function Attack() {}
var bonusesSchema =
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
var preferredClassesSchema =
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"";
var restrictedClassesSchema =
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"";
Attack.prototype.Schema =
"Controls the attack abilities and strengths of the unit." +
"" +
"" +
"10.0" +
"0.0" +
"5.0" +
"4.0" +
"1000" +
"" +
"" +
"pers" +
"Infantry" +
"1.5" +
"" +
"" +
"Cavalry Melee" +
"1.5" +
"" +
"" +
"Champion" +
"Cavalry Infantry" +
"" +
"" +
"0.0" +
"10.0" +
"0.0" +
"44.0" +
"20.0" +
"15.0" +
"800" +
"1600" +
"50.0" +
"2.5" +
"" +
"" +
"Cavalry" +
"2" +
"" +
"" +
"Champion" +
"" +
"Circular" +
"20" +
"false" +
"0.0" +
"10.0" +
"0.0" +
"" +
"" +
"" +
"10.0" +
"0.0" +
"50.0" +
"24.0" +
"20.0" +
"" +
"" +
"1000.0" +
"0.0" +
"0.0" +
"4.0" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" + // TODO: it shouldn't be stretched
"" +
"" +
bonusesSchema +
preferredClassesSchema +
restrictedClassesSchema +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
""+
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
bonusesSchema +
preferredClassesSchema +
restrictedClassesSchema +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
bonusesSchema +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" + // TODO: how do these work?
"" +
bonusesSchema +
preferredClassesSchema +
restrictedClassesSchema +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" + // TODO: how do these work?
bonusesSchema +
preferredClassesSchema +
restrictedClassesSchema +
"" +
"" +
"";
Attack.prototype.Init = function()
{
};
Attack.prototype.Serialize = null; // we have no dynamic state to save
Attack.prototype.GetAttackTypes = function()
{
var ret = [];
if (this.template.Charge) ret.push("Charge");
if (this.template.Melee) ret.push("Melee");
if (this.template.Ranged) ret.push("Ranged");
return ret;
};
Attack.prototype.GetPreferredClasses = function(type)
{
if (this.template[type] && this.template[type].PreferredClasses
&& this.template[type].PreferredClasses._string)
{
return this.template[type].PreferredClasses._string.split(/\s+/);
}
return [];
};
Attack.prototype.GetRestrictedClasses = function(type)
{
if (this.template[type] && this.template[type].RestrictedClasses
&& this.template[type].RestrictedClasses._string)
{
return this.template[type].RestrictedClasses._string.split(/\s+/);
}
return [];
};
Attack.prototype.CanAttack = function(target)
{
const cmpIdentity = Engine.QueryInterface(target, IID_Identity);
if (!cmpIdentity)
return undefined;
const targetClasses = cmpIdentity.GetClassesList();
for each (var type in this.GetAttackTypes())
{
var canAttack = true;
var restrictedClasses = this.GetRestrictedClasses(type);
for each (var targetClass in targetClasses)
{
if (restrictedClasses.indexOf(targetClass) != -1)
{
canAttack = false;
break;
}
}
if (canAttack)
{
return true;
}
}
return false;
};
/**
* Returns null if we have no preference or the lowest index of a preferred class.
*/
Attack.prototype.GetPreference = function(target)
{
const cmpIdentity = Engine.QueryInterface(target, IID_Identity);
if (!cmpIdentity)
return undefined;
const targetClasses = cmpIdentity.GetClassesList();
var minPref = null;
for each (var type in this.GetAttackTypes())
{
for each (var targetClass in targetClasses)
{
var pref = this.GetPreferredClasses(type).indexOf(targetClass);
if (pref != -1 && (minPref === null || minPref > pref))
{
minPref = pref;
}
}
}
return minPref;
};
/**
* Return the type of the best attack.
* TODO: this should probably depend on range, target, etc,
* so we can automatically switch between ranged and melee
*/
Attack.prototype.GetBestAttack = function()
{
return this.GetAttackTypes().pop();
};
Attack.prototype.GetBestAttackAgainst = function(target)
{
const cmpIdentity = Engine.QueryInterface(target, IID_Identity);
if (!cmpIdentity)
return undefined;
const targetClasses = cmpIdentity.GetClassesList();
const isTargetClass = function (value, i, a) { return targetClasses.indexOf(value) != -1; };
const types = this.GetAttackTypes();
const attack = this;
const isAllowed = function (value, i, a) { return !attack.GetRestrictedClasses(value).some(isTargetClass); }
const isPreferred = function (value, i, a) { return attack.GetPreferredClasses(value).some(isTargetClass); }
const byPreference = function (a, b) { return (types.indexOf(a) + (isPreferred(a) ? types.length : 0) ) - (types.indexOf(b) + (isPreferred(b) ? types.length : 0) ); }
// Always slaughter domestic animals instead of using a normal attack
if (isTargetClass("Domestic") && this.template.Slaughter)
return "Slaughter";
return types.filter(isAllowed).sort(byPreference).pop();
};
Attack.prototype.CompareEntitiesByPreference = function(a, b)
{
var aPreference = this.GetPreference(a);
var bPreference = this.GetPreference(b);
if (aPreference === null && bPreference === null) return 0;
if (aPreference === null) return 1;
if (bPreference === null) return -1;
return aPreference - bPreference;
};
Attack.prototype.GetTimers = function(type)
{
var prepare = +(this.template[type].PrepareTime || 0);
prepare = ApplyValueModificationsToEntity("Attack/" + type + "/PrepareTime", prepare, this.entity);
var repeat = +(this.template[type].RepeatTime || 1000);
repeat = ApplyValueModificationsToEntity("Attack/" + type + "/RepeatTime", repeat, this.entity);
return { "prepare": prepare, "repeat": repeat, "recharge": repeat - prepare };
};
Attack.prototype.GetAttackStrengths = function(type)
{
// Work out the attack values with technology effects
var self = this;
var template = this.template[type];
var splash = "";
if (!template)
{
template = this.template[type.split(".")[0]].Splash;
splash = "/Splash";
}
var applyMods = function(damageType)
{
return ApplyValueModificationsToEntity("Attack/" + type + splash + "/" + damageType, +(template[damageType] || 0), self.entity);
};
return {
hack: applyMods("Hack"),
pierce: applyMods("Pierce"),
crush: applyMods("Crush")
};
};
Attack.prototype.GetRange = function(type)
{
var max = +this.template[type].MaxRange;
max = ApplyValueModificationsToEntity("Attack/" + type + "/MaxRange", max, this.entity);
var min = +(this.template[type].MinRange || 0);
min = ApplyValueModificationsToEntity("Attack/" + type + "/MinRange", min, this.entity);
var elevationBonus = +(this.template[type].ElevationBonus || 0);
elevationBonus = ApplyValueModificationsToEntity("Attack/" + type + "/ElevationBonus", elevationBonus, this.entity);
return { "max": max, "min": min, "elevationBonus": elevationBonus};
};
// Calculate the attack damage multiplier against a target
Attack.prototype.GetAttackBonus = function(type, target)
{
var attackBonus = 1;
var template = this.template[type];
if (!template)
template = this.template[type.split(".")[0]].Splash;
if (template.Bonuses)
{
var cmpIdentity = Engine.QueryInterface(target, IID_Identity);
if (!cmpIdentity)
return 1;
// Multiply the bonuses for all matching classes
for (var key in template.Bonuses)
{
var bonus = template.Bonuses[key];
var hasClasses = true;
if (bonus.Classes){
var classes = bonus.Classes.split(/\s+/);
for (var key in classes)
hasClasses = hasClasses && cmpIdentity.HasClass(classes[key]);
}
if (hasClasses && (!bonus.Civ || bonus.Civ === cmpIdentity.GetCiv()))
attackBonus *= bonus.Multiplier;
}
}
return attackBonus;
};
// Returns a 2d random distribution scaled for a spread of scale 1.
// The current implementation is a 2d gaussian with sigma = 1
Attack.prototype.GetNormalDistribution = function(){
// Use the Box-Muller transform to get a gaussian distribution
var a = Math.random();
var b = Math.random();
var c = Math.sqrt(-2*Math.log(a)) * Math.cos(2*Math.PI*b);
var d = Math.sqrt(-2*Math.log(a)) * Math.sin(2*Math.PI*b);
return [c, d];
};
/**
* Attack the target entity. This should only be called after a successful range check,
* and should only be called after GetTimers().repeat msec has passed since the last
* call to PerformAttack.
*/
Attack.prototype.PerformAttack = function(type, target)
{
// If this is a ranged attack, then launch a projectile
if (type == "Ranged")
{
// In the future this could be extended:
// * Obstacles like trees could reduce the probability of the target being hit
// * Obstacles like walls should block projectiles entirely
// Get some data about the entity
var horizSpeed = +this.template[type].ProjectileSpeed;
var gravity = 9.81; // this affects the shape of the curve; assume it's constant for now
var spread = +this.template.Ranged.Spread;
spread = ApplyValueModificationsToEntity("Attack/Ranged/Spread", spread, this.entity);
//horizSpeed /= 2; gravity /= 2; // slow it down for testing
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var selfPosition = cmpPosition.GetPosition();
var cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return;
var targetPosition = cmpTargetPosition.GetPosition();
var relativePosition = {"x": targetPosition.x - selfPosition.x, "z": targetPosition.z - selfPosition.z}
var previousTargetPosition = Engine.QueryInterface(target, IID_Position).GetPreviousPosition();
var targetVelocity = {"x": (targetPosition.x - previousTargetPosition.x) / this.turnLength, "z": (targetPosition.z - previousTargetPosition.z) / this.turnLength}
// the component of the targets velocity radially away from the archer
var radialSpeed = this.VectorDot(relativePosition, targetVelocity) / this.VectorLength(relativePosition);
var horizDistance = this.VectorDistance(targetPosition, selfPosition);
// This is an approximation of the time ot the target, it assumes that the target has a constant radial
// velocity, but since units move in straight lines this is not true. The exact value would be more
// difficult to calculate and I think this is sufficiently accurate. (I tested and for cavalry it was
// about 5% of the units radius out in the worst case)
var timeToTarget = horizDistance / (horizSpeed - radialSpeed);
// Predict where the unit is when the missile lands.
var predictedPosition = {"x": targetPosition.x + targetVelocity.x * timeToTarget,
"z": targetPosition.z + targetVelocity.z * timeToTarget};
// Compute the real target point (based on spread and target speed)
var range = this.GetRange(type);
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
var elevationAdaptedMaxRange = cmpRangeManager.GetElevationAdaptedRange(selfPosition, cmpPosition.GetRotation(), range.max, range.elevationBonus, 0);
var distanceModifiedSpread = spread * horizDistance/elevationAdaptedMaxRange;
var randNorm = this.GetNormalDistribution();
var offsetX = randNorm[0] * distanceModifiedSpread * (1 + this.VectorLength(targetVelocity) / 20);
var offsetZ = randNorm[1] * distanceModifiedSpread * (1 + this.VectorLength(targetVelocity) / 20);
var realTargetPosition = { "x": predictedPosition.x + offsetX, "y": targetPosition.y, "z": predictedPosition.z + offsetZ };
// Calculate when the missile will hit the target position
var realHorizDistance = this.VectorDistance(realTargetPosition, selfPosition);
var timeToTarget = realHorizDistance / horizSpeed;
var missileDirection = {"x": (realTargetPosition.x - selfPosition.x) / realHorizDistance, "z": (realTargetPosition.z - selfPosition.z) / realHorizDistance};
// Make the arrow appear to land slightly behind the target so that arrows landing next to a guys foot don't count but arrows that go through the torso do
var graphicalPosition = {"x": realTargetPosition.x + 2*missileDirection.x, "y": realTargetPosition.y + 2*missileDirection.y};
// Launch the graphical projectile
var cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
var id = cmpProjectileManager.LaunchProjectileAtPoint(this.entity, realTargetPosition, horizSpeed, gravity);
var playerId = Engine.QueryInterface(this.entity, IID_Ownership).GetOwner()
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.SetTimeout(this.entity, IID_Attack, "MissileHit", timeToTarget*1000, {"type": type, "target": target, "position": realTargetPosition, "direction": missileDirection, "projectileId": id, "playerId":playerId});
}
else
{
// Melee attack - hurt the target immediately
Damage.CauseDamage({"strengths":this.GetAttackStrengths(type), "target":target, "attacker":this.entity, "multiplier":this.GetAttackBonus(type, target), "type":type});
}
// TODO: charge attacks (need to design how they work)
};
Attack.prototype.InterpolatedLocation = function(ent, lateness)
{
var cmpTargetPosition = Engine.QueryInterface(ent, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) // TODO: handle dead target properly
return undefined;
var curPos = cmpTargetPosition.GetPosition();
var prevPos = cmpTargetPosition.GetPreviousPosition();
lateness /= 1000;
return {"x": (curPos.x * (this.turnLength - lateness) + prevPos.x * lateness) / this.turnLength,
"z": (curPos.z * (this.turnLength - lateness) + prevPos.z * lateness) / this.turnLength};
};
Attack.prototype.VectorDistance = function(p1, p2)
{
return Math.sqrt((p1.x - p2.x)*(p1.x - p2.x) + (p1.z - p2.z)*(p1.z - p2.z));
};
Attack.prototype.VectorDot = function(p1, p2)
{
return (p1.x * p2.x + p1.z * p2.z);
};
Attack.prototype.VectorLength = function(p)
{
return Math.sqrt(p.x*p.x + p.z*p.z);
};
// Tests whether it point is inside of ent's footprint
Attack.prototype.testCollision = function(ent, point, lateness)
{
var targetPosition = this.InterpolatedLocation(ent, lateness);
if (!targetPosition)
return false;
var cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
if (!cmpFootprint)
return false;
var targetShape = cmpFootprint.GetShape();
if (!targetShape || !targetPosition)
return false;
if (targetShape.type === 'circle')
{
return (this.VectorDistance(point, targetPosition) < targetShape.radius);
}
else
{
var targetRotation = Engine.QueryInterface(ent, IID_Position).GetRotation().y;
var dx = point.x - targetPosition.x;
var dz = point.z - targetPosition.z;
var dxr = Math.cos(targetRotation) * dx - Math.sin(targetRotation) * dz;
var dzr = Math.sin(targetRotation) * dx + Math.cos(targetRotation) * dz;
return (-targetShape.width/2 <= dxr && dxr < targetShape.width/2 && -targetShape.depth/2 <= dzr && dzr < targetShape.depth/2);
}
};
Attack.prototype.MissileHit = function(data, lateness)
{
var targetPosition = this.InterpolatedLocation(data.target, lateness);
if (!targetPosition)
return;
if (this.template.Ranged.Splash) // splash damage, do this first in case the direct hit kills the target
{
var friendlyFire = this.template.Ranged.Splash.FriendlyFire;
var splashRadius = this.template.Ranged.Splash.Range;
var splashShape = this.template.Ranged.Splash.Shape;
var playersToDamage;
// If friendlyFire isn't enabled, get all player enemies to pass to "Damage.CauseSplashDamage".
if (friendlyFire == false)
{
var cmpPlayer = Engine.QueryInterface(Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetPlayerByID(data.playerId), IID_Player)
playersToDamage = cmpPlayer.GetEnemies();
}
// Damage the units.
Damage.CauseSplashDamage({"attacker":this.entity, "origin":data.position, "radius":splashRadius, "shape":splashShape, "strengths":this.GetAttackStrengths(data.type), "direction":data.direction, "playersToDamage":playersToDamage, "type":data.type});
}
if (this.testCollision(data.target, data.position, lateness))
{
data.attacker = this.entity
data.multiplier = this.GetAttackBonus(data.type, data.target)
data.strengths = this.GetAttackStrengths(data.type)
// Hit the primary target
Damage.CauseDamage(data);
// Remove the projectile
var cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
cmpProjectileManager.RemoveProjectile(data.projectileId);
}
else
{
// If we didn't hit the main target look for nearby units
var cmpPlayer = Engine.QueryInterface(Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetPlayerByID(data.playerId), IID_Player)
var ents = Damage.EntitiesNearPoint(data.position, this.VectorDistance(data.position, targetPosition) * 2, cmpPlayer.GetEnemies());
for (var i = 0; i < ents.length; i++)
{
if (this.testCollision(ents[i], data.position, lateness))
{
var newData = {"strengths":this.GetAttackStrengths(data.type), "target":ents[i], "attacker":this.entity, "multiplier":this.GetAttackBonus(data.type, ents[i]), "type":data.type};
Damage.CauseDamage(newData);
// Remove the projectile
var cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
cmpProjectileManager.RemoveProjectile(data.projectileId);
}
}
}
};
Attack.prototype.OnUpdate = function(msg)
{
this.turnLength = msg.turnLength;
}
Engine.RegisterComponentType(IID_Attack, "Attack", Attack);