forked from 0ad/0ad
historic_bruno
f378e2e651
Implements build limits. See #687. Implements autorotation for dock placement. Fixes unit spawning to consider terrain passability. See #893. Adds new passability criteria based on distance from shore. Updates build restrictions on some templates. Changes unit spawning search to 4 tiles away from foundation. Changes garrison/training spawn failure to nicer UI notification. This was SVN commit r9970.
593 lines
16 KiB
JavaScript
593 lines
16 KiB
JavaScript
function ProcessCommand(player, cmd)
|
|
{
|
|
// Do some basic checks here that commanding player is valid
|
|
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
|
|
if (!cmpPlayerMan || player < 0)
|
|
return;
|
|
var playerEnt = cmpPlayerMan.GetPlayerByID(player);
|
|
if (playerEnt == INVALID_ENTITY)
|
|
return;
|
|
var cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player);
|
|
if (!cmpPlayer)
|
|
return;
|
|
var controlAllUnits = cmpPlayer.CanControlAllUnits();
|
|
|
|
// Now handle various commands
|
|
switch (cmd.type)
|
|
{
|
|
case "debug-print":
|
|
print(cmd.message);
|
|
break;
|
|
|
|
case "chat":
|
|
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGuiInterface.PushNotification({"type": "chat", "player": player, "message": cmd.message});
|
|
break;
|
|
|
|
case "control-all":
|
|
cmpPlayer.SetControlAllUnits(cmd.flag);
|
|
break;
|
|
|
|
case "reveal-map":
|
|
// Reveal the map for all players, not just the current player,
|
|
// primarily to make it obvious to everyone that the player is cheating
|
|
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
cmpRangeManager.SetLosRevealAll(-1, cmd.enable);
|
|
break;
|
|
|
|
case "walk":
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
GetFormationUnitAIs(entities).forEach(function(cmpUnitAI) {
|
|
cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued);
|
|
});
|
|
break;
|
|
|
|
case "attack":
|
|
// Check if target is owned by player's enemy
|
|
if (IsOwnedByEnemyOfPlayer(player, cmd.target))
|
|
{
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
GetFormationUnitAIs(entities).forEach(function(cmpUnitAI) {
|
|
cmpUnitAI.Attack(cmd.target, cmd.queued);
|
|
});
|
|
}
|
|
break;
|
|
|
|
case "repair":
|
|
// This covers both repairing damaged buildings, and constructing unfinished foundations
|
|
// Check if target building is owned by player or an ally
|
|
if (IsOwnedByAllyOfPlayer(player, cmd.target))
|
|
{
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
GetFormationUnitAIs(entities).forEach(function(cmpUnitAI) {
|
|
cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued);
|
|
});
|
|
}
|
|
break;
|
|
|
|
case "gather":
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
GetFormationUnitAIs(entities).forEach(function(cmpUnitAI) {
|
|
cmpUnitAI.Gather(cmd.target, cmd.queued);
|
|
});
|
|
break;
|
|
|
|
case "returnresource":
|
|
// Check dropsite is owned by player
|
|
if (IsOwnedByPlayer(player, cmd.target))
|
|
{
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
GetFormationUnitAIs(entities).forEach(function(cmpUnitAI) {
|
|
cmpUnitAI.ReturnResource(cmd.target, cmd.queued);
|
|
});
|
|
}
|
|
break;
|
|
|
|
case "train":
|
|
if (CanControlUnit(cmd.entity, player, controlAllUnits))
|
|
{
|
|
var queue = Engine.QueryInterface(cmd.entity, IID_TrainingQueue);
|
|
if (queue)
|
|
queue.AddBatch(cmd.template, +cmd.count, cmd.metadata);
|
|
}
|
|
break;
|
|
|
|
case "stop-train":
|
|
if (CanControlUnit(cmd.entity, player, controlAllUnits))
|
|
{
|
|
var queue = Engine.QueryInterface(cmd.entity, IID_TrainingQueue);
|
|
if (queue)
|
|
queue.RemoveBatch(cmd.id);
|
|
}
|
|
break;
|
|
|
|
case "construct":
|
|
// Message structure:
|
|
// {
|
|
// "type": "construct",
|
|
// "entities": [...],
|
|
// "template": "...",
|
|
// "x": ...,
|
|
// "z": ...,
|
|
// "angle": ...,
|
|
// "autorepair": true, // whether to automatically start constructing/repairing the new foundation
|
|
// "autocontinue": true, // whether to automatically gather/build/etc after finishing this
|
|
// "queued": true,
|
|
// }
|
|
|
|
/*
|
|
* Construction process:
|
|
* . Take resources away immediately.
|
|
* . Create a foundation entity with 1hp, 0% build progress.
|
|
* . Increase hp and build progress up to 100% when people work on it.
|
|
* . If it's destroyed, an appropriate fraction of the resource cost is refunded.
|
|
* . If it's completed, it gets replaced with the real building.
|
|
*/
|
|
|
|
// Check that we can control these units
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
if (!entities.length)
|
|
break;
|
|
|
|
// Tentatively create the foundation (we might find later that it's a invalid build command)
|
|
var ent = Engine.AddEntity("foundation|" + cmd.template);
|
|
if (ent == INVALID_ENTITY)
|
|
{
|
|
// Error (e.g. invalid template names)
|
|
error("Error creating foundation for '" + cmd.template + "'");
|
|
break;
|
|
}
|
|
|
|
// Move the foundation to the right place
|
|
var cmpPosition = Engine.QueryInterface(ent, IID_Position);
|
|
cmpPosition.JumpTo(cmd.x, cmd.z);
|
|
cmpPosition.SetYRotation(cmd.angle);
|
|
|
|
// Check whether it's obstructed by other entities or invalid terrain
|
|
var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
|
|
if (!cmpBuildRestrictions || !cmpBuildRestrictions.CheckPlacement(player))
|
|
{
|
|
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGuiInterface.PushNotification({ "player": player, "message": "Building site was obstructed" });
|
|
|
|
// Remove the foundation because the construction was aborted
|
|
Engine.DestroyEntity(ent);
|
|
break;
|
|
}
|
|
|
|
// Check build limits
|
|
var cmpBuildLimits = QueryPlayerIDInterface(player, IID_BuildLimits);
|
|
if (!cmpBuildLimits || !cmpBuildLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory()))
|
|
{
|
|
// TODO: The UI should tell the user they can't build this (but we still need this check)
|
|
|
|
// Remove the foundation because the construction was aborted
|
|
Engine.DestroyEntity(ent);
|
|
break;
|
|
}
|
|
|
|
/* TODO: the AI isn't smart enough to explore before building, so we'll
|
|
* just disable the requirement that the location is visible. Should we
|
|
* fix that, or let players build in fog too, or something?
|
|
|
|
// Check whether it's in a visible region
|
|
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
var visible = (cmpRangeManager.GetLosVisibility(ent, player) == "visible");
|
|
if (!visible)
|
|
{
|
|
// TODO: report error to player (the building site was not visible)
|
|
print("Building site was not visible\n");
|
|
|
|
Engine.DestroyEntity(ent);
|
|
break;
|
|
}
|
|
*/
|
|
|
|
var cmpCost = Engine.QueryInterface(ent, IID_Cost);
|
|
if (!cmpPlayer.TrySubtractResources(cmpCost.GetResourceCosts()))
|
|
{
|
|
Engine.DestroyEntity(ent);
|
|
break;
|
|
}
|
|
|
|
// Make it owned by the current player
|
|
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
|
cmpOwnership.SetOwner(player);
|
|
|
|
// Initialise the foundation
|
|
var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
|
|
cmpFoundation.InitialiseConstruction(player, cmd.template);
|
|
|
|
// Tell the units to start building this new entity
|
|
if (cmd.autorepair)
|
|
{
|
|
ProcessCommand(player, {
|
|
"type": "repair",
|
|
"entities": entities,
|
|
"target": ent,
|
|
"autocontinue": cmd.autocontinue,
|
|
"queued": cmd.queued
|
|
});
|
|
}
|
|
|
|
break;
|
|
|
|
case "delete-entities":
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
for each (var ent in entities)
|
|
{
|
|
var cmpHealth = Engine.QueryInterface(ent, IID_Health);
|
|
if (cmpHealth)
|
|
cmpHealth.Kill();
|
|
else
|
|
Engine.DestroyEntity(ent);
|
|
}
|
|
break;
|
|
|
|
case "set-rallypoint":
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
for each (var ent in entities)
|
|
{
|
|
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
|
|
if (cmpRallyPoint)
|
|
cmpRallyPoint.SetPosition(cmd.x, cmd.z);
|
|
}
|
|
break;
|
|
|
|
case "unset-rallypoint":
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
for each (var ent in entities)
|
|
{
|
|
var cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
|
|
if (cmpRallyPoint)
|
|
cmpRallyPoint.Unset();
|
|
}
|
|
break;
|
|
|
|
case "defeat-player":
|
|
// Send "OnPlayerDefeated" message to player
|
|
Engine.PostMessage(playerEnt, MT_PlayerDefeated, null);
|
|
break;
|
|
|
|
case "garrison":
|
|
if (CanControlUnit(cmd.target, player, controlAllUnits))
|
|
{
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
GetFormationUnitAIs(entities).forEach(function(cmpUnitAI) {
|
|
cmpUnitAI.Garrison(cmd.target);
|
|
});
|
|
}
|
|
break;
|
|
|
|
case "unload":
|
|
if (CanControlUnit(cmd.garrisonHolder, player, controlAllUnits))
|
|
{
|
|
var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder);
|
|
if (cmpGarrisonHolder)
|
|
cmpGarrisonHolder.Unload(cmd.entity);
|
|
}
|
|
break;
|
|
|
|
case "unload-all":
|
|
if (CanControlUnit(cmd.garrisonHolder, player, controlAllUnits))
|
|
{
|
|
var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder);
|
|
cmpGarrisonHolder.UnloadAll();
|
|
}
|
|
break;
|
|
|
|
case "formation":
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
GetFormationUnitAIs(entities).forEach(function(cmpUnitAI) {
|
|
var cmpFormation = Engine.QueryInterface(cmpUnitAI.entity, IID_Formation);
|
|
if (!cmpFormation)
|
|
return;
|
|
cmpFormation.LoadFormation(cmd.name);
|
|
cmpFormation.MoveMembersIntoFormation(true);
|
|
});
|
|
break;
|
|
|
|
case "promote":
|
|
var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
|
cmpGuiInterface.PushNotification({"type": "chat", "player": player, "message": "(Cheat - promoted units)"});
|
|
|
|
for each (var ent in cmd.entities)
|
|
{
|
|
var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
|
|
if (cmpPromotion)
|
|
cmpPromotion.IncreaseXp(cmpPromotion.GetRequiredXp() - cmpPromotion.GetCurrentXp());
|
|
}
|
|
break;
|
|
|
|
case "stance":
|
|
var entities = FilterEntityList(cmd.entities, player, controlAllUnits);
|
|
for each (var ent in entities)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (cmpUnitAI)
|
|
cmpUnitAI.SwitchToStance(cmd.name);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
error("Ignoring unrecognised command type '" + cmd.type + "'");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Get some information about the formations used by entities.
|
|
* The entities must have a UnitAI component.
|
|
*/
|
|
function ExtractFormations(ents)
|
|
{
|
|
var entities = []; // subset of ents that have UnitAI
|
|
var members = {}; // { formationentity: [ent, ent, ...], ... }
|
|
for each (var ent in ents)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
var fid = cmpUnitAI.GetFormationController();
|
|
if (fid != INVALID_ENTITY)
|
|
{
|
|
if (!members[fid])
|
|
members[fid] = [];
|
|
members[fid].push(ent);
|
|
}
|
|
entities.push(ent);
|
|
}
|
|
|
|
var ids = [ id for (id in members) ];
|
|
|
|
return { "entities": entities, "members": members, "ids": ids };
|
|
}
|
|
|
|
/**
|
|
* Remove the given list of entities from their current formations.
|
|
*/
|
|
function RemoveFromFormation(ents)
|
|
{
|
|
var formation = ExtractFormations(ents);
|
|
for (var fid in formation.members)
|
|
{
|
|
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
|
|
if (cmpFormation)
|
|
cmpFormation.RemoveMembers(formation.members[fid]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns a list of UnitAI components, each belonging either to a
|
|
* selected unit or to a formation entity for groups of the selected units.
|
|
*/
|
|
function GetFormationUnitAIs(ents)
|
|
{
|
|
// If an individual was selected, remove it from any formation
|
|
// and command it individually
|
|
if (ents.length == 1)
|
|
{
|
|
// Skip unit if it has no UnitAI
|
|
var cmpUnitAI = Engine.QueryInterface(ents[0], IID_UnitAI);
|
|
if (!cmpUnitAI)
|
|
return [];
|
|
|
|
RemoveFromFormation(ents);
|
|
|
|
return [ cmpUnitAI ];
|
|
}
|
|
|
|
// Separate out the units that don't support the chosen formation
|
|
var formedEnts = [];
|
|
var nonformedUnitAIs = [];
|
|
for each (var ent in ents)
|
|
{
|
|
// Skip units with no UnitAI
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (!cmpUnitAI)
|
|
continue;
|
|
|
|
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
|
|
// TODO: Currently we use LineClosed as effectively a boolean flag
|
|
// to determine whether formations are allowed at all. Instead we
|
|
// should check specific formation names and do something sensible
|
|
// (like what?) when some units don't support them.
|
|
// TODO: We'll also need to fix other formation code to use
|
|
// "LineClosed" instead of "Line Closed" etc consistently.
|
|
if (cmpIdentity && cmpIdentity.CanUseFormation("LineClosed"))
|
|
formedEnts.push(ent);
|
|
else
|
|
nonformedUnitAIs.push(cmpUnitAI);
|
|
}
|
|
|
|
if (formedEnts.length == 0)
|
|
{
|
|
// No units support the foundation - return all the others
|
|
return nonformedUnitAIs;
|
|
}
|
|
|
|
// Find what formations the formationable selected entities are currently in
|
|
var formation = ExtractFormations(formedEnts);
|
|
|
|
var formationEnt = undefined;
|
|
if (formation.ids.length == 1)
|
|
{
|
|
// Selected units all belong to the same formation.
|
|
// Check that it doesn't have any other members
|
|
var fid = formation.ids[0];
|
|
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
|
|
if (cmpFormation && cmpFormation.GetMemberCount() == formation.entities.length)
|
|
{
|
|
// The whole formation was selected, so reuse its controller for this command
|
|
formationEnt = +fid;
|
|
}
|
|
}
|
|
|
|
if (!formationEnt)
|
|
{
|
|
// We need to give the selected units a new formation controller
|
|
|
|
// Remove selected units from their current formation
|
|
for (var fid in formation.members)
|
|
{
|
|
var cmpFormation = Engine.QueryInterface(+fid, IID_Formation);
|
|
if (cmpFormation)
|
|
cmpFormation.RemoveMembers(formation.members[fid]);
|
|
}
|
|
|
|
// Create the new controller
|
|
formationEnt = Engine.AddEntity("special/formation");
|
|
var cmpFormation = Engine.QueryInterface(formationEnt, IID_Formation);
|
|
cmpFormation.SetMembers(formation.entities);
|
|
|
|
// If all the selected units were previously in formations of the same shape,
|
|
// then set this new formation to that shape too; otherwise use the default shape
|
|
var lastFormationName = undefined;
|
|
for each (var ent in formation.entities)
|
|
{
|
|
var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (cmpUnitAI)
|
|
{
|
|
var name = cmpUnitAI.GetLastFormationName();
|
|
if (lastFormationName === undefined)
|
|
{
|
|
lastFormationName = name;
|
|
}
|
|
else if (lastFormationName != name)
|
|
{
|
|
lastFormationName = undefined;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
var formationName;
|
|
if (lastFormationName)
|
|
formationName = lastFormationName;
|
|
else
|
|
formationName = "Line Closed";
|
|
|
|
if (CanMoveEntsIntoFormation(formation.entities, formationName))
|
|
{
|
|
cmpFormation.LoadFormation(formationName);
|
|
}
|
|
else
|
|
{
|
|
cmpFormation.LoadFormation("Loose");
|
|
}
|
|
}
|
|
|
|
return nonformedUnitAIs.concat(Engine.QueryInterface(formationEnt, IID_UnitAI));
|
|
}
|
|
|
|
function CanMoveEntsIntoFormation(ents, formationName)
|
|
{
|
|
var count = ents.length;
|
|
var classesRequired;
|
|
|
|
// TODO: should check the player's civ is allowed to use this formation
|
|
|
|
if (formationName == "Loose")
|
|
{
|
|
return true;
|
|
}
|
|
else if (formationName == "Box")
|
|
{
|
|
if (count < 4)
|
|
return false;
|
|
}
|
|
else if (formationName == "Column Closed")
|
|
{
|
|
}
|
|
else if (formationName == "Line Closed")
|
|
{
|
|
}
|
|
else if (formationName == "Column Open")
|
|
{
|
|
}
|
|
else if (formationName == "Line Open")
|
|
{
|
|
}
|
|
else if (formationName == "Flank")
|
|
{
|
|
if (count < 8)
|
|
return false;
|
|
}
|
|
else if (formationName == "Skirmish")
|
|
{
|
|
classesRequired = ["Ranged"];
|
|
}
|
|
else if (formationName == "Wedge")
|
|
{
|
|
if (count < 3)
|
|
return false;
|
|
classesRequired = ["Cavalry"];
|
|
}
|
|
else if (formationName == "Formation12")
|
|
{
|
|
}
|
|
else if (formationName == "Phalanx")
|
|
{
|
|
if (count < 10)
|
|
return false;
|
|
classesRequired = ["Melee", "Infantry"];
|
|
}
|
|
else if (formationName == "Syntagma")
|
|
{
|
|
if (count < 9)
|
|
return false;
|
|
classesRequired = ["Melee", "Infantry"]; // TODO: pike only
|
|
}
|
|
else if (formationName == "Testudo")
|
|
{
|
|
if (count < 9)
|
|
return false;
|
|
classesRequired = ["Melee", "Infantry"];
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var looseOnlyUnits = true;
|
|
for each (var ent in ents)
|
|
{
|
|
var cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
|
|
if (cmpIdentity)
|
|
{
|
|
var classes = cmpIdentity.GetClassesList();
|
|
if (looseOnlyUnits && (classes.indexOf("Worker") == -1 || classes.indexOf("Support") == -1))
|
|
looseOnlyUnits = false;
|
|
for each (var classRequired in classesRequired)
|
|
{
|
|
if (classes.indexOf(classRequired) == -1)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (looseOnlyUnits)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Check if player can control this entity
|
|
* returns: true if the entity is valid and owned by the player if
|
|
* or control all units is activated for the player, else false
|
|
*/
|
|
function CanControlUnit(entity, player, controlAll)
|
|
{
|
|
return (IsOwnedByPlayer(player, entity) || controlAll);
|
|
}
|
|
|
|
/**
|
|
* Filter entities which the player can control
|
|
*/
|
|
function FilterEntityList(entities, player, controlAll)
|
|
{
|
|
return entities.filter(function(ent) { return CanControlUnit(ent, player, controlAll);} );
|
|
}
|
|
|
|
Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation);
|
|
Engine.RegisterGlobal("ProcessCommand", ProcessCommand);
|