forked from 0ad/0ad
966 lines
27 KiB
JavaScript
966 lines
27 KiB
JavaScript
function Formation() {}
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Formation.prototype.Schema =
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"<element name='FormationName' a:help='Name of the formation'>" +
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"<text/>" +
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"</element>" +
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"<element name='SpeedMultiplier' a:help='The speed of the formation is determined by the minimum speed of all members, multiplied with this number.'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='FormationShape' a:help='Formation shape, currently supported are square, triangle and special, where special will be defined in the source code.'>" +
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"<text/>" +
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"</element>" +
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"<element name='ShiftRows' a:help='Set the value to true to shift subsequent rows'>" +
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"<text/>" +
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"</element>" +
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"<element name='WidthDepthRatio' a:help='Average width/depth, counted in number of units.'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<optional>" +
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"<element name='MinColumns' a:help='When possible, this number of colums will be created. Overriding the wanted width depth ratio'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='MaxColumns' a:help='When possible within the number of units, and the maximum number of rows, this will be the maximum number of columns.'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='MaxRows' a:help='The maximum number of rows in the formation'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='CenterGap' a:help='The size of the central gap, expressed in number of units wide'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"</optional>" +
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"<element name='UnitSeparationWidthMultiplier' a:help='Place the units in the formation closer or further to each other. The standard separation is the footprint size.'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='UnitSeparationDepthMultiplier' a:help='Place the units in the formation closer or further to each other. The standard separation is the footprint size.'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>";
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var g_ColumnDistanceThreshold = 128; // distance at which we'll switch between column/box formations
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Formation.prototype.Init = function()
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{
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this.formationShape = this.template.FormationShape;
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this.shiftRows = this.template.ShiftRows == "true";
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this.separationMultiplier = {
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"width": +this.template.UnitSeparationWidthMultiplier,
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"depth": +this.template.UnitSeparationDepthMultiplier
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};
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this.widthDepthRatio = +this.template.WidthDepthRatio;
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this.minColumns = +(this.template.MinColumns || 0);
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this.maxColumns = +(this.template.MaxColumns || 0);
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this.maxRows = +(this.template.MaxRows || 0);
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this.centerGap = +(this.template.CenterGap || 0);
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this.members = []; // entity IDs currently belonging to this formation
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this.inPosition = []; // entities that have reached their final position
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this.columnar = false; // whether we're travelling in column (vs box) formation
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this.formationName = this.template.FormationName;
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this.rearrange = true; // whether we should rearrange all formation members
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this.formationMembersWithAura = []; // Members with a formation aura
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this.width = 0;
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this.depth = 0;
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this.oldOrientation = {"sin": 0, "cos": 0};
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this.twinFormations = [];
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// distance from which two twin formations will merge into one.
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this.formationSeparation = 0;
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Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer)
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.SetInterval(this.entity, IID_Formation, "ShapeUpdate", 1000, 1000, null);
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};
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/**
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* Set the value from which two twin formations will become one.
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*/
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Formation.prototype.SetFormationSeparation = function(value)
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{
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this.formationSeparation = value;
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};
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Formation.prototype.GetSize = function()
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{
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return {"width": this.width, "depth": this.depth};
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};
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Formation.prototype.GetSpeedMultiplier = function()
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{
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return +this.template.SpeedMultiplier;
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};
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Formation.prototype.GetMemberCount = function()
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{
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return this.members.length;
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};
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/**
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* Returns the 'primary' member of this formation (typically the most
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* important unit type), for e.g. playing a representative sound.
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* Returns undefined if no members.
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* TODO: actually implement something like that; currently this just returns
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* the arbitrary first one.
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*/
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Formation.prototype.GetPrimaryMember = function()
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{
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return this.members[0];
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};
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/**
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* Permits formation members to register that they've reached their
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* destination, and automatically disbands the formation if all members
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* are at their final positions and no controller orders remain.
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*/
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Formation.prototype.SetInPosition = function(ent)
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{
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if (this.inPosition.indexOf(ent) != -1)
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return;
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// Only consider automatically disbanding if there are no orders left.
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var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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if (cmpUnitAI.GetOrders().length)
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{
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this.inPosition = [];
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return;
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}
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this.inPosition.push(ent);
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if (this.inPosition.length >= this.members.length)
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this.Disband();
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};
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/**
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* Called by formation members upon entering non-walking states.
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*/
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Formation.prototype.UnsetInPosition = function(ent)
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{
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var ind = this.inPosition.indexOf(ent);
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if (ind != -1)
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this.inPosition.splice(ind, 1);
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}
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/**
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* Set whether we should rearrange formation members if
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* units are removed from the formation.
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*/
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Formation.prototype.SetRearrange = function(rearrange)
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{
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this.rearrange = rearrange;
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};
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/**
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* Initialise the members of this formation.
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* Must only be called once.
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* All members must implement UnitAI.
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*/
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Formation.prototype.SetMembers = function(ents)
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{
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this.members = ents;
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for each (var ent in this.members)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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cmpUnitAI.SetFormationController(this.entity);
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cmpUnitAI.SetLastFormationName(this.formationName);
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var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
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if (cmpAuras && cmpAuras.HasFormationAura())
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{
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this.formationMembersWithAura.push(ent);
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cmpAuras.ApplyFormationBonus(ents);
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}
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}
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this.offsets = undefined;
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// Locate this formation controller in the middle of its members
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this.MoveToMembersCenter();
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this.ComputeMotionParameters();
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};
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/**
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* Remove the given list of entities.
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* The entities must already be members of this formation.
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*/
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Formation.prototype.RemoveMembers = function(ents)
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{
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this.offsets = undefined;
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this.members = this.members.filter(function(e) { return ents.indexOf(e) == -1; });
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this.inPosition = this.inPosition.filter(function(e) { return ents.indexOf(e) == -1; });
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for each (var ent in ents)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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cmpUnitAI.UpdateWorkOrders();
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cmpUnitAI.SetFormationController(INVALID_ENTITY);
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}
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for each (var ent in this.formationMembersWithAura)
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{
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var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
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cmpAuras.RemoveFormationBonus(ents);
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// the unit with the aura is also removed from the formation
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if (ents.indexOf(ent) !== -1)
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cmpAuras.RemoveFormationBonus(this.members);
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}
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this.formationMembersWithAura = this.formationMembersWithAura.filter(function(e) { return ents.indexOf(e) == -1; });
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// If there's nobody left, destroy the formation
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if (this.members.length == 0)
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{
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Engine.DestroyEntity(this.entity);
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return;
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}
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if (!this.rearrange)
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return;
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this.ComputeMotionParameters();
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// Rearrange the remaining members
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this.MoveMembersIntoFormation(true, true);
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};
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Formation.prototype.AddMembers = function(ents)
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{
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this.offsets = undefined;
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this.inPosition = [];
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for each (var ent in this.formationMembersWithAura)
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{
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var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
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cmpAuras.RemoveFormationBonus(ents);
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// the unit with the aura is also removed from the formation
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if (ents.indexOf(ent) !== -1)
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cmpAuras.RemoveFormationBonus(this.members);
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}
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this.members = this.members.concat(ents);
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for each (var ent in this.members)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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cmpUnitAI.SetFormationController(this.entity);
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var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
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if (cmpAuras && cmpAuras.HasFormationAura())
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{
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this.formationMembersWithAura.push(ent);
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cmpAuras.ApplyFormationBonus(ents);
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}
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}
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this.MoveMembersIntoFormation(true, true);
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};
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/**
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* Called when the formation stops moving in order to detect
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* units that have already reached their final positions.
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*/
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Formation.prototype.FindInPosition = function()
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{
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for (var i = 0; i < this.members.length; ++i)
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{
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var cmpUnitMotion = Engine.QueryInterface(this.members[i], IID_UnitMotion);
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if (!cmpUnitMotion.IsMoving())
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{
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// Verify that members are stopped in FORMATIONMEMBER.WALKING
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var cmpUnitAI = Engine.QueryInterface(this.members[i], IID_UnitAI);
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if (cmpUnitAI.IsWalking())
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this.SetInPosition(this.members[i]);
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}
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}
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}
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/**
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* Remove all members and destroy the formation.
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*/
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Formation.prototype.Disband = function()
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{
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for each (var ent in this.members)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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cmpUnitAI.SetFormationController(INVALID_ENTITY);
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}
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for each (var ent in this.formationMembersWithAura)
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{
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var cmpAuras = Engine.QueryInterface(ent, IID_Auras);
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cmpAuras.RemoveFormationBonus(this.members);
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}
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this.members = [];
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this.inPosition = [];
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this.formationMembersWithAura = [];
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this.offsets = undefined;
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Engine.DestroyEntity(this.entity);
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};
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/**
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* Call obj.funcname(args) on UnitAI components of all members.
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*/
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Formation.prototype.CallMemberFunction = function(funcname, args)
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{
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for each (var ent in this.members)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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cmpUnitAI[funcname].apply(cmpUnitAI, args);
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}
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};
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/**
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* Call obj.functname(args) on UnitAI components of all members,
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* and return true if all calls return true.
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*/
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Formation.prototype.TestAllMemberFunction = function(funcname, args)
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{
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for each (var ent in this.members)
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{
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var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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if (!cmpUnitAI[funcname].apply(cmpUnitAI, args))
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return false;
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}
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return true;
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};
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Formation.prototype.GetMaxAttackRangeFunction = function(target)
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{
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var result = 0;
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var range = 0;
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for each (var ent in this.members)
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{
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var cmpAttack = Engine.QueryInterface(ent, IID_Attack);
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if (!cmpAttack)
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continue;
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var type = cmpAttack.GetBestAttackAgainst(target);
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if (!type)
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continue;
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range = cmpAttack.GetRange(type);
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if (range.max > result)
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result = range.max;
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}
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return result;
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};
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/**
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* Set all members to form up into the formation shape.
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* If moveCenter is true, the formation center will be reinitialised
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* to the center of the units.
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* If force is true, all individual orders of the formation units are replaced,
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* otherwise the order to walk into formation is just pushed to the front.
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*/
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Formation.prototype.MoveMembersIntoFormation = function(moveCenter, force)
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{
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var active = [];
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var positions = [];
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for each (var ent in this.members)
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{
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var cmpPosition = Engine.QueryInterface(ent, IID_Position);
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if (!cmpPosition || !cmpPosition.IsInWorld())
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continue;
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active.push(ent);
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// query the 2D position as exact hight calculation isn't needed
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// but bring the position to the right coordinates
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var pos = cmpPosition.GetPosition2D();
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pos.z = pos.y;
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pos.y = undefined;
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positions.push(pos);
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}
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var avgpos = this.ComputeAveragePosition(positions);
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// Reposition the formation if we're told to or if we don't already have a position
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var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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var inWorld = cmpPosition.IsInWorld();
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if (moveCenter || !inWorld)
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{
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cmpPosition.JumpTo(avgpos.x, avgpos.z);
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// Don't make the formation controller entity show up in range queries
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if (!inWorld)
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{
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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cmpRangeManager.SetEntityFlag(this.entity, "normal", false);
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}
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}
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// Switch between column and box if necessary
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var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
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var walkingDistance = cmpUnitAI.ComputeWalkingDistance();
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var columnar = walkingDistance > g_ColumnDistanceThreshold;
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if (columnar != this.columnar)
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{
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this.columnar = columnar;
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this.offsets = undefined;
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}
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var newOrientation = this.GetTargetOrientation(avgpos);
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var dSin = Math.abs(newOrientation.sin - this.oldOrientation.sin);
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var dCos = Math.abs(newOrientation.cos - this.oldOrientation.cos);
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// If the formation existed, only recalculate positions if the turning agle is somewhat biggish
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if (!this.offsets || dSin > 1 || dCos > 1)
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this.offsets = this.ComputeFormationOffsets(active, positions);
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this.oldOrientation = newOrientation;
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var xMax = 0;
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var zMax = 0;
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for (var i = 0; i < this.offsets.length; ++i)
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{
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var offset = this.offsets[i];
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var cmpUnitAI = Engine.QueryInterface(offset.ent, IID_UnitAI);
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if (!cmpUnitAI)
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continue;
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if (force)
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{
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cmpUnitAI.ReplaceOrder("FormationWalk", {
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"target": this.entity,
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"x": offset.x,
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"z": offset.z
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});
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}
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else
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{
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cmpUnitAI.PushOrderFront("FormationWalk", {
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"target": this.entity,
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"x": offset.x,
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"z": offset.z
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});
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}
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xMax = Math.max(xMax, offset.x);
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zMax = Math.max(zMax, offset.z);
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}
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this.width = xMax * 2;
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this.depth = zMax * 2;
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};
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Formation.prototype.MoveToMembersCenter = function()
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{
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var positions = [];
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for each (var ent in this.members)
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{
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var cmpPosition = Engine.QueryInterface(ent, IID_Position);
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if (!cmpPosition || !cmpPosition.IsInWorld())
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continue;
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positions.push(cmpPosition.GetPosition());
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}
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var avgpos = this.ComputeAveragePosition(positions);
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var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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var inWorld = cmpPosition.IsInWorld();
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cmpPosition.JumpTo(avgpos.x, avgpos.z);
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// Don't make the formation controller show up in range queries
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if (!inWorld)
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{
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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cmpRangeManager.SetEntityFlag(this.entity, "normal", false);
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}
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};
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Formation.prototype.GetAvgFootprint = function(active)
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{
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var footprints = [];
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for each (var ent in active)
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{
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var cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
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if (cmpFootprint)
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footprints.push(cmpFootprint.GetShape());
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}
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if (!footprints.length)
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return {"width":1, "depth": 1};
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var r = {"width": 0, "depth": 0};
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for each (var shape in footprints)
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{
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if (shape.type == "circle")
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{
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r.width += shape.radius * 2;
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r.depth += shape.radius * 2;
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}
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else if (shape.type == "square")
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{
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r.width += shape.width;
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r.depth += shape.depth;
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}
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}
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r.width /= footprints.length;
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r.depth /= footprints.length;
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return r;
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};
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Formation.prototype.ComputeFormationOffsets = function(active, positions)
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{
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var separation = this.GetAvgFootprint(active);
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separation.width *= this.separationMultiplier.width;
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separation.depth *= this.separationMultiplier.depth;
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// the entities will be assigned to positions in the formation in
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// the same order as the types list is ordered
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var types = {
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"Cavalry" : [],
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"Hero" : [],
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"Melee" : [],
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"Ranged" : [],
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"Support" : [],
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"Unknown": []
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};
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for (var i in active)
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{
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var cmpIdentity = Engine.QueryInterface(active[i], IID_Identity);
|
|
var classes = cmpIdentity.GetClassesList();
|
|
var done = false;
|
|
for each (var cla in classes)
|
|
{
|
|
if (cla in types)
|
|
{
|
|
types[cla].push({"ent": active[i], "pos": positions[i]});
|
|
done = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!done)
|
|
types["Unknown"].push({"ent": active[i], "pos": positions[i]});
|
|
}
|
|
|
|
var count = active.length;
|
|
|
|
var shape = this.formationShape;
|
|
var shiftRows = this.shiftRows;
|
|
var centerGap = this.centerGap;
|
|
var ordering = [];
|
|
|
|
var offsets = [];
|
|
|
|
// Choose a sensible size/shape for the various formations, depending on number of units
|
|
var cols;
|
|
|
|
if (this.columnar)
|
|
{
|
|
shape = "square";
|
|
cols = Math.min(count,3);
|
|
shiftRows = false;
|
|
centerGap = 0;
|
|
}
|
|
else
|
|
{
|
|
var depth = Math.sqrt(count / this.widthDepthRatio);
|
|
if (this.maxRows && depth > this.maxRows)
|
|
depth = this.maxRows;
|
|
cols = Math.ceil(count / Math.ceil(depth) + (this.shiftRows ? 0.5 : 0));
|
|
if (cols < this.minColumns)
|
|
cols = Math.min(count, this.minColumns);
|
|
if (this.maxColumns && cols > this.maxColumns && this.maxRows != depth)
|
|
cols = this.maxColumns;
|
|
}
|
|
|
|
// define special formations here
|
|
switch(this.formationName)
|
|
{
|
|
case "Scatter":
|
|
var width = Math.sqrt(count) * (separation.width + separation.depth) * 2.5;
|
|
|
|
for (var i = 0; i < count; ++i)
|
|
offsets.push({"x": Math.random()*width, "z": Math.random()*width});
|
|
break;
|
|
case "Box":
|
|
var root = Math.ceil(Math.sqrt(count));
|
|
|
|
var left = count;
|
|
var meleeleft = types["Melee"].length;
|
|
for (var sq = Math.floor(root/2); sq >= 0; --sq)
|
|
{
|
|
var width = sq * 2 + 1;
|
|
var stodo;
|
|
if (sq == 0)
|
|
{
|
|
stodo = left;
|
|
}
|
|
else
|
|
{
|
|
if (meleeleft >= width*width - (width-2)*(width-2)) // form a complete box
|
|
{
|
|
stodo = width*width - (width-2)*(width-2);
|
|
meleeleft -= stodo;
|
|
}
|
|
else // compact
|
|
{
|
|
stodo = Math.max(0, left - (width-2)*(width-2));
|
|
}
|
|
}
|
|
|
|
for (var r = -sq; r <= sq && stodo; ++r)
|
|
{
|
|
for (var c = -sq; c <= sq && stodo; ++c)
|
|
{
|
|
if (Math.abs(r) == sq || Math.abs(c) == sq)
|
|
{
|
|
var x = c * separation.width;
|
|
var z = -r * separation.depth;
|
|
offsets.push({"x": x, "z": z});
|
|
stodo--;
|
|
left--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case "Battle Line":
|
|
ordering.push("FillFromTheSides");
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// For non-special formations, calculate the positions based on the number of entities
|
|
if (shape != "special")
|
|
{
|
|
var r = 0;
|
|
var left = count;
|
|
// while there are units left, start a new row in the formation
|
|
while (left > 0)
|
|
{
|
|
// save the position of the row
|
|
var z = -r * separation.depth;
|
|
// switch between the left and right side of the center to have a symmetrical distribution
|
|
var side = 1;
|
|
// determine the number of entities in this row of the formation
|
|
if (shape == "square")
|
|
{
|
|
var n = cols;
|
|
if (shiftRows)
|
|
n -= r%2;
|
|
}
|
|
else if (shape == "triangle")
|
|
{
|
|
if (shiftRows)
|
|
var n = r + 1;
|
|
else
|
|
var n = r * 2 + 1;
|
|
}
|
|
if (!shiftRows && n > left)
|
|
n = left;
|
|
for (var c = 0; c < n && left > 0; ++c)
|
|
{
|
|
// switch sides for the next entity
|
|
side *= -1;
|
|
if (n%2 == 0)
|
|
var x = side * (Math.floor(c/2) + 0.5) * separation.width;
|
|
else
|
|
var x = side * Math.ceil(c/2) * separation.width;
|
|
if (centerGap)
|
|
{
|
|
if (x == 0) // don't use the center position with a center gap
|
|
continue;
|
|
x += side * centerGap / 2;
|
|
}
|
|
offsets.push({"x": x, "z": z});
|
|
left--
|
|
}
|
|
++r;
|
|
}
|
|
}
|
|
|
|
// make sure the average offset is zero, as the formation is centered around that
|
|
// calculating offset distances without a zero average makes no sense, as the formation
|
|
// will jump to a different position any time
|
|
var avgoffset = this.ComputeAveragePosition(offsets);
|
|
for each (var offset in offsets)
|
|
{
|
|
offset.x -= avgoffset.x;
|
|
offset.z -= avgoffset.z;
|
|
}
|
|
|
|
// sort the available places in certain ways
|
|
// the places first in the list will contain the heaviest units as defined by the order
|
|
// of the types list
|
|
for each (var order in ordering)
|
|
{
|
|
if (order == "FillFromTheSides")
|
|
offsets.sort(function(o1, o2) { return Math.abs(o1.x) < Math.abs(o2.x);});
|
|
else if (order == "FillFromTheCenter")
|
|
offsets.sort(function(o1, o2) { return Math.abs(o1.x) > Math.abs(o2.x);});
|
|
else if (order == "FillFromTheFront")
|
|
offsets.sort(function(o1, o2) { return o1.z < o2.z;});
|
|
}
|
|
|
|
// query the 2D position of the formation, and bring to the right coordinate system
|
|
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
|
var formationPos = cmpPosition.GetPosition2D();
|
|
formationPos.z = formationPos.y;
|
|
formationPos.y = undefined;
|
|
|
|
// use realistic place assignment,
|
|
// every soldier searches the closest available place in the formation
|
|
var newOffsets = [];
|
|
var realPositions = this.GetRealOffsetPositions(offsets, formationPos);
|
|
for each (var t in types)
|
|
{
|
|
var usedOffsets = offsets.splice(0,t.length);
|
|
var usedRealPositions = realPositions.splice(0, t.length);
|
|
for each (var entPos in t)
|
|
{
|
|
var closestOffsetId = this.TakeClosestOffset(entPos, usedRealPositions);
|
|
usedRealPositions.splice(closestOffsetId, 1);
|
|
newOffsets.push(usedOffsets.splice(closestOffsetId, 1)[0]);
|
|
newOffsets[newOffsets.length - 1].ent = entPos.ent;
|
|
}
|
|
}
|
|
|
|
return newOffsets;
|
|
};
|
|
|
|
/**
|
|
* Search the closest position in the realPositions list to the given entity
|
|
* @param ent, the queried entity
|
|
* @param realPositions, the world coordinates of the available offsets
|
|
* @return the index of the closest offset position
|
|
*/
|
|
Formation.prototype.TakeClosestOffset = function(entPos, realPositions)
|
|
{
|
|
var pos = entPos.pos;
|
|
var closestOffsetId = -1;
|
|
var offsetDistanceSq = Infinity;
|
|
for (var i = 0; i < realPositions.length; i++)
|
|
{
|
|
var dx = realPositions[i].x - pos.x;
|
|
var dz = realPositions[i].z - pos.z;
|
|
var distSq = dx * dx + dz * dz;
|
|
if (distSq < offsetDistanceSq)
|
|
{
|
|
offsetDistanceSq = distSq;
|
|
closestOffsetId = i;
|
|
}
|
|
}
|
|
return closestOffsetId;
|
|
};
|
|
|
|
/**
|
|
* Get the world positions for a list of offsets in this formation
|
|
*/
|
|
Formation.prototype.GetRealOffsetPositions = function(offsets, pos)
|
|
{
|
|
var offsetPositions = [];
|
|
var {sin, cos} = this.GetTargetOrientation(pos);
|
|
// calculate the world positions
|
|
for each (var o in offsets)
|
|
offsetPositions.push({
|
|
"x" : pos.x + o.z * sin + o.x * cos,
|
|
"z" : pos.z + o.z * cos - o.x * sin
|
|
});
|
|
|
|
return offsetPositions;
|
|
};
|
|
|
|
/**
|
|
* calculate the estimated rotation of the formation
|
|
* based on the first unitAI target position
|
|
* Return the sine and cosine of the angle
|
|
*/
|
|
Formation.prototype.GetTargetOrientation = function(pos)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
|
|
var targetPos = cmpUnitAI.GetTargetPositions();
|
|
var sin = 0;
|
|
var cos = 1;
|
|
if (targetPos.length)
|
|
{
|
|
var dx = targetPos[0].x - pos.x;
|
|
var dz = targetPos[0].z - pos.z;
|
|
if (dx || dz)
|
|
{
|
|
var dist = Math.sqrt(dx * dx + dz * dz);
|
|
cos = dz / dist;
|
|
sin = dx / dist;
|
|
}
|
|
}
|
|
return {"sin": sin, "cos": cos};
|
|
};
|
|
|
|
Formation.prototype.ComputeAveragePosition = function(positions)
|
|
{
|
|
var sx = 0;
|
|
var sz = 0;
|
|
for each (var pos in positions)
|
|
{
|
|
sx += pos.x;
|
|
sz += pos.z;
|
|
}
|
|
return { "x": sx / positions.length, "z": sz / positions.length };
|
|
};
|
|
|
|
/**
|
|
* Set formation controller's radius and speed based on its current members.
|
|
*/
|
|
Formation.prototype.ComputeMotionParameters = function()
|
|
{
|
|
var maxRadius = 0;
|
|
var minSpeed = Infinity;
|
|
|
|
for each (var ent in this.members)
|
|
{
|
|
var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
|
|
if (cmpObstruction)
|
|
maxRadius = Math.max(maxRadius, cmpObstruction.GetUnitRadius());
|
|
|
|
var cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
|
|
if (cmpUnitMotion)
|
|
minSpeed = Math.min(minSpeed, cmpUnitMotion.GetWalkSpeed());
|
|
}
|
|
minSpeed *= this.GetSpeedMultiplier();
|
|
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
cmpUnitMotion.SetUnitRadius(maxRadius);
|
|
cmpUnitMotion.SetSpeed(minSpeed);
|
|
|
|
// TODO: we also need to do something about PassabilityClass, CostClass
|
|
};
|
|
|
|
Formation.prototype.ShapeUpdate = function()
|
|
{
|
|
// Check the distance to twin formations, and merge if when
|
|
// the formations could collide
|
|
for (var i = this.twinFormations.length - 1; i >= 0; --i)
|
|
{
|
|
// only do the check on one side
|
|
if (this.twinFormations[i] <= this.entity)
|
|
continue;
|
|
|
|
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
|
var cmpOtherPosition = Engine.QueryInterface(this.twinFormations[i], IID_Position);
|
|
var cmpOtherFormation = Engine.QueryInterface(this.twinFormations[i], IID_Formation);
|
|
if (!cmpPosition || !cmpOtherPosition || !cmpOtherFormation)
|
|
continue;
|
|
|
|
var thisPosition = cmpPosition.GetPosition2D();
|
|
var otherPosition = cmpOtherPosition.GetPosition2D();
|
|
var dx = thisPosition.x - otherPosition.x;
|
|
var dy = thisPosition.y - otherPosition.y;
|
|
var dist = Math.sqrt(dx * dx + dy * dy);
|
|
|
|
var thisSize = this.GetSize();
|
|
var otherSize = cmpOtherFormation.GetSize();
|
|
var minDist = Math.max(thisSize.width / 2, thisSize.depth / 2) +
|
|
Math.max(otherSize.width / 2, otherSize.depth / 2) +
|
|
this.formationSeparation;
|
|
|
|
if (minDist < dist)
|
|
continue;
|
|
|
|
// merge the members from the twin formation into this one
|
|
// twin formations should always have exactly the same orders
|
|
this.AddMembers(cmpOtherFormation.members);
|
|
Engine.DestroyEntity(this.twinFormations[i]);
|
|
this.twinFormations.splice(i,1);
|
|
}
|
|
// Switch between column and box if necessary
|
|
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
|
|
var walkingDistance = cmpUnitAI.ComputeWalkingDistance();
|
|
var columnar = walkingDistance > g_ColumnDistanceThreshold;
|
|
if (columnar != this.columnar)
|
|
{
|
|
this.offsets = undefined;
|
|
this.columnar = columnar;
|
|
this.MoveMembersIntoFormation(false, true);
|
|
// (disable moveCenter so we can't get stuck in a loop of switching
|
|
// shape causing center to change causing shape to switch back)
|
|
}
|
|
};
|
|
|
|
Formation.prototype.OnGlobalOwnershipChanged = function(msg)
|
|
{
|
|
// When an entity is captured or destroyed, it should no longer be
|
|
// controlled by this formation
|
|
|
|
if (this.members.indexOf(msg.entity) != -1)
|
|
this.RemoveMembers([msg.entity]);
|
|
};
|
|
|
|
Formation.prototype.OnGlobalEntityRenamed = function(msg)
|
|
{
|
|
if (this.members.indexOf(msg.entity) != -1)
|
|
{
|
|
this.offsets = undefined;
|
|
var cmpNewUnitAI = Engine.QueryInterface(msg.newentity, IID_UnitAI);
|
|
if (cmpNewUnitAI)
|
|
this.members[this.members.indexOf(msg.entity)] = msg.newentity;
|
|
|
|
var cmpOldUnitAI = Engine.QueryInterface(msg.entity, IID_UnitAI);
|
|
cmpOldUnitAI.SetFormationController(INVALID_ENTITY);
|
|
|
|
if (cmpNewUnitAI)
|
|
cmpNewUnitAI.SetFormationController(this.entity);
|
|
|
|
// Because the renamed entity might have different characteristics,
|
|
// (e.g. packed vs. unpacked siege), we need to recompute motion parameters
|
|
this.ComputeMotionParameters();
|
|
}
|
|
}
|
|
|
|
Formation.prototype.RegisterTwinFormation = function(entity)
|
|
{
|
|
var cmpFormation = Engine.QueryInterface(entity, IID_Formation);
|
|
if (!cmpFormation)
|
|
return;
|
|
this.twinFormations.push(entity);
|
|
cmpFormation.twinFormations.push(this.entity);
|
|
};
|
|
|
|
Formation.prototype.DeleteTwinFormations = function()
|
|
{
|
|
for each (var ent in this.twinFormations)
|
|
{
|
|
var cmpFormation = Engine.QueryInterface(ent, IID_Formation);
|
|
if (cmpFormation)
|
|
cmpFormation.twinFormations.splice(cmpFormation.twinFormations.indexOf(this.entity), 1);
|
|
}
|
|
this.twinFormations = [];
|
|
};
|
|
|
|
Formation.prototype.LoadFormation = function(formationName)
|
|
{
|
|
if (formationName == this.formationName)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
|
|
cmpUnitAI.MoveIntoFormation();
|
|
return;
|
|
}
|
|
var members = this.members;
|
|
this.Disband();
|
|
var newFormation = Engine.AddEntity("formations/"+formationName.replace(/\s+/g, "_").toLowerCase());
|
|
|
|
var cmpFormation = Engine.QueryInterface(newFormation, IID_Formation);
|
|
cmpFormation.SetMembers(members);
|
|
|
|
var cmpThisUnitAI = Engine.QueryInterface(this.entity, IID_UnitAI);
|
|
var cmpNewUnitAI = Engine.QueryInterface(newFormation, IID_UnitAI);
|
|
var orders = cmpThisUnitAI.GetOrders();
|
|
if (orders.length)
|
|
cmpNewUnitAI.AddOrders(orders);
|
|
else
|
|
cmpNewUnitAI.MoveIntoFormation();
|
|
|
|
};
|
|
|
|
Engine.RegisterComponentType(IID_Formation, "Formation", Formation);
|