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0ad/binaries/data/mods/public/simulation/helpers/Commands.js

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function ProcessCommand(player, cmd)
{
// print("command: " + player + " " + uneval(cmd) + "\n");
// TODO: all of this stuff needs to do checks for valid arguments
// (e.g. make sure players own the units they're trying to use)
switch (cmd.type)
{
case "debug-print":
print(cmd.message);
break;
case "chat":
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({"type": "chat", "player": player, "message": cmd.message});
break;
case "reveal-map":
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetLosRevealAll(cmd.enable);
break;
case "walk":
var cmpUnitAI = GetFormationUnitAI(cmd.entities);
if (cmpUnitAI)
cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued);
break;
case "attack":
var cmpUnitAI = GetFormationUnitAI(cmd.entities);
if (cmpUnitAI)
cmpUnitAI.Attack(cmd.target, cmd.queued);
break;
case "repair":
// This covers both repairing damaged buildings, and constructing unfinished foundations
var cmpUnitAI = GetFormationUnitAI(cmd.entities);
if (cmpUnitAI)
cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued);
break;
case "gather":
var cmpUnitAI = GetFormationUnitAI(cmd.entities);
if (cmpUnitAI)
cmpUnitAI.Gather(cmd.target, cmd.queued);
break;
case "returnresource":
var cmpUnitAI = GetFormationUnitAI(cmd.entities);
if (cmpUnitAI)
cmpUnitAI.ReturnResource(cmd.target, cmd.queued);
break;
case "train":
var queue = Engine.QueryInterface(cmd.entity, IID_TrainingQueue);
if (queue)
queue.AddBatch(cmd.template, +cmd.count, cmd.metadata);
break;
case "stop-train":
var queue = Engine.QueryInterface(cmd.entity, IID_TrainingQueue);
if (queue)
queue.RemoveBatch(cmd.id);
break;
case "construct":
// Message structure:
// {
// "type": "construct",
// "entities": [...],
// "template": "...",
// "x": ...,
// "z": ...,
// "angle": ...,
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
// "queued": true,
// }
/*
* Construction process:
* . Take resources away immediately.
* . Create a foundation entity with 1hp, 0% build progress.
* . Increase hp and build progress up to 100% when people work on it.
* . If it's destroyed, an appropriate fraction of the resource cost is refunded.
* . If it's completed, it gets replaced with the real building.
*/
// Find the player
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var playerEnt = cmpPlayerMan.GetPlayerByID(player);
var cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player);
// Tentatively create the foundation (we might find later that it's a invalid build command)
var ent = Engine.AddEntity("foundation|" + cmd.template);
// TODO: report errors (e.g. invalid template names)
// Move the foundation to the right place
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
cmpPosition.JumpTo(cmd.x, cmd.z);
cmpPosition.SetYRotation(cmd.angle);
// Check whether it's obstructed by other entities
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
if (cmpObstruction && cmpObstruction.CheckFoundationCollisions())
{
// TODO: report error to player (the building site was obstructed)
print("Building site was obstructed\n");
// Remove the foundation because the construction was aborted
Engine.DestroyEntity(ent);
break;
}
/* TODO: the AI isn't smart enough to explore before building, so we'll
* just disable the requirement that the location is visible. Should we
* fix that, or let players build in fog too, or something?
// Check whether it's in a visible region
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var visible = (cmpRangeManager.GetLosVisibility(ent, player) == "visible");
if (!visible)
{
// TODO: report error to player (the building site was not visible)
print("Building site was not visible\n");
Engine.DestroyEntity(ent);
break;
}
*/
var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
var cmpBuildLimits = Engine.QueryInterface(playerEnt, IID_BuildLimits);
if (!cmpBuildLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory()))
{
Engine.DestroyEntity(ent);
break;
}
var cmpCost = Engine.QueryInterface(ent, IID_Cost);
if (!cmpPlayer.TrySubtractResources(cmpCost.GetResourceCosts()))
{
// TODO: report error to player (they ran out of resources)
Engine.DestroyEntity(ent);
break;
}
// Make it owned by the current player
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
cmpOwnership.SetOwner(player);
// Initialise the foundation
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
cmpFoundation.InitialiseConstruction(player, cmd.template);
// Tell the units to start building this new entity
if (cmd.autorepair)
{
ProcessCommand(player, {
"type": "repair",
"entities": cmd.entities,
"target": ent,
"autocontinue": cmd.autocontinue,
"queued": cmd.queued
});
}
break;
case "delete-entities":
for each (var ent in cmd.entities)
{
// Verify the player owns the unit
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() != player)
continue;
var cmpHealth = Engine.QueryInterface(ent, IID_Health);
if (cmpHealth)
cmpHealth.Kill();
else
Engine.DestroyEntity(ent);
}
break;
case "set-rallypoint":
for each (var ent in cmd.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
cmpRallyPoint.SetPosition(cmd.x, cmd.z);
}
break;
case "unset-rallypoint":
for each (var ent in cmd.entities)
{
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
if (cmpRallyPoint)
cmpRallyPoint.Unset();
}
break;
case "defeat-player":
// Get player entity by playerId
var cmpPlayerMananager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
var playerEnt = cmpPlayerManager.GetPlayerByID(cmd.playerId);
// Send "OnPlayerDefeated" message to player
Engine.PostMessage(playerEnt, MT_PlayerDefeated, null);
break;
case "garrison":
var targetCmpOwnership = Engine.QueryInterface(cmd.target, IID_Ownership);
if (!targetCmpOwnership || targetCmpOwnership.GetOwner() != player)
break;
var cmpUnitAI = GetFormationUnitAI(cmd.entities);
if (cmpUnitAI)
cmpUnitAI.Garrison(cmd.target);
break;
case "unload":
var cmpOwnership = Engine.QueryInterface(cmd.garrisonHolder, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() != player)
break;
var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder);
if (cmpGarrisonHolder)
cmpGarrisonHolder.Unload(cmd.entity);
break;
case "unload-all":
var cmpOwnership = Engine.QueryInterface(cmd.garrisonHolder, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() != player)
break;
var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder);
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;
case "promote":
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
cmpGuiInterface.PushNotification({"type": "chat", "player": player, "message": "(Cheat - promoted units)"});
for each (var ent in cmd.entities)
{
var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
if (cmpPromotion)
cmpPromotion.IncreaseXp(cmpPromotion.GetRequiredXp() - cmpPromotion.GetCurrentXp());
}
break;
default:
error("Ignoring unrecognised command type '" + cmd.type + "'");
}
}
/**
* Get some information about the formations used by entities.
*/
function ExtractFormations(ents)
{
var entities = []; // subset of ents that have UnitAI
var members = {}; // { formationentity: [ent, ent, ...], ... }
for each (var ent in ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI)
{
var fid = cmpUnitAI.GetFormationController();
if (fid != INVALID_ENTITY)
{
if (!members[fid])
members[fid] = [];
members[fid].push(ent);
}
entities.push(ent);
}
}
var ids = [ id for (id in members) ];
return { "entities": entities, "members": members, "ids": ids };
}
/**
* Remove the given list of entities from their current formations.
*/
function RemoveFromFormation(ents)
{
var formation = ExtractFormations(ents);
for (var fid in formation.members)
{
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers(formation.members[fid]);
}
}
/**
* Return null or a UnitAI belonging either to the selected unit
* or to a formation entity for the selected group of units.
*/
function GetFormationUnitAI(ents)
{
// If an individual was selected, remove it from any formation
// and command it individually
if (ents.length == 1)
{
RemoveFromFormation(ents);
return Engine.QueryInterface(ents[0], IID_UnitAI);
}
// Find what formations the selected entities are currently in
var formation = ExtractFormations(ents);
if (formation.entities.length == 0)
{
// No units with AI - nothing to do here
return null;
}
var formationEnt = undefined;
if (formation.ids.length == 1)
{
// Selected units all belong to the same formation.
// Check that it doesn't have any other members
var fid = formation.ids[0];
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation && cmpFormation.GetMemberCount() == formation.entities.length)
{
// The whole formation was selected, so reuse its controller for this command
formationEnt = +fid;
}
}
if (!formationEnt)
{
// We need to give the selected units a new formation controller
// Remove selected units from their current formation
for (var fid in formation.members)
{
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers(formation.members[fid]);
}
// Create the new controller
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);