# Add support for many formation shapes, based on patch from Badmadblacksad.
See #13. This was SVN commit r9385.
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@ -1090,11 +1090,14 @@ function performCommand(entity, commandName)
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// Performs the specified formation
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function performFormation(entity, formationName)
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{
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submitChatDirectly("FORMATIONS are not implemented yet.");
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if (entity)
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{
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console.write(formationName);
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var selection = g_Selection.toList();
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Engine.PostNetworkCommand({
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"type": "formation",
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"entities": selection,
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"name": formationName
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});
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}
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}
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@ -248,9 +248,22 @@ function setupUnitPanel(guiName, usedPanels, unitEntState, items, callback)
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if (guiName == "Formation")
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{
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icon.cell_id = getFormationCellId(item);
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icon.enabled = false;
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var formationOk = Engine.GuiInterfaceCall("CanMoveEntsIntoFormation", {
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"ents": g_Selection.toList(),
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"formationName": item
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});
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icon.enabled = formationOk;
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button.enabled = formationOk;
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if (!icon.enabled)
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{
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icon.sprite = "formation_disabled";
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button.tooltip += " (disabled)";
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}
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else
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{
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icon.sprite = "formation";
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}
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}
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else if (guiName == "Command")
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{
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@ -223,29 +223,29 @@ function getFormationCellId(formationName)
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{
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switch (formationName)
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{
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case "Formation0":
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case "Loose":
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return 0;
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case "Formation1":
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case "Box":
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return 1;
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case "Formation2":
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case "Column Closed":
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return 2;
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case "Formation3":
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case "Line Closed":
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return 3;
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case "Formation4":
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case "Column Open":
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return 4;
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case "Formation5":
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case "Line Open":
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return 5;
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case "Formation6":
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case "Flank":
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return 6;
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case "Formation7":
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case "Skirmish":
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return 7;
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case "Formation8":
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case "Wedge":
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return 8;
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case "Formation9":
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case "Testudo":
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return 9;
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case "Formation10":
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case "Phalanx":
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return 10;
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case "Formation11":
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case "Syntagma":
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return 11;
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case "Formation12":
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return 12;
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@ -273,24 +273,28 @@ function getCommandImage(commandName)
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function getEntityFormationsList(entState)
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{
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var formations = [];
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formations.push("Formation0");
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formations.push("Formation1");
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formations.push("Formation2");
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formations.push("Formation3");
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formations.push("Formation4");
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formations.push("Formation5");
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formations.push("Formation6");
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formations.push("Formation7");
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formations.push("Formation8");
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formations.push("Formation9");
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formations.push("Formation10");
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formations.push("Formation11");
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formations.push("Formation12");
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var civ = g_Players[entState.player].civ;
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var formations = getCivFormations(civ);
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return formations;
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}
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function getCivFormations(civ)
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{
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// TODO: this should come from the civ JSON files instead
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var civFormations = ["Loose", "Box", "Column Closed", "Line Closed", "Column Open", "Line Open", "Flank", "Skirmish", "Wedge", "Formation12"];
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if (civ == "hele")
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{
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civFormations.push("Phalanx");
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civFormations.push("Syntagma");
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}
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else if (civ == "rome")
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{
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civFormations.push("Testudo");
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}
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return civFormations;
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}
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function getEntityCommandsList(entState)
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{
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var commands = [];
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@ -3,12 +3,13 @@ function Formation() {}
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Formation.prototype.Schema =
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"<a:component type='system'/><empty/>";
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var g_ColumnDistanceThreshold = 48; // distance at which we'll switch between column/box formations
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var g_ColumnDistanceThreshold = 96; // distance at which we'll switch between column/box formations
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Formation.prototype.Init = function()
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{
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this.members = []; // entity IDs currently belonging to this formation
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this.columnar = false; // whether we're travelling in column (vs box) formation
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this.formationName = "Line Closed";
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};
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Formation.prototype.GetMemberCount = function()
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@ -114,8 +115,6 @@ Formation.prototype.MoveMembersIntoFormation = function(moveCenter)
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var active = [];
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var positions = [];
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var types = { "Unknown": 0 }; // TODO: make this work so we put ranged behind infantry etc
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for each (var ent in this.members)
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{
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var cmpPosition = Engine.QueryInterface(ent, IID_Position);
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@ -124,16 +123,14 @@ Formation.prototype.MoveMembersIntoFormation = function(moveCenter)
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active.push(ent);
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positions.push(cmpPosition.GetPosition());
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types["Unknown"] += 1; // TODO
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}
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// Work out whether this should be a column or box formation
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var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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var walkingDistance = cmpUnitAI.ComputeWalkingDistance();
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this.columnar = (walkingDistance > g_ColumnDistanceThreshold);
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this.columnar = (walkingDistance > g_ColumnDistanceThreshold) && this.formationName != "Column Open";
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var offsets = this.ComputeFormationOffsets(types, this.columnar);
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var offsets = this.ComputeFormationOffsets(active, this.columnar);
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var avgpos = this.ComputeAveragePosition(positions);
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var avgoffset = this.ComputeAveragePosition(offsets);
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@ -143,13 +140,11 @@ Formation.prototype.MoveMembersIntoFormation = function(moveCenter)
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if (moveCenter || !cmpPosition.IsInWorld())
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cmpPosition.JumpTo(avgpos.x, avgpos.z);
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// TODO: assign to minimise worst-case distances or whatever
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for (var i = 0; i < active.length; ++i)
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for (var i = 0; i < offsets.length; ++i)
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{
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var offset = offsets[i];
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var cmpUnitAI = Engine.QueryInterface(active[i], IID_UnitAI);
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var cmpUnitAI = Engine.QueryInterface(offset.ent, IID_UnitAI);
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cmpUnitAI.ReplaceOrder("FormationWalk", {
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"target": this.entity,
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"x": offset.x - avgoffset.x,
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@ -177,39 +172,272 @@ Formation.prototype.MoveToMembersCenter = function()
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cmpPosition.JumpTo(avgpos.x, avgpos.z);
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};
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Formation.prototype.ComputeFormationOffsets = function(types, columnar)
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Formation.prototype.ComputeFormationOffsets = function(active, columnar)
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{
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var separation = 4; // TODO: don't hardcode this
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var count = types["Unknown"];
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var types = {
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"Cavalry" : [],
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"Hero" : [],
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"Melee" : [],
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"Ranged" : [],
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"Support" : [],
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"Unknown": []
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}; // TODO: make this work so we put ranged behind infantry etc
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// Choose a sensible width for the basic default formation
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for each (var ent in active)
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{
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var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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var classes = cmpIdentity.GetClassesList();
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var done = false;
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for each (var cla in classes)
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{
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if (cla in types)
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{
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types[cla].push(ent);
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done = true;
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break;
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}
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}
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if (!done)
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{
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types["Unknown"].push(ent);
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}
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}
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var count = active.length;
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var shape = undefined;
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var ordering = "default";
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var offsets = [];
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// Choose a sensible size/shape for the various formations, depending on number of units
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var cols;
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if (columnar)
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if (columnar || this.formationName == "Column Closed")
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{
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// Have at most 3 files
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if (count <= 3)
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cols = count;
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else
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cols = 3;
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shape = "square";
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}
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else
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else if (this.formationName == "Phalanx")
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{
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// Try to have at least 5 files (so batch training gives a single line),
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// and at most 8
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if (count <= 5)
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cols = count;
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if (count <= 10)
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else if (count <= 10)
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cols = 5;
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else if (count <= 16)
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cols = Math.ceil(count/2);
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else
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else if (count <= 48)
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cols = 8;
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else
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cols = Math.ceil(count/6);
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shape = "square";
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}
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else if (this.formationName == "Line Closed")
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{
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if (count <= 3)
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cols = count;
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else if (count < 30)
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cols = Math.max(Math.ceil(count/2), 3);
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else
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cols = Math.ceil(count/3);
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shape = "square";
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}
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else if (this.formationName == "Testudo")
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{
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cols = Math.ceil(Math.sqrt(count));
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shape = "square";
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}
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else if (this.formationName == "Column Open")
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{
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cols = 2
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shape = "opensquare";
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}
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else if (this.formationName == "Line Open")
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{
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if (count <= 5)
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cols = 3;
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else if (count <= 11)
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cols = 4;
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else if (count <= 18)
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cols = 5;
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else
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cols = 6;
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shape = "opensquare";
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}
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else if (this.formationName == "Loose")
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{
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var width = Math.sqrt(count) * separation * 5;
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for (var i = 0; i < count; ++i)
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{
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offsets.push({"x": Math.random()*width, "z": Math.random()*width});
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}
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}
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else if (this.formationName == "Circle")
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{
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var depth;
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var pop;
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if (count <= 36)
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{
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pop = 12;
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depth = Math.ceil(count / pop);
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}
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else
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{
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depth = 3
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pop = Math.ceil(count / depth);
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}
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var ranks = Math.ceil(count / cols);
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var left = count;
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var radius = Math.min(left, pop) * separation / (2 * Math.PI);
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for (var c = 0; c < depth; ++c)
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{
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var ctodo = Math.min(left, pop);
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var cradius = radius - c * separation / 2;
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var delta = 2 * Math.PI / ctodo;
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for (var alpha = 0; ctodo; alpha += delta)
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{
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var x = Math.cos(alpha) * cradius;
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var z = Math.sin(alpha) * cradius;
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offsets.push({"x": x, "z": z});
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ctodo--;
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left--;
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}
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}
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}
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else if (this.formationName == "Box")
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{
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var root = Math.ceil(Math.sqrt(count));
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var offsets = [];
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var left = count;
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var meleeleft = types["Melee"].length;
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for (var sq = Math.floor(root/2); sq >= 0; --sq)
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{
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var width = sq * 2 + 1;
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var stodo;
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if (sq == 0)
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{
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stodo = left;
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}
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else
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{
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if (meleeleft >= width*width - (width-2)*(width-2)) // form a complete box
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{
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stodo = width*width - (width-2)*(width-2);
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meleeleft -= stodo;
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}
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else // compact
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stodo = Math.max(0, left - (width-2)*(width-2));
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}
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for (var r = -sq; r <= sq && stodo; ++r)
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{
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for (var c = -sq; c <= sq && stodo; ++c)
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{
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if (Math.abs(r) == sq || Math.abs(c) == sq)
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{
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var x = c * separation;
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var z = -r * separation;
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offsets.push({"x": x, "z": z});
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stodo--;
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left--;
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}
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}
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}
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}
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}
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else if (this.formationName == "Skirmish")
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{
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cols = Math.ceil(count/2);
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shape = "opensquare";
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}
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else if (this.formationName == "Wedge")
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{
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var depth = Math.ceil(Math.sqrt(count));
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var left = count;
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var width = 2 * depth - 1;
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for (var p = 0; p < depth && left; ++p)
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{
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for (var r = p; r < depth && left; ++r)
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{
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var c1 = depth - r + p;
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var c2 = depth + r - p;
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if (left)
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{
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var x = c1 * separation;
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var z = -r * separation;
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offsets.push({"x": x, "z": z});
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left--;
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}
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if (left && c1 != c2)
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{
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var x = c2 * separation;
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var z = -r * separation;
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offsets.push({"x": x, "z": z});
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left--;
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}
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}
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}
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}
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else if (this.formationName == "Flank")
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{
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cols = 3;
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var leftside = [];
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leftside[0] = Math.ceil(count/2);
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leftside[1] = Math.floor(count/2);
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ranks = Math.ceil(leftside[0] / cols);
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var off = - separation * 4;
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for (var side = 0; side < 2; ++side)
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{
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var left = leftside[side];
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off += side * separation * 8;
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for (var r = 0; r < ranks; ++r)
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{
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var n = Math.min(left, cols);
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for (var c = 0; c < n; ++c)
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{
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var x = off + ((n-1)/2 - c) * separation;
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var z = -r * separation;
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offsets.push({"x": x, "z": z});
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}
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left -= n;
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}
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}
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}
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else if (this.formationName == "Syntagma")
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{
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var cols = Math.ceil(Math.sqrt(count));
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shape = "square";
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}
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else if (this.formationName == "Formation12")
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{
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if (count <= 5)
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cols = count;
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else if (count <= 10)
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cols = 5;
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else if (count <= 16)
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cols = Math.ceil(count/2);
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else if (count <= 48)
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cols = 8;
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else
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cols = Math.ceil(count/6);
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shape = "opensquare";
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separation /= 1.5;
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ordering = "cavalryOnTheSides";
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}
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if (shape == "square")
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{
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var ranks = Math.ceil(count / cols);
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var left = count;
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for (var r = 0; r < ranks; ++r)
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@ -223,6 +451,91 @@ Formation.prototype.ComputeFormationOffsets = function(types, columnar)
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}
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left -= n;
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}
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}
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else if (shape == "opensquare")
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{
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var left = count;
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for (var r = 0; left; ++r)
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{
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var n = Math.min(left, cols - (r&1?1:0));
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for (var c = 0; c < 2*n; c+=2)
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{
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var x = (- c - (r&1)) * separation;
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var z = -r * separation;
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offsets.push({"x": x, "z": z});
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}
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left -= n;
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}
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}
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// TODO: assign to minimise worst-case distances or whatever
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if (ordering == "default")
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{
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for each (var offset in offsets)
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{
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var ent = undefined;
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for (var t in types)
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{
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if (types[t].length)
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{
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ent = types[t].pop();
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offset.ent = ent;
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break;
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}
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}
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}
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}
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else if (ordering == "cavalryOnTheSides")
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{
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var noffset = [];
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var cavalrycount = types["Cavalry"].length;
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offsets.sort(function (a, b) {
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if (a.x < b.x) return -1;
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else if (a.x == b.x && a.z < b.z) return -1;
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return 1;
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});
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while (offsets.length && types["Cavalry"].length && types["Cavalry"].length > cavalrycount/2)
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{
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var offset = offsets.pop();
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offset.ent = types["Cavalry"].pop();
|
||||
noffset.push(offset);
|
||||
}
|
||||
|
||||
offsets.sort(function (a, b) {
|
||||
if (a.x > b.x) return -1;
|
||||
else if (a.x == b.x && a.z < b.z) return -1;
|
||||
return 1;
|
||||
});
|
||||
|
||||
while (offsets.length && types["Cavalry"].length)
|
||||
{
|
||||
var offset = offsets.pop();
|
||||
offset.ent = types["Cavalry"].pop();
|
||||
noffset.push(offset);
|
||||
}
|
||||
|
||||
offsets.sort(function (a, b) {
|
||||
if (a.z < b.z) return -1;
|
||||
else if (a.z == b.z && a.x < b.x) return -1;
|
||||
return 1;
|
||||
});
|
||||
|
||||
while (offsets.length)
|
||||
{
|
||||
var offset = offsets.pop();
|
||||
for (var t in types)
|
||||
{
|
||||
if (types[t].length)
|
||||
{
|
||||
offset.ent = types[t].pop();
|
||||
break;
|
||||
}
|
||||
}
|
||||
noffset.push(offset);
|
||||
}
|
||||
offsets = noffset;
|
||||
}
|
||||
|
||||
return offsets;
|
||||
};
|
||||
@ -286,4 +599,14 @@ Formation.prototype.OnGlobalOwnershipChanged = function(msg)
|
||||
this.RemoveMembers([msg.entity]);
|
||||
};
|
||||
|
||||
Formation.prototype.LoadFormation = function(formationName)
|
||||
{
|
||||
this.formationName = formationName;
|
||||
for each (var ent in this.members)
|
||||
{
|
||||
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
||||
cmpUnitAI.SetLastFormationName(this.formationName);
|
||||
}
|
||||
};
|
||||
|
||||
Engine.RegisterComponentType(IID_Formation, "Formation", Formation);
|
||||
|
@ -264,6 +264,11 @@ GuiInterface.prototype.GetNextNotification = function()
|
||||
return "";
|
||||
};
|
||||
|
||||
GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data)
|
||||
{
|
||||
return CanMoveEntsIntoFormation(data.ents, data.formationName);
|
||||
};
|
||||
|
||||
GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
|
||||
{
|
||||
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
|
||||
@ -510,6 +515,8 @@ var exposedFunctions = {
|
||||
"GetTemplateData": 1,
|
||||
"GetNextNotification": 1,
|
||||
|
||||
"CanMoveEntsIntoFormation": 1,
|
||||
|
||||
"SetSelectionHighlight": 1,
|
||||
"SetStatusBars": 1,
|
||||
"DisplayRallyPoint": 1,
|
||||
|
@ -68,6 +68,7 @@ Identity.prototype.Schema =
|
||||
"<value>Infantry</value>" +
|
||||
"<value>Cavalry</value>" +
|
||||
"<value>Ranged</value>" +
|
||||
"<value>Melee</value>" +
|
||||
"<value>Mechanical</value>" +
|
||||
"<value>Ship</value>" +
|
||||
"<value>Siege</value>" +
|
||||
|
@ -1161,6 +1161,7 @@ UnitAI.prototype.Init = function()
|
||||
this.order = undefined; // always == this.orderQueue[0]
|
||||
this.formationController = INVALID_ENTITY; // entity with IID_Formation that we belong to
|
||||
this.isIdle = false;
|
||||
this.lastFormationName = "Line Closed";
|
||||
|
||||
this.SetStance(this.template.DefaultStance);
|
||||
};
|
||||
@ -1740,6 +1741,16 @@ UnitAI.prototype.GetFormationController = function()
|
||||
return this.formationController;
|
||||
};
|
||||
|
||||
UnitAI.prototype.SetLastFormationName = function(name)
|
||||
{
|
||||
this.lastFormationName = name;
|
||||
};
|
||||
|
||||
UnitAI.prototype.GetLastFormationName = function()
|
||||
{
|
||||
return this.lastFormationName;
|
||||
};
|
||||
|
||||
/**
|
||||
* 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).
|
||||
|
@ -238,6 +238,17 @@ function ProcessCommand(player, cmd)
|
||||
cmpGarrisonHolder.UnloadAll();
|
||||
break;
|
||||
|
||||
case "formation":
|
||||
var cmpUnitAI = GetFormationUnitAI(cmd.entities);
|
||||
if (!cmpUnitAI)
|
||||
break;
|
||||
var cmpFormation = Engine.QueryInterface(cmpUnitAI.entity, IID_Formation);
|
||||
if (!cmpFormation)
|
||||
break;
|
||||
cmpFormation.LoadFormation(cmd.name);
|
||||
cmpFormation.MoveMembersIntoFormation(true);
|
||||
break;
|
||||
|
||||
default:
|
||||
error("Ignoring unrecognised command type '" + cmd.type + "'");
|
||||
}
|
||||
@ -339,9 +350,139 @@ function GetFormationUnitAI(ents)
|
||||
formationEnt = Engine.AddEntity("special/formation");
|
||||
var cmpFormation = Engine.QueryInterface(formationEnt, IID_Formation);
|
||||
cmpFormation.SetMembers(formation.entities);
|
||||
|
||||
// If all the selected units were previously in formations of the same shape,
|
||||
// then set this new formation to that shape too; otherwise use the default shape
|
||||
var lastFormationName = undefined;
|
||||
for each (var ent in formation.entities)
|
||||
{
|
||||
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
||||
if (cmpUnitAI)
|
||||
{
|
||||
var name = cmpUnitAI.GetLastFormationName();
|
||||
if (lastFormationName === undefined)
|
||||
{
|
||||
lastFormationName = name;
|
||||
}
|
||||
else if (lastFormationName != name)
|
||||
{
|
||||
lastFormationName = undefined;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
var formationName;
|
||||
if (lastFormationName)
|
||||
formationName = lastFormationName;
|
||||
else
|
||||
formationName = "Line Closed";
|
||||
|
||||
if (CanMoveEntsIntoFormation(formation.entities, formationName))
|
||||
{
|
||||
cmpFormation.LoadFormation(formationName);
|
||||
}
|
||||
else
|
||||
{
|
||||
cmpFormation.LoadFormation("Loose");
|
||||
}
|
||||
}
|
||||
|
||||
return Engine.QueryInterface(formationEnt, IID_UnitAI);
|
||||
}
|
||||
|
||||
function CanMoveEntsIntoFormation(ents, formationName)
|
||||
{
|
||||
var count = ents.length;
|
||||
var classesRequired;
|
||||
|
||||
// TODO: should check the player's civ is allowed to use this formation
|
||||
|
||||
if (formationName == "Loose")
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else if (formationName == "Box")
|
||||
{
|
||||
if (count < 4)
|
||||
return false;
|
||||
}
|
||||
else if (formationName == "Column Closed")
|
||||
{
|
||||
}
|
||||
else if (formationName == "Line Closed")
|
||||
{
|
||||
}
|
||||
else if (formationName == "Column Open")
|
||||
{
|
||||
}
|
||||
else if (formationName == "Line Open")
|
||||
{
|
||||
}
|
||||
else if (formationName == "Flank")
|
||||
{
|
||||
if (count < 8)
|
||||
return false;
|
||||
}
|
||||
else if (formationName == "Skirmish")
|
||||
{
|
||||
classesRequired = ["Ranged"];
|
||||
}
|
||||
else if (formationName == "Wedge")
|
||||
{
|
||||
if (count < 3)
|
||||
return false;
|
||||
classesRequired = ["Cavalry"];
|
||||
}
|
||||
else if (formationName == "Formation12")
|
||||
{
|
||||
}
|
||||
else if (formationName == "Phalanx")
|
||||
{
|
||||
if (count < 10)
|
||||
return false;
|
||||
classesRequired = ["Melee", "Infantry"];
|
||||
}
|
||||
else if (formationName == "Syntagma")
|
||||
{
|
||||
if (count < 9)
|
||||
return false;
|
||||
classesRequired = ["Melee", "Infantry"]; // TODO: pike only
|
||||
}
|
||||
else if (formationName == "Testudo")
|
||||
{
|
||||
if (count < 9)
|
||||
return false;
|
||||
classesRequired = ["Melee", "Infantry"];
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var looseOnlyUnits = true;
|
||||
for each (var ent in ents)
|
||||
{
|
||||
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
|
||||
if (cmpIdentity)
|
||||
{
|
||||
var classes = cmpIdentity.GetClassesList();
|
||||
if (looseOnlyUnits && (classes.indexOf("Worker") == -1 || classes.indexOf("Support") == -1))
|
||||
looseOnlyUnits = false;
|
||||
for each (var classRequired in classesRequired)
|
||||
{
|
||||
if (classes.indexOf(classRequired) == -1)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (looseOnlyUnits)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation);
|
||||
Engine.RegisterGlobal("ProcessCommand", ProcessCommand);
|
||||
|
@ -2,7 +2,7 @@
|
||||
<Entity parent="template_unit_hero_infantry">
|
||||
<Identity>
|
||||
<GenericName>Hero</GenericName>
|
||||
<Classes datatype="tokens">Hero Infantry</Classes>
|
||||
<Classes datatype="tokens">Hero Infantry Melee</Classes>
|
||||
</Identity>
|
||||
<Cost>
|
||||
<Resources>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<Entity parent="template_unit_hero_infantry">
|
||||
<Identity>
|
||||
<GenericName>Hero</GenericName>
|
||||
<Classes datatype="tokens">Hero Infantry</Classes>
|
||||
<Classes datatype="tokens">Hero Infantry Melee</Classes>
|
||||
</Identity>
|
||||
<Minimap>
|
||||
<Type>hero</Type>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<Entity parent="template_unit_hero_infantry">
|
||||
<Identity>
|
||||
<GenericName>Hero</GenericName>
|
||||
<Classes datatype="tokens">Hero Infantry</Classes>
|
||||
<Classes datatype="tokens">Hero Infantry Melee</Classes>
|
||||
</Identity>
|
||||
<Health>
|
||||
<Max>400</Max>
|
||||
|
@ -2,6 +2,7 @@
|
||||
<Entity parent="template_unit_infantry">
|
||||
<Identity>
|
||||
<GenericName>Melee Infantry</GenericName>
|
||||
<Classes datatype="tokens">Melee</Classes>
|
||||
</Identity>
|
||||
<Health>
|
||||
<Max>100</Max>
|
||||
|
@ -2,6 +2,7 @@
|
||||
<Entity parent="template_unit_infantry">
|
||||
<Identity>
|
||||
<GenericName>Ranged</GenericName>
|
||||
<Classes datatype="tokens">Ranged</Classes>
|
||||
</Identity>
|
||||
<Health>
|
||||
<Max>90</Max>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<Entity parent="template_unit_super_cavalry">
|
||||
<Identity>
|
||||
<GenericName>Super Cavalry Javelinist</GenericName>
|
||||
<Classes datatype="tokens">Cavalry Ranged</Classes>
|
||||
<Classes datatype="tokens">Ranged</Classes>
|
||||
</Identity>
|
||||
<Cost>
|
||||
<Resources>
|
||||
|
@ -2,6 +2,7 @@
|
||||
<Entity parent="template_unit_super_cavalry">
|
||||
<Identity>
|
||||
<GenericName>Super Cavalry Spearman</GenericName>
|
||||
<Classes datatype="tokens">Melee</Classes>
|
||||
</Identity>
|
||||
<Cost>
|
||||
<BuildTime>16</BuildTime>
|
||||
|
@ -2,6 +2,7 @@
|
||||
<Entity parent="template_unit_super_cavalry">
|
||||
<Identity>
|
||||
<GenericName>Super Cavalry Spearman</GenericName>
|
||||
<Classes datatype="tokens">Melee</Classes>
|
||||
</Identity>
|
||||
<Cost>
|
||||
<BuildTime>16</BuildTime>
|
||||
|
@ -2,6 +2,7 @@
|
||||
<Entity parent="template_unit_super_infantry">
|
||||
<Identity>
|
||||
<GenericName>Super Infantry Pikeman</GenericName>
|
||||
<Classes datatype="tokens">Melee</Classes>
|
||||
</Identity>
|
||||
<Cost>
|
||||
<Resources>
|
||||
|
@ -2,6 +2,7 @@
|
||||
<Entity parent="template_unit_super_infantry">
|
||||
<Identity>
|
||||
<GenericName>Super Infantry Spearman</GenericName>
|
||||
<Classes datatype="tokens">Melee</Classes>
|
||||
</Identity>
|
||||
<Cost>
|
||||
<Resources>
|
||||
|
@ -2,6 +2,7 @@
|
||||
<Entity parent="template_unit_super_infantry">
|
||||
<Identity>
|
||||
<GenericName>Super Infantry Swordsman</GenericName>
|
||||
<Classes datatype="tokens">Melee</Classes>
|
||||
</Identity>
|
||||
<Cost>
|
||||
<Resources>
|
||||
|
Loading…
Reference in New Issue
Block a user