forked from 0ad/0ad
196 lines
5.1 KiB
JavaScript
196 lines
5.1 KiB
JavaScript
function BaseAI(settings)
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{
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if (!settings)
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return;
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// Copies of static engine data (not serialized)
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this._player = settings.player;
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this._templates = settings.templates;
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this._derivedTemplates = {};
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// Representation of the current world state (requires serialization)
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this._rawEntities = null;
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this._ownEntities = {};
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this._entityMetadata = {};
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}
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// Return a simple object (using no classes etc) that will be serialized
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// into saved games
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BaseAI.prototype.Serialize = function()
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{
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return {
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_rawEntities: this._rawEntities,
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_ownEntities: this._ownEntities,
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_entityMetadata: this._entityMetadata,
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};
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// TODO: ought to get the AI script subclass to serialize its own state
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};
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// Called after the constructor when loading a saved game, with 'data' being
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// whatever Serialize() returned
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BaseAI.prototype.Deserialize = function(data)
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{
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this._rawEntities = data._rawEntities;
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this._ownEntities = data._ownEntities;
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this._entityMetadata = data._entityMetadata;
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// TODO: ought to get the AI script subclass to deserialize its own state
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};
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// Components that will be disabled in foundation entity templates.
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// (This is a bit yucky and fragile since it's the inverse of
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// CCmpTemplateManager::CopyFoundationSubset and only includes components
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// that our EntityTemplate class currently uses.)
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var g_FoundationForbiddenComponents = {
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"ProductionQueue": 1,
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"ResourceSupply": 1,
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"ResourceDropsite": 1,
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"GarrisonHolder": 1,
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};
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BaseAI.prototype.GetTemplate = function(name)
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{
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if (this._templates[name])
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return this._templates[name];
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if (this._derivedTemplates[name])
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return this._derivedTemplates[name];
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// If this is a foundation template, construct it automatically
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if (name.substr(0, 11) === "foundation|")
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{
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var base = this.GetTemplate(name.substr(11));
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var foundation = {};
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for (var key in base)
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if (!g_FoundationForbiddenComponents[key])
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foundation[key] = base[key];
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this._derivedTemplates[name] = foundation;
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return foundation;
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}
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error("Tried to retrieve invalid template '"+name+"'");
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return null;
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};
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BaseAI.prototype.HandleMessage = function(state)
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{
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if (!this._rawEntities)
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{
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// Do a (shallow) clone of all the initial entity properties (in order
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// to copy into our own script context and minimise cross-context
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// weirdness), and remember the entities owned by our player
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this._rawEntities = {};
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for (var id in state.entities)
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{
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var ent = state.entities[id];
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this._rawEntities[id] = {};
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for (var prop in ent)
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this._rawEntities[id][prop] = ent[prop];
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if (ent.owner === this._player)
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this._ownEntities[id] = this._rawEntities[id];
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}
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}
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else
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{
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this.ApplyEntitiesDelta(state);
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}
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Engine.ProfileStart("HandleMessage setup");
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this.entities = new EntityCollection(this, this._rawEntities);
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this.events = state.events;
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this.passabilityClasses = state.passabilityClasses;
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this.passabilityMap = state.passabilityMap;
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this.player = this._player;
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this.playerData = state.players[this._player];
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this.templates = this._templates;
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this.territoryMap = state.territoryMap;
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this.timeElapsed = state.timeElapsed;
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Engine.ProfileStop();
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this.OnUpdate();
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// Clean up temporary properties, so they don't disturb the serializer
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delete this.entities;
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delete this.events;
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delete this.passabilityClasses;
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delete this.passabilityMap;
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delete this.player;
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delete this.playerData;
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delete this.templates;
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delete this.territoryMap;
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delete this.timeElapsed;
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};
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BaseAI.prototype.ApplyEntitiesDelta = function(state)
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{
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Engine.ProfileStart("ApplyEntitiesDelta");
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for each (var evt in state.events)
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{
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if (evt.type == "Create")
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{
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this._rawEntities[evt.msg.entity] = {};
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}
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else if (evt.type == "Destroy")
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{
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// The entity was destroyed but its data may still be useful, so
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// remember the raw entity and this AI's metadata concerning it
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evt.msg.metadata = (evt.msg.metadata || []);
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evt.msg.rawEntity = (evt.msg.rawEntity || this._rawEntities[evt.msg.entity]);
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evt.msg.metadata[this._player] = this._entityMetadata[evt.msg.entity];
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delete this._rawEntities[evt.msg.entity];
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delete this._entityMetadata[evt.msg.entity];
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delete this._ownEntities[evt.msg.entity];
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}
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else if (evt.type == "TrainingFinished")
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{
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// Apply metadata stored in training queues, but only if they
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// look like they were added by us
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if (evt.msg.owner === this._player)
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for each (var ent in evt.msg.entities)
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this._entityMetadata[ent] = ShallowClone(evt.msg.metadata);
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}
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}
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for (var id in state.entities)
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{
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var changes = state.entities[id];
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if ("owner" in changes)
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{
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var wasOurs = (this._rawEntities[id].owner !== undefined
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&& this._rawEntities[id].owner === this._player);
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var isOurs = (changes.owner === this._player);
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if (wasOurs && !isOurs)
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delete this._ownEntities[id];
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else if (!wasOurs && isOurs)
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this._ownEntities[id] = this._rawEntities[id];
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}
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for (var prop in changes)
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this._rawEntities[id][prop] = changes[prop];
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}
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Engine.ProfileStop();
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};
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BaseAI.prototype.OnUpdate = function()
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{
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// AIs override this function
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};
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BaseAI.prototype.chat = function(message)
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{
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Engine.PostCommand({"type": "chat", "message": message});
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};
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