function AIProxy() {} AIProxy.prototype.Schema = ""; /** * AIProxy passes its entity's state data to AI scripts. * * Efficiency is critical: there can be many thousands of entities, * and the data returned by this component is serialized and copied to * the AI thread every turn, so it can be quite expensive. * * We omit all data that can be derived statically from the template XML * files - the AI scripts can parse the templates themselves. * This violates the component interface abstraction and is potentially * fragile if the template formats change (since both the component code * and the AI will have to be updated in sync), but it's not *that* bad * really and it helps performance significantly. * * We also add an optimisation to avoid copying non-changing values. * The first call to GetRepresentation calls GetFullRepresentation, * which constructs the complete entity state representation. * After that, we simply listen to events from the rest of the gameplay code, * and store the changed data in this.changes. * Properties in this.changes will override those previously returned * from GetRepresentation; if a property isn't overridden then the AI scripts * will keep its old value. * * The event handlers should set this.changes.whatever to exactly the * same as GetFullRepresentation would set. */ AIProxy.prototype.Init = function() { this.changes = null; this.needsFullGet = true; // Let the AIInterface know that we exist and that it should query us this.NotifyChange(); }; AIProxy.prototype.GetRepresentation = function() { // Return the full representation the first time we're called var ret; if (this.needsFullGet) { ret = this.GetFullRepresentation(); this.needsFullGet = false; } else { ret = this.changes; } // Initialise changes to null instead of {}, to avoid memory allocations in the // common case where there will be no changes; event handlers should each reset // it to {} if needed this.changes = null; return ret; }; AIProxy.prototype.NotifyChange = function() { if (!this.changes) { this.changes = {}; var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); cmpAIInterface.ChangedEntity(this.entity); } }; // AI representation-updating event handlers: AIProxy.prototype.OnPositionChanged = function(msg) { this.NotifyChange(); if (msg.inWorld) this.changes.position = [msg.x, msg.z]; else this.changes.position = undefined; }; AIProxy.prototype.OnHealthChanged = function(msg) { this.NotifyChange(); this.changes.hitpoints = msg.to; }; AIProxy.prototype.OnOwnershipChanged = function(msg) { this.NotifyChange(); this.changes.owner = msg.to; }; AIProxy.prototype.OnUnitIdleChanged = function(msg) { this.NotifyChange(); this.changes.idle = msg.idle; }; AIProxy.prototype.OnUnitAIStateChanged = function(msg) { this.NotifyChange(); this.changes.unitAIState = msg.to; }; AIProxy.prototype.OnUnitAIOrderDataChanged = function(msg) { this.NotifyChange(); this.changes.unitAIOrderData = msg.to; }; AIProxy.prototype.OnProductionQueueChanged = function(msg) { this.NotifyChange(); var cmpProductionQueue = Engine.QueryInterface(this.entity, IID_ProductionQueue); this.changes.trainingQueue = cmpProductionQueue.GetQueue(); }; AIProxy.prototype.OnGarrisonedUnitsChanged = function(msg) { this.NotifyChange(); var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder); this.changes.garrisoned = cmpGarrisonHolder.GetEntities(); }; AIProxy.prototype.OnResourceSupplyChanged = function(msg) { this.NotifyChange(); this.changes.resourceSupplyAmount = msg.to; }; AIProxy.prototype.OnResourceCarryingChanged = function(msg) { this.NotifyChange(); this.changes.resourceCarrying = msg.to; }; AIProxy.prototype.OnFoundationProgressChanged = function(msg) { this.NotifyChange(); this.changes.foundationProgress = msg.to; }; // TODO: event handlers for all the other things AIProxy.prototype.GetFullRepresentation = function() { var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); var ret = { // These properties are constant and won't need to be updated "id": this.entity, "template": cmpTemplateManager.GetCurrentTemplateName(this.entity) } var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); if (cmpPosition) { // Updated by OnPositionChanged if (cmpPosition.IsInWorld()) { var pos = cmpPosition.GetPosition2D(); ret.position = [pos.x, pos.y]; } else { ret.position = undefined; } } var cmpHealth = Engine.QueryInterface(this.entity, IID_Health); if (cmpHealth) { // Updated by OnHealthChanged ret.hitpoints = cmpHealth.GetHitpoints(); } var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); if (cmpOwnership) { // Updated by OnOwnershipChanged ret.owner = cmpOwnership.GetOwner(); } var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI); if (cmpUnitAI) { // Updated by OnUnitIdleChanged ret.idle = cmpUnitAI.IsIdle(); // Updated by OnUnitAIStateChanged ret.unitAIState = cmpUnitAI.GetCurrentState(); // Updated by OnUnitAIOrderDataChanged ret.unitAIOrderData = cmpUnitAI.GetOrderData(); } var cmpProductionQueue = Engine.QueryInterface(this.entity, IID_ProductionQueue); if (cmpProductionQueue) { // Updated by OnProductionQueueChanged ret.trainingQueue = cmpProductionQueue.GetQueue(); } var cmpFoundation = Engine.QueryInterface(this.entity, IID_Foundation); if (cmpFoundation) { // Updated by OnFoundationProgressChanged ret.foundationProgress = cmpFoundation.GetBuildPercentage(); } var cmpResourceSupply = Engine.QueryInterface(this.entity, IID_ResourceSupply); if (cmpResourceSupply) { // Updated by OnResourceSupplyChanged ret.resourceSupplyAmount = cmpResourceSupply.GetCurrentAmount(); } var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); if (cmpResourceGatherer) { // Updated by OnResourceCarryingChanged ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus(); } var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder); if (cmpGarrisonHolder) { // Updated by OnGarrisonedUnitsChanged ret.garrisoned = cmpGarrisonHolder.GetEntities(); } return ret; }; // AI event handlers: // (These are passed directly as events to the AI scripts, rather than updating // our proxy representation.) // (This shouldn't include extremely high-frequency events, like PositionChanged, // because that would be very expensive and AI will rarely care about all those // events.) AIProxy.prototype.OnCreate = function(msg) { var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); cmpAIInterface.PushEvent("Create", msg); }; AIProxy.prototype.OnDestroy = function(msg) { var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); cmpAIInterface.PushEvent("Destroy", msg); }; AIProxy.prototype.OnAttacked = function(msg) { var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); cmpAIInterface.PushEvent("Attacked", msg); }; AIProxy.prototype.OnConstructionFinished = function(msg) { var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); cmpAIInterface.PushEvent("ConstructionFinished", msg); }; AIProxy.prototype.OnTrainingFinished = function(msg) { var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); cmpAIInterface.PushEvent("TrainingFinished", msg); }; Engine.RegisterComponentType(IID_AIProxy, "AIProxy", AIProxy);