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

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var PETRA = function(m)
{
/**
* Manage the garrisonHolders
* When a unit is ordered to garrison, it must be done through this.garrison() function so that
* an object in this.holders is created. This object contains an array with the entities
* in the process of being garrisoned. To have all garrisoned units, we must add those in holder.garrisoned().
* Futhermore garrison units have a metadata garrison describing its reason (protection, transport, ...)
*/
m.GarrisonManager = function()
{
this.holders = {};
};
m.GarrisonManager.prototype.update = function(gameState, queues)
{
for (var id in this.holders)
{
if (this.holders[id] === undefined)
continue;
var holder = gameState.getEntityById(id);
if (!holder) // this holder was certainly destroyed. Let's remove it
{
for each (var entId in this.holders[id])
{
var ent = gameState.getEntityById(entId);
if (ent && ent.getMetadata(PlayerID, "garrison-holder") === id)
this.leaveGarrison(ent);
}
this.holders[id] = undefined;
continue;
}
var list = this.holders[id];
// Update the list of garrisoned units
for (var j = 0; j < list.length; ++j)
{
var ent = gameState.getEntityById(list[j]);
if (!ent) // unit must have been killed while garrisoning
list.splice(j--, 1);
else if (holder._entity.garrisoned.indexOf(list[j]) !== -1) // unit is garrisoned
{
this.leaveGarrison(ent);
list.splice(j--, 1);
}
}
if (!holder.position()) // could happen with siege unit inside a ship
continue;
if (gameState.ai.playedTurn - holder.getMetadata(PlayerID, "lastUpdate") > 5)
{
if (holder.attackRange("Ranged"))
var range = holder.attackRange("Ranged").max;
else
var range = 80;
var enemiesAround = gameState.getEnemyEntities().toEntityArray().some(function(ent) {
if (!ent.position() || ent.owner() === 0)
return false;
var dist = API3.SquareVectorDistance(ent.position(), holder.position());
if (dist < range*range)
return true;
return false;
});
var healer = holder.buffHeal();
for each (var entId in holder._entity.garrisoned)
{
var ent = gameState.getEntityById(entId);
if (!this.keepGarrisoned(ent, holder, enemiesAround))
holder.unload(entId);
}
for (var j = 0; j < list.length; ++j)
{
var ent = gameState.getEntityById(list[j]);
if (this.keepGarrisoned(ent, holder, enemiesAround))
continue;
if (ent.getMetadata(PlayerID, "garrison-holder") === id)
this.leaveGarrison(ent);
list.splice(j--, 1);
}
if (this.numberOfGarrisonedUnits(holder) === 0)
this.holders[id] = undefined;
else
holder.setMetadata(PlayerID, "lastUpdate", gameState.ai.playedTurn);
}
}
};
// TODO should add the units garrisoned inside garrisoned units
m.GarrisonManager.prototype.numberOfGarrisonedUnits = function(holder)
{
if (!this.holders[holder.id()])
return holder.garrisoned().length;
return (holder.garrisoned().length + this.holders[holder.id()].length);
};
// This is just a pre-garrison state, while the entity walk to the garrison holder
m.GarrisonManager.prototype.garrison = function(gameState, ent, holder, type)
{
if (this.numberOfGarrisonedUnits(holder) >= holder.garrisonMax())
return;
if (!this.holders[holder.id()])
{
this.holders[holder.id()] = [ent.id()];
holder.setMetadata(PlayerID, "lastUpdate", gameState.ai.playedTurn);
}
else
this.holders[holder.id()].push(ent.id());
if (gameState.ai.HQ.Config.debug > 1)
{
warn("garrison unit " + ent.genericName() + " in " + holder.genericName() + " with type " + type);
warn(" we try to garrison a unit with plan " + ent.getMetadata(PlayerID, "plan") + " and role " + ent.getMetadata(PlayerID, "role")
+ " and subrole " + ent.getMetadata(PlayerID, "subrole") + " and transport " + ent.getMetadata(PlayerID, "transport"));
}
if (ent.getMetadata(PlayerID, "plan") !== undefined)
ent.setMetadata(PlayerID, "plan", -2);
else
ent.setMetadata(PlayerID, "plan", -3);
ent.setMetadata(PlayerID, "subrole", "garrisoning");
ent.setMetadata(PlayerID, "garrison-holder", holder.id());
ent.setMetadata(PlayerID, "garrison-type", type);
ent.garrison(holder);
};
// This is the end of the pre-garrison state, either because the entity really garrsioned
// or because it has changed its order (i.e. because the garrisonHolder was destroyed).
m.GarrisonManager.prototype.leaveGarrison = function(ent)
{
ent.setMetadata(PlayerID, "subrole", undefined);
if (ent.getMetadata(PlayerID, "plan") === -2)
ent.setMetadata(PlayerID, "plan", -1);
else
ent.setMetadata(PlayerID, "plan", undefined);
ent.setMetadata(PlayerID, "garrison-holder", undefined);
};
m.GarrisonManager.prototype.keepGarrisoned = function(ent, holder, enemiesAround)
{
switch (ent.getMetadata(PlayerID, "garrison-type"))
{
case 'force': // force the ungarrisoning
return false;
case 'trade': // trader garrisoned in ship
return true;
case 'protection': // hurt unit for healing or ranged infantry for defense
var healer = holder.buffHeal();
if (healer && healer > 0 && ent.isHurt())
return true;
if (enemiesAround && (ent.hasClass("Support") || (ent.hasClass("Ranged") && ent.hasClass("Infantry"))))
return true;
return false;
default:
if (ent.getMetadata(PlayerID, "onBoard") === "onBoard") // transport is not (yet ?) managed by garrisonManager
return true;
warn("unknown type in garrisonManager " + ent.getMetadata(PlayerID, "garrison-type"));
return true;
}
};
return m;
}(PETRA);