0ad/binaries/data/mods/public/simulation/ai/petra/defenseArmy.js

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var PETRA = function(m)
{
// Specialization of Armies used by the defense manager.
m.DefenseArmy = function(gameState, defManager, ownEntities, foeEntities)
{
if (!m.Army.call(this, gameState, defManager, ownEntities, foeEntities))
return false;
return true;
};
m.DefenseArmy.prototype = Object.create(m.Army.prototype);
m.DefenseArmy.prototype.assignUnit = function (gameState, entID)
{
// we'll assume this defender is ours already.
// we'll also override any previous assignment
var ent = gameState.getEntityById(entID);
if (!ent || !ent.position())
return false;
var idMin = undefined;
var distMin = undefined;
var idMinAll = undefined;
var distMinAll = undefined;
for each (var id in this.foeEntities)
{
var eEnt = gameState.getEntityById(id);
if (!eEnt || !eEnt.position()) // probably can't happen.
continue;
if (eEnt.unitAIOrderData().length && eEnt.unitAIOrderData()[0]["target"] &&
eEnt.unitAIOrderData()[0]["target"] === entID)
{ // being attacked >>> target the unit
idMin = id;
break;
}
var dist = API3.SquareVectorDistance(ent.position(), eEnt.position());
if (idMinAll === undefined || dist < distMinAll)
{
idMinAll = id;
distMinAll = dist;
}
if (this.assignedAgainst[id].length > 2) // already enough units against it
continue;
if (idMin === undefined || dist < distMin)
{
idMin = id;
distMin = dist;
}
}
if (idMin !== undefined)
var idFoe = idMin;
else if (idMinAll !== undefined)
var idFoe = idMinAll
else
return false;
var ownIndex = gameState.ai.accessibility.getAccessValue(ent.position());
var foePosition = gameState.getEntityById(idFoe).position();
var foeIndex = gameState.ai.accessibility.getAccessValue(foePosition);
if (ownIndex === foeIndex || ent.hasClass("Ship"))
{
this.assignedTo[entID] = idFoe;
this.assignedAgainst[idFoe].push(entID);
ent.attack(idFoe);
}
else
gameState.ai.HQ.navalManager.requireTransport(gameState, ent, ownIndex, foeIndex, foePosition);
return true;
};
// TODO: this should return cleverer results ("needs anti-elephant"…)
m.DefenseArmy.prototype.needsDefenders = function (gameState, events)
{
// some preliminary checks because we don't update for tech
if (this.foeStrength < 0 || this.ownStrength < 0)
this.recalculateStrengths(gameState);
if (this.foeStrength * this.defenseRatio <= this.ownStrength)
return false;
return this.foeStrength * this.defenseRatio - this.ownStrength;
};
m.DefenseArmy.prototype.getState = function (gameState)
{
if (this.foeEntities.length === 0)
return 0;
return 1;
};
m.DefenseArmy.prototype.update = function (gameState)
{
for each (var entId in this.ownEntities)
{
var ent = gameState.getEntityById(entId);
if (!ent)
continue;
var orders = ent.unitAIOrderData();
if (orders.length === 0 && !ent.getMetadata(PlayerID, "transport"))
this.assignUnit(gameState, entId);
}
var breakaways = this.onUpdate(gameState);
return breakaways;
};
m.DefenseArmy.prototype.debug = function (gameState)
{
m.debug(" ");
m.debug ("Army " + this.ID)
// m.debug ("Entities " + this.foeEntities.length);
// m.debug ("Strength " + this.foeStrength);
// debug (gameState.getEntityById(ent)._templateName + ", ID " + ent);
//debug ("Defenders " + this.ownEntities.length);
for each (ent in this.foeEntities)
{
if (gameState.getEntityById(ent) !== undefined)
{
warn(gameState.getEntityById(ent)._templateName + ", ID " + ent);
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [ent], "rgb": [0.5,0,0]});
}
else
warn("ent " + ent);
}
m.debug ("");
};
return m;
}(PETRA);