1
0
forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/UnitAI.js

1334 lines
34 KiB
JavaScript

function UnitAI() {}
UnitAI.prototype.Schema =
"<a:help>Controls the unit's movement, attacks, etc, in response to commands from the player.</a:help>" +
"<a:example/>" +
"<element name='FormationController'>" +
"<data type='boolean'/>" +
"</element>";
// 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();
},
"IDLE": {
"enter": function() {
this.SelectAnimation("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) {
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() {
// 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;
}
// Nobody to attack - switch to idle
this.SelectAnimation("idle");
return false;
},
"leave": function() {
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
rangeMan.DisableActiveQuery(this.losRangeQuery);
},
"LosRangeUpdate": function(msg) {
if (this.GetStance().attackOnSight)
{
// Start attacking one of the newly-seen enemy (if any)
this.AttackVisibleEntity(msg.data.added);
}
},
},
"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() {
this.SetNextState("GATHERING");
},
},
"GATHERING": {
"enter": function() {
var typename = "gather_" + this.order.data.type.specific;
this.SelectAnimation(typename, false, 1.0, typename);
this.StartTimer(1000, 1000);
},
"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 cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// 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 dropsites = cmpRangeManager.ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite);
// Try to find the first (nearest) dropsite which supports this resource type
for each (var dropsite in dropsites)
{
var cmpDropsite = Engine.QueryInterface(dropsite, IID_ResourceDropsite);
if (!cmpDropsite.AcceptsType(this.order.data.type.generic))
continue;
// This dropsite is okay - return our resources to it
this.PushOrderFront("ReturnResource", { "target": dropsite });
return;
}
// Oh no, couldn't find any drop sites.
// Give up and stand here like a lemon.
}
}
else
{
// Try to follow it
if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
{
this.SetNextState("APPROACHING");
}
else
{
// Save the current order's type in case we need it later
var oldType = this.order.data.type;
// Can't reach it, or it doesn't exist any more - give up on this order
if (this.FinishOrder())
return;
// No remaining orders - pick a useful default behaviour
// Try to find a nearby target of the same type
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 (type.specific == oldType.specific)
{
this.Gather(ent, true);
return;
}
}
// Nothing else to gather - 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();
var typename = "carry_" + type.generic;
// Special case for meat
if (type.specific == "meat")
typename = "carry_" + type.specific;
this.SelectAnimation(typename, false, this.GetWalkSpeed());
},
"MoveCompleted": function() {
var cmpResourceDropsite = Engine.QueryInterface(this.order.data.target, IID_ResourceDropsite);
if (cmpResourceDropsite)
{
// TODO: check the dropsite really is in range
// (we didn't get stopped before reaching it)
var dropsiteTypes = cmpResourceDropsite.GetTypes();
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
cmpResourceGatherer.CommitResources(dropsiteTypes);
}
else
{
// The dropsite was destroyed or something.
// TODO: We ought to look for a new one, probably.
}
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);
}
else
{
// 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.SetStance("aggressive");
};
UnitAI.prototype.IsFormationController = function()
{
return (this.template.FormationController == "true");
};
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
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});
};
UnitAI.prototype.StartTimer = function(offset, repeat)
{
if (this.timer)
error("Called StartTimer when there's already an active timer");
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", offset, { "timerRepeat": repeat });
};
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 cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpMotion.GetWalkSpeed();
};
UnitAI.prototype.GetRunSpeed = function()
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpMotion.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);
};
/**
* 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.MoveToPoint = function(x, z)
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpMotion.MoveToPoint(x, z);
};
UnitAI.prototype.MoveToTarget = function(target)
{
var cmpPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpPosition)
return false;
if (!cmpPosition.IsInWorld())
return false;
var pos = cmpPosition.GetPosition();
return this.MoveToPoint(pos.x, pos.z);
};
UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
{
var cmpRanged = Engine.QueryInterface(this.entity, iid);
var range = cmpRanged.GetRange(type);
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpMotion.MoveToAttackRange(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 cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpMotion.IsInAttackRange(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":
// 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();
this.AddOrder("Gather", { "target": target, "type": type }, 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);