Index: ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js (revision 26234) +++ ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js (revision 26235) @@ -1,1290 +1,1290 @@ /** * Contains the layout and button settings per selection panel * * getItems returns a list of basic items used to fill the panel. * This method is obligated. If the items list is empty, the panel * won't be rendered. * * Then there's a loop over all items provided. In the loop, * the item and some other standard data is added to a data object. * * The standard data is * { * "i": index * "item": item coming from the getItems function * "playerState": playerState * "unitEntStates": states of the selected entities * "rowLength": rowLength * "numberOfItems": number of items that will be processed * "button": gui Button object * "icon": gui Icon object * "guiSelection": gui button Selection overlay * "countDisplay": gui caption space * } * * Then for every data object, the setupButton function is called which * sets the view and handlers of the button. */ // Cache some formation info // Available formations per player var g_AvailableFormations = new Map(); var g_FormationsInfo = new Map(); var g_SelectionPanels = {}; var g_SelectionPanelBarterButtonManager; g_SelectionPanels.Alert = { "getMaxNumberOfItems": function() { return 2; }, "getItems": function(unitEntStates) { return unitEntStates.some(state => !!state.alertRaiser) ? ["raise", "end"] : []; }, "setupButton": function(data) { data.button.onPress = function() { switch (data.item) { case "raise": raiseAlert(); return; case "end": endOfAlert(); return; } }; switch (data.item) { case "raise": data.icon.sprite = "stretched:session/icons/bell_level1.png"; data.button.tooltip = translate("Raise an alert!"); break; case "end": data.button.tooltip = translate("End of alert."); data.icon.sprite = "stretched:session/icons/bell_level0.png"; break; } data.button.enabled = controlsPlayer(data.player); setPanelObjectPosition(data.button, this.getMaxNumberOfItems() - data.i, data.rowLength); return true; } }; g_SelectionPanels.Barter = { "getMaxNumberOfItems": function() { return 5; }, "rowLength": 5, "conflictsWith": ["Garrison"], "getItems": function(unitEntStates) { // If more than `rowLength` resources, don't display icons. if (unitEntStates.every(state => !state.isBarterMarket) || g_ResourceData.GetBarterableCodes().length > this.rowLength) return []; return g_ResourceData.GetBarterableCodes(); }, "setupButton": function(data) { if (g_SelectionPanelBarterButtonManager) { g_SelectionPanelBarterButtonManager.setViewedPlayer(data.player); g_SelectionPanelBarterButtonManager.update(); } return true; } }; g_SelectionPanels.Command = { "getMaxNumberOfItems": function() { return 6; }, "getItems": function(unitEntStates) { let commands = []; for (let command in g_EntityCommands) { let info = getCommandInfo(command, unitEntStates); if (info) { info.name = command; commands.push(info); } } return commands; }, "setupButton": function(data) { data.button.tooltip = data.item.tooltip; data.button.onPress = function() { if (data.item.callback) data.item.callback(data.item); else performCommand(data.unitEntStates, data.item.name); }; data.countDisplay.caption = data.item.count || ""; data.button.enabled = data.item.enabled == true; data.icon.sprite = "stretched:session/icons/" + data.item.icon; let size = data.button.size; // relative to the center ( = 50%) size.rleft = 50; size.rright = 50; // offset from the center calculation, count on square buttons, so size.bottom is the width too size.left = (data.i - data.numberOfItems / 2) * (size.bottom + 1); size.right = size.left + size.bottom; data.button.size = size; return true; } }; g_SelectionPanels.Construction = { "getMaxNumberOfItems": function() { return 40 - getNumberOfRightPanelButtons(); }, "rowLength": 10, "getItems": function() { return getAllBuildableEntitiesFromSelection(); }, "setupButton": function(data) { let template = GetTemplateData(data.item, data.player); if (!template) return false; let technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", { "tech": template.requiredTechnology, "player": data.player }); let neededResources; if (template.cost) neededResources = Engine.GuiInterfaceCall("GetNeededResources", { "cost": multiplyEntityCosts(template, 1), "player": data.player }); data.button.onPress = function() { startBuildingPlacement(data.item, data.playerState); }; let showTemplateFunc = () => { showTemplateDetails(data.item, data.playerState.civ); }; data.button.onPressRight = showTemplateFunc; data.button.onPressRightDisabled = showTemplateFunc; let tooltips = [ getEntityNamesFormatted, getVisibleEntityClassesFormatted, getAurasTooltip, getEntityTooltip ].map(func => func(template)); tooltips.push( getEntityCostTooltip(template, data.player), getResourceDropsiteTooltip(template), getGarrisonTooltip(template), getTurretsTooltip(template), getPopulationBonusTooltip(template), showTemplateViewerOnRightClickTooltip(template) ); let limits = getEntityLimitAndCount(data.playerState, data.item); tooltips.push( formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers), formatMatchLimitString(limits.matchLimit, limits.matchCount, limits.type), getRequiredTechnologyTooltip(technologyEnabled, template.requiredTechnology, GetSimState().players[data.player].civ), getNeededResourcesTooltip(neededResources)); data.button.tooltip = tooltips.filter(tip => tip).join("\n"); let modifier = ""; if (!technologyEnabled || limits.canBeAddedCount == 0) { data.button.enabled = false; modifier += "color:0 0 0 127:grayscale:"; } else if (neededResources) { data.button.enabled = false; modifier += resourcesToAlphaMask(neededResources) + ":"; } else data.button.enabled = controlsPlayer(data.player); if (template.icon) data.icon.sprite = modifier + "stretched:session/portraits/" + template.icon; setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength); return true; } }; g_SelectionPanels.Formation = { "getMaxNumberOfItems": function() { return 15; }, "rowLength": 5, "conflictsWith": ["Garrison"], "getItems": function(unitEntStates) { if (unitEntStates.some(state => !hasClass(state, "Unit"))) return []; - if (unitEntStates.every(state => !state.identity || !state.identity.hasSomeFormation)) + if (unitEntStates.every(state => !state.unitAI || !state.unitAI.formations.length)) return []; if (!g_AvailableFormations.has(unitEntStates[0].player)) g_AvailableFormations.set(unitEntStates[0].player, Engine.GuiInterfaceCall("GetAvailableFormations", unitEntStates[0].player)); - return g_AvailableFormations.get(unitEntStates[0].player).filter(formation => unitEntStates.some(state => !!state.identity && state.identity.formations.indexOf(formation) != -1)); + return g_AvailableFormations.get(unitEntStates[0].player).filter(formation => unitEntStates.some(state => !!state.unitAI && state.unitAI.formations.includes(formation))); }, "setupButton": function(data) { if (!g_FormationsInfo.has(data.item)) g_FormationsInfo.set(data.item, Engine.GuiInterfaceCall("GetFormationInfoFromTemplate", { "templateName": data.item })); let formationOk = canMoveSelectionIntoFormation(data.item); let unitIds = data.unitEntStates.map(state => state.id); let formationSelected = Engine.GuiInterfaceCall("IsFormationSelected", { "ents": unitIds, "formationTemplate": data.item }); data.button.onPress = function() { performFormation(unitIds, data.item); }; data.button.onMouseRightPress = () => g_AutoFormation.setDefault(data.item); let formationInfo = g_FormationsInfo.get(data.item); let tooltip = translate(formationInfo.name); let isDefaultFormation = g_AutoFormation.isDefault(data.item); if (data.item === NULL_FORMATION) tooltip += "\n" + (isDefaultFormation ? translate("Default formation is disabled.") : translate("Right-click to disable the default formation feature.")); else tooltip += "\n" + (isDefaultFormation ? translate("This is the default formation, used for movement orders.") : translate("Right-click to set this as the default formation.")); if (!formationOk && formationInfo.tooltip) tooltip += "\n" + coloredText(translate(formationInfo.tooltip), "red"); data.button.tooltip = tooltip; data.button.enabled = formationOk && controlsPlayer(data.player); let grayscale = formationOk ? "" : "grayscale:"; data.guiSelection.hidden = !formationSelected; data.countDisplay.hidden = !isDefaultFormation; data.icon.sprite = "stretched:" + grayscale + "session/icons/" + formationInfo.icon; setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Garrison = { "getMaxNumberOfItems": function() { return 12; }, "rowLength": 4, "conflictsWith": ["Barter"], "getItems": function(unitEntStates) { if (unitEntStates.every(state => !state.garrisonHolder)) return []; let groups = new EntityGroups(); for (let state of unitEntStates) if (state.garrisonHolder) groups.add(state.garrisonHolder.entities); return groups.getEntsGrouped(); }, "setupButton": function(data) { let entState = GetEntityState(data.item.ents[0]); let template = GetTemplateData(entState.template); if (!template) return false; data.button.onPress = function() { unloadTemplate(template.selectionGroupName || entState.template, entState.player); }; data.countDisplay.caption = data.item.ents.length || ""; let canUngarrison = controlsPlayer(data.player) || controlsPlayer(entState.player); data.button.enabled = canUngarrison; data.button.tooltip = (canUngarrison ? sprintf(translate("Unload %(name)s"), { "name": getEntityNames(template) }) + "\n" + translate("Single-click to unload 1. Shift-click to unload all of this type.") : getEntityNames(template)) + "\n" + sprintf(translate("Player: %(playername)s"), { "playername": g_Players[entState.player].name }); data.guiSelection.sprite = "color:" + g_DiplomacyColors.getPlayerColor(entState.player, 160); data.button.sprite_disabled = data.button.sprite; // Selection panel buttons only appear disabled if they // also appear disabled to the owner of the structure. data.icon.sprite = (canUngarrison || g_IsObserver ? "" : "grayscale:") + "stretched:session/portraits/" + template.icon; setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Gate = { "getMaxNumberOfItems": function() { return 40 - getNumberOfRightPanelButtons(); }, "rowLength": 10, "getItems": function(unitEntStates) { let hideLocked = unitEntStates.every(state => !state.gate || !state.gate.locked); let hideUnlocked = unitEntStates.every(state => !state.gate || state.gate.locked); if (hideLocked && hideUnlocked) return []; return [ { "hidden": hideLocked, "tooltip": translate("Lock Gate"), "icon": "session/icons/lock_locked.png", "locked": true }, { "hidden": hideUnlocked, "tooltip": translate("Unlock Gate"), "icon": "session/icons/lock_unlocked.png", "locked": false } ]; }, "setupButton": function(data) { data.button.onPress = function() { lockGate(data.item.locked); }; data.button.tooltip = data.item.tooltip; data.button.enabled = controlsPlayer(data.player); data.guiSelection.hidden = data.item.hidden; data.icon.sprite = "stretched:" + data.item.icon; setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength); return true; } }; g_SelectionPanels.Pack = { "getMaxNumberOfItems": function() { return 40 - getNumberOfRightPanelButtons(); }, "rowLength": 10, "getItems": function(unitEntStates) { let checks = {}; for (let state of unitEntStates) { if (!state.pack) continue; if (state.pack.progress == 0) { if (state.pack.packed) checks.unpackButton = true; else checks.packButton = true; } else if (state.pack.packed) checks.unpackCancelButton = true; else checks.packCancelButton = true; } let items = []; if (checks.packButton) items.push({ "packing": false, "packed": false, "tooltip": translate("Pack"), "callback": function() { packUnit(true); } }); if (checks.unpackButton) items.push({ "packing": false, "packed": true, "tooltip": translate("Unpack"), "callback": function() { packUnit(false); } }); if (checks.packCancelButton) items.push({ "packing": true, "packed": false, "tooltip": translate("Cancel Packing"), "callback": function() { cancelPackUnit(true); } }); if (checks.unpackCancelButton) items.push({ "packing": true, "packed": true, "tooltip": translate("Cancel Unpacking"), "callback": function() { cancelPackUnit(false); } }); return items; }, "setupButton": function(data) { data.button.onPress = function() {data.item.callback(data.item); }; data.button.tooltip = data.item.tooltip; if (data.item.packing) data.icon.sprite = "stretched:session/icons/cancel.png"; else if (data.item.packed) data.icon.sprite = "stretched:session/icons/unpack.png"; else data.icon.sprite = "stretched:session/icons/pack.png"; data.button.enabled = controlsPlayer(data.player); setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength); return true; } }; g_SelectionPanels.Queue = { "getMaxNumberOfItems": function() { return 16; }, /** * Returns a list of all items in the productionqueue of the selection * The first entry of every entity's production queue will come before * the second entry of every entity's production queue */ "getItems": function(unitEntStates) { const queue = []; let foundNew = true; for (let i = 0; foundNew; ++i) { foundNew = false; for (const state of unitEntStates) { if (!state.production || !state.production.queue[i]) continue; queue.push({ "producingEnt": state.id, "queuedItem": state.production.queue[i], "autoqueue": state.production.autoqueue && state.production.queue[i].unitTemplate, }); foundNew = true; } } if (!queue.length) return queue; // Add 'ghost' items to show autoqueues. const repeat = []; for (const item of queue) if (item.autoqueue) { const ghostItem = clone(item); ghostItem.ghost = true; repeat.push(ghostItem); } if (repeat.length) for (let i = 0; queue.length < g_SelectionPanels.Queue.getMaxNumberOfItems(); ++i) queue.push(repeat[i % repeat.length]); return queue; }, "resizePanel": function(numberOfItems, rowLength) { let numRows = Math.ceil(numberOfItems / rowLength); let panel = Engine.GetGUIObjectByName("unitQueuePanel"); let size = panel.size; let buttonSize = Engine.GetGUIObjectByName("unitQueueButton[0]").size.bottom; let margin = 4; size.top = size.bottom - numRows * buttonSize - (numRows + 2) * margin; panel.size = size; }, "setupButton": function(data) { let queuedItem = data.item.queuedItem; // Differentiate between units and techs let template; if (queuedItem.unitTemplate) template = GetTemplateData(queuedItem.unitTemplate); else if (queuedItem.technologyTemplate) template = GetTechnologyData(queuedItem.technologyTemplate, GetSimState().players[data.player].civ); else { warning("Unknown production queue template " + uneval(queuedItem)); return false; } data.button.onPress = function() { removeFromProductionQueue(data.item.producingEnt, queuedItem.id); }; const tooltips = [getEntityNames(template)]; if (data.item.ghost) tooltips.push(translate("The auto-queue will try to train this item later.")); if (queuedItem.neededSlots) { tooltips.push(coloredText(translate("Insufficient population capacity:"), "red")); tooltips.push(sprintf(translate("%(population)s %(neededSlots)s"), { "population": resourceIcon("population"), "neededSlots": queuedItem.neededSlots })); } tooltips.push(showTemplateViewerOnRightClickTooltip(template)); data.button.tooltip = tooltips.join("\n"); data.countDisplay.caption = queuedItem.count > 1 ? queuedItem.count : ""; if (data.item.ghost) { data.button.enabled = false; Engine.GetGUIObjectByName("unitQueueProgressSlider[" + data.i + "]").sprite="color:0 150 250 50"; } else { // Show the time remaining to finish the first item if (data.i == 0) Engine.GetGUIObjectByName("queueTimeRemaining").caption = Engine.FormatMillisecondsIntoDateStringGMT(queuedItem.timeRemaining, translateWithContext("countdown format", "m:ss")); const guiObject = Engine.GetGUIObjectByName("unitQueueProgressSlider[" + data.i + "]"); guiObject.sprite = "queueProgressSlider"; const size = guiObject.size; // Buttons are assumed to be square, so left/right offsets can be used for top/bottom. size.top = size.left + Math.round(queuedItem.progress * (size.right - size.left)); guiObject.size = size; data.button.enabled = controlsPlayer(data.player); Engine.GetGUIObjectByName("unitQueuePausedIcon[" + data.i + "]").hidden = !queuedItem.paused; if (queuedItem.paused) // Translation: String displayed when the research is paused. E.g. by being garrisoned or when not the first item in the queue. data.button.tooltip += "\n" + translate("(This item is paused.)"); } if (template.icon) { let modifier = "stretched:"; if (queuedItem.paused) modifier += "color:0 0 0 127:grayscale:"; else if (data.item.ghost) modifier += "grayscale:"; data.icon.sprite = modifier + "session/portraits/" + template.icon; } const showTemplateFunc = () => { showTemplateDetails(data.item.queuedItem.unitTemplate || data.item.queuedItem.technologyTemplate, data.playerState.civ); }; data.button.onPressRight = showTemplateFunc; data.button.onPressRightDisabled = showTemplateFunc; setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Research = { "getMaxNumberOfItems": function() { return 10; }, "rowLength": 10, "getItems": function(unitEntStates) { let ret = []; if (unitEntStates.length == 1) { const entState = unitEntStates[0]; if (!entState?.researcher?.technologies) return ret; if (!entState.production) warn("Researcher without ProductionQueue found: " + entState.id + "."); return entState.researcher.technologies.map(tech => ({ "tech": tech, "techCostMultiplier": entState.researcher.techCostMultiplier, "researchFacilityId": entState.id, "isUpgrading": !!entState.upgrade && entState.upgrade.isUpgrading })); } let sortedEntStates = unitEntStates.sort((a, b) => (!b.upgrade || !b.upgrade.isUpgrading) - (!a.upgrade || !a.upgrade.isUpgrading) || (!a.production ? 0 : a.production.queue.length) - (!b.production ? 0 : b.production.queue.length) ); for (let state of sortedEntStates) { if (!state.researcher || !state.researcher.technologies) continue; if (!state.production) warn("Researcher without ProductionQueue found: " + state.id + "."); // Remove the techs we already have in ret (with the same name and techCostMultiplier) const filteredTechs = state.researcher.technologies.filter( tech => tech != null && !ret.some( item => (item.tech == tech || item.tech.pair && tech.pair && item.tech.bottom == tech.bottom && item.tech.top == tech.top) && Object.keys(item.techCostMultiplier).every( k => item.techCostMultiplier[k] == state.researcher.techCostMultiplier[k]) )); if (filteredTechs.length + ret.length <= this.getMaxNumberOfItems() && getNumberOfRightPanelButtons() <= this.getMaxNumberOfItems() * (filteredTechs.some(tech => !!tech.pair) ? 1 : 2)) ret = ret.concat(filteredTechs.map(tech => ({ "tech": tech, "techCostMultiplier": state.researcher.techCostMultiplier, "researchFacilityId": state.id, "isUpgrading": !!state.upgrade && state.upgrade.isUpgrading }))); } return ret; }, "hideItem": function(i, rowLength) // Called when no item is found { Engine.GetGUIObjectByName("unitResearchButton[" + i + "]").hidden = true; // We also remove the paired tech and the pair symbol Engine.GetGUIObjectByName("unitResearchButton[" + (i + rowLength) + "]").hidden = true; Engine.GetGUIObjectByName("unitResearchPair[" + i + "]").hidden = true; }, "setupButton": function(data) { if (!data.item.tech) { g_SelectionPanels.Research.hideItem(data.i, data.rowLength); return false; } // Start position (start at the bottom) let position = data.i + data.rowLength; // Only show the top button for pairs if (!data.item.tech.pair) Engine.GetGUIObjectByName("unitResearchButton[" + data.i + "]").hidden = true; // Set up the tech connector let pair = Engine.GetGUIObjectByName("unitResearchPair[" + data.i + "]"); pair.hidden = data.item.tech.pair == null; setPanelObjectPosition(pair, data.i, data.rowLength); // Handle one or two techs (tech pair) let player = data.player; let playerState = GetSimState().players[player]; for (let tech of data.item.tech.pair ? [data.item.tech.bottom, data.item.tech.top] : [data.item.tech]) { // Don't change the object returned by GetTechnologyData let template = clone(GetTechnologyData(tech, playerState.civ)); if (!template) return false; // Not allowed by civ. if (!template.reqs) { // One of the pair may still be researchable by the current civ, // hence don't hide everything. Engine.GetGUIObjectByName("unitResearchButton[" + data.i + "]").hidden = true; pair.hidden = true; continue; } for (let res in template.cost) template.cost[res] *= (data.item.techCostMultiplier[res] || 1); let neededResources = Engine.GuiInterfaceCall("GetNeededResources", { "cost": template.cost, "player": player }); let requirementsPassed = Engine.GuiInterfaceCall("CheckTechnologyRequirements", { "tech": tech, "player": player }); let button = Engine.GetGUIObjectByName("unitResearchButton[" + position + "]"); let icon = Engine.GetGUIObjectByName("unitResearchIcon[" + position + "]"); let tooltips = [ getEntityNamesFormatted, getEntityTooltip, getEntityCostTooltip, showTemplateViewerOnRightClickTooltip ].map(func => func(template)); if (!requirementsPassed) { let tip = template.requirementsTooltip; let reqs = template.reqs; for (let req of reqs) { if (!req.entities) continue; let entityCounts = []; for (let entity of req.entities) { let current = 0; switch (entity.check) { case "count": current = playerState.classCounts[entity.class] || 0; break; case "variants": current = playerState.typeCountsByClass[entity.class] ? Object.keys(playerState.typeCountsByClass[entity.class]).length : 0; break; } let remaining = entity.number - current; if (remaining < 1) continue; entityCounts.push(sprintf(translatePlural("%(number)s entity of class %(class)s", "%(number)s entities of class %(class)s", remaining), { "number": remaining, "class": translate(entity.class) })); } tip += " " + sprintf(translate("Remaining: %(entityCounts)s"), { "entityCounts": entityCounts.join(translateWithContext("Separator for a list of entity counts", ", ")) }); } tooltips.push(tip); } tooltips.push(getNeededResourcesTooltip(neededResources)); button.tooltip = tooltips.filter(tip => tip).join("\n"); button.onPress = (t => function() { addResearchToQueue(data.item.researchFacilityId, t); })(tech); let showTemplateFunc = (t => function() { showTemplateDetails( t, GetTemplateData(data.unitEntStates.find(state => state.id == data.item.researchFacilityId).template).nativeCiv); }); button.onPressRight = showTemplateFunc(tech); button.onPressRightDisabled = showTemplateFunc(tech); if (data.item.tech.pair) { // On mouse enter, show a cross over the other icon let unchosenIcon = Engine.GetGUIObjectByName("unitResearchUnchosenIcon[" + (position + data.rowLength) % (2 * data.rowLength) + "]"); button.onMouseEnter = function() { unchosenIcon.hidden = false; }; button.onMouseLeave = function() { unchosenIcon.hidden = true; }; } button.hidden = false; let modifier = ""; if (!requirementsPassed) { button.enabled = false; modifier += "color:0 0 0 127:grayscale:"; } else if (neededResources) { button.enabled = false; modifier += resourcesToAlphaMask(neededResources) + ":"; } else button.enabled = controlsPlayer(data.player); if (data.item.isUpgrading) { button.enabled = false; modifier += "color:0 0 0 127:grayscale:"; button.tooltip += "\n" + coloredText(translate("Cannot research while upgrading."), "red"); } if (template.icon) icon.sprite = modifier + "stretched:session/portraits/" + template.icon; setPanelObjectPosition(button, position, data.rowLength); // Prepare to handle the top button (if any) position -= data.rowLength; } return true; } }; g_SelectionPanels.Selection = { "getMaxNumberOfItems": function() { return 16; }, "rowLength": 4, "getItems": function(unitEntStates) { if (unitEntStates.length < 2) return []; return g_Selection.groups.getEntsGrouped(); }, "setupButton": function(data) { let entState = GetEntityState(data.item.ents[0]); let template = GetTemplateData(entState.template); if (!template) return false; for (let ent of data.item.ents) { let state = GetEntityState(ent); if (state.resourceCarrying && state.resourceCarrying.length !== 0) { if (!data.carried) data.carried = {}; let carrying = state.resourceCarrying[0]; if (data.carried[carrying.type]) data.carried[carrying.type] += carrying.amount; else data.carried[carrying.type] = carrying.amount; } if (state.trader && state.trader.goods && state.trader.goods.amount) { if (!data.carried) data.carried = {}; let amount = state.trader.goods.amount; let type = state.trader.goods.type; let totalGain = amount.traderGain; if (amount.market1Gain) totalGain += amount.market1Gain; if (amount.market2Gain) totalGain += amount.market2Gain; if (data.carried[type]) data.carried[type] += totalGain; else data.carried[type] = totalGain; } } let unitOwner = GetEntityState(data.item.ents[0]).player; let tooltip = getEntityNames(template); if (data.carried) tooltip += "\n" + Object.keys(data.carried).map(res => resourceIcon(res) + data.carried[res] ).join(" "); if (g_IsObserver) tooltip += "\n" + sprintf(translate("Player: %(playername)s"), { "playername": g_Players[unitOwner].name }); data.button.tooltip = tooltip; data.guiSelection.sprite = "color:" + g_DiplomacyColors.getPlayerColor(unitOwner, 160); data.guiSelection.hidden = !g_IsObserver; data.countDisplay.caption = data.item.ents.length || ""; data.button.onPress = function() { if (Engine.HotkeyIsPressed("session.deselectgroup")) removeFromSelectionGroup(data.item.key); else makePrimarySelectionGroup(data.item.key); }; data.button.onPressRight = function() { removeFromSelectionGroup(data.item.key); }; if (template.icon) data.icon.sprite = "stretched:session/portraits/" + template.icon; setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Stance = { "getMaxNumberOfItems": function() { return 5; }, "getItems": function(unitEntStates) { if (unitEntStates.some(state => !state.unitAI || !hasClass(state, "Unit") || hasClass(state, "Animal"))) return []; return unitEntStates[0].unitAI.selectableStances; }, "setupButton": function(data) { let unitIds = data.unitEntStates.map(state => state.id); data.button.onPress = function() { performStance(unitIds, data.item); }; data.button.tooltip = getStanceDisplayName(data.item) + "\n" + "[font=\"sans-13\"]" + getStanceTooltip(data.item) + "[/font]"; data.guiSelection.hidden = !Engine.GuiInterfaceCall("IsStanceSelected", { "ents": unitIds, "stance": data.item }); data.icon.sprite = "stretched:session/icons/stances/" + data.item + ".png"; data.button.enabled = controlsPlayer(data.player); setPanelObjectPosition(data.button, data.i, data.rowLength); return true; } }; g_SelectionPanels.Training = { "getMaxNumberOfItems": function() { return 40 - getNumberOfRightPanelButtons(); }, "rowLength": 10, "getItems": function() { return getAllTrainableEntitiesFromSelection(); }, "setupButton": function(data) { let template = GetTemplateData(data.item, data.player); if (!template) return false; let technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", { "tech": template.requiredTechnology, "player": data.player }); let unitIds = data.unitEntStates.map(status => status.id); let [buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch] = getTrainingStatus(unitIds, data.item, data.playerState); let trainNum = buildingsCountToTrainFullBatch * fullBatchSize + remainderBatch; let neededResources; if (template.cost) neededResources = Engine.GuiInterfaceCall("GetNeededResources", { "cost": multiplyEntityCosts(template, trainNum), "player": data.player }); data.button.onPress = function() { if (!neededResources) addTrainingToQueue(unitIds, data.item, data.playerState); }; let showTemplateFunc = () => { showTemplateDetails(data.item, data.playerState.civ); }; data.button.onPressRight = showTemplateFunc; data.button.onPressRightDisabled = showTemplateFunc; data.countDisplay.caption = trainNum > 1 ? trainNum : ""; let tooltips = [ "[font=\"sans-bold-16\"]" + colorizeHotkey("%(hotkey)s", "session.queueunit." + (data.i + 1)) + "[/font]" + " " + getEntityNamesFormatted(template), getVisibleEntityClassesFormatted(template), getAurasTooltip(template), getEntityTooltip(template), getEntityCostTooltip(template, data.player, unitIds[0], buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch) ]; let limits = getEntityLimitAndCount(data.playerState, data.item); tooltips.push(formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers), formatMatchLimitString(limits.matchLimit, limits.matchCount, limits.type)); if (Engine.ConfigDB_GetValue("user", "showdetailedtooltips") === "true") tooltips = tooltips.concat([ getHealthTooltip, getAttackTooltip, getHealerTooltip, getResistanceTooltip, getGarrisonTooltip, getTurretsTooltip, getProjectilesTooltip, getSpeedTooltip, getResourceDropsiteTooltip ].map(func => func(template))); tooltips.push(showTemplateViewerOnRightClickTooltip()); tooltips.push( formatBatchTrainingString(buildingsCountToTrainFullBatch, fullBatchSize, remainderBatch), getRequiredTechnologyTooltip(technologyEnabled, template.requiredTechnology, GetSimState().players[data.player].civ), getNeededResourcesTooltip(neededResources)); data.button.tooltip = tooltips.filter(tip => tip).join("\n"); let modifier = ""; if (!technologyEnabled || limits.canBeAddedCount == 0) { data.button.enabled = false; modifier = "color:0 0 0 127:grayscale:"; } else { data.button.enabled = controlsPlayer(data.player); if (neededResources) modifier = resourcesToAlphaMask(neededResources) + ":"; } if (data.unitEntStates.every(state => state.upgrade && state.upgrade.isUpgrading)) { data.button.enabled = false; modifier = "color:0 0 0 127:grayscale:"; data.button.tooltip += "\n" + coloredText(translate("Cannot train while upgrading."), "red"); } if (template.icon) data.icon.sprite = modifier + "stretched:session/portraits/" + template.icon; let index = data.i + getNumberOfRightPanelButtons(); setPanelObjectPosition(data.button, index, data.rowLength); return true; } }; g_SelectionPanels.Upgrade = { "getMaxNumberOfItems": function() { return 40 - getNumberOfRightPanelButtons(); }, "rowLength": 10, "getItems": function(unitEntStates) { // Interface becomes complicated with multiple different units and this is meant per-entity, so prevent it if the selection has multiple different units. if (unitEntStates.some(state => state.template != unitEntStates[0].template)) return false; return unitEntStates[0].upgrade && unitEntStates[0].upgrade.upgrades; }, "setupButton": function(data) { let template = GetTemplateData(data.item.entity); if (!template) return false; let progressOverlay = Engine.GetGUIObjectByName("unitUpgradeProgressSlider[" + data.i + "]"); progressOverlay.hidden = true; let technologyEnabled = true; if (data.item.requiredTechnology) technologyEnabled = Engine.GuiInterfaceCall("IsTechnologyResearched", { "tech": data.item.requiredTechnology, "player": data.player }); let limits = getEntityLimitAndCount(data.playerState, data.item.entity); let upgradingEntStates = data.unitEntStates.filter(state => state.upgrade.template == data.item.entity); let upgradableEntStates = data.unitEntStates.filter(state => !state.upgrade.progress && (!state.production || !state.production.queue || !state.production.queue.length)); let neededResources = data.item.cost && Engine.GuiInterfaceCall("GetNeededResources", { "cost": multiplyEntityCosts(data.item, upgradableEntStates.length), "player": data.player }); let tooltip; let modifier = ""; if (!upgradingEntStates.length && upgradableEntStates.length) { let primaryName = g_SpecificNamesPrimary ? template.name.specific : template.name.generic; let secondaryName; if (g_ShowSecondaryNames) secondaryName = g_SpecificNamesPrimary ? template.name.generic : template.name.specific; let tooltips = []; if (g_ShowSecondaryNames) { if (data.item.tooltip) tooltips.push(sprintf(translate("Upgrade to a %(primaryName)s (%(secondaryName)s). %(tooltip)s"), { "primaryName": primaryName, "secondaryName": secondaryName, "tooltip": translate(data.item.tooltip) })); else tooltips.push(sprintf(translate("Upgrade to a %(primaryName)s (%(secondaryName)s)."), { "primaryName": primaryName, "secondaryName": secondaryName })); } else { if (data.item.tooltip) tooltips.push(sprintf(translate("Upgrade to a %(primaryName)s. %(tooltip)s"), { "primaryName": primaryName, "tooltip": translate(data.item.tooltip) })); else tooltips.push(sprintf(translate("Upgrade to a %(primaryName)s."), { "primaryName": primaryName })); } tooltips.push( getEntityCostTooltip(data.item, undefined, undefined, data.unitEntStates.length), formatLimitString(limits.entLimit, limits.entCount, limits.entLimitChangers), formatMatchLimitString(limits.matchLimit, limits.matchCount, limits.type), getRequiredTechnologyTooltip(technologyEnabled, data.item.requiredTechnology, GetSimState().players[data.player].civ), getNeededResourcesTooltip(neededResources), showTemplateViewerOnRightClickTooltip()); tooltip = tooltips.filter(tip => tip).join("\n"); data.button.onPress = function() { upgradeEntity( data.item.entity, upgradableEntStates.map(state => state.id)); }; if (!technologyEnabled || limits.canBeAddedCount == 0 && !upgradableEntStates.some(state => hasSameRestrictionCategory(data.item.entity, state.template))) { data.button.enabled = false; modifier = "color:0 0 0 127:grayscale:"; } else if (neededResources) { data.button.enabled = false; modifier = resourcesToAlphaMask(neededResources) + ":"; } data.countDisplay.caption = upgradableEntStates.length > 1 ? upgradableEntStates.length : ""; } else if (upgradingEntStates.length) { tooltip = translate("Cancel Upgrading"); data.button.onPress = function() { cancelUpgradeEntity(); }; data.countDisplay.caption = upgradingEntStates.length > 1 ? upgradingEntStates.length : ""; let progress = 0; for (let state of upgradingEntStates) progress = Math.max(progress, state.upgrade.progress || 1); let progressOverlaySize = progressOverlay.size; // TODO This is bad: we assume the progressOverlay is square progressOverlaySize.top = progressOverlaySize.bottom + Math.round((1 - progress) * (progressOverlaySize.left - progressOverlaySize.right)); progressOverlay.size = progressOverlaySize; progressOverlay.hidden = false; } else { tooltip = coloredText(translatePlural( "Cannot upgrade when the entity is training, researching or already upgrading.", "Cannot upgrade when all entities are training, researching or already upgrading.", data.unitEntStates.length), "red"); data.button.onPress = function() {}; data.button.enabled = false; modifier = "color:0 0 0 127:grayscale:"; } data.button.enabled = controlsPlayer(data.player); data.button.tooltip = tooltip; let showTemplateFunc = () => { showTemplateDetails(data.item.entity, data.playerState.civ); }; data.button.onPressRight = showTemplateFunc; data.button.onPressRightDisabled = showTemplateFunc; data.icon.sprite = modifier + "stretched:session/" + (data.item.icon || "portraits/" + template.icon); setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength); return true; } }; function initSelectionPanels() { let unitBarterPanel = Engine.GetGUIObjectByName("unitBarterPanel"); if (BarterButtonManager.IsAvailable(unitBarterPanel)) g_SelectionPanelBarterButtonManager = new BarterButtonManager(unitBarterPanel); } /** * Pauses game and opens the template details viewer for a selected entity or technology. * * Technologies don't have a set civ, so we pass along the native civ of * the template of the entity that's researching it. * * @param {string} [civCode] - The template name of the entity that researches the selected technology. */ function showTemplateDetails(templateName, civCode) { if (inputState != INPUT_NORMAL) return; g_PauseControl.implicitPause(); Engine.PushGuiPage( "page_viewer.xml", { "templateName": templateName, "civ": civCode }, resumeGame); } /** * If two panels need the same space, so they collide, * the one appearing first in the order is rendered. * * Note that the panel needs to appear in the list to get rendered. */ let g_PanelsOrder = [ // LEFT PANE "Barter", // Must always be visible on markets "Garrison", // More important than Formation, as you want to see the garrisoned units in ships "Alert", "Formation", "Stance", // Normal together with formation // RIGHT PANE "Gate", // Must always be shown on gates "Pack", // Must always be shown on packable entities "Upgrade", // Must always be shown on upgradable entities "Training", "Construction", "Research", // Normal together with training // UNIQUE PANES (importance doesn't matter) "Command", "Queue", "Selection", ]; Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged.xml (revision 26235) @@ -1,23 +1,25 @@ 50 Ranged Ranged - - special/formations/skirmish - 1 1 10 + + + special/formations/skirmish + + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry_crossbowman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry_crossbowman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry_crossbowman.xml (revision 26235) @@ -1,47 +1,49 @@ Crossbow 80 60 200 3000 120 0.4 30 false Human Hero Cavalry Crossbowman Ranged Crossbowman - - special/formations/skirmish - -2 -2 attack/impact/arrow_impact.xml attack/weapon/bow_attack.xml + + + special/formations/skirmish + + 0.8 0.8 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_archer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_archer.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_archer.xml (revision 26235) @@ -1,44 +1,46 @@ Bow 27 60 800 1000 100 0.5 50 false Human Ranged Archer Hero Archer - - special/formations/skirmish - -2 -2 attack/impact/arrow_impact.xml attack/weapon/bow_attack.xml + + + special/formations/skirmish + + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_javelineer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_javelineer.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_javelineer.xml (revision 26235) @@ -1,44 +1,46 @@ Javelin 62 30 400 1250 70 0.8 35 false Human Hero Infantry Javelineer Ranged Javelineer - - special/formations/skirmish - -2 -2 attack/weapon/javelin_attack.xml attack/impact/javelin_impact.xml + + + special/formations/skirmish + + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_spearman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_spearman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_spearman.xml (revision 26235) @@ -1,43 +1,45 @@ Spear 12 10 4 450 900 Cavalry 3.0 Human Hero Spearman Counters: 3× vs Cavalry. Melee Spearman - - special/formations/testudo - 4 4 attack/weapon/spear_attack.xml + + + special/formations/testudo + + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_pikeman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_pikeman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_pikeman.xml (revision 26235) @@ -1,55 +1,57 @@ Pike 2 3 8 1000 2000 Cavalry 3.0 Human 50 Pikeman Counters: 3× vs Cavalry. Pikeman - - special/formations/syntagma - 5 10 10 attack/weapon/pike_attack.xml + + + special/formations/syntagma + + 0.9 0.9 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_elephant.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_elephant.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_elephant.xml (revision 26235) @@ -1,78 +1,78 @@ units/elephant_worker 15 100 8.0 300 Worker Elephant Elephant - 10 pitch 4 2 2 10 food wood stone metal false 128x256/ellipse.png 128x256/ellipse_mask.png actor/fauna/animal/elephant_order.xml actor/fauna/animal/elephant_order.xml actor/fauna/animal/elephant_order.xml actor/mounted/movement/walk.xml actor/mounted/movement/walk.xml actor/fauna/animal/elephant_death.xml actor/fauna/animal/elephant_trained.xml 9.0 false + large 0.6 0.3 50 Index: ps/trunk/binaries/data/mods/public/simulation/templates/units/plane.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/units/plane.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/units/plane.xml (revision 26235) @@ -1,83 +1,85 @@ Machine Guns 100 227 120 80 0 10000 75 1 9.81 false 3 1 Infantry true 0.0 3.0 7.0 1 0 Support Infantry 1 5 100 true P-51 Mustang A World War II American fighter plane. units/global_mustang.png - upright true 0 1 3.0 + + + 60.0 50.0 40.0 25.0 5.0 10.0 2.0 2.0 50.0 15.0 true unrestricted 100 units/global/plane.xml Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js (revision 26235) @@ -1,2160 +1,2159 @@ 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); if (!ent) return null; // 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() }; const cmpFormation = Engine.QueryInterface(ent, IID_Formation); if (cmpFormation) ret.formation = { "members": cmpFormation.GetMembers() }; 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() }; const cmpResearcher = Engine.QueryInterface(ent, IID_Researcher); if (cmpResearcher) ret.researcher = { "technologies": cmpResearcher.GetTechnologiesList(), "techCostMultiplier": cmpResearcher.GetTechCostMultiplier() }; let cmpStatusEffects = Engine.QueryInterface(ent, IID_StatusEffectsReceiver); if (cmpStatusEffects) ret.statusEffects = cmpStatusEffects.GetActiveStatuses(); let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue); if (cmpProductionQueue) ret.production = { "queue": cmpProductionQueue.GetQueue(), "autoqueue": cmpProductionQueue.IsAutoQueueing() }; const cmpTrainer = Engine.QueryInterface(ent, IID_Trainer); if (cmpTrainer) ret.trainer = { "entities": cmpTrainer.GetEntitiesList() }; 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 cmpTurretable = Engine.QueryInterface(ent, IID_Turretable); if (cmpTurretable) ret.turretable = { "ejectable": cmpTurretable.IsEjectable(), "holder": cmpTurretable.HolderID() }; 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(), + "formations": cmpUnitAI.GetFormationsList(), "formation": cmpUnitAI.GetFormationController() }; 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; ret.attack[type].yOrigin = cmpAttack.GetAttackYOrigin(type); let timers = cmpAttack.GetTimers(type); ret.attack[type].prepareTime = timers.prepare; ret.attack[type].repeatTime = timers.repeat; if (type != "Ranged") { ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; continue; } 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, ret.attack[type].yOrigin, cmpUnitAI ? 0 : 2 * Math.PI); else // Not in world, set a default? ret.attack[type].elevationAdaptedRange = ret.attack.maxRange; } } let cmpResistance = QueryMiragedInterface(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 cmpTreasureCollector = Engine.QueryInterface(ent, IID_TreasureCollector); if (cmpTreasureCollector) ret.treasureCollector = true; let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) ret.speed = { "walk": cmpUnitMotion.GetWalkSpeed(), "run": cmpUnitMotion.GetWalkSpeed() * cmpUnitMotion.GetRunMultiplier(), "acceleration": cmpUnitMotion.GetAcceleration() }; let cmpUpkeep = Engine.QueryInterface(ent, IID_Upkeep); if (cmpUpkeep) ret.upkeep = { "interval": cmpUpkeep.GetInterval(), "rates": cmpUpkeep.GetRates() }; 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 }; const yOrigin = cmd.yOrigin || 0; let range = cmd.range; return cmpRangeManager.GetElevationAdaptedRange(pos, rot, range, yOrigin, 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) }; const cmpResearcher = Engine.QueryInterface(ret[tech].researcher, IID_Researcher); if (cmpResearcher) { const research = cmpResearcher.GetResearchingTechnologyByName(tech); ret[tech].progress = research.progress; ret[tech].timeRemaining = research.timeRemaining; ret[tech].paused = research.paused; } else { ret[tech].progress = 0; ret[tech].timeRemaining = 0; ret[tech].paused = true; } } 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 cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); if (cmpOwnership) cmpOwnership.SetOwner(cmd.owner); 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.PlaySoundForPlayer = function(player, data) { let playerEntityID = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetPlayerByID(player); let cmpSound = Engine.QueryInterface(playerEntityID, IID_Sound); if (!cmpSound) return; let soundGroup = cmpSound.GetSoundGroup(data.name); if (soundGroup) Engine.QueryInterface(SYSTEM_ENTITY, IID_SoundManager).PlaySoundGroupForPlayer(soundGroup, player); }; 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()) return { "idle": false }; let cmpGarrisonable = Engine.QueryInterface(unit, IID_Garrisonable); if (cmpGarrisonable && cmpGarrisonable.IsGarrisoned()) return { "idle": false }; const cmpTurretable = Engine.QueryInterface(unit, IID_Turretable); if (cmpTurretable && cmpTurretable.IsTurreted()) 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; let cmpMarket = QueryMiragedInterface(data.firstMarket, IID_Market); return cmpMarket && cmpMarket.CalculateTraderGain(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) { return Engine.QueryInterface(data.entity, IID_Trainer)?.GetBatchTime(data.batchSize) || 0; }; 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, "PlaySoundForPlayer": 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/Identity.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Identity.js (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/components/Identity.js (revision 26235) @@ -1,229 +1,204 @@ function Identity() {} Identity.prototype.Schema = "Specifies various names and values associated with the entity, typically for GUI display to users." + "" + "athen" + "Athenian Hoplite" + "Hoplī́tēs Athēnaïkós" + "units/athen_infantry_spearman.png" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "Basic" + "Advanced" + "Elite" + "" + "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + "" + "" + "" + "" + "tokens" + "" + "" + "" + "" + "" + - "" + - "" + - "tokens" + - "" + - "" + - "" + - "" + - "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""; Identity.prototype.Init = function() { this.classesList = GetIdentityClasses(this.template); this.visibleClassesList = GetVisibleIdentityClasses(this.template); if (this.template.Phenotype) this.phenotype = pickRandom(this.GetPossiblePhenotypes()); else this.phenotype = "default"; this.controllable = this.template.Controllable ? this.template.Controllable == "true" : true; }; -Identity.prototype.HasSomeFormation = function() -{ - return this.GetFormationsList().length > 0; -}; - Identity.prototype.GetCiv = function() { return this.template.Civ; }; Identity.prototype.GetLang = function() { return this.template.Lang || "greek"; // ugly default }; /** * Get a list of possible Phenotypes. * @return {string[]} A list of possible phenotypes. */ Identity.prototype.GetPossiblePhenotypes = function() { return this.template.Phenotype._string.split(/\s+/); }; /** * Get the current Phenotype. * @return {string} The current phenotype. */ Identity.prototype.GetPhenotype = function() { return this.phenotype; }; Identity.prototype.GetRank = function() { return this.template.Rank || ""; }; Identity.prototype.GetClassesList = function() { return this.classesList; }; Identity.prototype.GetVisibleClassesList = function() { return this.visibleClassesList; }; Identity.prototype.HasClass = function(name) { return this.GetClassesList().indexOf(name) != -1; }; -Identity.prototype.GetFormationsList = function() -{ - if (this.template.Formations && this.template.Formations._string) - return this.template.Formations._string.split(/\s+/); - return []; -}; - -Identity.prototype.CanUseFormation = function(template) -{ - return this.GetFormationsList().indexOf(template) != -1; -}; - Identity.prototype.GetSelectionGroupName = function() { return this.template.SelectionGroupName || ""; }; Identity.prototype.GetGenericName = function() { return this.template.GenericName; }; Identity.prototype.IsUndeletable = function() { return this.template.Undeletable == "true"; }; Identity.prototype.IsControllable = function() { return this.controllable; }; Identity.prototype.SetControllable = function(controllability) { this.controllable = controllability; }; Identity.prototype.SetPhenotype = function(phenotype) { this.phenotype = phenotype; }; function IdentityMirage() {} IdentityMirage.prototype.Init = function(cmpIdentity) { // Mirages don't get identity classes via the template-filter, so that code can query // identity components via Engine.QueryInterface without having to explicitly check for mirages. // This is cloned as otherwise we get a reference to Identity's property, // and that array is deleted when serializing (as it's not seralized), which ends in OOS. this.classes = clone(cmpIdentity.GetClassesList()); }; IdentityMirage.prototype.GetClassesList = function() { return this.classes; }; Engine.RegisterGlobal("IdentityMirage", IdentityMirage); Identity.prototype.Mirage = function() { let mirage = new IdentityMirage(); mirage.Init(this); return mirage; }; Engine.RegisterComponentType(IID_Identity, "Identity", Identity); Index: ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js (revision 26235) @@ -1,6517 +1,6535 @@ 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" + "" + "" + "" + "" + "" + "" + "" + "" + + "" + + "" + + "" + + "tokens" + + "" + + "" + + "" + + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""+ "" + ""; // 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.IsFormationMember() || !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 cmpHolder = Engine.QueryInterface(this.entity, msg.data.iid); if (!cmpHolder || cmpHolder.IsFull()) return this.FinishOrder(); let range = cmpHolder.LoadingRange(); 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 if (this.AbleToMove()) this.SetNextState("INDIVIDUAL.PICKUP.APPROACHING"); else return this.FinishOrder(); 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.GUARDING"); else if (this.AbleToMove()) this.SetNextState("INDIVIDUAL.GUARD.ESCORTING"); else return this.FinishOrder(); return ACCEPT_ORDER; }, "Order.Flee": function(msg) { if (!this.AbleToMove()) return this.FinishOrder(); 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.AbleToMove()) return this.FinishOrder(); if (this.GetStance().respondStandGround && !msg.data.force) return this.FinishOrder(); this.SetNextState("INDIVIDUAL.HEAL.APPROACHING"); return ACCEPT_ORDER; }, "Order.Gather": function(msg) { let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); if (!cmpResourceGatherer) return this.FinishOrder(); // We were given the order to gather while we were still gathering. // This is needed because we don't re-enter the GATHER-state. const taskedResourceType = cmpResourceGatherer.GetTaskedResourceType(); if (taskedResourceType && msg.data.type.generic != taskedResourceType) this.UnitFsm.SwitchToNextState(this, "INDIVIDUAL.GATHER"); if (!this.CanGather(msg.data.target)) { this.SetNextState("INDIVIDUAL.GATHER.FINDINGNEWTARGET"); return ACCEPT_ORDER; } if (this.MustKillGatherTarget(msg.data.target)) { const bestAttack = Engine.QueryInterface(this.entity, IID_Attack)?.GetBestAttackAgainst(msg.data.target, false); // Make sure we can attack the target, else we'll get very stuck if (!bestAttack) { // 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; } if (!this.AbleToMove() && !this.CheckTargetRange(msg.data.target, IID_Attack, bestAttack)) return this.FinishOrder(); this.PushOrderFront("Attack", { "target": msg.data.target, "force": !!msg.data.force, "hunting": true, "allowCapture": false }); return ACCEPT_ORDER; } // If the unit is full go to the nearest dropsite instead of trying to gather. if (!cmpResourceGatherer.CanCarryMore(msg.data.type.generic)) { this.SetNextState("INDIVIDUAL.GATHER.RETURNINGRESOURCE"); 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 if (this.AbleToMove()) this.SetNextState("INDIVIDUAL.GATHER.APPROACHING"); else return this.FinishOrder(); return ACCEPT_ORDER; }, "Order.GatherNearPosition": function(msg) { if (!this.AbleToMove()) return this.FinishOrder(); this.SetNextState("INDIVIDUAL.GATHER.WALKING"); msg.data.initPos = { 'x': msg.data.x, 'z': msg.data.z }; msg.data.relaxed = true; return ACCEPT_ORDER; }, "Order.DropAtNearestDropSite": function(msg) { const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); if (!cmpResourceGatherer) return this.FinishOrder(); const nearby = this.FindNearestDropsite(cmpResourceGatherer.GetMainCarryingType()); if (!nearby) return this.FinishOrder(); this.ReturnResource(nearby, false, true); return ACCEPT_ORDER; }, "Order.ReturnResource": function(msg) { if (this.CheckTargetRange(msg.data.target, IID_ResourceGatherer)) this.SetNextState("INDIVIDUAL.RETURNRESOURCE.DROPPINGRESOURCES"); else if (this.AbleToMove()) this.SetNextState("INDIVIDUAL.RETURNRESOURCE.APPROACHING"); else return this.FinishOrder(); return ACCEPT_ORDER; }, "Order.Trade": function(msg) { if (!this.AbleToMove()) return this.FinishOrder(); // 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 if (this.AbleToMove()) this.SetNextState("INDIVIDUAL.REPAIR.APPROACHING"); else return this.FinishOrder(); return ACCEPT_ORDER; }, "Order.Garrison": function(msg) { if (!this.AbleToMove()) return this.FinishOrder(); // Also pack when we are in range. if (this.CanPack()) { this.PushOrderFront("Pack", { "force": true }); return ACCEPT_ORDER; } if (this.CheckTargetRange(msg.data.target, msg.data.garrison ? IID_Garrisonable : IID_Turretable)) this.SetNextState("INDIVIDUAL.GARRISON.GARRISONING"); else this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING"); return ACCEPT_ORDER; }, "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) { if (this.CheckTargetRange(msg.data.target, IID_TreasureCollector)) this.SetNextState("INDIVIDUAL.COLLECTTREASURE.COLLECTING"); else if (this.AbleToMove()) this.SetNextState("INDIVIDUAL.COLLECTTREASURE.APPROACHING"); else return this.FinishOrder(); return ACCEPT_ORDER; }, "Order.CollectTreasureNearPosition": function(msg) { if (!this.AbleToMove()) return this.FinishOrder(); this.SetNextState("INDIVIDUAL.COLLECTTREASURE.WALKING"); msg.data.initPos = { 'x': msg.data.x, 'z': msg.data.z }; msg.data.relaxed = true; return ACCEPT_ORDER; }, // States for the special entity representing a group of units moving in formation: "FORMATIONCONTROLLER": { "Order.Walk": function(msg) { if (!this.AbleToMove()) return this.FinishOrder(); this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]); this.SetNextState("WALKING"); return ACCEPT_ORDER; }, "Order.WalkAndFight": function(msg) { if (!this.AbleToMove()) return this.FinishOrder(); this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]); this.SetNextState("WALKINGANDFIGHTING"); return ACCEPT_ORDER; }, "Order.MoveIntoFormation": function(msg) { if (!this.AbleToMove()) return this.FinishOrder(); 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(); if (!this.AbleToMove()) return this.FinishOrder(); this.SetNextState("WALKING"); return ACCEPT_ORDER; }, "Order.WalkToTarget": function(msg) { if (this.CheckRange(msg.data)) return this.FinishOrder(); if (!this.AbleToMove()) return this.FinishOrder(); this.SetNextState("WALKING"); return ACCEPT_ORDER; }, "Order.WalkToPointRange": function(msg) { if (this.CheckRange(msg.data)) return this.FinishOrder(); if (!this.AbleToMove()) return this.FinishOrder(); this.SetNextState("WALKING"); return ACCEPT_ORDER; }, "Order.Patrol": function(msg) { if (!this.AbleToMove()) return this.FinishOrder(); 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.AbleToMove() && 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, msg.data.garrison ? IID_GarrisonHolder : IID_TurretHolder)) return this.FinishOrder(); if (this.CheckTargetRange(msg.data.target, msg.data.garrison ? IID_Garrisonable : IID_Turretable)) { if (!this.AbleToMove() || !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.CollectTreasure": function(msg) { // TODO: on what should we base this range? if (this.CheckTargetRangeExplicit(msg.data.target, 0, 20)) { this.CallMemberFunction("CollectTreasure", [msg.data.target, false, false]); this.SetNextState("MEMBER"); return ACCEPT_ORDER; } if (msg.data.secondTry || !this.CheckTargetVisible(msg.data.target)) return this.FinishOrder(); msg.data.secondTry = true; this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 20 }); return ACCEPT_ORDER; }, "Order.CollectTreasureNearPosition": function(msg) { // TODO: on what should we base this range? if (!this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, 20)) { this.PushOrderFront("WalkToPointRange", { "x": msg.data.x, "z": msg.data.z, "min": 0, "max": 20 }); return ACCEPT_ORDER; } this.CallMemberFunction("CollectTreasureNearPosition", [msg.data.x, msg.data.z, false, 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; }, "Order.DropAtNearestDropSite": function(msg) { this.CallMemberFunction("DropAtNearestDropSite", [false, 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) { Engine.ProfileStart("FindWalkAndFightTargets"); this.FindWalkAndFightTargets(); Engine.ProfileStop(); }, "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; } if (!this.FindWalkAndFightTargets()) ++this.stopSurveying; } } }, "GARRISON": { "APPROACHING": { "enter": function() { if (!this.MoveToTargetRange(this.order.data.target, this.order.data.garrison ? IID_Garrisonable : IID_Turretable)) { this.FinishOrder(); return true; } let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); cmpFormation.SetRearrange(true); cmpFormation.MoveMembersIntoFormation(true, true); // If the holder should pickup, warn it so it can take needed action. let cmpHolder = Engine.QueryInterface(this.order.data.target, this.order.data.garrison ? IID_GarrisonHolder : IID_TurretHolder); if (cmpHolder && cmpHolder.CanPickup(this.entity)) { this.pickup = this.order.data.target; // temporary, deleted in "leave" Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity, "iid": this.order.data.garrison ? IID_GarrisonHolder : IID_TurretHolder }); } 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(this.order.data.garrison ? "Garrison" : "OccupyTurret", [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.AreAllMembersFinished()) 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.AreAllMembersIdle() || this.orderQueue.length)) 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) { if (this.IsFormationMember()) Engine.QueryInterface(this.formationController, IID_Formation).UnsetIdleEntity(this.entity); 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; Engine.QueryInterface(this.formationController, IID_Formation).SetIdleEntity(this.entity); } 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; } if (!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; let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) { this.FinishOrder(); return true; } if (!this.CheckTargetAttackRange(target, this.order.data.attackType)) { if (this.CanPack()) { this.PushOrderFront("Pack", { "force": true }); return true; } this.ProcessMessage("OutOfRange"); return true; } if (!this.formationAnimationVariant) this.SetAnimationVariant("combat"); this.FaceTowardsTarget(this.order.data.target); this.RememberTargetPosition(); if (this.order.data.hunting && this.orderQueue.length > 1 && this.orderQueue[1].type === "Gather") this.RememberTargetPosition(this.orderQueue[1].data); if (!cmpAttack.StartAttacking(this.order.data.target, this.order.data.attackType, IID_UnitAI)) { this.ProcessMessage("TargetInvalidated"); return true; } 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); let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (cmpAttack) cmpAttack.StopAttacking(); }, "OutOfRange": function() { if (this.ShouldChaseTargetedEntity(this.order.data.target, this.order.data.force)) { if (this.CanPack()) { this.PushOrderFront("Pack", { "force": true }); return; } this.SetNextState("CHASING"); return; } this.SetNextState("FINDINGNEWTARGET"); }, "TargetInvalidated": function() { this.SetNextState("FINDINGNEWTARGET"); }, "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()) { Engine.ProfileStart("FindWalkAndFightTargets"); this.FindWalkAndFightTargets(); Engine.ProfileStop(); } 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) || !this.AbleToMove()) 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": { "enter": function() { let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); if (cmpResourceGatherer) cmpResourceGatherer.AddToPlayerCounter(this.order.data.type.generic); return false; }, "leave": function() { let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); if (cmpResourceGatherer) cmpResourceGatherer.RemoveFromPlayerCounter(); // Show the carried resource, if we've gathered anything. this.SetDefaultAnimationVariant(); }, "APPROACHING": { "enter": function() { this.gatheringTarget = this.order.data.target; // temporary, deleted in "leave". // If we can't move, assume we'll fail any subsequent order // and finish the order entirely to avoid an infinite loop. if (!this.AbleToMove()) { this.FinishOrder(); return true; } 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; } if (this.CheckRange(this.order.data, IID_ResourceGatherer)) { this.SetNextState("GATHERING"); return true; } this.SetAnimationVariant("approach_" + this.order.data.type.specific); return false; }, "MovementUpdate": function(msg) { // The GATHERING timer will handle finding a valid resource. if (msg.likelyFailure) this.SetNextState("FINDINGNEWTARGET"); else if (this.CheckRange(this.order.data, IID_ResourceGatherer)) this.SetNextState("GATHERING"); }, "leave": function() { this.StopMoving(); if (!this.gatheringTarget) return; let cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply); if (cmpSupply) cmpSupply.RemoveGatherer(this.entity); delete this.gatheringTarget; }, }, // Walking to a good place to gather resources near, used by GatherNearPosition "WALKING": { "enter": function() { if (!this.MoveTo(this.order.data)) { this.FinishOrder(); return true; } this.SetAnimationVariant("approach_" + this.order.data.type.specific); return false; }, "leave": function() { this.StopMoving(); }, "MovementUpdate": function(msg) { if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) || this.CheckRange(this.order.data)) this.SetNextState("FINDINGNEWTARGET"); }, }, "GATHERING": { "enter": function() { let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); if (!cmpResourceGatherer) { this.FinishOrder(); return true; } if (!this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer)) { this.ProcessMessage("OutOfRange"); 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; if (!cmpResourceGatherer.StartGathering(this.order.data.target, IID_UnitAI)) { this.ProcessMessage("TargetInvalidated"); return true; } this.FaceTowardsTarget(this.order.data.target); return false; }, "leave": function() { let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); if (cmpResourceGatherer) cmpResourceGatherer.StopGathering(); }, "InventoryFilled": function(msg) { this.SetNextState("RETURNINGRESOURCE"); }, "OutOfRange": function(msg) { if (this.MoveToTargetRange(this.order.data.target, 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.order.data.target) && 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"); }, "TargetInvalidated": function(msg) { this.SetNextState("FINDINGNEWTARGET"); }, }, "FINDINGNEWTARGET": { "enter": function() { const previousForced = this.order.data.force; 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. // But don't use that on forced orders, as the order may want us to go // to the other side of the map on purpose. let pos = cmpPosition.GetPosition(); let nearbyResource; if (!previousForced) 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 || previousForced) 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?). // Using the default relaxed range check since that is used in the WALKING-state. if (!this.CheckPointRangeExplicit(initPos.x, initPos.z, 0, this.DefaultRelaxedMaxRange)) { 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; }, }, "RETURNINGRESOURCE": { "enter": function() { let nearestDropsite = this.FindNearestDropsite(this.order.data.type.generic); if (!nearestDropsite) { // The player expects the unit to move upon failure. let formerTarget = this.order.data.target; if (!this.FinishOrder()) this.WalkToTarget(formerTarget); return true; } this.order.data.formerTarget = this.order.data.target; this.order.data.target = nearestDropsite; if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer)) { this.SetNextState("DROPPINGRESOURCES"); return true; } this.SetDefaultAnimationVariant(); this.SetNextState("APPROACHING"); return true; }, "leave": function() { }, "APPROACHING": "INDIVIDUAL.RETURNRESOURCE.APPROACHING", "DROPPINGRESOURCES": { "enter": function() { let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); if (this.CanReturnResource(this.order.data.target, true, cmpResourceGatherer)) { cmpResourceGatherer.CommitResources(this.order.data.target); this.SetNextState("GATHER.APPROACHING"); } else this.SetNextState("RETURNINGRESOURCE"); this.order.data.target = this.order.data.formerTarget; return true; }, "leave": function() { }, }, }, }, "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.FinishOrder(); 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() { let cmpHeal = Engine.QueryInterface(this.entity, IID_Heal); if (!cmpHeal) { this.FinishOrder(); return true; } if (!this.CheckRange(this.order.data, IID_Heal)) { this.ProcessMessage("OutOfRange"); return true; } if (!cmpHeal.StartHealing(this.order.data.target, IID_UnitAI)) { this.ProcessMessage("TargetInvalidated"); return true; } this.FaceTowardsTarget(this.order.data.target); return false; }, "leave": function() { let cmpHeal = Engine.QueryInterface(this.entity, IID_Heal); if (cmpHeal) cmpHeal.StopHealing(); }, "OutOfRange": function(msg) { if (this.ShouldChaseTargetedEntity(this.order.data.target, this.order.data.force)) { if (this.CanPack()) this.PushOrderFront("Pack", { "force": true }); else this.SetNextState("APPROACHING"); } else this.SetNextState("FINDINGNEWTARGET"); }, "TargetInvalidated": function(msg) { this.SetNextState("FINDINGNEWTARGET"); }, }, "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) { if (msg.likelyFailure || this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer)) this.SetNextState("DROPPINGRESOURCES"); }, }, "DROPPINGRESOURCES": { "enter": function() { let cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); if (this.CanReturnResource(this.order.data.target, true, cmpResourceGatherer)) { cmpResourceGatherer.CommitResources(this.order.data.target); // Stop showing the carried resource animation. this.SetDefaultAnimationVariant(); this.FinishOrder(); return true; } let nearby = this.FindNearestDropsite(cmpResourceGatherer.GetMainCarryingType()); this.FinishOrder(); if (nearby) this.PushOrderFront("ReturnResource", { "target": nearby, "force": false }); return true; }, "leave": function() { }, }, }, "COLLECTTREASURE": { "leave": function() { }, "APPROACHING": { "enter": function() { // If we can't move, assume we'll fail any subsequent order // and finish the order entirely to avoid an infinite loop. if (!this.AbleToMove()) { this.FinishOrder(); return true; } if (!this.MoveToTargetRange(this.order.data.target, IID_TreasureCollector)) { this.SetNextState("FINDINGNEWTARGET"); return true; } return false; }, "leave": function() { this.StopMoving(); }, "MovementUpdate": function(msg) { if (this.CheckTargetRange(this.order.data.target, IID_TreasureCollector)) this.SetNextState("COLLECTING"); else if (msg.likelyFailure) this.SetNextState("FINDINGNEWTARGET"); }, }, "COLLECTING": { "enter": function() { let cmpTreasureCollector = Engine.QueryInterface(this.entity, IID_TreasureCollector); if (!cmpTreasureCollector.StartCollecting(this.order.data.target, IID_UnitAI)) { this.ProcessMessage("TargetInvalidated"); return true; } this.FaceTowardsTarget(this.order.data.target); return false; }, "leave": function() { let cmpTreasureCollector = Engine.QueryInterface(this.entity, IID_TreasureCollector); if (cmpTreasureCollector) cmpTreasureCollector.StopCollecting(); }, "OutOfRange": function(msg) { this.SetNextState("APPROACHING"); }, "TargetInvalidated": function(msg) { this.SetNextState("FINDINGNEWTARGET"); }, }, "FINDINGNEWTARGET": { "enter": function() { let oldTarget = this.order.data.target || INVALID_ENTITY; // Switch to the next order (if any). if (this.FinishOrder()) return true; let nearbyTreasure = this.FindNearbyTreasure(this.TargetPosOrEntPos(oldTarget)); if (nearbyTreasure) this.CollectTreasure(nearbyTreasure, true); return true; }, }, // Walking to a good place to collect treasures near, used by CollectTreasureNearPosition. "WALKING": { "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.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) || this.CheckRange(this.order.data)) this.SetNextState("FINDINGNEWTARGET"); }, }, }, "TRADE": { "Attacked": function(msg) { // Ignore attack // TODO: Inform player }, "leave": function() { }, "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.FinishOrder(); } else this.SetNextState("TRADING"); }, }, "TRADING": { "enter": function() { if (!this.CanTrade(this.order.data.target)) { this.FinishOrder(); return true; } if (!this.CheckTargetRange(this.order.data.target, IID_Trader)) { this.SetNextState("APPROACHINGMARKET"); return true; } let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); let nextMarket = cmpTrader.PerformTrade(this.order.data.target); let amount = cmpTrader.GetGoods().amount; if (!nextMarket || !amount || !amount.traderGain) { this.FinishOrder(); return true; } 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"); return true; }, "leave": function() { }, }, "TradingCanceled": function(msg) { if (msg.market != this.order.data.target) return; let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); let otherMarket = cmpTrader && cmpTrader.GetFirstMarket(); if (otherMarket) this.WalkToTarget(otherMarket); else this.FinishOrder(); }, }, "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() { let cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder); if (!cmpBuilder) { this.FinishOrder(); 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) if (this.order.data.force) this.order.data.autoharvest = true; this.order.data.force = false; if (!this.CheckTargetRange(this.order.data.target, IID_Builder)) { this.ProcessMessage("OutOfRange"); return true; } let cmpHealth = Engine.QueryInterface(this.order.data.target, 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.order.data.target, "newentity": this.order.data.target }); return true; } if (!cmpBuilder.StartRepairing(this.order.data.target, IID_UnitAI)) { this.ProcessMessage("TargetInvalidated"); return true; } this.FaceTowardsTarget(this.order.data.target); return false; }, "leave": function() { let cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder); if (cmpBuilder) cmpBuilder.StopRepairing(); }, "OutOfRange": function(msg) { this.SetNextState("APPROACHING"); }, "TargetInvalidated": function(msg) { this.FinishOrder(); }, }, "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.order.data.garrison ? !this.CanGarrison(this.order.data.target) : !this.CanOccupyTurret(this.order.data.target)) { this.FinishOrder(); return true; } if (!this.MoveToTargetRange(this.order.data.target, this.order.data.garrison ? IID_Garrisonable : IID_Turretable)) { this.FinishOrder(); return true; } if (this.pickup) Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity }); let cmpHolder = Engine.QueryInterface(this.order.data.target, this.order.data.garrison ? IID_GarrisonHolder : IID_TurretHolder); if (cmpHolder && cmpHolder.CanPickup(this.entity)) { this.pickup = this.order.data.target; Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity, "iid": this.order.data.garrison ? IID_GarrisonHolder : IID_TurretHolder }); } 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.CheckTargetRange(this.order.data.target, this.order.data.garrison ? IID_Garrisonable : IID_Turretable)) 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(); } } }, }, "GARRISONING": { "enter": function() { let target = this.order.data.target; if (this.order.data.garrison) { let cmpGarrisonable = Engine.QueryInterface(this.entity, IID_Garrisonable); if (!cmpGarrisonable || !cmpGarrisonable.Garrison(target)) { this.FinishOrder(); return true; } } else { let cmpTurretable = Engine.QueryInterface(this.entity, IID_Turretable); if (!cmpTurretable || !cmpTurretable.OccupyTurret(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(); } 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 cmpHolder = Engine.QueryInterface(this.entity, this.order.data.iid); if (!cmpHolder || cmpHolder.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; this.formationAnimationVariant = undefined; this.cheeringTime = +(this.template.CheeringTime || 0); this.SetStance(this.template.DefaultStance); }; /** * @param {cmpTurretable} cmpTurretable - Optionally the component to save a query here. * @return {boolean} - Whether we are occupying a turret point. */ UnitAI.prototype.IsTurret = function(cmpTurretable) { if (!cmpTurretable) cmpTurretable = Engine.QueryInterface(this.entity, IID_Turretable); return cmpTurretable && cmpTurretable.HolderID() != INVALID_ENTITY; }; UnitAI.prototype.IsFormationController = function() { return (this.template.FormationController == "true"); }; UnitAI.prototype.IsFormationMember = function() { return (this.formationController != INVALID_ENTITY); }; +UnitAI.prototype.GetFormationsList = function() +{ + return this.template.Formations?._string?.split(/\s+/) || []; +}; + +UnitAI.prototype.CanUseFormation = function(formation) +{ + return this.GetFormationsList().includes(formation); +}; + /** * 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.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) 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 (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 { const state = this.GetCurrentState(); // Special "will be destroyed soon" mode - do nothing. if (state === "") return; const index = state.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, "iid": msg.iid }); }; 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]; if (this.orderQueue.length && (this.isGarrisoned || this.IsFormationController() || Engine.QueryInterface(this.entity, IID_Position)?.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 Engine.QueryInterface(this.formationController, IID_Formation). SetFinishedEntity(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); } // 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); } 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 && !Engine.QueryInterface(this.entity, IID_Garrisonable)?.UnGarrison(false)) return false; const cmpTurretable = Engine.QueryInterface(this.entity, IID_Turretable); if (this.IsTurret(cmpTurretable) && !cmpTurretable.LeaveTurret()) 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 template = cmpTemplateManager.GetCurrentTemplateName(ent); if (template.indexOf("resource|") != -1) template = template.slice(9); let cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply); let type = cmpResourceSupply.GetType(); return 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() && this.CheckTargetVisible(ent)); }; /** * Returns the entity ID of the nearest treasure. * "Nearest" is nearest from @param position. */ UnitAI.prototype.FindNearbyTreasure = function(position) { if (!position) return undefined; let cmpTreasureCollector = Engine.QueryInterface(this.entity, IID_TreasureCollector); if (!cmpTreasureCollector) 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 => cmpTreasureCollector.CanCollect(ent) && this.CheckTargetVisible(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, target); 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; const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) return false; const range = cmpAttack.GetRange(type); 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 const h = s.y - t.y + cmpAttack.GetAttackYOrigin(type); 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); }; /** * 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, target); 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); let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); return cmpAttack && cmpAttack.IsTargetInRange(target, type); }; 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); }; /** * Returns true if the target entity is visible through the FoW/SoD. */ UnitAI.prototype.CheckTargetVisible = function(target) { if (this.isGarrisoned) return false; const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); if (!cmpOwnership) return false; const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (!cmpRangeManager) return false; // Entities that are hidden and miraged are considered visible const 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, target); 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) const cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction); if (cmpObstruction) { if (ent == INVALID_ENTITY) cmpObstruction.SetControlGroup(this.entity); else cmpObstruction.SetControlGroup(ent); } const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); if (cmpUnitMotion) cmpUnitMotion.SetMemberOfFormation(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": case "CollectTreasure": var cmpTargetPosition = Engine.QueryInterface(order.data.target, IID_Position); if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) return targetPositions; targetPositions.push(cmpTargetPosition.GetPosition2D()); return targetPositions; case "Stop": return []; case "DropAtNearestDropSite": break; 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 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; 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); }; /** * The unit will drop all resources at the closest dropsite. If this unit is no gatherer or * no dropsite is available, it will do nothing. */ UnitAI.prototype.DropAtNearestDropSite = function(queued, pushFront) { this.AddOrder("DropAtNearestDropSite", { "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; if (order.force) this.orderQueue = [this.order]; return; } this.AddOrder("Attack", order, queued, pushFront); }; /** * Adds garrison order to the queue, forced by the player. */ UnitAI.prototype.Garrison = function(target, queued, pushFront) { // Not allowed to garrison when occupying a turret, at the moment. if (this.isGarrisoned || this.IsTurret()) return; if (target == this.entity) return; if (!this.CanGarrison(target)) { this.WalkToTarget(target, queued); return; } this.AddOrder("Garrison", { "target": target, "force": true, "garrison": true }, queued, pushFront); }; /** * Adds ungarrison order to the queue. */ UnitAI.prototype.Ungarrison = function() { if (!this.isGarrisoned && !this.IsTurret()) return; this.AddOrder("Ungarrison", null, false); }; /** * Adds garrison order to the queue, forced by the player. */ UnitAI.prototype.OccupyTurret = function(target, queued, pushFront) { if (target == this.entity) return; if (!this.CanOccupyTurret(target)) { this.WalkToTarget(target, queued); return; } this.AddOrder("Garrison", { "target": target, "force": true, "garrison": false }, queued, pushFront); }; /** * 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; if (order.force) { if (this.orderQueue[1]?.type === "Gather") this.orderQueue = [this.order, this.orderQueue[1]]; else this.orderQueue = [this.order]; } 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; this.orderQueue = [this.order]; 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, queued, pushFront) { this.AddOrder("CollectTreasure", { "target": target, "force": true }, queued, pushFront); }; /** * Adds order to collect a treasure to queue, forced by the player. */ UnitAI.prototype.CollectTreasureNearPosition = function(posX, posZ, queued, pushFront) { this.AddOrder("CollectTreasureNearPosition", { "x": posX, "z": posZ, "force": true }, queued, pushFront); }; 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.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 }); }; /** * 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; this.orderQueue = [this.order]; 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.SetImmobile(); 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() { this.SetMobile(); 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()) { let foundSomething = false; let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); for (const ent of cmpFormation.members) if (Engine.QueryInterface(ent, IID_UnitAI)?.FindWalkAndFightTargets()) foundSomething = true; return foundSomething; } let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); let entities; if (!this.losAttackRangeQuery || !this.GetStance().targetVisibleEnemies || !cmpAttack) entities = []; else { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); entities = cmpRangeManager.ResetActiveQuery(this.losAttackRangeQuery); } let attackfilter = e => { if (this?.order?.data?.targetClasses) { let cmpIdentity = Engine.QueryInterface(e, IID_Identity); let targetClasses = this.order.data.targetClasses; if (cmpIdentity && targetClasses.attack && !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack)) return false; if (cmpIdentity && targetClasses.avoid && MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid)) return false; // Only used by the AIs to prevent some choices of targets if (targetClasses.vetoEntities && targetClasses.vetoEntities[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 prefs = {}; let bestPref; let targets = []; let pref; for (let v of entities) { if (this.CanAttack(v) && attackfilter(v)) { pref = cmpAttack.GetPreference(v); if (pref === 0) { this.PushOrderFront("Attack", { "target": v, "force": false, "allowCapture": this?.order?.data?.allowCapture }); return true; } targets.push(v); } prefs[v] = pref; if (pref !== undefined && (bestPref === undefined || pref < bestPref)) bestPref = pref; } for (let targ of targets) { if (prefs[targ] !== bestPref) 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.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 {number} target - [Optional] * @param {string} type - [Optional] * @return {Object | undefined} - The range in the form * { "min": number, "max": number } * Returns undefined when the entity does not have the requested component. */ UnitAI.prototype.GetRange = function(iid, type, target) { let component = Engine.QueryInterface(this.entity, iid); if (!component) return undefined; return component.GetRange(type, target); }; 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 cmpGarrisonable = Engine.QueryInterface(this.entity, IID_Garrisonable); return cmpGarrisonable && cmpGarrisonable.CanGarrison(target); }; UnitAI.prototype.CanGather = 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 cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); return cmpResourceGatherer && cmpResourceGatherer.CanGather(target); }; 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) { // 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); return cmpResourceGatherer && cmpResourceGatherer.CanReturnResource(target, checkCarriedResource); }; UnitAI.prototype.CanTrade = 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 cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); return cmpTrader && cmpTrader.CanTrade(target); }; UnitAI.prototype.CanRepair = 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 cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder); return cmpBuilder && cmpBuilder.CanRepair(target); }; UnitAI.prototype.CanOccupyTurret = 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 cmpTurretable = Engine.QueryInterface(this.entity, IID_Turretable); return cmpTurretable && cmpTurretable.CanOccupy(target); }; UnitAI.prototype.CanPack = function() { let cmpPack = Engine.QueryInterface(this.entity, IID_Pack); return cmpPack && cmpPack.CanPack(); }; UnitAI.prototype.CanUnpack = function() { let cmpPack = Engine.QueryInterface(this.entity, IID_Pack); return cmpPack && cmpPack.CanUnpack(); }; UnitAI.prototype.IsPacking = function() { let 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 resetFinishedEntities - If true, call ResetFinishedEntities 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, resetFinishedEntities = true) { var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); if (!cmpFormation) return; if (resetFinishedEntities) cmpFormation.ResetFinishedEntities(); 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/components/tests/test_GuiInterface.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js (revision 26235) @@ -1,619 +1,615 @@ Engine.LoadHelperScript("ObstructionSnap.js"); Engine.LoadHelperScript("Player.js"); Engine.LoadComponentScript("interfaces/AlertRaiser.js"); Engine.LoadComponentScript("interfaces/Auras.js"); Engine.LoadComponentScript("interfaces/Barter.js"); Engine.LoadComponentScript("interfaces/Builder.js"); Engine.LoadComponentScript("interfaces/Capturable.js"); Engine.LoadComponentScript("interfaces/CeasefireManager.js"); Engine.LoadComponentScript("interfaces/DeathDamage.js"); Engine.LoadComponentScript("interfaces/EndGameManager.js"); Engine.LoadComponentScript("interfaces/EntityLimits.js"); Engine.LoadComponentScript("interfaces/Formation.js"); Engine.LoadComponentScript("interfaces/Foundation.js"); Engine.LoadComponentScript("interfaces/Garrisonable.js"); Engine.LoadComponentScript("interfaces/GarrisonHolder.js"); Engine.LoadComponentScript("interfaces/Gate.js"); Engine.LoadComponentScript("interfaces/Guard.js"); Engine.LoadComponentScript("interfaces/Heal.js"); Engine.LoadComponentScript("interfaces/Health.js"); Engine.LoadComponentScript("interfaces/Loot.js"); Engine.LoadComponentScript("interfaces/Market.js"); Engine.LoadComponentScript("interfaces/Pack.js"); Engine.LoadComponentScript("interfaces/Population.js"); Engine.LoadComponentScript("interfaces/ProductionQueue.js"); Engine.LoadComponentScript("interfaces/Promotion.js"); Engine.LoadComponentScript("interfaces/Repairable.js"); Engine.LoadComponentScript("interfaces/Researcher.js"); Engine.LoadComponentScript("interfaces/Resistance.js"); Engine.LoadComponentScript("interfaces/ResourceDropsite.js"); Engine.LoadComponentScript("interfaces/ResourceGatherer.js"); Engine.LoadComponentScript("interfaces/ResourceTrickle.js"); Engine.LoadComponentScript("interfaces/ResourceSupply.js"); Engine.LoadComponentScript("interfaces/TechnologyManager.js"); Engine.LoadComponentScript("interfaces/Trader.js"); Engine.LoadComponentScript("interfaces/Trainer.js"); Engine.LoadComponentScript("interfaces/TurretHolder.js"); Engine.LoadComponentScript("interfaces/Timer.js"); Engine.LoadComponentScript("interfaces/Treasure.js"); Engine.LoadComponentScript("interfaces/TreasureCollector.js"); Engine.LoadComponentScript("interfaces/Turretable.js"); Engine.LoadComponentScript("interfaces/StatisticsTracker.js"); Engine.LoadComponentScript("interfaces/StatusEffectsReceiver.js"); Engine.LoadComponentScript("interfaces/UnitAI.js"); Engine.LoadComponentScript("interfaces/Upgrade.js"); Engine.LoadComponentScript("interfaces/Upkeep.js"); Engine.LoadComponentScript("interfaces/BuildingAI.js"); Engine.LoadComponentScript("GuiInterface.js"); Resources = { "GetCodes": () => ["food", "metal", "stone", "wood"], "GetNames": () => ({ "food": "Food", "metal": "Metal", "stone": "Stone", "wood": "Wood" }), "GetResource": resource => ({ "aiAnalysisInfluenceGroup": resource == "food" ? "ignore" : resource == "wood" ? "abundant" : "sparse" }) }; var cmp = ConstructComponent(SYSTEM_ENTITY, "GuiInterface"); AddMock(SYSTEM_ENTITY, IID_Barter, { "GetPrices": function() { return { "buy": { "food": 150 }, "sell": { "food": 25 } }; } }); AddMock(SYSTEM_ENTITY, IID_EndGameManager, { "GetVictoryConditions": () => ["conquest", "wonder"], "GetAlliedVictory": function() { return false; } }); AddMock(SYSTEM_ENTITY, IID_PlayerManager, { "GetNumPlayers": function() { return 2; }, "GetPlayerByID": function(id) { TS_ASSERT(id === 0 || id === 1); return 100 + id; }, "GetMaxWorldPopulation": function() {} }); AddMock(SYSTEM_ENTITY, IID_RangeManager, { "GetLosVisibility": function(ent, player) { return "visible"; }, "GetLosCircular": function() { return false; } }); AddMock(SYSTEM_ENTITY, IID_TemplateManager, { "GetCurrentTemplateName": function(ent) { return "example"; }, "GetTemplate": function(name) { return ""; } }); AddMock(SYSTEM_ENTITY, IID_Timer, { "GetTime": function() { return 0; }, "SetTimeout": function(ent, iid, funcname, time, data) { return 0; } }); AddMock(100, IID_Player, { "GetName": function() { return "Player 1"; }, "GetCiv": function() { return "gaia"; }, "GetColor": function() { return { "r": 1, "g": 1, "b": 1, "a": 1 }; }, "CanControlAllUnits": function() { return false; }, "GetPopulationCount": function() { return 10; }, "GetPopulationLimit": function() { return 20; }, "GetMaxPopulation": function() { return 200; }, "GetResourceCounts": function() { return { "food": 100 }; }, "GetResourceGatherers": function() { return { "food": 1 }; }, "GetPanelEntities": function() { return []; }, "IsTrainingBlocked": function() { return false; }, "GetState": function() { return "active"; }, "GetTeam": function() { return -1; }, "GetLockTeams": function() { return false; }, "GetCheatsEnabled": function() { return false; }, "GetDiplomacy": function() { return [-1, 1]; }, "IsAlly": function() { return false; }, "IsMutualAlly": function() { return false; }, "IsNeutral": function() { return false; }, "IsEnemy": function() { return true; }, "GetDisabledTemplates": function() { return {}; }, "GetDisabledTechnologies": function() { return {}; }, "CanBarter": function() { return false; }, "GetSpyCostMultiplier": function() { return 1; }, "HasSharedDropsites": function() { return false; }, "HasSharedLos": function() { return false; } }); AddMock(100, IID_EntityLimits, { "GetLimits": function() { return { "Foo": 10 }; }, "GetCounts": function() { return { "Foo": 5 }; }, "GetLimitChangers": function() { return { "Foo": {} }; }, "GetMatchCounts": function() { return { "Bar": 0 }; } }); AddMock(100, IID_TechnologyManager, { "IsTechnologyResearched": tech => tech == "phase_village", "GetQueuedResearch": () => new Map(), "GetStartedTechs": () => new Set(), "GetResearchedTechs": () => new Set(), "GetClassCounts": () => ({}), "GetTypeCountsByClass": () => ({}) }); AddMock(100, IID_StatisticsTracker, { "GetBasicStatistics": function() { return { "resourcesGathered": { "food": 100, "wood": 0, "metal": 0, "stone": 0, "vegetarianFood": 0 }, "percentMapExplored": 10 }; }, "GetSequences": function() { return { "unitsTrained": [0, 10], "unitsLost": [0, 42], "buildingsConstructed": [1, 3], "buildingsCaptured": [3, 7], "buildingsLost": [3, 10], "civCentresBuilt": [4, 10], "resourcesGathered": { "food": [5, 100], "wood": [0, 0], "metal": [0, 0], "stone": [0, 0], "vegetarianFood": [0, 0] }, "treasuresCollected": [1, 20], "lootCollected": [0, 2], "percentMapExplored": [0, 10], "teamPercentMapExplored": [0, 10], "percentMapControlled": [0, 10], "teamPercentMapControlled": [0, 10], "peakPercentOfMapControlled": [0, 10], "teamPeakPercentOfMapControlled": [0, 10] }; }, "IncreaseTrainedUnitsCounter": function() { return 1; }, "IncreaseConstructedBuildingsCounter": function() { return 1; }, "IncreaseBuiltCivCentresCounter": function() { return 1; } }); AddMock(101, IID_Player, { "GetName": function() { return "Player 2"; }, "GetCiv": function() { return "mace"; }, "GetColor": function() { return { "r": 1, "g": 0, "b": 0, "a": 1 }; }, "CanControlAllUnits": function() { return true; }, "GetPopulationCount": function() { return 40; }, "GetPopulationLimit": function() { return 30; }, "GetMaxPopulation": function() { return 300; }, "GetResourceCounts": function() { return { "food": 200 }; }, "GetResourceGatherers": function() { return { "food": 3 }; }, "GetPanelEntities": function() { return []; }, "IsTrainingBlocked": function() { return false; }, "GetState": function() { return "active"; }, "GetTeam": function() { return -1; }, "GetLockTeams": function() {return false; }, "GetCheatsEnabled": function() { return false; }, "GetDiplomacy": function() { return [-1, 1]; }, "IsAlly": function() { return true; }, "IsMutualAlly": function() {return false; }, "IsNeutral": function() { return false; }, "IsEnemy": function() { return false; }, "GetDisabledTemplates": function() { return {}; }, "GetDisabledTechnologies": function() { return {}; }, "CanBarter": function() { return false; }, "GetSpyCostMultiplier": function() { return 1; }, "HasSharedDropsites": function() { return false; }, "HasSharedLos": function() { return false; } }); AddMock(101, IID_EntityLimits, { "GetLimits": function() { return { "Bar": 20 }; }, "GetCounts": function() { return { "Bar": 0 }; }, "GetLimitChangers": function() { return { "Bar": {} }; }, "GetMatchCounts": function() { return { "Foo": 0 }; } }); AddMock(101, IID_TechnologyManager, { "IsTechnologyResearched": tech => tech == "phase_village", "GetQueuedResearch": () => new Map(), "GetStartedTechs": () => new Set(), "GetResearchedTechs": () => new Set(), "GetClassCounts": () => ({}), "GetTypeCountsByClass": () => ({}) }); AddMock(101, IID_StatisticsTracker, { "GetBasicStatistics": function() { return { "resourcesGathered": { "food": 100, "wood": 0, "metal": 0, "stone": 0, "vegetarianFood": 0 }, "percentMapExplored": 10 }; }, "GetSequences": function() { return { "unitsTrained": [0, 10], "unitsLost": [0, 9], "buildingsConstructed": [0, 5], "buildingsCaptured": [0, 7], "buildingsLost": [0, 4], "civCentresBuilt": [0, 1], "resourcesGathered": { "food": [0, 100], "wood": [0, 0], "metal": [0, 0], "stone": [0, 0], "vegetarianFood": [0, 0] }, "treasuresCollected": [0, 0], "lootCollected": [0, 0], "percentMapExplored": [0, 10], "teamPercentMapExplored": [0, 10], "percentMapControlled": [0, 10], "teamPercentMapControlled": [0, 10], "peakPercentOfMapControlled": [0, 10], "teamPeakPercentOfMapControlled": [0, 10] }; }, "IncreaseTrainedUnitsCounter": function() { return 1; }, "IncreaseConstructedBuildingsCounter": function() { return 1; }, "IncreaseBuiltCivCentresCounter": function() { return 1; } }); // Note: property order matters when using TS_ASSERT_UNEVAL_EQUALS, // because uneval preserves property order. So make sure this object // matches the ordering in GuiInterface. TS_ASSERT_UNEVAL_EQUALS(cmp.GetSimulationState(), { "players": [ { "name": "Player 1", "civ": "gaia", "color": { "r": 1, "g": 1, "b": 1, "a": 1 }, "controlsAll": false, "popCount": 10, "popLimit": 20, "popMax": 200, "panelEntities": [], "resourceCounts": { "food": 100 }, "resourceGatherers": { "food": 1 }, "trainingBlocked": false, "state": "active", "team": -1, "teamsLocked": false, "cheatsEnabled": false, "disabledTemplates": {}, "disabledTechnologies": {}, "hasSharedDropsites": false, "hasSharedLos": false, "spyCostMultiplier": 1, "phase": "village", "isAlly": [false, false], "isMutualAlly": [false, false], "isNeutral": [false, false], "isEnemy": [true, true], "entityLimits": { "Foo": 10 }, "entityCounts": { "Foo": 5 }, "matchEntityCounts": { "Bar": 0 }, "entityLimitChangers": { "Foo": {} }, "researchQueued": new Map(), "researchStarted": new Set(), "researchedTechs": new Set(), "classCounts": {}, "typeCountsByClass": {}, "canBarter": false, "barterPrices": { "buy": { "food": 150 }, "sell": { "food": 25 } }, "statistics": { "resourcesGathered": { "food": 100, "wood": 0, "metal": 0, "stone": 0, "vegetarianFood": 0 }, "percentMapExplored": 10 } }, { "name": "Player 2", "civ": "mace", "color": { "r": 1, "g": 0, "b": 0, "a": 1 }, "controlsAll": true, "popCount": 40, "popLimit": 30, "popMax": 300, "panelEntities": [], "resourceCounts": { "food": 200 }, "resourceGatherers": { "food": 3 }, "trainingBlocked": false, "state": "active", "team": -1, "teamsLocked": false, "cheatsEnabled": false, "disabledTemplates": {}, "disabledTechnologies": {}, "hasSharedDropsites": false, "hasSharedLos": false, "spyCostMultiplier": 1, "phase": "village", "isAlly": [true, true], "isMutualAlly": [false, false], "isNeutral": [false, false], "isEnemy": [false, false], "entityLimits": { "Bar": 20 }, "entityCounts": { "Bar": 0 }, "matchEntityCounts": { "Foo": 0 }, "entityLimitChangers": { "Bar": {} }, "researchQueued": new Map(), "researchStarted": new Set(), "researchedTechs": new Set(), "classCounts": {}, "typeCountsByClass": {}, "canBarter": false, "barterPrices": { "buy": { "food": 150 }, "sell": { "food": 25 } }, "statistics": { "resourcesGathered": { "food": 100, "wood": 0, "metal": 0, "stone": 0, "vegetarianFood": 0 }, "percentMapExplored": 10 } } ], "circularMap": false, "timeElapsed": 0, "victoryConditions": ["conquest", "wonder"], "alliedVictory": false, "maxWorldPopulation": undefined }); TS_ASSERT_UNEVAL_EQUALS(cmp.GetExtendedSimulationState(), { "players": [ { "name": "Player 1", "civ": "gaia", "color": { "r": 1, "g": 1, "b": 1, "a": 1 }, "controlsAll": false, "popCount": 10, "popLimit": 20, "popMax": 200, "panelEntities": [], "resourceCounts": { "food": 100 }, "resourceGatherers": { "food": 1 }, "trainingBlocked": false, "state": "active", "team": -1, "teamsLocked": false, "cheatsEnabled": false, "disabledTemplates": {}, "disabledTechnologies": {}, "hasSharedDropsites": false, "hasSharedLos": false, "spyCostMultiplier": 1, "phase": "village", "isAlly": [false, false], "isMutualAlly": [false, false], "isNeutral": [false, false], "isEnemy": [true, true], "entityLimits": { "Foo": 10 }, "entityCounts": { "Foo": 5 }, "matchEntityCounts": { "Bar": 0 }, "entityLimitChangers": { "Foo": {} }, "researchQueued": new Map(), "researchStarted": new Set(), "researchedTechs": new Set(), "classCounts": {}, "typeCountsByClass": {}, "canBarter": false, "barterPrices": { "buy": { "food": 150 }, "sell": { "food": 25 } }, "statistics": { "resourcesGathered": { "food": 100, "wood": 0, "metal": 0, "stone": 0, "vegetarianFood": 0 }, "percentMapExplored": 10 }, "sequences": { "unitsTrained": [0, 10], "unitsLost": [0, 42], "buildingsConstructed": [1, 3], "buildingsCaptured": [3, 7], "buildingsLost": [3, 10], "civCentresBuilt": [4, 10], "resourcesGathered": { "food": [5, 100], "wood": [0, 0], "metal": [0, 0], "stone": [0, 0], "vegetarianFood": [0, 0] }, "treasuresCollected": [1, 20], "lootCollected": [0, 2], "percentMapExplored": [0, 10], "teamPercentMapExplored": [0, 10], "percentMapControlled": [0, 10], "teamPercentMapControlled": [0, 10], "peakPercentOfMapControlled": [0, 10], "teamPeakPercentOfMapControlled": [0, 10] } }, { "name": "Player 2", "civ": "mace", "color": { "r": 1, "g": 0, "b": 0, "a": 1 }, "controlsAll": true, "popCount": 40, "popLimit": 30, "popMax": 300, "panelEntities": [], "resourceCounts": { "food": 200 }, "resourceGatherers": { "food": 3 }, "trainingBlocked": false, "state": "active", "team": -1, "teamsLocked": false, "cheatsEnabled": false, "disabledTemplates": {}, "disabledTechnologies": {}, "hasSharedDropsites": false, "hasSharedLos": false, "spyCostMultiplier": 1, "phase": "village", "isAlly": [true, true], "isMutualAlly": [false, false], "isNeutral": [false, false], "isEnemy": [false, false], "entityLimits": { "Bar": 20 }, "entityCounts": { "Bar": 0 }, "matchEntityCounts": { "Foo": 0 }, "entityLimitChangers": { "Bar": {} }, "researchQueued": new Map(), "researchStarted": new Set(), "researchedTechs": new Set(), "classCounts": {}, "typeCountsByClass": {}, "canBarter": false, "barterPrices": { "buy": { "food": 150 }, "sell": { "food": 25 } }, "statistics": { "resourcesGathered": { "food": 100, "wood": 0, "metal": 0, "stone": 0, "vegetarianFood": 0 }, "percentMapExplored": 10 }, "sequences": { "unitsTrained": [0, 10], "unitsLost": [0, 9], "buildingsConstructed": [0, 5], "buildingsCaptured": [0, 7], "buildingsLost": [0, 4], "civCentresBuilt": [0, 1], "resourcesGathered": { "food": [0, 100], "wood": [0, 0], "metal": [0, 0], "stone": [0, 0], "vegetarianFood": [0, 0] }, "treasuresCollected": [0, 0], "lootCollected": [0, 0], "percentMapExplored": [0, 10], "teamPercentMapExplored": [0, 10], "percentMapControlled": [0, 10], "teamPercentMapControlled": [0, 10], "peakPercentOfMapControlled": [0, 10], "teamPeakPercentOfMapControlled": [0, 10] } } ], "circularMap": false, "timeElapsed": 0, "victoryConditions": ["conquest", "wonder"], "alliedVictory": false, "maxWorldPopulation": undefined }); AddMock(10, IID_Builder, { "GetEntitiesList": function() { return ["test1", "test2"]; }, }); AddMock(10, IID_Health, { "GetHitpoints": function() { return 50; }, "GetMaxHitpoints": function() { return 60; }, "IsRepairable": function() { return false; }, "IsUnhealable": function() { return false; } }); AddMock(10, IID_Identity, { "GetClassesList": function() { return ["class1", "class2"]; }, "GetRank": function() { return "foo"; }, "GetSelectionGroupName": function() { return "Selection Group Name"; }, "HasClass": function() { return true; }, "IsUndeletable": function() { return false; }, "IsControllable": function() { return true; }, - "HasSomeFormation": function() { return false; }, - "GetFormationsList": function() { return []; }, }); AddMock(10, IID_Position, { "GetTurretParent": function() { return INVALID_ENTITY; }, "GetPosition": function() { return { "x": 1, "y": 2, "z": 3 }; }, "IsInWorld": function() { return true; } }); AddMock(10, IID_ResourceTrickle, { "GetInterval": () => 1250, "GetRates": () => ({ "food": 2, "wood": 3, "stone": 5, "metal": 9 }) }); // Note: property order matters when using TS_ASSERT_UNEVAL_EQUALS, // because uneval preserves property order. So make sure this object // matches the ordering in GuiInterface. TS_ASSERT_UNEVAL_EQUALS(cmp.GetEntityState(-1, 10), { "id": 10, "player": INVALID_PLAYER, "template": "example", "identity": { "rank": "foo", "classes": ["class1", "class2"], "selectionGroupName": "Selection Group Name", "canDelete": true, - "hasSomeFormation": false, - "formations": [], "controllable": true, }, "position": { "x": 1, "y": 2, "z": 3 }, "hitpoints": 50, "maxHitpoints": 60, "needsRepair": false, "needsHeal": true, "builder": true, "visibility": "visible", "isBarterMarket": true, "resourceTrickle": { "interval": 1250, "rates": { "food": 2, "wood": 3, "stone": 5, "metal": 9 } } }); Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Identity.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Identity.js (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_Identity.js (revision 26235) @@ -1,62 +1,56 @@ Engine.LoadComponentScript("Identity.js"); let cmpIdentity = ConstructComponent(5, "Identity", { "Civ": "iber", "GenericName": "Iberian Skirmisher", "Phenotype": { "_string": "male" }, }); TS_ASSERT_EQUALS(cmpIdentity.GetCiv(), "iber"); TS_ASSERT_EQUALS(cmpIdentity.GetLang(), "greek"); TS_ASSERT_EQUALS(cmpIdentity.GetPhenotype(), "male"); TS_ASSERT_EQUALS(cmpIdentity.GetRank(), ""); TS_ASSERT_UNEVAL_EQUALS(cmpIdentity.GetClassesList(), []); TS_ASSERT_UNEVAL_EQUALS(cmpIdentity.GetVisibleClassesList(), []); TS_ASSERT_EQUALS(cmpIdentity.HasClass("CitizenSoldier"), false); -TS_ASSERT_UNEVAL_EQUALS(cmpIdentity.GetFormationsList(), []); -TS_ASSERT_EQUALS(cmpIdentity.CanUseFormation("special/formations/skirmish"), false); TS_ASSERT_EQUALS(cmpIdentity.GetSelectionGroupName(), ""); TS_ASSERT_EQUALS(cmpIdentity.GetGenericName(), "Iberian Skirmisher"); cmpIdentity = ConstructComponent(6, "Identity", { "Civ": "iber", "Lang": "iberian", "Phenotype": { "_string": "female" }, "GenericName": "Iberian Skirmisher", "SpecificName": "Lusitano Ezpatari", "SelectionGroupName": "units/iber/infantry_javelineer_b", "Tooltip": "Basic ranged infantry", "History": "Iberians, especially the Lusitanians, were good at" + " ranged combat and ambushing enemy columns. They throw heavy iron" + " javelins and sometimes even add burning pitch to them, making them" + " good as a cheap siege weapon.", "Rank": "Basic", "Classes": { "_string": "CitizenSoldier Human Organic" }, "VisibleClasses": { "_string": "Javelineer" }, - "Formations": { "_string": "special/formations/skirmish" }, "Icon": "units/iber_infantry_javelineer.png", "RequiredTechnology": "phase_town" }); TS_ASSERT_EQUALS(cmpIdentity.GetCiv(), "iber"); TS_ASSERT_EQUALS(cmpIdentity.GetLang(), "iberian"); TS_ASSERT_EQUALS(cmpIdentity.GetPhenotype(), "female"); TS_ASSERT_EQUALS(cmpIdentity.GetRank(), "Basic"); TS_ASSERT_UNEVAL_EQUALS(cmpIdentity.GetClassesList(), ["CitizenSoldier", "Human", "Organic", "Javelineer", "Basic"]); TS_ASSERT_UNEVAL_EQUALS(cmpIdentity.GetVisibleClassesList(), ["Javelineer"]); TS_ASSERT_EQUALS(cmpIdentity.HasClass("CitizenSoldier"), true); TS_ASSERT_EQUALS(cmpIdentity.HasClass("Female"), false); -TS_ASSERT_UNEVAL_EQUALS(cmpIdentity.GetFormationsList(), ["special/formations/skirmish"]); -TS_ASSERT_EQUALS(cmpIdentity.CanUseFormation("special/formations/skirmish"), true); -TS_ASSERT_EQUALS(cmpIdentity.CanUseFormation("special/formations/line"), false); TS_ASSERT_EQUALS(cmpIdentity.GetSelectionGroupName(), "units/iber/infantry_javelineer_b"); TS_ASSERT_EQUALS(cmpIdentity.GetGenericName(), "Iberian Skirmisher"); cmpIdentity = ConstructComponent(7, "Identity", { "Phenotype": { "_string": "First Second" }, }); TS_ASSERT_UNEVAL_EQUALS(cmpIdentity.GetPossiblePhenotypes(), ["First", "Second"]); TS_ASSERT(["First", "Second"].indexOf(cmpIdentity.GetPhenotype()) !== -1); cmpIdentity = ConstructComponent(8, "Identity", {}); TS_ASSERT_EQUALS(cmpIdentity.GetPhenotype(), "default"); Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js (revision 26235) @@ -1,1857 +1,1851 @@ // Setting this to true will display some warnings when commands // are likely to fail, which may be useful for debugging AIs var g_DebugCommands = false; function ProcessCommand(player, cmd) { let cmpPlayer = QueryPlayerIDInterface(player); if (!cmpPlayer) return; let data = { "cmpPlayer": cmpPlayer, "controlAllUnits": cmpPlayer.CanControlAllUnits() }; if (cmd.entities) data.entities = FilterEntityList(cmd.entities, player, data.controlAllUnits); // TODO: queuing order and forcing formations doesn't really work. // To play nice, we'll still no-formation queued order if units are in formation // but the opposite perhaps ought to be implemented. if (!cmd.queued || cmd.formation == NULL_FORMATION) data.formation = cmd.formation || undefined; // Allow focusing the camera on recent commands let commandData = { "type": "playercommand", "players": [player], "cmd": cmd }; // Save the position, since the GUI event is received after the unit died if (cmd.type == "delete-entities") { let cmpPosition = cmd.entities[0] && Engine.QueryInterface(cmd.entities[0], IID_Position); commandData.position = cmpPosition && cmpPosition.IsInWorld() && cmpPosition.GetPosition2D(); } let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification(commandData); // Note: checks of UnitAI targets are not robust enough here, as ownership // can change after the order is issued, they should be checked by UnitAI // when the specific behavior (e.g. attack, garrison) is performed. // (Also it's not ideal if a command silently fails, it's nicer if UnitAI // moves the entities closer to the target before giving up.) // Now handle various commands if (g_Commands[cmd.type]) { var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); cmpTrigger.CallEvent("OnPlayerCommand", { "player": player, "cmd": cmd }); g_Commands[cmd.type](player, cmd, data); } else error("Invalid command: unknown command type: "+uneval(cmd)); } var g_Commands = { "aichat": function(player, cmd, data) { var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); var notification = { "players": [player] }; for (var key in cmd) notification[key] = cmd[key]; cmpGuiInterface.PushNotification(notification); }, "cheat": function(player, cmd, data) { Cheat(cmd); }, "collect-treasure": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.CollectTreasure(cmd.target, cmd.queued); }); }, "collect-treasure-near-position": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.CollectTreasureNearPosition(cmd.x, cmd.z, cmd.queued); }); }, "diplomacy": function(player, cmd, data) { let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager); if (data.cmpPlayer.GetLockTeams() || cmpCeasefireManager && cmpCeasefireManager.IsCeasefireActive()) return; switch(cmd.to) { case "ally": data.cmpPlayer.SetAlly(cmd.player); break; case "neutral": data.cmpPlayer.SetNeutral(cmd.player); break; case "enemy": data.cmpPlayer.SetEnemy(cmd.player); break; default: warn("Invalid command: Could not set "+player+" diplomacy status of player "+cmd.player+" to "+cmd.to); } var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "diplomacy", "players": [player], "targetPlayer": cmd.player, "status": cmd.to }); }, "tribute": function(player, cmd, data) { data.cmpPlayer.TributeResource(cmd.player, cmd.amounts); }, "control-all": function(player, cmd, data) { if (!data.cmpPlayer.GetCheatsEnabled()) return; var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "aichat", "players": [player], "message": markForTranslation("(Cheat - control all units)") }); data.cmpPlayer.SetControlAllUnits(cmd.flag); }, "reveal-map": function(player, cmd, data) { if (!data.cmpPlayer.GetCheatsEnabled()) return; var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "aichat", "players": [player], "message": markForTranslation("(Cheat - reveal map)") }); // Reveal the map for all players, not just the current player, // primarily to make it obvious to everyone that the player is cheating var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); cmpRangeManager.SetLosRevealAll(-1, cmd.enable); }, "walk": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued, cmd.pushFront); }); }, "walk-custom": function(player, cmd, data) { for (let ent in data.entities) GetFormationUnitAIs([data.entities[ent]], player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Walk(cmd.targetPositions[ent].x, cmd.targetPositions[ent].y, cmd.queued, cmd.pushFront); }); }, "walk-to-range": function(player, cmd, data) { // Only used by the AI for (let ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) cmpUnitAI.WalkToPointRange(cmd.x, cmd.z, cmd.min, cmd.max, cmd.queued, cmd.pushFront); } }, "attack-walk": function(player, cmd, data) { let allowCapture = cmd.allowCapture || cmd.allowCapture == null; GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.WalkAndFight(cmd.x, cmd.z, cmd.targetClasses, allowCapture, cmd.queued, cmd.pushFront); }); }, "attack-walk-custom": function(player, cmd, data) { let allowCapture = cmd.allowCapture || cmd.allowCapture == null; for (let ent in data.entities) GetFormationUnitAIs([data.entities[ent]], player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.WalkAndFight(cmd.targetPositions[ent].x, cmd.targetPositions[ent].y, cmd.targetClasses, allowCapture, cmd.queued, cmd.pushFront); }); }, "attack": function(player, cmd, data) { let allowCapture = cmd.allowCapture || cmd.allowCapture == null; if (g_DebugCommands && !allowCapture && !(IsOwnedByEnemyOfPlayer(player, cmd.target) || IsOwnedByNeutralOfPlayer(player, cmd.target))) warn("Invalid command: attack target is not owned by enemy of player "+player+": "+uneval(cmd)); GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Attack(cmd.target, allowCapture, cmd.queued, cmd.pushFront); }); }, "patrol": function(player, cmd, data) { let allowCapture = cmd.allowCapture || cmd.allowCapture == null; GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => cmpUnitAI.Patrol(cmd.x, cmd.z, cmd.targetClasses, allowCapture, cmd.queued) ); }, "heal": function(player, cmd, data) { if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByAllyOfPlayer(player, cmd.target))) warn("Invalid command: heal target is not owned by player "+player+" or their ally: "+uneval(cmd)); GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Heal(cmd.target, cmd.queued, cmd.pushFront); }); }, "repair": function(player, cmd, data) { // This covers both repairing damaged buildings, and constructing unfinished foundations if (g_DebugCommands && !IsOwnedByAllyOfPlayer(player, cmd.target)) warn("Invalid command: repair target is not owned by ally of player "+player+": "+uneval(cmd)); GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued, cmd.pushFront); }); }, "gather": function(player, cmd, data) { if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByGaia(cmd.target))) warn("Invalid command: resource is not owned by gaia or player "+player+": "+uneval(cmd)); GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Gather(cmd.target, cmd.queued, cmd.pushFront); }); }, "gather-near-position": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.GatherNearPosition(cmd.x, cmd.z, cmd.resourceType, cmd.resourceTemplate, cmd.queued, cmd.pushFront); }); }, "returnresource": function(player, cmd, data) { if (g_DebugCommands && !IsOwnedByPlayer(player, cmd.target)) warn("Invalid command: dropsite is not owned by player "+player+": "+uneval(cmd)); GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.ReturnResource(cmd.target, cmd.queued, cmd.pushFront); }); }, "back-to-work": function(player, cmd, data) { for (let ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if(!cmpUnitAI || !cmpUnitAI.BackToWork()) notifyBackToWorkFailure(player); } }, "call-to-arms": function(player, cmd, data) { const unitsToMove = data.entities.filter(ent => MatchesClassList(Engine.QueryInterface(ent, IID_Identity).GetClassesList(), ["Soldier", "Warship", "Siege", "Healer"]) ); GetFormationUnitAIs(unitsToMove, player, cmd, data.formation).forEach(cmpUnitAI => { const target = cmd.target; if (cmd.pushFront) { cmpUnitAI.WalkAndFight(target.x, target.z, cmd.targetClasses, cmd.allowCapture, false, cmd.pushFront); cmpUnitAI.DropAtNearestDropSite(false, cmd.pushFront); } else { cmpUnitAI.DropAtNearestDropSite(cmd.queued, false) cmpUnitAI.WalkAndFight(target.x, target.z, cmd.targetClasses, cmd.allowCapture, true, false); } }); }, "remove-guard": function(player, cmd, data) { for (let ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) cmpUnitAI.RemoveGuard(); } }, "train": function(player, cmd, data) { if (!Number.isInteger(cmd.count) || cmd.count <= 0) { warn("Invalid command: can't train " + uneval(cmd.count) + " units"); return; } // Check entity limits var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template); var unitCategory = null; if (template.TrainingRestrictions) unitCategory = template.TrainingRestrictions.Category; // Verify that the building(s) can be controlled by the player if (data.entities.length <= 0) { if (g_DebugCommands) warn("Invalid command: training building(s) cannot be controlled by player "+player+": "+uneval(cmd)); return; } for (let ent of data.entities) { if (unitCategory) { var cmpPlayerEntityLimits = QueryOwnerInterface(ent, IID_EntityLimits); if (cmpPlayerEntityLimits && !cmpPlayerEntityLimits.AllowedToTrain(unitCategory, cmd.count, cmd.template, template.TrainingRestrictions.MatchLimit)) { if (g_DebugCommands) warn(unitCategory + " train limit is reached: " + uneval(cmd)); continue; } } var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager); if (cmpTechnologyManager && !cmpTechnologyManager.CanProduce(cmd.template)) { if (g_DebugCommands) warn("Invalid command: training requires unresearched technology: " + uneval(cmd)); continue; } const cmpTrainer = Engine.QueryInterface(ent, IID_Trainer); if (!cmpTrainer) continue; let templateName = cmd.template; // Check if the building can train the unit // TODO: the AI API does not take promotion technologies into account for the list // of trainable units (taken directly from the unit template). Here is a temporary fix. if (data.cmpPlayer.IsAI()) templateName = cmpTrainer.GetUpgradedTemplate(cmd.template); if (cmpTrainer.CanTrain(templateName)) Engine.QueryInterface(ent, IID_ProductionQueue)?.AddItem(templateName, "unit", +cmd.count, cmd.metadata, cmd.pushFront); } }, "research": function(player, cmd, data) { var cmpTechnologyManager = QueryOwnerInterface(cmd.entity, IID_TechnologyManager); if (cmpTechnologyManager && !cmpTechnologyManager.CanResearch(cmd.template)) { if (g_DebugCommands) warn("Invalid command: Requirements to research technology are not met: " + uneval(cmd)); return; } var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue); if (queue) queue.AddItem(cmd.template, "technology", undefined, cmd.metadata, cmd.pushFront); }, "stop-production": function(player, cmd, data) { let cmpProductionQueue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue); if (cmpProductionQueue) cmpProductionQueue.RemoveItem(cmd.id); }, "construct": function(player, cmd, data) { TryConstructBuilding(player, data.cmpPlayer, data.controlAllUnits, cmd); }, "construct-wall": function(player, cmd, data) { TryConstructWall(player, data.cmpPlayer, data.controlAllUnits, cmd); }, "delete-entities": function(player, cmd, data) { for (let ent of data.entities) { if (!data.controlAllUnits) { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (cmpIdentity && cmpIdentity.IsUndeletable()) continue; let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable); if (cmpCapturable && cmpCapturable.GetCapturePoints()[player] < cmpCapturable.GetMaxCapturePoints() / 2) continue; let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply); if (cmpResourceSupply && cmpResourceSupply.GetKillBeforeGather()) continue; } let cmpMirage = Engine.QueryInterface(ent, IID_Mirage); if (cmpMirage) { let cmpMiragedHealth = Engine.QueryInterface(cmpMirage.parent, IID_Health); if (cmpMiragedHealth) cmpMiragedHealth.Kill(); else Engine.DestroyEntity(cmpMirage.parent); Engine.DestroyEntity(ent); continue; } let cmpHealth = Engine.QueryInterface(ent, IID_Health); if (cmpHealth) cmpHealth.Kill(); else Engine.DestroyEntity(ent); } }, "set-rallypoint": function(player, cmd, data) { for (let ent of data.entities) { var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) { if (!cmd.queued) cmpRallyPoint.Unset(); cmpRallyPoint.AddPosition(cmd.x, cmd.z); cmpRallyPoint.AddData(clone(cmd.data)); } } }, "unset-rallypoint": function(player, cmd, data) { for (let ent of data.entities) { var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) cmpRallyPoint.Reset(); } }, "resign": function(player, cmd, data) { data.cmpPlayer.SetState("defeated", markForTranslation("%(player)s has resigned.")); }, "occupy-turret": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => { cmpUnitAI.OccupyTurret(cmd.target, cmd.queued); }); }, "garrison": function(player, cmd, data) { if (!CanPlayerOrAllyControlUnit(cmd.target, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: garrison target cannot be controlled by player "+player+" (or ally): "+uneval(cmd)); return; } GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Garrison(cmd.target, cmd.queued, cmd.pushFront); }); }, "guard": function(player, cmd, data) { if (!IsOwnedByPlayerOrMutualAlly(cmd.target, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: Guard/escort target is not owned by player " + player + " or ally thereof: " + uneval(cmd)); return; } GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Guard(cmd.target, cmd.queued, cmd.pushFront); }); }, "stop": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Stop(cmd.queued); }); }, "leave-turret": function(player, cmd, data) { let notUnloaded = 0; for (let ent of data.entities) { let cmpTurretable = Engine.QueryInterface(ent, IID_Turretable); if (!cmpTurretable || !cmpTurretable.LeaveTurret()) ++notUnloaded; } if (notUnloaded) notifyUnloadFailure(player); }, "unload-turrets": function(player, cmd, data) { let notUnloaded = 0; for (let ent of data.entities) { let cmpTurretHolder = Engine.QueryInterface(ent, IID_TurretHolder); for (let turret of cmpTurretHolder.GetEntities()) { let cmpTurretable = Engine.QueryInterface(turret, IID_Turretable); if (!cmpTurretable || !cmpTurretable.LeaveTurret()) ++notUnloaded; } } if (notUnloaded) notifyUnloadFailure(player); }, "unload": function(player, cmd, data) { if (!CanPlayerOrAllyControlUnit(cmd.garrisonHolder, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: unload target cannot be controlled by player "+player+" (or ally): "+uneval(cmd)); return; } var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder); var notUngarrisoned = 0; // The owner can ungarrison every garrisoned unit if (IsOwnedByPlayer(player, cmd.garrisonHolder)) data.entities = cmd.entities; for (let ent of data.entities) if (!cmpGarrisonHolder || !cmpGarrisonHolder.Unload(ent)) ++notUngarrisoned; if (notUngarrisoned != 0) notifyUnloadFailure(player, cmd.garrisonHolder); }, "unload-template": function(player, cmd, data) { var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits); for (let garrisonHolder of entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (cmpGarrisonHolder) { // Only the owner of the garrisonHolder may unload entities from any owners if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits && player != +cmd.owner) continue; if (!cmpGarrisonHolder.UnloadTemplate(cmd.template, cmd.owner, cmd.all)) notifyUnloadFailure(player, garrisonHolder); } } }, "unload-all-by-owner": function(player, cmd, data) { var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits); for (let garrisonHolder of entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAllByOwner(player)) notifyUnloadFailure(player, garrisonHolder); } }, "unload-all": function(player, cmd, data) { var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits); for (let garrisonHolder of entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAll()) notifyUnloadFailure(player, garrisonHolder); } }, "alert-raise": function(player, cmd, data) { for (let ent of data.entities) { var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser); if (cmpAlertRaiser) cmpAlertRaiser.RaiseAlert(); } }, "alert-end": function(player, cmd, data) { for (let ent of data.entities) { var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser); if (cmpAlertRaiser) cmpAlertRaiser.EndOfAlert(); } }, "formation": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation, true).forEach(cmpUnitAI => { cmpUnitAI.MoveIntoFormation(cmd); }); }, "promote": function(player, cmd, data) { if (!data.cmpPlayer.GetCheatsEnabled()) return; var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "aichat", "players": [player], "message": markForTranslation("(Cheat - promoted units)"), "translateMessage": true }); for (let ent of cmd.entities) { var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion); if (cmpPromotion) cmpPromotion.IncreaseXp(cmpPromotion.GetRequiredXp() - cmpPromotion.GetCurrentXp()); } }, "stance": function(player, cmd, data) { for (let ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI && !cmpUnitAI.IsTurret()) cmpUnitAI.SwitchToStance(cmd.name); } }, "lock-gate": function(player, cmd, data) { for (let ent of data.entities) { var cmpGate = Engine.QueryInterface(ent, IID_Gate); if (!cmpGate) continue; if (cmd.lock) cmpGate.LockGate(); else cmpGate.UnlockGate(); } }, "setup-trade-route": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.SetupTradeRoute(cmd.target, cmd.source, cmd.route, cmd.queued); }); }, "cancel-setup-trade-route": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.CancelSetupTradeRoute(cmd.target); }); }, "set-trading-goods": function(player, cmd, data) { data.cmpPlayer.SetTradingGoods(cmd.tradingGoods); }, "barter": function(player, cmd, data) { var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter); cmpBarter.ExchangeResources(player, cmd.sell, cmd.buy, cmd.amount); }, "set-shading-color": function(player, cmd, data) { // Prevent multiplayer abuse if (!data.cmpPlayer.IsAI()) return; // Debug command to make an entity brightly colored for (let ent of cmd.entities) { var cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) cmpVisual.SetShadingColor(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0); // alpha isn't used so just send 0 } }, "pack": function(player, cmd, data) { for (let ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpUnitAI) continue; if (cmd.pack) cmpUnitAI.Pack(cmd.queued, cmd.pushFront); else cmpUnitAI.Unpack(cmd.queued, cmd.pushFront); } }, "cancel-pack": function(player, cmd, data) { for (let ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpUnitAI) continue; if (cmd.pack) cmpUnitAI.CancelPack(cmd.queued, cmd.pushFront); else cmpUnitAI.CancelUnpack(cmd.queued, cmd.pushFront); } }, "upgrade": function(player, cmd, data) { for (let ent of data.entities) { var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade); if (!cmpUpgrade || !cmpUpgrade.CanUpgradeTo(cmd.template)) continue; if (cmpUpgrade.WillCheckPlacementRestrictions(cmd.template) && ObstructionsBlockingTemplateChange(ent, cmd.template)) { var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "players": [player], "message": markForTranslation("Cannot upgrade as distance requirements are not verified or terrain is obstructed.") }); continue; } // Check entity limits var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits); if (cmpEntityLimits && !cmpEntityLimits.AllowedToReplace(ent, cmd.template)) { if (g_DebugCommands) warn("Invalid command: build limits check failed for player " + player + ": " + uneval(cmd)); continue; } let cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager); let requiredTechnology = cmpUpgrade.GetRequiredTechnology(cmd.template); if (requiredTechnology && (!cmpTechnologyManager || !cmpTechnologyManager.IsTechnologyResearched(requiredTechnology))) { if (g_DebugCommands) warn("Invalid command: upgrading is not possible for this player or requires unresearched technology: " + uneval(cmd)); continue; } cmpUpgrade.Upgrade(cmd.template, data.cmpPlayer); } }, "cancel-upgrade": function(player, cmd, data) { for (let ent of data.entities) { let cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade); if (cmpUpgrade) cmpUpgrade.CancelUpgrade(player); } }, "attack-request": function(player, cmd, data) { // Send a chat message to human players var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "aichat", "players": [player], "message": "/allies " + markForTranslation("Attack against %(_player_)s requested."), "translateParameters": ["_player_"], "parameters": { "_player_": cmd.player } }); // And send an attackRequest event to the AIs let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); if (cmpAIInterface) cmpAIInterface.PushEvent("AttackRequest", cmd); }, "spy-request": function(player, cmd, data) { let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); let ent = pickRandom(cmpRangeManager.GetEntitiesByPlayer(cmd.player).filter(ent => { let cmpVisionSharing = Engine.QueryInterface(ent, IID_VisionSharing); return cmpVisionSharing && cmpVisionSharing.IsBribable() && !cmpVisionSharing.ShareVisionWith(player); })); let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "type": "spy-response", "players": [player], "target": cmd.player, "entity": ent }); if (ent) Engine.QueryInterface(ent, IID_VisionSharing).AddSpy(cmd.source); else { let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate("special/spy"); IncurBribeCost(template, player, cmd.player, true); // update statistics for failed bribes let cmpBribesStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker); if (cmpBribesStatisticsTracker) cmpBribesStatisticsTracker.IncreaseFailedBribesCounter(); cmpGUIInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("There are no bribable units"), "translateMessage": true }); } }, "diplomacy-request": function(player, cmd, data) { let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); if (cmpAIInterface) cmpAIInterface.PushEvent("DiplomacyRequest", cmd); }, "tribute-request": function(player, cmd, data) { let cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); if (cmpAIInterface) cmpAIInterface.PushEvent("TributeRequest", cmd); }, "dialog-answer": function(player, cmd, data) { // Currently nothing. Triggers can read it anyway, and send this // message to any component you like. }, "set-dropsite-sharing": function(player, cmd, data) { for (let ent of data.entities) { let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite); if (cmpResourceDropsite && cmpResourceDropsite.IsSharable()) cmpResourceDropsite.SetSharing(cmd.shared); } }, "map-flare": function(player, cmd, data) { let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "map-flare", "players": [player], "target": cmd.target }); }, "autoqueue-on": function(player, cmd, data) { for (let ent of data.entities) { let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue); if (cmpProductionQueue) cmpProductionQueue.EnableAutoQueue(); } }, "autoqueue-off": function(player, cmd, data) { for (let ent of data.entities) { let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue); if (cmpProductionQueue) cmpProductionQueue.DisableAutoQueue(); } }, }; /** * Sends a GUI notification about unit(s) that failed to ungarrison. */ function notifyUnloadFailure(player) { let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("Unable to unload unit(s)."), "translateMessage": true }); } /** * Sends a GUI notification about worker(s) that failed to go back to work. */ function notifyBackToWorkFailure(player) { var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("Some unit(s) can't go back to work"), "translateMessage": true }); } /** * Sends a GUI notification about entities that can't be controlled. * @param {number} player - The player-ID of the player that needs to receive this message. */ function notifyOrderFailure(entity, player) { let cmpIdentity = Engine.QueryInterface(entity, IID_Identity); if (!cmpIdentity) return; let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("%(unit)s can't be controlled."), "parameters": { "unit": cmpIdentity.GetGenericName() }, "translateParameters": ["unit"], "translateMessage": true }); } /** * Get some information about the formations used by entities. */ function ExtractFormations(ents) { let entities = []; // Entities with UnitAI. let members = {}; // { formationentity: [ent, ent, ...], ... } let templates = {}; // { formationentity: template } for (let ent of ents) { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpUnitAI) continue; entities.push(ent); let fid = cmpUnitAI.GetFormationController(); if (fid == INVALID_ENTITY) continue; if (!members[fid]) { members[fid] = []; templates[fid] = cmpUnitAI.GetFormationTemplate(); } members[fid].push(ent); } return { "entities": entities, "members": members, "templates": templates }; } /** * Tries to find the best angle to put a dock at a given position * Taken from GuiInterface.js */ function GetDockAngle(template, x, z) { var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager); if (!cmpTerrain || !cmpWaterManager) return undefined; // Get footprint size var halfSize = 0; if (template.Footprint.Square) halfSize = Math.max(template.Footprint.Square["@depth"], template.Footprint.Square["@width"])/2; else if (template.Footprint.Circle) halfSize = template.Footprint.Circle["@radius"]; /* Find direction of most open water, algorithm: * 1. Pick points in a circle around dock * 2. If point is in water, add to array * 3. Scan array looking for consecutive points * 4. Find longest sequence of consecutive points * 5. If sequence equals all points, no direction can be determined, * expand search outward and try (1) again * 6. Calculate angle using average of sequence */ const numPoints = 16; for (var dist = 0; dist < 4; ++dist) { var waterPoints = []; for (var i = 0; i < numPoints; ++i) { var angle = (i/numPoints)*2*Math.PI; var d = halfSize*(dist+1); var nx = x - d*Math.sin(angle); var nz = z + d*Math.cos(angle); if (cmpTerrain.GetGroundLevel(nx, nz) < cmpWaterManager.GetWaterLevel(nx, nz)) waterPoints.push(i); } var consec = []; var length = waterPoints.length; if (!length) continue; for (var i = 0; i < length; ++i) { var count = 0; for (let j = 0; j < length - 1; ++j) { if ((waterPoints[(i + j) % length] + 1) % numPoints == waterPoints[(i + j + 1) % length]) ++count; else break; } consec[i] = count; } var start = 0; var count = 0; for (var c in consec) { if (consec[c] > count) { start = c; count = consec[c]; } } // If we've found a shoreline, stop searching if (count != numPoints-1) return -((waterPoints[start] + consec[start]/2) % numPoints) / numPoints * 2 * Math.PI; } return undefined; } /** * Attempts to construct a building using the specified parameters. * Returns true on success, false on failure. */ function TryConstructBuilding(player, cmpPlayer, controlAllUnits, cmd) { // Message structure: // { // "type": "construct", // "entities": [...], // entities that will be ordered to construct the building (if applicable) // "template": "...", // template name of the entity being constructed // "x": ..., // "z": ..., // "angle": ..., // "metadata": "...", // AI metadata of the building // "actorSeed": ..., // "autorepair": true, // whether to automatically start constructing/repairing the new foundation // "autocontinue": true, // whether to automatically gather/build/etc after finishing this // "queued": true, // whether to add the construction/repairing of this foundation to entities' queue (if applicable) // "obstructionControlGroup": ..., // Optional; the obstruction control group ID that should be set for this building prior to obstruction // // testing to determine placement validity. If specified, must be a valid control group ID (> 0). // "obstructionControlGroup2": ..., // Optional; secondary obstruction control group ID that should be set for this building prior to obstruction // // testing to determine placement validity. May be INVALID_ENTITY. // } /* * Construction process: * . Take resources away immediately. * . Create a foundation entity with 1hp, 0% build progress. * . Increase hp and build progress up to 100% when people work on it. * . If it's destroyed, an appropriate fraction of the resource cost is refunded. * . If it's completed, it gets replaced with the real building. */ // Check whether we can control these units var entities = FilterEntityList(cmd.entities, player, controlAllUnits); if (!entities.length) return false; var foundationTemplate = "foundation|" + cmd.template; // Tentatively create the foundation (we might find later that it's a invalid build command) var ent = Engine.AddEntity(foundationTemplate); if (ent == INVALID_ENTITY) { // Error (e.g. invalid template names) error("Error creating foundation entity for '" + cmd.template + "'"); return false; } // If it's a dock, get the right angle. var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template); var angle = cmd.angle; if (template.BuildRestrictions.PlacementType === "shore") { let angleDock = GetDockAngle(template, cmd.x, cmd.z); if (angleDock !== undefined) angle = angleDock; } // Move the foundation to the right place var cmpPosition = Engine.QueryInterface(ent, IID_Position); cmpPosition.JumpTo(cmd.x, cmd.z); cmpPosition.SetYRotation(angle); // Set the obstruction control group if needed if (cmd.obstructionControlGroup || cmd.obstructionControlGroup2) { var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); // primary control group must always be valid if (cmd.obstructionControlGroup) { if (cmd.obstructionControlGroup <= 0) warn("[TryConstructBuilding] Invalid primary obstruction control group " + cmd.obstructionControlGroup + " received; must be > 0"); cmpObstruction.SetControlGroup(cmd.obstructionControlGroup); } if (cmd.obstructionControlGroup2) cmpObstruction.SetControlGroup2(cmd.obstructionControlGroup2); } // Make it owned by the current player var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether building placement is valid var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (cmpBuildRestrictions) { var ret = cmpBuildRestrictions.CheckPlacement(); if (!ret.success) { if (g_DebugCommands) warn("Invalid command: build restrictions check failed with '"+ret.message+"' for player "+player+": "+uneval(cmd)); var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); ret.players = [player]; cmpGuiInterface.PushNotification(ret); // Remove the foundation because the construction was aborted // move it out of world because it's not destroyed immediately. cmpPosition.MoveOutOfWorld(); Engine.DestroyEntity(ent); return false; } } else error("cmpBuildRestrictions not defined"); // Check entity limits var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits); if (cmpEntityLimits && !cmpEntityLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory())) { if (g_DebugCommands) warn("Invalid command: build limits check failed for player "+player+": "+uneval(cmd)); // Remove the foundation because the construction was aborted cmpPosition.MoveOutOfWorld(); Engine.DestroyEntity(ent); return false; } var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); if (cmpTechnologyManager && !cmpTechnologyManager.CanProduce(cmd.template)) { if (g_DebugCommands) warn("Invalid command: required technology check failed for player "+player+": "+uneval(cmd)); var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("The building's technology requirements are not met."), "translateMessage": true }); // Remove the foundation because the construction was aborted cmpPosition.MoveOutOfWorld(); Engine.DestroyEntity(ent); } // We need the cost after tech and aura modifications. let cmpCost = Engine.QueryInterface(ent, IID_Cost); let costs = cmpCost.GetResourceCosts(); if (!cmpPlayer.TrySubtractResources(costs)) { if (g_DebugCommands) warn("Invalid command: building cost check failed for player "+player+": "+uneval(cmd)); Engine.DestroyEntity(ent); cmpPosition.MoveOutOfWorld(); return false; } var cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual && cmd.actorSeed !== undefined) cmpVisual.SetActorSeed(cmd.actorSeed); // Initialise the foundation var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation); cmpFoundation.InitialiseConstruction(cmd.template); // send Metadata info if any if (cmd.metadata) Engine.PostMessage(ent, MT_AIMetadata, { "id": ent, "metadata" : cmd.metadata, "owner" : player } ); // Tell the units to start building this new entity if (cmd.autorepair) { ProcessCommand(player, { "type": "repair", "entities": entities, "target": ent, "autocontinue": cmd.autocontinue, "queued": cmd.queued, "pushFront": cmd.pushFront, "formation": cmd.formation || undefined }); } return ent; } function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd) { // 'cmd' message structure: // { // "type": "construct-wall", // "entities": [...], // entities that will be ordered to construct the wall (if applicable) // "pieces": [ // ordered list of information about the pieces making up the wall (towers, wall segments, ...) // { // "template": "...", // one of the templates from the wallset // "x": ..., // "z": ..., // "angle": ..., // }, // ... // ], // "wallSet": { // "templates": { // "tower": // tower template name // "long": // long wall segment template name // ... // etc. // }, // "maxTowerOverlap": ..., // "minTowerOverlap": ..., // }, // "startSnappedEntity": // optional; entity ID of tower being snapped to at the starting side of the wall // "endSnappedEntity": // optional; entity ID of tower being snapped to at the ending side of the wall // "autorepair": true, // whether to automatically start constructing/repairing the new foundation // "autocontinue": true, // whether to automatically gather/build/etc after finishing this // "queued": true, // whether to add the construction/repairing of this wall's pieces to entities' queue (if applicable) // } if (cmd.pieces.length <= 0) return; if (cmd.startSnappedEntity && cmd.pieces[0].template == cmd.wallSet.templates.tower) { error("[TryConstructWall] Starting wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the starting side"); return; } if (cmd.endSnappedEntity && cmd.pieces[cmd.pieces.length - 1].template == cmd.wallSet.templates.tower) { error("[TryConstructWall] Ending wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the ending side"); return; } // Assign obstruction control groups to allow the wall pieces to mutually overlap during foundation placement // and during construction. The scheme here is that whatever wall pieces are inbetween two towers inherit the control // groups of both of the towers they are connected to (either newly constructed ones as part of the wall, or existing // towers in the case of snapping). The towers themselves all keep their default unique control groups. // To support this, every non-tower piece registers the entity ID of the towers (or foundations thereof) that neighbour // it on either side. Specifically, each non-tower wall piece has its primary control group set equal to that of the // first tower encountered towards the starting side of the wall, and its secondary control group set equal to that of // the first tower encountered towards the ending side of the wall (if any). // We can't build the whole wall at once by linearly stepping through the wall pieces and build them, because the // wall segments may/will need the entity IDs of towers that come afterwards. So, build it in two passes: // // FIRST PASS: // - Go from start to end and construct wall piece foundations as far as we can without running into a piece that // cannot be built (e.g. because it is obstructed). At each non-tower, set the most recently built tower's ID // as the primary control group, thus allowing it to be built overlapping the previous piece. // - If we encounter a new tower along the way (which will gain its own control group), do the following: // o First build it using temporarily the same control group of the previous (non-tower) piece // o Set the previous piece's secondary control group to the tower's entity ID // o Restore the primary control group of the constructed tower back its original (unique) value. // The temporary control group is necessary to allow the newer tower with its unique control group ID to be able // to be placed while overlapping the previous piece. // // SECOND PASS: // - Go end to start from the last successfully placed wall piece (which might be a tower we backtracked to), this // time registering the right neighbouring tower in each non-tower piece. // first pass; L -> R var lastTowerIndex = -1; // index of the last tower we've encountered in cmd.pieces var lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces // If we're snapping to an existing entity at the starting end, set lastTowerControlGroup to its control group ID so that // the first wall piece can be built while overlapping it. if (cmd.startSnappedEntity) { var cmpSnappedStartObstruction = Engine.QueryInterface(cmd.startSnappedEntity, IID_Obstruction); if (!cmpSnappedStartObstruction) { error("[TryConstructWall] Snapped entity on starting side does not have an obstruction component"); return; } lastTowerControlGroup = cmpSnappedStartObstruction.GetControlGroup(); //warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup); } var i = 0; var queued = cmd.queued; var pieces = clone(cmd.pieces); for (; i < pieces.length; ++i) { var piece = pieces[i]; // All wall pieces after the first must be queued. if (i > 0 && !queued) queued = true; // 'lastTowerControlGroup' must always be defined and valid here, except if we're at the first piece and we didn't do // start position snapping (implying that the first entity we build must be a tower) if (lastTowerControlGroup === null || lastTowerControlGroup == INVALID_ENTITY) { if (!(i == 0 && piece.template == cmd.wallSet.templates.tower && !cmd.startSnappedEntity)) { error("[TryConstructWall] Expected last tower control group to be available, none found (1st pass, iteration " + i + ")"); break; } } var constructPieceCmd = { "type": "construct", "entities": cmd.entities, "template": piece.template, "x": piece.x, "z": piece.z, "angle": piece.angle, "autorepair": cmd.autorepair, "autocontinue": cmd.autocontinue, "queued": queued, // Regardless of whether we're building a tower or an intermediate wall piece, it is always (first) constructed // using the control group of the last tower (see comments above). "obstructionControlGroup": lastTowerControlGroup, }; // If we're building the last piece and we're attaching to a snapped entity, we need to add in the snapped entity's // control group directly at construction time (instead of setting it in the second pass) to allow it to be built // while overlapping the snapped entity. if (i == pieces.length - 1 && cmd.endSnappedEntity) { var cmpEndSnappedObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction); if (cmpEndSnappedObstruction) constructPieceCmd.obstructionControlGroup2 = cmpEndSnappedObstruction.GetControlGroup(); } var pieceEntityId = TryConstructBuilding(player, cmpPlayer, controlAllUnits, constructPieceCmd); if (pieceEntityId) { // wall piece foundation successfully built, save the entity ID in the piece info object so we can reference it later piece.ent = pieceEntityId; // if we built a tower, do the control group dance (see outline above) and update lastTowerControlGroup and lastTowerIndex if (piece.template == cmd.wallSet.templates.tower) { var cmpTowerObstruction = Engine.QueryInterface(pieceEntityId, IID_Obstruction); var newTowerControlGroup = pieceEntityId; if (i > 0) { //warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup); var cmpPreviousObstruction = Engine.QueryInterface(pieces[i-1].ent, IID_Obstruction); // TODO: ensure that cmpPreviousObstruction exists // TODO: ensure that the previous obstruction does not yet have a secondary control group set cmpPreviousObstruction.SetControlGroup2(newTowerControlGroup); } // TODO: ensure that cmpTowerObstruction exists cmpTowerObstruction.SetControlGroup(newTowerControlGroup); // give the tower its own unique control group lastTowerIndex = i; lastTowerControlGroup = newTowerControlGroup; } } else // failed to build wall piece, abort break; } var lastBuiltPieceIndex = i - 1; var wallComplete = (lastBuiltPieceIndex == pieces.length - 1); // At this point, 'i' is the index of the last wall piece that was successfully constructed (which may or may not be a tower). // Now do the second pass going right-to-left, registering the control groups of the towers to the right of each piece (if any) // as their secondary control groups. lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces // only start off with the ending side's snapped tower's control group if we were able to build the entire wall if (cmd.endSnappedEntity && wallComplete) { var cmpSnappedEndObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction); if (!cmpSnappedEndObstruction) { error("[TryConstructWall] Snapped entity on ending side does not have an obstruction component"); return; } lastTowerControlGroup = cmpSnappedEndObstruction.GetControlGroup(); } for (var j = lastBuiltPieceIndex; j >= 0; --j) { var piece = pieces[j]; if (!piece.ent) { error("[TryConstructWall] No entity ID set for constructed entity of template '" + piece.template + "'"); continue; } var cmpPieceObstruction = Engine.QueryInterface(piece.ent, IID_Obstruction); if (!cmpPieceObstruction) { error("[TryConstructWall] Wall piece of template '" + piece.template + "' has no Obstruction component"); continue; } if (piece.template == cmd.wallSet.templates.tower) { // encountered a tower entity, update the last tower control group lastTowerControlGroup = cmpPieceObstruction.GetControlGroup(); } else { // Encountered a non-tower entity, update its secondary control group to 'lastTowerControlGroup'. // Note that the wall piece may already have its secondary control group set to the tower's entity ID from a control group // dance during the first pass, in which case we should validate it against 'lastTowerControlGroup'. var existingSecondaryControlGroup = cmpPieceObstruction.GetControlGroup2(); if (existingSecondaryControlGroup == INVALID_ENTITY) { if (lastTowerControlGroup != null && lastTowerControlGroup != INVALID_ENTITY) { cmpPieceObstruction.SetControlGroup2(lastTowerControlGroup); } } else if (existingSecondaryControlGroup != lastTowerControlGroup) { error("[TryConstructWall] Existing secondary control group of non-tower entity does not match expected value (2nd pass, iteration " + j + ")"); break; } } } } /** * Remove the given list of entities from their current formations. */ function RemoveFromFormation(ents) { let formation = ExtractFormations(ents); for (let fid in formation.members) { let cmpFormation = Engine.QueryInterface(+fid, IID_Formation); if (cmpFormation) cmpFormation.RemoveMembers(formation.members[fid]); } } /** * Returns a list of UnitAI components, each belonging either to a * selected unit or to a formation entity for groups of the selected units. */ function GetFormationUnitAIs(ents, player, cmd, formationTemplate, forceTemplate) { // If an individual was selected, remove it from any formation // and command it individually. if (ents.length == 1) { let cmpUnitAI = Engine.QueryInterface(ents[0], IID_UnitAI); if (!cmpUnitAI) return []; RemoveFromFormation(ents); return [ cmpUnitAI ]; } let formationUnitAIs = []; // Find what formations the selected entities are currently in, // and default to that unless the formation is forced or it's the null formation // (we want that to reset whatever formations units are in). if (formationTemplate != NULL_FORMATION) { let formation = ExtractFormations(ents); let formationIds = Object.keys(formation.members); if (formationIds.length == 1) { // Selected units either belong to this formation or have no formation. let fid = formationIds[0]; let cmpFormation = Engine.QueryInterface(+fid, IID_Formation); if (cmpFormation && cmpFormation.GetMemberCount() == formation.members[fid].length && cmpFormation.GetMemberCount() == formation.entities.length) { cmpFormation.DeleteTwinFormations(); // The whole formation was selected, so reuse its controller for this command. if (!forceTemplate || formationTemplate == formation.templates[fid]) { formationTemplate = formation.templates[fid]; formationUnitAIs = [Engine.QueryInterface(+fid, IID_UnitAI)]; } else if (formationTemplate && CanMoveEntsIntoFormation(formation.entities, formationTemplate)) formationUnitAIs = [cmpFormation.LoadFormation(formationTemplate)]; } else if (cmpFormation && !forceTemplate) { // Just reuse the template. formationTemplate = formation.templates[fid]; } } else if (formationIds.length) { // Check if all entities share a common formation, if so reuse this template. let template = formation.templates[formationIds[0]]; for (let i = 1; i < formationIds.length; ++i) if (formation.templates[formationIds[i]] != template) { template = null; break; } if (template && !forceTemplate) formationTemplate = template; } } // Separate out the units that don't support the chosen formation. let formedUnits = []; let nonformedUnitAIs = []; for (let ent of ents) { let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); let cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpUnitAI || !cmpPosition || !cmpPosition.IsInWorld()) continue; - let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); // TODO: We only check if the formation is usable by some units // if we move them to it. We should check if we can use formations // for the other cases. let nullFormation = (formationTemplate || cmpUnitAI.GetFormationTemplate()) == NULL_FORMATION; - if (nullFormation || !cmpIdentity || !cmpIdentity.CanUseFormation(formationTemplate || NULL_FORMATION)) + if (nullFormation || !cmpUnitAI.CanUseFormation(formationTemplate || NULL_FORMATION)) { if (nullFormation && cmpUnitAI.GetFormationController()) cmpUnitAI.LeaveFormation(cmd.queued || false); nonformedUnitAIs.push(cmpUnitAI); } else formedUnits.push(ent); } if (nonformedUnitAIs.length == ents.length) { // No units support the formation. return nonformedUnitAIs; } if (!formationUnitAIs.length) { // We need to give the selected units a new formation controller. // TODO replace the fixed 60 with something sensible, based on vision range f.e. let formationSeparation = 60; let clusters = ClusterEntities(formedUnits, formationSeparation); let formationEnts = []; for (let cluster of clusters) { RemoveFromFormation(cluster); if (!formationTemplate || !CanMoveEntsIntoFormation(cluster, formationTemplate)) { for (let ent of cluster) nonformedUnitAIs.push(Engine.QueryInterface(ent, IID_UnitAI)); continue; } // Create the new controller. let formationEnt = Engine.AddEntity(formationTemplate); let cmpFormation = Engine.QueryInterface(formationEnt, IID_Formation); formationUnitAIs.push(Engine.QueryInterface(formationEnt, IID_UnitAI)); cmpFormation.SetFormationSeparation(formationSeparation); cmpFormation.SetMembers(cluster); for (let ent of formationEnts) cmpFormation.RegisterTwinFormation(ent); formationEnts.push(formationEnt); let cmpOwnership = Engine.QueryInterface(formationEnt, IID_Ownership); cmpOwnership.SetOwner(player); } } return nonformedUnitAIs.concat(formationUnitAIs); } /** * Group a list of entities in clusters via single-links */ function ClusterEntities(ents, separationDistance) { let clusters = []; if (!ents.length) return clusters; let distSq = separationDistance * separationDistance; let positions = []; // triangular matrix with the (squared) distances between the different clusters // the other half is not initialised let matrix = []; for (let i = 0; i < ents.length; ++i) { matrix[i] = []; clusters.push([ents[i]]); let cmpPosition = Engine.QueryInterface(ents[i], IID_Position); positions.push(cmpPosition.GetPosition2D()); for (let j = 0; j < i; ++j) matrix[i][j] = positions[i].distanceToSquared(positions[j]); } while (clusters.length > 1) { // search two clusters that are closer than the required distance let closeClusters = undefined; for (let i = matrix.length - 1; i >= 0 && !closeClusters; --i) for (let j = i - 1; j >= 0 && !closeClusters; --j) if (matrix[i][j] < distSq) closeClusters = [i,j]; // if no more close clusters found, just return all found clusters so far if (!closeClusters) return clusters; // make a new cluster with the entities from the two found clusters let newCluster = clusters[closeClusters[0]].concat(clusters[closeClusters[1]]); // calculate the minimum distance between the new cluster and all other remaining // clusters by taking the minimum of the two distances. let distances = []; for (let i = 0; i < clusters.length; ++i) { let a = closeClusters[1]; let b = closeClusters[0]; if (i == a || i == b) continue; let dist1 = matrix[a][i] !== undefined ? matrix[a][i] : matrix[i][a]; let dist2 = matrix[b][i] !== undefined ? matrix[b][i] : matrix[i][b]; distances.push(Math.min(dist1, dist2)); } // remove the rows and columns in the matrix for the merged clusters, // and the clusters themselves from the cluster list clusters.splice(closeClusters[0],1); clusters.splice(closeClusters[1],1); matrix.splice(closeClusters[0],1); matrix.splice(closeClusters[1],1); for (let i = 0; i < matrix.length; ++i) { if (matrix[i].length > closeClusters[0]) matrix[i].splice(closeClusters[0],1); if (matrix[i].length > closeClusters[1]) matrix[i].splice(closeClusters[1],1); } // add a new row of distances to the matrix and the new cluster clusters.push(newCluster); matrix.push(distances); } return clusters; } function GetFormationRequirements(formationTemplate) { var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(formationTemplate); if (!template.Formation) return false; return { "minCount": +template.Formation.RequiredMemberCount }; } function CanMoveEntsIntoFormation(ents, formationTemplate) { // TODO: should check the player's civ is allowed to use this formation // See simulation/components/Player.js GetFormations() for a list of all allowed formations - var requirements = GetFormationRequirements(formationTemplate); + const requirements = GetFormationRequirements(formationTemplate); if (!requirements) return false; - var count = 0; - for (let ent of ents) - { - var cmpIdentity = Engine.QueryInterface(ent, IID_Identity); - if (!cmpIdentity || !cmpIdentity.CanUseFormation(formationTemplate)) - continue; - - ++count; - } + let count = 0; + for (const ent of ents) + if (Engine.QueryInterface(ent, IID_UnitAI)?.CanUseFormation(formationTemplate)) + ++count; return count >= requirements.minCount; } /** * Check if player can control this entity * returns: true if the entity is owned by the player and controllable * or control all units is activated, else false */ function CanControlUnit(entity, player, controlAll) { let cmpIdentity = Engine.QueryInterface(entity, IID_Identity); let canBeControlled = IsOwnedByPlayer(player, entity) && (!cmpIdentity || cmpIdentity.IsControllable()) || controlAll; if (!canBeControlled) notifyOrderFailure(entity, player); return canBeControlled; } /** * @param {number} entity - The entityID to verify. * @param {number} player - The playerID to check against. * @return {boolean}. */ function IsOwnedByPlayerOrMutualAlly(entity, player) { return IsOwnedByPlayer(player, entity) || IsOwnedByMutualAllyOfPlayer(player, entity); } /** * Check if player can control this entity * @return {boolean} - True if the entity is valid and controlled by the player * or the entity is owned by an mutualAlly and can be controlled * or control all units is activated, else false. */ function CanPlayerOrAllyControlUnit(entity, player, controlAll) { return CanControlUnit(player, entity, controlAll) || IsOwnedByMutualAllyOfPlayer(player, entity) && CanOwnerControlEntity(entity); } /** * @return {boolean} - Whether the owner of this entity can control the entity. */ function CanOwnerControlEntity(entity) { let cmpOwner = QueryOwnerInterface(entity); return cmpOwner && CanControlUnit(entity, cmpOwner.GetPlayerID()); } /** * Filter entities which the player can control. */ function FilterEntityList(entities, player, controlAll) { return entities.filter(ent => CanControlUnit(ent, player, controlAll)); } /** * Filter entities which the player can control or are mutualAlly */ function FilterEntityListWithAllies(entities, player, controlAll) { return entities.filter(ent => CanPlayerOrAllyControlUnit(ent, player, controlAll)); } /** * Incur the player with the cost of a bribe, optionally multiply the cost with * the additionalMultiplier */ function IncurBribeCost(template, player, playerBribed, failedBribe) { let cmpPlayerBribed = QueryPlayerIDInterface(playerBribed); if (!cmpPlayerBribed) return false; let costs = {}; // Additional cost for this owner let multiplier = cmpPlayerBribed.GetSpyCostMultiplier(); if (failedBribe) multiplier *= template.VisionSharing.FailureCostRatio; for (let res in template.Cost.Resources) costs[res] = Math.floor(multiplier * ApplyValueModificationsToTemplate("Cost/Resources/" + res, +template.Cost.Resources[res], player, template)); let cmpPlayer = QueryPlayerIDInterface(player); return cmpPlayer && cmpPlayer.TrySubtractResources(costs); } Engine.RegisterGlobal("GetFormationRequirements", GetFormationRequirements); Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation); Engine.RegisterGlobal("GetDockAngle", GetDockAngle); Engine.RegisterGlobal("ProcessCommand", ProcessCommand); Engine.RegisterGlobal("g_Commands", g_Commands); Engine.RegisterGlobal("IncurBribeCost", IncurBribeCost); Index: ps/trunk/binaries/data/mods/public/simulation/templates/mixins/hoplite.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/mixins/hoplite.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/mixins/hoplite.xml (revision 26235) @@ -1,8 +1,8 @@ - + special/formations/phalanx - + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml (revision 26235) @@ -1,148 +1,148 @@ 1 1 0 0 0 0 false false 30.0 0.01 0.0 4.0 1 corpse 100 0 0 false gaia Unit Organic ConquestCritical Unit - - special/formations/null - special/formations/box - special/formations/column_closed - special/formations/line_closed - special/formations/column_open - special/formations/line_open - special/formations/flank - special/formations/battle_line - male false unit true true false false true false false false 0 pitch false 0.0 14 1 1 1 128x128/ellipse.png 128x128/ellipse_mask.png interface/alarm/alarm_attackplayer.xml interface/alarm/alarm_attacked_gaia.xml interface/alarm/alarm_attackplayer.xml interface/alarm/alarm_attacked_gaia.xml voice/{lang}/civ/civ_{phenotype}_collect_treasure.xml 2.0 0.333 5.0 2 aggressive 12.0 false true true 1 2800 + + special/formations/null + special/formations/box + special/formations/column_closed + special/formations/line_closed + special/formations/column_open + special/formations/line_open + special/formations/flank + special/formations/battle_line + false default 9 1.67 1.5 18 false false false false 12 false true false false Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_catafalque.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_catafalque.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_catafalque.xml (revision 26235) @@ -1,60 +1,60 @@ 250 0 10 2.0 -Organic -ConquestCritical Relic - Catafalque units/catafalque.png template_unit_catafalque A catafalque that holds the remains of a great leader. true pitch-roll 128x256/cartouche.png 128x256/cartouche_mask.png actor/singlesteps/steps_grass_order.xml actor/singlesteps/steps_grass.xml actor/singlesteps/steps_grass.xml standground false + large 0.55 0.275 units/global/catafalque.xml Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml (revision 26235) @@ -1,106 +1,108 @@ Capture 2.5 4 1000 Field Palisade Wall Slaughter 1000 2 1000 !Domestic 15 100 6.0 Cavalry Basic Human FastMoving CitizenSoldier Citizen Soldier Cavalry - - special/formations/wedge - 130 10 5 0 0 10 150 3 1 15 2.0 1.0 5 20 128x256/ellipse.png 128x256/ellipse_mask.png attack/weapon/sword_attack.xml voice/{lang}/civ/civ_{phenotype}_attack.xml voice/{lang}/civ/civ_{phenotype}_attack.xml voice/{lang}/civ/civ_{phenotype}_garrison.xml voice/{lang}/civ/civ_{phenotype}_gather.xml voice/{lang}/civ/civ_{phenotype}_walk.xml actor/mounted/movement/walk.xml actor/mounted/movement/walk.xml resource/gathering/gather_meat.xml actor/fauna/death/death_horse.xml interface/alarm/alarm_create_cav.xml 7.0 + + + special/formations/wedge + + 2 1.4 92 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged.xml (revision 26235) @@ -1,13 +1,15 @@ 100 Ranged Ranged Cavalry + + special/formations/skirmish - + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry.xml (revision 26235) @@ -1,63 +1,65 @@ 25 150 80 100 6.0 240 FastMoving Cavalry Champion Cavalry - - special/formations/wedge - unlock_champion_cavalry 200 15 8 10 5 7 5 20 actor/mounted/movement/walk.xml actor/mounted/movement/walk.xml actor/fauna/death/death_horse.xml interface/alarm/alarm_create_cav.xml 7.0 + + + special/formations/wedge + + 2 1.4 96 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_archer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_archer.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_archer.xml (revision 26235) @@ -1,47 +1,49 @@ Bow 14 60 800 1000 100 1 50 false Human Ranged Archer Champion Cavalry Archer - - special/formations/skirmish - -2 -2 attack/impact/arrow_impact.xml attack/weapon/bow_attack.xml + + + special/formations/skirmish + + 0.85 0.85 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_crossbowman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_crossbowman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_crossbowman.xml (revision 26235) @@ -1,47 +1,49 @@ Crossbow 40 60 200 3000 120 0.8 30 false Human Champion Cavalry Crossbowman Ranged Crossbowman - - special/formations/skirmish - -2 -2 attack/impact/arrow_impact.xml attack/weapon/bow_attack.xml + + + special/formations/skirmish + + 0.8 0.8 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_javelineer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_javelineer.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_cavalry_javelineer.xml (revision 26235) @@ -1,47 +1,49 @@ Javelin 36 30 400 1250 70 1.6 35 false Human Champion Cavalry Javelineer Ranged Javelineer - - special/formations/skirmish - -2 -2 attack/weapon/javelin_attack.xml attack/impact/javelin_impact.xml + + + special/formations/skirmish + + 0.9 0.9 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_archer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_archer.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_archer.xml (revision 26235) @@ -1,51 +1,53 @@ Bow 13.5 60 800 1000 100 1 50 false Human 120 Ranged Archer Champion Archer - - special/formations/skirmish - -2 -2 attack/impact/arrow_impact.xml attack/weapon/bow_attack.xml + + + special/formations/skirmish + + 1.2 2.4 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_crossbowman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_crossbowman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_crossbowman.xml (revision 26235) @@ -1,51 +1,53 @@ Crossbow 40 60 200 3000 120 0.8 30 false Human 120 Champion Infantry Crossbowman Ranged Crossbowman - - special/formations/skirmish - -2 -2 attack/impact/arrow_impact.xml attack/weapon/bow_attack.xml + + + special/formations/skirmish + + 0.6 1.2 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_javelineer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_javelineer.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_javelineer.xml (revision 26235) @@ -1,51 +1,53 @@ Javelin 32 30 400 1250 70 1.6 35 false Human 120 Champion Infantry Javelineer Ranged Javelineer - - special/formations/skirmish - -2 -2 attack/weapon/javelin_attack.xml attack/impact/javelin_impact.xml + + + special/formations/skirmish + + 1.2 1.2 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_pikeman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_pikeman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_pikeman.xml (revision 26235) @@ -1,51 +1,53 @@ Pike 4 6 8 1000 2000 Cavalry 3.0 Human 200 Champion Pikeman Counters: 3× vs Cavalry. Melee Pikeman - - special/formations/syntagma - 8 8 20 attack/weapon/pike_attack.xml + + + special/formations/syntagma + + 0.9 0.9 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_spearman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_spearman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_spearman.xml (revision 26235) @@ -1,46 +1,48 @@ Spear 6 5 4 500 900 Cavalry 3.0 Human 200 Champion Spearman Counters: 3× vs Cavalry. Melee Spearman - - special/formations/testudo - 3 3 attack/weapon/spear_attack.xml + + + special/formations/testudo + + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_swordsman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_swordsman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_swordsman.xml (revision 26235) @@ -1,38 +1,40 @@ Sword 11 3 375 750 Unit+!Ship 200 Melee Swordsman Champion Swordsman - - special/formations/testudo - 3 3 attack/weapon/sword_attack.xml + + + special/formations/testudo + + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml (revision 26235) @@ -1,57 +1,57 @@ 0 4.0 -ConquestCritical Animal gaia/fauna_generic.png - food 4 128x256/ellipse.png 128x256/ellipse_mask.png Animal passive false false 8.0 24.0 2000 8000 15000 60000 + 0.7 0.7 true 60 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry.xml (revision 26235) @@ -1,59 +1,61 @@ 300 200 250 6.0 1200 FastMoving Cavalry Hero Cavalry - - special/formations/wedge - 5 10 8 25 interface/alarm/alarm_create_cav.xml actor/mounted/movement/walk.xml actor/mounted/movement/walk.xml actor/fauna/death/death_horse.xml 7.0 + + + special/formations/wedge + + 2 1.4 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry_archer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry_archer.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry_archer.xml (revision 26235) @@ -1,47 +1,49 @@ Bow 28 60 800 1000 100 0.5 50 false Human Ranged Archer Hero Cavalry Archer - - special/formations/skirmish - -2 -2 attack/impact/arrow_impact.xml attack/weapon/bow_attack.xml + + + special/formations/skirmish + + 0.85 0.85 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry_javelineer.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry_javelineer.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_cavalry_javelineer.xml (revision 26235) @@ -1,47 +1,49 @@ Javelin 60 30 400 1250 70 0.8 35 false Human Hero Cavalry Javelineer Ranged Javelineer - - special/formations/skirmish - -2 -2 attack/weapon/javelin_attack.xml attack/impact/javelin_impact.xml + + + special/formations/skirmish + + 0.9 0.9 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_crossbowman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_crossbowman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_crossbowman.xml (revision 26235) @@ -1,44 +1,46 @@ Crossbow 80 60 200 3000 120 0.4 30 false Human Hero Infantry Crossbowman Ranged Crossbowman - - special/formations/skirmish - -2 -2 attack/impact/arrow_impact.xml attack/weapon/bow_attack.xml + + + special/formations/skirmish + + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_pikeman.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_pikeman.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_hero_infantry_pikeman.xml (revision 26235) @@ -1,44 +1,45 @@ Pike 8 12 8 1000 2000 Cavalry 3.0 Human Hero Pikeman Counters: 3× vs Cavalry. Melee Pikeman - - special/formations/syntagma - 9 9 attack/weapon/pike_attack.xml - + + + special/formations/syntagma + + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee.xml (revision 26235) @@ -1,13 +1,15 @@ 100 Melee Infantry Melee + + special/formations/testudo - + Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_ship.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_ship.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_ship.xml (revision 26235) @@ -1,80 +1,82 @@ true 0.0 0.5 7.0 10.0 10 10 FemaleCitizen Infantry Healer Dog 0 FemaleCitizen Infantry Healer Dog 0 10 true true Ship -Organic Ship - upright true 0 4 4.0 5 10 5 128x512/ellipse.png 128x512/ellipse_mask.png interface/alarm/alarm_create_warship.xml actor/ship/warship_move_01.xml actor/ship/warship_move_01.xml actor/ship/warship_move_01.xml actor/ship/warship_move_01.xml actor/ship/warship_death.xml 6.0 0.5 6.0 + + + ship 0.5 0.25 Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml (revision 26235) @@ -1,56 +1,56 @@ 15 100 80 100 -ConquestCritical Trader Bribable Trader template_unit_support_trader Trade resources between your own markets and those of your allies. - 10 10 8 pitch 128x256/ellipse.png 128x256/ellipse_mask.png voice/{lang}/civ/civ_{phenotype}_trade.xml interface/alarm/alarm_create_worker.xml 0.75 false false + 60 true Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_support_female_citizen.xml (revision 26235) @@ -1,91 +1,91 @@ Dagger 2 3 500 1000 Slaughter 1000 2 1000 !Domestic 8 50 25 female Female Citizen template_unit_support_female_citizen FemaleCitizen Citizen Worker - 3 5 2.0 1.0 1 0.5 1 0.7 5 0.35 2 0.35 2 10 10 10 10 attack/weapon/sword.xml attack/weapon/knife_attack.xml resource/construction/con_wood.xml resource/foraging/forage_leaves.xml resource/farming/farm.xml resource/gathering/gather_meat.xml resource/lumbering/lumbering.xml resource/mining/pickaxe.xml resource/mining/mining.xml resource/mining/mining.xml interface/alarm/alarm_invalid_building_placement.xml voice/{lang}/civ/civ_{phenotype}_attack.xml voice/{lang}/civ/civ_{phenotype}_attack.xml voice/{lang}/civ/civ_{phenotype}_build.xml voice/{lang}/civ/civ_{phenotype}_repair.xml interface/alarm/alarm_create_female.xml false + 32 Index: ps/trunk/binaries/data/mods/public/simulation/templates/units/rome/infantry_spearman_b.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/units/rome/infantry_spearman_b.xml (revision 26234) +++ ps/trunk/binaries/data/mods/public/simulation/templates/units/rome/infantry_spearman_b.xml (revision 26235) @@ -1,33 +1,35 @@ structures/rome/army_camp structures/rome/temple_vesta 0.85 0.45 rome latin units/rome/infantry_spearman_b Veteran Spearman Triārius units/rome_infantry_spearman.png phase_town - - special/formations/anti_cavalry - units/rome/infantry_spearman_a + + + special/formations/anti_cavalry + + units/romans/infantry_spearman_b.xml