//Number of rounds of firing per 2 seconds const roundCount = 10; const timerInterval = 2000 / roundCount; function BuildingAI() {} BuildingAI.prototype.Schema = "" + "" + "" + "" + "" + ""; /** * Initialize BuildingAI Component */ BuildingAI.prototype.Init = function() { if (this.GetDefaultArrowCount() > 0 || this.GetGarrisonArrowMultiplier() > 0) { var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.currentRound = 0; //Arrows left to fire this.arrowsLeft = 0; this.timer = cmpTimer.SetTimeout(this.entity, IID_BuildingAI, "FireArrows", timerInterval, {}); this.targetUnits = []; } }; BuildingAI.prototype.OnOwnershipChanged = function(msg) { if (msg.to != -1) this.SetupRangeQuery(msg.to); // Non-Gaia buildings should attack certain Gaia units. if (msg.to != 0 || this.gaiaUnitsQuery) this.SetupGaiaRangeQuery(msg.to); }; BuildingAI.prototype.OnDiplomacyChanged = function(msg) { var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); if (cmpOwnership && cmpOwnership.GetOwner() == msg.player) { // Remove maybe now allied/neutral units this.targetUnits = []; this.SetupRangeQuery(msg.player); } }; /** * Cleanup on destroy */ BuildingAI.prototype.OnDestroy = function() { if (this.timer) { var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(this.timer); this.timer = undefined; } // Clean up range queries var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (this.enemyUnitsQuery) cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery); if (this.gaiaUnitsQuery) cmpRangeManager.DestroyActiveQuery(this.gaiaUnitsQuery); }; /** * Setup the Range Query to detect units coming in & out of range */ BuildingAI.prototype.SetupRangeQuery = function(owner) { var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); if (this.enemyUnitsQuery) { cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery); this.enemyUnitsQuery = undefined; } var players = []; var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player); var numPlayers = cmpPlayerManager.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 (cmpPlayer.IsEnemy(i)) players.push(i); } var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (cmpAttack) { var range = cmpAttack.GetRange("Ranged"); this.enemyUnitsQuery = cmpRangeManager.CreateActiveQuery(this.entity, range.min, range.max, players, IID_DamageReceiver, cmpRangeManager.GetEntityFlagMask("normal")); cmpRangeManager.EnableActiveQuery(this.enemyUnitsQuery); } }; // Set up a range query for Gaia units within LOS range which can be attacked. // This should be called whenever our ownership changes. BuildingAI.prototype.SetupGaiaRangeQuery = function() { var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); var owner = cmpOwnership.GetOwner(); var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); if (this.gaiaUnitsQuery) { rangeMan.DestroyActiveQuery(this.gaiaUnitsQuery); this.gaiaUnitsQuery = undefined; } if (owner == -1) return; var cmpPlayer = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player); if (!cmpPlayer.IsEnemy(0)) return; var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (cmpAttack) { var range = cmpAttack.GetRange("Ranged"); // This query is only interested in Gaia entities that can attack. this.gaiaUnitsQuery = rangeMan.CreateActiveQuery(this.entity, range.min, range.max, [0], IID_Attack, rangeMan.GetEntityFlagMask("normal")); rangeMan.EnableActiveQuery(this.gaiaUnitsQuery); } }; /** * Called when units enter or leave range */ BuildingAI.prototype.OnRangeUpdate = function(msg) { if (msg.tag == this.gaiaUnitsQuery) { const filter = function(e) { var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI); return (cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal())); }; if (msg.added.length) msg.added = msg.added.filter(filter); // Removed entities may not have cmpUnitAI. for (var i = 0; i < msg.removed.length; ++i) if (this.targetUnits.indexOf(msg.removed[i]) == -1) msg.removed.splice(i--, 1); } else if (msg.tag != this.enemyUnitsQuery) return; if (msg.added.length > 0) { for each (var entity in msg.added) { this.targetUnits.push(entity); } } if (msg.removed.length > 0) { for each (var entity in msg.removed) { this.targetUnits.splice(this.targetUnits.indexOf(entity), 1); } } }; BuildingAI.prototype.GetDefaultArrowCount = function() { var arrowCount = +this.template.DefaultArrowCount; var cmpTechMan = QueryOwnerInterface(this.entity, IID_TechnologyManager); if (cmpTechMan) arrowCount = cmpTechMan.ApplyModifications("BuildingAI/DefaultArrowCount", arrowCount, this.entity); return arrowCount; }; BuildingAI.prototype.GetGarrisonArrowMultiplier = function() { var arrowMult = +this.template.GarrisonArrowMultiplier; var cmpTechMan = QueryOwnerInterface(this.entity, IID_TechnologyManager); if (cmpTechMan) arrowMult = cmpTechMan.ApplyModifications("BuildingAI/GarrisonArrowMultiplier", arrowMult, this.entity); return arrowMult; }; /** * Returns the number of arrows which needs to be fired. * DefaultArrowCount + Garrisoned Archers(ie., any unit capable * of shooting arrows from inside buildings) */ BuildingAI.prototype.GetArrowCount = function() { var count = this.GetDefaultArrowCount(); var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder); if (cmpGarrisonHolder) { count += Math.round(cmpGarrisonHolder.GetGarrisonedArcherCount() * this.GetGarrisonArrowMultiplier()); } return count; }; /** * Fires arrows. Called every N times every 2 seconds * where N is the number of Arrows */ BuildingAI.prototype.FireArrows = function() { var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (cmpAttack) { var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetTimeout(this.entity, IID_BuildingAI, "FireArrows", timerInterval, {}); var arrowsToFire = 0; if (this.currentRound > (roundCount - 1)) { //Reached end of rounds. Reset count this.currentRound = 0; } if (this.currentRound == 0) { //First round. Calculate arrows to fire this.arrowsLeft = this.GetArrowCount(); } if (this.currentRound == (roundCount - 1)) { //Last round. Need to fire all left-over arrows arrowsToFire = this.arrowsLeft; } else { //Fire N arrows, 0 <= N <= Number of arrows left arrowsToFire = Math.floor(Math.random() * this.arrowsLeft); } if (this.targetUnits.length > 0) { for (var i = 0;i < arrowsToFire;i++) { cmpAttack.PerformAttack("Ranged", this.targetUnits[Math.floor(Math.random() * this.targetUnits.length)]); PlaySound("arrowfly", this.entity); } this.arrowsLeft -= arrowsToFire; } this.currentRound++; } }; Engine.RegisterComponentType(IID_BuildingAI, "BuildingAI", BuildingAI);