436 lines
12 KiB
JavaScript
436 lines
12 KiB
JavaScript
/*
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This is currently just a very simplistic state machine that lets units be commanded around
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and then autonomously carry out the orders. It might need to be entirely redesigned.
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*/
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const STATE_IDLE = 0;
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const STATE_WALKING = 1;
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const STATE_ATTACKING = 2;
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const STATE_REPAIRING = 3;
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const STATE_GATHERING = 4;
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/* Attack process:
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* When starting attack:
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* Activate attack animation (with appropriate repeat speed and offset)
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* Set this.attackTimer to run at maximum of:
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* GetTimers().prepare msec from now
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* this.attackRechargeTime
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* Loop:
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* Wait for the timer
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* Perform the attack
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* Set this.attackRechargeTime to now plus GetTimers().recharge
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* Set this.attackTimer to run after GetTimers().repeat
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* At any point it's safe to cancel the attack and switch to a different action
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* (The rechargeTime is to prevent people spamming the attack command and getting
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* faster-than-normal attacks)
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*/
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/* Repeat/Gather process is about the same, except with less synchronisation - the action
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* is just performed 1sec after initiated, and then repeated every 1sec.
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* (TODO: it'd be nice to avoid most of the duplication between Attack and Repeat and Gather code)
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*/
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function UnitAI() {}
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UnitAI.prototype.Schema =
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"<a:help>Controls the unit's movement, attacks, etc, in response to commands from the player.</a:help>" +
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"<a:example/>" +
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"<empty/>";
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UnitAI.prototype.Init = function()
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{
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this.state = STATE_IDLE;
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// The earliest time at which we'll have 'recovered' from the previous attack, and
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// can start preparing a new attack
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this.attackRechargeTime = 0;
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// Timer for AttackTimeout
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this.attackTimer = undefined;
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// Current target entity ID
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this.attackTarget = undefined;
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// Timer for RepairTimeout
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this.repairTimer = undefined;
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// Current target entity ID
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this.repairTarget = undefined;
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// Timer for GatherTimeout
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this.gatherTimer = undefined;
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// Current target entity ID
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this.gatherTarget = undefined;
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};
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//// Interface functions ////
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UnitAI.prototype.Walk = function(x, z)
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{
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var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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if (!cmpMotion)
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return;
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if (cmpMotion.MoveToPoint(x, z))
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{
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this.state = STATE_WALKING;
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PlaySound("walk", this.entity);
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}
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else
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{
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this.state = STATE_IDLE;
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}
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};
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UnitAI.prototype.Attack = function(target)
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{
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// Verify that we're able to respond to Attack commands
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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if (!cmpAttack)
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return;
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// TODO: verify that this is a valid target
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// Stop any previous action timers
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this.CancelTimers();
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// Remember the target, and start moving towards it
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this.attackTarget = target;
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this.state = STATE_ATTACKING;
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if (!this.MoveToTarget(target, cmpAttack.GetRange()))
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{
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// We're in range already, do the attack
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// (TODO: this could also happen if we couldn't move anywhere)
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this.StartAttack();
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}
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// else we've started moving and the attack will start in OnMotionChanged
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};
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UnitAI.prototype.Repair = function(target)
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{
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// Verify that we're able to respond to Repair commands
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var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
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if (!cmpBuilder)
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return;
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// TODO: verify that this is a valid target
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// Stop any previous action timers
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this.CancelTimers();
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// Remember the target, and start moving towards it
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this.repairTarget = target;
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this.state = STATE_REPAIRING;
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if (!this.MoveToTarget(target, cmpBuilder.GetRange()))
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{
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// We're in range already, do the repairing
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// (TODO: this could also happen if we couldn't move anywhere)
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this.StartRepair();
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}
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// else we've started moving and the repair will start in OnMotionChanged
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};
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UnitAI.prototype.Gather = function(target)
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{
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// Verify that we're able to respond to Gather commands
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var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
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if (!cmpResourceGatherer)
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return;
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// TODO: verify that this is a valid target
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// Stop any previous action timers
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this.CancelTimers();
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// Remember the target, and start moving towards it
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this.gatherTarget = target;
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this.state = STATE_GATHERING;
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if (!this.MoveToTarget(target, cmpResourceGatherer.GetRange()))
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{
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// We're in range already, do the gathering
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// (TODO: this could also happen if we couldn't move anywhere)
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this.StartGather();
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}
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// else we've started moving and the gather will start in OnMotionChanged
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};
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//// Message handlers ////
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UnitAI.prototype.OnDestroy = function()
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{
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// Clean up any timers that are now obsolete
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this.CancelTimers();
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};
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UnitAI.prototype.OnMotionChanged = function(msg)
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{
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if (msg.speed)
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{
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// Started moving
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// => play the appropriate animation
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this.SelectAnimation("walk", false, msg.speed);
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}
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else
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{
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if (this.state == STATE_WALKING)
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{
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// Stopped walking
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this.state = STATE_IDLE;
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this.SelectAnimation("idle");
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}
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else if (this.state == STATE_ATTACKING)
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{
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// We were attacking, and have stopped moving
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// => check if we can still reach the target now
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if (this.MoveIntoRange(IID_Attack, this.attackTarget))
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return;
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// In range, so perform the attack
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this.StartAttack();
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}
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else if (this.state == STATE_REPAIRING)
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{
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// We were repairing, and have stopped moving
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// => check if we can still reach the target now
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if (this.MoveIntoRange(IID_Builder, this.repairTarget))
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return;
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// In range, so perform the repairing
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this.StartRepair();
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}
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else if (this.state == STATE_GATHERING)
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{
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// We were gathering, and have stopped moving
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// => check if we can still reach the target now
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if (this.MoveIntoRange(IID_ResourceGatherer, this.gatherTarget))
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return;
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// In range, so perform the gathering
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this.StartGather();
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}
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}
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};
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//// Private functions ////
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UnitAI.prototype.StartAttack = function()
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{
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// Perform the attack after the prepare time but not before the previous attack's recharge
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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var timers = cmpAttack.GetTimers();
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var time = Math.max(timers.prepare, this.attackRechargeTime - cmpTimer.GetTime());
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this.attackTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "AttackTimeout", time, {});
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// Start the attack animation and sound, but synced to the timers
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this.SelectAnimation("melee", false, 1.0, "attack");
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this.SetAnimationSync(time, timers.repeat);
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// TODO: this drifts since the sim is quantised to sim turns and these timers aren't
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// TODO: we should probably only bother syncing projectile attacks, not melee
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};
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UnitAI.prototype.StartRepair = function()
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{
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.repairTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "RepairTimeout", 1000, {});
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// Start the repair/build animation and sound
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this.SelectAnimation("build", false, 1.0, "build");
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};
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UnitAI.prototype.StartGather = function()
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{
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var cmpResourceSupply = Engine.QueryInterface(this.gatherTarget, IID_ResourceSupply);
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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// Get the animation/sound type name
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var type = cmpResourceSupply.GetType();
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var typename = "gather_" + (type.specific || type.generic);
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this.gatherTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "GatherTimeout", 1000, {"typename": typename});
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// Start the gather animation and sound
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this.SelectAnimation(typename, false, 1.0, typename);
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};
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UnitAI.prototype.CancelTimers = function()
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{
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if (this.attackTimer)
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{
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.attackTimer);
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this.attackTimer = undefined;
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}
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if (this.repairTimer)
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{
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.repairTimer);
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this.repairTimer = undefined;
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}
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if (this.gatherTimer)
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{
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.gatherTimer);
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this.gatherTimer = undefined;
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}
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};
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/**
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* Tries to move into range of the target.
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* Returns true if the unit has started walking or on pathing failure, false if already in range.
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*/
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UnitAI.prototype.MoveIntoRange = function(iid, target)
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{
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var cmpRanged = Engine.QueryInterface(this.entity, iid);
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var range = cmpRanged.GetRange();
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var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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if (cmpMotion.IsInAttackRange(target, range.min, range.max))
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return false;
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// Out of range => need to move closer
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// (The target has probably moved while we were chasing it)
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if (this.MoveToTarget(target, range))
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return true;
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// If it's impossible to reach the target, give up
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// and switch back to idle
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this.state = STATE_IDLE;
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this.SelectAnimation("idle");
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return true;
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};
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UnitAI.prototype.SelectAnimation = function(name, once, speed, sound)
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{
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var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (!cmpVisual)
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return;
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var soundgroup;
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if (sound)
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{
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var cmpSound = Engine.QueryInterface(this.entity, IID_Sound);
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if (cmpSound)
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soundgroup = cmpSound.GetSoundGroup(sound);
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}
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// Set default values if unspecified
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if (typeof once == "undefined")
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once = false;
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if (typeof speed == "undefined")
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speed = 1.0;
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if (typeof soundgroup == "undefined")
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soundgroup = "";
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cmpVisual.SelectAnimation(name, once, speed, soundgroup);
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};
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UnitAI.prototype.SetAnimationSync = function(actiontime, repeattime)
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{
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var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (!cmpVisual)
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return;
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cmpVisual.SetAnimationSync(actiontime, repeattime);
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};
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/**
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* Tries to move to the specified range of the target.
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* This might synchronously trigger a MotionChanged message.
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* Returns true if the unit has started walking, false on error or if already in range.
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*/
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UnitAI.prototype.MoveToTarget = function(target, range)
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{
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var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return cmpMotion.MoveToAttackRange(target, range.min, range.max);
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};
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UnitAI.prototype.AttackTimeout = function(data)
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{
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// If we stopped attacking before this timeout, then don't do any processing here
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if (this.state != STATE_ATTACKING)
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return;
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// Check if we can still reach the target
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if (this.MoveIntoRange(IID_Attack, this.attackTarget))
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return;
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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// Hit the target
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cmpAttack.PerformAttack(this.attackTarget);
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// Set a timer to hit the target again
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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var timers = cmpAttack.GetTimers();
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this.attackRechargeTime = cmpTimer.GetTime() + timers.recharge;
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this.attackTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "AttackTimeout", timers.repeat, data);
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};
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UnitAI.prototype.RepairTimeout = function(data)
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{
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// If we stopped repairing before this timeout, then don't do any processing here
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if (this.state != STATE_REPAIRING)
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return;
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// Check if we can still reach the target
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if (this.MoveIntoRange(IID_Builder, this.repairTarget))
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return;
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var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
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// Repair/build the target
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var status = cmpBuilder.PerformBuilding(this.repairTarget);
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// If the target is fully built and repaired, then stop and go back to idle
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if (status.finished)
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{
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this.state = STATE_IDLE;
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this.SelectAnimation("idle");
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return;
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}
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// Set a timer to gather again
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.repairTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "RepairTimeout", 1000, data);
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};
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UnitAI.prototype.GatherTimeout = function(data)
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{
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// If we stopped gathering before this timeout, then don't do any processing here
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if (this.state != STATE_GATHERING)
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return;
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// Check if we can still reach the target
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if (this.MoveIntoRange(IID_ResourceGatherer, this.gatherTarget))
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return;
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var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
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// Gather from the target
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var status = cmpResourceGatherer.PerformGather(this.gatherTarget);
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// If the resource is exhausted, then stop and go back to idle
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if (status.exhausted)
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{
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this.state = STATE_IDLE;
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this.SelectAnimation("idle");
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return;
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}
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// Set a timer to gather again
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.gatherTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "GatherTimeout", 1000, data);
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};
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Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);
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