forked from 0ad/0ad
3549 lines
99 KiB
JavaScript
3549 lines
99 KiB
JavaScript
function UnitAI() {}
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UnitAI.prototype.Schema =
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"<a:help>Controls the unit's movement, attacks, etc, in response to commands from the player.</a:help>" +
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"<a:example/>" +
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"<element name='DefaultStance'>" +
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"<choice>" +
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"<value>violent</value>" +
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"<value>aggressive</value>" +
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"<value>defensive</value>" +
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"<value>passive</value>" +
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"<value>standground</value>" +
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"</choice>" +
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"</element>" +
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"<element name='FormationController'>" +
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"<data type='boolean'/>" +
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"</element>" +
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"<element name='FleeDistance'>" +
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"<ref name='positiveDecimal'/>" +
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"</element>" +
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"<optional>" +
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"<interleave>" +
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"<element name='NaturalBehaviour' a:help='Behaviour of the unit in the absence of player commands (intended for animals)'>" +
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"<choice>" +
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"<value a:help='Will actively attack any unit it encounters, even if not threatened'>violent</value>" +
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"<value a:help='Will attack nearby units if it feels threatened (if they linger within LOS for too long)'>aggressive</value>" +
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"<value a:help='Will attack nearby units if attacked'>defensive</value>" +
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"<value a:help='Will never attack units but will attempt to flee when attacked'>passive</value>" +
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"<value a:help='Will never attack units. Will typically attempt to flee for short distances when units approach'>skittish</value>" +
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"<value a:help='Will never attack units and will not attempt to flee when attacked'>domestic</value>" +
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"</choice>" +
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"</element>" +
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"<element name='RoamDistance'>" +
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"<ref name='positiveDecimal'/>" +
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"</element>" +
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"<element name='RoamTimeMin'>" +
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"<ref name='positiveDecimal'/>" +
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"</element>" +
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"<element name='RoamTimeMax'>" +
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"<ref name='positiveDecimal'/>" +
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"</element>" +
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"<element name='FeedTimeMin'>" +
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"<ref name='positiveDecimal'/>" +
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"</element>" +
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"<element name='FeedTimeMax'>" +
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"<ref name='positiveDecimal'/>" +
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"</element>"+
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"</interleave>" +
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"</optional>";
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// Unit stances.
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// There some targeting options:
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// targetVisibleEnemies: anything in vision range is a viable target
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// targetAttackersAlways: anything that hurts us is a viable target,
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// possibly overriding user orders!
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// targetAttackersPassive: anything that hurts us is a viable target,
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// if we're on a passive/unforced order (e.g. gathering/building)
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// There are some response options, triggered when targets are detected:
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// respondFlee: run away
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// respondChase: start chasing after the enemy
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// respondChaseBeyondVision: start chasing, and don't stop even if it's out
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// of this unit's vision range (though still visible to the player)
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// respondStandGround: attack enemy but don't move at all
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// respondHoldGround: attack enemy but don't move far from current position
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// TODO: maybe add targetAggressiveEnemies (don't worry about lone scouts,
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// do worry around armies slaughtering the guy standing next to you), etc.
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var g_Stances = {
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"violent": {
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targetVisibleEnemies: true,
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targetAttackersAlways: true,
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targetAttackersPassive: true,
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respondFlee: false,
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respondChase: true,
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respondChaseBeyondVision: true,
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respondStandGround: false,
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respondHoldGround: false,
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},
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"aggressive": {
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targetVisibleEnemies: true,
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targetAttackersAlways: false,
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targetAttackersPassive: true,
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respondFlee: false,
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respondChase: true,
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respondChaseBeyondVision: false,
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respondStandGround: false,
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respondHoldGround: false,
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},
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"defensive": {
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targetVisibleEnemies: true,
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targetAttackersAlways: false,
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targetAttackersPassive: true,
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respondFlee: false,
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respondChase: false,
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respondChaseBeyondVision: false,
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respondStandGround: false,
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respondHoldGround: true,
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},
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"passive": {
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targetVisibleEnemies: false,
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targetAttackersAlways: false,
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targetAttackersPassive: true,
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respondFlee: true,
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respondChase: false,
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respondChaseBeyondVision: false,
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respondStandGround: false,
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respondHoldGround: false,
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},
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"standground": {
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targetVisibleEnemies: true,
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targetAttackersAlways: false,
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targetAttackersPassive: true,
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respondFlee: false,
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respondChase: false,
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respondChaseBeyondVision: false,
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respondStandGround: true,
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respondHoldGround: false,
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},
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};
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// See ../helpers/FSM.js for some documentation of this FSM specification syntax
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var UnitFsmSpec = {
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// Default event handlers:
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"MoveCompleted": function() {
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// ignore spurious movement messages
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// (these can happen when stopping moving at the same time
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// as switching states)
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},
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"MoveStarted": function() {
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// ignore spurious movement messages
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},
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"ConstructionFinished": function(msg) {
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// ignore uninteresting construction messages
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},
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"LosRangeUpdate": function(msg) {
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// ignore newly-seen units by default
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},
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"LosGaiaRangeUpdate": function(msg) {
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// ignore newly-seen Gaia units by default
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},
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"LosHealRangeUpdate": function(msg) {
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// ignore newly-seen injured units by default
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},
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"Attacked": function(msg) {
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// ignore attacker
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},
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"HealthChanged": function(msg) {
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// ignore
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},
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"EntityRenamed": function(msg) {
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// ignore
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},
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// Formation handlers:
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"FormationLeave": function(msg) {
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// ignore when we're not in FORMATIONMEMBER
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},
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// Called when being told to walk as part of a formation
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"Order.FormationWalk": function(msg) {
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic())
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{
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this.FinishOrder();
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return;
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}
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var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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cmpUnitMotion.MoveToFormationOffset(msg.data.target, msg.data.x, msg.data.z);
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this.SetNextState("FORMATIONMEMBER.WALKING");
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},
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// Special orders:
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// (these will be overridden by various states)
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"Order.LeaveFoundation": function(msg) {
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if (!IsOwnedByAllyOfEntity(this.entity, msg.data.target))
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{
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this.FinishOrder();
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return;
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}
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// Move a tile outside the building
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var range = 4;
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var ok = this.MoveToTargetRangeExplicit(msg.data.target, range, range);
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if (ok)
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{
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// We've started walking to the given point
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this.SetNextState("INDIVIDUAL.WALKING");
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}
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else
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{
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// We are already at the target, or can't move at all
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this.FinishOrder();
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}
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},
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// Individual orders:
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// (these will switch the unit out of formation mode)
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"Order.Stop": function(msg) {
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// We have no control over non-domestic animals.
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if (this.IsAnimal() && !this.IsDomestic())
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{
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this.FinishOrder();
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return;
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}
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// Stop moving immediately.
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this.StopMoving();
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this.FinishOrder();
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// No orders left, we're an individual now
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if (this.IsAnimal())
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this.SetNextState("ANIMAL.IDLE");
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else
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this.SetNextState("INDIVIDUAL.IDLE");
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},
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"Order.Walk": function(msg) {
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic())
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{
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this.FinishOrder();
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return;
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}
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this.SetHeldPosition(this.order.data.x, this.order.data.z);
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this.MoveToPoint(this.order.data.x, this.order.data.z);
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if (this.IsAnimal())
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this.SetNextState("ANIMAL.WALKING");
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else
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this.SetNextState("INDIVIDUAL.WALKING");
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},
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"Order.WalkToTarget": function(msg) {
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic())
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{
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this.FinishOrder();
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return;
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}
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var ok = this.MoveToTarget(this.order.data.target);
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if (ok)
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{
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// We've started walking to the given point
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if (this.IsAnimal())
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this.SetNextState("ANIMAL.WALKING");
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else
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this.SetNextState("INDIVIDUAL.WALKING");
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}
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else
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{
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// We are already at the target, or can't move at all
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this.StopMoving();
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this.FinishOrder();
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}
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},
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"Order.Flee": function(msg) {
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// TODO: if we were attacked by a ranged unit, we need to flee much further away
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var ok = this.MoveToTargetRangeExplicit(this.order.data.target, +this.template.FleeDistance, -1);
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if (ok)
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{
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// We've started fleeing from the given target
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if (this.IsAnimal())
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this.SetNextState("ANIMAL.FLEEING");
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else
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this.SetNextState("INDIVIDUAL.FLEEING");
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}
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else
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{
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// We are already at the target, or can't move at all
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this.StopMoving();
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this.FinishOrder();
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}
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},
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"Order.Attack": function(msg) {
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// Check the target is alive
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if (!this.TargetIsAlive(this.order.data.target))
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{
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this.FinishOrder();
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return;
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}
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// Work out how to attack the given target
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var type = this.GetBestAttackAgainst(this.order.data.target);
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if (!type)
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{
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// Oops, we can't attack at all
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this.FinishOrder();
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return;
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}
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this.attackType = type;
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// If we are already at the target, try attacking it from here
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if (this.CheckTargetRange(this.order.data.target, IID_Attack, this.attackType))
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{
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this.StopMoving();
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if (this.IsAnimal())
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this.SetNextState("ANIMAL.COMBAT.ATTACKING");
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else
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this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
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return;
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}
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// If we can't reach the target, but are standing ground, then abandon this attack order.
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// Unless we're hunting, that's a special case where we should continue attacking our target.
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if (this.GetStance().respondStandGround && !this.order.data.force && !this.order.data.hunting)
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{
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this.FinishOrder();
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return;
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}
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// Try to move within attack range
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if (this.MoveToTargetRange(this.order.data.target, IID_Attack, this.attackType))
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{
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// We've started walking to the given point
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if (this.IsAnimal())
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this.SetNextState("ANIMAL.COMBAT.APPROACHING");
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else
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this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
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return;
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}
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// We can't reach the target, and can't move towards it,
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// so abandon this attack order
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this.FinishOrder();
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},
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"Order.Heal": function(msg) {
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// Check the target is alive
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if (!this.TargetIsAlive(this.order.data.target))
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{
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this.FinishOrder();
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return;
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}
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// Healers can't heal themselves.
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if (this.order.data.target == this.entity)
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{
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this.FinishOrder();
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return;
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}
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// Check if the target is in range
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if (this.CheckTargetRange(this.order.data.target, IID_Heal))
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{
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this.StopMoving();
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this.SetNextState("INDIVIDUAL.HEAL.HEALING");
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return;
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}
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// If we can't reach the target, but are standing ground,
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// then abandon this heal order
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if (this.GetStance().respondStandGround && !this.order.data.force)
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{
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this.FinishOrder();
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return;
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}
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// Try to move within heal range
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if (this.MoveToTargetRange(this.order.data.target, IID_Heal))
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{
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// We've started walking to the given point
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this.SetNextState("INDIVIDUAL.HEAL.APPROACHING");
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return;
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}
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// We can't reach the target, and can't move towards it,
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// so abandon this heal order
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this.FinishOrder();
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},
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"Order.Gather": function(msg) {
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// If the target is still alive, we need to kill it first
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if (this.MustKillGatherTarget(this.order.data.target) && this.CheckTargetVisible(this.order.data.target))
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{
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// Make sure we can attack the target, else we'll get very stuck
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if (!this.GetBestAttackAgainst(this.order.data.target))
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{
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// Oops, we can't attack at all - give up
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// TODO: should do something so the player knows why this failed
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this.FinishOrder();
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return;
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}
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this.PushOrderFront("Attack", { "target": this.order.data.target, "force": false, "hunting": true });
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return;
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}
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// Try to move within range
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if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
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{
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// We've started walking to the given point
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this.SetNextState("INDIVIDUAL.GATHER.APPROACHING");
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}
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else
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{
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// We are already at the target, or can't move at all,
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// so try gathering it from here.
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// TODO: need better handling of the can't-reach-target case
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this.StopMoving();
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this.SetNextStateAlwaysEntering("INDIVIDUAL.GATHER.GATHERING");
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}
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},
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"Order.GatherNearPosition": function(msg) {
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// Move the unit to the position to gather from.
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this.MoveToPoint(this.order.data.x, this.order.data.z);
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this.SetNextState("INDIVIDUAL.GATHER.WALKING");
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},
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"Order.ReturnResource": function(msg) {
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// Try to move to the dropsite
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if (this.MoveToTarget(this.order.data.target))
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{
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// We've started walking to the target
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this.SetNextState("INDIVIDUAL.RETURNRESOURCE.APPROACHING");
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}
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else
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{
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// Oops, we can't reach the dropsite.
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// Maybe we should try to pick another dropsite, to find an
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// accessible one?
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// For now, just give up.
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this.StopMoving();
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this.FinishOrder();
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return;
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}
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},
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"Order.Trade": function(msg) {
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if (this.MoveToMarket(this.order.data.firstMarket))
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{
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// We've started walking to the first market
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this.SetNextState("INDIVIDUAL.TRADE.APPROACHINGFIRSTMARKET");
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}
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},
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"Order.Repair": function(msg) {
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// Try to move within range
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if (this.MoveToTargetRange(this.order.data.target, IID_Builder))
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{
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// We've started walking to the given point
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this.SetNextState("INDIVIDUAL.REPAIR.APPROACHING");
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}
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else
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{
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// We are already at the target, or can't move at all,
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// so try repairing it from here.
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// TODO: need better handling of the can't-reach-target case
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this.StopMoving();
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this.SetNextState("INDIVIDUAL.REPAIR.REPAIRING");
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}
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},
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"Order.Garrison": function(msg) {
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if (this.MoveToTarget(this.order.data.target))
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{
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this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING");
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}
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else
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{
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// We do a range check before actually garrisoning
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this.StopMoving();
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this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED");
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}
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},
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"Order.Cheering": function(msg) {
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this.SetNextState("INDIVIDUAL.CHEERING");
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},
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// States for the special entity representing a group of units moving in formation:
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"FORMATIONCONTROLLER": {
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"Order.Walk": function(msg) {
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var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
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cmpFormation.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
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this.MoveToPoint(this.order.data.x, this.order.data.z);
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this.SetNextState("WALKING");
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},
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// Only used by other orders to walk there in formation
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"Order.WalkToTargetRange": function(msg) {
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if(this.MoveToTargetRangeExplicit(this.order.data.target, this.order.data.min, this.order.data.max))
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this.SetNextState("WALKING");
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else
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this.FinishOrder();
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},
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"Order.Stop": function(msg) {
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var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
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cmpFormation.CallMemberFunction("Stop", [false]);
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cmpFormation.Disband();
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},
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"Order.Attack": function(msg) {
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// TODO: we should move in formation towards the target,
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// then break up into individuals when close enough to it
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var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
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cmpFormation.CallMemberFunction("Attack", [msg.data.target, false]);
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// TODO: we should wait until the target is killed, then
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// move on to the next queued order.
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// Don't bother now, just disband the formation immediately.
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cmpFormation.Disband();
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},
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"Order.Heal": function(msg) {
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// TODO: see notes in Order.Attack
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var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
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cmpFormation.CallMemberFunction("Heal", [msg.data.target, false]);
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cmpFormation.Disband();
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},
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"Order.Repair": function(msg) {
|
|
// TODO on what should we base this range?
|
|
// Check if we are already in range, otherwise walk there
|
|
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
|
|
{
|
|
if (!this.TargetIsAlive(msg.data.target))
|
|
// The building was finished or destroyed
|
|
this.FinishOrder();
|
|
else
|
|
// Out of range move there in formation
|
|
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
|
|
return;
|
|
}
|
|
|
|
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
|
// We don't want to rearrange the formation if the individual units are carrying
|
|
// out a task and one of the members dies/leaves the formation.
|
|
cmpFormation.SetRearrange(false);
|
|
cmpFormation.CallMemberFunction("Repair", [msg.data.target, msg.data.autocontinue, false]);
|
|
|
|
this.SetNextState("REPAIR");
|
|
},
|
|
|
|
"Order.Gather": function(msg) {
|
|
// TODO: see notes in Order.Attack
|
|
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
|
cmpFormation.CallMemberFunction("Gather", [msg.data.target, false]);
|
|
cmpFormation.Disband();
|
|
},
|
|
|
|
"Order.GatherNearPosition": function(msg) {
|
|
// TODO: see notes in Order.Attack
|
|
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
|
cmpFormation.CallMemberFunction("GatherNearPosition", [msg.data.x, msg.data.z, msg.data.type, msg.data.template, false]);
|
|
cmpFormation.Disband();
|
|
},
|
|
|
|
"Order.ReturnResource": function(msg) {
|
|
// TODO: see notes in Order.Attack
|
|
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
|
cmpFormation.CallMemberFunction("ReturnResource", [msg.data.target, false]);
|
|
cmpFormation.Disband();
|
|
},
|
|
|
|
"Order.Garrison": function(msg) {
|
|
// TODO: see notes in Order.Attack
|
|
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
|
cmpFormation.CallMemberFunction("Garrison", [msg.data.target, false]);
|
|
cmpFormation.Disband();
|
|
},
|
|
|
|
"IDLE": {
|
|
},
|
|
|
|
"WALKING": {
|
|
"MoveStarted": function(msg) {
|
|
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
|
cmpFormation.SetRearrange(true);
|
|
cmpFormation.MoveMembersIntoFormation(true);
|
|
},
|
|
|
|
"MoveCompleted": function(msg) {
|
|
if (this.FinishOrder())
|
|
return;
|
|
|
|
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
|
cmpFormation.Disband();
|
|
},
|
|
},
|
|
|
|
"REPAIR": {
|
|
"ConstructionFinished": function(msg) {
|
|
if (msg.data.entity != this.order.data.target)
|
|
return;
|
|
|
|
if (this.FinishOrder())
|
|
return;
|
|
|
|
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
|
cmpFormation.Disband();
|
|
},
|
|
},
|
|
},
|
|
|
|
|
|
// States for entities moving as part of a formation:
|
|
"FORMATIONMEMBER": {
|
|
"FormationLeave": function(msg) {
|
|
// Stop moving as soon as the formation disbands
|
|
this.StopMoving();
|
|
|
|
// We're leaving the formation, so stop our FormationWalk order
|
|
if (this.FinishOrder())
|
|
return;
|
|
|
|
// No orders left, we're an individual now
|
|
if (this.IsAnimal())
|
|
this.SetNextState("ANIMAL.IDLE");
|
|
else
|
|
this.SetNextState("INDIVIDUAL.IDLE");
|
|
},
|
|
|
|
// Override the LeaveFoundation order since we're not doing
|
|
// anything more important (and we might be stuck in the WALKING
|
|
// state forever and need to get out of foundations in that case)
|
|
"Order.LeaveFoundation": function(msg) {
|
|
if (!IsOwnedByAllyOfEntity(this.entity, msg.data.target))
|
|
{
|
|
this.FinishOrder();
|
|
return;
|
|
}
|
|
// Move a tile outside the building
|
|
var range = 4;
|
|
var ok = this.MoveToTargetRangeExplicit(msg.data.target, range, range);
|
|
if (ok)
|
|
{
|
|
// We've started walking to the given point
|
|
this.SetNextState("WALKING");
|
|
}
|
|
else
|
|
{
|
|
// We are already at the target, or can't move at all
|
|
this.FinishOrder();
|
|
}
|
|
},
|
|
|
|
|
|
"IDLE": {
|
|
"enter": function() {
|
|
this.SelectAnimation("idle");
|
|
},
|
|
},
|
|
|
|
"WALKING": {
|
|
"enter": function () {
|
|
this.SelectAnimation("move");
|
|
},
|
|
|
|
// (We stay in this state even if we're already in position
|
|
// and no longer moving, because the formation controller might
|
|
// move and we'll automatically start chasing after it again)
|
|
},
|
|
},
|
|
|
|
|
|
// States for entities not part of a formation:
|
|
"INDIVIDUAL": {
|
|
|
|
"enter": function() {
|
|
// Sanity-checking
|
|
if (this.IsAnimal())
|
|
error("Animal got moved into INDIVIDUAL.* state");
|
|
},
|
|
|
|
"Attacked": function(msg) {
|
|
// Respond to attack if we always target attackers, or if we target attackers
|
|
// during passive orders (e.g. gathering/repairing are never forced)
|
|
if (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && (!this.order || !this.order.data || !this.order.data.force)))
|
|
{
|
|
this.RespondToTargetedEntities([msg.data.attacker]);
|
|
}
|
|
},
|
|
|
|
"IDLE": {
|
|
"enter": function() {
|
|
// Switch back to idle animation to guarantee we won't
|
|
// get stuck with an incorrect animation
|
|
this.SelectAnimation("idle");
|
|
|
|
// The GUI and AI want to know when a unit is idle, but we don't
|
|
// want to send frequent spurious messages if the unit's only
|
|
// idle for an instant and will quickly go off and do something else.
|
|
// So we'll set a timer here and only report the idle event if we
|
|
// remain idle
|
|
this.StartTimer(1000);
|
|
|
|
// If a unit can heal and attack we first want to heal wounded units,
|
|
// so check if we are a healer and find whether there's anybody nearby to heal.
|
|
// (If anyone approaches later it'll be handled via LosHealRangeUpdate.)
|
|
// If anyone in sight gets hurt that will be handled via LosHealRangeUpdate.
|
|
if (this.IsHealer() && this.FindNewHealTargets())
|
|
return true; // (abort the FSM transition since we may have already switched state)
|
|
|
|
// If we entered the idle state we must have nothing better to do,
|
|
// so immediately check whether there's anybody nearby to attack.
|
|
// (If anyone approaches later, it'll be handled via LosRangeUpdate.)
|
|
if (this.FindNewTargets())
|
|
return true; // (abort the FSM transition since we may have already switched state)
|
|
|
|
// Nobody to attack - stay in idle
|
|
return false;
|
|
},
|
|
|
|
"leave": function() {
|
|
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
rangeMan.DisableActiveQuery(this.losRangeQuery);
|
|
if (this.losHealRangeQuery)
|
|
rangeMan.DisableActiveQuery(this.losHealRangeQuery);
|
|
|
|
this.StopTimer();
|
|
|
|
if (this.isIdle)
|
|
{
|
|
this.isIdle = false;
|
|
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
|
|
}
|
|
},
|
|
|
|
"LosRangeUpdate": function(msg) {
|
|
if (this.GetStance().targetVisibleEnemies)
|
|
{
|
|
// Start attacking one of the newly-seen enemy (if any)
|
|
this.AttackEntitiesByPreference(msg.data.added);
|
|
}
|
|
},
|
|
|
|
"LosGaiaRangeUpdate": function(msg) {
|
|
if (this.GetStance().targetVisibleEnemies)
|
|
{
|
|
// Start attacking one of the newly-seen enemy (if any)
|
|
this.AttackGaiaEntitiesByPreference(msg.data.added);
|
|
}
|
|
},
|
|
|
|
"LosHealRangeUpdate": function(msg) {
|
|
this.RespondToHealableEntities(msg.data.added);
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
if (!this.isIdle)
|
|
{
|
|
this.isIdle = true;
|
|
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
|
|
}
|
|
},
|
|
},
|
|
|
|
"WALKING": {
|
|
"enter": function () {
|
|
this.SelectAnimation("move");
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
this.FinishOrder();
|
|
},
|
|
},
|
|
|
|
"FLEEING": {
|
|
"enter": function() {
|
|
this.PlaySound("panic");
|
|
|
|
// Run quickly
|
|
var speed = this.GetRunSpeed();
|
|
this.SelectAnimation("move");
|
|
this.SetMoveSpeed(speed);
|
|
},
|
|
|
|
"leave": function() {
|
|
// Reset normal speed
|
|
this.SetMoveSpeed(this.GetWalkSpeed());
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
// When we've run far enough, stop fleeing
|
|
this.FinishOrder();
|
|
},
|
|
|
|
// TODO: what if we run into more enemies while fleeing?
|
|
},
|
|
|
|
"COMBAT": {
|
|
"Order.LeaveFoundation": function(msg) {
|
|
// Ignore the order as we're busy.
|
|
return { "discardOrder": true };
|
|
},
|
|
|
|
"EntityRenamed": function(msg) {
|
|
if (this.order.data.target == msg.entity)
|
|
{
|
|
this.order.data.target = msg.newentity;
|
|
|
|
// If we're hunting, that means we have a queued gather
|
|
// order whose target also needs to be updated.
|
|
if (this.order.data.hunting && this.orderQueue[1] &&
|
|
this.orderQueue[1].type == "Gather")
|
|
this.orderQueue[1].data.target = msg.newentity;
|
|
}
|
|
},
|
|
|
|
"Attacked": function(msg) {
|
|
// If we're already in combat mode, ignore anyone else
|
|
// who's attacking us
|
|
},
|
|
|
|
"APPROACHING": {
|
|
"enter": function () {
|
|
this.SelectAnimation("move");
|
|
this.StartTimer(1000, 1000);
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack))
|
|
{
|
|
this.StopMoving();
|
|
this.FinishOrder();
|
|
|
|
// Return to our original position
|
|
if (this.GetStance().respondHoldGround)
|
|
this.WalkToHeldPosition();
|
|
}
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
this.SetNextState("ATTACKING");
|
|
},
|
|
|
|
"Attacked": function(msg) {
|
|
// If we're attacked by a close enemy, we should try to defend ourself
|
|
// but only if we're not forced to target something else
|
|
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && !this.order.data.force)))
|
|
{
|
|
this.RespondToTargetedEntities([msg.data.attacker]);
|
|
}
|
|
},
|
|
},
|
|
|
|
"ATTACKING": {
|
|
"enter": function() {
|
|
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
|
this.attackTimers = cmpAttack.GetTimers(this.attackType);
|
|
|
|
this.SelectAnimation("melee", false, 1.0, "attack");
|
|
this.SetAnimationSync(this.attackTimers.prepare, this.attackTimers.repeat);
|
|
this.StartTimer(this.attackTimers.prepare, this.attackTimers.repeat);
|
|
// TODO: we should probably only bother syncing projectile attacks, not melee
|
|
|
|
// TODO: if .prepare is short, players can cheat by cycling attack/stop/attack
|
|
// to beat the .repeat time; should enforce a minimum time
|
|
|
|
this.FaceTowardsTarget(this.order.data.target);
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
var target = this.order.data.target;
|
|
// Check the target is still alive and attackable
|
|
if (this.TargetIsAlive(target) && this.CanAttack(target))
|
|
{
|
|
// Check we can still reach the target
|
|
if (this.CheckTargetRange(target, IID_Attack, this.attackType))
|
|
{
|
|
this.FaceTowardsTarget(target);
|
|
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
|
cmpAttack.PerformAttack(this.attackType, target);
|
|
return;
|
|
}
|
|
|
|
// Can't reach it - try to chase after it
|
|
if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
|
|
{
|
|
if (this.MoveToTargetRange(target, IID_Attack, this.attackType))
|
|
{
|
|
this.SetNextState("COMBAT.CHASING");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Can't reach it, no longer owned by enemy, or it doesn't exist any more - give up
|
|
if (this.FinishOrder())
|
|
return;
|
|
|
|
// See if we can switch to a new nearby enemy
|
|
if (this.FindNewTargets())
|
|
return;
|
|
|
|
// Return to our original position
|
|
if (this.GetStance().respondHoldGround)
|
|
this.WalkToHeldPosition();
|
|
},
|
|
|
|
// TODO: respond to target deaths immediately, rather than waiting
|
|
// until the next Timer event
|
|
|
|
"Attacked": function(msg) {
|
|
if (this.order.data.target != msg.data.attacker)
|
|
{
|
|
// If we're attacked by a close enemy, stronger than our current target,
|
|
// we choose to attack it, but only if we're not forced to target something else
|
|
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && !this.order.data.force)))
|
|
{
|
|
var ents = [this.order.data.target, msg.data.attacker];
|
|
SortEntitiesByPriority(ents);
|
|
if (ents[0] != this.order.data.target)
|
|
{
|
|
this.RespondToTargetedEntities(ents);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
},
|
|
|
|
"CHASING": {
|
|
"enter": function () {
|
|
this.SelectAnimation("move");
|
|
this.StartTimer(1000, 1000);
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack))
|
|
{
|
|
this.StopMoving();
|
|
this.FinishOrder();
|
|
|
|
// Return to our original position
|
|
if (this.GetStance().respondHoldGround)
|
|
this.WalkToHeldPosition();
|
|
}
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
this.SetNextState("ATTACKING");
|
|
},
|
|
},
|
|
},
|
|
|
|
"GATHER": {
|
|
"APPROACHING": {
|
|
"enter": function() {
|
|
this.SelectAnimation("move");
|
|
},
|
|
|
|
"MoveCompleted": function(msg) {
|
|
if (msg.data.error)
|
|
{
|
|
// We failed to reach the target
|
|
|
|
// Save the current order's data in case we need it later
|
|
var oldType = this.order.data.type;
|
|
var oldTarget = this.order.data.target;
|
|
var oldTemplate = this.order.data.template;
|
|
|
|
// Try the next queued order if there is any
|
|
if (this.FinishOrder())
|
|
return;
|
|
|
|
// Try to find another nearby target of the same specific type
|
|
// Also don't switch to a different type of huntable animal
|
|
var nearby = this.FindNearbyResource(function (ent, type, template) {
|
|
return (
|
|
ent != oldTarget
|
|
&& ((type.generic == "treasure" && oldType.generic == "treasure")
|
|
|| (type.specific == oldType.specific
|
|
&& (type.specific != "meat" || oldTemplate == template)))
|
|
);
|
|
});
|
|
if (nearby)
|
|
{
|
|
this.PerformGather(nearby, false, false);
|
|
return;
|
|
}
|
|
|
|
// Couldn't find anything else. Just try this one again,
|
|
// maybe we'll succeed next time
|
|
this.PerformGather(oldTarget, false, false);
|
|
return;
|
|
}
|
|
|
|
// We reached the target - start gathering from it now
|
|
this.SetNextState("GATHERING");
|
|
},
|
|
},
|
|
|
|
// Walking to a good place to gather resources near, used by GatherNearPosition
|
|
"WALKING": {
|
|
"enter": function() {
|
|
this.SelectAnimation("move");
|
|
},
|
|
|
|
"MoveCompleted": function(msg) {
|
|
var resourceType = this.order.data.type;
|
|
var resourceTemplate = this.order.data.template;
|
|
|
|
// Try to find another nearby target of the same specific type
|
|
// Also don't switch to a different type of huntable animal
|
|
var nearby = this.FindNearbyResource(function (ent, type, template) {
|
|
return (
|
|
(type.generic == "treasure" && resourceType.generic == "treasure")
|
|
|| (type.specific == resourceType.specific
|
|
&& (type.specific != "meat" || resourceTemplate == template))
|
|
);
|
|
});
|
|
|
|
// If there is a nearby resource start gathering
|
|
if (nearby)
|
|
{
|
|
this.PerformGather(nearby, false, false);
|
|
return;
|
|
}
|
|
|
|
// Couldn't find nearby resources, so give up
|
|
this.FinishOrder();
|
|
},
|
|
},
|
|
|
|
"GATHERING": {
|
|
"enter": function() {
|
|
var target = this.order.data.target;
|
|
|
|
// If this order was forced, the player probably gave it, but now we've reached the target
|
|
// switch to an unforced order (can be interrupted by attacks)
|
|
this.order.data.force = false;
|
|
|
|
// Calculate timing based on gather rates
|
|
// This allows the gather rate to control how often we gather, instead of how much.
|
|
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
|
var rate = cmpResourceGatherer.GetTargetGatherRate(target);
|
|
|
|
if (!rate)
|
|
{
|
|
// Try to find another target if the current one stopped existing
|
|
if (!Engine.QueryInterface(target, IID_Identity))
|
|
{
|
|
// Let the Timer logic handle this
|
|
this.StartTimer(0);
|
|
return;
|
|
}
|
|
|
|
// No rate, give up on gathering
|
|
this.FinishOrder();
|
|
return;
|
|
}
|
|
|
|
// Scale timing interval based on rate, and start timer
|
|
// The offset should be at least as long as the repeat time so we use the same value for both.
|
|
var offset = 1000/rate;
|
|
var repeat = offset;
|
|
this.StartTimer(offset, repeat);
|
|
|
|
// We want to start the gather animation as soon as possible,
|
|
// but only if we're actually at the target and it's still alive
|
|
// (else it'll look like we're chopping empty air).
|
|
// (If it's not alive, the Timer handler will deal with sending us
|
|
// off to a different target.)
|
|
if (this.CheckTargetRange(target, IID_ResourceGatherer))
|
|
{
|
|
var typename = "gather_" + this.order.data.type.specific;
|
|
this.SelectAnimation(typename, false, 1.0, typename);
|
|
}
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
var target = this.order.data.target;
|
|
var resourceTemplate = this.order.data.template;
|
|
var resourceType = this.order.data.type;
|
|
// Check we can still reach and gather from the target
|
|
if (this.CheckTargetRange(target, IID_ResourceGatherer) && this.CanGather(target))
|
|
{
|
|
// Gather the resources:
|
|
|
|
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
|
|
|
// Try to gather treasure
|
|
if (cmpResourceGatherer.TryInstantGather(target))
|
|
return;
|
|
|
|
// If we've already got some resources but they're the wrong type,
|
|
// drop them first to ensure we're only ever carrying one type
|
|
if (cmpResourceGatherer.IsCarryingAnythingExcept(resourceType.generic))
|
|
cmpResourceGatherer.DropResources();
|
|
|
|
// Collect from the target
|
|
var status = cmpResourceGatherer.PerformGather(target);
|
|
|
|
// If we've collected as many resources as possible,
|
|
// return to the nearest dropsite
|
|
if (status.filled)
|
|
{
|
|
var nearby = this.FindNearestDropsite(resourceType.generic);
|
|
if (nearby)
|
|
{
|
|
// (Keep this Gather order on the stack so we'll
|
|
// continue gathering after returning)
|
|
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
|
|
return;
|
|
}
|
|
|
|
// Oh no, couldn't find any drop sites. Give up on gathering.
|
|
this.FinishOrder();
|
|
return;
|
|
}
|
|
|
|
// We can gather more from this target, do so in the next timer
|
|
if (!status.exhausted)
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Try to follow the target
|
|
if (this.MoveToTargetRange(target, IID_ResourceGatherer))
|
|
{
|
|
this.SetNextState("APPROACHING");
|
|
return;
|
|
}
|
|
|
|
// Can't reach the target, or it doesn't exist any more
|
|
|
|
// We want to carry on gathering resources in the same area as
|
|
// the old one. So try to get close to the old resource's
|
|
// last known position
|
|
|
|
var maxRange = 8; // get close but not too close
|
|
if (this.order.data.lastPos &&
|
|
this.MoveToPointRange(this.order.data.lastPos.x, this.order.data.lastPos.z,
|
|
0, maxRange))
|
|
{
|
|
this.SetNextState("APPROACHING");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// We're already in range, can't get anywhere near it or the target is exhausted.
|
|
|
|
// Give up on this order and try our next queued order
|
|
if (this.FinishOrder())
|
|
return;
|
|
|
|
// No remaining orders - pick a useful default behaviour
|
|
|
|
// Try to find a new resource of the same specific type near our current position:
|
|
// Also don't switch to a different type of huntable animal
|
|
var nearby = this.FindNearbyResource(function (ent, type, template) {
|
|
return (
|
|
(type.generic == "treasure" && resourceType.generic == "treasure")
|
|
|| (type.specific == resourceType.specific
|
|
&& (type.specific != "meat" || resourceTemplate == template))
|
|
);
|
|
});
|
|
if (nearby)
|
|
{
|
|
this.PerformGather(nearby, false, false);
|
|
return;
|
|
}
|
|
|
|
// Nothing else to gather - if we're carrying anything then we should
|
|
// drop it off, and if not then we might as well head to the dropsite
|
|
// anyway because that's a nice enough place to congregate and idle
|
|
|
|
var nearby = this.FindNearestDropsite(resourceType.generic);
|
|
if (nearby)
|
|
{
|
|
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
|
|
return;
|
|
}
|
|
|
|
// No dropsites - just give up
|
|
},
|
|
},
|
|
},
|
|
|
|
"HEAL": {
|
|
"EntityRenamed": function(msg) {
|
|
if (this.order.data.target == msg.entity)
|
|
this.order.data.target = msg.newentity;
|
|
},
|
|
|
|
"Attacked": function(msg) {
|
|
// If we stand ground we will rather die than flee
|
|
if (!this.GetStance().respondStandGround && !this.order.data.force)
|
|
this.Flee(msg.data.attacker, false);
|
|
},
|
|
|
|
"APPROACHING": {
|
|
"enter": function () {
|
|
this.SelectAnimation("move");
|
|
this.StartTimer(1000, 1000);
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal))
|
|
{
|
|
this.StopMoving();
|
|
this.FinishOrder();
|
|
|
|
// Return to our original position
|
|
if (this.GetStance().respondHoldGround)
|
|
this.WalkToHeldPosition();
|
|
}
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
this.SetNextState("HEALING");
|
|
},
|
|
},
|
|
|
|
"HEALING": {
|
|
"enter": function() {
|
|
var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
|
|
this.healTimers = cmpHeal.GetTimers();
|
|
this.SelectAnimation("heal", false, 1.0, "heal");
|
|
this.SetAnimationSync(this.healTimers.prepare, this.healTimers.repeat);
|
|
this.StartTimer(this.healTimers.prepare, this.healTimers.repeat);
|
|
// TODO if .prepare is short, players can cheat by cycling heal/stop/heal
|
|
// to beat the .repeat time; should enforce a minimum time
|
|
// see comment in ATTACKING.enter
|
|
this.FaceTowardsTarget(this.order.data.target);
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
var target = this.order.data.target;
|
|
// Check the target is still alive and healable
|
|
if (this.TargetIsAlive(target) && this.CanHeal(target))
|
|
{
|
|
// Check if we can still reach the target
|
|
if (this.CheckTargetRange(target, IID_Heal))
|
|
{
|
|
this.FaceTowardsTarget(target);
|
|
var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
|
|
cmpHeal.PerformHeal(target);
|
|
return;
|
|
}
|
|
// Can't reach it - try to chase after it
|
|
if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
|
|
{
|
|
if (this.MoveToTargetRange(target, IID_Heal))
|
|
{
|
|
this.SetNextState("HEAL.CHASING");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
// Can't reach it, healed to max hp or doesn't exist any more - give up
|
|
if (this.FinishOrder())
|
|
return;
|
|
|
|
// Heal another one
|
|
if (this.FindNewHealTargets())
|
|
return;
|
|
|
|
// Return to our original position
|
|
if (this.GetStance().respondHoldGround)
|
|
this.WalkToHeldPosition();
|
|
},
|
|
},
|
|
"CHASING": {
|
|
"enter": function () {
|
|
this.SelectAnimation("move");
|
|
this.StartTimer(1000, 1000);
|
|
},
|
|
|
|
"leave": function () {
|
|
this.StopTimer();
|
|
},
|
|
"Timer": function(msg) {
|
|
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal))
|
|
{
|
|
this.StopMoving();
|
|
this.FinishOrder();
|
|
|
|
// Return to our original position
|
|
if (this.GetStance().respondHoldGround)
|
|
this.WalkToHeldPosition();
|
|
}
|
|
},
|
|
"MoveCompleted": function () {
|
|
this.SetNextState("HEALING");
|
|
},
|
|
},
|
|
},
|
|
|
|
// Returning to dropsite
|
|
"RETURNRESOURCE": {
|
|
"APPROACHING": {
|
|
"enter": function () {
|
|
// Work out what we're carrying, in order to select an appropriate animation
|
|
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
|
var type = cmpResourceGatherer.GetLastCarriedType();
|
|
if (type)
|
|
{
|
|
var typename = "carry_" + type.generic;
|
|
|
|
// Special case for meat
|
|
if (type.specific == "meat")
|
|
typename = "carry_" + type.specific;
|
|
|
|
this.SelectAnimation(typename, false, this.GetWalkSpeed());
|
|
}
|
|
else
|
|
{
|
|
// We're returning empty-handed
|
|
this.SelectAnimation("move");
|
|
}
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
// Switch back to idle animation to guarantee we won't
|
|
// get stuck with the carry animation after stopping moving
|
|
this.SelectAnimation("idle");
|
|
|
|
// Check the dropsite is in range and we can return our resource there
|
|
// (we didn't get stopped before reaching it)
|
|
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) && this.CanReturnResource(this.order.data.target, true))
|
|
{
|
|
var cmpResourceDropsite = Engine.QueryInterface(this.order.data.target, IID_ResourceDropsite);
|
|
if (cmpResourceDropsite)
|
|
{
|
|
// Dump any resources we can
|
|
var dropsiteTypes = cmpResourceDropsite.GetTypes();
|
|
|
|
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
|
cmpResourceGatherer.CommitResources(dropsiteTypes);
|
|
|
|
// Our next order should always be a Gather,
|
|
// so just switch back to that order
|
|
this.FinishOrder();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// The dropsite was destroyed, or we couldn't reach it, or ownership changed
|
|
// Look for a new one.
|
|
|
|
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
|
var genericType = cmpResourceGatherer.GetMainCarryingType();
|
|
var nearby = this.FindNearestDropsite(genericType);
|
|
if (nearby)
|
|
{
|
|
this.FinishOrder();
|
|
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
|
|
return;
|
|
}
|
|
|
|
// Oh no, couldn't find any drop sites. Give up on returning.
|
|
this.FinishOrder();
|
|
},
|
|
},
|
|
},
|
|
|
|
"TRADE": {
|
|
"Attacked": function(msg) {
|
|
// Ignore attack
|
|
// TODO: Inform player
|
|
},
|
|
|
|
"APPROACHINGFIRSTMARKET": {
|
|
"enter": function () {
|
|
this.SelectAnimation("move");
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
this.PerformTradeAndMoveToNextMarket(this.order.data.firstMarket, this.order.data.secondMarket, "INDIVIDUAL.TRADE.APPROACHINGSECONDMARKET");
|
|
},
|
|
},
|
|
|
|
"APPROACHINGSECONDMARKET": {
|
|
"enter": function () {
|
|
this.SelectAnimation("move");
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
this.order.data.firstPass = false;
|
|
this.PerformTradeAndMoveToNextMarket(this.order.data.secondMarket, this.order.data.firstMarket, "INDIVIDUAL.TRADE.APPROACHINGFIRSTMARKET");
|
|
},
|
|
},
|
|
},
|
|
|
|
"REPAIR": {
|
|
"APPROACHING": {
|
|
"enter": function () {
|
|
this.SelectAnimation("move");
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
this.SetNextState("REPAIRING");
|
|
},
|
|
},
|
|
|
|
"REPAIRING": {
|
|
"enter": function() {
|
|
|
|
// If this order was forced, the player probably gave it, but now we've reached the target
|
|
// switch to an unforced order (can be interrupted by attacks)
|
|
this.order.data.force = false;
|
|
|
|
var target = this.order.data.target;
|
|
// Check we can still reach and repair the target
|
|
if (!this.CheckTargetRange(target, IID_Builder) || !this.CanRepair(target))
|
|
{
|
|
// Can't reach it, no longer owned by ally, or it doesn't exist any more
|
|
this.FinishOrder();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
var cmpFoundation = Engine.QueryInterface(target, IID_Foundation);
|
|
if (cmpFoundation)
|
|
cmpFoundation.AddBuilder(this.entity);
|
|
}
|
|
|
|
this.SelectAnimation("build", false, 1.0, "build");
|
|
this.StartTimer(1000, 1000);
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
var target = this.order.data.target;
|
|
// Check we can still reach and repair the target
|
|
if (!this.CheckTargetRange(target, IID_Builder) || !this.CanRepair(target))
|
|
{
|
|
// Can't reach it, no longer owned by ally, or it doesn't exist any more
|
|
this.FinishOrder();
|
|
return;
|
|
}
|
|
|
|
var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
|
|
cmpBuilder.PerformBuilding(target);
|
|
},
|
|
},
|
|
|
|
"ConstructionFinished": function(msg) {
|
|
if (msg.data.entity != this.order.data.target)
|
|
return; // ignore other buildings
|
|
|
|
// Save the current order's data in case we need it later
|
|
var oldAutocontinue = this.order.data.autocontinue;
|
|
|
|
// Save the current state so we can continue walking if necessary
|
|
// FinishOrder() below will switch to IDLE if there's no order, which sets the idle animation.
|
|
// Idle animation while moving towards finished construction looks weird (ghosty).
|
|
var oldState = this.GetCurrentState();
|
|
|
|
// We finished building it.
|
|
// Switch to the next order (if any)
|
|
if (this.FinishOrder())
|
|
return;
|
|
|
|
// No remaining orders - pick a useful default behaviour
|
|
|
|
// If autocontinue explicitly disabled (e.g. by AI) then
|
|
// do nothing automatically
|
|
if (!oldAutocontinue)
|
|
return;
|
|
|
|
// If this building was e.g. a farm, we should start gathering from it
|
|
// if we own the building
|
|
if (this.CanGather(msg.data.newentity))
|
|
{
|
|
this.PerformGather(msg.data.newentity, true, false);
|
|
return;
|
|
}
|
|
|
|
// If this building was e.g. a farmstead, we should look for nearby
|
|
// resources we can gather, if we own the building
|
|
if (this.CanReturnResource(msg.data.newentity, false))
|
|
{
|
|
var cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite);
|
|
var types = cmpResourceDropsite.GetTypes();
|
|
// TODO: Slightly undefined behavior here, we don't know what type of resource will be collected,
|
|
// may cause problems for AIs (especially hunting fast animals), but avoid ugly hacks to fix that!
|
|
var nearby = this.FindNearbyResource(function (ent, type, template) {
|
|
return (types.indexOf(type.generic) != -1);
|
|
});
|
|
if (nearby)
|
|
{
|
|
this.PerformGather(nearby, true, false);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Look for a nearby foundation to help with
|
|
var nearbyFoundation = this.FindNearbyFoundation();
|
|
if (nearbyFoundation)
|
|
{
|
|
this.AddOrder("Repair", { "target": nearbyFoundation, "autocontinue": oldAutocontinue, "force": false }, true);
|
|
return;
|
|
}
|
|
|
|
// Unit was approaching and there's nothing to do now, so switch to walking
|
|
if (oldState === "INDIVIDUAL.REPAIR.APPROACHING")
|
|
{
|
|
// We're already walking to the given point, so add this as a order.
|
|
this.WalkToTarget(msg.data.newentity, true);
|
|
}
|
|
},
|
|
},
|
|
|
|
"GARRISON": {
|
|
"APPROACHING": {
|
|
"enter": function() {
|
|
this.SelectAnimation("walk", false, this.GetWalkSpeed());
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
this.SetNextState("GARRISONED");
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
}
|
|
},
|
|
|
|
"GARRISONED": {
|
|
"enter": function() {
|
|
var target = this.order.data.target;
|
|
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
|
|
|
|
// Check that we can garrison here
|
|
if (this.CanGarrison(target))
|
|
{
|
|
// Check that we're in range of the garrison target
|
|
if (this.CheckGarrisonRange(target))
|
|
{
|
|
// Check that garrisoning succeeds
|
|
if (cmpGarrisonHolder.Garrison(this.entity))
|
|
{
|
|
this.isGarrisoned = true;
|
|
|
|
// Check if we are garrisoned in a dropsite
|
|
var cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
|
|
if (cmpResourceDropsite)
|
|
{
|
|
// Dump any resources we can
|
|
var dropsiteTypes = cmpResourceDropsite.GetTypes();
|
|
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
|
if (cmpResourceGatherer)
|
|
cmpResourceGatherer.CommitResources(dropsiteTypes);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Unable to reach the target, try again
|
|
// (or follow if it's a moving target)
|
|
if (this.MoveToTarget(target))
|
|
{
|
|
this.SetNextState("APPROACHING");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Garrisoning failed for some reason, so finish the order
|
|
this.FinishOrder();
|
|
return;
|
|
},
|
|
|
|
"Order.Ungarrison": function() {
|
|
if (this.FinishOrder())
|
|
return;
|
|
},
|
|
|
|
"leave": function() {
|
|
this.isGarrisoned = false;
|
|
}
|
|
},
|
|
},
|
|
|
|
"CHEERING": {
|
|
"enter": function() {
|
|
// Unit is invulnerable while cheering
|
|
var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver);
|
|
cmpDamageReceiver.SetInvulnerability(true);
|
|
this.SelectAnimation("promotion");
|
|
this.StartTimer(4000, 4000);
|
|
return false;
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver);
|
|
cmpDamageReceiver.SetInvulnerability(false);
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
this.FinishOrder();
|
|
},
|
|
},
|
|
},
|
|
|
|
"ANIMAL": {
|
|
"Attacked": function(msg) {
|
|
if (this.template.NaturalBehaviour == "skittish" ||
|
|
this.template.NaturalBehaviour == "passive")
|
|
{
|
|
this.Flee(msg.data.attacker, false);
|
|
}
|
|
else if (this.IsDangerousAnimal() || this.template.NaturalBehaviour == "defensive")
|
|
{
|
|
if (this.CanAttack(msg.data.attacker))
|
|
this.Attack(msg.data.attacker, false);
|
|
}
|
|
else if (this.template.NaturalBehaviour == "domestic")
|
|
{
|
|
// Never flee, stop what we were doing
|
|
this.SetNextState("IDLE");
|
|
}
|
|
},
|
|
|
|
"Order.LeaveFoundation": function(msg) {
|
|
// Run away from the foundation
|
|
this.MoveToTargetRangeExplicit(msg.data.target, +this.template.FleeDistance, +this.template.FleeDistance);
|
|
this.SetNextState("FLEEING");
|
|
},
|
|
|
|
"IDLE": {
|
|
// (We need an IDLE state so that FinishOrder works)
|
|
|
|
"enter": function() {
|
|
// Start feeding immediately
|
|
this.SetNextState("FEEDING");
|
|
return true;
|
|
},
|
|
},
|
|
|
|
"ROAMING": {
|
|
"enter": function() {
|
|
// Walk in a random direction
|
|
this.SelectAnimation("walk", false, this.GetWalkSpeed());
|
|
this.MoveRandomly(+this.template.RoamDistance);
|
|
// Set a random timer to switch to feeding state
|
|
this.StartTimer(RandomInt(+this.template.RoamTimeMin, +this.template.RoamTimeMax));
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
},
|
|
|
|
"LosRangeUpdate": function(msg) {
|
|
if (this.template.NaturalBehaviour == "skittish")
|
|
{
|
|
if (msg.data.added.length > 0)
|
|
{
|
|
this.Flee(msg.data.added[0], false);
|
|
return;
|
|
}
|
|
}
|
|
// Start attacking one of the newly-seen enemy (if any)
|
|
else if (this.IsDangerousAnimal())
|
|
{
|
|
this.AttackVisibleEntity(msg.data.added);
|
|
}
|
|
|
|
// TODO: if two units enter our range together, we'll attack the
|
|
// first and then the second won't trigger another LosRangeUpdate
|
|
// so we won't notice it. Probably we should do something with
|
|
// ResetActiveQuery in ROAMING.enter/FEEDING.enter in order to
|
|
// find any units that are already in range.
|
|
},
|
|
|
|
"Timer": function(msg) {
|
|
this.SetNextState("FEEDING");
|
|
},
|
|
|
|
"MoveCompleted": function() {
|
|
this.MoveRandomly(+this.template.RoamDistance);
|
|
},
|
|
},
|
|
|
|
"FEEDING": {
|
|
"enter": function() {
|
|
// Stop and eat for a while
|
|
this.SelectAnimation("feeding");
|
|
this.StopMoving();
|
|
this.StartTimer(RandomInt(+this.template.FeedTimeMin, +this.template.FeedTimeMax));
|
|
},
|
|
|
|
"leave": function() {
|
|
this.StopTimer();
|
|
},
|
|
|
|
"LosRangeUpdate": function(msg) {
|
|
if (this.template.NaturalBehaviour == "skittish")
|
|
{
|
|
if (msg.data.added.length > 0)
|
|
{
|
|
this.Flee(msg.data.added[0], false);
|
|
return;
|
|
}
|
|
}
|
|
// Start attacking one of the newly-seen enemy (if any)
|
|
else if (this.template.NaturalBehaviour == "violent")
|
|
{
|
|
this.AttackVisibleEntity(msg.data.added);
|
|
}
|
|
},
|
|
|
|
"MoveCompleted": function() { },
|
|
|
|
"Timer": function(msg) {
|
|
this.SetNextState("ROAMING");
|
|
},
|
|
},
|
|
|
|
"FLEEING": "INDIVIDUAL.FLEEING", // reuse the same fleeing behaviour for animals
|
|
|
|
"COMBAT": "INDIVIDUAL.COMBAT", // reuse the same combat behaviour for animals
|
|
|
|
"WALKING": "INDIVIDUAL.WALKING", // reuse the same walking behaviour for animals
|
|
// only used for domestic animals
|
|
},
|
|
};
|
|
|
|
var UnitFsm = new FSM(UnitFsmSpec);
|
|
|
|
UnitAI.prototype.Init = function()
|
|
{
|
|
this.orderQueue = []; // current order is at the front of the list
|
|
this.order = undefined; // always == this.orderQueue[0]
|
|
this.formationController = INVALID_ENTITY; // entity with IID_Formation that we belong to
|
|
this.isGarrisoned = false;
|
|
this.isIdle = false;
|
|
this.lastFormationName = "";
|
|
|
|
this.SetStance(this.template.DefaultStance);
|
|
};
|
|
|
|
UnitAI.prototype.IsFormationController = function()
|
|
{
|
|
return (this.template.FormationController == "true");
|
|
};
|
|
|
|
UnitAI.prototype.IsAnimal = function()
|
|
{
|
|
return (this.template.NaturalBehaviour ? true : false);
|
|
};
|
|
|
|
UnitAI.prototype.IsDangerousAnimal = function()
|
|
{
|
|
return (this.IsAnimal() && (this.template.NaturalBehaviour == "violent" ||
|
|
this.template.NaturalBehaviour == "aggressive"));
|
|
};
|
|
|
|
UnitAI.prototype.IsDomestic = function()
|
|
{
|
|
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
|
|
if (!cmpIdentity)
|
|
return false;
|
|
return cmpIdentity.HasClass("Domestic");
|
|
};
|
|
|
|
UnitAI.prototype.IsHealer = function()
|
|
{
|
|
return Engine.QueryInterface(this.entity, IID_Heal);
|
|
};
|
|
|
|
UnitAI.prototype.IsIdle = function()
|
|
{
|
|
return this.isIdle;
|
|
};
|
|
|
|
UnitAI.prototype.IsGarrisoned = function()
|
|
{
|
|
return this.isGarrisoned;
|
|
};
|
|
|
|
UnitAI.prototype.CanAttackGaia = function()
|
|
{
|
|
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
|
if (!cmpAttack)
|
|
return false;
|
|
|
|
// Rejects Gaia (0) and INVALID_PLAYER (-1)
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
if (!cmpOwnership || cmpOwnership.GetOwner() <= 0)
|
|
return false;
|
|
|
|
return true;
|
|
};
|
|
|
|
UnitAI.prototype.OnCreate = function()
|
|
{
|
|
if (this.IsAnimal())
|
|
UnitFsm.Init(this, "ANIMAL.FEEDING");
|
|
else if (this.IsFormationController())
|
|
UnitFsm.Init(this, "FORMATIONCONTROLLER.IDLE");
|
|
else
|
|
UnitFsm.Init(this, "INDIVIDUAL.IDLE");
|
|
};
|
|
|
|
UnitAI.prototype.OnOwnershipChanged = function(msg)
|
|
{
|
|
this.SetupRangeQueries();
|
|
|
|
// If the unit isn't being created or dying, clear orders and reset stance.
|
|
if (msg.to != -1 && msg.from != -1)
|
|
{
|
|
this.SetStance(this.template.DefaultStance);
|
|
this.Stop(false);
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.OnDestroy = function()
|
|
{
|
|
// Clean up any timers that are now obsolete
|
|
this.StopTimer();
|
|
|
|
// Clean up range queries
|
|
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
if (this.losRangeQuery)
|
|
rangeMan.DestroyActiveQuery(this.losRangeQuery);
|
|
if (this.losHealRangeQuery)
|
|
rangeMan.DestroyActiveQuery(this.losHealRangeQuery);
|
|
if (this.losGaiaRangeQuery)
|
|
rangeMan.DestroyActiveQuery(this.losGaiaRangeQuery);
|
|
};
|
|
|
|
// Wrapper function that sets up the normal, healer, and Gaia range queries.
|
|
UnitAI.prototype.SetupRangeQueries = function()
|
|
{
|
|
this.SetupRangeQuery();
|
|
|
|
if (this.IsHealer())
|
|
this.SetupHealRangeQuery();
|
|
|
|
if (this.CanAttackGaia() || this.losGaiaRangeQuery)
|
|
this.SetupGaiaRangeQuery();
|
|
}
|
|
|
|
// Set up a range query for all enemy units within LOS range
|
|
// which can be attacked.
|
|
// This should be called whenever our ownership changes.
|
|
UnitAI.prototype.SetupRangeQuery = function()
|
|
{
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
var owner = cmpOwnership.GetOwner();
|
|
|
|
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
|
|
|
|
if (this.losRangeQuery)
|
|
{
|
|
rangeMan.DestroyActiveQuery(this.losRangeQuery);
|
|
this.losRangeQuery = undefined;
|
|
}
|
|
|
|
var players = [];
|
|
|
|
if (owner != -1)
|
|
{
|
|
// If unit not just killed, get enemy players via diplomacy
|
|
var cmpPlayer = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
|
|
var numPlayers = playerMan.GetNumPlayers();
|
|
for (var i = 1; i < numPlayers; ++i)
|
|
{
|
|
// Exclude gaia, allies, and self
|
|
// TODO: How to handle neutral players - Special query to attack military only?
|
|
if (cmpPlayer.IsEnemy(i))
|
|
players.push(i);
|
|
}
|
|
}
|
|
|
|
var range = this.GetQueryRange(IID_Attack);
|
|
|
|
this.losRangeQuery = rangeMan.CreateActiveQuery(this.entity, range.min, range.max, players, IID_DamageReceiver, rangeMan.GetEntityFlagMask("normal"));
|
|
rangeMan.EnableActiveQuery(this.losRangeQuery);
|
|
};
|
|
|
|
// Set up a range query for all own or ally units within LOS range
|
|
// which can be healed.
|
|
// This should be called whenever our ownership changes.
|
|
UnitAI.prototype.SetupHealRangeQuery = function()
|
|
{
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
var owner = cmpOwnership.GetOwner();
|
|
|
|
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
|
|
|
|
if (this.losHealRangeQuery)
|
|
rangeMan.DestroyActiveQuery(this.losHealRangeQuery);
|
|
|
|
var players = [owner];
|
|
|
|
if (owner != -1)
|
|
{
|
|
// If unit not just killed, get ally players via diplomacy
|
|
var cmpPlayer = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player);
|
|
var numPlayers = playerMan.GetNumPlayers();
|
|
for (var i = 1; i < numPlayers; ++i)
|
|
{
|
|
// Exclude gaia and enemies
|
|
if (cmpPlayer.IsAlly(i))
|
|
players.push(i);
|
|
}
|
|
}
|
|
|
|
var range = this.GetQueryRange(IID_Heal);
|
|
|
|
this.losHealRangeQuery = rangeMan.CreateActiveQuery(this.entity, range.min, range.max, players, IID_Health, rangeMan.GetEntityFlagMask("injured"));
|
|
rangeMan.EnableActiveQuery(this.losHealRangeQuery);
|
|
};
|
|
|
|
// Set up a range query for Gaia units within LOS range which can be attacked.
|
|
// This should be called whenever our ownership changes.
|
|
UnitAI.prototype.SetupGaiaRangeQuery = function()
|
|
{
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
var owner = cmpOwnership.GetOwner();
|
|
|
|
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
|
|
|
|
if (this.losGaiaRangeQuery)
|
|
{
|
|
rangeMan.DestroyActiveQuery(this.losGaiaRangeQuery);
|
|
this.losGaiaRangeQuery = undefined;
|
|
}
|
|
|
|
// Only create the query if Gaia is our enemy and we can attack.
|
|
if (this.CanAttackGaia())
|
|
{
|
|
var range = this.GetQueryRange(IID_Attack);
|
|
|
|
// This query is only interested in Gaia entities that can attack.
|
|
this.losGaiaRangeQuery = rangeMan.CreateActiveQuery(this.entity, range.min, range.max, [0], IID_Attack, rangeMan.GetEntityFlagMask("normal"));
|
|
rangeMan.EnableActiveQuery(this.losGaiaRangeQuery);
|
|
}
|
|
};
|
|
|
|
//// FSM linkage functions ////
|
|
|
|
UnitAI.prototype.SetNextState = function(state)
|
|
{
|
|
UnitFsm.SetNextState(this, state);
|
|
};
|
|
|
|
// This will make sure that the state is always entered even if this means leaving it and reentering it
|
|
// This is so that a state can be reinitialized with new order data without having to switch to an intermediate state
|
|
UnitAI.prototype.SetNextStateAlwaysEntering = function(state)
|
|
{
|
|
UnitFsm.SetNextStateAlwaysEntering(this, state);
|
|
};
|
|
|
|
UnitAI.prototype.DeferMessage = function(msg)
|
|
{
|
|
UnitFsm.DeferMessage(this, msg);
|
|
};
|
|
|
|
UnitAI.prototype.GetCurrentState = function()
|
|
{
|
|
return UnitFsm.GetCurrentState(this);
|
|
};
|
|
|
|
UnitAI.prototype.FsmStateNameChanged = function(state)
|
|
{
|
|
Engine.PostMessage(this.entity, MT_UnitAIStateChanged, { "to": state });
|
|
};
|
|
|
|
/**
|
|
* Call when the current order has been completed (or failed).
|
|
* Removes the current order from the queue, and processes the
|
|
* next one (if any). Returns false and defaults to IDLE
|
|
* if there are no remaining orders.
|
|
*/
|
|
UnitAI.prototype.FinishOrder = function()
|
|
{
|
|
if (!this.orderQueue.length)
|
|
{
|
|
var stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
|
|
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
|
var template = cmpTemplateManager.GetCurrentTemplateName(this.entity);
|
|
error("FinishOrder called for entity " + this.entity + " (" + template + ") when order queue is empty\n" + stack);
|
|
}
|
|
|
|
this.orderQueue.shift();
|
|
this.order = this.orderQueue[0];
|
|
|
|
if (this.orderQueue.length)
|
|
{
|
|
var ret = UnitFsm.ProcessMessage(this,
|
|
{"type": "Order."+this.order.type, "data": this.order.data}
|
|
);
|
|
|
|
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
|
|
|
// If the order was rejected then immediately take it off
|
|
// and process the remaining queue
|
|
if (ret && ret.discardOrder)
|
|
{
|
|
return this.FinishOrder();
|
|
}
|
|
|
|
// Otherwise we've successfully processed a new order
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
this.SetNextState("IDLE");
|
|
return false;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Add an order onto the back of the queue,
|
|
* and execute it if we didn't already have an order.
|
|
*/
|
|
UnitAI.prototype.PushOrder = function(type, data)
|
|
{
|
|
var order = { "type": type, "data": data };
|
|
this.orderQueue.push(order);
|
|
|
|
// If we didn't already have an order, then process this new one
|
|
if (this.orderQueue.length == 1)
|
|
{
|
|
this.order = order;
|
|
var ret = UnitFsm.ProcessMessage(this,
|
|
{"type": "Order."+this.order.type, "data": this.order.data}
|
|
);
|
|
|
|
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
|
|
|
// If the order was rejected then immediately take it off
|
|
// and process the remaining queue
|
|
if (ret && ret.discardOrder)
|
|
{
|
|
this.FinishOrder();
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Add an order onto the front of the queue,
|
|
* and execute it immediately.
|
|
*/
|
|
UnitAI.prototype.PushOrderFront = function(type, data)
|
|
{
|
|
var order = { "type": type, "data": data };
|
|
// If current order is cheering then add new order after it
|
|
if (this.order && this.order.type == "Cheering")
|
|
{
|
|
var cheeringOrder = this.orderQueue.shift();
|
|
this.orderQueue.unshift(cheeringOrder, order);
|
|
}
|
|
else
|
|
{
|
|
this.orderQueue.unshift(order);
|
|
this.order = order;
|
|
var ret = UnitFsm.ProcessMessage(this,
|
|
{"type": "Order."+this.order.type, "data": this.order.data}
|
|
);
|
|
|
|
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
|
|
|
// If the order was rejected then immediately take it off again;
|
|
// assume the previous active order is still valid (the short-lived
|
|
// new order hasn't changed state or anything) so we can carry on
|
|
// as if nothing had happened
|
|
if (ret && ret.discardOrder)
|
|
{
|
|
this.orderQueue.shift();
|
|
this.order = this.orderQueue[0];
|
|
}
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.ReplaceOrder = function(type, data)
|
|
{
|
|
// If current order is cheering then add new order after it
|
|
if (this.order && this.order.type == "Cheering")
|
|
{
|
|
var order = { "type": type, "data": data };
|
|
var cheeringOrder = this.orderQueue.shift();
|
|
this.orderQueue = [ cheeringOrder, order ];
|
|
}
|
|
else
|
|
{
|
|
this.orderQueue = [];
|
|
this.PushOrder(type, data);
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.GetOrders = function()
|
|
{
|
|
return this.orderQueue.slice();
|
|
};
|
|
|
|
UnitAI.prototype.AddOrders = function(orders)
|
|
{
|
|
for each (var order in orders)
|
|
{
|
|
this.PushOrder(order.type, order.data);
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.GetOrderData = function()
|
|
{
|
|
var orders = [];
|
|
for (i in this.orderQueue) {
|
|
if (this.orderQueue[i].data)
|
|
orders.push(deepcopy(this.orderQueue[i].data));
|
|
}
|
|
return orders;
|
|
};
|
|
|
|
UnitAI.prototype.TimerHandler = function(data, lateness)
|
|
{
|
|
// Reset the timer
|
|
if (data.timerRepeat === undefined)
|
|
{
|
|
this.timer = undefined;
|
|
}
|
|
|
|
UnitFsm.ProcessMessage(this, {"type": "Timer", "data": data, "lateness": lateness});
|
|
};
|
|
|
|
/**
|
|
* Set up the UnitAI timer to run after 'offset' msecs, and then
|
|
* every 'repeat' msecs until StopTimer is called. A "Timer" message
|
|
* will be sent each time the timer runs.
|
|
*/
|
|
UnitAI.prototype.StartTimer = function(offset, repeat)
|
|
{
|
|
if (this.timer)
|
|
error("Called StartTimer when there's already an active timer");
|
|
|
|
var data = { "timerRepeat": repeat };
|
|
|
|
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
|
if (repeat === undefined)
|
|
this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", offset, data);
|
|
else
|
|
this.timer = cmpTimer.SetInterval(this.entity, IID_UnitAI, "TimerHandler", offset, repeat, data);
|
|
};
|
|
|
|
/**
|
|
* Stop the current UnitAI timer.
|
|
*/
|
|
UnitAI.prototype.StopTimer = function()
|
|
{
|
|
if (!this.timer)
|
|
return;
|
|
|
|
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
|
cmpTimer.CancelTimer(this.timer);
|
|
this.timer = undefined;
|
|
};
|
|
|
|
//// Message handlers /////
|
|
|
|
UnitAI.prototype.OnMotionChanged = function(msg)
|
|
{
|
|
if (msg.starting && !msg.error)
|
|
{
|
|
UnitFsm.ProcessMessage(this, {"type": "MoveStarted", "data": msg});
|
|
}
|
|
else if (!msg.starting || msg.error)
|
|
{
|
|
UnitFsm.ProcessMessage(this, {"type": "MoveCompleted", "data": msg});
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.OnGlobalConstructionFinished = function(msg)
|
|
{
|
|
// TODO: This is a bit inefficient since every unit listens to every
|
|
// construction message - ideally we could scope it to only the one we're building
|
|
|
|
UnitFsm.ProcessMessage(this, {"type": "ConstructionFinished", "data": msg});
|
|
};
|
|
|
|
UnitAI.prototype.OnGlobalEntityRenamed = function(msg)
|
|
{
|
|
UnitFsm.ProcessMessage(this, {"type": "EntityRenamed", "entity": msg.entity, "newentity": msg.newentity});
|
|
};
|
|
|
|
UnitAI.prototype.OnAttacked = function(msg)
|
|
{
|
|
UnitFsm.ProcessMessage(this, {"type": "Attacked", "data": msg});
|
|
};
|
|
|
|
UnitAI.prototype.OnHealthChanged = function(msg)
|
|
{
|
|
UnitFsm.ProcessMessage(this, {"type": "HealthChanged", "from": msg.from, "to": msg.to});
|
|
};
|
|
|
|
UnitAI.prototype.OnRangeUpdate = function(msg)
|
|
{
|
|
if (msg.tag == this.losRangeQuery)
|
|
UnitFsm.ProcessMessage(this, {"type": "LosRangeUpdate", "data": msg});
|
|
else if (msg.tag == this.losGaiaRangeQuery)
|
|
UnitFsm.ProcessMessage(this, {"type": "LosGaiaRangeUpdate", "data": msg});
|
|
else if (msg.tag == this.losHealRangeQuery)
|
|
UnitFsm.ProcessMessage(this, {"type": "LosHealRangeUpdate", "data": msg});
|
|
};
|
|
|
|
//// Helper functions to be called by the FSM ////
|
|
|
|
UnitAI.prototype.GetWalkSpeed = function()
|
|
{
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.GetWalkSpeed();
|
|
};
|
|
|
|
UnitAI.prototype.GetRunSpeed = function()
|
|
{
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.GetRunSpeed();
|
|
};
|
|
|
|
/**
|
|
* Returns true if the target exists and has non-zero hitpoints.
|
|
*/
|
|
UnitAI.prototype.TargetIsAlive = function(ent)
|
|
{
|
|
var cmpHealth = Engine.QueryInterface(ent, IID_Health);
|
|
if (!cmpHealth)
|
|
return false;
|
|
|
|
return (cmpHealth.GetHitpoints() != 0);
|
|
};
|
|
|
|
/**
|
|
* Returns true if the target exists and needs to be killed before
|
|
* beginning to gather resources from it.
|
|
*/
|
|
UnitAI.prototype.MustKillGatherTarget = function(ent)
|
|
{
|
|
var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
|
|
if (!cmpResourceSupply)
|
|
return false;
|
|
|
|
if (!cmpResourceSupply.GetKillBeforeGather())
|
|
return false;
|
|
|
|
return this.TargetIsAlive(ent);
|
|
};
|
|
|
|
/**
|
|
* Returns the entity ID of the nearest resource supply where the given
|
|
* filter returns true, or undefined if none can be found.
|
|
* TODO: extend this to exclude resources that already have lots of
|
|
* gatherers.
|
|
*/
|
|
UnitAI.prototype.FindNearbyResource = function(filter)
|
|
{
|
|
var range = 64; // TODO: what's a sensible number?
|
|
|
|
var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
|
|
// We accept resources owned by Gaia or any player
|
|
var players = [0];
|
|
for (var i = 1; i < playerMan.GetNumPlayers(); ++i)
|
|
players.push(i);
|
|
|
|
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
|
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
var nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, range, players, IID_ResourceSupply);
|
|
for each (var ent in nearby)
|
|
{
|
|
var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
|
|
var type = cmpResourceSupply.GetType();
|
|
var amount = cmpResourceSupply.GetCurrentAmount();
|
|
var template = cmpTemplateManager.GetCurrentTemplateName(ent);
|
|
|
|
// Remove "resource|" prefix from template names, if present.
|
|
if (template.indexOf("resource|") != -1)
|
|
template = template.slice(9);
|
|
|
|
if (amount > 0 && filter(ent, type, template))
|
|
return ent;
|
|
}
|
|
|
|
return undefined;
|
|
};
|
|
|
|
/**
|
|
* Returns the entity ID of the nearest resource dropsite that accepts
|
|
* the given type, or undefined if none can be found.
|
|
*/
|
|
UnitAI.prototype.FindNearestDropsite = function(genericType)
|
|
{
|
|
// Find dropsites owned by this unit's player
|
|
var players = [];
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
if (cmpOwnership)
|
|
players.push(cmpOwnership.GetOwner());
|
|
|
|
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
var nearby = rangeMan.ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite);
|
|
for each (var ent in nearby)
|
|
{
|
|
var cmpDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
|
|
if (!cmpDropsite.AcceptsType(genericType))
|
|
continue;
|
|
|
|
return ent;
|
|
}
|
|
|
|
return undefined;
|
|
};
|
|
|
|
/**
|
|
* Returns the entity ID of the nearest building that needs to be constructed,
|
|
* or undefined if none can be found close enough.
|
|
*/
|
|
UnitAI.prototype.FindNearbyFoundation = function()
|
|
{
|
|
var range = 64; // TODO: what's a sensible number?
|
|
|
|
// Find buildings owned by this unit's player
|
|
var players = [];
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
if (cmpOwnership)
|
|
players.push(cmpOwnership.GetOwner());
|
|
|
|
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
var nearby = rangeMan.ExecuteQuery(this.entity, 0, range, players, IID_Foundation);
|
|
for each (var ent in nearby)
|
|
{
|
|
// Skip foundations that are already complete. (This matters since
|
|
// we process the ConstructionFinished message before the foundation
|
|
// we're working on has been deleted.)
|
|
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
|
|
if (cmpFoundation.IsFinished())
|
|
continue;
|
|
|
|
return ent;
|
|
}
|
|
|
|
return undefined;
|
|
};
|
|
|
|
/**
|
|
* Play a sound appropriate to the current entity.
|
|
*/
|
|
UnitAI.prototype.PlaySound = function(name)
|
|
{
|
|
// If we're a formation controller, use the sounds from our first member
|
|
if (this.IsFormationController())
|
|
{
|
|
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
|
var member = cmpFormation.GetPrimaryMember();
|
|
if (member)
|
|
PlaySound(name, member);
|
|
}
|
|
else
|
|
{
|
|
// Otherwise use our own sounds
|
|
PlaySound(name, this.entity);
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.SelectAnimation = function(name, once, speed, sound)
|
|
{
|
|
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
|
if (!cmpVisual)
|
|
return;
|
|
|
|
// Special case: the "move" animation gets turned into a special
|
|
// movement mode that deals with speeds and walk/run automatically
|
|
if (name == "move")
|
|
{
|
|
// Speed to switch from walking to running animations
|
|
var runThreshold = (this.GetWalkSpeed() + this.GetRunSpeed()) / 2;
|
|
|
|
cmpVisual.SelectMovementAnimation(runThreshold);
|
|
return;
|
|
}
|
|
|
|
var soundgroup;
|
|
if (sound)
|
|
{
|
|
var cmpSound = Engine.QueryInterface(this.entity, IID_Sound);
|
|
if (cmpSound)
|
|
soundgroup = cmpSound.GetSoundGroup(sound);
|
|
}
|
|
|
|
// Set default values if unspecified
|
|
if (once === undefined)
|
|
once = false;
|
|
if (speed === undefined)
|
|
speed = 1.0;
|
|
if (soundgroup === undefined)
|
|
soundgroup = "";
|
|
|
|
cmpVisual.SelectAnimation(name, once, speed, soundgroup);
|
|
};
|
|
|
|
UnitAI.prototype.SetAnimationSync = function(actiontime, repeattime)
|
|
{
|
|
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
|
if (!cmpVisual)
|
|
return;
|
|
|
|
cmpVisual.SetAnimationSyncRepeat(repeattime);
|
|
cmpVisual.SetAnimationSyncOffset(actiontime);
|
|
};
|
|
|
|
UnitAI.prototype.StopMoving = function()
|
|
{
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
cmpUnitMotion.StopMoving();
|
|
};
|
|
|
|
UnitAI.prototype.MoveToPoint = function(x, z)
|
|
{
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.MoveToPointRange(x, z, 0, 0);
|
|
};
|
|
|
|
UnitAI.prototype.MoveToPointRange = function(x, z, rangeMin, rangeMax)
|
|
{
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax);
|
|
};
|
|
|
|
UnitAI.prototype.MoveToTarget = function(target)
|
|
{
|
|
if (!this.CheckTargetVisible(target))
|
|
return false;
|
|
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.MoveToTargetRange(target, 0, 0);
|
|
};
|
|
|
|
UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
|
|
{
|
|
if (!this.CheckTargetVisible(target))
|
|
return false;
|
|
|
|
var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
|
var range = cmpRanged.GetRange(type);
|
|
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
|
|
};
|
|
|
|
UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max)
|
|
{
|
|
if (!this.CheckTargetVisible(target))
|
|
return false;
|
|
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.MoveToTargetRange(target, min, max);
|
|
};
|
|
|
|
UnitAI.prototype.CheckTargetRange = function(target, iid, type)
|
|
{
|
|
var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
|
var range = cmpRanged.GetRange(type);
|
|
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.IsInTargetRange(target, range.min, range.max);
|
|
};
|
|
|
|
UnitAI.prototype.CheckTargetRangeExplicit = function(target, min, max)
|
|
{
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.IsInTargetRange(target, min, max);
|
|
};
|
|
|
|
UnitAI.prototype.CheckGarrisonRange = function(target)
|
|
{
|
|
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
|
|
var range = cmpGarrisonHolder.GetLoadingRange();
|
|
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
return cmpUnitMotion.IsInTargetRange(target, range.min, range.max);
|
|
};
|
|
|
|
/**
|
|
* Returns true if the target entity is visible through the FoW/SoD.
|
|
*/
|
|
UnitAI.prototype.CheckTargetVisible = function(target)
|
|
{
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
if (!cmpOwnership)
|
|
return false;
|
|
|
|
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
if (!cmpRangeManager)
|
|
return false;
|
|
|
|
if (cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner(), false) == "hidden")
|
|
return false;
|
|
|
|
// Either visible directly, or visible in fog
|
|
return true;
|
|
};
|
|
|
|
UnitAI.prototype.FaceTowardsTarget = function(target)
|
|
{
|
|
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
|
if (!cmpPosition || !cmpPosition.IsInWorld())
|
|
return;
|
|
var cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
|
|
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
|
|
return;
|
|
var pos = cmpPosition.GetPosition();
|
|
var targetpos = cmpTargetPosition.GetPosition();
|
|
var angle = Math.atan2(targetpos.x - pos.x, targetpos.z - pos.z);
|
|
var rot = cmpPosition.GetRotation();
|
|
var delta = (rot.y - angle + Math.PI) % (2 * Math.PI) - Math.PI;
|
|
if (Math.abs(delta) > 0.2)
|
|
{
|
|
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
if (cmpUnitMotion)
|
|
cmpUnitMotion.FaceTowardsPoint(targetpos.x, targetpos.z);
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.CheckTargetDistanceFromHeldPosition = function(target, iid, type)
|
|
{
|
|
var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
|
var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(type);
|
|
|
|
var cmpPosition = Engine.QueryInterface(target, IID_Position);
|
|
if (!cmpPosition || !cmpPosition.IsInWorld())
|
|
return false;
|
|
|
|
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
|
if (!cmpVision)
|
|
return false;
|
|
var halfvision = cmpVision.GetRange() / 2;
|
|
|
|
var pos = cmpPosition.GetPosition();
|
|
var dx = this.heldPosition.x - pos.x;
|
|
var dz = this.heldPosition.z - pos.z;
|
|
var dist = Math.sqrt(dx*dx + dz*dz);
|
|
|
|
return dist < halfvision + range.max;
|
|
};
|
|
|
|
UnitAI.prototype.CheckTargetIsInVisionRange = function(target)
|
|
{
|
|
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
|
if (!cmpVision)
|
|
return false;
|
|
var range = cmpVision.GetRange();
|
|
|
|
var distance = DistanceBetweenEntities(this.entity,target);
|
|
|
|
return distance < range;
|
|
};
|
|
|
|
UnitAI.prototype.GetBestAttack = function()
|
|
{
|
|
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
|
if (!cmpAttack)
|
|
return undefined;
|
|
return cmpAttack.GetBestAttack();
|
|
};
|
|
|
|
UnitAI.prototype.GetBestAttackAgainst = function(target)
|
|
{
|
|
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
|
if (!cmpAttack)
|
|
return undefined;
|
|
return cmpAttack.GetBestAttackAgainst(target);
|
|
};
|
|
|
|
/**
|
|
* Try to find one of the given entities which can be attacked,
|
|
* and start attacking it.
|
|
* Returns true if it found something to attack.
|
|
*/
|
|
UnitAI.prototype.AttackVisibleEntity = function(ents)
|
|
{
|
|
for each (var target in ents)
|
|
{
|
|
if (this.CanAttack(target))
|
|
{
|
|
this.PushOrderFront("Attack", { "target": target, "force": false });
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Try to find one of the given entities which can be attacked
|
|
* and which is close to the hold position, and start attacking it.
|
|
* Returns true if it found something to attack.
|
|
*/
|
|
UnitAI.prototype.AttackEntityInZone = function(ents)
|
|
{
|
|
for each (var target in ents)
|
|
{
|
|
var type = this.GetBestAttackAgainst(target);
|
|
if (this.CanAttack(target) && this.CheckTargetDistanceFromHeldPosition(target, IID_Attack, type))
|
|
{
|
|
this.PushOrderFront("Attack", { "target": target, "force": false });
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Try to respond appropriately given our current stance,
|
|
* given a list of entities that match our stance's target criteria.
|
|
* Returns true if it responded.
|
|
*/
|
|
UnitAI.prototype.RespondToTargetedEntities = function(ents)
|
|
{
|
|
if (!ents.length)
|
|
return false;
|
|
|
|
if (this.GetStance().respondChase)
|
|
return this.AttackVisibleEntity(ents);
|
|
|
|
if (this.GetStance().respondStandGround)
|
|
return this.AttackVisibleEntity(ents);
|
|
|
|
if (this.GetStance().respondHoldGround)
|
|
return this.AttackEntityInZone(ents);
|
|
|
|
if (this.GetStance().respondFlee)
|
|
{
|
|
this.PushOrderFront("Flee", { "target": ents[0], "force": false });
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Try to respond to healable entities.
|
|
* Returns true if it responded.
|
|
*/
|
|
UnitAI.prototype.RespondToHealableEntities = function(ents)
|
|
{
|
|
if (!ents.length)
|
|
return false;
|
|
|
|
for each (var ent in ents)
|
|
{
|
|
if (this.CanHeal(ent))
|
|
{
|
|
this.PushOrderFront("Heal", { "target": ent, "force": false });
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Returns true if we should stop following the target entity.
|
|
*/
|
|
UnitAI.prototype.ShouldAbandonChase = function(target, force, iid)
|
|
{
|
|
// Forced orders shouldn't be interrupted.
|
|
if (force)
|
|
return false;
|
|
|
|
// Stop if we're in hold-ground mode and it's too far from the holding point
|
|
if (this.GetStance().respondHoldGround)
|
|
{
|
|
if (!this.CheckTargetDistanceFromHeldPosition(target, iid, this.attackType))
|
|
return true;
|
|
}
|
|
|
|
// Stop if it's left our vision range, unless we're especially persistent
|
|
if (!this.GetStance().respondChaseBeyondVision)
|
|
{
|
|
if (!this.CheckTargetIsInVisionRange(target))
|
|
return true;
|
|
}
|
|
|
|
// (Note that CCmpUnitMotion will detect if the target is lost in FoW,
|
|
// and will continue moving to its last seen position and then stop)
|
|
|
|
return false;
|
|
};
|
|
|
|
/*
|
|
* Returns whether we should chase the targeted entity,
|
|
* given our current stance.
|
|
*/
|
|
UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force)
|
|
{
|
|
if (this.GetStance().respondChase)
|
|
return true;
|
|
|
|
if (force)
|
|
return true;
|
|
|
|
return false;
|
|
};
|
|
|
|
//// External interface functions ////
|
|
|
|
UnitAI.prototype.SetFormationController = function(ent)
|
|
{
|
|
this.formationController = ent;
|
|
|
|
// Set obstruction group, so we can walk through members
|
|
// of our own formation (or ourself if not in formation)
|
|
var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
|
|
if (cmpObstruction)
|
|
{
|
|
if (ent == INVALID_ENTITY)
|
|
cmpObstruction.SetControlGroup(this.entity);
|
|
else
|
|
cmpObstruction.SetControlGroup(ent);
|
|
}
|
|
|
|
// If we were removed from a formation, let the FSM switch back to INDIVIDUAL
|
|
if (ent == INVALID_ENTITY)
|
|
UnitFsm.ProcessMessage(this, { "type": "FormationLeave" });
|
|
};
|
|
|
|
UnitAI.prototype.GetFormationController = function()
|
|
{
|
|
return this.formationController;
|
|
};
|
|
|
|
UnitAI.prototype.SetLastFormationName = function(name)
|
|
{
|
|
this.lastFormationName = name;
|
|
};
|
|
|
|
UnitAI.prototype.GetLastFormationName = function()
|
|
{
|
|
return this.lastFormationName;
|
|
};
|
|
|
|
/**
|
|
* Returns the estimated distance that this unit will travel before either
|
|
* finishing all of its orders, or reaching a non-walk target (attack, gather, etc).
|
|
* Intended for Formation to switch to column layout on long walks.
|
|
*/
|
|
UnitAI.prototype.ComputeWalkingDistance = function()
|
|
{
|
|
var distance = 0;
|
|
|
|
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
|
if (!cmpPosition || !cmpPosition.IsInWorld())
|
|
return 0;
|
|
|
|
// Keep track of the position at the start of each order
|
|
var pos = cmpPosition.GetPosition();
|
|
|
|
for (var i = 0; i < this.orderQueue.length; ++i)
|
|
{
|
|
var order = this.orderQueue[i];
|
|
switch (order.type)
|
|
{
|
|
case "Walk":
|
|
case "GatherNearPosition":
|
|
// Add the distance to the target point
|
|
var dx = order.data.x - pos.x;
|
|
var dz = order.data.z - pos.z;
|
|
var d = Math.sqrt(dx*dx + dz*dz);
|
|
distance += d;
|
|
|
|
// Remember this as the start position for the next order
|
|
pos = order.data;
|
|
|
|
break; // and continue the loop
|
|
|
|
case "WalkToTarget":
|
|
case "WalkToTargetRange": // This doesn't move to the target (just into range), but a later order will.
|
|
case "Flee":
|
|
case "LeaveFoundation":
|
|
case "Attack":
|
|
case "Heal":
|
|
case "Gather":
|
|
case "ReturnResource":
|
|
case "Repair":
|
|
case "Garrison":
|
|
// Find the target unit's position
|
|
var cmpTargetPosition = Engine.QueryInterface(order.data.target, IID_Position);
|
|
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
|
|
return distance;
|
|
var targetPos = cmpTargetPosition.GetPosition();
|
|
|
|
// Add the distance to the target unit
|
|
var dx = targetPos.x - pos.x;
|
|
var dz = targetPos.z - pos.z;
|
|
var d = Math.sqrt(dx*dx + dz*dz);
|
|
distance += d;
|
|
|
|
// Return the total distance to the target
|
|
return distance;
|
|
|
|
case "Stop":
|
|
return 0;
|
|
|
|
default:
|
|
error("ComputeWalkingDistance: Unrecognised order type '"+order.type+"'");
|
|
return distance;
|
|
}
|
|
}
|
|
|
|
// Return the total distance to the end of the order queue
|
|
return distance;
|
|
};
|
|
|
|
UnitAI.prototype.AddOrder = function(type, data, queued)
|
|
{
|
|
if (queued)
|
|
this.PushOrder(type, data);
|
|
else
|
|
this.ReplaceOrder(type, data);
|
|
};
|
|
|
|
/**
|
|
* Adds walk order to queue, forced by the player.
|
|
*/
|
|
UnitAI.prototype.Walk = function(x, z, queued)
|
|
{
|
|
this.AddOrder("Walk", { "x": x, "z": z, "force": true }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds stop order to queue, forced by the player.
|
|
*/
|
|
UnitAI.prototype.Stop = function(queued)
|
|
{
|
|
this.AddOrder("Stop", undefined, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds walk-to-target order to queue, this only occurs in response
|
|
* to a player order, and so is forced.
|
|
*/
|
|
UnitAI.prototype.WalkToTarget = function(target, queued)
|
|
{
|
|
this.AddOrder("WalkToTarget", { "target": target, "force": true }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds leave foundation order to queue, treated as forced.
|
|
*/
|
|
UnitAI.prototype.LeaveFoundation = function(target)
|
|
{
|
|
// If we're already being told to leave a foundation, then
|
|
// ignore this new request so we don't end up being too indecisive
|
|
// to ever actually move anywhere
|
|
if (this.order && this.order.type == "LeaveFoundation")
|
|
return;
|
|
|
|
this.PushOrderFront("LeaveFoundation", { "target": target, "force": true });
|
|
};
|
|
|
|
/**
|
|
* Adds attack order to the queue, forced by the player.
|
|
*/
|
|
UnitAI.prototype.Attack = function(target, queued)
|
|
{
|
|
if (!this.CanAttack(target))
|
|
{
|
|
// We don't want to let healers walk to the target unit so they can be easily killed.
|
|
// Instead we just let them get into healing range.
|
|
if (this.IsHealer())
|
|
this.MoveToTargetRange(target, IID_Heal);
|
|
else
|
|
this.WalkToTarget(target, queued);
|
|
return;
|
|
}
|
|
|
|
this.AddOrder("Attack", { "target": target, "force": true }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds garrison order to the queue, forced by the player.
|
|
*/
|
|
UnitAI.prototype.Garrison = function(target, queued)
|
|
{
|
|
if (!this.CanGarrison(target))
|
|
{
|
|
this.WalkToTarget(target, queued);
|
|
return;
|
|
}
|
|
this.AddOrder("Garrison", { "target": target, "force": true }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds ungarrison order to the queue.
|
|
*/
|
|
UnitAI.prototype.Ungarrison = function()
|
|
{
|
|
if (this.IsGarrisoned())
|
|
{
|
|
this.AddOrder("Ungarrison", null, false);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Adds gather order to the queue, forced by the player
|
|
* until the target is reached
|
|
*/
|
|
UnitAI.prototype.Gather = function(target, queued)
|
|
{
|
|
this.PerformGather(target, queued, true);
|
|
};
|
|
|
|
/**
|
|
* Internal function to abstract the force parameter.
|
|
*/
|
|
UnitAI.prototype.PerformGather = function(target, queued, force)
|
|
{
|
|
if (!this.CanGather(target))
|
|
{
|
|
this.WalkToTarget(target, queued);
|
|
return;
|
|
}
|
|
|
|
// Save the resource type now, so if the resource gets destroyed
|
|
// before we process the order then we still know what resource
|
|
// type to look for more of
|
|
var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply);
|
|
var type = cmpResourceSupply.GetType();
|
|
|
|
// Also save the target entity's template, so that if it's an animal,
|
|
// we won't go from hunting slow safe animals to dangerous fast ones
|
|
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
|
var template = cmpTemplateManager.GetCurrentTemplateName(target);
|
|
|
|
// Remove "resource|" prefix from template name, if present.
|
|
if (template.indexOf("resource|") != -1)
|
|
template = template.slice(9);
|
|
|
|
// Remember the position of our target, if any, in case it disappears
|
|
// later and we want to head to its last known position
|
|
// (TODO: if the target moves a lot (e.g. it's an animal), maybe we
|
|
// need to update this lastPos regularly rather than just here?)
|
|
var lastPos = undefined;
|
|
var cmpPosition = Engine.QueryInterface(target, IID_Position);
|
|
if (cmpPosition && cmpPosition.IsInWorld())
|
|
lastPos = cmpPosition.GetPosition();
|
|
|
|
this.AddOrder("Gather", { "target": target, "type": type, "template": template, "lastPos": lastPos, "force": force }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds gather-near-position order to the queue, not forced, so it can be
|
|
* interrupted by attacks.
|
|
*/
|
|
UnitAI.prototype.GatherNearPosition = function(x, z, type, template, queued)
|
|
{
|
|
this.AddOrder("GatherNearPosition", { "type": type, "template": template, "x": x, "z": z, "force": false }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds heal order to the queue, forced by the player.
|
|
*/
|
|
UnitAI.prototype.Heal = function(target, queued)
|
|
{
|
|
if (!this.CanHeal(target))
|
|
{
|
|
this.WalkToTarget(target, queued);
|
|
return;
|
|
}
|
|
|
|
this.AddOrder("Heal", { "target": target, "force": true }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds return resource order to the queue, forced by the player.
|
|
*/
|
|
UnitAI.prototype.ReturnResource = function(target, queued)
|
|
{
|
|
if (!this.CanReturnResource(target, true))
|
|
{
|
|
this.WalkToTarget(target, queued);
|
|
return;
|
|
}
|
|
|
|
this.AddOrder("ReturnResource", { "target": target, "force": true }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds trade order to the queue. Either walk to the first market, or
|
|
* start a new route. Not forced, so it can be interrupted by attacks.
|
|
*/
|
|
UnitAI.prototype.SetupTradeRoute = function(target, source, queued)
|
|
{
|
|
if (!this.CanTrade(target))
|
|
{
|
|
this.WalkToTarget(target, queued);
|
|
return;
|
|
}
|
|
|
|
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
|
var marketsChanged = cmpTrader.SetTargetMarket(target, source);
|
|
if (marketsChanged)
|
|
{
|
|
if (cmpTrader.HasBothMarkets())
|
|
this.AddOrder("Trade", { "firstMarket": cmpTrader.GetFirstMarket(), "secondMarket": cmpTrader.GetSecondMarket(), "force": false }, queued);
|
|
else
|
|
this.WalkToTarget(cmpTrader.GetFirstMarket(), queued);
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.MoveToMarket = function(targetMarket)
|
|
{
|
|
if (this.MoveToTarget(targetMarket))
|
|
{
|
|
// We've started walking to the market
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// We can't reach the market.
|
|
// Give up.
|
|
this.StopMoving();
|
|
this.StopTrading();
|
|
return false;
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.PerformTradeAndMoveToNextMarket = function(currentMarket, nextMarket, nextFsmStateName)
|
|
{
|
|
if (!this.CanTrade(currentMarket))
|
|
{
|
|
this.StopTrading();
|
|
return;
|
|
}
|
|
|
|
if (this.CheckTargetRange(currentMarket, IID_Trader))
|
|
{
|
|
this.PerformTrade();
|
|
if (this.MoveToMarket(nextMarket))
|
|
{
|
|
// We've started walking to the next market
|
|
this.SetNextState(nextFsmStateName);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If the current market is not reached try again
|
|
this.MoveToMarket(currentMarket);
|
|
}
|
|
};
|
|
|
|
UnitAI.prototype.PerformTrade = function()
|
|
{
|
|
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
|
cmpTrader.PerformTrade();
|
|
};
|
|
|
|
UnitAI.prototype.StopTrading = function()
|
|
{
|
|
this.FinishOrder();
|
|
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
|
cmpTrader.StopTrading();
|
|
};
|
|
|
|
/**
|
|
* Adds repair/build order to the queue, forced by the player
|
|
* until the target is reached
|
|
*/
|
|
UnitAI.prototype.Repair = function(target, autocontinue, queued)
|
|
{
|
|
if (!this.CanRepair(target))
|
|
{
|
|
this.WalkToTarget(target, queued);
|
|
return;
|
|
}
|
|
|
|
this.AddOrder("Repair", { "target": target, "autocontinue": autocontinue, "force": true }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds flee order to the queue, not forced, so it can be
|
|
* interrupted by attacks.
|
|
*/
|
|
UnitAI.prototype.Flee = function(target, queued)
|
|
{
|
|
this.AddOrder("Flee", { "target": target, "force": false }, queued);
|
|
};
|
|
|
|
/**
|
|
* Adds cheer order to the queue. Forced so it won't be interrupted by attacks.
|
|
*/
|
|
UnitAI.prototype.Cheer = function()
|
|
{
|
|
this.AddOrder("Cheering", { "force": true }, false);
|
|
};
|
|
|
|
UnitAI.prototype.SetStance = function(stance)
|
|
{
|
|
if (g_Stances[stance])
|
|
this.stance = stance;
|
|
else
|
|
error("UnitAI: Setting to invalid stance '"+stance+"'");
|
|
};
|
|
|
|
UnitAI.prototype.SwitchToStance = function(stance)
|
|
{
|
|
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
|
if (!cmpPosition || !cmpPosition.IsInWorld())
|
|
return;
|
|
var pos = cmpPosition.GetPosition();
|
|
this.SetHeldPosition(pos.x, pos.z);
|
|
|
|
this.SetStance(stance);
|
|
// Stop moving if switching to stand ground
|
|
// TODO: Also stop existing orders in a sensible way
|
|
if (stance == "standground")
|
|
this.StopMoving();
|
|
|
|
// Reset the range queries, since the range depends on stance.
|
|
this.SetupRangeQueries();
|
|
};
|
|
|
|
/**
|
|
* Resets losRangeQuery, and if there are some targets in range that we can
|
|
* attack then we start attacking and this returns true; otherwise, returns false.
|
|
*/
|
|
UnitAI.prototype.FindNewTargets = function()
|
|
{
|
|
if (!this.losRangeQuery)
|
|
return false;
|
|
|
|
if (!this.GetStance().targetVisibleEnemies)
|
|
return false;
|
|
|
|
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
if (this.AttackEntitiesByPreference( rangeMan.ResetActiveQuery(this.losRangeQuery) ))
|
|
return true;
|
|
// If no regular enemies were found, attempt to attack a hostile Gaia entity.
|
|
else if (this.losGaiaRangeQuery)
|
|
return this.AttackGaiaEntitiesByPreference( rangeMan.ResetActiveQuery(this.losGaiaRangeQuery) );
|
|
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Resets losHealRangeQuery, and if there are some targets in range that we can heal
|
|
* then we start healing and this returns true; otherwise, returns false.
|
|
*/
|
|
UnitAI.prototype.FindNewHealTargets = function()
|
|
{
|
|
if (!this.losHealRangeQuery)
|
|
return false;
|
|
|
|
var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
var ents = rangeMan.ResetActiveQuery(this.losHealRangeQuery);
|
|
|
|
for each (var ent in ents)
|
|
{
|
|
if (this.CanHeal(ent))
|
|
{
|
|
this.PushOrderFront("Heal", { "target": ent, "force": false });
|
|
return true;
|
|
}
|
|
}
|
|
// We haven't found any target to heal
|
|
return false;
|
|
};
|
|
|
|
UnitAI.prototype.GetQueryRange = function(iid)
|
|
{
|
|
var ret = { "min": 0, "max": 0 };
|
|
if (this.GetStance().respondStandGround)
|
|
{
|
|
var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
|
if (!cmpRanged)
|
|
return ret;
|
|
var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(cmpRanged.GetBestAttack());
|
|
ret.min = range.min;
|
|
ret.max = range.max;
|
|
}
|
|
else if (this.GetStance().respondChase)
|
|
{
|
|
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
|
if (!cmpVision)
|
|
return ret;
|
|
var range = cmpVision.GetRange();
|
|
ret.max = range;
|
|
}
|
|
else if (this.GetStance().respondHoldGround)
|
|
{
|
|
var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
|
if (!cmpRanged)
|
|
return ret;
|
|
var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(cmpRanged.GetBestAttack());
|
|
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
|
if (!cmpVision)
|
|
return ret;
|
|
var halfvision = cmpVision.GetRange() / 2;
|
|
ret.max = range.max + halfvision;
|
|
}
|
|
// We probably have stance 'passive' and we wouldn't have a range,
|
|
// but as it is the default for healers we need to set it to something sane.
|
|
else if (iid === IID_Heal)
|
|
{
|
|
var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
|
if (!cmpVision)
|
|
return ret;
|
|
var range = cmpVision.GetRange();
|
|
ret.max = range;
|
|
}
|
|
return ret;
|
|
};
|
|
|
|
UnitAI.prototype.GetStance = function()
|
|
{
|
|
return g_Stances[this.stance];
|
|
};
|
|
|
|
UnitAI.prototype.GetStanceName = function()
|
|
{
|
|
return this.stance;
|
|
};
|
|
|
|
|
|
UnitAI.prototype.SetMoveSpeed = function(speed)
|
|
{
|
|
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
cmpMotion.SetSpeed(speed);
|
|
};
|
|
|
|
UnitAI.prototype.SetHeldPosition = function(x, z)
|
|
{
|
|
this.heldPosition = {"x": x, "z": z};
|
|
};
|
|
|
|
UnitAI.prototype.GetHeldPosition = function(pos)
|
|
{
|
|
return this.heldPosition;
|
|
};
|
|
|
|
UnitAI.prototype.WalkToHeldPosition = function()
|
|
{
|
|
if (this.heldPosition)
|
|
{
|
|
this.AddOrder("Walk", { "x": this.heldPosition.x, "z": this.heldPosition.z, "force": false }, false);
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
//// Helper functions ////
|
|
|
|
UnitAI.prototype.CanAttack = function(target)
|
|
{
|
|
// Formation controllers should always respond to commands
|
|
// (then the individual units can make up their own minds)
|
|
if (this.IsFormationController())
|
|
return true;
|
|
|
|
// Verify that we're able to respond to Attack commands
|
|
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
|
if (!cmpAttack)
|
|
return false;
|
|
|
|
if (!cmpAttack.CanAttack(target))
|
|
return false;
|
|
|
|
// Verify that the target is alive
|
|
if (!this.TargetIsAlive(target))
|
|
return false;
|
|
|
|
// Verify that the target is owned by an enemy of this entity's player,
|
|
// or that it's an attackable resource supply like a domestic animal
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
if (!cmpOwnership || (!this.MustKillGatherTarget(target) && !IsOwnedByEnemyOfPlayer(cmpOwnership.GetOwner(), target)))
|
|
return false;
|
|
|
|
return true;
|
|
};
|
|
|
|
UnitAI.prototype.CanGarrison = function(target)
|
|
{
|
|
// Formation controllers should always respond to commands
|
|
// (then the individual units can make up their own minds)
|
|
if (this.IsFormationController())
|
|
return true;
|
|
|
|
var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
|
|
if (!cmpGarrisonHolder)
|
|
return false;
|
|
|
|
// Verify that the target is owned by this entity's player
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
if (!cmpOwnership || !IsOwnedByPlayer(cmpOwnership.GetOwner(), target))
|
|
return false;
|
|
|
|
// Don't let animals garrison for now
|
|
// (If we want to support that, we'll need to change Order.Garrison so it
|
|
// doesn't move the animal into an INVIDIDUAL.* state)
|
|
if (this.IsAnimal())
|
|
return false;
|
|
|
|
return true;
|
|
};
|
|
|
|
UnitAI.prototype.CanGather = function(target)
|
|
{
|
|
// Formation controllers should always respond to commands
|
|
// (then the individual units can make up their own minds)
|
|
if (this.IsFormationController())
|
|
return true;
|
|
|
|
// Verify that we're able to respond to Gather commands
|
|
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
|
if (!cmpResourceGatherer)
|
|
return false;
|
|
|
|
// Verify that we can gather from this target
|
|
if (!cmpResourceGatherer.GetTargetGatherRate(target))
|
|
return false;
|
|
|
|
// No need to verify ownership as we should be able to gather from
|
|
// a target regardless of ownership.
|
|
|
|
return true;
|
|
};
|
|
|
|
UnitAI.prototype.CanHeal = function(target)
|
|
{
|
|
// Formation controllers should always respond to commands
|
|
// (then the individual units can make up their own minds)
|
|
if (this.IsFormationController())
|
|
return true;
|
|
|
|
// Verify that we're able to respond to Heal commands
|
|
var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
|
|
if (!cmpHeal)
|
|
return false;
|
|
|
|
// Verify that the target is alive
|
|
if (!this.TargetIsAlive(target))
|
|
return false;
|
|
|
|
// Verify that the target is owned by the same player as the entity or of an ally
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
if (!cmpOwnership || !(IsOwnedByPlayer(cmpOwnership.GetOwner(), target) || IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target)))
|
|
return false;
|
|
|
|
// Verify that the target is not unhealable (or at max health)
|
|
var cmpHealth = Engine.QueryInterface(target, IID_Health);
|
|
if (!cmpHealth || cmpHealth.IsUnhealable())
|
|
return false;
|
|
|
|
// Verify that the target has no unhealable class
|
|
var cmpIdentity = Engine.QueryInterface(target, IID_Identity);
|
|
if (!cmpIdentity)
|
|
return false;
|
|
for each (var unhealableClass in cmpHeal.GetUnhealableClasses())
|
|
{
|
|
if (cmpIdentity.HasClass(unhealableClass) != -1)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Verify that the target is a healable class
|
|
var healable = false;
|
|
for each (var healableClass in cmpHeal.GetHealableClasses())
|
|
{
|
|
if (cmpIdentity.HasClass(healableClass) != -1)
|
|
{
|
|
healable = true;
|
|
}
|
|
}
|
|
if (!healable)
|
|
return false;
|
|
|
|
return true;
|
|
};
|
|
|
|
UnitAI.prototype.CanReturnResource = function(target, checkCarriedResource)
|
|
{
|
|
// Formation controllers should always respond to commands
|
|
// (then the individual units can make up their own minds)
|
|
if (this.IsFormationController())
|
|
return true;
|
|
|
|
// Verify that we're able to respond to ReturnResource commands
|
|
var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
|
if (!cmpResourceGatherer)
|
|
return false;
|
|
|
|
// Verify that the target is a dropsite
|
|
var cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
|
|
if (!cmpResourceDropsite)
|
|
return false;
|
|
|
|
if (checkCarriedResource)
|
|
{
|
|
// Verify that we are carrying some resources,
|
|
// and can return our current resource to this target
|
|
var type = cmpResourceGatherer.GetMainCarryingType();
|
|
if (!type || !cmpResourceDropsite.AcceptsType(type))
|
|
return false;
|
|
}
|
|
|
|
// Verify that the dropsite is owned by this entity's player
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
if (!cmpOwnership || !IsOwnedByPlayer(cmpOwnership.GetOwner(), target))
|
|
return false;
|
|
|
|
return true;
|
|
};
|
|
|
|
UnitAI.prototype.CanTrade = function(target)
|
|
{
|
|
// Formation controllers should always respond to commands
|
|
// (then the individual units can make up their own minds)
|
|
if (this.IsFormationController())
|
|
return true;
|
|
|
|
// Verify that we're able to respond to Trade commands
|
|
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
|
if (!cmpTrader || !cmpTrader.CanTrade(target))
|
|
return false;
|
|
|
|
return true;
|
|
};
|
|
|
|
UnitAI.prototype.CanRepair = function(target)
|
|
{
|
|
// Formation controllers should always respond to commands
|
|
// (then the individual units can make up their own minds)
|
|
if (this.IsFormationController())
|
|
return true;
|
|
|
|
// Verify that we're able to respond to Repair (Builder) commands
|
|
var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
|
|
if (!cmpBuilder)
|
|
return false;
|
|
|
|
// Verify that the target is owned by an ally of this entity's player
|
|
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
|
if (!cmpOwnership || !IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target))
|
|
return false;
|
|
|
|
return true;
|
|
};
|
|
|
|
//// Animal specific functions ////
|
|
|
|
UnitAI.prototype.MoveRandomly = function(distance)
|
|
{
|
|
// We want to walk in a random direction, but avoid getting stuck
|
|
// in obstacles or narrow spaces.
|
|
// So pick a circular range from approximately our current position,
|
|
// and move outwards to the nearest point on that circle, which will
|
|
// lead to us avoiding obstacles and moving towards free space.
|
|
|
|
// TODO: we probably ought to have a 'home' point, and drift towards
|
|
// that, so we don't spread out all across the whole map
|
|
|
|
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
|
if (!cmpPosition)
|
|
return;
|
|
|
|
if (!cmpPosition.IsInWorld())
|
|
return;
|
|
|
|
var pos = cmpPosition.GetPosition();
|
|
|
|
var jitter = 0.5;
|
|
|
|
// Randomly adjust the range's center a bit, so we tend to prefer
|
|
// moving in random directions (if there's nothing in the way)
|
|
var tx = pos.x + (2*Math.random()-1)*jitter;
|
|
var tz = pos.z + (2*Math.random()-1)*jitter;
|
|
|
|
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
|
cmpMotion.MoveToPointRange(tx, tz, distance, distance);
|
|
};
|
|
|
|
UnitAI.prototype.AttackEntitiesByPreference = function(ents)
|
|
{
|
|
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
|
if (!cmpAttack)
|
|
return false;
|
|
|
|
return this.RespondToTargetedEntities(
|
|
ents.filter(function (v, i, a) { return cmpAttack.CanAttack(v); })
|
|
.sort(function (a, b) { return cmpAttack.CompareEntitiesByPreference(a, b); })
|
|
);
|
|
};
|
|
|
|
UnitAI.prototype.AttackGaiaEntitiesByPreference = function(ents)
|
|
{
|
|
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
|
if (!cmpAttack)
|
|
return false;
|
|
|
|
const filter = function(e) {
|
|
var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
|
|
return (cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal()));
|
|
};
|
|
|
|
return this.RespondToTargetedEntities(
|
|
ents.filter(function (v, i, a) { return cmpAttack.CanAttack(v) && filter(v); })
|
|
.sort(function (a, b) { return cmpAttack.CompareEntitiesByPreference(a, b); })
|
|
);
|
|
};
|
|
|
|
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);
|