function UnitAI() {} UnitAI.prototype.Schema = "Controls the unit's movement, attacks, etc, in response to commands from the player." + "" + "" + "" + ""; // Very basic stance support (currently just for test maps where we don't want // everyone killing each other immediately after loading) var g_Stances = { "aggressive": { attackOnSight: true, }, "holdfire": { attackOnSight: false, }, }; 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 }, // 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) { var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); cmpUnitMotion.MoveToFormationOffset(msg.data.target, msg.data.x, msg.data.z); this.SetNextState("FORMATIONMEMBER.WALKING"); }, // Individual orders: // (these will switch the unit out of formation mode) "Order.Walk": function(msg) { this.MoveToPoint(this.order.data.x, this.order.data.z); this.SetNextState("INDIVIDUAL.WALKING"); }, "Order.WalkToTarget": function(msg) { 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.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 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.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.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.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.SetNextState("INDIVIDUAL.REPAIR.REPAIRING"); } }, "Order.Garrison": function(msg) { if (this.MoveToTarget(this.order.data.target)) { this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING"); } else { this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED"); } }, // 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, 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"); }, "IDLE": { "enter": function() { this.SelectAnimation("idle"); }, }, "WALKING": { "enter": function () { this.SelectAnimation("move"); }, }, }, // States for entities not part of a formation: "INDIVIDUAL": { "Attacked": function(msg) { // Default behaviour: attack back at our attacker if (this.CanAttack(msg.data.attacker)) { this.PushOrderFront("Attack", { "target": msg.data.attacker }); } else { // TODO: If unit can't attack, run away } }, "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().attackOnSight && this.AttackVisibleEntity(ents)) return true; // (abort the 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().attackOnSight) { // Start attacking one of the newly-seen enemy (if any) this.AttackVisibleEntity(msg.data.added); } }, "Timer": function(msg) { if (!this.isIdle) { this.isIdle = true; Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle }); } }, }, "WALKING": { "enter": function () { this.SelectAnimation("move"); }, "MoveCompleted": function() { this.FinishOrder(); }, }, "COMBAT": { "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 // We finished building it. // Switch to the next order (if any) if (this.FinishOrder()) return; // No remaining orders - pick a useful default behaviour // 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; } } // TODO: look for a nearby foundation to help with }, }, "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); } if (this.FinishOrder()) return; }, "leave": function() { } }, }, }, }; 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.isIdle = false; this.SetStance("aggressive"); }; UnitAI.prototype.IsFormationController = function() { return (this.template.FormationController == "true"); }; UnitAI.prototype.IsIdle = function() { return this.isIdle; }; UnitAI.prototype.OnCreate = function() { 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; } }; /** * 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 }; 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) { this.orderQueue = []; this.PushOrder(type, 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.OnAttacked = function(msg) { UnitFsm.ProcessMessage(this, {"type": "Attacked", "data": msg}); }; 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) { 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; }; /** * 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.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; }; //// 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; }; /** * 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 "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.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.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, queued) { if (!this.CanRepair(target)) { this.WalkToTarget(target, queued); return; } this.AddOrder("Repair", { "target": target }, queued); }; 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; 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; }; Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);