148 lines
4.1 KiB
JavaScript
148 lines
4.1 KiB
JavaScript
function BuildingAI() {}
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BuildingAI.prototype.Schema =
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"<element name='DefaultArrowCount'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"<element name='GarrisonArrowMultiplier'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>";
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/**
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* Initialize BuildingAI Component
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*/
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BuildingAI.prototype.Init = function()
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{
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if (this.template.DefaultArrowCount > 0 || this.template.GarrisonArrowMultiplier > 0)
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{
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.timer = cmpTimer.SetTimeout(this.entity, IID_BuildingAI, "FireArrows", 1000, {});
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}
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};
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BuildingAI.prototype.OnOwnershipChanged = function(msg)
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{
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if (msg.to != -1)
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this.SetupRangeQuery(msg.to);
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};
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/**
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* Cleanup on destroy
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*/
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BuildingAI.prototype.OnDestroy = function()
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{
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if (this.timer)
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{
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.timer);
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this.timer = undefined;
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}
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// Clean up range queries
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (this.enemyUnitsQuery)
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cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery);
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};
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/**
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* Setup the Range Query to detect units coming in & out of range
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*/
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BuildingAI.prototype.SetupRangeQuery = function(owner)
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{
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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if (this.enemyUnitsQuery)
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cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery);
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var players = [];
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var player = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player);
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// Get our diplomacy array
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var diplomacy = player.GetDiplomacy();
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var numPlayers = cmpPlayerManager.GetNumPlayers();
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for (var i = 1; i < numPlayers; ++i)
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{ // Exclude gaia, allies, and self
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// TODO: How to handle neutral players - Special query to attack military only?
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if ((i != owner) && (diplomacy[i - 1] < 0))
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players.push(i);
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}
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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if (cmpAttack)
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{
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var range = cmpAttack.GetRange("Ranged");
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this.enemyUnitsQuery = cmpRangeManager.CreateActiveQuery(this.entity, range.min, range.max, players, 0);
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cmpRangeManager.EnableActiveQuery(this.enemyUnitsQuery);
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}
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};
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/**
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* Called when units enter or leave range
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*/
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BuildingAI.prototype.OnRangeUpdate = function(msg)
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{
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if (!this.targetUnit && msg.added.length > 0)
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{
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this.targetUnit = msg.added[0];
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return;
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}
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else if (this.targetUnit && msg.removed.length > 0 && msg.removed.indexOf(this.targetUnit) != -1)
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{
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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var targetUnits = cmpRangeManager.ResetActiveQuery(this.enemyUnitsQuery);
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if (targetUnits.length > 0)
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this.targetUnit = targetUnits[0];
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else
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this.targetUnit = undefined;
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}
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};
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/**
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* Returns the number of arrows which needs to be fired.
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* DefaultArrowCount + Garrisoned Archers(ie., any unit capable
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* of shooting arrows from inside buildings)
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*/
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BuildingAI.prototype.GetArrowCount = function()
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{
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var count = +this.template.DefaultArrowCount;
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var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
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if (cmpGarrisonHolder)
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{
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//Need to get garrisoned infantry count
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count += Math.round(cmpGarrisonHolder.GetGarrisonedArcherCount() * this.template.GarrisonArrowMultiplier);
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}
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return count;
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};
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/**
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* Fires arrows. Called every N times every 2 seconds
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* where N is the number of Arrows
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*/
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BuildingAI.prototype.FireArrows = function()
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{
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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if (cmpAttack)
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{
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var timerInterval;
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var arrowCount = this.GetArrowCount();
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if (arrowCount > 0)
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{
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timerInterval = Math.round(2000 / arrowCount);
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}
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else
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{
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timerInterval = 1000;
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}
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.timer = cmpTimer.SetTimeout(this.entity, IID_BuildingAI, "FireArrows", timerInterval, {});
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if (this.targetUnit && (arrowCount > 0))
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{
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cmpAttack.PerformAttack("Ranged", this.targetUnit);
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}
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}
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};
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Engine.RegisterComponentType(IID_BuildingAI, "BuildingAI", BuildingAI); |