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forked from 0ad/0ad

Petra: recover some cases where units are blocked because of pathfinder

This was SVN commit r15215.
This commit is contained in:
mimo 2014-05-25 10:00:55 +00:00
parent 072e4a614e
commit 3d306702df
5 changed files with 80 additions and 53 deletions

View File

@ -703,6 +703,12 @@ m.Entity = m.Class({
Engine.PostCommand(PlayerID,{"type": "walk", "entities": [this.id()], "x": x, "z": z, "queued": queued });
return this;
},
moveToRange: function(x, z, min, max, queued) {
queued = queued || false;
Engine.PostCommand(PlayerID,{"type": "walk-to-range", "entities": [this.id()], "x": x, "z": z, "min": min, "max": max, "queued": queued });
return this;
},
attackMove: function(x, z, queued) {
queued = queued || false;
@ -735,8 +741,9 @@ m.Entity = m.Class({
return this;
},
garrison: function(target) {
Engine.PostCommand(PlayerID,{"type": "garrison", "entities": [this.id()], "target": target.id(),"queued": false});
garrison: function(target, queued) {
queued = queued || false;
Engine.PostCommand(PlayerID,{"type": "garrison", "entities": [this.id()], "target": target.id(),"queued": queued});
return this;
},

View File

@ -100,7 +100,7 @@ m.HQ.prototype.init = function(gameState, queues)
if (this.Config.debug > 0)
{
warn("allowed regions " + uneval(this.allowedRegions));
for each (var region in this.allowedRegions)
for (var region of this.allowedRegions)
warn(" >>> zone " + region + " taille " + gameState.ai.accessibility.regionSize[region]);
}

View File

@ -3,7 +3,7 @@ var PETRA = function(m)
/*
Describes a transport plan
Constructor assign units (units is an ID array, or an ID), a destionation (position, ingame), and a wanted escort size.
Constructor assign units (units is an ID array), a destionation (position).
The naval manager will try to deal with it accordingly.
By this I mean that the naval manager will find how to go from access point 1 to access point 2 (relying on in-game pathfinder for mvt)
@ -11,24 +11,18 @@ var PETRA = function(m)
Note: only assign it units currently over land, or it won't work.
Also: destination should probably be land, otherwise the units will be lost at sea.
metadata for units:
transport = this.ID
onBoard = ship.id() when affected to a ship but not yet garrisoned
= "onBoard" when garrisoned in a ship
= undefined otherwise
endPos = position of destination
metadata for ships
transporter = this.ID
*/
// TODO: finish the support of multiple accessibility indexes.
// TODO: this doesn't check we can actually reach in the init, which we might want?
// TODO when a ship is destroyed, remove the entities inside from this.units
// metadata for units:
// transport = this.ID
// onBoard = ship.id() when affected to a ship but not yet garrisoned
// = "onBoard" when garrisoned in a ship
// = undefined otherwise
// endPos = position of destination
//
// metadata for ships
// transporter = this.ID
//m.TransportPlan = function(gameState, units, destination, allAtOnce, escortSize) {
m.TransportPlan = function(gameState, units, startIndex, endIndex, endPos)
{
this.ID = m.playerGlobals[PlayerID].uniqueIDTPlans++;
@ -61,30 +55,17 @@ m.TransportPlan = function(gameState, units, startIndex, endIndex, endPos)
warn("Starting a new transport plan with ID " + this.ID + " to index " + endIndex
+ " with units length " + units.length);
var allAtOnce = false;
var escortSize = false;
if (allAtOnce)
this.allAtOnce = allAtOnce;
else
this.allAtOnce = false;
if (escortSize)
this.escortSize = escortSize;
else
this.escortSize = 0;
this.ships = gameState.ai.HQ.navalManager.ships.filter(API3.Filters.byMetadata(PlayerID, "transporter", this.ID));
// note: those two can overlap (some transport ships are warships too and vice-versa).
this.transportShips = gameState.ai.HQ.navalManager.transportShips.filter(API3.Filters.byMetadata(PlayerID, "transporter", this.ID));
this.escortShips = gameState.ai.HQ.navalManager.warShips.filter(API3.Filters.byMetadata(PlayerID, "transporter", this.ID));
this.ships.registerUpdates();
this.transportShips.registerUpdates();
this.escortShips.registerUpdates();
this.state = "boarding";
this.boardingPos = {};
this.needTransportShips = true;
this.nTry = {};
return true;
};
@ -155,11 +136,6 @@ m.TransportPlan.prototype.releaseAllShips = function()
this.ships.forEach(function (ent) { ent.setMetadata(PlayerID, "transporter", undefined) });
};
m.TransportPlan.prototype.needEscortShips = function()
{
return !(this.escortShips.length < this.escortSize);
};
m.TransportPlan.prototype.cancelTransport = function(gameState)
{
var ent = this.units.toEntityArray()[0];
@ -188,17 +164,11 @@ m.TransportPlan.prototype.cancelTransport = function(gameState)
};
// try to move on.
/* several states:
"unstarted" is the initial state, and will determine wether we follow basic or grouping path
Basic path:
- "waitingForBoarding" means we wait 'till we have enough transport ships and escort ships to move stuffs.
- "Boarding" means we're trying to board units onto our ships
- "Moving" means we're moving ships
- "Unboarding" means we're unbording
- Once we're unboarded, we either return to boarding point (if we still have units to board) or we clear.
> there is the possibility that we'll be moving units on land, but that's basically a restart too, with more clearing.
Grouping Path is basically the same with "grouping" and we never unboard (unless there is a need to)
/*
try to move on. There are two states:
- "boarding" means we're trying to board units onto our ships
- "sailing" means we're moving ships and eventually unload units
- then the plan is cleared
*/
m.TransportPlan.prototype.update = function(gameState)
@ -233,6 +203,7 @@ m.TransportPlan.prototype.onBoarding = function(gameState)
}
ent.garrison(ship);
ent.setMetadata(PlayerID, "timeGarrison", time);
ent.setMetadata(PlayerID, "posGarrison", ent.position());
}
}
else if (ent.getMetadata(PlayerID, "onBoard") !== "onBoard" && !self.isOnBoard(ent))
@ -244,15 +215,43 @@ m.TransportPlan.prototype.onBoarding = function(gameState)
ent.setMetadata(PlayerID, "onBoard", undefined);
else
{
if (time - ship.getMetadata(PlayerID, "timeGarrison") > 10000)
var distShip = API3.SquareVectorDistance(self.boardingPos[shipId], ship.position());
if (time - ship.getMetadata(PlayerID, "timeGarrison") > 10000 && distShip > 225)
{
ship.move(self.boardingPos[shipId][0], self.boardingPos[shipId][1]);
ship.setMetadata(PlayerID, "timeGarrison", time);
}
else if (time - ent.getMetadata(PlayerID, "timeGarrison") > 2000)
{
ent.garrison(ship);
var oldPos = ent.getMetadata(PlayerID, "posGarrison");
var newPos = ent.position();
var distEnt = API3.SquareVectorDistance(self.boardingPos[shipId], ent.position());
if (oldPos[0] === newPos[0] && oldPos[1] === newPos[1])
{
if (distShip < 225) // looks like we are blocked ... try to go out of this trap
{
if (!self.nTry[ent.id()])
self.nTry[ent.id()] = 1;
else
++self.nTry[ent.id()];
if (self.nTry[ent.id()] > 5)
{
if (self.debug > 0)
warn("unit blocked, but no ways out of the trap ... destroy it");
ent.destroy();
return;
}
if (self.nTry[ent.id()] > 1)
ent.moveToRange(newPos[0], newPos[1], 30, 30);
ent.garrison(ship, true);
}
else // wait for the ship
ent.move(self.boardingPos[shipId][0], self.boardingPos[shipId][1]);
}
else
self.nTry[ent.id()] = 0;
ent.setMetadata(PlayerID, "timeGarrison", time);
ent.setMetadata(PlayerID, "posGarrison", ent.position());
}
}
}

View File

@ -269,7 +269,10 @@ var UnitFsmSpec = {
}
this.SetHeldPosition(this.order.data.x, this.order.data.z);
this.MoveToPoint(this.order.data.x, this.order.data.z);
if (!this.order.data.max)
this.MoveToPoint(this.order.data.x, this.order.data.z);
else
this.MoveToPointRange(this.order.data.x, this.order.data.z, this.order.data.min, this.order.data.max);
if (this.IsAnimal())
this.SetNextState("ANIMAL.WALKING");
else
@ -4866,6 +4869,14 @@ UnitAI.prototype.Walk = function(x, z, queued)
this.AddOrder("Walk", { "x": x, "z": z, "force": true }, queued);
};
/**
* Adds walk to point range order to queue, forced by the player.
*/
UnitAI.prototype.WalkToPointRange = function(x, z, min, max, queued)
{
this.AddOrder("Walk", { "x": x, "z": z, "min": min, "max": max, "force": true }, queued);
};
/**
* Adds stop order to queue, forced by the player.
*/

View File

@ -93,6 +93,16 @@ function ProcessCommand(player, cmd)
});
break;
case "walk-to-range":
// Only used by the AI
for each (var ent in entities)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if(cmpUnitAI)
cmpUnitAI.WalkToPointRange(cmd.x, cmd.z, cmd.min, cmd.max, cmd.queued);
}
break;
case "attack-walk":
GetFormationUnitAIs(entities, player).forEach(function(cmpUnitAI) {
cmpUnitAI.WalkAndFight(cmd.x, cmd.z, cmd.queued);