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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/AIProxy.js

285 lines
7.4 KiB
JavaScript

function AIProxy() {}
AIProxy.prototype.Schema =
"<empty/>";
/**
* AIProxy passes its entity's state data to AI scripts.
*
* Efficiency is critical: there can be many thousands of entities,
* and the data returned by this component is serialized and copied to
* the AI thread every turn, so it can be quite expensive.
*
* We omit all data that can be derived statically from the template XML
* files - the AI scripts can parse the templates themselves.
* This violates the component interface abstraction and is potentially
* fragile if the template formats change (since both the component code
* and the AI will have to be updated in sync), but it's not *that* bad
* really and it helps performance significantly.
*
* We also add an optimisation to avoid copying non-changing values.
* The first call to GetRepresentation calls GetFullRepresentation,
* which constructs the complete entity state representation.
* After that, we simply listen to events from the rest of the gameplay code,
* and store the changed data in this.changes.
* Properties in this.changes will override those previously returned
* from GetRepresentation; if a property isn't overridden then the AI scripts
* will keep its old value.
*
* The event handlers should set this.changes.whatever to exactly the
* same as GetFullRepresentation would set.
*/
AIProxy.prototype.Init = function()
{
this.changes = null;
this.needsFullGet = true;
// Let the AIInterface know that we exist and that it should query us
this.NotifyChange();
};
AIProxy.prototype.GetRepresentation = function()
{
// Return the full representation the first time we're called
var ret;
if (this.needsFullGet)
{
ret = this.GetFullRepresentation();
this.needsFullGet = false;
}
else
{
ret = this.changes;
}
// Initialise changes to null instead of {}, to avoid memory allocations in the
// common case where there will be no changes; event handlers should each reset
// it to {} if needed
this.changes = null;
return ret;
};
AIProxy.prototype.NotifyChange = function()
{
if (!this.changes)
{
this.changes = {};
var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
cmpAIInterface.ChangedEntity(this.entity);
}
};
// AI representation-updating event handlers:
AIProxy.prototype.OnPositionChanged = function(msg)
{
this.NotifyChange();
if (msg.inWorld)
this.changes.position = [msg.x, msg.z];
else
this.changes.position = undefined;
};
AIProxy.prototype.OnHealthChanged = function(msg)
{
this.NotifyChange();
this.changes.hitpoints = msg.to;
};
AIProxy.prototype.OnOwnershipChanged = function(msg)
{
this.NotifyChange();
this.changes.owner = msg.to;
};
AIProxy.prototype.OnUnitIdleChanged = function(msg)
{
this.NotifyChange();
this.changes.idle = msg.idle;
};
AIProxy.prototype.OnUnitAIStateChanged = function(msg)
{
this.NotifyChange();
this.changes.unitAIState = msg.to;
};
AIProxy.prototype.OnUnitAIOrderDataChanged = function(msg)
{
this.NotifyChange();
this.changes.unitAIOrderData = msg.to;
};
AIProxy.prototype.OnProductionQueueChanged = function(msg)
{
this.NotifyChange();
var cmpProductionQueue = Engine.QueryInterface(this.entity, IID_ProductionQueue);
this.changes.trainingQueue = cmpProductionQueue.GetQueue();
};
AIProxy.prototype.OnGarrisonedUnitsChanged = function(msg)
{
this.NotifyChange();
var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
this.changes.garrisoned = cmpGarrisonHolder.GetEntities();
};
AIProxy.prototype.OnResourceSupplyChanged = function(msg)
{
this.NotifyChange();
this.changes.resourceSupplyAmount = msg.to;
};
AIProxy.prototype.OnResourceCarryingChanged = function(msg)
{
this.NotifyChange();
this.changes.resourceCarrying = msg.to;
};
AIProxy.prototype.OnFoundationProgressChanged = function(msg)
{
this.NotifyChange();
this.changes.foundationProgress = msg.to;
};
// TODO: event handlers for all the other things
AIProxy.prototype.GetFullRepresentation = function()
{
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var ret = {
// These properties are constant and won't need to be updated
"id": this.entity,
"template": cmpTemplateManager.GetCurrentTemplateName(this.entity)
}
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition)
{
// Updated by OnPositionChanged
if (cmpPosition.IsInWorld())
{
var pos = cmpPosition.GetPosition2D();
ret.position = [pos.x, pos.y];
}
else
{
ret.position = undefined;
}
}
var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
if (cmpHealth)
{
// Updated by OnHealthChanged
ret.hitpoints = cmpHealth.GetHitpoints();
}
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership)
{
// Updated by OnOwnershipChanged
ret.owner = cmpOwnership.GetOwner();
}
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI)
{
// Updated by OnUnitIdleChanged
ret.idle = cmpUnitAI.IsIdle();
// Updated by OnUnitAIStateChanged
ret.unitAIState = cmpUnitAI.GetCurrentState();
// Updated by OnUnitAIOrderDataChanged
ret.unitAIOrderData = cmpUnitAI.GetOrderData();
}
var cmpProductionQueue = Engine.QueryInterface(this.entity, IID_ProductionQueue);
if (cmpProductionQueue)
{
// Updated by OnProductionQueueChanged
ret.trainingQueue = cmpProductionQueue.GetQueue();
}
var cmpFoundation = Engine.QueryInterface(this.entity, IID_Foundation);
if (cmpFoundation)
{
// Updated by OnFoundationProgressChanged
ret.foundationProgress = cmpFoundation.GetBuildPercentage();
}
var cmpResourceSupply = Engine.QueryInterface(this.entity, IID_ResourceSupply);
if (cmpResourceSupply)
{
// Updated by OnResourceSupplyChanged
ret.resourceSupplyAmount = cmpResourceSupply.GetCurrentAmount();
}
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
// Updated by OnResourceCarryingChanged
ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus();
}
var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
{
// Updated by OnGarrisonedUnitsChanged
ret.garrisoned = cmpGarrisonHolder.GetEntities();
}
return ret;
};
// AI event handlers:
// (These are passed directly as events to the AI scripts, rather than updating
// our proxy representation.)
// (This shouldn't include extremely high-frequency events, like PositionChanged,
// because that would be very expensive and AI will rarely care about all those
// events.)
AIProxy.prototype.OnCreate = function(msg)
{
var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
cmpAIInterface.PushEvent("Create", msg);
};
AIProxy.prototype.OnDestroy = function(msg)
{
var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
cmpAIInterface.PushEvent("Destroy", msg);
};
AIProxy.prototype.OnAttacked = function(msg)
{
var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
cmpAIInterface.PushEvent("Attacked", msg);
};
AIProxy.prototype.OnConstructionFinished = function(msg)
{
var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
cmpAIInterface.PushEvent("ConstructionFinished", msg);
};
AIProxy.prototype.OnTrainingFinished = function(msg)
{
var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
cmpAIInterface.PushEvent("TrainingFinished", msg);
};
Engine.RegisterComponentType(IID_AIProxy, "AIProxy", AIProxy);