)
return;
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
let otherMarket = cmpTrader && cmpTrader.GetFirstMarket();
this.StopTrading();
if (otherMarket)
this.WalkToTarget(otherMarket);
},
},
"REPAIR": {
"APPROACHING": {
"enter": function() {
if (!this.MoveTo(this.order.data, IID_Builder))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("REPAIRING");
},
},
"REPAIRING": {
"enter": function() {
// If this order was forced, the player probably gave it, but now we've reached the target
// switch to an unforced order (can be interrupted by attacks)
if (this.order.data.force)
this.order.data.autoharvest = true;
this.order.data.force = false;
// Needed to remove the entity from the builder list when leaving this state.
this.repairTarget = this.order.data.target;
if (!this.CanRepair(this.repairTarget))
{
this.FinishOrder();
return true;
}
if (!this.CheckTargetRange(this.repairTarget, IID_Builder))
{
this.SetNextState("APPROACHING");
return true;
}
let cmpHealth = Engine.QueryInterface(this.repairTarget, IID_Health);
if (cmpHealth && cmpHealth.GetHitpoints() >= cmpHealth.GetMaxHitpoints())
{
// The building was already finished/fully repaired before we arrived;
// let the ConstructionFinished handler handle this.
this.ConstructionFinished({ "entity": this.repairTarget, "newentity": this.repairTarget });
return true;
}
let cmpBuilderList = QueryBuilderListInterface(this.repairTarget);
if (cmpBuilderList)
cmpBuilderList.AddBuilder(this.entity);
this.FaceTowardsTarget(this.repairTarget);
this.SelectAnimation("build");
this.StartTimer(1000, 1000);
return false;
},
"leave": function() {
let cmpBuilderList = QueryBuilderListInterface(this.repairTarget);
if (cmpBuilderList)
cmpBuilderList.RemoveBuilder(this.entity);
delete this.repairTarget;
this.StopTimer();
this.ResetAnimation();
},
"Timer": function(msg) {
if (!this.CanRepair(this.repairTarget))
{
this.FinishOrder();
return;
}
this.FaceTowardsTarget(this.repairTarget);
let cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
cmpBuilder.PerformBuilding(this.repairTarget);
// If the building is completed, the leave() function will be called
// by the ConstructionFinished message.
// In that case, the repairTarget is deleted, and we can just return.
if (!this.repairTarget)
return;
if (!this.CheckTargetRange(this.repairTarget, IID_Builder))
this.SetNextState("APPROACHING");
},
},
"ConstructionFinished": function(msg) {
if (msg.data.entity != this.order.data.target)
return; // ignore other buildings
let oldData = this.order.data;
// Save the current state so we can continue walking if necessary
// FinishOrder() below will switch to IDLE if there's no order, which sets the idle animation.
// Idle animation while moving towards finished construction looks weird (ghosty).
let oldState = this.GetCurrentState();
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
let canReturnResources = this.CanReturnResource(msg.data.newentity, true, cmpResourceGatherer);
if (this.CheckTargetRange(msg.data.newentity, IID_Builder) && canReturnResources)
{
cmpResourceGatherer.CommitResources(msg.data.newentity);
this.SetDefaultAnimationVariant();
}
// Switch to the next order (if any)
if (this.FinishOrder())
{
if (canReturnResources)
{
// We aren't in range, but we can still return resources there: always do so.
this.SetDefaultAnimationVariant();
this.PushOrderFront("ReturnResource", { "target": msg.data.newentity, "force": false });
}
return;
}
if (canReturnResources)
{
// We aren't in range, but we can still return resources there: always do so.
this.SetDefaultAnimationVariant();
this.PushOrderFront("ReturnResource", { "target": msg.data.newentity, "force": false });
}
// No remaining orders - pick a useful default behaviour
// If autocontinue explicitly disabled (e.g. by AI) then
// do nothing automatically
if (!oldData.autocontinue)
return;
// If this building was e.g. a farm of ours, the entities that received
// the build command should start gathering from it
if ((oldData.force || oldData.autoharvest) && this.CanGather(msg.data.newentity))
{
this.PerformGather(msg.data.newentity, true, false);
return;
}
// If this building was e.g. a farmstead of ours, entities that received
// the build command should look for nearby resources to gather
if ((oldData.force || oldData.autoharvest) &&
this.CanReturnResource(msg.data.newentity, false, cmpResourceGatherer))
{
let cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite);
let types = cmpResourceDropsite.GetTypes();
// TODO: Slightly undefined behavior here, we don't know what type of resource will be collected,
// may cause problems for AIs (especially hunting fast animals), but avoid ugly hacks to fix that!
let nearby = this.FindNearbyResource(this.TargetPosOrEntPos(msg.data.newentity),
(ent, type, template) => types.indexOf(type.generic) != -1);
if (nearby)
{
this.PerformGather(nearby, true, false);
return;
}
}
let nearbyFoundation = this.FindNearbyFoundation(this.TargetPosOrEntPos(msg.data.newentity));
if (nearbyFoundation)
{
this.AddOrder("Repair", { "target": nearbyFoundation, "autocontinue": oldData.autocontinue, "force": false }, true);
return;
}
// Unit was approaching and there's nothing to do now, so switch to walking
if (oldState.endsWith("REPAIR.APPROACHING"))
// We're already walking to the given point, so add this as a order.
this.WalkToTarget(msg.data.newentity, true);
},
},
"GARRISON": {
"APPROACHING": {
"enter": function() {
if (!this.CanGarrison(this.order.data.target))
{
this.FinishOrder();
return true;
}
if (!this.MoveToGarrisonRange(this.order.data.target))
{
this.FinishOrder();
return true;
}
if (this.pickup)
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
let cmpGarrisonHolder = Engine.QueryInterface(this.order.data.target, IID_GarrisonHolder);
if (cmpGarrisonHolder && cmpGarrisonHolder.CanPickup(this.entity))
{
this.pickup = this.order.data.target;
Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity });
}
return false;
},
"leave": function() {
if (this.pickup)
{
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
delete this.pickup;
}
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (!msg.likelyFailure && !msg.likelySuccess)
return;
if (this.CheckGarrisonRange(this.order.data.target))
- this.SetNextState("GARRISONED");
+ this.SetNextState("GARRISONING");
else
{
// Unable to reach the target, try again (or follow if it is a moving target)
// except if the target does not exist anymore or its orders have changed.
if (this.pickup)
{
let cmpUnitAI = Engine.QueryInterface(this.pickup, IID_UnitAI);
if (!cmpUnitAI || (!cmpUnitAI.HasPickupOrder(this.entity) && !cmpUnitAI.IsIdle()))
this.FinishOrder();
}
}
},
},
- "GARRISONED": {
+ "GARRISONING": {
"enter": function() {
let target = this.order.data.target;
let cmpGarrisonable = Engine.QueryInterface(this.entity, IID_Garrisonable);
if (!cmpGarrisonable || !cmpGarrisonable.Garrison(target))
{
this.FinishOrder();
return true;
}
if (this.formationController)
{
let cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
{
let rearrange = cmpFormation.rearrange;
cmpFormation.SetRearrange(false);
cmpFormation.RemoveMembers([this.entity]);
cmpFormation.SetRearrange(rearrange);
}
}
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (this.CanReturnResource(target, true, cmpResourceGatherer))
{
cmpResourceGatherer.CommitResources(target);
this.SetDefaultAnimationVariant();
}
- if (this.IsTurret())
- {
- this.SetNextState("IDLE");
- return true;
- }
-
- return false;
+ this.FinishOrder();
+ return true;
},
"leave": function() {
},
},
},
"CHEERING": {
"enter": function() {
this.SelectAnimation("promotion");
this.StartTimer(this.cheeringTime);
return false;
},
"leave": function() {
// PushOrderFront preserves the cheering order,
// which can lead to very bad behaviour, so make
// sure to delete any queued ones.
for (let i = 1; i < this.orderQueue.length; ++i)
if (this.orderQueue[i].type == "Cheer")
this.orderQueue.splice(i--, 1);
this.StopTimer();
this.ResetAnimation();
},
"LosRangeUpdate": function(msg) {
if (msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToSightedEntities(msg.data.added);
},
"LosHealRangeUpdate": function(msg) {
if (msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToHealableEntities(msg.data.added);
},
"LosAttackRangeUpdate": function(msg) {
if (msg && msg.data && msg.data.added && msg.data.added.length && this.GetStance().targetVisibleEnemies)
this.AttackEntitiesByPreference(msg.data.added);
},
"Timer": function(msg) {
this.FinishOrder();
},
},
"PACKING": {
"enter": function() {
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.Pack();
return false;
},
"Order.CancelPack": function(msg) {
this.FinishOrder();
return ACCEPT_ORDER;
},
"PackFinished": function(msg) {
this.FinishOrder();
},
"leave": function() {
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.CancelPack();
},
"Attacked": function(msg) {
// Ignore attacks while packing
},
},
"UNPACKING": {
"enter": function() {
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.Unpack();
return false;
},
"Order.CancelUnpack": function(msg) {
this.FinishOrder();
return ACCEPT_ORDER;
},
"PackFinished": function(msg) {
this.FinishOrder();
},
"leave": function() {
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.CancelPack();
},
"Attacked": function(msg) {
// Ignore attacks while unpacking
},
},
"PICKUP": {
"APPROACHING": {
"enter": function() {
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function() {
this.StopMoving();
},
"MovementUpdate": function(msg) {
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("LOADING");
},
"PickupCanceled": function() {
this.FinishOrder();
},
},
"LOADING": {
"enter": function() {
let cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull())
{
this.FinishOrder();
return true;
}
return false;
},
"PickupCanceled": function() {
this.FinishOrder();
},
},
},
},
};
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.isIdle = false;
this.heldPosition = undefined;
// Queue of remembered works
this.workOrders = [];
this.isGuardOf = undefined;
// For preventing increased action rate due to Stop orders or target death.
this.lastAttacked = undefined;
this.lastHealed = undefined;
this.formationAnimationVariant = undefined;
this.cheeringTime = +(this.template.CheeringTime || 0);
this.SetStance(this.template.DefaultStance);
};
UnitAI.prototype.IsTurret = function()
{
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
return cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY;
};
UnitAI.prototype.IsFormationController = function()
{
return (this.template.FormationController == "true");
};
UnitAI.prototype.IsFormationMember = function()
{
return (this.formationController != INVALID_ENTITY);
};
/**
* For now, entities with a RoamDistance are animals.
*/
UnitAI.prototype.IsAnimal = function()
{
return !!this.template.RoamDistance;
};
/**
* ToDo: Make this not needed by fixing gaia
* range queries in BuildingAI and UnitAI regarding
* animals and other gaia entities.
*/
UnitAI.prototype.IsDangerousAnimal = function()
{
return this.IsAnimal() && this.GetStance().targetVisibleEnemies && !!Engine.QueryInterface(this.entity, IID_Attack);
};
UnitAI.prototype.IsHealer = function()
{
return Engine.QueryInterface(this.entity, IID_Heal);
};
UnitAI.prototype.IsIdle = function()
{
return this.isIdle;
};
/**
* Used by formation controllers to toggle the idleness of their members.
*/
UnitAI.prototype.ResetIdle = function()
{
let shouldBeIdle = this.GetCurrentState().endsWith(".IDLE");
if (this.isIdle == shouldBeIdle)
return;
this.isIdle = shouldBeIdle;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
};
UnitAI.prototype.SetGarrisoned = function()
{
// UnitAI caches its own garrisoned state for performance.
this.isGarrisoned = true;
this.SetImmobile();
};
UnitAI.prototype.UnsetGarrisoned = function()
{
delete this.isGarrisoned;
this.SetMobile();
};
UnitAI.prototype.GetGarrisonHolder = function()
{
if (!this.isGarrisoned)
return INVALID_ENTITY;
let cmpGarrisonable = Engine.QueryInterface(this.entity, IID_Garrisonable);
return cmpGarrisonable ? cmpGarrisonable.HolderID() : INVALID_ENTITY;
};
UnitAI.prototype.ShouldRespondToEndOfAlert = function()
{
return !this.orderQueue.length || this.orderQueue[0].type == "Garrison";
};
UnitAI.prototype.SetImmobile = function()
{
if (this.isImmobile)
return;
this.isImmobile = true;
Engine.PostMessage(this.entity, MT_UnitAbleToMoveChanged, {
"entity": this.entity,
"ableToMove": this.AbleToMove()
});
};
UnitAI.prototype.SetMobile = function()
{
if (!this.isImmobile)
return;
delete this.isImmobile;
Engine.PostMessage(this.entity, MT_UnitAbleToMoveChanged, {
"entity": this.entity,
"ableToMove": this.AbleToMove()
});
};
/**
* @param cmpUnitMotion - optionally pass unitMotion to avoid querying it here
* @returns true if the entity can move, i.e. has UnitMotion and isn't immobile.
*/
UnitAI.prototype.AbleToMove = function(cmpUnitMotion)
{
if (this.isImmobile || this.IsTurret())
return false;
if (!cmpUnitMotion)
cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return !!cmpUnitMotion;
};
UnitAI.prototype.IsFleeing = function()
{
var state = this.GetCurrentState().split(".").pop();
return (state == "FLEEING");
};
UnitAI.prototype.IsWalking = function()
{
var state = this.GetCurrentState().split(".").pop();
return (state == "WALKING");
};
/**
* Return true if the current order is WalkAndFight or Patrol.
*/
UnitAI.prototype.IsWalkingAndFighting = function()
{
if (this.IsFormationMember())
return false;
return this.orderQueue.length > 0 && (this.orderQueue[0].type == "WalkAndFight" || this.orderQueue[0].type == "Patrol");
};
UnitAI.prototype.OnCreate = function()
{
if (this.IsFormationController())
this.UnitFsm.Init(this, "FORMATIONCONTROLLER.IDLE");
else
this.UnitFsm.Init(this, "INDIVIDUAL.IDLE");
this.isIdle = true;
};
UnitAI.prototype.OnDiplomacyChanged = function(msg)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() == msg.player)
this.SetupRangeQueries();
if (this.isGuardOf && !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf))
this.RemoveGuard();
};
UnitAI.prototype.OnOwnershipChanged = function(msg)
{
this.SetupRangeQueries();
if (this.isGuardOf && (msg.to == INVALID_PLAYER || !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf)))
this.RemoveGuard();
// If the unit isn't being created or dying, reset stance and clear orders
if (msg.to != INVALID_PLAYER && msg.from != INVALID_PLAYER)
{
// Switch to a virgin state to let states execute their leave handlers.
- // Except if garrisoned or (un)packing, in which case we only clear the order queue.
- if (this.isGarrisoned || this.IsPacking())
+ // Except if (un)packing, in which case we only clear the order queue.
+ if (this.IsPacking())
{
this.orderQueue.length = Math.min(this.orderQueue.length, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
}
else
{
let index = this.GetCurrentState().indexOf(".");
if (index != -1)
this.UnitFsm.SwitchToNextState(this, this.GetCurrentState().slice(0,index));
this.Stop(false);
}
this.workOrders = [];
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader)
cmpTrader.StopTrading();
this.SetStance(this.template.DefaultStance);
if (this.IsTurret())
this.SetTurretStance();
}
};
UnitAI.prototype.OnDestroy = function()
{
// Switch to an empty state to let states execute their leave handlers.
this.UnitFsm.SwitchToNextState(this, "");
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
if (this.losAttackRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losAttackRangeQuery);
};
UnitAI.prototype.OnVisionRangeChanged = function(msg)
{
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)
{
if (this.HasPickupOrder(msg.entity))
return;
this.PushOrderAfterForced("PickupUnit", { "target": msg.entity });
};
UnitAI.prototype.OnPickupCanceled = function(msg)
{
for (let i = 0; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].type != "PickupUnit" || this.orderQueue[i].data.target != msg.entity)
continue;
if (i == 0)
this.UnitFsm.ProcessMessage(this, {"type": "PickupCanceled", "data": msg});
else
this.orderQueue.splice(i, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
break;
}
};
/**
* Wrapper function that sets up the LOS, healer and attack range queries.
* This should be called whenever our ownership changes.
*/
UnitAI.prototype.SetupRangeQueries = function()
{
if (this.GetStance().respondFleeOnSight)
this.SetupLOSRangeQuery();
if (this.IsHealer())
this.SetupHealRangeQuery();
if (Engine.QueryInterface(this.entity, IID_Attack))
this.SetupAttackRangeQuery();
};
UnitAI.prototype.UpdateRangeQueries = function()
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
this.SetupLOSRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losRangeQuery));
if (this.losHealRangeQuery)
this.SetupHealRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losHealRangeQuery));
if (this.losAttackRangeQuery)
this.SetupAttackRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losAttackRangeQuery));
};
/**
* Set up a range query for all enemy units within LOS range.
* @param {boolean} enable - Optional parameter whether to enable the query.
*/
UnitAI.prototype.SetupLOSRangeQuery = function(enable = true)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
this.losRangeQuery = undefined;
}
let cmpPlayer = QueryOwnerInterface(this.entity);
// If we are being destructed (owner == -1), creating a range query is pointless.
if (!cmpPlayer)
return;
let players = cmpPlayer.GetEnemies();
if (!players.length)
return;
let range = this.GetQueryRange(IID_Vision);
// Do not compensate for entity sizes: LOS doesn't, and UnitAI relies on that.
this.losRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity,
range.min, range.max, players, IID_Identity,
cmpRangeManager.GetEntityFlagMask("normal"), false);
if (enable)
cmpRangeManager.EnableActiveQuery(this.losRangeQuery);
};
/**
* Set up a range query for all own or ally units within LOS range
* which can be healed.
* @param {boolean} enable - Optional parameter whether to enable the query.
*/
UnitAI.prototype.SetupHealRangeQuery = function(enable = true)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losHealRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
this.losHealRangeQuery = undefined;
}
let cmpPlayer = QueryOwnerInterface(this.entity);
// If we are being destructed (owner == -1), creating a range query is pointless.
if (!cmpPlayer)
return;
let players = cmpPlayer.GetAllies();
let range = this.GetQueryRange(IID_Heal);
// Do not compensate for entity sizes: LOS doesn't, and UnitAI relies on that.
this.losHealRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity,
range.min, range.max, players, IID_Health,
cmpRangeManager.GetEntityFlagMask("injured"), false);
if (enable)
cmpRangeManager.EnableActiveQuery(this.losHealRangeQuery);
};
/**
* Set up a range query for all enemy and gaia units within range
* which can be attacked.
* @param {boolean} enable - Optional parameter whether to enable the query.
*/
UnitAI.prototype.SetupAttackRangeQuery = function(enable = true)
{
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losAttackRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losAttackRangeQuery);
this.losAttackRangeQuery = undefined;
}
let cmpPlayer = QueryOwnerInterface(this.entity);
// If we are being destructed (owner == -1), creating a range query is pointless.
if (!cmpPlayer)
return;
// TODO: How to handle neutral players - Special query to attack military only?
let players = cmpPlayer.GetEnemies();
if (!players.length)
return;
let range = this.GetQueryRange(IID_Attack);
// Do not compensate for entity sizes: LOS doesn't, and UnitAI relies on that.
this.losAttackRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity,
range.min, range.max, players, IID_Resistance,
cmpRangeManager.GetEntityFlagMask("normal"), false);
if (enable)
cmpRangeManager.EnableActiveQuery(this.losAttackRangeQuery);
};
//// FSM linkage functions ////
// Setting the next state to the current state will leave/re-enter the top-most substate.
// Must be called from inside the FSM.
UnitAI.prototype.SetNextState = function(state)
{
this.UnitFsm.SetNextState(this, state);
};
// Must be called from inside the FSM.
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).
* Must be called from inside the FSM.
*/
UnitAI.prototype.FinishOrder = function()
{
if (!this.orderQueue.length)
{
let stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let template = cmpTemplateManager.GetCurrentTemplateName(this.entity);
error("FinishOrder called for entity " + this.entity + " (" + template + ") when order queue is empty\n" + stack);
}
this.orderQueue.shift();
this.order = this.orderQueue[0];
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (this.orderQueue.length && (this.isGarrisoned || this.IsFormationController() ||
cmpPosition && cmpPosition.IsInWorld()))
{
let ret = this.UnitFsm.ProcessMessage(this,
{ "type": "Order."+this.order.type, "data": this.order.data }
);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
return ret;
}
this.orderQueue = [];
this.order = undefined;
// Switch to IDLE as a default state.
this.SetNextState("IDLE");
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// Check if there are queued formation orders
if (this.IsFormationMember())
{
this.SetNextState("FORMATIONMEMBER.IDLE");
let cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpUnitAI)
{
// Inform the formation controller that we finished this task
let cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
cmpFormation.SetWaitingOnController(this.entity);
// We don't want to carry out the default order
// if there are still queued formation orders left
if (cmpUnitAI.GetOrders().length > 1)
return true;
}
}
return false;
};
/**
* Add an order onto the back of the queue,
* and execute it if we didn't already have an order.
*/
UnitAI.prototype.PushOrder = function(type, data)
{
var order = { "type": type, "data": data };
this.orderQueue.push(order);
if (this.orderQueue.length == 1)
{
this.order = order;
this.UnitFsm.ProcessMessage(this,
{ "type": "Order."+this.order.type, "data": this.order.data }
);
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* Add an order onto the front of the queue,
* and execute it immediately.
*/
UnitAI.prototype.PushOrderFront = function(type, data, ignorePacking = false)
{
var order = { "type": type, "data": data };
// If current order is packing/unpacking then add new order after it.
if (!ignorePacking && this.order && this.IsPacking())
{
var packingOrder = this.orderQueue.shift();
this.orderQueue.unshift(packingOrder, order);
}
else
{
this.orderQueue.unshift(order);
this.order = order;
this.UnitFsm.ProcessMessage(this,
{ "type": "Order."+this.order.type, "data": this.order.data }
);
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* Insert an order after the last forced order onto the queue
* and after the other orders of the same type
*/
UnitAI.prototype.PushOrderAfterForced = function(type, data)
{
if (!this.order || ((!this.order.data || !this.order.data.force) && this.order.type != type))
this.PushOrderFront(type, data);
else
{
for (let i = 1; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].data && this.orderQueue[i].data.force)
continue;
if (this.orderQueue[i].type == type)
continue;
this.orderQueue.splice(i, 0, {"type": type, "data": data});
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
return;
}
this.PushOrder(type, data);
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* For a unit that is packing and trying to attack something,
* either cancel packing or continue with packing, as appropriate.
* Precondition: if the unit is packing/unpacking, then orderQueue
* should have the Attack order at index 0,
* and the Pack/Unpack order at index 1.
* This precondition holds because if we are packing while processing "Order.Attack",
* then we must have come from ReplaceOrder, which guarantees it.
*
* @param {boolean} requirePacked - true if the unit needs to be packed to continue attacking,
* false if it needs to be unpacked.
* @return {boolean} true if the unit can attack now, false if it must continue packing (or unpacking) first.
*/
UnitAI.prototype.EnsureCorrectPackStateForAttack = function(requirePacked)
{
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (!cmpPack ||
!cmpPack.IsPacking() ||
this.orderQueue.length != 2 ||
this.orderQueue[0].type != "Attack" ||
this.orderQueue[1].type != "Pack" &&
this.orderQueue[1].type != "Unpack")
return true;
if (cmpPack.IsPacked() == requirePacked)
{
// The unit is already in the packed/unpacked state we want.
// Delete the packing order.
this.orderQueue.splice(1, 1);
cmpPack.CancelPack();
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// Continue with the attack order.
return true;
}
// Move the attack order behind the unpacking order, to continue unpacking.
let tmp = this.orderQueue[0];
this.orderQueue[0] = this.orderQueue[1];
this.orderQueue[1] = tmp;
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
return false;
};
UnitAI.prototype.WillMoveFromFoundation = function(target, checkPacking = true)
{
let cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (!IsOwnedByAllyOfEntity(this.entity, target) && cmpUnitAI && !cmpUnitAI.IsAnimal() &&
!Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive() ||
checkPacking && this.IsPacking() || this.CanPack() || !this.AbleToMove())
return false;
return !this.CheckTargetRangeExplicit(target, g_LeaveFoundationRange, -1);
};
UnitAI.prototype.ReplaceOrder = function(type, data)
{
// Remember the previous work orders to be able to go back to them later if required
if (data && data.force)
{
if (this.IsFormationController())
this.CallMemberFunction("UpdateWorkOrders", [type]);
else
this.UpdateWorkOrders(type);
}
- let garrisonHolder = this.isGarrisoned && type != "Ungarrison" ? this.GetGarrisonHolder() : null;
-
// Do not replace packing/unpacking unless it is cancel order.
// TODO: maybe a better way of doing this would be to use priority levels
if (this.IsPacking() && type != "CancelPack" && type != "CancelUnpack" && type != "Stop")
{
var order = { "type": type, "data": data };
var packingOrder = this.orderQueue.shift();
if (type == "Attack")
{
// The Attack order is able to handle a packing unit, while other orders can't.
this.orderQueue = [packingOrder];
this.PushOrderFront(type, data, true);
}
else if (packingOrder.type == "Unpack" && g_OrdersCancelUnpacking.has(type))
{
// Immediately cancel unpacking before processing an order that demands a packed unit.
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.CancelPack();
this.orderQueue = [];
this.PushOrder(type, data);
}
else
this.orderQueue = [packingOrder, order];
}
else if (this.IsFormationMember())
{
// Don't replace orders after a LeaveFormation order
// (this is needed to support queued no-formation orders).
let idx = this.orderQueue.findIndex(o => o.type == "LeaveFormation");
if (idx === -1)
{
this.orderQueue = [];
this.order = undefined;
}
else
this.orderQueue.splice(0, idx);
this.PushOrderFront(type, data);
}
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 (isWorkType(type))
{
this.workOrders = [];
return;
}
if (this.workOrders.length)
return;
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 cmpGarrisonable = Engine.QueryInterface(this.entity, IID_Garrisonable);
if (!cmpGarrisonable || !cmpGarrisonable.UnGarrison(false))
return false;
}
this.orderQueue = [];
this.AddOrders(this.workOrders);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
if (this.IsFormationMember())
{
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers([this.entity]);
}
this.workOrders = [];
return true;
};
UnitAI.prototype.HasWorkOrders = function()
{
return this.workOrders.length > 0;
};
UnitAI.prototype.GetWorkOrders = function()
{
return this.workOrders;
};
UnitAI.prototype.SetWorkOrders = function(orders)
{
this.workOrders = orders;
};
UnitAI.prototype.TimerHandler = function(data, lateness)
{
// Reset the timer
if (data.timerRepeat === undefined)
this.timer = undefined;
this.UnitFsm.ProcessMessage(this, {"type": "Timer", "data": data, "lateness": lateness});
};
/**
* Set up the UnitAI timer to run after 'offset' msecs, and then
* every 'repeat' msecs until StopTimer is called. A "Timer" message
* will be sent each time the timer runs.
*/
UnitAI.prototype.StartTimer = function(offset, repeat)
{
if (this.timer)
error("Called StartTimer when there's already an active timer");
var data = { "timerRepeat": repeat };
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
if (repeat === undefined)
this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", offset, data);
else
this.timer = cmpTimer.SetInterval(this.entity, IID_UnitAI, "TimerHandler", offset, repeat, data);
};
/**
* Stop the current UnitAI timer.
*/
UnitAI.prototype.StopTimer = function()
{
if (!this.timer)
return;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
this.timer = undefined;
};
UnitAI.prototype.OnMotionUpdate = function(msg)
{
if (msg.veryObstructed)
msg.obstructed = true;
this.UnitFsm.ProcessMessage(this, Object.assign({ "type": "MovementUpdate" }, msg));
};
/**
* Called directly by cmpFoundation and cmpRepairable to
* inform builders that repairing has finished.
* This not done by listening to a global message due to performance.
*/
UnitAI.prototype.ConstructionFinished = function(msg)
{
this.UnitFsm.ProcessMessage(this, { "type": "ConstructionFinished", "data": msg });
};
UnitAI.prototype.OnGlobalEntityRenamed = function(msg)
{
let changed = false;
let currentOrderChanged = false;
for (let i = 0; i < this.orderQueue.length; ++i)
{
let order = this.orderQueue[i];
if (order.data && order.data.target && order.data.target == msg.entity)
{
changed = true;
if (i == 0)
currentOrderChanged = true;
order.data.target = msg.newentity;
}
if (order.data && order.data.formationTarget && order.data.formationTarget == msg.entity)
{
changed = true;
if (i == 0)
currentOrderChanged = true;
order.data.formationTarget = msg.newentity;
}
}
if (!changed)
return;
if (currentOrderChanged)
this.UnitFsm.ProcessMessage(this, { "type": "OrderTargetRenamed", "data": msg });
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.OnAttacked = function(msg)
{
if (msg.fromStatusEffect)
return;
this.UnitFsm.ProcessMessage(this, {"type": "Attacked", "data": msg});
};
UnitAI.prototype.OnGuardedAttacked = function(msg)
{
this.UnitFsm.ProcessMessage(this, {"type": "GuardedAttacked", "data": msg.data});
};
UnitAI.prototype.OnRangeUpdate = function(msg)
{
if (msg.tag == this.losRangeQuery)
this.UnitFsm.ProcessMessage(this, { "type": "LosRangeUpdate", "data": msg });
else if (msg.tag == this.losHealRangeQuery)
this.UnitFsm.ProcessMessage(this, { "type": "LosHealRangeUpdate", "data": msg });
else if (msg.tag == this.losAttackRangeQuery)
this.UnitFsm.ProcessMessage(this, { "type": "LosAttackRangeUpdate", "data": msg });
};
UnitAI.prototype.OnPackFinished = function(msg)
{
this.UnitFsm.ProcessMessage(this, {"type": "PackFinished", "packed": msg.packed});
};
/**
* A general function to process messages sent from components.
* @param {string} type - The type of message to process.
* @param {Object} msg - Optionally extra data to use.
*/
UnitAI.prototype.ProcessMessage = function(type, msg)
{
this.UnitFsm.ProcessMessage(this, { "type": type, "data": msg });
};
//// Helper functions to be called by the FSM ////
UnitAI.prototype.GetWalkSpeed = function()
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpUnitMotion)
return 0;
return cmpUnitMotion.GetWalkSpeed();
};
UnitAI.prototype.GetRunMultiplier = function()
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpUnitMotion)
return 0;
return cmpUnitMotion.GetRunMultiplier();
};
/**
* Returns true if the target exists and has non-zero hitpoints.
*/
UnitAI.prototype.TargetIsAlive = function(ent)
{
var cmpFormation = Engine.QueryInterface(ent, IID_Formation);
if (cmpFormation)
return true;
var cmpHealth = QueryMiragedInterface(ent, IID_Health);
return cmpHealth && cmpHealth.GetHitpoints() != 0;
};
/**
* Returns true if the target exists and needs to be killed before
* beginning to gather resources from it.
*/
UnitAI.prototype.MustKillGatherTarget = function(ent)
{
var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
if (!cmpResourceSupply)
return false;
if (!cmpResourceSupply.GetKillBeforeGather())
return false;
return this.TargetIsAlive(ent);
};
/**
* Returns the position of target or, if there is none,
* the entity's position, or undefined.
*/
UnitAI.prototype.TargetPosOrEntPos = function(target)
{
let cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (cmpTargetPosition && cmpTargetPosition.IsInWorld())
return cmpTargetPosition.GetPosition2D();
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
return cmpPosition.GetPosition2D();
return undefined;
};
/**
* Returns the entity ID of the nearest resource supply where the given
* filter returns true, or undefined if none can be found.
* "Nearest" is nearest from @param position.
* TODO: extend this to exclude resources that already have lots of gatherers.
*/
UnitAI.prototype.FindNearbyResource = function(position, filter)
{
if (!position)
return undefined;
// We accept resources owned by Gaia or any player
let players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
let range = 64; // TODO: what's a sensible number?
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// Don't account for entity size, we need to match LOS visibility.
let nearby = cmpRangeManager.ExecuteQueryAroundPos(position, 0, range, players, IID_ResourceSupply, false);
return nearby.find(ent => {
if (!this.CanGather(ent) || !this.CheckTargetVisible(ent))
return false;
let cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
let type = cmpResourceSupply.GetType();
let amount = cmpResourceSupply.GetCurrentAmount();
let template = cmpTemplateManager.GetCurrentTemplateName(ent);
if (template.indexOf("resource|") != -1)
template = template.slice(9);
return amount > 0 && cmpResourceSupply.IsAvailableTo(this.entity) && filter(ent, type, template);
});
};
/**
* Returns the entity ID of the nearest resource dropsite that accepts
* the given type, or undefined if none can be found.
*/
UnitAI.prototype.FindNearestDropsite = function(genericType)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
return undefined;
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return undefined;
let pos = cmpPosition.GetPosition2D();
let bestDropsite;
let bestDist = Infinity;
// Maximum distance a point on an obstruction can be from the center of the obstruction.
let maxDifference = 40;
let owner = cmpOwnership.GetOwner();
let cmpPlayer = QueryOwnerInterface(this.entity);
let players = cmpPlayer && cmpPlayer.HasSharedDropsites() ? cmpPlayer.GetMutualAllies() : [owner];
let nearestDropsites = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite, false);
let isShip = Engine.QueryInterface(this.entity, IID_Identity).HasClass("Ship");
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
for (let dropsite of nearestDropsites)
{
// Ships are unable to reach land dropsites and shouldn't attempt to do so.
if (isShip && !Engine.QueryInterface(dropsite, IID_Identity).HasClass("Naval"))
continue;
let cmpResourceDropsite = Engine.QueryInterface(dropsite, IID_ResourceDropsite);
if (!cmpResourceDropsite.AcceptsType(genericType) || !this.CheckTargetVisible(dropsite))
continue;
if (Engine.QueryInterface(dropsite, IID_Ownership).GetOwner() != owner && !cmpResourceDropsite.IsShared())
continue;
// The range manager sorts entities by the distance to their center,
// but we want the distance to the point where resources will be dropped off.
let dist = cmpObstructionManager.DistanceToPoint(dropsite, pos.x, pos.y);
if (dist == -1)
continue;
if (dist < bestDist)
{
bestDropsite = dropsite;
bestDist = dist;
}
else if (dist > bestDist + maxDifference)
break;
}
return bestDropsite;
};
/**
* Returns the entity ID of the nearest building that needs to be constructed.
* "Nearest" is nearest from @param position.
*/
UnitAI.prototype.FindNearbyFoundation = function(position)
{
if (!position)
return undefined;
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
return undefined;
let players = [cmpOwnership.GetOwner()];
let range = 64; // TODO: what's a sensible number?
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// Don't account for entity size, we need to match LOS visibility.
let nearby = cmpRangeManager.ExecuteQueryAroundPos(position, 0, range, players, IID_Foundation, false);
// 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());
};
/**
* Returns the entity ID of the nearest treasure.
* "Nearest" is nearest from @param position.
*/
UnitAI.prototype.FindNearbyTreasure = function(position)
{
if (!position)
return undefined;
let cmpTreasureCollecter = Engine.QueryInterface(this.entity, IID_TreasureCollecter);
if (!cmpTreasureCollecter)
return undefined;
let players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
let range = 64; // TODO: what's a sensible number?
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// Don't account for entity size, we need to match LOS visibility.
let nearby = cmpRangeManager.ExecuteQueryAroundPos(position, 0, range, players, IID_Treasure, false);
return nearby.find(ent => cmpTreasureCollecter.CanCollect(ent));
};
/**
* Play a sound appropriate to the current entity.
*/
UnitAI.prototype.PlaySound = function(name)
{
if (this.IsFormationController())
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
var member = cmpFormation.GetPrimaryMember();
if (member)
PlaySound(name, member);
}
else
{
PlaySound(name, this.entity);
}
};
/*
* Set a visualActor animation variant.
* By changing the animation variant, you can change animations based on unitAI state.
* If there are no specific variants or the variant doesn't exist in the actor,
* the actor fallbacks to any existing animation.
* @param type if present, switch to a specific animation variant.
*/
UnitAI.prototype.SetAnimationVariant = function(type)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetVariant("animationVariant", type);
};
/*
* Reset the animation variant to default behavior.
* Default behavior is to pick a resource-carrying variant if resources are being carried.
* Otherwise pick nothing in particular.
*/
UnitAI.prototype.SetDefaultAnimationVariant = function()
{
let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
let type = cmpResourceGatherer.GetLastCarriedType();
if (type)
{
let typename = "carry_" + type.generic;
if (type.specific == "meat")
typename = "carry_" + type.specific;
this.SetAnimationVariant(typename);
return;
}
}
this.SetAnimationVariant("");
};
UnitAI.prototype.ResetAnimation = function()
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SelectAnimation("idle", false, 1.0);
};
UnitAI.prototype.SelectAnimation = function(name, once = false, speed = 1.0)
{
let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SelectAnimation(name, once, speed);
};
UnitAI.prototype.SetAnimationSync = function(actiontime, repeattime)
{
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetAnimationSyncRepeat(repeattime);
cmpVisual.SetAnimationSyncOffset(actiontime);
};
UnitAI.prototype.StopMoving = function()
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.StopMoving();
};
/**
* Generic dispatcher for other MoveTo functions.
* @param iid - Interface ID (optional) implementing GetRange
* @param type - Range type for the interface call
* @returns whether the move succeeded or failed.
*/
UnitAI.prototype.MoveTo = function(data, iid, type)
{
if (data.target)
{
if (data.min || data.max)
return this.MoveToTargetRangeExplicit(data.target, data.min || -1, data.max || -1);
else if (!iid)
return this.MoveToTarget(data.target);
return this.MoveToTargetRange(data.target, iid, type);
}
else if (data.min || data.max)
return this.MoveToPointRange(data.x, data.z, data.min || -1, data.max || -1);
return this.MoveToPoint(data.x, data.z);
};
UnitAI.prototype.MoveToPoint = function(x, z)
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToPointRange(x, z, 0, 0); // For point goals, allow a max range of 0.
};
UnitAI.prototype.MoveToPointRange = function(x, z, rangeMin, rangeMax)
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax);
};
UnitAI.prototype.MoveToTarget = function(target)
{
if (!this.CheckTargetVisible(target))
return false;
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, 0, 1);
};
UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
{
if (!this.CheckTargetVisible(target))
return false;
let range = this.GetRange(iid, type);
if (!range)
return false;
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
/**
* Move unit so we hope the target is in the attack range
* for melee attacks, this goes straight to the default range checks
* for ranged attacks, the parabolic range is used
*/
UnitAI.prototype.MoveToTargetAttackRange = function(target, type)
{
// for formation members, the formation will take care of the range check
if (this.IsFormationMember())
{
let cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation())
return false;
}
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!this.AbleToMove(cmpUnitMotion))
return false;
let cmpFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpFormation)
target = cmpFormation.GetClosestMember(this.entity);
if (type != "Ranged")
return this.MoveToTargetRange(target, IID_Attack, type);
if (!this.CheckTargetVisible(target))
return false;
let range = this.GetRange(IID_Attack, type);
if (!range)
return false;
let thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!thisCmpPosition.IsInWorld())
return false;
let s = thisCmpPosition.GetPosition();
let targetCmpPosition = Engine.QueryInterface(target, IID_Position);
if (!targetCmpPosition || !targetCmpPosition.IsInWorld())
return false;
// Parabolic range compuation is the same as in BuildingAI's FireArrows.
let t = targetCmpPosition.GetPosition();
// h is positive when I'm higher than the target
let h = s.y - t.y + range.elevationBonus;
let parabolicMaxRange = Math.sqrt(Math.square(range.max) + 2 * range.max * h);
// No negative roots please
if (h <= -range.max / 2)
// return false? Or hope you come close enough?
parabolicMaxRange = 0;
// The parabole changes while walking so be cautious:
let guessedMaxRange = parabolicMaxRange > range.max ? (range.max + parabolicMaxRange) / 2 : parabolicMaxRange;
return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, range.min, guessedMaxRange);
};
UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max)
{
if (!this.CheckTargetVisible(target))
return false;
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, min, max);
};
/**
* Move unit so we hope the target is in the attack range of the formation.
*
* @param {number} target - The target entity ID to attack.
* @return {boolean} - Whether the order to move has succeeded.
*/
UnitAI.prototype.MoveFormationToTargetAttackRange = function(target)
{
let cmpTargetFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpTargetFormation)
target = cmpTargetFormation.GetClosestMember(this.entity);
if (!this.CheckTargetVisible(target))
return false;
let cmpFormationAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpFormationAttack)
return false;
let range = cmpFormationAttack.GetRange(target);
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
UnitAI.prototype.MoveToGarrisonRange = function(target)
{
if (!this.CheckTargetVisible(target))
return false;
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return false;
var range = cmpGarrisonHolder.GetLoadingRange();
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
/**
* Generic dispatcher for other Check...Range functions.
* @param iid - Interface ID (optional) implementing GetRange
* @param type - Range type for the interface call
*/
UnitAI.prototype.CheckRange = function(data, iid, type)
{
if (data.target)
{
if (data.min || data.max)
return this.CheckTargetRangeExplicit(data.target, data.min || -1, data.max || -1);
else if (!iid)
return this.CheckTargetRangeExplicit(data.target, 0, 1);
return this.CheckTargetRange(data.target, iid, type);
}
else if (data.min || data.max)
return this.CheckPointRangeExplicit(data.x, data.z, data.min || -1, data.max || -1);
return this.CheckPointRangeExplicit(data.x, data.z, 0, 0);
};
UnitAI.prototype.CheckPointRangeExplicit = function(x, z, min, max)
{
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInPointRange(this.entity, x, z, min, max, false);
};
UnitAI.prototype.CheckTargetRange = function(target, iid, type)
{
let range = this.GetRange(iid, type);
if (!range)
return false;
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, range.min, range.max, false);
};
/**
* Check if the target is inside the attack range
* For melee attacks, this goes straigt to the regular range calculation
* For ranged attacks, the parabolic formula is used to accout for bigger ranges
* when the target is lower, and smaller ranges when the target is higher
*/
UnitAI.prototype.CheckTargetAttackRange = function(target, type)
{
// for formation members, the formation will take care of the range check
if (this.IsFormationMember())
{
let cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation() &&
cmpFormationUnitAI.order.data.target == target)
return true;
}
let cmpFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpFormation)
target = cmpFormation.GetClosestMember(this.entity);
if (type != "Ranged")
return this.CheckTargetRange(target, IID_Attack, type);
let targetCmpPosition = Engine.QueryInterface(target, IID_Position);
if (!targetCmpPosition || !targetCmpPosition.IsInWorld())
return false;
let range = this.GetRange(IID_Attack, type);
if (!range)
return false;
let thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!thisCmpPosition.IsInWorld())
return false;
let s = thisCmpPosition.GetPosition();
let t = targetCmpPosition.GetPosition();
let h = s.y - t.y + range.elevationBonus;
let maxRange = Math.sqrt(Math.square(range.max) + 2 * range.max * h);
if (maxRange < 0)
return false;
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, range.min, maxRange, false);
};
UnitAI.prototype.CheckTargetRangeExplicit = function(target, min, max)
{
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, min, max, false);
};
/**
* Check if the target is inside the attack range of the formation.
*
* @param {number} target - The target entity ID to attack.
* @return {boolean} - Whether the entity is within attacking distance.
*/
UnitAI.prototype.CheckFormationTargetAttackRange = function(target)
{
let cmpTargetFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpTargetFormation)
target = cmpTargetFormation.GetClosestMember(this.entity);
let cmpFormationAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpFormationAttack)
return false;
let range = cmpFormationAttack.GetRange(target);
let cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, range.min, range.max, false);
};
UnitAI.prototype.CheckGarrisonRange = function(target)
{
let cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return false;
let range = cmpGarrisonHolder.GetLoadingRange();
return this.CheckTargetRangeExplicit(target, range.min, range.max);
};
/**
* Returns true if the target entity is visible through the FoW/SoD.
*/
UnitAI.prototype.CheckTargetVisible = function(target)
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return false;
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
return false;
// Entities that are hidden and miraged are considered visible
var cmpFogging = Engine.QueryInterface(target, IID_Fogging);
if (cmpFogging && cmpFogging.IsMiraged(cmpOwnership.GetOwner()))
return true;
if (cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner()) == "hidden")
return false;
// Either visible directly, or visible in fog
return true;
};
/**
* Returns true if the given position is currentl visible (not in FoW/SoD).
*/
UnitAI.prototype.CheckPositionVisible = function(x, z)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return false;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
return false;
return cmpRangeManager.GetLosVisibilityPosition(x, z, cmpOwnership.GetOwner()) == "visible";
};
/**
* How close to our goal do we consider it's OK to stop if the goal appears unreachable.
* Currently 3 terrain tiles as that's relatively close but helps pathfinding.
*/
UnitAI.prototype.DefaultRelaxedMaxRange = 12;
/**
* @returns true if the unit is in the relaxed-range from the target.
*/
UnitAI.prototype.RelaxedMaxRangeCheck = function(data, relaxedRange)
{
if (!data.relaxed)
return false;
let ndata = data;
ndata.min = 0;
ndata.max = relaxedRange;
return this.CheckRange(ndata);
};
/**
* Let an entity face its target.
* @param {number} target - The entity-ID of the target.
*/
UnitAI.prototype.FaceTowardsTarget = function(target)
{
let cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return;
let targetPosition = cmpTargetPosition.GetPosition2D();
// Use cmpUnitMotion for units that support that, otherwise try cmpPosition (e.g. turrets)
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
{
cmpUnitMotion.FaceTowardsPoint(targetPosition.x, targetPosition.y);
return;
}
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
cmpPosition.TurnTo(cmpPosition.GetPosition2D().angleTo(targetPosition));
};
UnitAI.prototype.CheckTargetDistanceFromHeldPosition = function(target, iid, type)
{
let range = this.GetRange(iid, type);
if (!range)
return false;
let cmpPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return false;
let cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return false;
let halfvision = cmpVision.GetRange() / 2;
let pos = cmpPosition.GetPosition();
let heldPosition = this.heldPosition;
if (heldPosition === undefined)
heldPosition = { "x": pos.x, "z": pos.z };
return Math.euclidDistance2D(pos.x, pos.z, heldPosition.x, heldPosition.z) < halfvision + range.max;
};
UnitAI.prototype.CheckTargetIsInVisionRange = function(target)
{
let cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return false;
let range = cmpVision.GetRange();
let distance = PositionHelper.DistanceBetweenEntities(this.entity, target);
return distance < range;
};
UnitAI.prototype.GetBestAttackAgainst = function(target, allowCapture)
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return undefined;
return cmpAttack.GetBestAttackAgainst(target, allowCapture);
};
/**
* Try to find one of the given entities which can be attacked,
* and start attacking it.
* Returns true if it found something to attack.
*/
UnitAI.prototype.AttackVisibleEntity = function(ents)
{
var target = ents.find(target => this.CanAttack(target));
if (!target)
return false;
this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": true });
return true;
};
/**
* Try to find one of the given entities which can be attacked
* and which is close to the hold position, and start attacking it.
* Returns true if it found something to attack.
*/
UnitAI.prototype.AttackEntityInZone = function(ents)
{
var target = ents.find(target =>
this.CanAttack(target)
&& this.CheckTargetDistanceFromHeldPosition(target, IID_Attack, this.GetBestAttackAgainst(target, true))
&& (this.GetStance().respondChaseBeyondVision || this.CheckTargetIsInVisionRange(target))
);
if (!target)
return false;
this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": true });
return true;
};
/**
* Try to respond appropriately given our current stance,
* given a list of entities that match our stance's target criteria.
* Returns true if it responded.
*/
UnitAI.prototype.RespondToTargetedEntities = function(ents)
{
if (!ents.length)
return false;
if (this.GetStance().respondChase)
return this.AttackVisibleEntity(ents);
if (this.GetStance().respondStandGround)
return this.AttackVisibleEntity(ents);
if (this.GetStance().respondHoldGround)
return this.AttackEntityInZone(ents);
if (this.GetStance().respondFlee)
{
if (this.order && this.order.type == "Flee")
this.orderQueue.shift();
this.PushOrderFront("Flee", { "target": ents[0], "force": false });
return true;
}
return false;
};
/**
* @param {number} ents - An array of the IDs of the spotted entities.
* @return {boolean} - Whether we responded.
*/
UnitAI.prototype.RespondToSightedEntities = function(ents)
{
if (!ents || !ents.length)
return false;
if (this.GetStance().respondFleeOnSight)
{
this.Flee(ents[0], false);
return true;
}
return false;
};
/**
* Try to respond to healable entities.
* Returns true if it responded.
*/
UnitAI.prototype.RespondToHealableEntities = function(ents)
{
let ent = ents.find(ent => this.CanHeal(ent));
if (!ent)
return false;
this.PushOrderFront("Heal", { "target": ent, "force": false });
return true;
};
/**
* Returns true if we should stop following the target entity.
*/
UnitAI.prototype.ShouldAbandonChase = function(target, force, iid, type)
{
if (!this.CheckTargetVisible(target))
return true;
// Forced orders shouldn't be interrupted.
if (force)
return false;
// If we are guarding/escorting, don't abandon as long as the guarded unit is in target range of the attacker
if (this.isGuardOf)
{
let cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
let cmpAttack = Engine.QueryInterface(target, IID_Attack);
if (cmpUnitAI && cmpAttack &&
cmpAttack.GetAttackTypes().some(type => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type)))
return false;
}
if (this.GetStance().respondHoldGround)
if (!this.CheckTargetDistanceFromHeldPosition(target, iid, type))
return true;
// Stop if it's left our vision range, unless we're especially persistent.
if (!this.GetStance().respondChaseBeyondVision)
if (!this.CheckTargetIsInVisionRange(target))
return true;
return false;
};
/*
* Returns whether we should chase the targeted entity,
* given our current stance.
*/
UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force)
{
if (!this.AbleToMove())
return false;
if (this.GetStance().respondChase)
return true;
// If we are guarding/escorting, chase at least as long as the guarded unit is in target range of the attacker
if (this.isGuardOf)
{
let cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
let cmpAttack = Engine.QueryInterface(target, IID_Attack);
if (cmpUnitAI && cmpAttack &&
cmpAttack.GetAttackTypes().some(type => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type)))
return true;
}
return force;
};
//// External interface functions ////
/**
* Order a unit to leave the formation it is in.
* Used to handle queued no-formation orders for units in formation.
*/
UnitAI.prototype.LeaveFormation = function(queued = true)
{
// If queued, add the order even if we're not in formation,
// maybe we will be later.
if (!queued && !this.IsFormationMember())
return;
if (queued)
this.AddOrder("LeaveFormation", { "force": true }, queued);
else
this.PushOrderFront("LeaveFormation", { "force": true });
};
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) || NULL_FORMATION;
};
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();
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":
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 distance;
};
UnitAI.prototype.AddOrder = function(type, data, queued, pushFront)
{
if (this.expectedRoute)
this.expectedRoute = undefined;
if (pushFront)
this.PushOrderFront(type, data);
else 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
+ // in that case, just forget the order as this will lead to an infinite loop.
+ // ToDo: Fix that by checking for the ability to move on orders that need that.
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, pushFront)
{
if (!this.CanGuard())
{
this.WalkToTarget(target, queued);
return;
}
if (target === this.entity)
return;
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, pushFront);
};
/**
* @return {boolean} - Whether it makes sense to guard the given entity.
*/
UnitAI.prototype.ShouldGuard = function(target)
{
return this.TargetIsAlive(target) ||
Engine.QueryInterface(target, IID_Capturable) ||
Engine.QueryInterface(target, IID_StatusEffectsReceiver);
};
UnitAI.prototype.AddGuard = function(target)
{
if (!this.CanGuard())
return false;
var cmpGuard = Engine.QueryInterface(target, IID_Guard);
if (!cmpGuard)
return false;
this.isGuardOf = target;
this.guardRange = cmpGuard.GetRange(this.entity);
cmpGuard.AddGuard(this.entity);
return true;
};
UnitAI.prototype.RemoveGuard = function()
{
if (!this.isGuardOf)
return;
let cmpGuard = Engine.QueryInterface(this.isGuardOf, IID_Guard);
if (cmpGuard)
cmpGuard.RemoveGuard(this.entity);
this.guardRange = undefined;
this.isGuardOf = undefined;
if (!this.order)
return;
if (this.order.type == "Guard")
this.UnitFsm.ProcessMessage(this, { "type": "RemoveGuard" });
else
for (let i = 1; i < this.orderQueue.length; ++i)
if (this.orderQueue[i].type == "Guard")
this.orderQueue.splice(i, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.IsGuardOf = function()
{
return this.isGuardOf;
};
UnitAI.prototype.SetGuardOf = function(entity)
{
// entity may be undefined
this.isGuardOf = entity;
};
UnitAI.prototype.CanGuard = function()
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
return this.template.CanGuard == "true";
};
UnitAI.prototype.CanPatrol = function()
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
return this.IsFormationController() || this.template.CanPatrol == "true";
};
/**
* Adds walk order to queue, forced by the player.
*/
UnitAI.prototype.Walk = function(x, z, queued, pushFront)
{
if (!pushFront && this.expectedRoute && queued)
this.expectedRoute.push({ "x": x, "z": z });
else
this.AddOrder("Walk", { "x": x, "z": z, "force": true }, queued, pushFront);
};
/**
* Adds walk to point range order to queue, forced by the player.
*/
UnitAI.prototype.WalkToPointRange = function(x, z, min, max, queued, pushFront)
{
this.AddOrder("Walk", { "x": x, "z": z, "min": min, "max": max, "force": true }, queued, pushFront);
};
/**
* Adds stop order to queue, forced by the player.
*/
UnitAI.prototype.Stop = function(queued, pushFront)
{
this.AddOrder("Stop", { "force": true }, queued, pushFront);
};
/**
* 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, pushFront)
{
this.AddOrder("WalkToTarget", { "target": target, "force": true }, queued, pushFront);
};
/**
* 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, pushFront = false)
{
this.AddOrder("WalkAndFight", { "x": x, "z": z, "targetClasses": targetClasses, "allowCapture": allowCapture, "force": true }, queued, pushFront);
};
UnitAI.prototype.Patrol = function(x, z, targetClasses, allowCapture = true, queued = false, pushFront = false)
{
if (!this.CanPatrol())
{
this.Walk(x, z, queued);
return;
}
this.AddOrder("Patrol", { "x": x, "z": z, "targetClasses": targetClasses, "allowCapture": allowCapture, "force": true }, queued, pushFront);
};
/**
* Adds leave foundation order to queue, treated as forced.
*/
UnitAI.prototype.LeaveFoundation = function(target)
{
// If we're already being told to leave a foundation, then
// ignore this new request so we don't end up being too indecisive
// to ever actually move anywhere.
if (this.order && (this.order.type == "LeaveFoundation" || (this.order.type == "Flee" && this.order.data.target == target)))
return;
if (this.orderQueue.length && this.orderQueue[0].type == "Unpack" && this.WillMoveFromFoundation(target, false))
{
let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack)
cmpPack.CancelPack();
}
if (this.IsPacking())
return;
this.PushOrderFront("LeaveFoundation", { "target": target, "force": true });
};
/**
* Adds attack order to the queue, forced by the player.
*/
UnitAI.prototype.Attack = function(target, allowCapture = true, queued = false, pushFront = 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, pushFront);
return;
}
let order = {
"target": target,
"force": true,
"allowCapture": allowCapture,
};
this.RememberTargetPosition(order);
if (this.order && this.order.type == "Attack" &&
this.order.data &&
this.order.data.target === order.target &&
this.order.data.allowCapture === order.allowCapture)
{
this.order.data.lastPos = order.lastPos;
this.order.data.force = order.force;
return;
}
this.AddOrder("Attack", order, queued, pushFront);
};
/**
* Adds garrison order to the queue, forced by the player.
*/
UnitAI.prototype.Garrison = function(target, queued, pushFront)
{
if (target == this.entity)
return;
if (!this.CanGarrison(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Garrison", { "target": target, "force": true }, queued, pushFront);
};
/**
* Adds ungarrison order to the queue.
*/
UnitAI.prototype.Ungarrison = function()
{
if (!this.isGarrisoned)
return;
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.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, pushFront)
{
this.PerformGather(target, queued, true, pushFront);
};
/**
* Internal function to abstract the force parameter.
*/
UnitAI.prototype.PerformGather = function(target, queued, force, pushFront = false)
{
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);
if (template.indexOf("resource|") != -1)
template = template.slice(9);
let order = {
"target": target,
"type": type,
"template": template,
"force": force,
};
this.RememberTargetPosition(order);
order.initPos = order.lastPos;
if (this.order &&
(this.order.type == "Gather" || this.order.type == "Attack") &&
this.order.data &&
this.order.data.target === order.target)
{
this.order.data.lastPos = order.lastPos;
this.order.data.force = order.force;
return;
}
this.AddOrder("Gather", order, queued, pushFront);
};
/**
* 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, pushFront)
{
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, pushFront);
else
this.AddOrder("Walk", { "x": x, "z": z, "force": false }, queued, pushFront);
};
/**
* Adds heal order to the queue, forced by the player.
*/
UnitAI.prototype.Heal = function(target, queued, pushFront)
{
if (!this.CanHeal(target))
{
this.WalkToTarget(target, queued);
return;
}
if (this.order && this.order.type == "Heal" &&
this.order.data &&
this.order.data.target === target)
{
this.order.data.force = true;
return;
}
this.AddOrder("Heal", { "target": target, "force": true }, queued, pushFront);
};
/**
* Adds return resource order to the queue, forced by the player.
*/
UnitAI.prototype.ReturnResource = function(target, queued, pushFront)
{
if (!this.CanReturnResource(target, true))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("ReturnResource", { "target": target, "force": true }, queued, pushFront);
};
/**
* Adds order to collect a treasure to queue, forced by the player.
*/
UnitAI.prototype.CollectTreasure = function(target, autocontinue, queued)
{
this.AddOrder("CollectTreasure", {
"target": target,
"autocontinue": autocontinue,
"force": true
}, queued);
};
/**
* Adds order to collect a treasure to queue, forced by the player.
*/
UnitAI.prototype.CollectTreasureNearPosition = function(posX, posZ, autocontinue, queued)
{
this.AddOrder("CollectTreasureNearPosition", {
"x": posX,
"z": posZ,
"target": target,
"autocontinue": autocontinue,
"force": false
}, queued);
};
UnitAI.prototype.CancelSetupTradeRoute = function(target)
{
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (!cmpTrader)
return;
cmpTrader.RemoveTargetMarket(target);
if (this.IsFormationController())
this.CallMemberFunction("CancelSetupTradeRoute", [target]);
};
/**
* Adds trade order to the queue. Either walk to the first market, or
* start a new route. Not forced, so it can be interrupted by attacks.
* The possible route may be given directly as a SetupTradeRoute argument
* if coming from a RallyPoint, or through this.expectedRoute if a user command.
*/
UnitAI.prototype.SetupTradeRoute = function(target, source, route, queued, pushFront)
{
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, pushFront);
}
else
{
if (this.IsFormationController())
this.CallMemberFunction("WalkToTarget", [cmpTrader.GetFirstMarket(), queued, pushFront]);
else
this.WalkToTarget(cmpTrader.GetFirstMarket(), queued, pushFront);
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)
{
let nextTarget;
if (this.waypoints && this.waypoints.length >= 1)
nextTarget = this.waypoints.pop();
else
nextTarget = { "target": targetMarket };
this.order.data.nextTarget = nextTarget;
return this.MoveTo(this.order.data.nextTarget, IID_Trader);
};
UnitAI.prototype.PerformTradeAndMoveToNextMarket = function(currentMarket)
{
if (!this.CanTrade(currentMarket))
{
this.StopTrading();
return;
}
if (!this.CheckTargetRange(currentMarket, IID_Trader))
{
if (!this.MoveToMarket(currentMarket)) // If the current market is not reached try again
this.StopTrading();
return;
}
let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
let nextMarket = cmpTrader.PerformTrade(currentMarket);
let amount = cmpTrader.GetGoods().amount;
if (!nextMarket || !amount || !amount.traderGain)
{
this.StopTrading();
return;
}
this.order.data.target = nextMarket;
if (this.order.data.route && this.order.data.route.length)
{
this.waypoints = this.order.data.route.slice();
if (this.order.data.target == cmpTrader.GetSecondMarket())
this.waypoints.reverse();
}
this.SetNextState("APPROACHINGMARKET");
};
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.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, pushFront)
{
if (!this.CanRepair(target))
{
this.WalkToTarget(target, queued);
return;
}
if (this.order && this.order.type == "Repair" &&
this.order.data &&
this.order.data.target === target &&
this.order.data.autocontinue === autocontinue)
{
this.order.data.force = true;
return;
}
this.AddOrder("Repair", { "target": target, "autocontinue": autocontinue, "force": true }, queued, pushFront);
};
/**
* Adds flee order to the queue, not forced, so it can be
* interrupted by attacks.
*/
UnitAI.prototype.Flee = function(target, queued, pushFront)
{
this.AddOrder("Flee", { "target": target, "force": false }, queued, pushFront);
};
UnitAI.prototype.Cheer = function()
{
this.PushOrderFront("Cheer", { "force": false });
};
UnitAI.prototype.Pack = function(queued, pushFront)
{
if (this.CanPack())
this.AddOrder("Pack", { "force": true }, queued, pushFront);
};
UnitAI.prototype.Unpack = function(queued, pushFront)
{
if (this.CanUnpack())
this.AddOrder("Unpack", { "force": true }, queued, pushFront);
};
UnitAI.prototype.CancelPack = function(queued, pushFront)
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack && cmpPack.IsPacking() && !cmpPack.IsPacked())
this.AddOrder("CancelPack", { "force": true }, queued, pushFront);
};
UnitAI.prototype.CancelUnpack = function(queued, pushFront)
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack && cmpPack.IsPacking() && cmpPack.IsPacked())
this.AddOrder("CancelUnpack", { "force": true }, queued, pushFront);
};
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);
// Reset the range queries, since the range depends on stance.
this.SetupRangeQueries();
};
UnitAI.prototype.SetTurretStance = function()
{
this.previousStance = undefined;
if (this.GetStance().respondStandGround)
return;
for (let stance in g_Stances)
{
if (!g_Stances[stance].respondStandGround)
continue;
this.previousStance = this.GetStanceName();
this.SwitchToStance(stance);
return;
}
};
UnitAI.prototype.ResetTurretStance = function()
{
if (!this.previousStance)
return;
this.SwitchToStance(this.previousStance);
this.previousStance = undefined;
};
/**
* Resets the losRangeQuery.
* @return {boolean} - Whether there are targets in range that we ought to react upon.
*/
UnitAI.prototype.FindSightedEnemies = function()
{
if (!this.losRangeQuery)
return false;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.RespondToSightedEntities(cmpRangeManager.ResetActiveQuery(this.losRangeQuery));
};
/**
* Resets losHealRangeQuery, and if there are some targets in range that we can heal
* then we start healing and this returns true; otherwise, returns false.
*/
UnitAI.prototype.FindNewHealTargets = function()
{
if (!this.losHealRangeQuery)
return false;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.RespondToHealableEntities(cmpRangeManager.ResetActiveQuery(this.losHealRangeQuery));
};
/**
* Resets losAttackRangeQuery, and if there are some targets in range that we can
* attack then we start attacking and this returns true; otherwise, returns false.
*/
UnitAI.prototype.FindNewTargets = function()
{
if (!this.losAttackRangeQuery)
return false;
if (!this.GetStance().targetVisibleEnemies)
return false;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.AttackEntitiesByPreference(cmpRangeManager.ResetActiveQuery(this.losAttackRangeQuery));
};
UnitAI.prototype.FindWalkAndFightTargets = function()
{
if (this.IsFormationController())
{
var cmpUnitAI;
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
for (var ent of cmpFormation.members)
{
if (!(cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI)))
continue;
var targets = cmpUnitAI.GetTargetsFromUnit();
for (var targ of targets)
{
if (!cmpUnitAI.CanAttack(targ))
continue;
if (this.order.data.targetClasses)
{
var cmpIdentity = Engine.QueryInterface(targ, IID_Identity);
var targetClasses = this.order.data.targetClasses;
if (targetClasses.attack && cmpIdentity
&& !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack))
continue;
if (targetClasses.avoid && cmpIdentity
&& MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid))
continue;
// Only used by the AIs to prevent some choices of targets
if (targetClasses.vetoEntities && targetClasses.vetoEntities[targ])
continue;
}
this.PushOrderFront("Attack", { "target": targ, "force": false, "allowCapture": this.order.data.allowCapture });
return true;
}
}
return false;
}
var targets = this.GetTargetsFromUnit();
for (var targ of targets)
{
if (!this.CanAttack(targ))
continue;
if (this.order.data.targetClasses)
{
var cmpIdentity = Engine.QueryInterface(targ, IID_Identity);
var targetClasses = this.order.data.targetClasses;
if (cmpIdentity && targetClasses.attack
&& !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack))
continue;
if (cmpIdentity && targetClasses.avoid
&& MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid))
continue;
// Only used by the AIs to prevent some choices of targets
if (targetClasses.vetoEntities && targetClasses.vetoEntities[targ])
continue;
}
this.PushOrderFront("Attack", { "target": targ, "force": false, "allowCapture": this.order.data.allowCapture });
return true;
}
// healers on a walk-and-fight order should heal injured units
if (this.IsHealer())
return this.FindNewHealTargets();
return false;
};
UnitAI.prototype.GetTargetsFromUnit = function()
{
if (!this.losAttackRangeQuery)
return [];
if (!this.GetStance().targetVisibleEnemies)
return [];
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return [];
let attackfilter = function(e) {
if (!cmpAttack.CanAttack(e))
return false;
let cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() > 0)
return true;
let cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
};
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let entities = cmpRangeManager.ResetActiveQuery(this.losAttackRangeQuery);
let targets = entities.filter(attackfilter).sort(function(a, b) {
return cmpAttack.CompareEntitiesByPreference(a, b);
});
return targets;
};
UnitAI.prototype.GetQueryRange = function(iid)
{
let ret = { "min": 0, "max": 0 };
let cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return ret;
let visionRange = cmpVision.GetRange();
if (iid === IID_Vision)
{
ret.max = visionRange;
return ret;
}
if (this.GetStance().respondStandGround)
{
let range = this.GetRange(iid);
if (!range)
return ret;
ret.min = range.min;
ret.max = Math.min(range.max, visionRange);
}
else if (this.GetStance().respondChase)
ret.max = visionRange;
else if (this.GetStance().respondHoldGround)
{
let range = this.GetRange(iid);
if (!range)
return ret;
ret.max = Math.min(range.max + visionRange / 2, visionRange);
}
// We probably have stance 'passive' and we wouldn't have a range,
// but as it is the default for healers we need to set it to something sane.
else if (iid === IID_Heal)
ret.max = visionRange;
return ret;
};
UnitAI.prototype.GetStance = function()
{
return g_Stances[this.stance];
};
UnitAI.prototype.GetSelectableStances = function()
{
if (this.IsTurret())
return [];
return Object.keys(g_Stances).filter(key => g_Stances[key].selectable);
};
UnitAI.prototype.GetStanceName = function()
{
return this.stance;
};
/*
* Make the unit walk at its normal pace.
*/
UnitAI.prototype.ResetSpeedMultiplier = function()
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.SetSpeedMultiplier(1);
};
UnitAI.prototype.SetSpeedMultiplier = function(speed)
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
cmpUnitMotion.SetSpeedMultiplier(speed);
};
/**
* Try to match the targets current movement speed.
*
* @param {number} target - The entity ID of the target to match.
* @param {boolean} mayRun - Whether the entity is allowed to run to match the speed.
*/
UnitAI.prototype.TryMatchTargetSpeed = function(target, mayRun = true)
{
let cmpUnitMotionTarget = Engine.QueryInterface(target, IID_UnitMotion);
if (cmpUnitMotionTarget)
{
let targetSpeed = cmpUnitMotionTarget.GetCurrentSpeed();
if (targetSpeed)
this.SetSpeedMultiplier(Math.min(mayRun ? this.GetRunMultiplier() : 1, targetSpeed / this.GetWalkSpeed()));
}
};
/*
* Remember the position of the target (in lastPos), if any, in case it disappears later
* and we want to head to its last known position.
* @param orderData - The order data to set this on. Defaults to this.order.data
*/
UnitAI.prototype.RememberTargetPosition = function(orderData)
{
if (!orderData)
orderData = this.order.data;
let cmpPosition = Engine.QueryInterface(orderData.target, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
orderData.lastPos = cmpPosition.GetPosition();
};
UnitAI.prototype.SetHeldPosition = function(x, z)
{
this.heldPosition = {"x": x, "z": z};
};
UnitAI.prototype.SetHeldPositionOnEntity = function(entity)
{
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.SetHeldPosition(pos.x, pos.z);
};
UnitAI.prototype.GetHeldPosition = function()
{
return this.heldPosition;
};
UnitAI.prototype.WalkToHeldPosition = function()
{
if (this.heldPosition)
{
this.AddOrder("Walk", { "x": this.heldPosition.x, "z": this.heldPosition.z, "force": false }, false, false);
return true;
}
return false;
};
//// Helper functions ////
/**
* General getter for ranges.
*
* @param {number} iid
* @param {string} type - [Optional]
* @return {Object | undefined} - The range in the form
* { "min": number, "max": number }
* Object."elevationBonus": number may be present when iid == IID_Attack.
* Returns undefined when the entity does not have the requested component.
*/
UnitAI.prototype.GetRange = function(iid, type)
{
let component = Engine.QueryInterface(this.entity, iid);
if (!component)
return undefined;
return component.GetRange(type);
}
UnitAI.prototype.CanAttack = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
return cmpAttack && cmpAttack.CanAttack(target);
};
UnitAI.prototype.CanGarrison = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
let cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return false;
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || !(IsOwnedByPlayer(cmpOwnership.GetOwner(), target) || IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target)))
return false;
return true;
};
UnitAI.prototype.CanGather = function(target)
{
if (this.IsTurret())
return false;
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;
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return false;
if (!cmpResourceGatherer.GetTargetGatherRate(target))
return false;
// No need to verify ownership as we should be able to gather from
// a target regardless of ownership.
// No need to call "cmpResourceSupply.IsAvailable()" either because that
// would cause units to walk to full entities instead of choosing another one
// nearby to gather from, which is undesirable.
return true;
};
UnitAI.prototype.CanHeal = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
let cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
return cmpHeal && cmpHeal.CanHeal(target);
};
/**
* Check if the entity can return carried resources at @param target
* @param checkCarriedResource check we are carrying resources
* @param cmpResourceGatherer if present, use this directly instead of re-querying.
*/
UnitAI.prototype.CanReturnResource = function(target, checkCarriedResource, cmpResourceGatherer = undefined)
{
if (this.IsTurret())
return false;
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
if (!cmpResourceGatherer)
{
cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return false;
}
let cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
if (!cmpResourceDropsite)
return false;
if (checkCarriedResource)
{
let type = cmpResourceGatherer.GetMainCarryingType();
if (!type || !cmpResourceDropsite.AcceptsType(type))
return false;
}
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && IsOwnedByPlayer(cmpOwnership.GetOwner(), target))
return true;
let cmpPlayer = QueryOwnerInterface(this.entity);
return cmpPlayer && cmpPlayer.HasSharedDropsites() && cmpResourceDropsite.IsShared() &&
cmpOwnership && IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target);
};
UnitAI.prototype.CanTrade = function(target)
{
if (this.IsTurret())
return false;
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
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;
var cmpFoundation = QueryMiragedInterface(target, IID_Foundation);
var cmpRepairable = Engine.QueryInterface(target, IID_Repairable);
if (!cmpFoundation && !cmpRepairable)
return false;
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";
};
UnitAI.prototype.MoveRandomly = function(distance)
{
// To minimize drift all across the map, describe circles
// approximated by polygons.
// And to avoid getting stuck in obstacles or narrow spaces, each side
// of the polygon is obtained by trying to go away from a point situated
// half a meter backwards of the current position, after rotation.
// We also add a fluctuation on the length of each side of the polygon (dist)
// which, in addition to making the move more random, helps escaping narrow spaces
// with bigger values of dist.
let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpPosition || !cmpPosition.IsInWorld() || !cmpUnitMotion)
return;
let pos = cmpPosition.GetPosition();
let ang = cmpPosition.GetRotation().y;
if (!this.roamAngle)
{
this.roamAngle = (randBool() ? 1 : -1) * Math.PI / 6;
ang -= this.roamAngle / 2;
this.startAngle = ang;
}
else if (Math.abs((ang - this.startAngle + Math.PI) % (2 * Math.PI) - Math.PI) < Math.abs(this.roamAngle / 2))
this.roamAngle *= randBool() ? 1 : -1;
let halfDelta = randFloat(this.roamAngle / 4, this.roamAngle * 3 / 4);
// First half rotation to decrease the impression of immediate rotation
ang += halfDelta;
cmpUnitMotion.FaceTowardsPoint(pos.x + 0.5 * Math.sin(ang), pos.z + 0.5 * Math.cos(ang));
// Then second half of the rotation
ang += halfDelta;
let dist = randFloat(0.5, 1.5) * distance;
cmpUnitMotion.MoveToPointRange(pos.x - 0.5 * Math.sin(ang), pos.z - 0.5 * Math.cos(ang), dist, -1);
};
UnitAI.prototype.SetFacePointAfterMove = function(val)
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpMotion)
cmpMotion.SetFacePointAfterMove(val);
};
UnitAI.prototype.GetFacePointAfterMove = function()
{
let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion && cmpUnitMotion.GetFacePointAfterMove();
}
UnitAI.prototype.AttackEntitiesByPreference = function(ents)
{
if (!ents.length)
return false;
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return false;
let attackfilter = function(e) {
if (!cmpAttack.CanAttack(e))
return false;
let cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() > 0)
return true;
let cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
};
let entsByPreferences = {};
let preferences = [];
let entsWithoutPref = [];
for (let ent of ents)
{
if (!attackfilter(ent))
continue;
let pref = cmpAttack.GetPreference(ent);
if (pref === null || pref === undefined)
entsWithoutPref.push(ent);
else if (!entsByPreferences[pref])
{
preferences.push(pref);
entsByPreferences[pref] = [ent];
}
else
entsByPreferences[pref].push(ent);
}
if (preferences.length)
{
preferences.sort((a, b) => a - b);
for (let pref of preferences)
if (this.RespondToTargetedEntities(entsByPreferences[pref]))
return true;
}
return this.RespondToTargetedEntities(entsWithoutPref);
};
/**
* Call UnitAI.funcname(args) on all formation members.
* @param resetWaitingEntities - If true, call ResetWaitingEntities first.
* If the controller wants to wait on its members to finish their order,
* this needs to be reset before sending new orders (in case they instafail)
* so it makes sense to do it here.
* Only set this to false if you're sure it's safe.
*/
UnitAI.prototype.CallMemberFunction = function(funcname, args, resetWaitingEntities = true)
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return;
if (resetWaitingEntities)
cmpFormation.ResetWaitingEntities();
cmpFormation.GetMembers().forEach(ent => {
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI[funcname].apply(cmpUnitAI, args);
});
};
/**
* Call obj.funcname(args) on UnitAI components owned by player in given range.
*/
UnitAI.prototype.CallPlayerOwnedEntitiesFunctionInRange = function(funcname, args, range)
{
let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return;
let owner = cmpOwnership.GetOwner();
if (owner == INVALID_PLAYER)
return;
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
let nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, range, [owner], IID_UnitAI, true);
for (let i = 0; i < nearby.length; ++i)
{
let cmpUnitAI = Engine.QueryInterface(nearby[i], IID_UnitAI);
cmpUnitAI[funcname].apply(cmpUnitAI, args);
}
};
/**
* Call obj.functname(args) on UnitAI components of all formation members,
* and return true if all calls return true.
*/
UnitAI.prototype.TestAllMemberFunction = function(funcname, args)
{
let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
return cmpFormation && cmpFormation.GetMembers().every(ent => {
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
return cmpUnitAI[funcname].apply(cmpUnitAI, args);
});
};
UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);
Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Transform.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/helpers/Transform.js (revision 25068)
+++ ps/trunk/binaries/data/mods/public/simulation/helpers/Transform.js (revision 25069)
@@ -1,266 +1,266 @@
// Helper functions to change an entity's template and check if the transformation is possible
// returns the ID of the new entity or INVALID_ENTITY.
function ChangeEntityTemplate(oldEnt, newTemplate)
{
// Done un/packing, copy our parameters to the final entity
var newEnt = Engine.AddEntity(newTemplate);
if (newEnt == INVALID_ENTITY)
{
error("Transform.js: Error replacing entity " + oldEnt + " for a '" + newTemplate + "'");
return INVALID_ENTITY;
}
var cmpPosition = Engine.QueryInterface(oldEnt, IID_Position);
var cmpNewPosition = Engine.QueryInterface(newEnt, IID_Position);
if (cmpPosition && cmpNewPosition)
{
if (cmpPosition.IsInWorld())
{
let pos = cmpPosition.GetPosition2D();
cmpNewPosition.JumpTo(pos.x, pos.y);
}
let rot = cmpPosition.GetRotation();
cmpNewPosition.SetYRotation(rot.y);
cmpNewPosition.SetXZRotation(rot.x, rot.z);
cmpNewPosition.SetHeightOffset(cmpPosition.GetHeightOffset());
}
var cmpOwnership = Engine.QueryInterface(oldEnt, IID_Ownership);
var cmpNewOwnership = Engine.QueryInterface(newEnt, IID_Ownership);
if (cmpOwnership && cmpNewOwnership)
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
// Copy control groups
CopyControlGroups(oldEnt, newEnt);
// Rescale capture points
var cmpCapturable = Engine.QueryInterface(oldEnt, IID_Capturable);
var cmpNewCapturable = Engine.QueryInterface(newEnt, IID_Capturable);
if (cmpCapturable && cmpNewCapturable)
{
let scale = cmpCapturable.GetMaxCapturePoints() / cmpNewCapturable.GetMaxCapturePoints();
let newCapturePoints = cmpCapturable.GetCapturePoints().map(v => v / scale);
cmpNewCapturable.SetCapturePoints(newCapturePoints);
}
// Maintain current health level
var cmpHealth = Engine.QueryInterface(oldEnt, IID_Health);
var cmpNewHealth = Engine.QueryInterface(newEnt, IID_Health);
if (cmpHealth && cmpNewHealth)
{
var healthLevel = Math.max(0, Math.min(1, cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints()));
cmpNewHealth.SetHitpoints(cmpNewHealth.GetMaxHitpoints() * healthLevel);
}
let cmpBuilderList = QueryBuilderListInterface(oldEnt);
let cmpNewBuilderList = QueryBuilderListInterface(newEnt);
if (cmpBuilderList && cmpNewBuilderList)
cmpNewBuilderList.AddBuilders(cmpBuilderList.GetBuilders());
var cmpUnitAI = Engine.QueryInterface(oldEnt, IID_UnitAI);
var cmpNewUnitAI = Engine.QueryInterface(newEnt, IID_UnitAI);
if (cmpUnitAI && cmpNewUnitAI)
{
let pos = cmpUnitAI.GetHeldPosition();
if (pos)
cmpNewUnitAI.SetHeldPosition(pos.x, pos.z);
if (cmpUnitAI.GetStanceName())
cmpNewUnitAI.SwitchToStance(cmpUnitAI.GetStanceName());
if (cmpUnitAI.GetGarrisonHolder() != INVALID_ENTITY)
cmpNewUnitAI.SetGarrisoned();
cmpNewUnitAI.AddOrders(cmpUnitAI.GetOrders());
if (cmpUnitAI.IsGuardOf())
{
let guarded = cmpUnitAI.IsGuardOf();
let cmpGuard = Engine.QueryInterface(guarded, IID_Guard);
if (cmpGuard)
{
cmpGuard.RenameGuard(oldEnt, newEnt);
cmpNewUnitAI.SetGuardOf(guarded);
}
}
}
let cmpPromotion = Engine.QueryInterface(oldEnt, IID_Promotion);
let cmpNewPromotion = Engine.QueryInterface(newEnt, IID_Promotion);
if (cmpPromotion && cmpNewPromotion)
cmpNewPromotion.IncreaseXp(cmpPromotion.GetCurrentXp());
let cmpResGatherer = Engine.QueryInterface(oldEnt, IID_ResourceGatherer);
let cmpNewResGatherer = Engine.QueryInterface(newEnt, IID_ResourceGatherer);
if (cmpResGatherer && cmpNewResGatherer)
{
let carriedResources = cmpResGatherer.GetCarryingStatus();
cmpNewResGatherer.GiveResources(carriedResources);
cmpNewResGatherer.SetLastCarriedType(cmpResGatherer.GetLastCarriedType());
}
// Maintain the list of guards
let cmpGuard = Engine.QueryInterface(oldEnt, IID_Guard);
let cmpNewGuard = Engine.QueryInterface(newEnt, IID_Guard);
if (cmpGuard && cmpNewGuard)
{
let entities = cmpGuard.GetEntities();
if (entities.length)
{
cmpNewGuard.SetEntities(entities);
for (let ent of entities)
{
let cmpEntUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpEntUnitAI)
cmpEntUnitAI.SetGuardOf(newEnt);
}
}
}
let cmpStatusEffectsReceiver = Engine.QueryInterface(oldEnt, IID_StatusEffectsReceiver);
let cmpNewStatusEffectsReceiver = Engine.QueryInterface(newEnt, IID_StatusEffectsReceiver);
if (cmpStatusEffectsReceiver && cmpNewStatusEffectsReceiver)
{
let activeStatus = cmpStatusEffectsReceiver.GetActiveStatuses();
for (let status in activeStatus)
{
let newStatus = activeStatus[status];
if (newStatus.Duration)
newStatus.Duration -= newStatus._timeElapsed;
cmpNewStatusEffectsReceiver.ApplyStatus({ [status]: newStatus }, newStatus.source.entity, newStatus.source.owner);
}
}
TransferGarrisonedUnits(oldEnt, newEnt);
Engine.PostMessage(oldEnt, MT_EntityRenamed, { "entity": oldEnt, "newentity": newEnt });
if (cmpPosition && cmpPosition.IsInWorld())
cmpPosition.MoveOutOfWorld();
Engine.DestroyEntity(oldEnt);
return newEnt;
}
function CopyControlGroups(oldEnt, newEnt)
{
let cmpObstruction = Engine.QueryInterface(oldEnt, IID_Obstruction);
let cmpNewObstruction = Engine.QueryInterface(newEnt, IID_Obstruction);
if (cmpObstruction && cmpNewObstruction)
{
cmpNewObstruction.SetControlGroup(cmpObstruction.GetControlGroup());
cmpNewObstruction.SetControlGroup2(cmpObstruction.GetControlGroup2());
}
}
function ObstructionsBlockingTemplateChange(ent, templateArg)
{
var previewEntity = Engine.AddEntity("preview|"+templateArg);
if (previewEntity == INVALID_ENTITY)
return true;
CopyControlGroups(ent, previewEntity);
var cmpBuildRestrictions = Engine.QueryInterface(previewEntity, IID_BuildRestrictions);
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
var cmpNewPosition = Engine.QueryInterface(previewEntity, IID_Position);
// Return false if no ownership as BuildRestrictions.CheckPlacement needs an owner and I have no idea if false or true is better
// Plus there are no real entities without owners currently.
if (!cmpBuildRestrictions || !cmpPosition || !cmpOwnership)
return DeleteEntityAndReturn(previewEntity, cmpPosition, null, null, cmpNewPosition, false);
var pos = cmpPosition.GetPosition2D();
var angle = cmpPosition.GetRotation();
// move us away to prevent our own obstruction from blocking the upgrade.
cmpPosition.MoveOutOfWorld();
cmpNewPosition.JumpTo(pos.x, pos.y);
cmpNewPosition.SetYRotation(angle.y);
var cmpNewOwnership = Engine.QueryInterface(previewEntity, IID_Ownership);
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
var checkPlacement = cmpBuildRestrictions.CheckPlacement();
if (checkPlacement && !checkPlacement.success)
return DeleteEntityAndReturn(previewEntity, cmpPosition, pos, angle, cmpNewPosition, true);
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateManager.GetTemplate(cmpTemplateManager.GetCurrentTemplateName(ent));
var newTemplate = cmpTemplateManager.GetTemplate(templateArg);
// Check if units are blocking our template change
if (template.Obstruction && newTemplate.Obstruction)
{
// This only needs to be done if the new template is strictly bigger than the old one
// "Obstructions" are annoying to test so just check.
if (newTemplate.Obstruction.Obstructions ||
newTemplate.Obstruction.Static && template.Obstruction.Static &&
(newTemplate.Obstruction.Static["@width"] > template.Obstruction.Static["@width"] ||
newTemplate.Obstruction.Static["@depth"] > template.Obstruction.Static["@depth"]) ||
newTemplate.Obstruction.Static && template.Obstruction.Unit &&
(newTemplate.Obstruction.Static["@width"] > template.Obstruction.Unit["@radius"] ||
newTemplate.Obstruction.Static["@depth"] > template.Obstruction.Unit["@radius"]) ||
newTemplate.Obstruction.Unit && template.Obstruction.Unit &&
newTemplate.Obstruction.Unit["@radius"] > template.Obstruction.Unit["@radius"] ||
newTemplate.Obstruction.Unit && template.Obstruction.Static &&
(newTemplate.Obstruction.Unit["@radius"] > template.Obstruction.Static["@width"] ||
newTemplate.Obstruction.Unit["@radius"] > template.Obstruction.Static["@depth"]))
{
var cmpNewObstruction = Engine.QueryInterface(previewEntity, IID_Obstruction);
if (cmpNewObstruction && cmpNewObstruction.GetBlockMovementFlag())
{
// Remove all obstructions at the new entity, especially animal corpses
for (let ent of cmpNewObstruction.GetEntitiesDeletedUponConstruction())
Engine.DestroyEntity(ent);
let collisions = cmpNewObstruction.GetEntitiesBlockingConstruction();
if (collisions.length)
return DeleteEntityAndReturn(previewEntity, cmpPosition, pos, angle, cmpNewPosition, true);
}
}
}
return DeleteEntityAndReturn(previewEntity, cmpPosition, pos, angle, cmpNewPosition, false);
}
function DeleteEntityAndReturn(ent, cmpPosition, position, angle, cmpNewPosition, ret)
{
// prevent preview from interfering in the world
cmpNewPosition.MoveOutOfWorld();
if (position !== null)
{
cmpPosition.JumpTo(position.x, position.y);
cmpPosition.SetYRotation(angle.y);
}
Engine.DestroyEntity(ent);
return ret;
}
function TransferGarrisonedUnits(oldEnt, newEnt)
{
// Transfer garrisoned units if possible, or unload them
let cmpOldGarrison = Engine.QueryInterface(oldEnt, IID_GarrisonHolder);
if (!cmpOldGarrison || !cmpOldGarrison.GetEntities().length)
return;
let cmpNewGarrison = Engine.QueryInterface(newEnt, IID_GarrisonHolder);
let entities = cmpOldGarrison.GetEntities().slice();
for (let ent of entities)
{
cmpOldGarrison.Unload(ent);
if (!cmpNewGarrison)
continue;
let cmpGarrisonable = Engine.QueryInterface(ent, IID_Garrisonable);
if (!cmpGarrisonable)
continue;
- cmpGarrisonable.Autogarrison(newEnt);
+ cmpGarrisonable.Garrison(newEnt);
}
}
Engine.RegisterGlobal("ChangeEntityTemplate", ChangeEntityTemplate);
Engine.RegisterGlobal("ObstructionsBlockingTemplateChange", ObstructionsBlockingTemplateChange);