0ad/binaries/data/mods/public/simulation/components/Formation.js

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function Formation() {}
Formation.prototype.Schema =
"<element name='FormationName' a:help='Name of the formation'>" +
"<text/>" +
"</element>" +
"<element name='SpeedMultiplier' a:help='The speed of the formation is determined by the minimum speed of all members, multiplied with this number.'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='FormationShape' a:help='Formation shape, currently supported are square, triangle and special, where special will be defined in the source code.'>" +
"<text/>" +
"</element>" +
"<element name='ShiftRows' a:help='Set the value to true to shift subsequent rows'>" +
"<text/>" +
"</element>" +
"<element name='WidthDepthRatio' a:help='Average width/depth, counted in number of units.'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<optional>" +
"<element name='MinColumns' a:help='When possible, this number of colums will be created. Overriding the wanted width depth ratio'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='MaxColumns' a:help='When possible within the number of units, and the maximum number of rows, this will be the maximum number of columns.'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='MaxRows' a:help='The maximum number of rows in the formation'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<element name='CenterGap' a:help='The size of the central gap, expressed in number of units wide'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"</optional>" +
"<element name='UnitSeparationWidthMultiplier' a:help='Place the units in the formation closer or further to each other. The standard separation is the footprint size.'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='UnitSeparationDepthMultiplier' a:help='Place the units in the formation closer or further to each other. The standard separation is the footprint size.'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>";
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var g_ColumnDistanceThreshold = 128; // distance at which we'll switch between column/box formations
Formation.prototype.Init = function()
{
this.formationShape = this.template.FormationShape;
this.shiftRows = this.template.ShiftRows == "true";
this.separationMultiplier = {
"width": +this.template.UnitSeparationWidthMultiplier,
"depth": +this.template.UnitSeparationDepthMultiplier
};
this.widthDepthRatio = +this.template.WidthDepthRatio;
this.minColumns = +(this.template.MinColumns || 0);
this.maxColumns = +(this.template.MaxColumns || 0);
this.maxRows = +(this.template.MaxRows || 0);
this.centerGap = +(this.template.CenterGap || 0);
this.members = []; // entity IDs currently belonging to this formation
this.inPosition = []; // entities that have reached their final position
this.columnar = false; // whether we're travelling in column (vs box) formation
this.formationName = this.template.FormationName;
this.rearrange = true; // whether we should rearrange all formation members
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this.formationMembersWithAura = []; // Members with a formation aura
this.width = 0;
this.depth = 0;
this.oldOrientation = {"sin": 0, "cos": 0};
this.twinFormations = [];
// distance from which two twin formations will merge into one.
this.formationSeparation = 0;
Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer)
.SetInterval(this.entity, IID_Formation, "ShapeUpdate", 1000, 1000, null);
};
/**
* Set the value from which two twin formations will become one.
*/
Formation.prototype.SetFormationSeparation = function(value)
{
this.formationSeparation = value;
};
Formation.prototype.GetSize = function()
{
return {"width": this.width, "depth": this.depth};
};
Formation.prototype.GetSpeedMultiplier = function()
{
return +this.template.SpeedMultiplier;
};
Formation.prototype.GetMemberCount = function()
{
return this.members.length;
};
/**
* Returns the 'primary' member of this formation (typically the most
* important unit type), for e.g. playing a representative sound.
* Returns undefined if no members.
* TODO: actually implement something like that; currently this just returns
* the arbitrary first one.
*/
Formation.prototype.GetPrimaryMember = function()
{
return this.members[0];
};
/**
* Permits formation members to register that they've reached their
* destination, and automatically disbands the formation if all members
* are at their final positions and no controller orders remain.
*/
Formation.prototype.SetInPosition = function(ent)
{
if (this.inPosition.indexOf(ent) != -1)
return;
// Only consider automatically disbanding if there are no orders left.
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
if (cmpUnitAI.GetOrders().length)
{
this.inPosition = [];
return;
}
this.inPosition.push(ent);
if (this.inPosition.length >= this.members.length)
this.Disband();
};
/**
* Called by formation members upon entering non-walking states.
*/
Formation.prototype.UnsetInPosition = function(ent)
{
var ind = this.inPosition.indexOf(ent);
if (ind != -1)
this.inPosition.splice(ind, 1);
}
/**
* Set whether we should rearrange formation members if
* units are removed from the formation.
*/
Formation.prototype.SetRearrange = function(rearrange)
{
this.rearrange = rearrange;
};
/**
* Initialise the members of this formation.
* Must only be called once.
* All members must implement UnitAI.
*/
Formation.prototype.SetMembers = function(ents)
{
this.members = ents;
for each (var ent in this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SetFormationController(this.entity);
cmpUnitAI.SetLastFormationName(this.formationName);
var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
if (cmpAuras && cmpAuras.HasFormationAura())
{
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this.formationMembersWithAura.push(ent);
cmpAuras.ApplyFormationBonus(ents);
}
}
this.offsets = undefined;
// Locate this formation controller in the middle of its members
this.MoveToMembersCenter();
this.ComputeMotionParameters();
};
/**
* Remove the given list of entities.
* The entities must already be members of this formation.
*/
Formation.prototype.RemoveMembers = function(ents)
{
this.offsets = undefined;
this.members = this.members.filter(function(e) { return ents.indexOf(e) == -1; });
this.inPosition = this.inPosition.filter(function(e) { return ents.indexOf(e) == -1; });
for each (var ent in ents)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.UpdateWorkOrders();
cmpUnitAI.SetFormationController(INVALID_ENTITY);
}
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for each (var ent in this.formationMembersWithAura)
{
var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
cmpAuras.RemoveFormationBonus(ents);
// the unit with the aura is also removed from the formation
if (ents.indexOf(ent) !== -1)
cmpAuras.RemoveFormationBonus(this.members);
}
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this.formationMembersWithAura = this.formationMembersWithAura.filter(function(e) { return ents.indexOf(e) == -1; });
// If there's nobody left, destroy the formation
if (this.members.length == 0)
{
Engine.DestroyEntity(this.entity);
return;
}
if (!this.rearrange)
return;
this.ComputeMotionParameters();
// Rearrange the remaining members
this.MoveMembersIntoFormation(true, true);
};
Formation.prototype.AddMembers = function(ents)
{
this.offsets = undefined;
this.inPosition = [];
for each (var ent in this.formationMembersWithAura)
{
var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
cmpAuras.RemoveFormationBonus(ents);
// the unit with the aura is also removed from the formation
if (ents.indexOf(ent) !== -1)
cmpAuras.RemoveFormationBonus(this.members);
}
this.members = this.members.concat(ents);
for each (var ent in this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SetFormationController(this.entity);
var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
if (cmpAuras && cmpAuras.HasFormationAura())
{
this.formationMembersWithAura.push(ent);
cmpAuras.ApplyFormationBonus(ents);
}
}
this.MoveMembersIntoFormation(true, true);
};
/**
* Called when the formation stops moving in order to detect
* units that have already reached their final positions.
*/
Formation.prototype.FindInPosition = function()
{
for (var i = 0; i < this.members.length; ++i)
{
var cmpUnitMotion = Engine.QueryInterface(this.members[i], IID_UnitMotion);
if (!cmpUnitMotion.IsMoving())
{
// Verify that members are stopped in FORMATIONMEMBER.WALKING
var cmpUnitAI = Engine.QueryInterface(this.members[i], IID_UnitAI);
if (cmpUnitAI.IsWalking())
this.SetInPosition(this.members[i]);
}
}
}
/**
* Remove all members and destroy the formation.
*/
Formation.prototype.Disband = function()
{
for each (var ent in this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI.SetFormationController(INVALID_ENTITY);
}
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for each (var ent in this.formationMembersWithAura)
{
var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
cmpAuras.RemoveFormationBonus(this.members);
}
this.members = [];
this.inPosition = [];
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this.formationMembersWithAura = [];
this.offsets = undefined;
Engine.DestroyEntity(this.entity);
};
/**
* Call obj.funcname(args) on UnitAI components of all members.
*/
Formation.prototype.CallMemberFunction = function(funcname, args)
{
for each (var ent in this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
cmpUnitAI[funcname].apply(cmpUnitAI, args);
}
};
/**
* Call obj.functname(args) on UnitAI components of all members,
* and return true if all calls return true.
*/
Formation.prototype.TestAllMemberFunction = function(funcname, args)
{
for each (var ent in this.members)
{
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI[funcname].apply(cmpUnitAI, args))
return false;
}
return true;
};
Formation.prototype.GetMaxAttackRangeFunction = function(target)
{
var result = 0;
var range = 0;
for each (var ent in this.members)
{
var cmpAttack = Engine.QueryInterface(ent, IID_Attack);
if (!cmpAttack)
continue;
var type = cmpAttack.GetBestAttackAgainst(target);
if (!type)
continue;
range = cmpAttack.GetRange(type);
if (range.max > result)
result = range.max;
}
return result;
};
/**
* Set all members to form up into the formation shape.
* If moveCenter is true, the formation center will be reinitialised
* to the center of the units.
* If force is true, all individual orders of the formation units are replaced,
* otherwise the order to walk into formation is just pushed to the front.
*/
Formation.prototype.MoveMembersIntoFormation = function(moveCenter, force)
{
var active = [];
var positions = [];
for each (var ent in this.members)
{
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
active.push(ent);
// query the 2D position as exact hight calculation isn't needed
// but bring the position to the right coordinates
var pos = cmpPosition.GetPosition2D();
pos.z = pos.y;
pos.y = undefined;
positions.push(pos);
}
var avgpos = this.ComputeAveragePosition(positions);
// Reposition the formation if we're told to or if we don't already have a position
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var inWorld = cmpPosition.IsInWorld();
if (moveCenter || !inWorld)
{
cmpPosition.JumpTo(avgpos.x, avgpos.z);
// Don't make the formation controller entity show up in range queries
if (!inWorld)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetEntityFlag(this.entity, "normal", false);
}
}
// Switch between column and box if necessary
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var walkingDistance = cmpUnitAI.ComputeWalkingDistance();
var columnar = walkingDistance > g_ColumnDistanceThreshold;
if (columnar != this.columnar)
{
this.columnar = columnar;
this.offsets = undefined;
}
var newOrientation = this.GetTargetOrientation(avgpos);
var dSin = Math.abs(newOrientation.sin - this.oldOrientation.sin);
var dCos = Math.abs(newOrientation.cos - this.oldOrientation.cos);
// If the formation existed, only recalculate positions if the turning agle is somewhat biggish
if (!this.offsets || dSin > 1 || dCos > 1)
this.offsets = this.ComputeFormationOffsets(active, positions);
this.oldOrientation = newOrientation;
var xMax = 0;
var zMax = 0;
for (var i = 0; i < this.offsets.length; ++i)
{
var offset = this.offsets[i];
var cmpUnitAI = Engine.QueryInterface(offset.ent, IID_UnitAI);
if (!cmpUnitAI)
continue;
if (force)
{
cmpUnitAI.ReplaceOrder("FormationWalk", {
"target": this.entity,
"x": offset.x,
"z": offset.z
});
}
else
{
cmpUnitAI.PushOrderFront("FormationWalk", {
"target": this.entity,
"x": offset.x,
"z": offset.z
});
}
xMax = Math.max(xMax, offset.x);
zMax = Math.max(zMax, offset.z);
}
this.width = xMax * 2;
this.depth = zMax * 2;
};
Formation.prototype.MoveToMembersCenter = function()
{
var positions = [];
for each (var ent in this.members)
{
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
continue;
positions.push(cmpPosition.GetPosition());
}
var avgpos = this.ComputeAveragePosition(positions);
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var inWorld = cmpPosition.IsInWorld();
cmpPosition.JumpTo(avgpos.x, avgpos.z);
// Don't make the formation controller show up in range queries
if (!inWorld)
{
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
cmpRangeManager.SetEntityFlag(this.entity, "normal", false);
}
};
Formation.prototype.GetAvgFootprint = function(active)
{
var footprints = [];
for each (var ent in active)
{
var cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
if (cmpFootprint)
footprints.push(cmpFootprint.GetShape());
}
if (!footprints.length)
return {"width":1, "depth": 1};
var r = {"width": 0, "depth": 0};
for each (var shape in footprints)
{
if (shape.type == "circle")
{
r.width += shape.radius * 2;
r.depth += shape.radius * 2;
}
else if (shape.type == "square")
{
r.width += shape.width;
r.depth += shape.depth;
}
}
r.width /= footprints.length;
r.depth /= footprints.length;
return r;
};
Formation.prototype.ComputeFormationOffsets = function(active, positions)
{
var separation = this.GetAvgFootprint(active);
separation.width *= this.separationMultiplier.width;
separation.depth *= this.separationMultiplier.depth;
// the entities will be assigned to positions in the formation in
// the same order as the types list is ordered
var types = {
"Cavalry" : [],
"Hero" : [],
"Melee" : [],
"Ranged" : [],
"Support" : [],
"Unknown": []
};
for (var i in active)
{
var cmpIdentity = Engine.QueryInterface(active[i], IID_Identity);
var classes = cmpIdentity.GetClassesList();
var done = false;
for each (var cla in classes)
{
if (cla in types)
{
types[cla].push({"ent": active[i], "pos": positions[i]});
done = true;
break;
}
}
if (!done)
types["Unknown"].push({"ent": active[i], "pos": positions[i]});
}
var count = active.length;
var shape = this.formationShape;
var shiftRows = this.shiftRows;
var centerGap = this.centerGap;
var ordering = [];
var offsets = [];
// Choose a sensible size/shape for the various formations, depending on number of units
var cols;
if (this.columnar)
{
shape = "square";
cols = Math.min(count,3);
shiftRows = false;
centerGap = 0;
}
else
{
var depth = Math.sqrt(count / this.widthDepthRatio);
if (this.maxRows && depth > this.maxRows)
depth = this.maxRows;
cols = Math.ceil(count / Math.ceil(depth) + (this.shiftRows ? 0.5 : 0));
if (cols < this.minColumns)
cols = Math.min(count, this.minColumns);
if (this.maxColumns && cols > this.maxColumns && this.maxRows != depth)
cols = this.maxColumns;
}
// define special formations here
switch(this.formationName)
{
case "Scatter":
var width = Math.sqrt(count) * (separation.width + separation.depth) * 2.5;
for (var i = 0; i < count; ++i)
offsets.push({"x": Math.random()*width, "z": Math.random()*width});
break;
case "Box":
var root = Math.ceil(Math.sqrt(count));
var left = count;
var meleeleft = types["Melee"].length;
for (var sq = Math.floor(root/2); sq >= 0; --sq)
{
var width = sq * 2 + 1;
var stodo;
if (sq == 0)
{
stodo = left;
}
else
{
if (meleeleft >= width*width - (width-2)*(width-2)) // form a complete box
{
stodo = width*width - (width-2)*(width-2);
meleeleft -= stodo;
}
else // compact
{
stodo = Math.max(0, left - (width-2)*(width-2));
}
}
for (var r = -sq; r <= sq && stodo; ++r)
{
for (var c = -sq; c <= sq && stodo; ++c)
{
if (Math.abs(r) == sq || Math.abs(c) == sq)
{
var x = c * separation.width;
var z = -r * separation.depth;
offsets.push({"x": x, "z": z});
stodo--;
left--;
}
}
}
}
break;
case "Battle Line":
ordering.push("FillFromTheSides");
break;
default:
break;
}
// For non-special formations, calculate the positions based on the number of entities
if (shape != "special")
{
var r = 0;
var left = count;
// while there are units left, start a new row in the formation
while (left > 0)
{
// save the position of the row
var z = -r * separation.depth;
// switch between the left and right side of the center to have a symmetrical distribution
var side = 1;
// determine the number of entities in this row of the formation
if (shape == "square")
{
var n = cols;
if (shiftRows)
n -= r%2;
}
else if (shape == "triangle")
{
if (shiftRows)
var n = r + 1;
else
var n = r * 2 + 1;
}
if (!shiftRows && n > left)
n = left;
for (var c = 0; c < n && left > 0; ++c)
{
// switch sides for the next entity
side *= -1;
if (n%2 == 0)
var x = side * (Math.floor(c/2) + 0.5) * separation.width;
else
var x = side * Math.ceil(c/2) * separation.width;
if (centerGap)
{
if (x == 0) // don't use the center position with a center gap
continue;
x += side * centerGap / 2;
}
offsets.push({"x": x, "z": z});
left--
}
++r;
}
}
// make sure the average offset is zero, as the formation is centered around that
// calculating offset distances without a zero average makes no sense, as the formation
// will jump to a different position any time
var avgoffset = this.ComputeAveragePosition(offsets);
for each (var offset in offsets)
{
offset.x -= avgoffset.x;
offset.z -= avgoffset.z;
}
// sort the available places in certain ways
// the places first in the list will contain the heaviest units as defined by the order
// of the types list
for each (var order in ordering)
{
if (order == "FillFromTheSides")
offsets.sort(function(o1, o2) { return Math.abs(o1.x) < Math.abs(o2.x);});
else if (order == "FillFromTheCenter")
offsets.sort(function(o1, o2) { return Math.abs(o1.x) > Math.abs(o2.x);});
else if (order == "FillFromTheFront")
offsets.sort(function(o1, o2) { return o1.z < o2.z;});
}
// query the 2D position of the formation, and bring to the right coordinate system
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var formationPos = cmpPosition.GetPosition2D();
formationPos.z = formationPos.y;
formationPos.y = undefined;
// use realistic place assignment,
// every soldier searches the closest available place in the formation
var newOffsets = [];
var realPositions = this.GetRealOffsetPositions(offsets, formationPos);
for each (var t in types)
{
var usedOffsets = offsets.splice(0,t.length);
var usedRealPositions = realPositions.splice(0, t.length);
for each (var entPos in t)
{
var closestOffsetId = this.TakeClosestOffset(entPos, usedRealPositions);
usedRealPositions.splice(closestOffsetId, 1);
newOffsets.push(usedOffsets.splice(closestOffsetId, 1)[0]);
newOffsets[newOffsets.length - 1].ent = entPos.ent;
}
}
return newOffsets;
};
/**
* Search the closest position in the realPositions list to the given entity
* @param ent, the queried entity
* @param realPositions, the world coordinates of the available offsets
* @return the index of the closest offset position
*/
Formation.prototype.TakeClosestOffset = function(entPos, realPositions)
{
var pos = entPos.pos;
var closestOffsetId = -1;
var offsetDistanceSq = Infinity;
for (var i = 0; i < realPositions.length; i++)
{
var dx = realPositions[i].x - pos.x;
var dz = realPositions[i].z - pos.z;
var distSq = dx * dx + dz * dz;
if (distSq < offsetDistanceSq)
{
offsetDistanceSq = distSq;
closestOffsetId = i;
}
}
return closestOffsetId;
};
/**
* Get the world positions for a list of offsets in this formation
*/
Formation.prototype.GetRealOffsetPositions = function(offsets, pos)
{
var offsetPositions = [];
var {sin, cos} = this.GetTargetOrientation(pos);
// calculate the world positions
for each (var o in offsets)
offsetPositions.push({
"x" : pos.x + o.z * sin + o.x * cos,
"z" : pos.z + o.z * cos - o.x * sin
});
return offsetPositions;
};
/**
* calculate the estimated rotation of the formation
* based on the first unitAI target position
* Return the sine and cosine of the angle
*/
Formation.prototype.GetTargetOrientation = function(pos)
{
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var targetPos = cmpUnitAI.GetTargetPositions();
var sin = 0;
var cos = 1;
if (targetPos.length)
{
var dx = targetPos[0].x - pos.x;
var dz = targetPos[0].z - pos.z;
if (dx || dz)
{
var dist = Math.sqrt(dx * dx + dz * dz);
cos = dz / dist;
sin = dx / dist;
}
}
return {"sin": sin, "cos": cos};
};
Formation.prototype.ComputeAveragePosition = function(positions)
{
var sx = 0;
var sz = 0;
for each (var pos in positions)
{
sx += pos.x;
sz += pos.z;
}
return { "x": sx / positions.length, "z": sz / positions.length };
};
/**
* Set formation controller's radius and speed based on its current members.
*/
Formation.prototype.ComputeMotionParameters = function()
{
var maxRadius = 0;
var minSpeed = Infinity;
for each (var ent in this.members)
{
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
if (cmpObstruction)
maxRadius = Math.max(maxRadius, cmpObstruction.GetUnitRadius());
var cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
if (cmpUnitMotion)
minSpeed = Math.min(minSpeed, cmpUnitMotion.GetWalkSpeed());
}
minSpeed *= this.GetSpeedMultiplier();
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.SetUnitRadius(maxRadius);
cmpUnitMotion.SetSpeed(minSpeed);
// TODO: we also need to do something about PassabilityClass, CostClass
};
Formation.prototype.ShapeUpdate = function()
{
// Check the distance to twin formations, and merge if when
// the formations could collide
for (var i = this.twinFormations.length - 1; i >= 0; --i)
{
// only do the check on one side
if (this.twinFormations[i] <= this.entity)
continue;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
var cmpOtherPosition = Engine.QueryInterface(this.twinFormations[i], IID_Position);
var cmpOtherFormation = Engine.QueryInterface(this.twinFormations[i], IID_Formation);
if (!cmpPosition || !cmpOtherPosition || !cmpOtherFormation)
continue;
var thisPosition = cmpPosition.GetPosition2D();
var otherPosition = cmpOtherPosition.GetPosition2D();
var dx = thisPosition.x - otherPosition.x;
var dy = thisPosition.y - otherPosition.y;
var dist = Math.sqrt(dx * dx + dy * dy);
var thisSize = this.GetSize();
var otherSize = cmpOtherFormation.GetSize();
var minDist = Math.max(thisSize.width / 2, thisSize.depth / 2) +
Math.max(otherSize.width / 2, otherSize.depth / 2) +
this.formationSeparation;
if (minDist < dist)
continue;
// merge the members from the twin formation into this one
// twin formations should always have exactly the same orders
this.AddMembers(cmpOtherFormation.members);
Engine.DestroyEntity(this.twinFormations[i]);
this.twinFormations.splice(i,1);
}
// Switch between column and box if necessary
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var walkingDistance = cmpUnitAI.ComputeWalkingDistance();
var columnar = walkingDistance > g_ColumnDistanceThreshold;
if (columnar != this.columnar)
{
this.offsets = undefined;
this.columnar = columnar;
this.MoveMembersIntoFormation(false, true);
// (disable moveCenter so we can't get stuck in a loop of switching
// shape causing center to change causing shape to switch back)
}
};
Formation.prototype.OnGlobalOwnershipChanged = function(msg)
{
// When an entity is captured or destroyed, it should no longer be
// controlled by this formation
if (this.members.indexOf(msg.entity) != -1)
this.RemoveMembers([msg.entity]);
};
Formation.prototype.OnGlobalEntityRenamed = function(msg)
{
if (this.members.indexOf(msg.entity) != -1)
{
this.offsets = undefined;
var cmpNewUnitAI = Engine.QueryInterface(msg.newentity, IID_UnitAI);
if (cmpNewUnitAI)
this.members[this.members.indexOf(msg.entity)] = msg.newentity;
var cmpOldUnitAI = Engine.QueryInterface(msg.entity, IID_UnitAI);
cmpOldUnitAI.SetFormationController(INVALID_ENTITY);
if (cmpNewUnitAI)
cmpNewUnitAI.SetFormationController(this.entity);
// Because the renamed entity might have different characteristics,
// (e.g. packed vs. unpacked siege), we need to recompute motion parameters
this.ComputeMotionParameters();
}
}
Formation.prototype.RegisterTwinFormation = function(entity)
{
var cmpFormation = Engine.QueryInterface(entity, IID_Formation);
if (!cmpFormation)
return;
this.twinFormations.push(entity);
cmpFormation.twinFormations.push(this.entity);
};
Formation.prototype.DeleteTwinFormations = function()
{
for each (var ent in this.twinFormations)
{
var cmpFormation = Engine.QueryInterface(ent, IID_Formation);
if (cmpFormation)
cmpFormation.twinFormations.splice(cmpFormation.twinFormations.indexOf(this.entity), 1);
}
this.twinFormations = [];
};
Formation.prototype.LoadFormation = function(formationName)
{
if (formationName == this.formationName)
{
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
cmpUnitAI.MoveIntoFormation();
return;
}
var members = this.members;
this.Disband();
var newFormation = Engine.AddEntity("formations/"+formationName.replace(/\s+/g, "_").toLowerCase());
var cmpFormation = Engine.QueryInterface(newFormation, IID_Formation);
cmpFormation.SetMembers(members);
var cmpThisUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
var cmpNewUnitAI = Engine.QueryInterface(newFormation, IID_UnitAI);
var orders = cmpThisUnitAI.GetOrders();
if (orders.length)
cmpNewUnitAI.AddOrders(orders);
else
cmpNewUnitAI.MoveIntoFormation();
};
Engine.RegisterComponentType(IID_Formation, "Formation", Formation);