0ad/binaries/data/mods/public/simulation/components/AIInterface.js
2015-03-15 09:54:48 +00:00

243 lines
7.1 KiB
JavaScript

function AIInterface() {}
AIInterface.prototype.Schema =
"<a:component type='system'/><empty/>";
AIInterface.prototype.EventNames = [
"Create",
"Destroy",
"Attacked",
"RangeUpdate",
"ConstructionFinished",
"TrainingStarted",
"TrainingFinished",
"AIMetadata",
"PlayerDefeated",
"EntityRenamed",
"OwnershipChanged",
"Garrison",
"UnGarrison",
"TributeExchanged"
];
AIInterface.prototype.Init = function()
{
this.events = {};
for each (var i in this.EventNames)
this.events[i] = [];
this.changedEntities = {};
// cache for technology changes;
// this one is PlayerID->TemplateName->{StringForTheValue, ActualValue}
this.changedTemplateInfo = {};
// this is for auras and is EntityID->{StringForTheValue, ActualValue}
this.changedEntityTemplateInfo = {};
};
AIInterface.prototype.GetNonEntityRepresentation = function()
{
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
// Return the same game state as the GUI uses
var state = cmpGuiInterface.GetSimulationState(-1);
// Add some extra AI-specific data
// add custom events and reset them for the next turn
state.events = {};
for each (var i in this.EventNames)
{
state.events[i] = this.events[i];
this.events[i] = [];
}
return state;
};
AIInterface.prototype.GetRepresentation = function()
{
var state = this.GetNonEntityRepresentation();
// Add entity representations
Engine.ProfileStart("proxy representations");
state.entities = {};
for (var id in this.changedEntities)
{
var aiProxy = Engine.QueryInterface(+id, IID_AIProxy);
if (aiProxy)
state.entities[id] = aiProxy.GetRepresentation();
}
this.changedEntities = {};
Engine.ProfileStop();
state.changedTemplateInfo = this.changedTemplateInfo;
this.changedTemplateInfo = {};
state.changedEntityTemplateInfo = this.changedEntityTemplateInfo;
this.changedEntityTemplateInfo = {};
return state;
};
// Intended to be called first, during the map initialization: no caching
AIInterface.prototype.GetFullRepresentation = function(flushEvents)
{
var state = this.GetNonEntityRepresentation();
if (flushEvents)
for each (var i in this.EventNames)
state.events[i] = [];
// Add entity representations
Engine.ProfileStart("proxy representations");
state.entities = {};
// all entities are changed in the initial state.
for (var id in this.changedEntities)
{
var aiProxy = Engine.QueryInterface(+id, IID_AIProxy);
if (aiProxy)
state.entities[id] = aiProxy.GetFullRepresentation();
}
Engine.ProfileStop();
state.changedTemplateInfo = this.changedTemplateInfo;
this.changedTemplateInfo = {};
state.changedEntityTemplateInfo = this.changedEntityTemplateInfo;
this.changedEntityTemplateInfo = {};
return state;
};
AIInterface.prototype.ChangedEntity = function(ent)
{
this.changedEntities[ent] = 1;
};
// AIProxy sets up a load of event handlers to capture interesting things going on
// in the world, which we will report to AI. Handle those, and add a few more handlers
// for events that AIProxy won't capture.
AIInterface.prototype.PushEvent = function(type, msg)
{
if (this.events[type] === undefined)
warn("Tried to push unknown event type " + type +", please add it to AIInterface.js");
this.events[type].push(msg);
};
AIInterface.prototype.OnGlobalPlayerDefeated = function(msg)
{
this.events["PlayerDefeated"].push(msg);
};
AIInterface.prototype.OnGlobalEntityRenamed = function(msg)
{
var cmpMirage = Engine.QueryInterface(msg.entity, IID_Mirage);
if (!cmpMirage)
this.events["EntityRenamed"].push(msg);
};
AIInterface.prototype.OnGlobalTributeExchanged = function(msg)
{
this.events["TributeExchanged"].push(msg);
};
// When a new technology is researched, check which templates it affects,
// and send the updated values to the AI.
// this relies on the fact that any "value" in a technology can only ever change
// one template value, and that the naming is the same (with / in place of .)
// it's not incredibly fast but it's not incredibly slow.
AIInterface.prototype.OnTemplateModification = function(msg)
{
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
if (!this.templates)
this.templates = cmpTemplateManager.FindAllTemplates(false);
for each (var value in msg.valueNames)
{
for (var o = 0; o < this.templates.length; ++o)
{
var tmp = this.templates[o];
var template = cmpTemplateManager.GetTemplateWithoutValidation(this.templates[o]);
// remove templates that we obviously don't care about.
if (!template || !template.Identity || ! template.Identity.Civ)
{
this.templates.splice(o--,1);
continue;
}
// let's get the base template value.
var strings = value.split("/");
var item = template;
var ended = true;
for (var i = 0; i < strings.length; ++i)
{
if (item !== undefined && item[strings[i]] !== undefined)
item = item[strings[i]];
else
ended = false;
}
if (!ended)
continue;
// item now contains the template value for this.
// check for numerals, they need to be handled properly
item = !isNaN(+item) ? +item : item;
var newValue = ApplyValueModificationsToTemplate(value, item, msg.player, template);
// round the value to 5th decimal or so.
newValue = !isNaN(+newValue) ? (Math.abs((+newValue) - Math.round(+newValue)) < 0.0001 ? Math.round(+newValue) : +newValue) : newValue;
if(item != newValue)
{
if (!this.changedTemplateInfo[msg.player])
this.changedTemplateInfo[msg.player] = {};
if (!this.changedTemplateInfo[msg.player][this.templates[o]])
this.changedTemplateInfo[msg.player][this.templates[o]] = [ { "variable" : value, "value" : newValue} ];
else
this.changedTemplateInfo[msg.player][this.templates[o]].push({ "variable" : value, "value" : newValue });
}
}
}
};
AIInterface.prototype.OnGlobalValueModification = function(msg)
{
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
for each (var ent in msg.entities)
{
var templateName = cmpTemplateManager.GetCurrentTemplateName(ent);
// if there's no template name, the unit is probably killed, ignore it.
if (!templateName || !templateName.length)
continue;
var template = cmpTemplateManager.GetTemplateWithoutValidation(templateName);
for each (var value in msg.valueNames)
{
// let's get the base template value.
var strings = value.split("/");
var item = template;
var ended = true;
for (var i = 0; i < strings.length; ++i)
{
if (item !== undefined && item[strings[i]] !== undefined)
item = item[strings[i]];
else
ended = false;
}
if (!ended)
continue;
// "item" now contains the unmodified template value for this.
var newValue = ApplyValueModificationsToEntity(value, +item, ent);
// Apply the same roundings as in the components
if (value === "Health/Max" || value === "Player/MaxPopulation")
newValue = Math.round(newValue);
if(item != newValue)
{
if (!this.changedEntityTemplateInfo[ent])
this.changedEntityTemplateInfo[ent] = [{ "variable" : value, "value" : newValue }];
else
this.changedEntityTemplateInfo[ent].push({ "variable" : value, "value" : newValue });
}
}
}
};
Engine.RegisterSystemComponentType(IID_AIInterface, "AIInterface", AIInterface);