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0ad/binaries/data/mods/public/simulation/components/UnitAI.js

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function UnitAI() {}
UnitAI.prototype.Schema =
"<a:help>Controls the unit's movement, attacks, etc, in response to commands from the player.</a:help>" +
"<a:example/>" +
"<element name='DefaultStance'>" +
"<choice>" +
"<value>aggressive</value>" +
"<value>holdfire</value>" +
"<value>noncombat</value>" +
"</choice>" +
"</element>" +
"<element name='FormationController'>" +
"<data type='boolean'/>" +
"</element>" +
"<element name='FleeDistance'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<optional>" +
"<interleave>" +
"<element name='NaturalBehaviour' a:help='Behaviour of the unit in the absence of player commands (intended for animals)'>" +
"<choice>" +
"<value a:help='Will actively attack any unit it encounters, even if not threatened'>violent</value>" +
"<value a:help='Will attack nearby units if it feels threatened (if they linger within LOS for too long)'>aggressive</value>" +
"<value a:help='Will attack nearby units if attacked'>defensive</value>" +
"<value a:help='Will never attack units'>passive</value>" +
"<value a:help='Will never attack units. Will typically attempt to flee for short distances when units approach'>skittish</value>" +
"</choice>" +
"</element>" +
"<element name='RoamDistance'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='RoamTimeMin'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='RoamTimeMax'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='FeedTimeMin'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='FeedTimeMax'>" +
"<ref name='positiveDecimal'/>" +
"</element>"+
"</interleave>" +
"</optional>";
// Very basic stance support (currently just for test maps where we don't want
// everyone killing each other immediately after loading, and for female citizens)
// There some targeting options:
// targetVisibleEnemies: anything in vision range is a viable target
// targetAttackers: anything that hurts us is a viable target
// There are some response options, triggered when targets are detected:
// respondFlee: run away
// respondChase: start chasing after the enemy
// TODO: maybe add respondStandGround, respondHoldGround (allow chasing a short distance then return),
// targetAggressiveEnemies (don't worry about lone scouts, do worry around armies slaughtering
// the guy standing next to you), etc.
// TODO: even this limited version isn't implemented properly yet (e.g. it can't handle
// dynamic stance changes).
var g_Stances = {
"aggressive": {
targetVisibleEnemies: true,
targetAttackers: true,
respondFlee: false,
respondChase: true,
},
"holdfire": {
targetVisibleEnemies: false,
targetAttackers: true,
respondFlee: false,
respondChase: true,
},
"noncombat": {
targetVisibleEnemies: false,
targetAttackers: true,
respondFlee: true,
respondChase: false,
},
};
// See ../helpers/FSM.js for some documentation of this FSM specification syntax
var UnitFsmSpec = {
// Default event handlers:
"MoveCompleted": function() {
// ignore spurious movement messages
// (these can happen when stopping moving at the same time
// as switching states)
},
"MoveStarted": function() {
// ignore spurious movement messages
},
"ConstructionFinished": function(msg) {
// ignore uninteresting construction messages
},
"LosRangeUpdate": function(msg) {
// ignore newly-seen units by default
},
"Attacked": function(msg) {
// ignore attacker
},
"HealthChanged": function(msg) {
// ignore
},
"EntityRenamed": function(msg) {
// ignore
},
// Formation handlers:
"FormationLeave": function(msg) {
// ignore when we're not in FORMATIONMEMBER
},
// Called when being told to walk as part of a formation
"Order.FormationWalk": function(msg) {
if (this.IsAnimal())
{
// TODO: let players move captured animals around
this.FinishOrder();
return;
}
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.MoveToFormationOffset(msg.data.target, msg.data.x, msg.data.z);
this.SetNextState("FORMATIONMEMBER.WALKING");
},
// Special orders:
// (these will be overridden by various states)
"Order.LeaveFoundation": function(msg) {
// Default behaviour is to ignore the order since we're busy
this.DiscardOrder();
},
// Individual orders:
// (these will switch the unit out of formation mode)
"Order.Walk": function(msg) {
if (this.IsAnimal())
{
// TODO: let players move captured animals around
this.FinishOrder();
return;
}
this.MoveToPoint(this.order.data.x, this.order.data.z);
this.SetNextState("INDIVIDUAL.WALKING");
},
"Order.WalkToTarget": function(msg) {
if (this.IsAnimal())
{
// TODO: let players move captured animals around
this.FinishOrder();
return;
}
var ok = this.MoveToTarget(this.order.data.target);
if (ok)
{
// We've started walking to the given point
this.SetNextState("INDIVIDUAL.WALKING");
}
else
{
// We are already at the target, or can't move at all
this.StopMoving();
this.FinishOrder();
}
},
"Order.Flee": function(msg) {
// TODO: if we were attacked by a ranged unit, we need to flee much further away
var ok = this.MoveToTargetRangeExplicit(this.order.data.target, +this.template.FleeDistance, -1);
if (ok)
{
// We've started fleeing from the given target
this.SetNextState("INDIVIDUAL.FLEEING");
}
else
{
// We are already at the target, or can't move at all
this.StopMoving();
this.FinishOrder();
}
},
"Order.Attack": function(msg) {
// Check the target is alive
if (!this.TargetIsAlive(this.order.data.target))
{
this.FinishOrder();
return;
}
// Work out how to attack the given target
var type = this.GetBestAttack();
if (!type)
{
// Oops, we can't attack at all
this.FinishOrder();
return;
}
this.attackType = type;
// Try to move within attack range
if (this.MoveToTargetRange(this.order.data.target, IID_Attack, this.attackType))
{
// We've started walking to the given point
if (this.IsAnimal())
this.SetNextState("ANIMAL.COMBAT.APPROACHING");
else
this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
}
else
{
// We are already at the target, or can't move at all,
// so try attacking it from here.
// TODO: need better handling of the can't-reach-target case
this.StopMoving();
if (this.IsAnimal())
this.SetNextState("ANIMAL.COMBAT.ATTACKING");
else
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
}
},
"Order.Gather": function(msg) {
// If the target is still alive, we need to kill it first
if (this.MustKillGatherTarget(this.order.data.target))
{
// Make sure we can attack the target, else we'll get very stuck
if (!this.GetBestAttack())
{
// Oops, we can't attack at all - give up
// TODO: should do something so the player knows why this failed
this.FinishOrder();
return;
}
this.PushOrderFront("Attack", { "target": this.order.data.target });
return;
}
// Try to move within range
if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
{
// We've started walking to the given point
this.SetNextState("INDIVIDUAL.GATHER.APPROACHING");
}
else
{
// We are already at the target, or can't move at all,
// so try gathering it from here.
// TODO: need better handling of the can't-reach-target case
this.StopMoving();
this.SetNextState("INDIVIDUAL.GATHER.GATHERING");
}
},
"Order.ReturnResource": function(msg) {
// Try to move to the dropsite
if (this.MoveToTarget(this.order.data.target))
{
// We've started walking to the target
this.SetNextState("INDIVIDUAL.RETURNRESOURCE.APPROACHING");
}
else
{
// Oops, we can't reach the dropsite.
// Maybe we should try to pick another dropsite, to find an
// accessible one?
// For now, just give up.
this.StopMoving();
this.FinishOrder();
return;
}
},
"Order.Repair": function(msg) {
// Try to move within range
if (this.MoveToTargetRange(this.order.data.target, IID_Builder))
{
// We've started walking to the given point
this.SetNextState("INDIVIDUAL.REPAIR.APPROACHING");
}
else
{
// We are already at the target, or can't move at all,
// so try repairing it from here.
// TODO: need better handling of the can't-reach-target case
this.StopMoving();
this.SetNextState("INDIVIDUAL.REPAIR.REPAIRING");
}
},
"Order.Garrison": function(msg) {
if (this.MoveToTarget(this.order.data.target))
{
this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING");
}
else
{
// TODO: this is probably bogus if the unit was
// unable to move at all - we need to do some range checks
// before actually garrisoning
this.StopMoving();
this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED");
}
},
"Order.Cheering": function(msg) {
this.SetNextState("INDIVIDUAL.CHEERING");
},
// States for the special entity representing a group of units moving in formation:
"FORMATIONCONTROLLER": {
"Order.Walk": function(msg) {
this.MoveToPoint(this.order.data.x, this.order.data.z);
this.SetNextState("WALKING");
},
"Order.Attack": function(msg) {
// TODO: we should move in formation towards the target,
// then break up into individuals when close enough to it
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.CallMemberFunction("Attack", [msg.data.target, false]);
// TODO: we should wait until the target is killed, then
// move on to the next queued order.
// Don't bother now, just disband the formation immediately.
cmpFormation.Disband();
},
"Order.Repair": function(msg) {
// TODO: see notes in Order.Attack
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.CallMemberFunction("Repair", [msg.data.target, msg.data.autocontinue, false]);
cmpFormation.Disband();
},
"Order.Gather": function(msg) {
// TODO: see notes in Order.Attack
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.CallMemberFunction("Gather", [msg.data.target, false]);
cmpFormation.Disband();
},
"Order.ReturnResource": function(msg) {
// TODO: see notes in Order.Attack
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.CallMemberFunction("ReturnResource", [msg.data.target, false]);
cmpFormation.Disband();
},
"Order.Garrison": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.CallMemberFunction("Garrison", [msg.data.target, false]);
cmpFormation.Disband();
},
"IDLE": {
},
"WALKING": {
"MoveStarted": function(msg) {
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.MoveMembersIntoFormation(true);
},
"MoveCompleted": function(msg) {
if (this.FinishOrder())
return;
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.Disband();
},
},
},
// States for entities moving as part of a formation:
"FORMATIONMEMBER": {
"FormationLeave": function(msg) {
// Stop moving as soon as the formation disbands
this.StopMoving();
// We're leaving the formation, so stop our FormationWalk order
if (this.FinishOrder())
return;
// No orders left, we're an individual now
this.SetNextState("INDIVIDUAL.IDLE");
},
// Override the LeaveFoundation order since we're not doing
// anything more important (and we might be stuck in the WALKING
// state forever and need to get out of foundations in that case)
"Order.LeaveFoundation": function(msg) {
// Move a tile outside the building
var range = 4;
var ok = this.MoveToTargetRangeExplicit(msg.data.target, range, range);
if (ok)
{
// We've started walking to the given point
this.SetNextState("WALKING");
}
else
{
// We are already at the target, or can't move at all
this.FinishOrder();
}
},
"IDLE": {
"enter": function() {
this.SelectAnimation("idle");
},
},
"WALKING": {
"enter": function () {
this.SelectAnimation("move");
},
// (We stay in this state even if we're already in position
// and no longer moving, because the formation controller might
// move and we'll automatically start chasing after it again)
},
},
// States for entities not part of a formation:
"INDIVIDUAL": {
"enter": function() {
// Sanity-checking
if (this.IsAnimal())
error("Animal got moved into INDIVIDUAL.* state");
},
"Attacked": function(msg) {
if (this.GetStance().targetAttackers)
{
this.RespondToTargetedEntities([msg.data.attacker]);
}
},
"IDLE": {
"enter": function() {
// Switch back to idle animation to guarantee we won't
// get stuck with an incorrect animation
this.SelectAnimation("idle");
// The GUI and AI want to know when a unit is idle, but we don't
// want to send frequent spurious messages if the unit's only
// idle for an instant and will quickly go off and do something else.
// So we'll set a timer here and only report the idle event if we
// remain idle
this.StartTimer(1000);
// If we entered the idle state we must have nothing better to do,
// so immediately check whether there's anybody nearby to attack.
// (If anyone approaches later, it'll be handled via LosRangeUpdate.)
if (this.losRangeQuery)
{
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var ents = rangeMan.ResetActiveQuery(this.losRangeQuery);
if (this.GetStance().targetVisibleEnemies)
{
if (this.RespondToTargetedEntities(ents))
return true; // (abort the FSM transition since we may have already switched state)
}
}
// Nobody to attack - stay in idle
return false;
},
"leave": function() {
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
rangeMan.DisableActiveQuery(this.losRangeQuery);
this.StopTimer();
if (this.isIdle)
{
this.isIdle = false;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
}
},
"LosRangeUpdate": function(msg) {
if (this.GetStance().targetVisibleEnemies)
{
// Start attacking one of the newly-seen enemy (if any)
this.RespondToTargetedEntities(msg.data.added);
}
},
"Timer": function(msg) {
if (!this.isIdle)
{
this.isIdle = true;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
}
},
// Override the LeaveFoundation order since we're not doing
// anything more important
"Order.LeaveFoundation": function(msg) {
// Move a tile outside the building
var range = 4;
var ok = this.MoveToTargetRangeExplicit(msg.data.target, range, range);
if (ok)
{
// We've started walking to the given point
this.SetNextState("INDIVIDUAL.WALKING");
}
else
{
// We are already at the target, or can't move at all
this.FinishOrder();
}
},
},
"WALKING": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
this.FinishOrder();
},
},
"FLEEING": {
"enter": function() {
this.PlaySound("panic");
// Run quickly
var speed = this.GetRunSpeed();
this.SelectAnimation("move");
this.SetMoveSpeed(speed);
},
"leave": function() {
// Reset normal speed
this.SetMoveSpeed(this.GetWalkSpeed());
},
"MoveCompleted": function() {
// When we've run far enough, stop fleeing
this.FinishOrder();
},
// TODO: what if we run into more enemies while fleeing?
},
"COMBAT": {
"EntityRenamed": function(msg) {
if (this.order.data.target == msg.entity)
this.order.data.target = msg.newentity;
},
"Attacked": function(msg) {
// If we're already in combat mode, ignore anyone else
// who's attacking us
},
"APPROACHING": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
this.SetNextState("ATTACKING");
},
},
"ATTACKING": {
"enter": function() {
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.attackTimers = cmpAttack.GetTimers(this.attackType);
this.SelectAnimation("melee", false, 1.0, "attack");
this.SetAnimationSync(this.attackTimers.prepare, this.attackTimers.repeat);
this.StartTimer(this.attackTimers.prepare, this.attackTimers.repeat);
// TODO: we should probably only bother syncing projectile attacks, not melee
// TODO: if .prepare is short, players can cheat by cycling attack/stop/attack
// to beat the .repeat time; should enforce a minimum time
},
"leave": function() {
this.StopTimer();
},
"Timer": function(msg) {
// Check the target is still alive
if (this.TargetIsAlive(this.order.data.target))
{
// Check we can still reach the target
if (this.CheckTargetRange(this.order.data.target, IID_Attack, this.attackType))
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
cmpAttack.PerformAttack(this.attackType, this.order.data.target);
return;
}
// Can't reach it - try to chase after it
if (this.MoveToTargetRange(this.order.data.target, IID_Attack, this.attackType))
{
this.SetNextState("COMBAT.CHASING");
return;
}
}
// Can't reach it, or it doesn't exist any more - give up
this.FinishOrder();
// TODO: see if we can switch to a new nearby enemy
},
// TODO: respond to target deaths immediately, rather than waiting
// until the next Timer event
},
"CHASING": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
this.SetNextState("ATTACKING");
},
},
},
"GATHER": {
"APPROACHING": {
"enter": function() {
this.SelectAnimation("move");
},
"MoveCompleted": function(msg) {
if (msg.data.error)
{
// We failed to reach the target
// Save the current order's data in case we need it later
var oldType = this.order.data.type;
var oldTarget = this.order.data.target;
// Try the next queued order if there is any
if (this.FinishOrder())
return;
// Try to find another nearby target of the same specific type
var nearby = this.FindNearbyResource(function (ent, type) {
return (ent != oldTarget && type.specific == oldType.specific);
});
if (nearby)
{
this.Gather(nearby, true);
return;
}
// Couldn't find anything else. Just try this one again,
// maybe we'll succeed next time
this.Gather(oldTarget, true);
return;
}
// We reached the target - start gathering from it now
this.SetNextState("GATHERING");
},
},
"GATHERING": {
"enter": function() {
this.StartTimer(1000, 1000);
// We want to start the gather animation as soon as possible,
// but only if we're actually at the target and it's still alive
// (else it'll look like we're chopping empty air).
// (If it's not alive, the Timer handler will deal with sending us
// off to a different target.)
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer))
{
var typename = "gather_" + this.order.data.type.specific;
this.SelectAnimation(typename, false, 1.0, typename);
}
},
"leave": function() {
this.StopTimer();
},
"Timer": function(msg) {
// Check we can still reach the target
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer))
{
// Gather the resources:
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
// Try to gather treasure
if (cmpResourceGatherer.TryInstantGather(this.order.data.target))
return;
// If we've already got some resources but they're the wrong type,
// drop them first to ensure we're only ever carrying one type
if (cmpResourceGatherer.IsCarryingAnythingExcept(this.order.data.type.generic))
cmpResourceGatherer.DropResources();
// Collect from the target
var status = cmpResourceGatherer.PerformGather(this.order.data.target);
// TODO: if exhausted, we should probably stop immediately
// and choose a new target
// If we've collected as many resources as possible,
// return to the nearest dropsite
if (status.filled)
{
var nearby = this.FindNearestDropsite(this.order.data.type.generic);
if (nearby)
{
// (Keep this Gather order on the stack so we'll
// continue gathering after returning)
this.PushOrderFront("ReturnResource", { "target": nearby });
return;
}
// Oh no, couldn't find any drop sites. Give up on gathering.
this.FinishOrder();
}
}
else
{
// Try to follow the target
if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
{
this.SetNextState("APPROACHING");
return;
}
// Can't reach the target, or it doesn't exist any more
// We want to carry on gathering resources in the same area as
// the old one. So try to get close to the old resource's
// last known position
var maxRange = 8; // get close but not too close
if (this.order.data.lastPos &&
this.MoveToPointRange(this.order.data.lastPos.x, this.order.data.lastPos.z,
0, maxRange))
{
this.SetNextState("APPROACHING");
return;
}
// We're already in range, or can't get anywhere near it.
// Save the current order's type in case we need it later
var oldType = this.order.data.type;
// Give up on this order and try our next queued order
if (this.FinishOrder())
return;
// No remaining orders - pick a useful default behaviour
// Try to find a new resource of the same specific type near our current position:
var nearby = this.FindNearbyResource(function (ent, type) {
return (type.specific == oldType.specific);
});
if (nearby)
{
this.Gather(nearby, true);
return;
}
// Nothing else to gather - if we're carrying anything then we should
// drop it off, and if not then we might as well head to the dropsite
// anyway because that's a nice enough place to congregate and idle
var nearby = this.FindNearestDropsite(oldType.generic);
if (nearby)
{
this.PushOrderFront("ReturnResource", { "target": nearby });
return;
}
// No dropsites - just give up
}
},
},
},
// Returning to dropsite
"RETURNRESOURCE": {
"APPROACHING": {
"enter": function () {
// Work out what we're carrying, in order to select an appropriate animation
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
var type = cmpResourceGatherer.GetLastCarriedType();
if (type)
{
var typename = "carry_" + type.generic;
// Special case for meat
if (type.specific == "meat")
typename = "carry_" + type.specific;
this.SelectAnimation(typename, false, this.GetWalkSpeed());
}
else
{
// We're returning empty-handed
this.SelectAnimation("move");
}
},
"MoveCompleted": function() {
// Switch back to idle animation to guarantee we won't
// get stuck with the carry animation after stopping moving
this.SelectAnimation("idle");
// Check the dropsite really is in range
// (we didn't get stopped before reaching it)
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer))
{
var cmpResourceDropsite = Engine.QueryInterface(this.order.data.target, IID_ResourceDropsite);
if (cmpResourceDropsite)
{
// Dump any resources we can
var dropsiteTypes = cmpResourceDropsite.GetTypes();
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
cmpResourceGatherer.CommitResources(dropsiteTypes);
// Our next order should always be a Gather,
// so just switch back to that order
this.FinishOrder();
return;
}
}
// The dropsite was destroyed, or we couldn't reach it.
// Look for a new one.
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
var genericType = cmpResourceGatherer.GetMainCarryingType();
var nearby = this.FindNearestDropsite(genericType);
if (nearby)
{
this.FinishOrder();
this.PushOrderFront("ReturnResource", { "target": nearby });
return;
}
// Oh no, couldn't find any drop sites. Give up on returning.
this.FinishOrder();
},
},
},
"REPAIR": {
"APPROACHING": {
"enter": function () {
this.SelectAnimation("move");
},
"MoveCompleted": function() {
this.SetNextState("REPAIRING");
},
},
"REPAIRING": {
"enter": function() {
this.SelectAnimation("build", false, 1.0, "build");
this.StartTimer(1000, 1000);
},
"leave": function() {
this.StopTimer();
},
"Timer": function(msg) {
var target = this.order.data.target;
// Check we can still reach the target
if (!this.CheckTargetRange(target, IID_Builder))
{
// Can't reach it, or it doesn't exist any more
this.FinishOrder();
return;
}
var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
cmpBuilder.PerformBuilding(target);
},
},
"ConstructionFinished": function(msg) {
if (msg.data.entity != this.order.data.target)
return; // ignore other buildings
// Save the current order's data in case we need it later
var oldAutocontinue = this.order.data.autocontinue;
// We finished building it.
// Switch to the next order (if any)
if (this.FinishOrder())
return;
// No remaining orders - pick a useful default behaviour
// If autocontinue explicitly disabled (e.g. by AI) then
// do nothing automatically
if (!oldAutocontinue)
return;
// If this building was e.g. a farm, we should start gathering from it
// if we are capable of doing so
if (this.CanGather(msg.data.newentity))
{
this.Gather(msg.data.newentity, true);
return;
}
// If this building was e.g. a farmstead, we should look for nearby
// resources we can gather
var cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite);
if (cmpResourceDropsite)
{
var types = cmpResourceDropsite.GetTypes();
var nearby = this.FindNearbyResource(function (ent, type) {
return (types.indexOf(type.generic) != -1);
});
if (nearby)
{
this.Gather(nearby, true);
return;
}
}
// Look for a nearby foundation to help with
var nearbyFoundation = this.FindNearbyFoundation();
if (nearbyFoundation)
{
this.Repair(nearbyFoundation, oldAutocontinue, true);
return;
}
},
// Override the LeaveFoundation order since we don't want to be
// accidentally blocking our own building
"Order.LeaveFoundation": function(msg) {
// Move a tile outside the building
var range = 4;
var ok = this.MoveToTargetRangeExplicit(msg.data.target, range, range);
if (ok)
{
// We've started walking to the given point
this.SetNextState("INDIVIDUAL.WALKING");
}
else
{
// We are already at the target, or can't move at all
this.FinishOrder();
}
},
},
"GARRISON": {
"APPROACHING": {
"enter": function() {
this.SelectAnimation("walk", false, this.GetWalkSpeed());
this.PlaySound("walk");
},
"MoveCompleted": function() {
this.SetNextState("GARRISONED");
},
"leave": function() {
this.StopTimer();
}
},
"GARRISONED": {
"enter": function() {
var cmpGarrisonHolder = Engine.QueryInterface(this.order.data.target, IID_GarrisonHolder);
if (cmpGarrisonHolder && cmpGarrisonHolder.Garrison(this.entity))
{
this.isGarrisoned = true;
}
else
{ // Garrisoning failed for some reason, so finish the order
if (this.FinishOrder())
return;
}
},
"Order.Ungarrison": function() {
if (this.FinishOrder())
return;
},
"leave": function() {
this.isGarrisoned = false;
}
},
},
"CHEERING": {
"enter": function() {
// Unit is invulnerable while cheering
var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver);
cmpDamageReceiver.SetInvulnerability(true);
this.SelectAnimation("promotion");
this.StartTimer(4000, 4000);
return false;
},
"leave": function() {
this.StopTimer();
var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver);
cmpDamageReceiver.SetInvulnerability(false);
},
"Timer": function(msg) {
this.FinishOrder();
},
},
},
"ANIMAL": {
"HealthChanged": function(msg) {
// If we died (got reduced to 0 hitpoints), stop the AI and act like a corpse
if (msg.to == 0)
this.SetNextState("CORPSE");
},
"Attacked": function(msg) {
if (this.template.NaturalBehaviour == "skittish" ||
this.template.NaturalBehaviour == "passive")
{
this.MoveToTargetRangeExplicit(msg.data.attacker, +this.template.FleeDistance, +this.template.FleeDistance);
this.SetNextState("FLEEING");
}
else if (this.template.NaturalBehaviour == "violent" ||
this.template.NaturalBehaviour == "aggressive" ||
this.template.NaturalBehaviour == "defensive")
{
if (this.CanAttack(msg.data.attacker))
this.ReplaceOrder("Attack", { "target": msg.data.attacker });
}
},
"Order.LeaveFoundation": function(msg) {
// Run away from the foundation
this.MoveToTargetRangeExplicit(msg.data.target, +this.template.FleeDistance, +this.template.FleeDistance);
this.SetNextState("FLEEING");
},
"IDLE": {
// (We need an IDLE state so that FinishOrder works)
"enter": function() {
// Start feeding immediately
this.SetNextState("FEEDING");
return true;
},
},
"CORPSE": {
"enter": function() {
this.StopMoving();
},
// Ignore all orders that animals might otherwise respond to
"Order.FormationWalk": function() { },
"Order.Walk": function() { },
"Order.WalkToTarget": function() { },
"Order.Attack": function() { },
"Attacked": function(msg) {
// Do nothing, because we're dead already
},
"Order.LeaveFoundation": function(msg) {
// We can't walk away from the foundation (since we're dead),
// but we mustn't block its construction (since the builders would get stuck),
// and we don't want to trick gatherers into trying to reach us when
// we're stuck in the middle of a building, so just delete our corpse.
Engine.DestroyEntity(this.entity);
},
},
"ROAMING": {
"enter": function() {
// Walk in a random direction
this.SelectAnimation("walk", false, this.GetWalkSpeed());
this.MoveRandomly(+this.template.RoamDistance);
// Set a random timer to switch to feeding state
this.StartTimer(RandomInt(+this.template.RoamTimeMin, +this.template.RoamTimeMax));
},
"leave": function() {
this.StopTimer();
},
"LosRangeUpdate": function(msg) {
if (this.template.NaturalBehaviour == "skittish")
{
if (msg.data.added.length > 0)
{
this.MoveToTargetRangeExplicit(msg.data.added[0], +this.template.FleeDistance, +this.template.FleeDistance);
this.SetNextState("FLEEING");
return;
}
}
// Start attacking one of the newly-seen enemy (if any)
else if (this.template.NaturalBehaviour == "violent" ||
this.template.NaturalBehaviour == "aggressive")
{
this.AttackVisibleEntity(msg.data.added);
}
// TODO: if two units enter our range together, we'll attack the
// first and then the second won't trigger another LosRangeUpdate
// so we won't notice it. Probably we should do something with
// ResetActiveQuery in ROAMING.enter/FEEDING.enter in order to
// find any units that are already in range.
},
"Timer": function(msg) {
this.SetNextState("FEEDING");
},
"MoveCompleted": function() {
this.MoveRandomly(+this.template.RoamDistance);
},
},
"FEEDING": {
"enter": function() {
// Stop and eat for a while
this.SelectAnimation("feeding");
this.StopMoving();
this.StartTimer(RandomInt(+this.template.FeedTimeMin, +this.template.FeedTimeMax));
},
"leave": function() {
this.StopTimer();
},
"LosRangeUpdate": function(msg) {
if (this.template.NaturalBehaviour == "skittish")
{
if (msg.data.added.length > 0)
{
this.MoveToTargetRangeExplicit(msg.data.added[0], +this.template.FleeDistance, +this.template.FleeDistance);
this.SetNextState("FLEEING");
return;
}
}
// Start attacking one of the newly-seen enemy (if any)
else if (this.template.NaturalBehaviour == "violent")
{
this.AttackVisibleEntity(msg.data.added);
}
},
"MoveCompleted": function() { },
"Timer": function(msg) {
this.SetNextState("ROAMING");
},
},
"FLEEING": { // TODO: would be nice to share more of this with non-animal units
"enter": function() {
this.PlaySound("panic");
// Run quickly
var speed = this.GetRunSpeed();
this.SelectAnimation("run", false, speed);
this.SetMoveSpeed(speed);
},
"leave": function() {
// Reset normal speed
this.SetMoveSpeed(this.GetWalkSpeed());
},
"MoveCompleted": function() {
// When we've run far enough, go back to the roaming state
this.SetNextState("ROAMING");
},
},
"COMBAT": "INDIVIDUAL.COMBAT", // reuse the same combat behaviour for animals
},
};
var UnitFsm = new FSM(UnitFsmSpec);
UnitAI.prototype.Init = function()
{
this.orderQueue = []; // current order is at the front of the list
this.order = undefined; // always == this.orderQueue[0]
this.formationController = INVALID_ENTITY; // entity with IID_Formation that we belong to
this.isGarrisoned = false;
this.isIdle = false;
this.lastFormationName = "Line Closed";
this.SetStance(this.template.DefaultStance);
};
UnitAI.prototype.IsFormationController = function()
{
return (this.template.FormationController == "true");
};
UnitAI.prototype.IsAnimal = function()
{
return (this.template.NaturalBehaviour ? true : false);
};
/**
* Returns whether this is an animal that is too difficult to hunt.
* (Currently this just includes skittish animals, which are probably
* too fast to chase.)
*/
UnitAI.prototype.IsUnhuntable = function()
{
// return (this.template.NaturalBehaviour && this.template.NaturalBehaviour == "skittish");
// Actually, since the AI is currently rubbish at hunting, skip all animals
// that aren't really weak:
return this.IsAnimal() && Engine.QueryInterface(this.entity, IID_Health).GetMaxHitpoints() >= 10;
};
UnitAI.prototype.IsIdle = function()
{
return this.isIdle;
};
UnitAI.prototype.IsGarrisoned = function()
{
return this.isGarrisoned;
};
UnitAI.prototype.OnCreate = function()
{
if (this.IsAnimal())
UnitFsm.Init(this, "ANIMAL.FEEDING");
else if (this.IsFormationController())
UnitFsm.Init(this, "FORMATIONCONTROLLER.IDLE");
else
UnitFsm.Init(this, "INDIVIDUAL.IDLE");
};
UnitAI.prototype.OnOwnershipChanged = function(msg)
{
this.SetupRangeQuery(msg.to);
};
UnitAI.prototype.OnDestroy = function()
{
// Clean up any timers that are now obsolete
this.StopTimer();
// Clean up range queries
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
rangeMan.DestroyActiveQuery(this.losRangeQuery);
};
// Set up a range query for all enemy units within LOS range
// which can be attacked.
// This should be called whenever our ownership changes.
UnitAI.prototype.SetupRangeQuery = function(owner)
{
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return;
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
if (this.losRangeQuery)
rangeMan.DestroyActiveQuery(this.losRangeQuery);
var range = cmpVision.GetRange();
var players = [];
if (owner != -1)
{
// If unit not just killed, get enemy players via diplomacy
var player = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
// Get our diplomacy array
var diplomacy = player.GetDiplomacy();
var numPlayers = playerMan.GetNumPlayers();
for (var i = 1; i < numPlayers; ++i)
{
// Exclude gaia, allies, and self
// TODO: How to handle neutral players - Special query to attack military only?
if (i != owner && diplomacy[i - 1] < 0)
players.push(i);
}
}
this.losRangeQuery = rangeMan.CreateActiveQuery(this.entity, 0, range, players, IID_DamageReceiver);
rangeMan.EnableActiveQuery(this.losRangeQuery);
};
//// FSM linkage functions ////
UnitAI.prototype.SetNextState = function(state)
{
UnitFsm.SetNextState(this, state);
};
UnitAI.prototype.DeferMessage = function(msg)
{
UnitFsm.DeferMessage(this, msg);
};
/**
* Call when the current order has been completed (or failed).
* Removes the current order from the queue, and processes the
* next one (if any). Returns false and defaults to IDLE
* if there are no remaining orders.
*/
UnitAI.prototype.FinishOrder = function()
{
if (!this.orderQueue.length)
error("FinishOrder called when order queue is empty");
this.orderQueue.shift();
this.order = this.orderQueue[0];
if (this.orderQueue.length)
{
UnitFsm.ProcessMessage(this, {"type": "Order."+this.order.type, "data": this.order.data});
return true;
}
else
{
this.SetNextState("IDLE");
return false;
}
};
/**
* Call when you want to drop an order inside a FSM order handler.
* Don't change the FSM state.
*/
UnitAI.prototype.DiscardOrder = function()
{
if (!this.orderQueue.length)
error("DiscardOrder called when order queue is empty");
this.orderQueue.shift();
this.order = this.orderQueue[0];
if (!this.orderQueue.length)
{
this.SetNextState("IDLE");
}
};
/**
* Add an order onto the back of the queue,
* and execute it if we didn't already have an order.
*/
UnitAI.prototype.PushOrder = function(type, data)
{
var order = { "type": type, "data": data };
this.orderQueue.push(order);
// If we didn't already have an order, then process this new one
if (this.orderQueue.length == 1)
{
this.order = order;
UnitFsm.ProcessMessage(this, {"type": "Order."+this.order.type, "data": this.order.data});
}
};
/**
* Add an order onto the front of the queue,
* and execute it immediately.
*/
UnitAI.prototype.PushOrderFront = function(type, data)
{
var order = { "type": type, "data": data };
// If current order is cheering then add new order after it
if (this.order && this.order.type == "Cheering")
{
var cheeringOrder = this.orderQueue.shift();
this.orderQueue.unshift(cheeringOrder, order);
}
else
{
this.orderQueue.unshift(order);
this.order = order;
UnitFsm.ProcessMessage(this, {"type": "Order."+this.order.type, "data": this.order.data});
}
};
UnitAI.prototype.ReplaceOrder = function(type, data)
{
// If current order is cheering then add new order after it
if (this.order && this.order.type == "Cheering")
{
var order = { "type": type, "data": data };
var cheeringOrder = this.orderQueue.shift();
this.orderQueue = [ cheeringOrder, order ];
}
else
{
this.orderQueue = [];
this.PushOrder(type, data);
}
};
UnitAI.prototype.GetOrders = function()
{
return this.orderQueue.slice();
}
UnitAI.prototype.AddOrders = function(orders)
{
for each (var order in orders)
{
this.PushOrder(order.type, order.data);
}
}
UnitAI.prototype.TimerHandler = function(data, lateness)
{
// Reset the timer
if (data.timerRepeat === undefined)
{
this.timer = undefined;
}
else
{
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", data.timerRepeat - lateness, data);
}
UnitFsm.ProcessMessage(this, {"type": "Timer", "data": data, "lateness": lateness});
};
/**
* Set up the UnitAI timer to run after 'offset' msecs, and then
* every 'repeat' msecs until StopTimer is called. A "Timer" message
* will be sent each time the timer runs.
*/
UnitAI.prototype.StartTimer = function(offset, repeat)
{
if (this.timer)
error("Called StartTimer when there's already an active timer");
var data = { "timerRepeat": repeat };
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", offset, data);
};
/**
* Stop the current UnitAI timer.
*/
UnitAI.prototype.StopTimer = function()
{
if (!this.timer)
return;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
this.timer = undefined;
};
//// Message handlers /////
UnitAI.prototype.OnMotionChanged = function(msg)
{
if (msg.starting && !msg.error)
{
UnitFsm.ProcessMessage(this, {"type": "MoveStarted", "data": msg});
}
else if (!msg.starting || msg.error)
{
UnitFsm.ProcessMessage(this, {"type": "MoveCompleted", "data": msg});
}
};
UnitAI.prototype.OnGlobalConstructionFinished = function(msg)
{
// TODO: This is a bit inefficient since every unit listens to every
// construction message - ideally we could scope it to only the one we're building
UnitFsm.ProcessMessage(this, {"type": "ConstructionFinished", "data": msg});
};
UnitAI.prototype.OnGlobalEntityRenamed = function(msg)
{
UnitFsm.ProcessMessage(this, {"type": "EntityRenamed", "entity": msg.entity, "newentity": msg.newentity});
}
UnitAI.prototype.OnAttacked = function(msg)
{
UnitFsm.ProcessMessage(this, {"type": "Attacked", "data": msg});
};
UnitAI.prototype.OnHealthChanged = function(msg)
{
UnitFsm.ProcessMessage(this, {"type": "HealthChanged", "from": msg.from, "to": msg.to});
};
UnitAI.prototype.OnRangeUpdate = function(msg)
{
if (msg.tag == this.losRangeQuery)
UnitFsm.ProcessMessage(this, {"type": "LosRangeUpdate", "data": msg});
};
//// Helper functions to be called by the FSM ////
UnitAI.prototype.GetWalkSpeed = function()
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.GetWalkSpeed();
};
UnitAI.prototype.GetRunSpeed = function()
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.GetRunSpeed();
};
/**
* Returns true if the target exists and has non-zero hitpoints.
*/
UnitAI.prototype.TargetIsAlive = function(ent)
{
var cmpHealth = Engine.QueryInterface(ent, IID_Health);
if (!cmpHealth)
return false;
return (cmpHealth.GetHitpoints() != 0);
};
/**
* Returns true if the target exists and needs to be killed before
* beginning to gather resources from it.
*/
UnitAI.prototype.MustKillGatherTarget = function(ent)
{
var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
if (!cmpResourceSupply)
return false;
if (!cmpResourceSupply.GetKillBeforeGather())
return false;
return this.TargetIsAlive(ent);
};
/**
* Returns the entity ID of the nearest resource supply where the given
* filter returns true, or undefined if none can be found.
* TODO: extend this to exclude resources that already have lots of
* gatherers.
*/
UnitAI.prototype.FindNearbyResource = function(filter)
{
var range = 64; // TODO: what's a sensible number?
// Accept any resources owned by Gaia
var players = [0];
// Also accept resources owned by this unit's player:
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
players.push(cmpOwnership.GetOwner());
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var nearby = rangeMan.ExecuteQuery(this.entity, 0, range, players, IID_ResourceSupply);
for each (var ent in nearby)
{
// Never automatically pick resources that are animals that are too hard to hunt
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI && cmpUnitAI.IsUnhuntable())
continue;
var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
var type = cmpResourceSupply.GetType();
if (filter(ent, type))
return ent;
}
return undefined;
};
/**
* Returns the entity ID of the nearest resource dropsite that accepts
* the given type, or undefined if none can be found.
*/
UnitAI.prototype.FindNearestDropsite = function(genericType)
{
// Find dropsites owned by this unit's player
var players = [];
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
players.push(cmpOwnership.GetOwner());
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var nearby = rangeMan.ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite);
for each (var ent in nearby)
{
var cmpDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
if (!cmpDropsite.AcceptsType(genericType))
continue;
return ent;
}
return undefined;
};
/**
* Returns the entity ID of the nearest building that needs to be constructed,
* or undefined if none can be found close enough.
*/
UnitAI.prototype.FindNearbyFoundation = function()
{
var range = 64; // TODO: what's a sensible number?
// Find buildings owned by this unit's player
var players = [];
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
players.push(cmpOwnership.GetOwner());
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var nearby = rangeMan.ExecuteQuery(this.entity, 0, range, players, IID_Foundation);
for each (var ent in nearby)
{
// Skip foundations that are already complete. (This matters since
// we process the ConstructionFinished message before the foundation
// we're working on has been deleted.)
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
if (cmpFoundation.IsFinished())
continue;
return ent;
}
return undefined;
};
/**
* Play a sound appropriate to the current entity.
*/
UnitAI.prototype.PlaySound = function(name)
{
// If we're a formation controller, use the sounds from our first member
if (this.IsFormationController())
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
var member = cmpFormation.GetPrimaryMember();
if (member)
PlaySound(name, member);
}
else
{
// Otherwise use our own sounds
PlaySound(name, this.entity);
}
};
UnitAI.prototype.SelectAnimation = function(name, once, speed, sound)
{
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
// Special case: the "move" animation gets turned into a special
// movement mode that deals with speeds and walk/run automatically
if (name == "move")
{
// Speed to switch from walking to running animations
var runThreshold = (this.GetWalkSpeed() + this.GetRunSpeed()) / 2;
cmpVisual.SelectMovementAnimation(runThreshold);
return;
}
var soundgroup;
if (sound)
{
var cmpSound = Engine.QueryInterface(this.entity, IID_Sound);
if (cmpSound)
soundgroup = cmpSound.GetSoundGroup(sound);
}
// Set default values if unspecified
if (typeof once == "undefined")
once = false;
if (typeof speed == "undefined")
speed = 1.0;
if (typeof soundgroup == "undefined")
soundgroup = "";
cmpVisual.SelectAnimation(name, once, speed, soundgroup);
};
UnitAI.prototype.SetAnimationSync = function(actiontime, repeattime)
{
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetAnimationSyncRepeat(repeattime);
cmpVisual.SetAnimationSyncOffset(actiontime);
};
UnitAI.prototype.StopMoving = function()
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.StopMoving();
};
UnitAI.prototype.MoveToPoint = function(x, z)
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToPointRange(x, z, 0, 0);
};
UnitAI.prototype.MoveToPointRange = function(x, z, rangeMin, rangeMax)
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax);
};
UnitAI.prototype.MoveToTarget = function(target)
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToTargetRange(target, 0, 0);
};
UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
{
var cmpRanged = Engine.QueryInterface(this.entity, iid);
var range = cmpRanged.GetRange(type);
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max)
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.MoveToTargetRange(target, min, max);
};
UnitAI.prototype.CheckTargetRange = function(target, iid, type)
{
var cmpRanged = Engine.QueryInterface(this.entity, iid);
var range = cmpRanged.GetRange(type);
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion.IsInTargetRange(target, range.min, range.max);
};
UnitAI.prototype.GetBestAttack = function()
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return undefined;
return cmpAttack.GetBestAttack();
};
/**
* Try to find one of the given entities which can be attacked,
* and start attacking it.
* Returns true if it found something to attack.
*/
UnitAI.prototype.AttackVisibleEntity = function(ents)
{
for each (var target in ents)
{
if (this.CanAttack(target))
{
this.PushOrderFront("Attack", { "target": target });
return true;
}
}
return false;
};
/**
* Try to respond appropriately given our current stance,
* given a list of entities that match our stance's target criteria.
* Returns true if it responded.
*/
UnitAI.prototype.RespondToTargetedEntities = function(ents)
{
if (!ents.length)
return false;
if (this.GetStance().respondChase)
return this.AttackVisibleEntity(ents);
if (this.GetStance().respondFlee)
{
this.PushOrderFront("Flee", { "target": ents[0] });
return true;
}
return false;
};
//// External interface functions ////
UnitAI.prototype.SetFormationController = function(ent)
{
this.formationController = ent;
// Set obstruction group, so we can walk through members
// of our own formation (or ourself if not in formation)
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
if (cmpObstruction)
{
if (ent == INVALID_ENTITY)
cmpObstruction.SetControlGroup(this.entity);
else
cmpObstruction.SetControlGroup(ent);
}
// If we were removed from a formation, let the FSM switch back to INDIVIDUAL
if (ent == INVALID_ENTITY)
UnitFsm.ProcessMessage(this, { "type": "FormationLeave" });
};
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).
* Intended for Formation to switch to column layout on long walks.
*/
UnitAI.prototype.ComputeWalkingDistance = function()
{
var distance = 0;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return 0;
// Keep track of the position at the start of each order
var pos = cmpPosition.GetPosition();
for (var i = 0; i < this.orderQueue.length; ++i)
{
var order = this.orderQueue[i];
switch (order.type)
{
case "Walk":
// Add the distance to the target point
var dx = order.data.x - pos.x;
var dz = order.data.z - pos.z;
var d = Math.sqrt(dx*dx + dz*dz);
distance += d;
// Remember this as the start position for the next order
pos = order.data;
break; // and continue the loop
case "WalkToTarget":
case "Flee":
case "LeaveFoundation":
case "Attack":
case "Gather":
case "ReturnResource":
case "Repair":
case "Garrison":
// Find the target unit's position
var cmpTargetPosition = Engine.QueryInterface(order.data.target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return distance;
var targetPos = cmpTargetPosition.GetPosition();
// Add the distance to the target unit
var dx = targetPos.x - pos.x;
var dz = targetPos.z - pos.z;
var d = Math.sqrt(dx*dx + dz*dz);
distance += d;
// Return the total distance to the target
return distance;
default:
error("ComputeWalkingDistance: Unrecognised order type '"+order.type+"'");
return distance;
}
}
// Return the total distance to the end of the order queue
return distance;
};
UnitAI.prototype.AddOrder = function(type, data, queued)
{
if (queued)
this.PushOrder(type, data);
else
this.ReplaceOrder(type, data);
};
UnitAI.prototype.Walk = function(x, z, queued)
{
this.AddOrder("Walk", { "x": x, "z": z }, queued);
};
UnitAI.prototype.WalkToTarget = function(target, queued)
{
this.AddOrder("WalkToTarget", { "target": target }, queued);
};
UnitAI.prototype.LeaveFoundation = function(target)
{
// TODO: we should verify this is a friendly foundation, otherwise
// there's no reason we should let them build here
// If we're already being told to leave a foundation, then
// ignore this new request so we don't end up being too indecisive
// to ever actually move anywhere
if (this.order && this.order.type == "LeaveFoundation")
return;
this.PushOrderFront("LeaveFoundation", { "target": target });
};
UnitAI.prototype.Attack = function(target, queued)
{
if (!this.CanAttack(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Attack", { "target": target }, queued);
};
UnitAI.prototype.Garrison = function(target, queued)
{
if (!this.CanGarrison(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Garrison", { "target": target }, queued);
};
UnitAI.prototype.Ungarrison = function()
{
if (this.IsGarrisoned())
{
this.AddOrder("Ungarrison", null, false);
}
};
UnitAI.prototype.Gather = function(target, queued)
{
if (!this.CanGather(target))
{
this.WalkToTarget(target, queued);
return;
}
// Save the resource type now, so if the resource gets destroyed
// before we process the order then we still know what resource
// type to look for more of
var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
var type = cmpResourceSupply.GetType();
// Remember the position of our target, if any, in case it disappears
// later and we want to head to its last known position
// (TODO: if the target moves a lot (e.g. it's an animal), maybe we
// need to update this lastPos regularly rather than just here?)
var lastPos = undefined;
var cmpPosition = Engine.QueryInterface(target, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
lastPos = cmpPosition.GetPosition();
this.AddOrder("Gather", { "target": target, "type": type, "lastPos": lastPos }, queued);
};
UnitAI.prototype.ReturnResource = function(target, queued)
{
if (!this.CanReturnResource(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("ReturnResource", { "target": target }, queued);
};
UnitAI.prototype.Repair = function(target, autocontinue, queued)
{
if (!this.CanRepair(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Repair", { "target": target, "autocontinue": autocontinue }, queued);
};
UnitAI.prototype.Cheer = function()
{
this.AddOrder("Cheering", null, false);
};
UnitAI.prototype.SetStance = function(stance)
{
if (g_Stances[stance])
this.stance = stance;
else
error("UnitAI: Setting to invalid stance '"+stance+"'");
};
UnitAI.prototype.GetStance = function()
{
return g_Stances[this.stance];
};
//// Helper functions ////
UnitAI.prototype.CanAttack = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to Attack commands
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return false;
// TODO: verify that this is a valid target
return true;
};
UnitAI.prototype.CanGarrison = function(target)
{
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
if (!cmpGarrisonHolder)
return false;
// Don't let animals garrison for now
// (If we want to support that, we'll need to change Order.Garrison so it
// doesn't move the animal into an INVIDIDUAL.* state)
if (this.IsAnimal())
return false;
return true;
};
UnitAI.prototype.CanGather = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to Gather commands
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return false;
// Verify that we can gather from this target
if (!cmpResourceGatherer.GetTargetGatherRate(target))
return false;
// TODO: should verify it's owned by the correct player, etc
return true;
};
UnitAI.prototype.CanReturnResource = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to ReturnResource commands
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return false;
// Verify that the target is a dropsite
var cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
if (!cmpResourceDropsite)
return false;
// Verify that we are carrying some resources,
// and can return our current resource to this target
var type = cmpResourceGatherer.GetMainCarryingType();
if (!type || !cmpResourceDropsite.AcceptsType(type))
return false;
// TODO: should verify it's owned by the correct player, etc
return true;
};
UnitAI.prototype.CanRepair = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
// Verify that we're able to respond to Repair (Builder) commands
var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
if (!cmpBuilder)
return false;
// TODO: verify that this is a valid target
return true;
};
//// Animal specific functions ////
UnitAI.prototype.MoveRandomly = function(distance)
{
// We want to walk in a random direction, but avoid getting stuck
// in obstacles or narrow spaces.
// So pick a circular range from approximately our current position,
// and move outwards to the nearest point on that circle, which will
// lead to us avoiding obstacles and moving towards free space.
// TODO: we probably ought to have a 'home' point, and drift towards
// that, so we don't spread out all across the whole map
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition)
return;
if (!cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
var jitter = 0.5;
// Randomly adjust the range's center a bit, so we tend to prefer
// moving in random directions (if there's nothing in the way)
var tx = pos.x + (2*Math.random()-1)*jitter;
var tz = pos.z + (2*Math.random()-1)*jitter;
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpMotion.MoveToPointRange(tx, tz, distance, distance);
};
UnitAI.prototype.SetMoveSpeed = function(speed)
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpMotion.SetSpeed(speed);
};
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);