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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/Formation.js
2010-10-03 23:20:21 +00:00

284 lines
6.8 KiB
JavaScript

function Formation() {}
Formation.prototype.Schema =
"<a:component type='system'/><empty/>";
var g_ColumnDistanceThreshold = 48; // distance at which we'll switch between column/box formations
Formation.prototype.Init = function()
{
this.members = []; // entity IDs currently belonging to this formation
this.columnar = false; // whether we're travelling in column (vs box) formation
};
Formation.prototype.GetMemberCount = function()
{
return this.members.length;
};
/**
* Returns the 'primary' member of this formation (typically the most
* important unit type), for e.g. playing a representative sound.
* Returns undefined if no members.
* TODO: actually implement something like that; currently this just returns
* the arbitrary first one.
*/
Formation.prototype.GetPrimaryMember = function()
{
return this.members[0];
};
/**
* Initialise the members of this formation.
* Must only be called once.
* All members must implement UnitAI.
*/
Formation.prototype.SetMembers = function(ents)
{
this.members = ents;
for each (var ent in this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SetFormationController(this.entity);
}
// Locate this formation controller in the middle of its members
this.MoveToMembersCenter();
this.ComputeMotionParameters();
};
/**
* Remove the given list of entities.
* The entities must already be members of this formation.
*/
Formation.prototype.RemoveMembers = function(ents)
{
this.members = this.members.filter(function(e) { return ents.indexOf(e) == -1; });
for each (var ent in ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SetFormationController(INVALID_ENTITY);
}
// If there's nobody left, destroy the formation
if (this.members.length == 0)
{
Engine.DestroyEntity(this.entity);
return;
}
this.ComputeMotionParameters();
// Rearrange the remaining members
this.MoveMembersIntoFormation();
};
/**
* Remove all members and destroy the formation.
*/
Formation.prototype.Disband = function()
{
for each (var ent in this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SetFormationController(INVALID_ENTITY);
}
this.members = [];
Engine.DestroyEntity(this.entity);
};
/**
* Call obj.funcname(args) on UnitAI components of all members.
*/
Formation.prototype.CallMemberFunction = function(funcname, args)
{
for each (var ent in this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI[funcname].apply(cmpUnitAI, args);
}
};
/**
* Set all members to form up into the formation shape.
*/
Formation.prototype.MoveMembersIntoFormation = function()
{
var active = [];
var positions = [];
var types = { "Unknown": 0 }; // TODO: make this work so we put ranged behind infantry etc
for each (var ent in this.members)
{
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
active.push(ent);
positions.push(cmpPosition.GetPosition());
types["Unknown"] += 1; // TODO
}
// Work out whether this should be a column or box formation
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var walkingDistance = cmpUnitAI.ComputeWalkingDistance();
this.columnar = (walkingDistance > g_ColumnDistanceThreshold);
var offsets = this.ComputeFormationOffsets(types, this.columnar);
var avgpos = this.ComputeAveragePosition(positions);
var avgoffset = this.ComputeAveragePosition(offsets);
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
cmpPosition.JumpTo(avgpos.x, avgpos.z);
// TODO: assign to minimise worst-case distances or whatever
for (var i = 0; i < active.length; ++i)
{
var offset = offsets[i];
var cmpUnitAI = Engine.QueryInterface(active[i], IID_UnitAI);
cmpUnitAI.ReplaceOrder("FormationWalk", {
"target": this.entity,
"x": offset.x - avgoffset.x,
"z": offset.z - avgoffset.z
});
}
};
Formation.prototype.MoveToMembersCenter = function()
{
var positions = [];
for each (var ent in this.members)
{
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
positions.push(cmpPosition.GetPosition());
}
var avgpos = this.ComputeAveragePosition(positions);
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
cmpPosition.JumpTo(avgpos.x, avgpos.z);
};
Formation.prototype.ComputeFormationOffsets = function(types, columnar)
{
var separation = 4; // TODO: don't hardcode this
var count = types["Unknown"];
// Choose a sensible width for the basic default formation
var cols;
if (columnar)
{
// Have at most 3 files
if (count <= 3)
cols = count;
else
cols = 3;
}
else
{
// Try to have at least 5 files (so batch training gives a single line),
// and at most 8
if (count <= 5)
cols = count;
if (count <= 10)
cols = 5;
else if (count <= 16)
cols = Math.ceil(count / 2);
else
cols = 8;
}
var ranks = Math.ceil(count / cols);
var offsets = [];
var left = count;
for (var r = 0; r < ranks; ++r)
{
var n = Math.min(left, cols);
for (var c = 0; c < n; ++c)
{
var x = ((n-1)/2 - c) * separation;
var z = -r * separation;
offsets.push({"x": x, "z": z});
}
left -= n;
}
return offsets;
};
Formation.prototype.ComputeAveragePosition = function(positions)
{
var sx = 0;
var sz = 0;
for each (var pos in positions)
{
sx += pos.x;
sz += pos.z;
}
return { "x": sx / positions.length, "z": sz / positions.length };
};
/**
* Set formation controller's radius and speed based on its current members.
*/
Formation.prototype.ComputeMotionParameters = function()
{
var maxRadius = 0;
var minSpeed = Infinity;
for each (var ent in this.members)
{
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
if (cmpObstruction)
maxRadius = Math.max(maxRadius, cmpObstruction.GetUnitRadius());
var cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
if (cmpUnitMotion)
minSpeed = Math.min(minSpeed, cmpUnitMotion.GetWalkSpeed());
}
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.SetUnitRadius(maxRadius);
cmpUnitMotion.SetSpeed(minSpeed);
// TODO: we also need to do something about PassabilityClass, CostClass
};
Formation.prototype.OnUpdate_Final = function(msg)
{
// Switch between column and box if necessary
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var walkingDistance = cmpUnitAI.ComputeWalkingDistance();
var columnar = (walkingDistance > g_ColumnDistanceThreshold);
if (columnar != this.columnar)
this.MoveMembersIntoFormation();
};
Formation.prototype.OnGlobalOwnershipChanged = function(msg)
{
// When an entity is captured or destroyed, it should no longer be
// controlled by this formation
if (this.members.indexOf(msg.entity) != -1)
this.RemoveMembers([msg.entity]);
};
Engine.RegisterComponentType(IID_Formation, "Formation", Formation);