0ad/binaries/data/mods/public/simulation/ai/common-api-v2/base.js
leper de5d4491ab var-fare
This was SVN commit r13404.
2013-05-12 22:28:02 +00:00

309 lines
7.8 KiB
JavaScript

function BaseAI(settings)
{
if (!settings)
return;
// Make some properties non-enumerable, so they won't be serialised
Object.defineProperty(this, "_player", {value: settings.player, enumerable: false});
Object.defineProperty(this, "_templates", {value: settings.templates, enumerable: false});
Object.defineProperty(this, "_derivedTemplates", {value: {}, enumerable: false});
this._entityMetadata = {};
this._entityCollections = [];
this._entityCollectionsByDynProp = {};
this._entityCollectionsUID = 0;
this.turn = 0;
}
//Return a simple object (using no classes etc) that will be serialized
//into saved games
BaseAI.prototype.Serialize = function()
{
var rawEntities = {};
for (var id in this._entities)
{
rawEntities[id] = this._entities[id]._entity;
}
return {
_rawEntities: rawEntities,
_entityMetadata: this._entityMetadata,
};
// TODO: ought to get the AI script subclass to serialize its own state
};
//Called after the constructor when loading a saved game, with 'data' being
//whatever Serialize() returned
BaseAI.prototype.Deserialize = function(data)
{
var rawEntities = data._rawEntities;
this._entityMetadata = data._entityMetadata;
this._entities = {}
for (var id in rawEntities)
{
this._entities[id] = new Entity(this, rawEntities[id]);
}
// TODO: ought to get the AI script subclass to deserialize its own state
};
// Components that will be disabled in foundation entity templates.
// (This is a bit yucky and fragile since it's the inverse of
// CCmpTemplateManager::CopyFoundationSubset and only includes components
// that our EntityTemplate class currently uses.)
var g_FoundationForbiddenComponents = {
"ProductionQueue": 1,
"ResourceSupply": 1,
"ResourceDropsite": 1,
"GarrisonHolder": 1,
};
// Components that will be disabled in resource entity templates.
// Roughly the inverse of CCmpTemplateManager::CopyResourceSubset.
var g_ResourceForbiddenComponents = {
"Cost": 1,
"Decay": 1,
"Health": 1,
"UnitAI": 1,
"UnitMotion": 1,
"Vision": 1
};
BaseAI.prototype.GetTemplate = function(name)
{
if (this._templates[name])
return this._templates[name];
if (this._derivedTemplates[name])
return this._derivedTemplates[name];
// If this is a foundation template, construct it automatically
if (name.indexOf("foundation|") !== -1)
{
var base = this.GetTemplate(name.substr(11));
var foundation = {};
for (var key in base)
if (!g_FoundationForbiddenComponents[key])
foundation[key] = base[key];
this._derivedTemplates[name] = foundation;
return foundation;
}
else if (name.indexOf("resource|") !== -1)
{
var base = this.GetTemplate(name.substr(9));
var resource = {};
for (var key in base)
if (!g_ResourceForbiddenComponents[key])
resource[key] = base[key];
this._derivedTemplates[name] = resource;
return resource;
}
error("Tried to retrieve invalid template '"+name+"'");
return null;
};
BaseAI.prototype.HandleMessage = function(state)
{
if (!this._entities)
{
// Do a (shallow) clone of all the initial entity properties (in order
// to copy into our own script context and minimise cross-context
// weirdness)
this._entities = {};
for (var id in state.entities)
{
this._entities[id] = new Entity(this, state.entities[id]);
}
}
else
{
this.ApplyEntitiesDelta(state);
}
Engine.ProfileStart("HandleMessage setup");
this.entities = new EntityCollection(this, this._entities);
this.events = state.events;
this.passabilityClasses = state.passabilityClasses;
this.passabilityMap = state.passabilityMap;
this.player = this._player;
this.playerData = state.players[this._player];
this.templates = this._templates;
this.territoryMap = state.territoryMap;
this.timeElapsed = state.timeElapsed;
Engine.ProfileStop();
this.OnUpdate();
// Clean up temporary properties, so they don't disturb the serializer
delete this.entities;
delete this.events;
delete this.passabilityClasses;
delete this.passabilityMap;
delete this.player;
delete this.playerData;
delete this.templates;
delete this.territoryMap;
delete this.timeElapsed;
};
BaseAI.prototype.ApplyEntitiesDelta = function(state)
{
Engine.ProfileStart("ApplyEntitiesDelta");
for each (var evt in state.events)
{
if (evt.type == "Create")
{
if (! state.entities[evt.msg.entity])
{
continue; // Sometimes there are things like foundations which get destroyed too fast
}
this._entities[evt.msg.entity] = new Entity(this, state.entities[evt.msg.entity]);
// Update all the entity collections since the create operation affects static properties as well as dynamic
for each (var entCollection in this._entityCollections)
{
entCollection.updateEnt(this._entities[evt.msg.entity]);
}
}
else if (evt.type == "Destroy")
{
if (!this._entities[evt.msg.entity])
{
continue;
}
// The entity was destroyed but its data may still be useful, so
// remember the entity and this AI's metadata concerning it
evt.msg.metadata = (evt.msg.metadata || []);
evt.msg.entityObj = (evt.msg.entityObj || this._entities[evt.msg.entity]);
evt.msg.metadata[this._player] = this._entityMetadata[evt.msg.entity];
for each (var entCol in this._entityCollections)
{
entCol.removeEnt(this._entities[evt.msg.entity]);
}
delete this._entities[evt.msg.entity];
delete this._entityMetadata[evt.msg.entity];
}
else if (evt.type == "TrainingFinished")
{
// Apply metadata stored in training queues, but only if they
// look like they were added by us
if (evt.msg.owner === this._player)
{
for each (var ent in evt.msg.entities)
{
for (var key in evt.msg.metadata)
{
this.setMetadata(this._entities[ent], key, evt.msg.metadata[key])
}
}
}
}
}
for (var id in state.entities)
{
var changes = state.entities[id];
for (var prop in changes)
{
this._entities[id]._entity[prop] = changes[prop];
this.updateEntityCollections(prop, this._entities[id]);
}
}
Engine.ProfileStop();
};
BaseAI.prototype.OnUpdate = function()
{ // AIs override this function
// They should do at least this.turn++;
};
BaseAI.prototype.chat = function(message)
{
Engine.PostCommand({"type": "chat", "message": message});
};
BaseAI.prototype.registerUpdatingEntityCollection = function(entCollection)
{
entCollection.setUID(this._entityCollectionsUID);
this._entityCollections.push(entCollection);
for each (var prop in entCollection.dynamicProperties())
{
this._entityCollectionsByDynProp[prop] = this._entityCollectionsByDynProp[prop] || [];
this._entityCollectionsByDynProp[prop].push(entCollection);
}
this._entityCollectionsUID++;
};
BaseAI.prototype.removeUpdatingEntityCollection = function(entCollection)
{
for (var i in this._entityCollections)
{
if (this._entityCollections[i].getUID() === entCollection.getUID())
{
this._entityCollections.splice(i, 1);
}
}
for each (var prop in entCollection.dynamicProperties())
{
for (var i in this._entityCollectionsByDynProp[prop])
{
if (this._entityCollectionsByDynProp[prop][i].getUID() === entCollection.getUID())
{
this._entityCollectionsByDynProp[prop].splice(i, 1);
}
}
}
};
BaseAI.prototype.updateEntityCollections = function(property, ent)
{
if (this._entityCollectionsByDynProp[property] !== undefined)
{
for each (var entCollection in this._entityCollectionsByDynProp[property])
{
entCollection.updateEnt(ent);
}
}
}
BaseAI.prototype.setMetadata = function(ent, key, value)
{
var metadata = this._entityMetadata[ent.id()];
if (!metadata)
metadata = this._entityMetadata[ent.id()] = {};
metadata[key] = value;
this.updateEntityCollections('metadata', ent);
this.updateEntityCollections('metadata.' + key, ent);
}
BaseAI.prototype.getMetadata = function(ent, key)
{
var metadata = this._entityMetadata[ent.id()];
if (!metadata || !(key in metadata))
return undefined;
return metadata[key];
}