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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/UnitAI.js
2010-02-12 22:46:53 +00:00

356 lines
9.7 KiB
JavaScript

/*
This is currently just a very simplistic state machine that lets units be commanded around
and then autonomously carry out the orders. It might need to be entirely redesigned.
*/
const STATE_IDLE = 0;
const STATE_WALKING = 1;
const STATE_ATTACKING = 2;
const STATE_GATHERING = 3;
/* Attack process:
* When starting attack:
* Activate attack animation (with appropriate repeat speed and offset)
* Set this.attackTimer to run at maximum of:
* GetTimers().prepare msec from now
* this.attackRechargeTime
* Loop:
* Wait for the timer
* Perform the attack
* Set this.attackRechargeTime to now plus GetTimers().recharge
* Set this.attackTimer to run after GetTimers().repeat
* At any point it's safe to cancel the attack and switch to a different action
* (The rechargeTime is to prevent people spamming the attack command and getting
* faster-than-normal attacks)
*/
/* Gather process is about the same, except with less synchronisation - the action
* is just performed 1sec after initiated, and then repeated every 1sec.
* (TODO: it'd be nice to avoid most of the duplication between Attack and Gather code)
*/
function UnitAI() {}
UnitAI.prototype.Init = function()
{
this.state = STATE_IDLE;
// The earliest time at which we'll have 'recovered' from the previous attack, and
// can start preparing a new attack
this.attackRechargeTime = 0;
// Timer for AttackTimeout
this.attackTimer = undefined;
// Current target entity ID
this.attackTarget = undefined;
// Timer for GatherTimeout
this.gatherTimer = undefined;
// Current target entity ID
this.gatherTarget = undefined;
};
//// Interface functions ////
UnitAI.prototype.Walk = function(x, z)
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpMotion)
return;
this.SelectAnimation("walk", false, cmpMotion.GetSpeed());
cmpMotion.MoveToPoint(x, z, 0, 0);
this.state = STATE_WALKING;
};
UnitAI.prototype.Attack = function(target)
{
// Verify that we're able to respond to Attack commands
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return;
// TODO: verify that this is a valid target
// Stop any previous action timers
this.CancelTimers();
// Remember the target, and start moving towards it
this.attackTarget = target;
this.MoveToTarget(target, cmpAttack.GetRange());
this.state = STATE_ATTACKING;
};
UnitAI.prototype.Gather = function(target)
{
// Verify that we're able to respond to Gather commands
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return;
// TODO: verify that this is a valid target
// Stop any previous action timers
this.CancelTimers();
// Remember the target, and start moving towards it
this.gatherTarget = target;
this.MoveToTarget(target, cmpResourceGatherer.GetRange());
this.state = STATE_GATHERING;
};
//// Message handlers ////
UnitAI.prototype.OnDestroy = function()
{
// Clean up any timers that are now obsolete
this.CancelTimers();
};
UnitAI.prototype.OnMotionChanged = function(msg)
{
if (msg.speed)
{
// Started moving
// => play the appropriate animation
this.SelectAnimation("walk", false, msg.speed);
}
else
{
if (this.state == STATE_WALKING)
{
// Stopped walking
this.state = STATE_IDLE;
this.SelectAnimation("idle");
}
else if (this.state == STATE_ATTACKING)
{
// We were attacking, and have stopped moving
// => check if we can still reach the target now
if (!this.MoveIntoAttackRange())
return;
// In range, so perform the attack,
// after the prepare time but not before the previous attack's recharge
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
var timers = cmpAttack.GetTimers();
var time = Math.max(timers.prepare, this.attackRechargeTime - cmpTimer.GetTime());
this.attackTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "AttackTimeout", time, {});
// Start the idle animation before we switch to the attack
this.SelectAnimation("idle");
}
else if (this.state == STATE_GATHERING)
{
// We were gathering, and have stopped moving
// => check if we can still reach the target now
if (!this.MoveIntoGatherRange())
return;
// In range, so perform the gathering
var cmpResourceSupply = Engine.QueryInterface(this.gatherTarget, IID_ResourceSupply);
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.gatherTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "GatherTimeout", 1000, {});
// Start the gather animation
var type = cmpResourceSupply.GetType();
var anim = "gather_" + (type.specific || type.generic);
this.SelectAnimation(anim);
}
}
};
//// Private functions ////
function hypot2(x, y)
{
return x*x + y*y;
}
UnitAI.prototype.CheckRange = function(target, range)
{
// Target must be in the world
var cmpPositionTarget = Engine.QueryInterface(target, IID_Position);
if (!cmpPositionTarget || !cmpPositionTarget.IsInWorld())
return { "error": "not-in-world" };
// We must be in the world
var cmpPositionSelf = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPositionSelf || !cmpPositionSelf.IsInWorld())
return { "error": "not-in-world" };
// Target must be within range
var posTarget = cmpPositionTarget.GetPosition();
var posSelf = cmpPositionSelf.GetPosition();
var dist2 = hypot2(posTarget.x - posSelf.x, posTarget.z - posSelf.z);
// TODO: ought to be distance to closest point in footprint, not to center
// The +4 is a hack to give a ~1 tile tolerance, because the pathfinder doesn't
// always get quite close enough to the target
if (dist2 > (range.max+4)*(range.max+4))
return { "error": "out-of-range" };
return {};
}
UnitAI.prototype.CancelTimers = function()
{
if (this.attackTimer)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.attackTimer);
this.attackTimer = undefined;
}
if (this.gatherTimer)
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.gatherTimer);
this.gatherTimer = undefined;
}
};
/**
* Tries to move into range of the attack target.
* Returns true if it's already in range.
*/
UnitAI.prototype.MoveIntoAttackRange = function()
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
var range = cmpAttack.GetRange();
var rangeStatus = this.CheckRange(this.attackTarget, range);
if (rangeStatus.error)
{
if (rangeStatus.error == "out-of-range")
{
// Out of range => need to move closer
// (The target has probably moved while we were chasing it)
this.MoveToTarget(this.attackTarget, range);
return false;
}
// Otherwise it's impossible to reach the target, so give up
// and switch back to idle
this.state = STATE_IDLE;
this.SelectAnimation("idle");
return false;
}
return true;
};
UnitAI.prototype.MoveIntoGatherRange = function()
{
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
var range = cmpResourceGatherer.GetRange();
var rangeStatus = this.CheckRange(this.gatherTarget, range);
if (rangeStatus.error)
{
if (rangeStatus.error == "out-of-range")
{
// Out of range => need to move closer
// (The target has probably moved while we were chasing it)
this.MoveToTarget(this.gatherTarget, range);
return false;
}
// Otherwise it's impossible to reach the target, so give up
// and switch back to idle
this.state = STATE_IDLE;
this.SelectAnimation("idle");
return false;
}
return true;
};
UnitAI.prototype.SelectAnimation = function(name, once, speed)
{
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SelectAnimation(name, once, speed);
};
UnitAI.prototype.MoveToTarget = function(target, range)
{
var cmpPositionTarget = Engine.QueryInterface(target, IID_Position);
if (!cmpPositionTarget || !cmpPositionTarget.IsInWorld())
return;
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
var pos = cmpPositionTarget.GetPosition();
cmpMotion.MoveToPoint(pos.x, pos.z, range.min, range.max);
};
UnitAI.prototype.AttackTimeout = function(data)
{
// If we stopped attacking before this timeout, then don't do any processing here
if (this.state != STATE_ATTACKING)
return;
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
// Check if we can still reach the target
if (!this.MoveIntoAttackRange())
return;
// Play the attack animation
this.SelectAnimation("melee", false, 1);
// Hit the target
cmpAttack.PerformAttack(this.attackTarget);
// Set a timer to hit the target again
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
var timers = cmpAttack.GetTimers();
this.attackRechargeTime = cmpTimer.GetTime() + timers.recharge;
this.attackTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "AttackTimeout", timers.repeat, data);
};
UnitAI.prototype.GatherTimeout = function(data)
{
// If we stopped gathering before this timeout, then don't do any processing here
if (this.state != STATE_GATHERING)
return;
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
// Check if we can still reach the target
if (!this.MoveIntoGatherRange())
return;
// Gather from the target
var status = cmpResourceGatherer.PerformGather(this.gatherTarget);
// If the resource is exhausted, then stop and go back to idle
if (status.exhausted)
{
this.state = STATE_IDLE;
this.SelectAnimation("idle");
return;
}
// Set a timer to gather again
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.gatherTimer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "GatherTimeout", 1000, data);
};
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);