// Setting this to true will display some warnings when commands // are likely to fail, which may be useful for debugging AIs var g_DebugCommands = false; function ProcessCommand(player, cmd) { // Do some basic checks here that commanding player is valid var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); if (!cmpPlayerMan || player < 0) return; var playerEnt = cmpPlayerMan.GetPlayerByID(player); if (playerEnt == INVALID_ENTITY) return; var cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player); if (!cmpPlayer) return; var controlAllUnits = cmpPlayer.CanControlAllUnits(); // Note: checks of UnitAI targets are not robust enough here, as ownership // can change after the order is issued, they should be checked by UnitAI // when the specific behavior (e.g. attack, garrison) is performed. // (Also it's not ideal if a command silently fails, it's nicer if UnitAI // moves the entities closer to the target before giving up.) // Now handle various commands 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 "quit": // Let the AI exit the game for testing purposes var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({"type": "quit"}); break; case "control-all": cmpPlayer.SetControlAllUnits(cmd.flag); break; case "reveal-map": // Reveal the map for all players, not just the current player, // primarily to make it obvious to everyone that the player is cheating var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); cmpRangeManager.SetLosRevealAll(-1, cmd.enable); break; case "walk": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); GetFormationUnitAIs(entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued); }); break; case "attack": if (g_DebugCommands && !IsOwnedByEnemyOfPlayer(player, cmd.target)) { // This check is for debugging only! warn("Invalid command: attack target is not owned by enemy of player "+player+": "+uneval(cmd)); } // See UnitAI.CanAttack for target checks var entities = FilterEntityList(cmd.entities, player, controlAllUnits); GetFormationUnitAIs(entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Attack(cmd.target, cmd.queued); }); break; case "heal": if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByAllyOfPlayer(player, cmd.target))) { // This check is for debugging only! warn("Invalid command: heal target is not owned by player "+player+" or their ally: "+uneval(cmd)); } // See UnitAI.CanHeal for target checks var entities = FilterEntityList(cmd.entities, player, controlAllUnits); GetFormationUnitAIs(entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Heal(cmd.target, cmd.queued); }); break; case "repair": // This covers both repairing damaged buildings, and constructing unfinished foundations if (g_DebugCommands && !IsOwnedByAllyOfPlayer(player, cmd.target)) { // This check is for debugging only! warn("Invalid command: repair target is not owned by ally of player "+player+": "+uneval(cmd)); } // See UnitAI.CanRepair for target checks var entities = FilterEntityList(cmd.entities, player, controlAllUnits); GetFormationUnitAIs(entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued); }); break; case "gather": if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByGaia(cmd.target))) { // This check is for debugging only! warn("Invalid command: resource is not owned by gaia or player "+player+": "+uneval(cmd)); } // See UnitAI.CanGather for target checks var entities = FilterEntityList(cmd.entities, player, controlAllUnits); GetFormationUnitAIs(entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Gather(cmd.target, cmd.queued); }); break; case "gather-near-position": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); GetFormationUnitAIs(entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.GatherNearPosition(cmd.x, cmd.z, cmd.resourceType, cmd.resourceTemplate, cmd.queued); }); break; case "returnresource": // Check dropsite is owned by player if (g_DebugCommands && IsOwnedByPlayer(player, cmd.target)) { // This check is for debugging only! warn("Invalid command: dropsite is not owned by player "+player+": "+uneval(cmd)); } // See UnitAI.CanReturnResource for target checks var entities = FilterEntityList(cmd.entities, player, controlAllUnits); GetFormationUnitAIs(entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.ReturnResource(cmd.target, cmd.queued); }); break; case "train": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); // Verify that the building(s) can be controlled by the player if (entities.length > 0) { for each (var ent in entities) { var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager); // TODO: Enable this check once the AI gets technology support if (cmpTechnologyManager.CanProduce(cmd.template) || true) { var queue = Engine.QueryInterface(ent, IID_ProductionQueue); // Check if the building can train the unit if (queue && queue.GetEntitiesList().indexOf(cmd.template) != -1) queue.AddBatch(cmd.template, "unit", +cmd.count, cmd.metadata); } else { warn("Invalid command: training requires unresearched technology: " + uneval(cmd)); } } } else if (g_DebugCommands) { warn("Invalid command: training building(s) cannot be controlled by player "+player+": "+uneval(cmd)); } break; case "research": // Verify that the building can be controlled by the player if (CanControlUnit(cmd.entity, player, controlAllUnits)) { var cmpTechnologyManager = QueryOwnerInterface(cmd.entity, IID_TechnologyManager); // TODO: Enable this check once the AI gets technology support if (cmpTechnologyManager.CanResearch(cmd.template) || true) { var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue); if (queue) queue.AddBatch(cmd.template, "technology"); } else if (g_DebugCommands) { warn("Invalid command: Requirements to research technology are not met: " + uneval(cmd)); } } else if (g_DebugCommands) { warn("Invalid command: research building cannot be controlled by player "+player+": "+uneval(cmd)); } break; case "stop-production": // Verify that the building can be controlled by the player if (CanControlUnit(cmd.entity, player, controlAllUnits)) { var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue); if (queue) queue.RemoveBatch(cmd.id); } else if (g_DebugCommands) { warn("Invalid command: production building cannot be controlled by player "+player+": "+uneval(cmd)); } break; case "construct": TryConstructBuilding(player, cmpPlayer, controlAllUnits, cmd); break; case "construct-wall": TryConstructWall(player, cmpPlayer, controlAllUnits, cmd); break; case "delete-entities": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); for each (var ent in entities) { var cmpHealth = Engine.QueryInterface(ent, IID_Health); if (cmpHealth) cmpHealth.Kill(); else Engine.DestroyEntity(ent); } break; case "set-rallypoint": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); for each (var ent in entities) { var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) { if (!cmd.queued) cmpRallyPoint.Unset(); cmpRallyPoint.AddPosition(cmd.x, cmd.z); cmpRallyPoint.AddData(cmd.data); } } break; case "unset-rallypoint": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); for each (var ent in entities) { var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); if (cmpRallyPoint) cmpRallyPoint.Unset(); } break; case "defeat-player": // Send "OnPlayerDefeated" message to player Engine.PostMessage(playerEnt, MT_PlayerDefeated, { "playerId": player } ); break; case "garrison": // Verify that the building can be controlled by the player if (CanControlUnit(cmd.target, player, controlAllUnits)) { var entities = FilterEntityList(cmd.entities, player, controlAllUnits); GetFormationUnitAIs(entities, player).forEach(function(cmpUnitAI) { cmpUnitAI.Garrison(cmd.target); }); } else if (g_DebugCommands) { warn("Invalid command: garrison target cannot be controlled by player "+player+": "+uneval(cmd)); } break; case "unload": // Verify that the building can be controlled by the player if (CanControlUnit(cmd.garrisonHolder, player, controlAllUnits)) { var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder); var notUngarrisoned = 0; for each (ent in cmd.entities) { if (!cmpGarrisonHolder || !cmpGarrisonHolder.Unload(ent)) { notUngarrisoned++; } } if (notUngarrisoned != 0) { var cmpPlayer = QueryPlayerIDInterface(player, IID_Player); var notification = {"player": cmpPlayer.GetPlayerID(), "message": (notUngarrisoned == 1 ? "Unable to ungarrison unit" : "Unable to ungarrison units")}; var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification(notification); } } else if (g_DebugCommands) { warn("Invalid command: unload target cannot be controlled by player "+player+": "+uneval(cmd)); } break; case "unload-all": // Verify that the building can be controlled by the player if (CanControlUnit(cmd.garrisonHolder, player, controlAllUnits)) { var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder); if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAll()) { var cmpPlayer = QueryPlayerIDInterface(player, IID_Player); var notification = {"player": cmpPlayer.GetPlayerID(), "message": "Unable to ungarrison all units"}; var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification(notification); } } else if (g_DebugCommands) { warn("Invalid command: unload-all target cannot be controlled by player "+player+": "+uneval(cmd)); } break; case "formation": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); GetFormationUnitAIs(entities, player, cmd.name).forEach(function(cmpUnitAI) { var cmpFormation = Engine.QueryInterface(cmpUnitAI.entity, IID_Formation); if (!cmpFormation) return; cmpFormation.LoadFormation(cmd.name); cmpFormation.MoveMembersIntoFormation(true); }); break; case "promote": // No need to do checks here since this is a cheat anyway 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; case "stance": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); for each (var ent in entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) cmpUnitAI.SwitchToStance(cmd.name); } break; case "wall-to-gate": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); for each (var ent in entities) { TryTransformWallToGate(ent, cmpPlayer, cmd.template); } break; case "lock-gate": var entities = FilterEntityList(cmd.entities, player, controlAllUnits); for each (var ent in entities) { var cmpGate = Engine.QueryInterface(ent, IID_Gate); if (cmpGate) { if (cmd.lock) cmpGate.LockGate(); else cmpGate.UnlockGate(); } } break; case "setup-trade-route": for each (var ent in cmd.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) cmpUnitAI.SetupTradeRoute(cmd.target); } break; case "select-trading-goods": for each (var ent in cmd.entities) { var cmpTrader = Engine.QueryInterface(ent, IID_Trader); if (cmpTrader) cmpTrader.SetPreferredGoods(cmd.preferredGoods); } break; case "barter": var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter); cmpBarter.ExchangeResources(playerEnt, cmd.sell, cmd.buy, cmd.amount); break; case "set-shading-color": // Debug command to make an entity brightly colored for each (var ent in cmd.entities) { var cmpVisual = Engine.QueryInterface(ent, IID_Visual) if (cmpVisual) cmpVisual.SetShadingColour(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0) // alpha isn't used so just send 0 } break; default: error("Invalid command: unknown command type: "+uneval(cmd)); } } /** * Get some information about the formations used by entities. * The entities must have a UnitAI component. */ 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); 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 }; } /** * Attempts to construct a building using the specified parameters. * Returns true on success, false on failure. */ function TryConstructBuilding(player, cmpPlayer, controlAllUnits, cmd) { // Message structure: // { // "type": "construct", // "entities": [...], // entities that will be ordered to construct the building (if applicable) // "template": "...", // template name of the entity being constructed // "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, // whether to add the construction/repairing of this foundation to entities' queue (if applicable) // "obstructionControlGroup": ..., // Optional; the obstruction control group ID that should be set for this building prior to obstruction // // testing to determine placement validity. If specified, must be a valid control group ID (> 0). // "obstructionControlGroup2": ..., // Optional; secondary obstruction control group ID that should be set for this building prior to obstruction // // testing to determine placement validity. May be INVALID_ENTITY. // } /* * 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. */ // Check whether we can control these units var entities = FilterEntityList(cmd.entities, player, controlAllUnits); if (!entities.length) return false; var foundationTemplate = "foundation|" + cmd.template; // Tentatively create the foundation (we might find later that it's a invalid build command) var ent = Engine.AddEntity(foundationTemplate); if (ent == INVALID_ENTITY) { // Error (e.g. invalid template names) error("Error creating foundation entity for '" + cmd.template + "'"); return false; } // Move the foundation to the right place var cmpPosition = Engine.QueryInterface(ent, IID_Position); cmpPosition.JumpTo(cmd.x, cmd.z); cmpPosition.SetYRotation(cmd.angle); // Set the obstruction control group if needed if (cmd.obstructionControlGroup || cmd.obstructionControlGroup2) { var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); // primary control group must always be valid if (cmd.obstructionControlGroup) { if (cmd.obstructionControlGroup <= 0) warn("[TryConstructBuilding] Invalid primary obstruction control group " + cmd.obstructionControlGroup + " received; must be > 0"); cmpObstruction.SetControlGroup(cmd.obstructionControlGroup); } if (cmd.obstructionControlGroup2) cmpObstruction.SetControlGroup2(cmd.obstructionControlGroup2); } // Check whether it's obstructed by other entities or invalid terrain var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (!cmpBuildRestrictions || !cmpBuildRestrictions.CheckPlacement(player)) { if (g_DebugCommands) { warn("Invalid command: build restrictions check failed for player "+player+": "+uneval(cmd)); } var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "player": player, "message": "Building site was obstructed" }); // Remove the foundation because the construction was aborted Engine.DestroyEntity(ent); return false; } // Check build limits var cmpBuildLimits = QueryPlayerIDInterface(player, IID_BuildLimits); if (!cmpBuildLimits || !cmpBuildLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory())) { if (g_DebugCommands) { warn("Invalid command: build limits check failed for player "+player+": "+uneval(cmd)); } // TODO: The UI should tell the user they can't build this (but we still need this check) // Remove the foundation because the construction was aborted Engine.DestroyEntity(ent); return false; } var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); // TODO: Enable this check once the AI gets technology support if (!cmpTechnologyManager.CanProduce(cmd.template) && false) { if (g_DebugCommands) { warn("Invalid command: required technology check failed for player "+player+": "+uneval(cmd)); } var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "player": player, "message": "Building's technology requirements are not met." }); // Remove the foundation because the construction was aborted Engine.DestroyEntity(ent); } // TODO: AI has no visibility info if (!cmpPlayer.IsAI()) { // Check whether it's in a visible or fogged region // tell GetLosVisibility to force RetainInFog because preview entities set this to false, // which would show them as hidden instead of fogged var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var visible = (cmpRangeManager && cmpRangeManager.GetLosVisibility(ent, player, true) != "hidden"); if (!visible) { if (g_DebugCommands) { warn("Invalid command: foundation visibility check failed for player "+player+": "+uneval(cmd)); } var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "player": player, "message": "Building site was not visible" }); Engine.DestroyEntity(ent); return false; } } // We need the cost after tech modifications // To calculate this with an entity requires ownership, so use the template instead var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var template = cmpTemplateManager.GetTemplate(foundationTemplate); var costs = {}; for (var r in template.Cost.Resources) { costs[r] = +template.Cost.Resources[r]; if (cmpTechnologyManager) costs[r] = cmpTechnologyManager.ApplyModificationsTemplate("Cost/Resources/"+r, costs[r], template); } if (!cmpPlayer.TrySubtractResources(costs)) { if (g_DebugCommands) warn("Invalid command: building cost check failed for player "+player+": "+uneval(cmd)); Engine.DestroyEntity(ent); return false; } // 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": entities, "target": ent, "autocontinue": cmd.autocontinue, "queued": cmd.queued }); } return ent; } function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd) { // 'cmd' message structure: // { // "type": "construct-wall", // "entities": [...], // entities that will be ordered to construct the wall (if applicable) // "pieces": [ // ordered list of information about the pieces making up the wall (towers, wall segments, ...) // { // "template": "...", // one of the templates from the wallset // "x": ..., // "z": ..., // "angle": ..., // }, // ... // ], // "wallSet": { // "templates": { // "tower": // tower template name // "long": // long wall segment template name // ... // etc. // }, // "maxTowerOverlap": ..., // "minTowerOverlap": ..., // }, // "startSnappedEntity": // optional; entity ID of tower being snapped to at the starting side of the wall // "endSnappedEntity": // optional; entity ID of tower being snapped to at the ending side of the wall // "autorepair": true, // whether to automatically start constructing/repairing the new foundation // "autocontinue": true, // whether to automatically gather/build/etc after finishing this // "queued": true, // whether to add the construction/repairing of this wall's pieces to entities' queue (if applicable) // } if (cmd.pieces.length <= 0) return; if (cmd.startSnappedEntity && cmd.pieces[0].template == cmd.wallSet.templates.tower) { error("[TryConstructWall] Starting wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the starting side"); return; } if (cmd.endSnappedEntity && cmd.pieces[cmd.pieces.length - 1].template == cmd.wallSet.templates.tower) { error("[TryConstructWall] Ending wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the ending side"); return; } // Assign obstruction control groups to allow the wall pieces to mutually overlap during foundation placement // and during construction. The scheme here is that whatever wall pieces are inbetween two towers inherit the control // groups of both of the towers they are connected to (either newly constructed ones as part of the wall, or existing // towers in the case of snapping). The towers themselves all keep their default unique control groups. // To support this, every non-tower piece registers the entity ID of the towers (or foundations thereof) that neighbour // it on either side. Specifically, each non-tower wall piece has its primary control group set equal to that of the // first tower encountered towards the starting side of the wall, and its secondary control group set equal to that of // the first tower encountered towards the ending side of the wall (if any). // We can't build the whole wall at once by linearly stepping through the wall pieces and build them, because the // wall segments may/will need the entity IDs of towers that come afterwards. So, build it in two passes: // // FIRST PASS: // - Go from start to end and construct wall piece foundations as far as we can without running into a piece that // cannot be built (e.g. because it is obstructed). At each non-tower, set the most recently built tower's ID // as the primary control group, thus allowing it to be built overlapping the previous piece. // - If we encounter a new tower along the way (which will gain its own control group), do the following: // o First build it using temporarily the same control group of the previous (non-tower) piece // o Set the previous piece's secondary control group to the tower's entity ID // o Restore the primary control group of the constructed tower back its original (unique) value. // The temporary control group is necessary to allow the newer tower with its unique control group ID to be able // to be placed while overlapping the previous piece. // // SECOND PASS: // - Go end to start from the last successfully placed wall piece (which might be a tower we backtracked to), this // time registering the right neighbouring tower in each non-tower piece. // first pass; L -> R var lastTowerIndex = -1; // index of the last tower we've encountered in cmd.pieces var lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces // If we're snapping to an existing entity at the starting end, set lastTowerControlGroup to its control group ID so that // the first wall piece can be built while overlapping it. if (cmd.startSnappedEntity) { var cmpSnappedStartObstruction = Engine.QueryInterface(cmd.startSnappedEntity, IID_Obstruction); if (!cmpSnappedStartObstruction) { error("[TryConstructWall] Snapped entity on starting side does not have an obstruction component"); return; } lastTowerControlGroup = cmpSnappedStartObstruction.GetControlGroup(); //warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup); } var i = 0; for (; i < cmd.pieces.length; ++i) { var piece = cmd.pieces[i]; // 'lastTowerControlGroup' must always be defined and valid here, except if we're at the first piece and we didn't do // start position snapping (implying that the first entity we build must be a tower) if (lastTowerControlGroup === null || lastTowerControlGroup == INVALID_ENTITY) { if (!(i == 0 && piece.template == cmd.wallSet.templates.tower && !cmd.startSnappedEntity)) { error("[TryConstructWall] Expected last tower control group to be available, none found (1st pass, iteration " + i + ")"); break; } } var constructPieceCmd = { "type": "construct", "entities": cmd.entities, "template": piece.template, "x": piece.x, "z": piece.z, "angle": piece.angle, "autorepair": cmd.autorepair, "autocontinue": cmd.autocontinue, "queued": cmd.queued, // Regardless of whether we're building a tower or an intermediate wall piece, it is always (first) constructed // using the control group of the last tower (see comments above). "obstructionControlGroup": lastTowerControlGroup, }; // If we're building the last piece and we're attaching to a snapped entity, we need to add in the snapped entity's // control group directly at construction time (instead of setting it in the second pass) to allow it to be built // while overlapping the snapped entity. if (i == cmd.pieces.length - 1 && cmd.endSnappedEntity) { var cmpEndSnappedObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction); if (cmpEndSnappedObstruction) constructPieceCmd.obstructionControlGroup2 = cmpEndSnappedObstruction.GetControlGroup(); } var pieceEntityId = TryConstructBuilding(player, cmpPlayer, controlAllUnits, constructPieceCmd); if (pieceEntityId) { // wall piece foundation successfully built, save the entity ID in the piece info object so we can reference it later piece.ent = pieceEntityId; // if we built a tower, do the control group dance (see outline above) and update lastTowerControlGroup and lastTowerIndex if (piece.template == cmd.wallSet.templates.tower) { var cmpTowerObstruction = Engine.QueryInterface(pieceEntityId, IID_Obstruction); var newTowerControlGroup = pieceEntityId; if (i > 0) { //warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup); var cmpPreviousObstruction = Engine.QueryInterface(cmd.pieces[i-1].ent, IID_Obstruction); // TODO: ensure that cmpPreviousObstruction exists // TODO: ensure that the previous obstruction does not yet have a secondary control group set cmpPreviousObstruction.SetControlGroup2(newTowerControlGroup); } // TODO: ensure that cmpTowerObstruction exists cmpTowerObstruction.SetControlGroup(newTowerControlGroup); // give the tower its own unique control group lastTowerIndex = i; lastTowerControlGroup = newTowerControlGroup; } } else { // failed to build wall piece, abort i = j + 1; // compensate for the -1 subtracted by lastBuiltPieceIndex below break; } } var lastBuiltPieceIndex = i - 1; var wallComplete = (lastBuiltPieceIndex == cmd.pieces.length - 1); // At this point, 'i' is the index of the last wall piece that was successfully constructed (which may or may not be a tower). // Now do the second pass going right-to-left, registering the control groups of the towers to the right of each piece (if any) // as their secondary control groups. lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces // only start off with the ending side's snapped tower's control group if we were able to build the entire wall if (cmd.endSnappedEntity && wallComplete) { var cmpSnappedEndObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction); if (!cmpSnappedEndObstruction) { error("[TryConstructWall] Snapped entity on ending side does not have an obstruction component"); return; } lastTowerControlGroup = cmpSnappedEndObstruction.GetControlGroup(); } for (var j = lastBuiltPieceIndex; j >= 0; --j) { var piece = cmd.pieces[j]; if (!piece.ent) { error("[TryConstructWall] No entity ID set for constructed entity of template '" + piece.template + "'"); continue; } var cmpPieceObstruction = Engine.QueryInterface(piece.ent, IID_Obstruction); if (!cmpPieceObstruction) { error("[TryConstructWall] Wall piece of template '" + piece.template + "' has no Obstruction component"); continue; } if (piece.template == cmd.wallSet.templates.tower) { // encountered a tower entity, update the last tower control group lastTowerControlGroup = cmpPieceObstruction.GetControlGroup(); } else { // Encountered a non-tower entity, update its secondary control group to 'lastTowerControlGroup'. // Note that the wall piece may already have its secondary control group set to the tower's entity ID from a control group // dance during the first pass, in which case we should validate it against 'lastTowerControlGroup'. var existingSecondaryControlGroup = cmpPieceObstruction.GetControlGroup2(); if (existingSecondaryControlGroup == INVALID_ENTITY) { if (lastTowerControlGroup != null && lastTowerControlGroup != INVALID_ENTITY) { cmpPieceObstruction.SetControlGroup2(lastTowerControlGroup); } } else if (existingSecondaryControlGroup != lastTowerControlGroup) { error("[TryConstructWall] Existing secondary control group of non-tower entity does not match expected value (2nd pass, iteration " + j + ")"); break; } } } } /** * 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]); } } /** * Returns a list of UnitAI components, each belonging either to a * selected unit or to a formation entity for groups of the selected units. */ function GetFormationUnitAIs(ents, player, formName) { // If an individual was selected, remove it from any formation // and command it individually if (ents.length == 1) { // Skip unit if it has no UnitAI var cmpUnitAI = Engine.QueryInterface(ents[0], IID_UnitAI); if (!cmpUnitAI) return []; RemoveFromFormation(ents); return [ cmpUnitAI ]; } // Separate out the units that don't support the chosen formation var formedEnts = []; var nonformedUnitAIs = []; for each (var ent in ents) { // Skip units with no UnitAI var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpUnitAI) continue; var cmpIdentity = Engine.QueryInterface(ent, IID_Identity); // TODO: We only check if the formation is usable by some units // if we move them to it. We should check if we can use formations // for the other cases. // We only use "LineClosed" instead of "Line Closed" to access the templates. if (cmpIdentity && cmpIdentity.CanUseFormation(formName === undefined ? "LineClosed" : formName.replace(/\s+/,''))) formedEnts.push(ent); else nonformedUnitAIs.push(cmpUnitAI); } if (formedEnts.length == 0) { // No units support the foundation - return all the others return nonformedUnitAIs; } // Find what formations the formationable selected entities are currently in var formation = ExtractFormations(formedEnts); var formationEnt = undefined; if (formation.ids.length == 1) { // Selected units either belong to this formation or have no formation // Check that all its members are selected var fid = formation.ids[0]; var cmpFormation = Engine.QueryInterface(+fid, IID_Formation); if (cmpFormation && cmpFormation.GetMemberCount() == formation.members[fid].length && 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); var cmpOwnership = Engine.QueryInterface(formationEnt, IID_Ownership); cmpOwnership.SetOwner(player); // 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("Scatter"); } } return nonformedUnitAIs.concat(Engine.QueryInterface(formationEnt, IID_UnitAI)); } function GetFormationRequirements(formationName) { var countRequired = 1; var classesRequired; switch(formationName) { case "Scatter": case "Column Closed": case "Line Closed": case "Column Open": case "Line Open": case "Battle Line": break; case "Box": countRequired = 4; break; case "Flank": countRequired = 8; break; case "Skirmish": classesRequired = ["Ranged"]; break; case "Wedge": countRequired = 3; classesRequired = ["Cavalry"]; break; case "Phalanx": countRequired = 10; classesRequired = ["Melee", "Infantry"]; break; case "Syntagma": countRequired = 9; classesRequired = ["Melee", "Infantry"]; // TODO: pike only break; case "Testudo": countRequired = 9; classesRequired = ["Melee", "Infantry"]; break; default: // We encountered a unknown formation -> warn the user warn("Commands.js: GetFormationRequirements: unknown formation: " + formationName); return false; } return { "count": countRequired, "classesRequired": classesRequired }; } function CanMoveEntsIntoFormation(ents, formationName) { var count = ents.length; // TODO: should check the player's civ is allowed to use this formation // See simulation/components/Player.js GetFormations() for a list of all allowed formations var requirements = GetFormationRequirements(formationName); if (!requirements) return false; if (count < requirements.count) return false; var scatterOnlyUnits = true; for each (var ent in ents) { var cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (cmpIdentity) { var classes = cmpIdentity.GetClassesList(); if (scatterOnlyUnits && (classes.indexOf("Worker") == -1 || classes.indexOf("Support") == -1)) scatterOnlyUnits = false; for each (var classRequired in requirements.classesRequired) { if (classes.indexOf(classRequired) == -1) { return false; } } } } if (scatterOnlyUnits) return false; return true; } /** * Check if player can control this entity * returns: true if the entity is valid and owned by the player if * or control all units is activated for the player, else false */ function CanControlUnit(entity, player, controlAll) { return (IsOwnedByPlayer(player, entity) || controlAll); } /** * Filter entities which the player can control */ function FilterEntityList(entities, player, controlAll) { return entities.filter(function(ent) { return CanControlUnit(ent, player, controlAll);} ); } /** * Try to transform a wall to a gate */ function TryTransformWallToGate(ent, cmpPlayer, template) { var cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (!cmpIdentity) return; // Check if this is a valid long wall segment if (!cmpIdentity.HasClass("LongWall")) { if (g_DebugCommands) warn("Invalid command: invalid wall conversion to gate for player "+player+": "+uneval(cmd)); return; } var civ = cmpIdentity.GetCiv(); var gate = Engine.AddEntity(template); var cmpCost = Engine.QueryInterface(gate, IID_Cost); if (!cmpPlayer.TrySubtractResources(cmpCost.GetResourceCosts())) { if (g_DebugCommands) warn("Invalid command: convert gate cost check failed for player "+player+": "+uneval(cmd)); Engine.DestroyEntity(gate); return; } ReplaceBuildingWith(ent, gate); } /** * Unconditionally replace a building with another one */ function ReplaceBuildingWith(ent, building) { // Move the building to the right place var cmpPosition = Engine.QueryInterface(ent, IID_Position); var cmpBuildingPosition = Engine.QueryInterface(building, IID_Position); var pos = cmpPosition.GetPosition2D(); cmpBuildingPosition.JumpTo(pos.x, pos.y); var rot = cmpPosition.GetRotation(); cmpBuildingPosition.SetYRotation(rot.y); cmpBuildingPosition.SetXZRotation(rot.x, rot.z); // Copy ownership var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); var cmpBuildingOwnership = Engine.QueryInterface(building, IID_Ownership); cmpBuildingOwnership.SetOwner(cmpOwnership.GetOwner()); // Copy control groups var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); var cmpBuildingObstruction = Engine.QueryInterface(building, IID_Obstruction); cmpBuildingObstruction.SetControlGroup(cmpObstruction.GetControlGroup()); cmpBuildingObstruction.SetControlGroup2(cmpObstruction.GetControlGroup2()); PlaySound("constructed", building); Engine.PostMessage(ent, MT_ConstructionFinished, { "entity": ent, "newentity": building }); Engine.BroadcastMessage(MT_EntityRenamed, { entity: ent, newentity: building }); Engine.DestroyEntity(ent); } Engine.RegisterGlobal("GetFormationRequirements", GetFormationRequirements); Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation); Engine.RegisterGlobal("ProcessCommand", ProcessCommand);