0ad/binaries/data/mods/public/simulation/ai/petra/entity-extend.js
2014-11-08 19:23:29 +00:00

123 lines
3.5 KiB
JavaScript

var PETRA = function(m)
{
// returns some sort of DPS * health factor. If you specify a class, it'll use the modifiers against that class too.
m.getMaxStrength = function(ent, againstClass)
{
var strength = 0.0;
var attackTypes = ent.attackTypes();
var armourStrength = ent.armourStrengths();
var hp = ent.maxHitpoints() / 100.0; // some normalization
for (var typeKey in attackTypes) {
var type = attackTypes[typeKey];
if (type == "Slaughter" || type == "Charged")
continue;
var attackStrength = ent.attackStrengths(type);
var attackRange = ent.attackRange(type);
var attackTimes = ent.attackTimes(type);
for (var str in attackStrength) {
var val = parseFloat(attackStrength[str]);
if (againstClass)
val *= ent.getMultiplierAgainst(type, againstClass);
switch (str) {
case "crush":
strength += (val * 0.085) / 3;
break;
case "hack":
strength += (val * 0.075) / 3;
break;
case "pierce":
strength += (val * 0.065) / 3;
break;
}
}
if (attackRange){
strength += (attackRange.max * 0.0125) ;
}
for (var str in attackTimes) {
var val = parseFloat(attackTimes[str]);
switch (str){
case "repeat":
strength += (val / 100000);
break;
case "prepare":
strength -= (val / 100000);
break;
}
}
}
for (var str in armourStrength) {
var val = parseFloat(armourStrength[str]);
switch (str) {
case "crush":
strength += (val * 0.085) / 3;
break;
case "hack":
strength += (val * 0.075) / 3;
break;
case "pierce":
strength += (val * 0.065) / 3;
break;
}
}
return strength * hp;
};
// Makes the worker deposit the currently carried resources at the closest accessible dropsite
m.returnResources = function(ent, gameState)
{
if (!ent.resourceCarrying() || ent.resourceCarrying().length == 0 || !ent.position())
return false;
var resource = ent.resourceCarrying()[0].type;
var closestDropsite = undefined;
var distmin = Math.min();
var access = gameState.ai.accessibility.getAccessValue(ent.position());
gameState.getOwnDropsites(resource).forEach(function(dropsite) {
if (!dropsite.position() || dropsite.getMetadata(PlayerID, "access") !== access)
return;
var dist = API3.SquareVectorDistance(ent.position(), dropsite.position());
if (dist > distmin)
return;
distmin = dist;
closestDropsite = dropsite;
});
if (!closestDropsite)
return false;
ent.returnResources(closestDropsite);
return true;
};
m.getHolder = function(ent, gameState)
{
var found = undefined;
gameState.getEntities().forEach(function (holder) {
if (found || !holder.isGarrisonHolder())
return;
if (holder._entity.garrisoned.indexOf(ent.id()) !== -1)
found = holder;
});
return found;
};
m.dumpEntity = function(ent)
{
if (!ent)
return;
API3.warn(" >>> id " + ent.id() + " name " + ent.genericName() + " pos " + ent.position()
+ " state " + ent.unitAIState());
API3.warn(" base " + ent.getMetadata(PlayerID, "base") + " >>> role " + ent.getMetadata(PlayerID, "role")
+ " subrole " + ent.getMetadata(PlayerID, "subrole"));
API3.warn(" garrisoning " + ent.getMetadata(PlayerID, "garrisoning") + " garrisonHolder " + ent.getMetadata(PlayerID, "garrisonHolder")
+ " plan " + ent.getMetadata(PlayerID, "plan") + " transport " + ent.getMetadata(PlayerID, "transport")
+ " gather-type " + ent.getMetadata(PlayerID, "gather-type") + " target-foundation " + ent.getMetadata(PlayerID, "target-foundation")
+ " PartOfArmy " + ent.getMetadata(PlayerID, "PartOfArmy"));
};
return m;
}(PETRA);