1 | | function UnitAI() {} |
2 | | |
3 | | UnitAI.prototype.Schema = |
4 | | "<a:help>Controls the unit's movement, attacks, etc, in response to commands from the player.</a:help>" + |
5 | | "<a:example/>" + |
6 | | "<element name='AlertReactiveLevel'>" + |
7 | | "<data type='nonNegativeInteger'/>" + |
8 | | "</element>" + |
9 | | "<element name='DefaultStance'>" + |
10 | | "<choice>" + |
11 | | "<value>violent</value>" + |
12 | | "<value>aggressive</value>" + |
13 | | "<value>defensive</value>" + |
14 | | "<value>passive</value>" + |
15 | | "<value>standground</value>" + |
16 | | "</choice>" + |
17 | | "</element>" + |
18 | | "<element name='FormationController'>" + |
19 | | "<data type='boolean'/>" + |
20 | | "</element>" + |
21 | | "<element name='FleeDistance'>" + |
22 | | "<ref name='positiveDecimal'/>" + |
23 | | "</element>" + |
24 | | "<element name='CanGuard'>" + |
25 | | "<data type='boolean'/>" + |
26 | | "</element>" + |
27 | | "<optional>" + |
28 | | "<interleave>" + |
29 | | "<element name='NaturalBehaviour' a:help='Behaviour of the unit in the absence of player commands (intended for animals)'>" + |
30 | | "<choice>" + |
31 | | "<value a:help='Will actively attack any unit it encounters, even if not threatened'>violent</value>" + |
32 | | "<value a:help='Will attack nearby units if it feels threatened (if they linger within LOS for too long)'>aggressive</value>" + |
33 | | "<value a:help='Will attack nearby units if attacked'>defensive</value>" + |
34 | | "<value a:help='Will never attack units but will attempt to flee when attacked'>passive</value>" + |
35 | | "<value a:help='Will never attack units. Will typically attempt to flee for short distances when units approach'>skittish</value>" + |
36 | | "<value a:help='Will never attack units and will not attempt to flee when attacked'>domestic</value>" + |
37 | | "</choice>" + |
38 | | "</element>" + |
39 | | "<element name='RoamDistance'>" + |
40 | | "<ref name='positiveDecimal'/>" + |
41 | | "</element>" + |
42 | | "<element name='RoamTimeMin'>" + |
43 | | "<ref name='positiveDecimal'/>" + |
44 | | "</element>" + |
45 | | "<element name='RoamTimeMax'>" + |
46 | | "<ref name='positiveDecimal'/>" + |
47 | | "</element>" + |
48 | | "<element name='FeedTimeMin'>" + |
49 | | "<ref name='positiveDecimal'/>" + |
50 | | "</element>" + |
51 | | "<element name='FeedTimeMax'>" + |
52 | | "<ref name='positiveDecimal'/>" + |
53 | | "</element>"+ |
54 | | "</interleave>" + |
55 | | "</optional>"; |
56 | | |
57 | | // Unit stances. |
58 | | // There some targeting options: |
59 | | // targetVisibleEnemies: anything in vision range is a viable target |
60 | | // targetAttackersAlways: anything that hurts us is a viable target, |
61 | | // possibly overriding user orders! |
62 | | // targetAttackersPassive: anything that hurts us is a viable target, |
63 | | // if we're on a passive/unforced order (e.g. gathering/building) |
64 | | // There are some response options, triggered when targets are detected: |
65 | | // respondFlee: run away |
66 | | // respondChase: start chasing after the enemy |
67 | | // respondChaseBeyondVision: start chasing, and don't stop even if it's out |
68 | | // of this unit's vision range (though still visible to the player) |
69 | | // respondStandGround: attack enemy but don't move at all |
70 | | // respondHoldGround: attack enemy but don't move far from current position |
71 | | // TODO: maybe add targetAggressiveEnemies (don't worry about lone scouts, |
72 | | // do worry around armies slaughtering the guy standing next to you), etc. |
73 | | var g_Stances = { |
74 | | "violent": { |
75 | | targetVisibleEnemies: true, |
76 | | targetAttackersAlways: true, |
77 | | targetAttackersPassive: true, |
78 | | respondFlee: false, |
79 | | respondChase: true, |
80 | | respondChaseBeyondVision: true, |
81 | | respondStandGround: false, |
82 | | respondHoldGround: false, |
83 | | }, |
84 | | "aggressive": { |
85 | | targetVisibleEnemies: true, |
86 | | targetAttackersAlways: false, |
87 | | targetAttackersPassive: true, |
88 | | respondFlee: false, |
89 | | respondChase: true, |
90 | | respondChaseBeyondVision: false, |
91 | | respondStandGround: false, |
92 | | respondHoldGround: false, |
93 | | }, |
94 | | "defensive": { |
95 | | targetVisibleEnemies: true, |
96 | | targetAttackersAlways: false, |
97 | | targetAttackersPassive: true, |
98 | | respondFlee: false, |
99 | | respondChase: false, |
100 | | respondChaseBeyondVision: false, |
101 | | respondStandGround: false, |
102 | | respondHoldGround: true, |
103 | | }, |
104 | | "passive": { |
105 | | targetVisibleEnemies: false, |
106 | | targetAttackersAlways: false, |
107 | | targetAttackersPassive: true, |
108 | | respondFlee: true, |
109 | | respondChase: false, |
110 | | respondChaseBeyondVision: false, |
111 | | respondStandGround: false, |
112 | | respondHoldGround: false, |
113 | | }, |
114 | | "standground": { |
115 | | targetVisibleEnemies: true, |
116 | | targetAttackersAlways: false, |
117 | | targetAttackersPassive: true, |
118 | | respondFlee: false, |
119 | | respondChase: false, |
120 | | respondChaseBeyondVision: false, |
121 | | respondStandGround: true, |
122 | | respondHoldGround: false, |
123 | | }, |
124 | | }; |
125 | | |
126 | | // See ../helpers/FSM.js for some documentation of this FSM specification syntax |
127 | | var UnitFsmSpec = { |
128 | | |
129 | | // Default event handlers: |
130 | | |
131 | | "MoveCompleted": function() { |
132 | | // ignore spurious movement messages |
133 | | // (these can happen when stopping moving at the same time |
134 | | // as switching states) |
135 | | }, |
136 | | |
137 | | "MoveStarted": function() { |
138 | | // ignore spurious movement messages |
139 | | }, |
140 | | |
141 | | "ConstructionFinished": function(msg) { |
142 | | // ignore uninteresting construction messages |
143 | | }, |
144 | | |
145 | | "LosRangeUpdate": function(msg) { |
146 | | // ignore newly-seen units by default |
147 | | }, |
148 | | |
149 | | "LosHealRangeUpdate": function(msg) { |
150 | | // ignore newly-seen injured units by default |
151 | | }, |
152 | | |
153 | | "Attacked": function(msg) { |
154 | | // ignore attacker |
155 | | }, |
156 | | |
157 | | "HealthChanged": function(msg) { |
158 | | // ignore |
159 | | }, |
160 | | |
161 | | "PackFinished": function(msg) { |
162 | | // ignore |
163 | | }, |
164 | | |
165 | | "PickupCanceled": function(msg) { |
166 | | // ignore |
167 | | }, |
168 | | |
169 | | "GuardedAttacked": function(msg) { |
170 | | // ignore |
171 | | }, |
172 | | |
173 | | // Formation handlers: |
174 | | |
175 | | "FormationLeave": function(msg) { |
176 | | // ignore when we're not in FORMATIONMEMBER |
177 | | }, |
178 | | |
179 | | // Called when being told to walk as part of a formation |
180 | | "Order.FormationWalk": function(msg) { |
181 | | // Let players move captured domestic animals around |
182 | | if (this.IsAnimal() && !this.IsDomestic()) |
183 | | { |
184 | | this.FinishOrder(); |
185 | | return; |
186 | | } |
187 | | |
188 | | // For packable units: |
189 | | // 1. If packed, we can move. |
190 | | // 2. If unpacked, we first need to pack, then follow case 1. |
191 | | if (this.CanPack()) |
192 | | { |
193 | | // Case 2: pack |
194 | | this.PushOrderFront("Pack", { "force": true }); |
195 | | return; |
196 | | } |
197 | | |
198 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
199 | | cmpUnitMotion.MoveToFormationOffset(msg.data.target, msg.data.x, msg.data.z); |
200 | | |
201 | | this.SetNextStateAlwaysEntering("FORMATIONMEMBER.WALKING"); |
202 | | }, |
203 | | |
204 | | // Special orders: |
205 | | // (these will be overridden by various states) |
206 | | |
207 | | "Order.LeaveFoundation": function(msg) { |
208 | | // If foundation is not ally of entity, or if entity is unpacked siege, |
209 | | // ignore the order |
210 | | if (!IsOwnedByAllyOfEntity(this.entity, msg.data.target) || this.IsPacking() || this.CanPack()) |
211 | | { |
212 | | this.FinishOrder(); |
213 | | return; |
214 | | } |
215 | | // Move a tile outside the building |
216 | | var range = 4; |
217 | | var ok = this.MoveToTargetRangeExplicit(msg.data.target, range, range); |
218 | | if (ok) |
219 | | { |
220 | | // We've started walking to the given point |
221 | | this.SetNextState("INDIVIDUAL.WALKING"); |
222 | | } |
223 | | else |
224 | | { |
225 | | // We are already at the target, or can't move at all |
226 | | this.FinishOrder(); |
227 | | } |
228 | | }, |
229 | | |
230 | | // Individual orders: |
231 | | // (these will switch the unit out of formation mode) |
232 | | |
233 | | "Order.Stop": function(msg) { |
234 | | // We have no control over non-domestic animals. |
235 | | if (this.IsAnimal() && !this.IsDomestic()) |
236 | | { |
237 | | this.FinishOrder(); |
238 | | return; |
239 | | } |
240 | | |
241 | | // Stop moving immediately. |
242 | | this.StopMoving(); |
243 | | this.FinishOrder(); |
244 | | |
245 | | // No orders left, we're an individual now |
246 | | if (this.IsAnimal()) |
247 | | this.SetNextState("ANIMAL.IDLE"); |
248 | | else |
249 | | this.SetNextState("INDIVIDUAL.IDLE"); |
250 | | |
251 | | }, |
252 | | |
253 | | "Order.Walk": function(msg) { |
254 | | // Let players move captured domestic animals around |
255 | | if (this.IsAnimal() && !this.IsDomestic()) |
256 | | { |
257 | | this.FinishOrder(); |
258 | | return; |
259 | | } |
260 | | |
261 | | // For packable units: |
262 | | // 1. If packed, we can move. |
263 | | // 2. If unpacked, we first need to pack, then follow case 1. |
264 | | if (this.CanPack()) |
265 | | { |
266 | | // Case 2: pack |
267 | | this.PushOrderFront("Pack", { "force": true }); |
268 | | return; |
269 | | } |
270 | | |
271 | | this.SetHeldPosition(this.order.data.x, this.order.data.z); |
272 | | this.MoveToPoint(this.order.data.x, this.order.data.z); |
273 | | if (this.IsAnimal()) |
274 | | this.SetNextState("ANIMAL.WALKING"); |
275 | | else |
276 | | this.SetNextState("INDIVIDUAL.WALKING"); |
277 | | }, |
278 | | |
279 | | "Order.WalkAndFight": function(msg) { |
280 | | // Let players move captured domestic animals around |
281 | | if (this.IsAnimal() && !this.IsDomestic()) |
282 | | { |
283 | | this.FinishOrder(); |
284 | | return; |
285 | | } |
286 | | |
287 | | // For packable units: |
288 | | // 1. If packed, we can move. |
289 | | // 2. If unpacked, we first need to pack, then follow case 1. |
290 | | if (this.CanPack()) |
291 | | { |
292 | | // Case 2: pack |
293 | | this.PushOrderFront("Pack", { "force": true }); |
294 | | return; |
295 | | } |
296 | | |
297 | | this.SetHeldPosition(this.order.data.x, this.order.data.z); |
298 | | this.MoveToPoint(this.order.data.x, this.order.data.z); |
299 | | if (this.IsAnimal()) |
300 | | this.SetNextState("ANIMAL.WALKING"); // WalkAndFight not applicable for animals |
301 | | else |
302 | | this.SetNextState("INDIVIDUAL.WALKINGANDFIGHTING"); |
303 | | }, |
304 | | |
305 | | |
306 | | "Order.WalkToTarget": function(msg) { |
307 | | // Let players move captured domestic animals around |
308 | | if (this.IsAnimal() && !this.IsDomestic()) |
309 | | { |
310 | | this.FinishOrder(); |
311 | | return; |
312 | | } |
313 | | |
314 | | // For packable units: |
315 | | // 1. If packed, we can move. |
316 | | // 2. If unpacked, we first need to pack, then follow case 1. |
317 | | if (this.CanPack()) |
318 | | { |
319 | | // Case 2: pack |
320 | | this.PushOrderFront("Pack", { "force": true }); |
321 | | return; |
322 | | } |
323 | | |
324 | | var ok = this.MoveToTarget(this.order.data.target); |
325 | | if (ok) |
326 | | { |
327 | | // We've started walking to the given point |
328 | | if (this.IsAnimal()) |
329 | | this.SetNextState("ANIMAL.WALKING"); |
330 | | else |
331 | | this.SetNextState("INDIVIDUAL.WALKING"); |
332 | | } |
333 | | else |
334 | | { |
335 | | // We are already at the target, or can't move at all |
336 | | this.StopMoving(); |
337 | | this.FinishOrder(); |
338 | | } |
339 | | }, |
340 | | |
341 | | "Order.PickupUnit": function(msg) { |
342 | | var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder); |
343 | | if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull()) |
344 | | { |
345 | | this.FinishOrder(); |
346 | | return; |
347 | | } |
348 | | |
349 | | // Check if we need to move TODO implement a better way to know if we are on the shoreline |
350 | | var needToMove = true; |
351 | | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); |
352 | | if (this.lastShorelinePosition && cmpPosition && (this.lastShorelinePosition.x == cmpPosition.GetPosition().x) |
353 | | && (this.lastShorelinePosition.z == cmpPosition.GetPosition().z)) |
354 | | { |
355 | | // we were already on the shoreline, and have not moved since |
356 | | if (DistanceBetweenEntities(this.entity, this.order.data.target) < 50) |
357 | | needToMove = false; |
358 | | } |
359 | | |
360 | | // TODO: what if the units are on a cliff ? the ship will go below the cliff |
361 | | // and the units won't be able to garrison. Should go to the nearest (accessible) shore |
362 | | if (needToMove && this.MoveToTarget(this.order.data.target)) |
363 | | { |
364 | | this.SetNextState("INDIVIDUAL.PICKUP.APPROACHING"); |
365 | | } |
366 | | else |
367 | | { |
368 | | // We are already at the target, or can't move at all |
369 | | this.StopMoving(); |
370 | | this.SetNextState("INDIVIDUAL.PICKUP.LOADING"); |
371 | | } |
372 | | }, |
373 | | |
374 | | "Order.Guard": function(msg) { |
375 | | if (!this.AddGuard(this.order.data.target)) |
376 | | { |
377 | | this.FinishOrder(); |
378 | | return; |
379 | | } |
380 | | |
381 | | if (this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange)) |
382 | | this.SetNextState("INDIVIDUAL.GUARD.ESCORTING"); |
383 | | else |
384 | | this.SetNextState("INDIVIDUAL.GUARD.GUARDING"); |
385 | | }, |
386 | | |
387 | | "Order.Flee": function(msg) { |
388 | | // We use the distance between the entities to account for ranged attacks |
389 | | var distance = DistanceBetweenEntities(this.entity, this.order.data.target) + (+this.template.FleeDistance); |
390 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
391 | | if (cmpUnitMotion.MoveToTargetRange(this.order.data.target, distance, -1)) |
392 | | { |
393 | | // We've started fleeing from the given target |
394 | | if (this.IsAnimal()) |
395 | | this.SetNextState("ANIMAL.FLEEING"); |
396 | | else |
397 | | this.SetNextState("INDIVIDUAL.FLEEING"); |
398 | | } |
399 | | else |
400 | | { |
401 | | // We are already at the target, or can't move at all |
402 | | this.StopMoving(); |
403 | | this.FinishOrder(); |
404 | | } |
405 | | }, |
406 | | |
407 | | "Order.Attack": function(msg) { |
408 | | // Check the target is alive |
409 | | if (!this.TargetIsAlive(this.order.data.target)) |
410 | | { |
411 | | this.FinishOrder(); |
412 | | return; |
413 | | } |
414 | | |
415 | | // Work out how to attack the given target |
416 | | var type = this.GetBestAttackAgainst(this.order.data.target); |
417 | | if (!type) |
418 | | { |
419 | | // Oops, we can't attack at all |
420 | | this.FinishOrder(); |
421 | | return; |
422 | | } |
423 | | this.order.data.attackType = type; |
424 | | |
425 | | // If we are already at the target, try attacking it from here |
426 | | if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType)) |
427 | | { |
428 | | this.StopMoving(); |
429 | | // For packable units within attack range: |
430 | | // 1. If unpacked, we can attack the target. |
431 | | // 2. If packed, we first need to unpack, then follow case 1. |
432 | | if (this.CanUnpack()) |
433 | | { |
434 | | // Ignore unforced attacks |
435 | | // TODO: use special stances instead? |
436 | | if (!this.order.data.force) |
437 | | { |
438 | | this.FinishOrder(); |
439 | | return; |
440 | | } |
441 | | |
442 | | // Case 2: unpack |
443 | | this.PushOrderFront("Unpack", { "force": true }); |
444 | | return; |
445 | | } |
446 | | |
447 | | |
448 | | if (this.order.data.attackType == this.oldAttackType) |
449 | | { |
450 | | if (this.IsAnimal()) |
451 | | this.SetNextState("ANIMAL.COMBAT.ATTACKING"); |
452 | | else |
453 | | this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING"); |
454 | | } |
455 | | else |
456 | | { |
457 | | if (this.IsAnimal()) |
458 | | this.SetNextStateAlwaysEntering("ANIMAL.COMBAT.ATTACKING"); |
459 | | else |
460 | | this.SetNextStateAlwaysEntering("INDIVIDUAL.COMBAT.ATTACKING"); |
461 | | } |
462 | | return; |
463 | | } |
464 | | |
465 | | // For packable units out of attack range: |
466 | | // 1. If packed, we need to move to attack range and then unpack. |
467 | | // 2. If unpacked, we first need to pack, then follow case 1. |
468 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
469 | | if (cmpPack) |
470 | | { |
471 | | // Ignore unforced attacks |
472 | | // TODO: use special stances instead? |
473 | | if (!this.order.data.force) |
474 | | { |
475 | | this.FinishOrder(); |
476 | | return; |
477 | | } |
478 | | |
479 | | if (this.CanPack()) |
480 | | { |
481 | | // Case 2: pack |
482 | | this.PushOrderFront("Pack", { "force": true }); |
483 | | return; |
484 | | } |
485 | | } |
486 | | |
487 | | // If we can't reach the target, but are standing ground, then abandon this attack order. |
488 | | // Unless we're hunting, that's a special case where we should continue attacking our target. |
489 | | if (this.GetStance().respondStandGround && !this.order.data.force && !this.order.data.hunting) |
490 | | { |
491 | | this.FinishOrder(); |
492 | | return; |
493 | | } |
494 | | |
495 | | // Try to move within attack range |
496 | | if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType)) |
497 | | { |
498 | | // We've started walking to the given point |
499 | | if (this.IsAnimal()) |
500 | | this.SetNextState("ANIMAL.COMBAT.APPROACHING"); |
501 | | else |
502 | | this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING"); |
503 | | return; |
504 | | } |
505 | | |
506 | | // We can't reach the target, and can't move towards it, |
507 | | // so abandon this attack order |
508 | | this.FinishOrder(); |
509 | | }, |
510 | | |
511 | | "Order.Heal": function(msg) { |
512 | | // Check the target is alive |
513 | | if (!this.TargetIsAlive(this.order.data.target)) |
514 | | { |
515 | | this.FinishOrder(); |
516 | | return; |
517 | | } |
518 | | |
519 | | // Healers can't heal themselves. |
520 | | if (this.order.data.target == this.entity) |
521 | | { |
522 | | this.FinishOrder(); |
523 | | return; |
524 | | } |
525 | | |
526 | | // Check if the target is in range |
527 | | if (this.CheckTargetRange(this.order.data.target, IID_Heal)) |
528 | | { |
529 | | this.StopMoving(); |
530 | | this.SetNextState("INDIVIDUAL.HEAL.HEALING"); |
531 | | return; |
532 | | } |
533 | | |
534 | | // If we can't reach the target, but are standing ground, |
535 | | // then abandon this heal order |
536 | | if (this.GetStance().respondStandGround && !this.order.data.force) |
537 | | { |
538 | | this.FinishOrder(); |
539 | | return; |
540 | | } |
541 | | |
542 | | // Try to move within heal range |
543 | | if (this.MoveToTargetRange(this.order.data.target, IID_Heal)) |
544 | | { |
545 | | // We've started walking to the given point |
546 | | this.SetNextState("INDIVIDUAL.HEAL.APPROACHING"); |
547 | | return; |
548 | | } |
549 | | |
550 | | // We can't reach the target, and can't move towards it, |
551 | | // so abandon this heal order |
552 | | this.FinishOrder(); |
553 | | }, |
554 | | |
555 | | "Order.Gather": function(msg) { |
556 | | // If the target is still alive, we need to kill it first |
557 | | if (this.MustKillGatherTarget(this.order.data.target)) |
558 | | { |
559 | | // Make sure we can attack the target, else we'll get very stuck |
560 | | if (!this.GetBestAttackAgainst(this.order.data.target)) |
561 | | { |
562 | | // Oops, we can't attack at all - give up |
563 | | // TODO: should do something so the player knows why this failed |
564 | | this.FinishOrder(); |
565 | | return; |
566 | | } |
567 | | // The target was visible when this order was issued, |
568 | | // but could now be invisible again. |
569 | | if (!this.CheckTargetVisible(this.order.data.target)) |
570 | | { |
571 | | if (this.order.data.secondTry === undefined) |
572 | | { |
573 | | this.order.data.secondTry = true; |
574 | | this.PushOrderFront("Walk", this.order.data.lastPos); |
575 | | } |
576 | | else |
577 | | { |
578 | | // We couldn't move there, or the target moved away |
579 | | this.FinishOrder(); |
580 | | } |
581 | | return; |
582 | | } |
583 | | |
584 | | this.PushOrderFront("Attack", { "target": this.order.data.target, "force": false, "hunting": true }); |
585 | | return; |
586 | | } |
587 | | |
588 | | // Try to move within range |
589 | | if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer)) |
590 | | { |
591 | | // We've started walking to the given point |
592 | | this.SetNextState("INDIVIDUAL.GATHER.APPROACHING"); |
593 | | } |
594 | | else |
595 | | { |
596 | | // We are already at the target, or can't move at all, |
597 | | // so try gathering it from here. |
598 | | // TODO: need better handling of the can't-reach-target case |
599 | | this.StopMoving(); |
600 | | this.SetNextStateAlwaysEntering("INDIVIDUAL.GATHER.GATHERING"); |
601 | | } |
602 | | }, |
603 | | |
604 | | "Order.GatherNearPosition": function(msg) { |
605 | | // Move the unit to the position to gather from. |
606 | | this.MoveToPoint(this.order.data.x, this.order.data.z); |
607 | | this.SetNextState("INDIVIDUAL.GATHER.WALKING"); |
608 | | }, |
609 | | |
610 | | "Order.ReturnResource": function(msg) { |
611 | | // Check if the dropsite is already in range |
612 | | if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) && this.CanReturnResource(this.order.data.target, true)) |
613 | | { |
614 | | var cmpResourceDropsite = Engine.QueryInterface(this.order.data.target, IID_ResourceDropsite); |
615 | | if (cmpResourceDropsite) |
616 | | { |
617 | | // Dump any resources we can |
618 | | var dropsiteTypes = cmpResourceDropsite.GetTypes(); |
619 | | |
620 | | Engine.QueryInterface(this.entity, IID_ResourceGatherer).CommitResources(dropsiteTypes); |
621 | | |
622 | | // Our next order should always be a Gather, |
623 | | // so just switch back to that order |
624 | | this.FinishOrder(); |
625 | | return; |
626 | | } |
627 | | } |
628 | | // Try to move to the dropsite |
629 | | if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer)) |
630 | | { |
631 | | // We've started walking to the target |
632 | | this.SetNextState("INDIVIDUAL.RETURNRESOURCE.APPROACHING"); |
633 | | return; |
634 | | } |
635 | | // Oops, we can't reach the dropsite. |
636 | | // Maybe we should try to pick another dropsite, to find an |
637 | | // accessible one? |
638 | | // For now, just give up. |
639 | | this.StopMoving(); |
640 | | this.FinishOrder(); |
641 | | return; |
642 | | }, |
643 | | |
644 | | "Order.Trade": function(msg) { |
645 | | // We must check if this trader has both markets in case it was a back-to-work order |
646 | | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); |
647 | | if (!cmpTrader || ! cmpTrader.HasBothMarkets()) |
648 | | { |
649 | | this.FinishOrder(); |
650 | | return; |
651 | | } |
652 | | |
653 | | var nextMarket = cmpTrader.GetNextMarket(); |
654 | | if (nextMarket == this.order.data.firstMarket) |
655 | | var state = "TRADE.APPROACHINGFIRSTMARKET"; |
656 | | else |
657 | | var state = "TRADE.APPROACHINGSECONDMARKET"; |
658 | | |
659 | | // TODO find the nearest way-point from our position, and start with it |
660 | | this.waypoints = undefined; |
661 | | if (this.MoveToMarket(nextMarket)) |
662 | | { |
663 | | // We've started walking to the next market |
664 | | this.SetNextState(state); |
665 | | } |
666 | | else |
667 | | this.FinishOrder(); |
668 | | }, |
669 | | |
670 | | "Order.Repair": function(msg) { |
671 | | // Try to move within range |
672 | | if (this.MoveToTargetRange(this.order.data.target, IID_Builder)) |
673 | | { |
674 | | // We've started walking to the given point |
675 | | this.SetNextState("INDIVIDUAL.REPAIR.APPROACHING"); |
676 | | } |
677 | | else |
678 | | { |
679 | | // We are already at the target, or can't move at all, |
680 | | // so try repairing it from here. |
681 | | // TODO: need better handling of the can't-reach-target case |
682 | | this.StopMoving(); |
683 | | this.SetNextState("INDIVIDUAL.REPAIR.REPAIRING"); |
684 | | } |
685 | | }, |
686 | | |
687 | | "Order.Garrison": function(msg) { |
688 | | // For packable units: |
689 | | // 1. If packed, we can move to the garrison target. |
690 | | // 2. If unpacked, we first need to pack, then follow case 1. |
691 | | if (this.CanPack()) |
692 | | { |
693 | | // Case 2: pack |
694 | | this.PushOrderFront("Pack", { "force": true }); |
695 | | return; |
696 | | } |
697 | | |
698 | | if (this.MoveToGarrisonRange(this.order.data.target)) |
699 | | { |
700 | | this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING"); |
701 | | } |
702 | | else |
703 | | { |
704 | | // We do a range check before actually garrisoning |
705 | | this.StopMoving(); |
706 | | this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED"); |
707 | | } |
708 | | }, |
709 | | |
710 | | "Order.Autogarrison": function(msg) { |
711 | | this.SetNextState("INDIVIDUAL.AUTOGARRISON"); |
712 | | }, |
713 | | |
714 | | "Order.Alert": function(msg) { |
715 | | this.alertRaiser = this.order.data.raiser; |
716 | | |
717 | | // Find a target to garrison into, if we don't already have one |
718 | | if (!this.alertGarrisoningTarget) |
719 | | this.alertGarrisoningTarget = this.FindNearbyGarrisonHolder(); |
720 | | |
721 | | if (this.alertGarrisoningTarget) |
722 | | this.ReplaceOrder("Garrison", {"target": this.alertGarrisoningTarget}); |
723 | | else |
724 | | this.FinishOrder(); |
725 | | }, |
726 | | |
727 | | "Order.Cheering": function(msg) { |
728 | | this.SetNextState("INDIVIDUAL.CHEERING"); |
729 | | }, |
730 | | |
731 | | "Order.Pack": function(msg) { |
732 | | if (this.CanPack()) |
733 | | { |
734 | | this.StopMoving(); |
735 | | this.SetNextState("INDIVIDUAL.PACKING"); |
736 | | } |
737 | | }, |
738 | | |
739 | | "Order.Unpack": function(msg) { |
740 | | if (this.CanUnpack()) |
741 | | { |
742 | | this.StopMoving(); |
743 | | this.SetNextState("INDIVIDUAL.UNPACKING"); |
744 | | } |
745 | | }, |
746 | | |
747 | | "Order.CancelPack": function(msg) { |
748 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
749 | | if (cmpPack && cmpPack.IsPacking() && !cmpPack.IsPacked()) |
750 | | cmpPack.CancelPack(); |
751 | | this.FinishOrder(); |
752 | | }, |
753 | | |
754 | | "Order.CancelUnpack": function(msg) { |
755 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
756 | | if (cmpPack && cmpPack.IsPacking() && cmpPack.IsPacked()) |
757 | | cmpPack.CancelPack(); |
758 | | this.FinishOrder(); |
759 | | }, |
760 | | |
761 | | // States for the special entity representing a group of units moving in formation: |
762 | | "FORMATIONCONTROLLER": { |
763 | | |
764 | | "Order.Walk": function(msg) { |
765 | | this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]); |
766 | | |
767 | | this.MoveToPoint(this.order.data.x, this.order.data.z); |
768 | | this.SetNextState("WALKING"); |
769 | | }, |
770 | | |
771 | | "Order.WalkAndFight": function(msg) { |
772 | | this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]); |
773 | | |
774 | | this.MoveToPoint(this.order.data.x, this.order.data.z); |
775 | | this.SetNextState("WALKINGANDFIGHTING"); |
776 | | }, |
777 | | |
778 | | "Order.MoveIntoFormation": function(msg) { |
779 | | this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]); |
780 | | |
781 | | this.MoveToPoint(this.order.data.x, this.order.data.z); |
782 | | this.SetNextState("FORMING"); |
783 | | }, |
784 | | |
785 | | // Only used by other orders to walk there in formation |
786 | | "Order.WalkToTargetRange": function(msg) { |
787 | | if (this.MoveToTargetRangeExplicit(this.order.data.target, this.order.data.min, this.order.data.max)) |
788 | | this.SetNextState("WALKING"); |
789 | | else |
790 | | this.FinishOrder(); |
791 | | }, |
792 | | |
793 | | "Order.WalkToTarget": function(msg) { |
794 | | if (this.MoveToTarget(this.order.data.target)) |
795 | | this.SetNextState("WALKING"); |
796 | | else |
797 | | this.FinishOrder(); |
798 | | }, |
799 | | |
800 | | "Order.WalkToPointRange": function(msg) { |
801 | | if (this.MoveToPointRange(this.order.data.x, this.order.data.z, this.order.data.min, this.order.data.max)) |
802 | | this.SetNextState("WALKING"); |
803 | | else |
804 | | this.FinishOrder(); |
805 | | }, |
806 | | |
807 | | "Order.Guard": function(msg) { |
808 | | this.CallMemberFunction("Guard", [msg.data.target, false]); |
809 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
810 | | cmpFormation.Disband(); |
811 | | }, |
812 | | |
813 | | "Order.Stop": function(msg) { |
814 | | this.CallMemberFunction("Stop", [false]); |
815 | | this.FinishOrder(); |
816 | | }, |
817 | | |
818 | | "Order.Attack": function(msg) { |
819 | | var target = msg.data.target; |
820 | | var cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI); |
821 | | if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember()) |
822 | | target = cmpTargetUnitAI.GetFormationController(); |
823 | | |
824 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
825 | | // Check if we are already in range, otherwise walk there |
826 | | if (!this.CheckTargetAttackRange(target, target)) |
827 | | { |
828 | | if (this.TargetIsAlive(target) && this.CheckTargetVisible(target)) |
829 | | { |
830 | | if (this.MoveToTargetAttackRange(target, target)) |
831 | | { |
832 | | this.SetNextState("COMBAT.APPROACHING"); |
833 | | return; |
834 | | } |
835 | | } |
836 | | this.FinishOrder(); |
837 | | return; |
838 | | } |
839 | | this.CallMemberFunction("Attack", [target, false]); |
840 | | if (cmpAttack.CanAttackAsFormation()) |
841 | | this.SetNextState("COMBAT.ATTACKING"); |
842 | | else |
843 | | this.SetNextState("MEMBER"); |
844 | | }, |
845 | | |
846 | | "Order.Garrison": function(msg) { |
847 | | if (!Engine.QueryInterface(msg.data.target, IID_GarrisonHolder)) |
848 | | { |
849 | | this.FinishOrder(); |
850 | | return; |
851 | | } |
852 | | // Check if we are already in range, otherwise walk there |
853 | | if (!this.CheckGarrisonRange(msg.data.target)) |
854 | | { |
855 | | if (!this.CheckTargetVisible(msg.data.target)) |
856 | | { |
857 | | this.FinishOrder(); |
858 | | return; |
859 | | } |
860 | | else |
861 | | { |
862 | | // Out of range; move there in formation |
863 | | if (this.MoveToGarrisonRange(msg.data.target)) |
864 | | { |
865 | | this.SetNextState("GARRISON.APPROACHING"); |
866 | | return; |
867 | | } |
868 | | } |
869 | | } |
870 | | |
871 | | this.SetNextState("GARRISON.GARRISONING"); |
872 | | }, |
873 | | |
874 | | "Order.Gather": function(msg) { |
875 | | if (this.MustKillGatherTarget(msg.data.target)) |
876 | | { |
877 | | // The target was visible when this order was given, |
878 | | // but could now be invisible. |
879 | | if (!this.CheckTargetVisible(msg.data.target)) |
880 | | { |
881 | | if (msg.data.secondTry === undefined) |
882 | | { |
883 | | msg.data.secondTry = true; |
884 | | this.PushOrderFront("Walk", msg.data.lastPos); |
885 | | } |
886 | | else |
887 | | { |
888 | | // We couldn't move there, or the target moved away |
889 | | this.FinishOrder(); |
890 | | } |
891 | | return; |
892 | | } |
893 | | |
894 | | this.PushOrderFront("Attack", { "target": msg.data.target, "hunting": true }); |
895 | | return; |
896 | | } |
897 | | |
898 | | // TODO: on what should we base this range? |
899 | | // Check if we are already in range, otherwise walk there |
900 | | if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10)) |
901 | | { |
902 | | if (!this.CanGather(msg.data.target) || !this.CheckTargetVisible(msg.data.target)) |
903 | | // The target isn't gatherable or not visible any more. |
904 | | this.FinishOrder(); |
905 | | // TODO: Should we issue a gather-near-position order |
906 | | // if the target isn't gatherable/doesn't exist anymore? |
907 | | else |
908 | | // Out of range; move there in formation |
909 | | this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 }); |
910 | | return; |
911 | | } |
912 | | |
913 | | this.CallMemberFunction("Gather", [msg.data.target, false]); |
914 | | |
915 | | this.SetNextStateAlwaysEntering("MEMBER"); |
916 | | }, |
917 | | |
918 | | "Order.GatherNearPosition": function(msg) { |
919 | | // TODO: on what should we base this range? |
920 | | // Check if we are already in range, otherwise walk there |
921 | | if (!this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, 20)) |
922 | | { |
923 | | // Out of range; move there in formation |
924 | | this.PushOrderFront("WalkToPointRange", { "x": msg.data.x, "z": msg.data.z, "min": 0, "max": 20 }); |
925 | | return; |
926 | | } |
927 | | |
928 | | this.CallMemberFunction("GatherNearPosition", [msg.data.x, msg.data.z, msg.data.type, msg.data.template, false]); |
929 | | |
930 | | this.SetNextStateAlwaysEntering("MEMBER"); |
931 | | }, |
932 | | |
933 | | "Order.Heal": function(msg) { |
934 | | // TODO: on what should we base this range? |
935 | | // Check if we are already in range, otherwise walk there |
936 | | if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10)) |
937 | | { |
938 | | if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target)) |
939 | | // The target was destroyed |
940 | | this.FinishOrder(); |
941 | | else |
942 | | // Out of range; move there in formation |
943 | | this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 }); |
944 | | return; |
945 | | } |
946 | | |
947 | | this.CallMemberFunction("Heal", [msg.data.target, false]); |
948 | | |
949 | | this.SetNextStateAlwaysEntering("MEMBER"); |
950 | | }, |
951 | | |
952 | | "Order.Repair": function(msg) { |
953 | | // TODO: on what should we base this range? |
954 | | // Check if we are already in range, otherwise walk there |
955 | | if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10)) |
956 | | { |
957 | | if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target)) |
958 | | // The building was finished or destroyed |
959 | | this.FinishOrder(); |
960 | | else |
961 | | // Out of range move there in formation |
962 | | this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 }); |
963 | | return; |
964 | | } |
965 | | |
966 | | this.CallMemberFunction("Repair", [msg.data.target, msg.data.autocontinue, false]); |
967 | | |
968 | | this.SetNextStateAlwaysEntering("MEMBER"); |
969 | | }, |
970 | | |
971 | | "Order.ReturnResource": function(msg) { |
972 | | // TODO: on what should we base this range? |
973 | | // Check if we are already in range, otherwise walk there |
974 | | if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10)) |
975 | | { |
976 | | if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target)) |
977 | | // The target was destroyed |
978 | | this.FinishOrder(); |
979 | | else |
980 | | // Out of range; move there in formation |
981 | | this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 }); |
982 | | return; |
983 | | } |
984 | | |
985 | | this.CallMemberFunction("ReturnResource", [msg.data.target, false]); |
986 | | |
987 | | this.SetNextStateAlwaysEntering("MEMBER"); |
988 | | }, |
989 | | |
990 | | "Order.Pack": function(msg) { |
991 | | this.CallMemberFunction("Pack", [false]); |
992 | | |
993 | | this.SetNextStateAlwaysEntering("MEMBER"); |
994 | | }, |
995 | | |
996 | | "Order.Unpack": function(msg) { |
997 | | this.CallMemberFunction("Unpack", [false]); |
998 | | |
999 | | this.SetNextStateAlwaysEntering("MEMBER"); |
1000 | | }, |
1001 | | |
1002 | | "IDLE": { |
1003 | | "enter": function(msg) { |
1004 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
1005 | | cmpFormation.SetRearrange(false); |
1006 | | }, |
1007 | | }, |
1008 | | |
1009 | | "WALKING": { |
1010 | | "MoveStarted": function(msg) { |
1011 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
1012 | | cmpFormation.SetRearrange(true); |
1013 | | cmpFormation.MoveMembersIntoFormation(true, true); |
1014 | | }, |
1015 | | |
1016 | | "MoveCompleted": function(msg) { |
1017 | | if (this.FinishOrder()) |
1018 | | this.CallMemberFunction("ResetFinishOrder", []); |
1019 | | }, |
1020 | | }, |
1021 | | |
1022 | | "WALKINGANDFIGHTING": { |
1023 | | "enter": function(msg) { |
1024 | | this.StartTimer(0, 1000); |
1025 | | }, |
1026 | | |
1027 | | "Timer": function(msg) { |
1028 | | // check if there are no enemies to attack |
1029 | | this.FindWalkAndFightTargets(); |
1030 | | }, |
1031 | | |
1032 | | "leave": function(msg) { |
1033 | | this.StopTimer(); |
1034 | | }, |
1035 | | |
1036 | | "MoveStarted": function(msg) { |
1037 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
1038 | | cmpFormation.SetRearrange(true); |
1039 | | cmpFormation.MoveMembersIntoFormation(true, true); |
1040 | | }, |
1041 | | |
1042 | | "MoveCompleted": function(msg) { |
1043 | | if (this.FinishOrder()) |
1044 | | this.CallMemberFunction("ResetFinishOrder", []); |
1045 | | }, |
1046 | | }, |
1047 | | |
1048 | | "GARRISON":{ |
1049 | | "enter": function() { |
1050 | | // If the garrisonholder should pickup, warn it so it can take needed action |
1051 | | var cmpGarrisonHolder = Engine.QueryInterface(this.order.data.target, IID_GarrisonHolder); |
1052 | | if (cmpGarrisonHolder && cmpGarrisonHolder.CanPickup(this.entity)) |
1053 | | { |
1054 | | this.pickup = this.order.data.target; // temporary, deleted in "leave" |
1055 | | Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity }); |
1056 | | } |
1057 | | }, |
1058 | | |
1059 | | "leave": function() { |
1060 | | // If a pickup has been requested and not yet canceled, cancel it |
1061 | | if (this.pickup) |
1062 | | { |
1063 | | Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity }); |
1064 | | delete this.pickup; |
1065 | | } |
1066 | | }, |
1067 | | |
1068 | | |
1069 | | "APPROACHING": { |
1070 | | "MoveStarted": function(msg) { |
1071 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
1072 | | cmpFormation.SetRearrange(true); |
1073 | | cmpFormation.MoveMembersIntoFormation(true, true); |
1074 | | }, |
1075 | | |
1076 | | "MoveCompleted": function(msg) { |
1077 | | this.SetNextState("GARRISONING"); |
1078 | | }, |
1079 | | }, |
1080 | | |
1081 | | "GARRISONING": { |
1082 | | "enter": function() { |
1083 | | // If a pickup has been requested, cancel it as it will be requested by members |
1084 | | if (this.pickup) |
1085 | | { |
1086 | | Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity }); |
1087 | | delete this.pickup; |
1088 | | } |
1089 | | this.CallMemberFunction("Garrison", [this.order.data.target, false]); |
1090 | | this.SetNextStateAlwaysEntering("MEMBER"); |
1091 | | }, |
1092 | | }, |
1093 | | }, |
1094 | | |
1095 | | "FORMING": { |
1096 | | "MoveStarted": function(msg) { |
1097 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
1098 | | cmpFormation.SetRearrange(true); |
1099 | | cmpFormation.MoveMembersIntoFormation(true, false); |
1100 | | }, |
1101 | | |
1102 | | "MoveCompleted": function(msg) { |
1103 | | |
1104 | | if (this.FinishOrder()) |
1105 | | { |
1106 | | this.CallMemberFunction("ResetFinishOrder", []); |
1107 | | return; |
1108 | | } |
1109 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
1110 | | |
1111 | | cmpFormation.FindInPosition(); |
1112 | | } |
1113 | | }, |
1114 | | |
1115 | | "COMBAT": { |
1116 | | "APPROACHING": { |
1117 | | "MoveStarted": function(msg) { |
1118 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
1119 | | cmpFormation.SetRearrange(true); |
1120 | | cmpFormation.MoveMembersIntoFormation(true, true); |
1121 | | }, |
1122 | | |
1123 | | "MoveCompleted": function(msg) { |
1124 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
1125 | | this.CallMemberFunction("Attack", [this.order.data.target, false]); |
1126 | | if (cmpAttack.CanAttackAsFormation()) |
1127 | | this.SetNextState("COMBAT.ATTACKING"); |
1128 | | else |
1129 | | this.SetNextState("MEMBER"); |
1130 | | }, |
1131 | | }, |
1132 | | |
1133 | | "ATTACKING": { |
1134 | | // Wait for individual members to finish |
1135 | | "enter": function(msg) { |
1136 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
1137 | | cmpFormation.SetRearrange(true); |
1138 | | cmpFormation.MoveMembersIntoFormation(false, false); |
1139 | | this.StartTimer(200, 200); |
1140 | | |
1141 | | var target = this.order.data.target; |
1142 | | // Check if we are already in range, otherwise walk there |
1143 | | if (!this.CheckTargetAttackRange(target, target)) |
1144 | | { |
1145 | | if (this.TargetIsAlive(target) && this.CheckTargetVisible(target)) |
1146 | | { |
1147 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
1148 | | var range = cmpAttack.GetRange(target); |
1149 | | this.PushOrderFront("WalkToTargetRange", { "target": target, "min": range.min, "max": range.max }); |
1150 | | return; |
1151 | | } |
1152 | | this.FinishOrder(); |
1153 | | return; |
1154 | | } |
1155 | | |
1156 | | }, |
1157 | | |
1158 | | "Timer": function(msg) { |
1159 | | var target = this.order.data.target; |
1160 | | // Check if we are already in range, otherwise walk there |
1161 | | if (!this.CheckTargetAttackRange(target, target)) |
1162 | | { |
1163 | | if (this.TargetIsAlive(target) && this.CheckTargetVisible(target)) |
1164 | | { |
1165 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
1166 | | var range = cmpAttack.GetRange(target); |
1167 | | this.FinishOrder(); |
1168 | | this.PushOrderFront("Attack", { "target": target, "force": false }); |
1169 | | return; |
1170 | | } |
1171 | | this.FinishOrder(); |
1172 | | return; |
1173 | | } |
1174 | | }, |
1175 | | |
1176 | | "leave": function(msg) { |
1177 | | this.StopTimer(); |
1178 | | }, |
1179 | | }, |
1180 | | }, |
1181 | | |
1182 | | "MEMBER": { |
1183 | | // Wait for individual members to finish |
1184 | | "enter": function(msg) { |
1185 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
1186 | | cmpFormation.SetRearrange(false); |
1187 | | this.StartTimer(1000, 1000); |
1188 | | }, |
1189 | | |
1190 | | "Timer": function(msg) { |
1191 | | // Have all members finished the task? |
1192 | | if (!this.TestAllMemberFunction("HasFinishedOrder", [])) |
1193 | | return; |
1194 | | |
1195 | | this.CallMemberFunction("ResetFinishOrder", []); |
1196 | | |
1197 | | // Execute the next order |
1198 | | if (this.FinishOrder()) |
1199 | | { |
1200 | | // if WalkAndFight order, look for new target before moving again |
1201 | | if (this.IsWalkingAndFighting()) |
1202 | | this.FindWalkAndFightTargets(); |
1203 | | return; |
1204 | | } |
1205 | | }, |
1206 | | |
1207 | | "leave": function(msg) { |
1208 | | this.StopTimer(); |
1209 | | }, |
1210 | | }, |
1211 | | }, |
1212 | | |
1213 | | |
1214 | | // States for entities moving as part of a formation: |
1215 | | "FORMATIONMEMBER": { |
1216 | | "FormationLeave": function(msg) { |
1217 | | // We're not in a formation anymore, so no need to track this. |
1218 | | this.finishedOrder = false; |
1219 | | |
1220 | | // Stop moving as soon as the formation disbands |
1221 | | this.StopMoving(); |
1222 | | |
1223 | | // If the controller handled an order but some members rejected it, |
1224 | | // they will have no orders and be in the FORMATIONMEMBER.IDLE state. |
1225 | | if (this.orderQueue.length) |
1226 | | { |
1227 | | // We're leaving the formation, so stop our FormationWalk order |
1228 | | if (this.FinishOrder()) |
1229 | | return; |
1230 | | } |
1231 | | |
1232 | | // No orders left, we're an individual now |
1233 | | if (this.IsAnimal()) |
1234 | | this.SetNextState("ANIMAL.IDLE"); |
1235 | | else |
1236 | | this.SetNextState("INDIVIDUAL.IDLE"); |
1237 | | }, |
1238 | | |
1239 | | // Override the LeaveFoundation order since we're not doing |
1240 | | // anything more important (and we might be stuck in the WALKING |
1241 | | // state forever and need to get out of foundations in that case) |
1242 | | "Order.LeaveFoundation": function(msg) { |
1243 | | // If foundation is not ally of entity, or if entity is unpacked siege, |
1244 | | // ignore the order |
1245 | | if (!IsOwnedByAllyOfEntity(this.entity, msg.data.target) || this.IsPacking() || this.CanPack()) |
1246 | | { |
1247 | | this.FinishOrder(); |
1248 | | return; |
1249 | | } |
1250 | | // Move a tile outside the building |
1251 | | var range = 4; |
1252 | | var ok = this.MoveToTargetRangeExplicit(msg.data.target, range, range); |
1253 | | if (ok) |
1254 | | { |
1255 | | // We've started walking to the given point |
1256 | | this.SetNextState("WALKINGTOPOINT"); |
1257 | | } |
1258 | | else |
1259 | | { |
1260 | | // We are already at the target, or can't move at all |
1261 | | this.FinishOrder(); |
1262 | | } |
1263 | | }, |
1264 | | |
1265 | | |
1266 | | "IDLE": { |
1267 | | "enter": function() { |
1268 | | if (this.IsAnimal()) |
1269 | | this.SetNextState("ANIMAL.IDLE"); |
1270 | | else |
1271 | | this.SetNextState("INDIVIDUAL.IDLE"); |
1272 | | return true; |
1273 | | }, |
1274 | | }, |
1275 | | |
1276 | | "WALKING": { |
1277 | | "enter": function () { |
1278 | | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation); |
1279 | | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); |
1280 | | if (cmpFormation && cmpVisual) |
1281 | | { |
1282 | | cmpVisual.ReplaceMoveAnimation("walk", cmpFormation.GetFormationAnimation(this.entity, "walk")); |
1283 | | cmpVisual.ReplaceMoveAnimation("run", cmpFormation.GetFormationAnimation(this.entity, "run")); |
1284 | | } |
1285 | | this.SelectAnimation("move"); |
1286 | | }, |
1287 | | |
1288 | | // Occurs when the unit has reached its destination and the controller |
1289 | | // is done moving. The controller is notified. |
1290 | | "MoveCompleted": function(msg) { |
1291 | | // We can only finish this order if the move was really completed. |
1292 | | if (!msg.data.error && this.FinishOrder()) |
1293 | | return; |
1294 | | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); |
1295 | | if (cmpVisual) |
1296 | | { |
1297 | | cmpVisual.ResetMoveAnimation("walk"); |
1298 | | cmpVisual.ResetMoveAnimation("run"); |
1299 | | } |
1300 | | |
1301 | | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation); |
1302 | | if (cmpFormation) |
1303 | | cmpFormation.SetInPosition(this.entity); |
1304 | | }, |
1305 | | }, |
1306 | | |
1307 | | // Special case used by Order.LeaveFoundation |
1308 | | "WALKINGTOPOINT": { |
1309 | | "enter": function() { |
1310 | | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation); |
1311 | | if (cmpFormation) |
1312 | | cmpFormation.UnsetInPosition(this.entity); |
1313 | | this.SelectAnimation("move"); |
1314 | | }, |
1315 | | |
1316 | | "MoveCompleted": function() { |
1317 | | this.FinishOrder(); |
1318 | | }, |
1319 | | }, |
1320 | | }, |
1321 | | |
1322 | | |
1323 | | // States for entities not part of a formation: |
1324 | | "INDIVIDUAL": { |
1325 | | |
1326 | | "enter": function() { |
1327 | | // Sanity-checking |
1328 | | if (this.IsAnimal()) |
1329 | | error("Animal got moved into INDIVIDUAL.* state"); |
1330 | | }, |
1331 | | |
1332 | | "Attacked": function(msg) { |
1333 | | // Respond to attack if we always target attackers, or if we target attackers |
1334 | | // during passive orders (e.g. gathering/repairing are never forced) |
1335 | | if (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && (!this.order || !this.order.data || !this.order.data.force))) |
1336 | | { |
1337 | | this.RespondToTargetedEntities([msg.data.attacker]); |
1338 | | } |
1339 | | }, |
1340 | | |
1341 | | "GuardedAttacked": function(msg) { |
1342 | | // do nothing if we have a forced order in queue before the guard order |
1343 | | for (var i = 0; i < this.orderQueue.length; ++i) |
1344 | | { |
1345 | | if (this.orderQueue[i].type == "Guard") |
1346 | | break; |
1347 | | if (this.orderQueue[i].data && this.orderQueue[i].data.force) |
1348 | | return; |
1349 | | } |
1350 | | // if we already are targeting another unit still alive, finish with it first |
1351 | | if (this.order && (this.order.type == "WalkAndFight" || this.order.type == "Attack")) |
1352 | | if (this.order.data.target != msg.data.attacker && this.TargetIsAlive(msg.data.attacker)) |
1353 | | return; |
1354 | | |
1355 | | var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity); |
1356 | | var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health); |
1357 | | if (cmpIdentity && cmpIdentity.HasClass("Support") && |
1358 | | cmpHealth && cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints()) |
1359 | | { |
1360 | | if (this.CanHeal(this.isGuardOf)) |
1361 | | this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false }); |
1362 | | else if (this.CanRepair(this.isGuardOf) && cmpHealth.IsRepairable()) |
1363 | | this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false }); |
1364 | | return; |
1365 | | } |
1366 | | |
1367 | | // if the attacker is a building and we can repair the guarded, repair it rather than attacking |
1368 | | var cmpBuildingAI = Engine.QueryInterface(msg.data.attacker, IID_BuildingAI); |
1369 | | if (cmpBuildingAI && this.CanRepair(this.isGuardOf) && cmpHealth.IsRepairable()) |
1370 | | { |
1371 | | this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false }); |
1372 | | return; |
1373 | | } |
1374 | | |
1375 | | // target the unit |
1376 | | if (this.CheckTargetVisible(msg.data.attacker)) |
1377 | | this.PushOrderFront("Attack", { "target": msg.data.attacker, "force": false }); |
1378 | | else |
1379 | | { |
1380 | | var cmpPosition = Engine.QueryInterface(msg.data.attacker, IID_Position); |
1381 | | if (!cmpPosition || !cmpPosition.IsInWorld()) |
1382 | | return; |
1383 | | var pos = cmpPosition.GetPosition(); |
1384 | | this.PushOrderFront("WalkAndFight", { "x": pos.x, "z": pos.z, "target": msg.data.attacker, "force": false }); |
1385 | | // if we already had a WalkAndFight, keep only the most recent one in case the target has moved |
1386 | | if (this.orderQueue[1] && this.orderQueue[1].type == "WalkAndFight") |
1387 | | this.orderQueue.splice(1, 1); |
1388 | | } |
1389 | | }, |
1390 | | |
1391 | | "IDLE": { |
1392 | | "enter": function() { |
1393 | | // Switch back to idle animation to guarantee we won't |
1394 | | // get stuck with an incorrect animation |
1395 | | var animationName = "idle"; |
1396 | | if (this.IsFormationMember()) |
1397 | | { |
1398 | | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation); |
1399 | | if (cmpFormation) |
1400 | | animationName = cmpFormation.GetFormationAnimation(this.entity, animationName); |
1401 | | } |
1402 | | this.SelectAnimation(animationName); |
1403 | | |
1404 | | // If the unit is guarding/escorting, go back to its duty |
1405 | | if (this.isGuardOf) |
1406 | | { |
1407 | | this.Guard(this.isGuardOf, false); |
1408 | | return true; |
1409 | | } |
1410 | | |
1411 | | // The GUI and AI want to know when a unit is idle, but we don't |
1412 | | // want to send frequent spurious messages if the unit's only |
1413 | | // idle for an instant and will quickly go off and do something else. |
1414 | | // So we'll set a timer here and only report the idle event if we |
1415 | | // remain idle |
1416 | | this.StartTimer(1000); |
1417 | | |
1418 | | // If a unit can heal and attack we first want to heal wounded units, |
1419 | | // so check if we are a healer and find whether there's anybody nearby to heal. |
1420 | | // (If anyone approaches later it'll be handled via LosHealRangeUpdate.) |
1421 | | // If anyone in sight gets hurt that will be handled via LosHealRangeUpdate. |
1422 | | if (this.IsHealer() && this.FindNewHealTargets()) |
1423 | | return true; // (abort the FSM transition since we may have already switched state) |
1424 | | |
1425 | | // If we entered the idle state we must have nothing better to do, |
1426 | | // so immediately check whether there's anybody nearby to attack. |
1427 | | // (If anyone approaches later, it'll be handled via LosRangeUpdate.) |
1428 | | if (this.FindNewTargets()) |
1429 | | return true; // (abort the FSM transition since we may have already switched state) |
1430 | | |
1431 | | // Nobody to attack - stay in idle |
1432 | | return false; |
1433 | | }, |
1434 | | |
1435 | | "leave": function() { |
1436 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
1437 | | if (this.losRangeQuery) |
1438 | | rangeMan.DisableActiveQuery(this.losRangeQuery); |
1439 | | if (this.losHealRangeQuery) |
1440 | | rangeMan.DisableActiveQuery(this.losHealRangeQuery); |
1441 | | |
1442 | | this.StopTimer(); |
1443 | | |
1444 | | if (this.isIdle) |
1445 | | { |
1446 | | this.isIdle = false; |
1447 | | Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle }); |
1448 | | } |
1449 | | }, |
1450 | | |
1451 | | "LosRangeUpdate": function(msg) { |
1452 | | if (this.GetStance().targetVisibleEnemies) |
1453 | | { |
1454 | | // Start attacking one of the newly-seen enemy (if any) |
1455 | | this.AttackEntitiesByPreference(msg.data.added); |
1456 | | } |
1457 | | }, |
1458 | | |
1459 | | "LosHealRangeUpdate": function(msg) { |
1460 | | this.RespondToHealableEntities(msg.data.added); |
1461 | | }, |
1462 | | |
1463 | | "Timer": function(msg) { |
1464 | | if (!this.isIdle) |
1465 | | { |
1466 | | this.isIdle = true; |
1467 | | Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle }); |
1468 | | } |
1469 | | }, |
1470 | | }, |
1471 | | |
1472 | | "WALKING": { |
1473 | | "enter": function () { |
1474 | | this.SelectAnimation("move"); |
1475 | | }, |
1476 | | |
1477 | | "MoveCompleted": function() { |
1478 | | this.FinishOrder(); |
1479 | | }, |
1480 | | }, |
1481 | | |
1482 | | "WALKINGANDFIGHTING": { |
1483 | | "enter": function () { |
1484 | | // Show weapons rather than carried resources. |
1485 | | this.SetGathererAnimationOverride(true); |
1486 | | |
1487 | | this.StartTimer(0, 1000); |
1488 | | this.SelectAnimation("move"); |
1489 | | }, |
1490 | | |
1491 | | "Timer": function(msg) { |
1492 | | this.FindWalkAndFightTargets(); |
1493 | | }, |
1494 | | |
1495 | | "leave": function(msg) { |
1496 | | this.StopTimer(); |
1497 | | }, |
1498 | | |
1499 | | "MoveCompleted": function() { |
1500 | | this.FinishOrder(); |
1501 | | }, |
1502 | | }, |
1503 | | |
1504 | | "GUARD": { |
1505 | | "RemoveGuard": function() { |
1506 | | this.StopMoving(); |
1507 | | this.FinishOrder(); |
1508 | | }, |
1509 | | |
1510 | | "ESCORTING": { |
1511 | | "enter": function () { |
1512 | | // Show weapons rather than carried resources. |
1513 | | this.SetGathererAnimationOverride(true); |
1514 | | |
1515 | | this.StartTimer(0, 1000); |
1516 | | this.SelectAnimation("move"); |
1517 | | this.SetHeldPositionOnEntity(this.isGuardOf); |
1518 | | return false; |
1519 | | }, |
1520 | | |
1521 | | "Timer": function(msg) { |
1522 | | // Check the target is alive |
1523 | | if (!this.TargetIsAlive(this.isGuardOf)) |
1524 | | { |
1525 | | this.StopMoving(); |
1526 | | this.FinishOrder(); |
1527 | | return; |
1528 | | } |
1529 | | this.SetHeldPositionOnEntity(this.isGuardOf); |
1530 | | }, |
1531 | | |
1532 | | "leave": function(msg) { |
1533 | | this.SetMoveSpeed(this.GetWalkSpeed()); |
1534 | | this.StopTimer(); |
1535 | | }, |
1536 | | |
1537 | | "MoveStarted": function(msg) { |
1538 | | // Adapt the speed to the one of the target if needed |
1539 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
1540 | | if (cmpUnitMotion.IsInTargetRange(this.isGuardOf, 0, 3*this.guardRange)) |
1541 | | { |
1542 | | var cmpUnitAI = Engine.QueryInterface(this.isGuardOf, IID_UnitAI); |
1543 | | if (cmpUnitAI) |
1544 | | { |
1545 | | var speed = cmpUnitAI.GetWalkSpeed(); |
1546 | | if (speed < this.GetWalkSpeed()) |
1547 | | this.SetMoveSpeed(speed); |
1548 | | } |
1549 | | } |
1550 | | }, |
1551 | | |
1552 | | "MoveCompleted": function() { |
1553 | | this.SetMoveSpeed(this.GetWalkSpeed()); |
1554 | | if (!this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange)) |
1555 | | this.SetNextState("GUARDING"); |
1556 | | }, |
1557 | | }, |
1558 | | |
1559 | | "GUARDING": { |
1560 | | "enter": function () { |
1561 | | this.StartTimer(1000, 1000); |
1562 | | this.SetHeldPositionOnEntity(this.entity); |
1563 | | this.SelectAnimation("idle"); |
1564 | | return false; |
1565 | | }, |
1566 | | |
1567 | | "LosRangeUpdate": function(msg) { |
1568 | | // Start attacking one of the newly-seen enemy (if any) |
1569 | | if (this.GetStance().targetVisibleEnemies) |
1570 | | this.AttackEntitiesByPreference(msg.data.added); |
1571 | | }, |
1572 | | |
1573 | | "Timer": function(msg) { |
1574 | | // Check the target is alive |
1575 | | if (!this.TargetIsAlive(this.isGuardOf)) |
1576 | | { |
1577 | | this.FinishOrder(); |
1578 | | return; |
1579 | | } |
1580 | | // then check is the target has moved |
1581 | | if (this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange)) |
1582 | | this.SetNextState("ESCORTING"); |
1583 | | else |
1584 | | { |
1585 | | // if nothing better to do, check if the guarded needs to be healed or repaired |
1586 | | var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health); |
1587 | | if (cmpHealth && (cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints())) |
1588 | | { |
1589 | | if (this.CanHeal(this.isGuardOf)) |
1590 | | this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false }); |
1591 | | else if (this.CanRepair(this.isGuardOf) && cmpHealth.IsRepairable()) |
1592 | | this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false }); |
1593 | | } |
1594 | | } |
1595 | | }, |
1596 | | |
1597 | | "leave": function(msg) { |
1598 | | this.StopTimer(); |
1599 | | }, |
1600 | | }, |
1601 | | }, |
1602 | | |
1603 | | "FLEEING": { |
1604 | | "enter": function() { |
1605 | | this.PlaySound("panic"); |
1606 | | |
1607 | | // Run quickly |
1608 | | var speed = this.GetRunSpeed(); |
1609 | | this.SelectAnimation("move"); |
1610 | | this.SetMoveSpeed(speed); |
1611 | | }, |
1612 | | |
1613 | | "HealthChanged": function() { |
1614 | | var speed = this.GetRunSpeed(); |
1615 | | this.SetMoveSpeed(speed); |
1616 | | }, |
1617 | | |
1618 | | "leave": function() { |
1619 | | // Reset normal speed |
1620 | | this.SetMoveSpeed(this.GetWalkSpeed()); |
1621 | | }, |
1622 | | |
1623 | | "MoveCompleted": function() { |
1624 | | // When we've run far enough, stop fleeing |
1625 | | this.FinishOrder(); |
1626 | | }, |
1627 | | |
1628 | | // TODO: what if we run into more enemies while fleeing? |
1629 | | }, |
1630 | | |
1631 | | "COMBAT": { |
1632 | | "Order.LeaveFoundation": function(msg) { |
1633 | | // Ignore the order as we're busy. |
1634 | | return { "discardOrder": true }; |
1635 | | }, |
1636 | | |
1637 | | "Attacked": function(msg) { |
1638 | | // If we're already in combat mode, ignore anyone else |
1639 | | // who's attacking us |
1640 | | }, |
1641 | | |
1642 | | "APPROACHING": { |
1643 | | "enter": function () { |
1644 | | // Show weapons rather than carried resources. |
1645 | | this.SetGathererAnimationOverride(true); |
1646 | | |
1647 | | this.SelectAnimation("move"); |
1648 | | this.StartTimer(1000, 1000); |
1649 | | }, |
1650 | | |
1651 | | "leave": function() { |
1652 | | // Show carried resources when walking. |
1653 | | this.SetGathererAnimationOverride(); |
1654 | | |
1655 | | this.StopTimer(); |
1656 | | }, |
1657 | | |
1658 | | "Timer": function(msg) { |
1659 | | if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType)) |
1660 | | { |
1661 | | this.StopMoving(); |
1662 | | this.FinishOrder(); |
1663 | | |
1664 | | // Return to our original position |
1665 | | if (this.GetStance().respondHoldGround) |
1666 | | this.WalkToHeldPosition(); |
1667 | | } |
1668 | | }, |
1669 | | |
1670 | | "MoveCompleted": function() { |
1671 | | |
1672 | | if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType)) |
1673 | | { |
1674 | | // If the unit needs to unpack, do so |
1675 | | if (this.CanUnpack()) |
1676 | | this.SetNextState("UNPACKING"); |
1677 | | else |
1678 | | this.SetNextState("ATTACKING"); |
1679 | | } |
1680 | | else |
1681 | | { |
1682 | | if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType)) |
1683 | | { |
1684 | | this.SetNextState("APPROACHING"); |
1685 | | } |
1686 | | else |
1687 | | { |
1688 | | // Give up |
1689 | | this.FinishOrder(); |
1690 | | } |
1691 | | } |
1692 | | }, |
1693 | | |
1694 | | "Attacked": function(msg) { |
1695 | | // If we're attacked by a close enemy, we should try to defend ourself |
1696 | | // but only if we're not forced to target something else |
1697 | | if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && !this.order.data.force))) |
1698 | | { |
1699 | | this.RespondToTargetedEntities([msg.data.attacker]); |
1700 | | } |
1701 | | }, |
1702 | | }, |
1703 | | |
1704 | | "UNPACKING": { |
1705 | | "enter": function() { |
1706 | | // If we're not in range yet (maybe we stopped moving), move to target again |
1707 | | if (!this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType)) |
1708 | | { |
1709 | | if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType)) |
1710 | | this.SetNextState("APPROACHING"); |
1711 | | else |
1712 | | { |
1713 | | // Give up |
1714 | | this.FinishOrder(); |
1715 | | } |
1716 | | return true; |
1717 | | } |
1718 | | |
1719 | | // In range, unpack |
1720 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
1721 | | cmpPack.Unpack(); |
1722 | | return false; |
1723 | | }, |
1724 | | |
1725 | | "PackFinished": function(msg) { |
1726 | | this.SetNextState("ATTACKING"); |
1727 | | }, |
1728 | | |
1729 | | "leave": function() { |
1730 | | }, |
1731 | | |
1732 | | "Attacked": function(msg) { |
1733 | | // Ignore further attacks while unpacking |
1734 | | }, |
1735 | | }, |
1736 | | |
1737 | | "ATTACKING": { |
1738 | | "enter": function() { |
1739 | | var target = this.order.data.target; |
1740 | | var cmpFormation = Engine.QueryInterface(target, IID_Formation); |
1741 | | // if the target is a formation, save the attacking formation, and pick a member |
1742 | | if (cmpFormation) |
1743 | | { |
1744 | | this.order.data.formationTarget = target; |
1745 | | target = cmpFormation.GetClosestMember(this.entity); |
1746 | | this.order.data.target = target; |
1747 | | } |
1748 | | // Check the target is still alive and attackable |
1749 | | if |
1750 | | ( |
1751 | | this.TargetIsAlive(target) && |
1752 | | this.CanAttack(target, this.order.data.forceResponse || null) && |
1753 | | !this.CheckTargetAttackRange(target, this.order.data.attackType) |
1754 | | ) |
1755 | | { |
1756 | | // Can't reach it - try to chase after it |
1757 | | if (this.ShouldChaseTargetedEntity(target, this.order.data.force)) |
1758 | | { |
1759 | | if (this.MoveToTargetAttackRange(target, this.order.data.attackType)) |
1760 | | { |
1761 | | this.SetNextState("COMBAT.CHASING"); |
1762 | | return; |
1763 | | } |
1764 | | } |
1765 | | } |
1766 | | |
1767 | | |
1768 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
1769 | | this.attackTimers = cmpAttack.GetTimers(this.order.data.attackType); |
1770 | | |
1771 | | // If the repeat time since the last attack hasn't elapsed, |
1772 | | // delay this attack to avoid attacking too fast. |
1773 | | var prepare = this.attackTimers.prepare; |
1774 | | if (this.lastAttacked) |
1775 | | { |
1776 | | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); |
1777 | | var repeatLeft = this.lastAttacked + this.attackTimers.repeat - cmpTimer.GetTime(); |
1778 | | prepare = Math.max(prepare, repeatLeft); |
1779 | | } |
1780 | | |
1781 | | // add prefix + no capital first letter for attackType |
1782 | | var animationName = "attack_" + this.order.data.attackType.toLowerCase(); |
1783 | | if (this.IsFormationMember()) |
1784 | | { |
1785 | | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation); |
1786 | | if (cmpFormation) |
1787 | | animationName = cmpFormation.GetFormationAnimation(this.entity, animationName); |
1788 | | } |
1789 | | this.SelectAnimation(animationName, false, 1.0, "attack"); |
1790 | | this.SetAnimationSync(prepare, this.attackTimers.repeat); |
1791 | | this.StartTimer(prepare, this.attackTimers.repeat); |
1792 | | // TODO: we should probably only bother syncing projectile attacks, not melee |
1793 | | |
1794 | | // If using a non-default prepare time, re-sync the animation when the timer runs. |
1795 | | this.resyncAnimation = (prepare != this.attackTimers.prepare) ? true : false; |
1796 | | |
1797 | | this.FaceTowardsTarget(this.order.data.target); |
1798 | | }, |
1799 | | |
1800 | | "leave": function() { |
1801 | | this.StopTimer(); |
1802 | | }, |
1803 | | |
1804 | | "Timer": function(msg) { |
1805 | | var target = this.order.data.target; |
1806 | | var cmpFormation = Engine.QueryInterface(target, IID_Formation); |
1807 | | // if the target is a formation, save the attacking formation, and pick a member |
1808 | | if (cmpFormation) |
1809 | | { |
1810 | | var thisObject = this; |
1811 | | var filter = function(t) { |
1812 | | return thisObject.TargetIsAlive(t) && thisObject.CanAttack(t, thisObject.order.data.forceResponse || null); |
1813 | | }; |
1814 | | this.order.data.formationTarget = target; |
1815 | | target = cmpFormation.GetClosestMember(this.entity, filter); |
1816 | | this.order.data.target = target; |
1817 | | } |
1818 | | // Check the target is still alive and attackable |
1819 | | if (this.TargetIsAlive(target) && this.CanAttack(target, this.order.data.forceResponse || null)) |
1820 | | { |
1821 | | // If we are hunting, first update the target position of the gather order so we know where will be the killed animal |
1822 | | if (this.order.data.hunting && this.orderQueue[1] && this.orderQueue[1].data.lastPos) |
1823 | | { |
1824 | | var cmpPosition = Engine.QueryInterface(this.order.data.target, IID_Position); |
1825 | | if (cmpPosition && cmpPosition.IsInWorld()) |
1826 | | { |
1827 | | // Store the initial position, so that we can find the rest of the herd later |
1828 | | if (!this.orderQueue[1].data.initPos) |
1829 | | this.orderQueue[1].data.initPos = this.orderQueue[1].data.lastPos; |
1830 | | this.orderQueue[1].data.lastPos = cmpPosition.GetPosition(); |
1831 | | // We still know where the animal is, so we shouldn't give up before going there |
1832 | | this.orderQueue[1].data.secondTry = undefined; |
1833 | | } |
1834 | | } |
1835 | | |
1836 | | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); |
1837 | | this.lastAttacked = cmpTimer.GetTime() - msg.lateness; |
1838 | | |
1839 | | this.FaceTowardsTarget(target); |
1840 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
1841 | | cmpAttack.PerformAttack(this.order.data.attackType, target); |
1842 | | |
1843 | | |
1844 | | // Check we can still reach the target for the next attack |
1845 | | if (this.CheckTargetAttackRange(target, this.order.data.attackType)) |
1846 | | { |
1847 | | if (this.resyncAnimation) |
1848 | | { |
1849 | | this.SetAnimationSync(this.attackTimers.repeat, this.attackTimers.repeat); |
1850 | | this.resyncAnimation = false; |
1851 | | } |
1852 | | return; |
1853 | | } |
1854 | | |
1855 | | // Can't reach it - try to chase after it |
1856 | | if (this.ShouldChaseTargetedEntity(target, this.order.data.force)) |
1857 | | { |
1858 | | if (this.MoveToTargetRange(target, IID_Attack, this.order.data.attackType)) |
1859 | | { |
1860 | | this.SetNextState("COMBAT.CHASING"); |
1861 | | return; |
1862 | | } |
1863 | | } |
1864 | | } |
1865 | | |
1866 | | // if we're targetting a formation, find a new member of that formation |
1867 | | var cmpTargetFormation = Engine.QueryInterface(this.order.data.formationTarget || INVALID_ENTITY, IID_Formation); |
1868 | | // if there is no target, it means previously searching for the target inside the target formation failed, so don't repeat the search |
1869 | | if (target && cmpTargetFormation) |
1870 | | { |
1871 | | this.order.data.target = this.order.data.formationTarget; |
1872 | | this.TimerHandler(msg.data, msg.lateness); |
1873 | | return; |
1874 | | } |
1875 | | |
1876 | | this.oldAttackType = this.order.data.attackType; |
1877 | | // Can't reach it, no longer owned by enemy, or it doesn't exist any more - give up |
1878 | | // Except if in WalkAndFight mode where we look for more ennemies around before moving again |
1879 | | if (this.FinishOrder()) |
1880 | | { |
1881 | | if (this.IsWalkingAndFighting()) |
1882 | | this.FindWalkAndFightTargets(); |
1883 | | return; |
1884 | | } |
1885 | | |
1886 | | // See if we can switch to a new nearby enemy |
1887 | | if (this.FindNewTargets()) |
1888 | | { |
1889 | | // Attempt to immediately re-enter the timer function, to avoid wasting the attack. |
1890 | | if (this.orderQueue.length > 0 && this.orderQueue[0].data.attackType == this.oldAttackType) |
1891 | | this.TimerHandler(msg.data, msg.lateness); |
1892 | | return; |
1893 | | } |
1894 | | |
1895 | | // Return to our original position |
1896 | | if (this.GetStance().respondHoldGround) |
1897 | | this.WalkToHeldPosition(); |
1898 | | }, |
1899 | | |
1900 | | // TODO: respond to target deaths immediately, rather than waiting |
1901 | | // until the next Timer event |
1902 | | |
1903 | | "Attacked": function(msg) { |
1904 | | if (this.order.data.target != msg.data.attacker) |
1905 | | { |
1906 | | // If we're attacked by a close enemy, stronger than our current target, |
1907 | | // we choose to attack it, but only if we're not forced to target something else |
1908 | | if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && !this.order.data.force))) |
1909 | | { |
1910 | | var ents = [this.order.data.target, msg.data.attacker]; |
1911 | | SortEntitiesByPriority(ents); |
1912 | | if (ents[0] != this.order.data.target) |
1913 | | { |
1914 | | this.RespondToTargetedEntities(ents); |
1915 | | } |
1916 | | } |
1917 | | } |
1918 | | }, |
1919 | | }, |
1920 | | |
1921 | | "CHASING": { |
1922 | | "enter": function () { |
1923 | | // Show weapons rather than carried resources. |
1924 | | this.SetGathererAnimationOverride(true); |
1925 | | |
1926 | | this.SelectAnimation("move"); |
1927 | | var cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI); |
1928 | | if (cmpUnitAI && cmpUnitAI.IsFleeing()) |
1929 | | { |
1930 | | // Run after a fleeing target |
1931 | | var speed = this.GetRunSpeed(); |
1932 | | this.SetMoveSpeed(speed); |
1933 | | } |
1934 | | this.StartTimer(1000, 1000); |
1935 | | }, |
1936 | | |
1937 | | "HealthChanged": function() { |
1938 | | var cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI); |
1939 | | if (!cmpUnitAI || !cmpUnitAI.IsFleeing()) |
1940 | | return; |
1941 | | var speed = this.GetRunSpeed(); |
1942 | | this.SetMoveSpeed(speed); |
1943 | | }, |
1944 | | |
1945 | | "leave": function() { |
1946 | | // Reset normal speed in case it was changed |
1947 | | this.SetMoveSpeed(this.GetWalkSpeed()); |
1948 | | // Show carried resources when walking. |
1949 | | this.SetGathererAnimationOverride(); |
1950 | | |
1951 | | this.StopTimer(); |
1952 | | }, |
1953 | | |
1954 | | "Timer": function(msg) { |
1955 | | if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType)) |
1956 | | { |
1957 | | this.StopMoving(); |
1958 | | this.FinishOrder(); |
1959 | | |
1960 | | // Return to our original position |
1961 | | if (this.GetStance().respondHoldGround) |
1962 | | this.WalkToHeldPosition(); |
1963 | | } |
1964 | | }, |
1965 | | |
1966 | | "MoveCompleted": function() { |
1967 | | this.SetNextState("ATTACKING"); |
1968 | | }, |
1969 | | }, |
1970 | | }, |
1971 | | |
1972 | | "GATHER": { |
1973 | | "APPROACHING": { |
1974 | | "enter": function() { |
1975 | | this.SelectAnimation("move"); |
1976 | | |
1977 | | this.gatheringTarget = this.order.data.target; // temporary, deleted in "leave". |
1978 | | |
1979 | | // check that we can gather from the resource we're supposed to gather from. |
1980 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
1981 | | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply); |
1982 | | if (!cmpSupply || !cmpSupply.AddGatherer(cmpOwnership.GetOwner(), this.entity)) |
1983 | | { |
1984 | | // Save the current order's data in case we need it later |
1985 | | var oldType = this.order.data.type; |
1986 | | var oldTarget = this.order.data.target; |
1987 | | var oldTemplate = this.order.data.template; |
1988 | | |
1989 | | // Try the next queued order if there is any |
1990 | | if (this.FinishOrder()) |
1991 | | return true; |
1992 | | |
1993 | | // Try to find another nearby target of the same specific type |
1994 | | // Also don't switch to a different type of huntable animal |
1995 | | var nearby = this.FindNearbyResource(function (ent, type, template) { |
1996 | | return ( |
1997 | | ent != oldTarget |
1998 | | && ((type.generic == "treasure" && oldType.generic == "treasure") |
1999 | | || (type.specific == oldType.specific |
2000 | | && (type.specific != "meat" || oldTemplate == template))) |
2001 | | ); |
2002 | | }); |
2003 | | if (nearby) |
2004 | | { |
2005 | | this.PerformGather(nearby, false, false); |
2006 | | return true; |
2007 | | } |
2008 | | else |
2009 | | { |
2010 | | // It's probably better in this case, to avoid units getting stuck around a dropsite |
2011 | | // in a "Target is far away, full, nearby are no good resources, return to dropsite" loop |
2012 | | // to order it to GatherNear the resource position. |
2013 | | var cmpPosition = Engine.QueryInterface(this.gatheringTarget, IID_Position); |
2014 | | if (cmpPosition) |
2015 | | { |
2016 | | var pos = cmpPosition.GetPosition(); |
2017 | | this.GatherNearPosition(pos.x, pos.z, oldType, oldTemplate); |
2018 | | return true; |
2019 | | } else { |
2020 | | // we're kind of stuck here. Return resource. |
2021 | | var nearby = this.FindNearestDropsite(oldType.generic); |
2022 | | if (nearby) |
2023 | | { |
2024 | | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false }); |
2025 | | return true; |
2026 | | } |
2027 | | } |
2028 | | } |
2029 | | return true; |
2030 | | } |
2031 | | return false; |
2032 | | }, |
2033 | | |
2034 | | "MoveCompleted": function(msg) { |
2035 | | if (msg.data.error) |
2036 | | { |
2037 | | // We failed to reach the target |
2038 | | |
2039 | | // remove us from the list of entities gathering from Resource. |
2040 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
2041 | | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply); |
2042 | | if (cmpSupply && cmpOwnership) |
2043 | | cmpSupply.RemoveGatherer(this.entity, cmpOwnership.GetOwner()); |
2044 | | else if (cmpSupply) |
2045 | | cmpSupply.RemoveGatherer(this.entity); |
2046 | | |
2047 | | // Save the current order's data in case we need it later |
2048 | | var oldType = this.order.data.type; |
2049 | | var oldTarget = this.order.data.target; |
2050 | | var oldTemplate = this.order.data.template; |
2051 | | |
2052 | | // Try the next queued order if there is any |
2053 | | if (this.FinishOrder()) |
2054 | | return; |
2055 | | |
2056 | | // Try to find another nearby target of the same specific type |
2057 | | // Also don't switch to a different type of huntable animal |
2058 | | var nearby = this.FindNearbyResource(function (ent, type, template) { |
2059 | | return ( |
2060 | | ent != oldTarget |
2061 | | && ((type.generic == "treasure" && oldType.generic == "treasure") |
2062 | | || (type.specific == oldType.specific |
2063 | | && (type.specific != "meat" || oldTemplate == template))) |
2064 | | ); |
2065 | | }); |
2066 | | if (nearby) |
2067 | | { |
2068 | | this.PerformGather(nearby, false, false); |
2069 | | return; |
2070 | | } |
2071 | | |
2072 | | // Couldn't find anything else. Just try this one again, |
2073 | | // maybe we'll succeed next time |
2074 | | this.PerformGather(oldTarget, false, false); |
2075 | | return; |
2076 | | } |
2077 | | |
2078 | | // We reached the target - start gathering from it now |
2079 | | this.SetNextState("GATHERING"); |
2080 | | }, |
2081 | | |
2082 | | "leave": function() { |
2083 | | // don't use ownership because this is called after a conversion/resignation |
2084 | | // and the ownership would be invalid then. |
2085 | | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply); |
2086 | | if (cmpSupply) |
2087 | | cmpSupply.RemoveGatherer(this.entity); |
2088 | | delete this.gatheringTarget; |
2089 | | }, |
2090 | | }, |
2091 | | |
2092 | | // Walking to a good place to gather resources near, used by GatherNearPosition |
2093 | | "WALKING": { |
2094 | | "enter": function() { |
2095 | | this.SelectAnimation("move"); |
2096 | | }, |
2097 | | |
2098 | | "MoveCompleted": function(msg) { |
2099 | | var resourceType = this.order.data.type; |
2100 | | var resourceTemplate = this.order.data.template; |
2101 | | |
2102 | | // Try to find another nearby target of the same specific type |
2103 | | // Also don't switch to a different type of huntable animal |
2104 | | var nearby = this.FindNearbyResource(function (ent, type, template) { |
2105 | | return ( |
2106 | | (type.generic == "treasure" && resourceType.generic == "treasure") |
2107 | | || (type.specific == resourceType.specific |
2108 | | && (type.specific != "meat" || resourceTemplate == template)) |
2109 | | ); |
2110 | | }); |
2111 | | |
2112 | | // If there is a nearby resource start gathering |
2113 | | if (nearby) |
2114 | | { |
2115 | | this.PerformGather(nearby, false, false); |
2116 | | return; |
2117 | | } |
2118 | | |
2119 | | // Couldn't find nearby resources, so give up |
2120 | | if (this.FinishOrder()) |
2121 | | return; |
2122 | | |
2123 | | // Nothing better to do: go back to dropsite |
2124 | | var nearby = this.FindNearestDropsite(resourceType.generic); |
2125 | | if (nearby) |
2126 | | { |
2127 | | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false }); |
2128 | | return; |
2129 | | } |
2130 | | |
2131 | | // No dropsites, just give up |
2132 | | }, |
2133 | | }, |
2134 | | |
2135 | | "GATHERING": { |
2136 | | "enter": function() { |
2137 | | this.gatheringTarget = this.order.data.target; // deleted in "leave". |
2138 | | |
2139 | | // Check if the resource is full. |
2140 | | if (this.gatheringTarget) |
2141 | | { |
2142 | | // Check that we can gather from the resource we're supposed to gather from. |
2143 | | // Will only be added if we're not already in. |
2144 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
2145 | | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply); |
2146 | | if (!cmpSupply || !cmpSupply.AddGatherer(cmpOwnership.GetOwner(), this.entity)) |
2147 | | { |
2148 | | this.gatheringTarget = INVALID_ENTITY; |
2149 | | this.StartTimer(0); |
2150 | | return false; |
2151 | | } |
2152 | | } |
2153 | | |
2154 | | // If this order was forced, the player probably gave it, but now we've reached the target |
2155 | | // switch to an unforced order (can be interrupted by attacks) |
2156 | | this.order.data.force = false; |
2157 | | this.order.data.autoharvest = true; |
2158 | | |
2159 | | // Calculate timing based on gather rates |
2160 | | // This allows the gather rate to control how often we gather, instead of how much. |
2161 | | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); |
2162 | | var rate = cmpResourceGatherer.GetTargetGatherRate(this.gatheringTarget); |
2163 | | |
2164 | | if (!rate) |
2165 | | { |
2166 | | // Try to find another target if the current one stopped existing |
2167 | | if (!Engine.QueryInterface(this.gatheringTarget, IID_Identity)) |
2168 | | { |
2169 | | // Let the Timer logic handle this |
2170 | | this.StartTimer(0); |
2171 | | return false; |
2172 | | } |
2173 | | |
2174 | | // No rate, give up on gathering |
2175 | | this.FinishOrder(); |
2176 | | return true; |
2177 | | } |
2178 | | |
2179 | | // Scale timing interval based on rate, and start timer |
2180 | | // The offset should be at least as long as the repeat time so we use the same value for both. |
2181 | | var offset = 1000/rate; |
2182 | | var repeat = offset; |
2183 | | this.StartTimer(offset, repeat); |
2184 | | |
2185 | | // We want to start the gather animation as soon as possible, |
2186 | | // but only if we're actually at the target and it's still alive |
2187 | | // (else it'll look like we're chopping empty air). |
2188 | | // (If it's not alive, the Timer handler will deal with sending us |
2189 | | // off to a different target.) |
2190 | | if (this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer)) |
2191 | | { |
2192 | | var typename = "gather_" + this.order.data.type.specific; |
2193 | | this.SelectAnimation(typename, false, 1.0, typename); |
2194 | | } |
2195 | | return false; |
2196 | | }, |
2197 | | |
2198 | | "leave": function() { |
2199 | | this.StopTimer(); |
2200 | | |
2201 | | // don't use ownership because this is called after a conversion/resignation |
2202 | | // and the ownership would be invalid then. |
2203 | | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply); |
2204 | | if (cmpSupply) |
2205 | | cmpSupply.RemoveGatherer(this.entity); |
2206 | | delete this.gatheringTarget; |
2207 | | |
2208 | | // Show the carried resource, if we've gathered anything. |
2209 | | this.SetGathererAnimationOverride(); |
2210 | | }, |
2211 | | |
2212 | | "Timer": function(msg) { |
2213 | | var resourceTemplate = this.order.data.template; |
2214 | | var resourceType = this.order.data.type; |
2215 | | |
2216 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
2217 | | if (!cmpOwnership) |
2218 | | return; |
2219 | | |
2220 | | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply); |
2221 | | if (cmpSupply && cmpSupply.IsAvailable(cmpOwnership.GetOwner(), this.entity)) |
2222 | | { |
2223 | | // Check we can still reach and gather from the target |
2224 | | if (this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer) && this.CanGather(this.gatheringTarget)) |
2225 | | { |
2226 | | // Gather the resources: |
2227 | | |
2228 | | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); |
2229 | | |
2230 | | // Try to gather treasure |
2231 | | if (cmpResourceGatherer.TryInstantGather(this.gatheringTarget)) |
2232 | | return; |
2233 | | |
2234 | | // If we've already got some resources but they're the wrong type, |
2235 | | // drop them first to ensure we're only ever carrying one type |
2236 | | if (cmpResourceGatherer.IsCarryingAnythingExcept(resourceType.generic)) |
2237 | | cmpResourceGatherer.DropResources(); |
2238 | | |
2239 | | // Collect from the target |
2240 | | var status = cmpResourceGatherer.PerformGather(this.gatheringTarget); |
2241 | | |
2242 | | // If we've collected as many resources as possible, |
2243 | | // return to the nearest dropsite |
2244 | | if (status.filled) |
2245 | | { |
2246 | | var nearby = this.FindNearestDropsite(resourceType.generic); |
2247 | | if (nearby) |
2248 | | { |
2249 | | // (Keep this Gather order on the stack so we'll |
2250 | | // continue gathering after returning) |
2251 | | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false }); |
2252 | | return; |
2253 | | } |
2254 | | |
2255 | | // Oh no, couldn't find any drop sites. Give up on gathering. |
2256 | | this.FinishOrder(); |
2257 | | return; |
2258 | | } |
2259 | | |
2260 | | // We can gather more from this target, do so in the next timer |
2261 | | if (!status.exhausted) |
2262 | | return; |
2263 | | } |
2264 | | else |
2265 | | { |
2266 | | // Try to follow the target |
2267 | | if (this.MoveToTargetRange(this.gatheringTarget, IID_ResourceGatherer)) |
2268 | | { |
2269 | | this.SetNextState("APPROACHING"); |
2270 | | return; |
2271 | | } |
2272 | | |
2273 | | // Can't reach the target, or it doesn't exist any more |
2274 | | |
2275 | | // We want to carry on gathering resources in the same area as |
2276 | | // the old one. So try to get close to the old resource's |
2277 | | // last known position |
2278 | | |
2279 | | var maxRange = 8; // get close but not too close |
2280 | | if (this.order.data.lastPos && |
2281 | | this.MoveToPointRange(this.order.data.lastPos.x, this.order.data.lastPos.z, |
2282 | | 0, maxRange)) |
2283 | | { |
2284 | | this.SetNextState("APPROACHING"); |
2285 | | return; |
2286 | | } |
2287 | | } |
2288 | | } |
2289 | | |
2290 | | // We're already in range, can't get anywhere near it or the target is exhausted. |
2291 | | |
2292 | | var herdPos = this.order.data.initPos; |
2293 | | |
2294 | | // Give up on this order and try our next queued order |
2295 | | if (this.FinishOrder()) |
2296 | | return; |
2297 | | |
2298 | | // No remaining orders - pick a useful default behaviour |
2299 | | |
2300 | | // Try to find a new resource of the same specific type near our current position: |
2301 | | // Also don't switch to a different type of huntable animal |
2302 | | var nearby = this.FindNearbyResource(function (ent, type, template) { |
2303 | | return ( |
2304 | | (type.generic == "treasure" && resourceType.generic == "treasure") |
2305 | | || (type.specific == resourceType.specific |
2306 | | && (type.specific != "meat" || resourceTemplate == template)) |
2307 | | ); |
2308 | | }); |
2309 | | if (nearby) |
2310 | | { |
2311 | | this.PerformGather(nearby, false, false); |
2312 | | return; |
2313 | | } |
2314 | | |
2315 | | // If hunting, try to go to the initial herd position to see if we are more lucky |
2316 | | if (herdPos) |
2317 | | this.GatherNearPosition(herdPos.x, herdPos.z, resourceType, resourceTemplate); |
2318 | | |
2319 | | // Nothing else to gather - if we're carrying anything then we should |
2320 | | // drop it off, and if not then we might as well head to the dropsite |
2321 | | // anyway because that's a nice enough place to congregate and idle |
2322 | | |
2323 | | var nearby = this.FindNearestDropsite(resourceType.generic); |
2324 | | if (nearby) |
2325 | | { |
2326 | | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false }); |
2327 | | return; |
2328 | | } |
2329 | | |
2330 | | // No dropsites - just give up |
2331 | | }, |
2332 | | }, |
2333 | | }, |
2334 | | |
2335 | | "HEAL": { |
2336 | | "Attacked": function(msg) { |
2337 | | // If we stand ground we will rather die than flee |
2338 | | if (!this.GetStance().respondStandGround && !this.order.data.force) |
2339 | | this.Flee(msg.data.attacker, false); |
2340 | | }, |
2341 | | |
2342 | | "APPROACHING": { |
2343 | | "enter": function () { |
2344 | | this.SelectAnimation("move"); |
2345 | | this.StartTimer(1000, 1000); |
2346 | | }, |
2347 | | |
2348 | | "leave": function() { |
2349 | | this.StopTimer(); |
2350 | | }, |
2351 | | |
2352 | | "Timer": function(msg) { |
2353 | | if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal, null)) |
2354 | | { |
2355 | | this.StopMoving(); |
2356 | | this.FinishOrder(); |
2357 | | |
2358 | | // Return to our original position |
2359 | | if (this.GetStance().respondHoldGround) |
2360 | | this.WalkToHeldPosition(); |
2361 | | } |
2362 | | }, |
2363 | | |
2364 | | "MoveCompleted": function() { |
2365 | | this.SetNextState("HEALING"); |
2366 | | }, |
2367 | | }, |
2368 | | |
2369 | | "HEALING": { |
2370 | | "enter": function() { |
2371 | | var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal); |
2372 | | this.healTimers = cmpHeal.GetTimers(); |
2373 | | |
2374 | | // If the repeat time since the last heal hasn't elapsed, |
2375 | | // delay the action to avoid healing too fast. |
2376 | | var prepare = this.healTimers.prepare; |
2377 | | if (this.lastHealed) |
2378 | | { |
2379 | | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); |
2380 | | var repeatLeft = this.lastHealed + this.healTimers.repeat - cmpTimer.GetTime(); |
2381 | | prepare = Math.max(prepare, repeatLeft); |
2382 | | } |
2383 | | |
2384 | | this.SelectAnimation("heal", false, 1.0, "heal"); |
2385 | | this.SetAnimationSync(prepare, this.healTimers.repeat); |
2386 | | this.StartTimer(prepare, this.healTimers.repeat); |
2387 | | |
2388 | | // If using a non-default prepare time, re-sync the animation when the timer runs. |
2389 | | this.resyncAnimation = (prepare != this.healTimers.prepare) ? true : false; |
2390 | | |
2391 | | this.FaceTowardsTarget(this.order.data.target); |
2392 | | }, |
2393 | | |
2394 | | "leave": function() { |
2395 | | this.StopTimer(); |
2396 | | }, |
2397 | | |
2398 | | "Timer": function(msg) { |
2399 | | var target = this.order.data.target; |
2400 | | // Check the target is still alive and healable |
2401 | | if (this.TargetIsAlive(target) && this.CanHeal(target)) |
2402 | | { |
2403 | | // Check if we can still reach the target |
2404 | | if (this.CheckTargetRange(target, IID_Heal)) |
2405 | | { |
2406 | | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); |
2407 | | this.lastHealed = cmpTimer.GetTime() - msg.lateness; |
2408 | | |
2409 | | this.FaceTowardsTarget(target); |
2410 | | var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal); |
2411 | | cmpHeal.PerformHeal(target); |
2412 | | |
2413 | | if (this.resyncAnimation) |
2414 | | { |
2415 | | this.SetAnimationSync(this.healTimers.repeat, this.healTimers.repeat); |
2416 | | this.resyncAnimation = false; |
2417 | | } |
2418 | | return; |
2419 | | } |
2420 | | // Can't reach it - try to chase after it |
2421 | | if (this.ShouldChaseTargetedEntity(target, this.order.data.force)) |
2422 | | { |
2423 | | if (this.MoveToTargetRange(target, IID_Heal)) |
2424 | | { |
2425 | | this.SetNextState("HEAL.CHASING"); |
2426 | | return; |
2427 | | } |
2428 | | } |
2429 | | } |
2430 | | // Can't reach it, healed to max hp or doesn't exist any more - give up |
2431 | | if (this.FinishOrder()) |
2432 | | return; |
2433 | | |
2434 | | // Heal another one |
2435 | | if (this.FindNewHealTargets()) |
2436 | | return; |
2437 | | |
2438 | | // Return to our original position |
2439 | | if (this.GetStance().respondHoldGround) |
2440 | | this.WalkToHeldPosition(); |
2441 | | }, |
2442 | | }, |
2443 | | "CHASING": { |
2444 | | "enter": function () { |
2445 | | this.SelectAnimation("move"); |
2446 | | this.StartTimer(1000, 1000); |
2447 | | }, |
2448 | | |
2449 | | "leave": function () { |
2450 | | this.StopTimer(); |
2451 | | }, |
2452 | | "Timer": function(msg) { |
2453 | | if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal, null)) |
2454 | | { |
2455 | | this.StopMoving(); |
2456 | | this.FinishOrder(); |
2457 | | |
2458 | | // Return to our original position |
2459 | | if (this.GetStance().respondHoldGround) |
2460 | | this.WalkToHeldPosition(); |
2461 | | } |
2462 | | }, |
2463 | | "MoveCompleted": function () { |
2464 | | this.SetNextState("HEALING"); |
2465 | | }, |
2466 | | }, |
2467 | | }, |
2468 | | |
2469 | | // Returning to dropsite |
2470 | | "RETURNRESOURCE": { |
2471 | | "APPROACHING": { |
2472 | | "enter": function () { |
2473 | | this.SelectAnimation("move"); |
2474 | | }, |
2475 | | |
2476 | | "MoveCompleted": function() { |
2477 | | // Switch back to idle animation to guarantee we won't |
2478 | | // get stuck with the carry animation after stopping moving |
2479 | | this.SelectAnimation("idle"); |
2480 | | |
2481 | | // Check the dropsite is in range and we can return our resource there |
2482 | | // (we didn't get stopped before reaching it) |
2483 | | if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) && this.CanReturnResource(this.order.data.target, true)) |
2484 | | { |
2485 | | var cmpResourceDropsite = Engine.QueryInterface(this.order.data.target, IID_ResourceDropsite); |
2486 | | if (cmpResourceDropsite) |
2487 | | { |
2488 | | // Dump any resources we can |
2489 | | var dropsiteTypes = cmpResourceDropsite.GetTypes(); |
2490 | | |
2491 | | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); |
2492 | | cmpResourceGatherer.CommitResources(dropsiteTypes); |
2493 | | |
2494 | | // Stop showing the carried resource animation. |
2495 | | this.SetGathererAnimationOverride(); |
2496 | | |
2497 | | // Our next order should always be a Gather, |
2498 | | // so just switch back to that order |
2499 | | this.FinishOrder(); |
2500 | | return; |
2501 | | } |
2502 | | } |
2503 | | |
2504 | | // The dropsite was destroyed, or we couldn't reach it, or ownership changed |
2505 | | // Look for a new one. |
2506 | | |
2507 | | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); |
2508 | | var genericType = cmpResourceGatherer.GetMainCarryingType(); |
2509 | | var nearby = this.FindNearestDropsite(genericType); |
2510 | | if (nearby) |
2511 | | { |
2512 | | this.FinishOrder(); |
2513 | | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false }); |
2514 | | return; |
2515 | | } |
2516 | | |
2517 | | // Oh no, couldn't find any drop sites. Give up on returning. |
2518 | | this.FinishOrder(); |
2519 | | }, |
2520 | | }, |
2521 | | }, |
2522 | | |
2523 | | "TRADE": { |
2524 | | "Attacked": function(msg) { |
2525 | | // Ignore attack |
2526 | | // TODO: Inform player |
2527 | | }, |
2528 | | |
2529 | | "APPROACHINGFIRSTMARKET": { |
2530 | | "enter": function () { |
2531 | | this.SelectAnimation("move"); |
2532 | | }, |
2533 | | |
2534 | | "MoveCompleted": function() { |
2535 | | if (this.waypoints && this.waypoints.length) |
2536 | | { |
2537 | | if (!this.MoveToMarket(this.order.data.firstMarket)) |
2538 | | this.stopTrading(); |
2539 | | } |
2540 | | else |
2541 | | this.PerformTradeAndMoveToNextMarket(this.order.data.firstMarket, this.order.data.secondMarket, "APPROACHINGSECONDMARKET"); |
2542 | | }, |
2543 | | }, |
2544 | | |
2545 | | "APPROACHINGSECONDMARKET": { |
2546 | | "enter": function () { |
2547 | | this.SelectAnimation("move"); |
2548 | | }, |
2549 | | |
2550 | | "MoveCompleted": function() { |
2551 | | if (this.waypoints && this.waypoints.length) |
2552 | | { |
2553 | | if (!this.MoveToMarket(this.order.data.secondMarket)) |
2554 | | this.stopTrading(); |
2555 | | } |
2556 | | else |
2557 | | this.PerformTradeAndMoveToNextMarket(this.order.data.secondMarket, this.order.data.firstMarket, "APPROACHINGFIRSTMARKET"); |
2558 | | }, |
2559 | | }, |
2560 | | }, |
2561 | | |
2562 | | "REPAIR": { |
2563 | | "APPROACHING": { |
2564 | | "enter": function () { |
2565 | | this.SelectAnimation("move"); |
2566 | | }, |
2567 | | |
2568 | | "MoveCompleted": function() { |
2569 | | this.SetNextState("REPAIRING"); |
2570 | | }, |
2571 | | }, |
2572 | | |
2573 | | "REPAIRING": { |
2574 | | "enter": function() { |
2575 | | // If this order was forced, the player probably gave it, but now we've reached the target |
2576 | | // switch to an unforced order (can be interrupted by attacks) |
2577 | | if (this.order.data.force) |
2578 | | this.order.data.autoharvest = true; |
2579 | | |
2580 | | this.order.data.force = false; |
2581 | | |
2582 | | this.repairTarget = this.order.data.target; // temporary, deleted in "leave". |
2583 | | // Check we can still reach and repair the target |
2584 | | if (!this.CanRepair(this.repairTarget)) |
2585 | | { |
2586 | | // Can't reach it, no longer owned by ally, or it doesn't exist any more |
2587 | | this.FinishOrder(); |
2588 | | return true; |
2589 | | } |
2590 | | |
2591 | | if (!this.CheckTargetRange(this.repairTarget, IID_Builder)) |
2592 | | { |
2593 | | if (this.MoveToTargetRange(this.repairTarget, IID_Builder)) |
2594 | | this.SetNextState("APPROACHING"); |
2595 | | else |
2596 | | this.FinishOrder(); |
2597 | | return true; |
2598 | | } |
2599 | | // Check if the target is still repairable |
2600 | | var cmpHealth = Engine.QueryInterface(this.repairTarget, IID_Health); |
2601 | | if (cmpHealth && cmpHealth.GetHitpoints() >= cmpHealth.GetMaxHitpoints()) |
2602 | | { |
2603 | | // The building was already finished/fully repaired before we arrived; |
2604 | | // let the ConstructionFinished handler handle this. |
2605 | | this.OnGlobalConstructionFinished({"entity": this.repairTarget, "newentity": this.repairTarget}); |
2606 | | return true; |
2607 | | } |
2608 | | |
2609 | | var cmpFoundation = Engine.QueryInterface(this.repairTarget, IID_Foundation); |
2610 | | if (cmpFoundation) |
2611 | | cmpFoundation.AddBuilder(this.entity); |
2612 | | |
2613 | | this.SelectAnimation("build", false, 1.0, "build"); |
2614 | | this.StartTimer(1000, 1000); |
2615 | | return false; |
2616 | | }, |
2617 | | |
2618 | | "leave": function() { |
2619 | | var cmpFoundation = Engine.QueryInterface(this.repairTarget, IID_Foundation); |
2620 | | if (cmpFoundation) |
2621 | | cmpFoundation.RemoveBuilder(this.entity); |
2622 | | delete this.repairTarget; |
2623 | | this.StopTimer(); |
2624 | | }, |
2625 | | |
2626 | | "Timer": function(msg) { |
2627 | | // Check we can still reach and repair the target |
2628 | | if (!this.CanRepair(this.repairTarget)) |
2629 | | { |
2630 | | // No longer owned by ally, or it doesn't exist any more |
2631 | | this.FinishOrder(); |
2632 | | return; |
2633 | | } |
2634 | | |
2635 | | var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder); |
2636 | | cmpBuilder.PerformBuilding(this.repairTarget); |
2637 | | // if the building is completed, the leave() function will be called |
2638 | | // by the ConstructionFinished message |
2639 | | // in that case, the repairTarget is deleted, and we can just return |
2640 | | if (!this.repairTarget) |
2641 | | return; |
2642 | | if (this.MoveToTargetRange(this.repairTarget, IID_Builder)) |
2643 | | this.SetNextState("APPROACHING"); |
2644 | | else if (!this.CheckTargetRange(this.repairTarget, IID_Builder)) |
2645 | | this.FinishOrder(); //can't approach and isn't in reach |
2646 | | }, |
2647 | | }, |
2648 | | |
2649 | | "ConstructionFinished": function(msg) { |
2650 | | if (msg.data.entity != this.order.data.target) |
2651 | | return; // ignore other buildings |
2652 | | |
2653 | | // Save the current order's data in case we need it later |
2654 | | var oldData = this.order.data; |
2655 | | |
2656 | | // Save the current state so we can continue walking if necessary |
2657 | | // FinishOrder() below will switch to IDLE if there's no order, which sets the idle animation. |
2658 | | // Idle animation while moving towards finished construction looks weird (ghosty). |
2659 | | var oldState = this.GetCurrentState(); |
2660 | | |
2661 | | // We finished building it. |
2662 | | // Switch to the next order (if any) |
2663 | | if (this.FinishOrder()) |
2664 | | return; |
2665 | | |
2666 | | // No remaining orders - pick a useful default behaviour |
2667 | | |
2668 | | // If autocontinue explicitly disabled (e.g. by AI) then |
2669 | | // do nothing automatically |
2670 | | if (!oldData.autocontinue) |
2671 | | return; |
2672 | | |
2673 | | // If this building was e.g. a farm of ours, the entities that recieved |
2674 | | // the build command should start gathering from it |
2675 | | if ((oldData.force || oldData.autoharvest) && this.CanGather(msg.data.newentity)) |
2676 | | { |
2677 | | this.PerformGather(msg.data.newentity, true, false); |
2678 | | return; |
2679 | | } |
2680 | | |
2681 | | // If this building was e.g. a farmstead of ours, entities that received |
2682 | | // the build command should look for nearby resources to gather |
2683 | | if ((oldData.force || oldData.autoharvest) && this.CanReturnResource(msg.data.newentity, false)) |
2684 | | { |
2685 | | var cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite); |
2686 | | var types = cmpResourceDropsite.GetTypes(); |
2687 | | // TODO: Slightly undefined behavior here, we don't know what type of resource will be collected, |
2688 | | // may cause problems for AIs (especially hunting fast animals), but avoid ugly hacks to fix that! |
2689 | | var nearby = this.FindNearbyResource(function (ent, type, template) { |
2690 | | return (types.indexOf(type.generic) != -1); |
2691 | | }); |
2692 | | if (nearby) |
2693 | | { |
2694 | | this.PerformGather(nearby, true, false); |
2695 | | return; |
2696 | | } |
2697 | | } |
2698 | | |
2699 | | // Look for a nearby foundation to help with |
2700 | | var nearbyFoundation = this.FindNearbyFoundation(); |
2701 | | if (nearbyFoundation) |
2702 | | { |
2703 | | this.AddOrder("Repair", { "target": nearbyFoundation, "autocontinue": oldData.autocontinue, "force": false }, true); |
2704 | | return; |
2705 | | } |
2706 | | |
2707 | | // Unit was approaching and there's nothing to do now, so switch to walking |
2708 | | if (oldState === "INDIVIDUAL.REPAIR.APPROACHING") |
2709 | | { |
2710 | | // We're already walking to the given point, so add this as a order. |
2711 | | this.WalkToTarget(msg.data.newentity, true); |
2712 | | } |
2713 | | }, |
2714 | | }, |
2715 | | |
2716 | | "GARRISON": { |
2717 | | "enter": function() { |
2718 | | // If the garrisonholder should pickup, warn it so it can take needed action |
2719 | | var cmpGarrisonHolder = Engine.QueryInterface(this.order.data.target, IID_GarrisonHolder); |
2720 | | if (cmpGarrisonHolder && cmpGarrisonHolder.CanPickup(this.entity)) |
2721 | | { |
2722 | | this.pickup = this.order.data.target; // temporary, deleted in "leave" |
2723 | | Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity }); |
2724 | | } |
2725 | | }, |
2726 | | |
2727 | | "leave": function() { |
2728 | | // If a pickup has been requested and not yet canceled, cancel it |
2729 | | if (this.pickup) |
2730 | | { |
2731 | | Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity }); |
2732 | | delete this.pickup; |
2733 | | } |
2734 | | |
2735 | | }, |
2736 | | |
2737 | | "APPROACHING": { |
2738 | | "enter": function() { |
2739 | | this.SelectAnimation("move"); |
2740 | | }, |
2741 | | |
2742 | | "MoveCompleted": function() { |
2743 | | if(this.IsUnderAlert()) |
2744 | | { |
2745 | | // check that we can garrison in the building we're supposed to garrison in |
2746 | | var cmpGarrisonHolder = Engine.QueryInterface(this.alertGarrisoningTarget, IID_GarrisonHolder); |
2747 | | if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull()) |
2748 | | { |
2749 | | // Try to find another nearby building |
2750 | | var nearby = this.FindNearbyGarrisonHolder(); |
2751 | | if (nearby) |
2752 | | { |
2753 | | this.alertGarrisoningTarget = nearby; |
2754 | | this.ReplaceOrder("Garrison", {"target": this.alertGarrisoningTarget}); |
2755 | | } |
2756 | | else |
2757 | | this.FinishOrder(); |
2758 | | } |
2759 | | else |
2760 | | this.SetNextState("GARRISONED"); |
2761 | | } |
2762 | | else |
2763 | | this.SetNextState("GARRISONED"); |
2764 | | }, |
2765 | | }, |
2766 | | |
2767 | | "GARRISONED": { |
2768 | | "enter": function() { |
2769 | | // Target is not handled the same way with Alert and direct garrisoning |
2770 | | if(this.order.data.target) |
2771 | | var target = this.order.data.target; |
2772 | | else |
2773 | | { |
2774 | | if(!this.alertGarrisoningTarget) |
2775 | | { |
2776 | | // We've been unable to find a target nearby, so give up |
2777 | | this.FinishOrder(); |
2778 | | return true; |
2779 | | } |
2780 | | var target = this.alertGarrisoningTarget; |
2781 | | } |
2782 | | |
2783 | | var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder); |
2784 | | |
2785 | | // Check that we can garrison here |
2786 | | if (this.CanGarrison(target)) |
2787 | | { |
2788 | | // Check that we're in range of the garrison target |
2789 | | if (this.CheckGarrisonRange(target)) |
2790 | | { |
2791 | | // Check that garrisoning succeeds |
2792 | | if (cmpGarrisonHolder.Garrison(this.entity)) |
2793 | | { |
2794 | | this.isGarrisoned = true; |
2795 | | |
2796 | | // Check if we are garrisoned in a dropsite |
2797 | | var cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite); |
2798 | | if (cmpResourceDropsite) |
2799 | | { |
2800 | | // Dump any resources we can |
2801 | | var dropsiteTypes = cmpResourceDropsite.GetTypes(); |
2802 | | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); |
2803 | | if (cmpResourceGatherer) |
2804 | | { |
2805 | | cmpResourceGatherer.CommitResources(dropsiteTypes); |
2806 | | this.SetGathererAnimationOverride(); |
2807 | | } |
2808 | | } |
2809 | | |
2810 | | // If a pickup has been requested, remove it |
2811 | | if (this.pickup) |
2812 | | { |
2813 | | var cmpHolderPosition = Engine.QueryInterface(target, IID_Position); |
2814 | | var cmpHolderUnitAI = Engine.QueryInterface(target, IID_UnitAI); |
2815 | | if (cmpHolderUnitAI && cmpHolderPosition) |
2816 | | cmpHolderUnitAI.lastShorelinePosition = cmpHolderPosition.GetPosition(); |
2817 | | Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity }); |
2818 | | delete this.pickup; |
2819 | | } |
2820 | | |
2821 | | return false; |
2822 | | } |
2823 | | } |
2824 | | else |
2825 | | { |
2826 | | // Unable to reach the target, try again (or follow if it is a moving target) |
2827 | | // except if the does not exits anymore or its orders have changed |
2828 | | if (this.pickup) |
2829 | | { |
2830 | | var cmpUnitAI = Engine.QueryInterface(this.pickup, IID_UnitAI); |
2831 | | if (!cmpUnitAI || !cmpUnitAI.HasPickupOrder(this.entity)) |
2832 | | { |
2833 | | this.FinishOrder(); |
2834 | | return true; |
2835 | | } |
2836 | | |
2837 | | } |
2838 | | if (this.MoveToTarget(target)) |
2839 | | { |
2840 | | this.SetNextState("APPROACHING"); |
2841 | | return false; |
2842 | | } |
2843 | | } |
2844 | | } |
2845 | | // Garrisoning failed for some reason, so finish the order |
2846 | | this.FinishOrder(); |
2847 | | return true; |
2848 | | }, |
2849 | | |
2850 | | "Order.Ungarrison": function() { |
2851 | | if (this.FinishOrder()) |
2852 | | return; |
2853 | | }, |
2854 | | |
2855 | | "leave": function() { |
2856 | | this.isGarrisoned = false; |
2857 | | } |
2858 | | }, |
2859 | | }, |
2860 | | |
2861 | | "AUTOGARRISON": { |
2862 | | "enter": function() { |
2863 | | this.isGarrisoned = true; |
2864 | | return false; |
2865 | | }, |
2866 | | |
2867 | | "Order.Ungarrison": function() { |
2868 | | if (this.FinishOrder()) |
2869 | | return; |
2870 | | }, |
2871 | | |
2872 | | "leave": function() { |
2873 | | this.isGarrisoned = false; |
2874 | | } |
2875 | | }, |
2876 | | |
2877 | | "CHEERING": { |
2878 | | "enter": function() { |
2879 | | // Unit is invulnerable while cheering |
2880 | | var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver); |
2881 | | cmpDamageReceiver.SetInvulnerability(true); |
2882 | | this.SelectAnimation("promotion"); |
2883 | | this.StartTimer(2800, 2800); |
2884 | | return false; |
2885 | | }, |
2886 | | |
2887 | | "leave": function() { |
2888 | | this.StopTimer(); |
2889 | | var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver); |
2890 | | cmpDamageReceiver.SetInvulnerability(false); |
2891 | | }, |
2892 | | |
2893 | | "Timer": function(msg) { |
2894 | | this.FinishOrder(); |
2895 | | }, |
2896 | | }, |
2897 | | |
2898 | | "PACKING": { |
2899 | | "enter": function() { |
2900 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
2901 | | cmpPack.Pack(); |
2902 | | }, |
2903 | | |
2904 | | "PackFinished": function(msg) { |
2905 | | this.FinishOrder(); |
2906 | | }, |
2907 | | |
2908 | | "leave": function() { |
2909 | | }, |
2910 | | |
2911 | | "Attacked": function(msg) { |
2912 | | // Ignore attacks while packing |
2913 | | }, |
2914 | | }, |
2915 | | |
2916 | | "UNPACKING": { |
2917 | | "enter": function() { |
2918 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
2919 | | cmpPack.Unpack(); |
2920 | | }, |
2921 | | |
2922 | | "PackFinished": function(msg) { |
2923 | | this.FinishOrder(); |
2924 | | }, |
2925 | | |
2926 | | "leave": function() { |
2927 | | }, |
2928 | | |
2929 | | "Attacked": function(msg) { |
2930 | | // Ignore attacks while unpacking |
2931 | | }, |
2932 | | }, |
2933 | | |
2934 | | "PICKUP": { |
2935 | | "APPROACHING": { |
2936 | | "enter": function() { |
2937 | | this.SelectAnimation("move"); |
2938 | | }, |
2939 | | |
2940 | | "MoveCompleted": function() { |
2941 | | this.SetNextState("LOADING"); |
2942 | | }, |
2943 | | |
2944 | | "PickupCanceled": function() { |
2945 | | this.StopMoving(); |
2946 | | this.FinishOrder(); |
2947 | | }, |
2948 | | }, |
2949 | | |
2950 | | "LOADING": { |
2951 | | "enter": function() { |
2952 | | this.SelectAnimation("idle"); |
2953 | | var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder); |
2954 | | if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull()) |
2955 | | { |
2956 | | this.FinishOrder(); |
2957 | | return true; |
2958 | | } |
2959 | | return false; |
2960 | | }, |
2961 | | |
2962 | | "PickupCanceled": function() { |
2963 | | this.FinishOrder(); |
2964 | | }, |
2965 | | }, |
2966 | | }, |
2967 | | }, |
2968 | | |
2969 | | "ANIMAL": { |
2970 | | "Attacked": function(msg) { |
2971 | | if (this.template.NaturalBehaviour == "skittish" || |
2972 | | this.template.NaturalBehaviour == "passive") |
2973 | | { |
2974 | | this.Flee(msg.data.attacker, false); |
2975 | | } |
2976 | | else if (this.IsDangerousAnimal() || this.template.NaturalBehaviour == "defensive") |
2977 | | { |
2978 | | if (this.CanAttack(msg.data.attacker)) |
2979 | | this.Attack(msg.data.attacker, false); |
2980 | | } |
2981 | | else if (this.template.NaturalBehaviour == "domestic") |
2982 | | { |
2983 | | // Never flee, stop what we were doing |
2984 | | this.SetNextState("IDLE"); |
2985 | | } |
2986 | | }, |
2987 | | |
2988 | | "Order.LeaveFoundation": function(msg) { |
2989 | | // Run away from the foundation |
2990 | | this.FinishOrder(); |
2991 | | this.PushOrderFront("Flee", { "target": msg.data.target, "force": false }); |
2992 | | }, |
2993 | | |
2994 | | "IDLE": { |
2995 | | // (We need an IDLE state so that FinishOrder works) |
2996 | | |
2997 | | "enter": function() { |
2998 | | // Start feeding immediately |
2999 | | this.SetNextState("FEEDING"); |
3000 | | return true; |
3001 | | }, |
3002 | | }, |
3003 | | |
3004 | | "ROAMING": { |
3005 | | "enter": function() { |
3006 | | // Walk in a random direction |
3007 | | this.SelectAnimation("walk", false, this.GetWalkSpeed()); |
3008 | | this.MoveRandomly(+this.template.RoamDistance); |
3009 | | // Set a random timer to switch to feeding state |
3010 | | this.StartTimer(RandomInt(+this.template.RoamTimeMin, +this.template.RoamTimeMax)); |
3011 | | this.SetFacePointAfterMove(false); |
3012 | | }, |
3013 | | |
3014 | | "leave": function() { |
3015 | | this.StopTimer(); |
3016 | | this.SetFacePointAfterMove(true); |
3017 | | }, |
3018 | | |
3019 | | "LosRangeUpdate": function(msg) { |
3020 | | if (this.template.NaturalBehaviour == "skittish") |
3021 | | { |
3022 | | if (msg.data.added.length > 0) |
3023 | | { |
3024 | | this.Flee(msg.data.added[0], false); |
3025 | | return; |
3026 | | } |
3027 | | } |
3028 | | // Start attacking one of the newly-seen enemy (if any) |
3029 | | else if (this.IsDangerousAnimal()) |
3030 | | { |
3031 | | this.AttackVisibleEntity(msg.data.added); |
3032 | | } |
3033 | | |
3034 | | // TODO: if two units enter our range together, we'll attack the |
3035 | | // first and then the second won't trigger another LosRangeUpdate |
3036 | | // so we won't notice it. Probably we should do something with |
3037 | | // ResetActiveQuery in ROAMING.enter/FEEDING.enter in order to |
3038 | | // find any units that are already in range. |
3039 | | }, |
3040 | | |
3041 | | "Timer": function(msg) { |
3042 | | this.SetNextState("FEEDING"); |
3043 | | }, |
3044 | | |
3045 | | "MoveCompleted": function() { |
3046 | | this.MoveRandomly(+this.template.RoamDistance); |
3047 | | }, |
3048 | | }, |
3049 | | |
3050 | | "FEEDING": { |
3051 | | "enter": function() { |
3052 | | // Stop and eat for a while |
3053 | | this.SelectAnimation("feeding"); |
3054 | | this.StopMoving(); |
3055 | | this.StartTimer(RandomInt(+this.template.FeedTimeMin, +this.template.FeedTimeMax)); |
3056 | | }, |
3057 | | |
3058 | | "leave": function() { |
3059 | | this.StopTimer(); |
3060 | | }, |
3061 | | |
3062 | | "LosRangeUpdate": function(msg) { |
3063 | | if (this.template.NaturalBehaviour == "skittish") |
3064 | | { |
3065 | | if (msg.data.added.length > 0) |
3066 | | { |
3067 | | this.Flee(msg.data.added[0], false); |
3068 | | return; |
3069 | | } |
3070 | | } |
3071 | | // Start attacking one of the newly-seen enemy (if any) |
3072 | | else if (this.template.NaturalBehaviour == "violent") |
3073 | | { |
3074 | | this.AttackVisibleEntity(msg.data.added); |
3075 | | } |
3076 | | }, |
3077 | | |
3078 | | "MoveCompleted": function() { }, |
3079 | | |
3080 | | "Timer": function(msg) { |
3081 | | this.SetNextState("ROAMING"); |
3082 | | }, |
3083 | | }, |
3084 | | |
3085 | | "FLEEING": "INDIVIDUAL.FLEEING", // reuse the same fleeing behaviour for animals |
3086 | | |
3087 | | "COMBAT": "INDIVIDUAL.COMBAT", // reuse the same combat behaviour for animals |
3088 | | |
3089 | | "WALKING": "INDIVIDUAL.WALKING", // reuse the same walking behaviour for animals |
3090 | | // only used for domestic animals |
3091 | | }, |
3092 | | }; |
3093 | | |
3094 | | var UnitFsm = new FSM(UnitFsmSpec); |
3095 | | |
3096 | | UnitAI.prototype.Init = function() |
3097 | | { |
3098 | | this.orderQueue = []; // current order is at the front of the list |
3099 | | this.order = undefined; // always == this.orderQueue[0] |
3100 | | this.formationController = INVALID_ENTITY; // entity with IID_Formation that we belong to |
3101 | | this.isGarrisoned = false; |
3102 | | this.isIdle = false; |
3103 | | this.lastFormationTemplate = ""; |
3104 | | this.finishedOrder = false; // used to find if all formation members finished the order |
3105 | | |
3106 | | this.heldPosition = undefined; |
3107 | | |
3108 | | // Queue of remembered works |
3109 | | this.workOrders = []; |
3110 | | |
3111 | | this.isGuardOf = undefined; |
3112 | | |
3113 | | // "Town Bell" behaviour |
3114 | | this.alertRaiser = undefined; |
3115 | | this.alertGarrisoningTarget = undefined; |
3116 | | |
3117 | | // For preventing increased action rate due to Stop orders or target death. |
3118 | | this.lastAttacked = undefined; |
3119 | | this.lastHealed = undefined; |
3120 | | |
3121 | | this.SetStance(this.template.DefaultStance); |
3122 | | }; |
3123 | | |
3124 | | UnitAI.prototype.ReactsToAlert = function(level) |
3125 | | { |
3126 | | return this.template.AlertReactiveLevel <= level; |
3127 | | }; |
3128 | | |
3129 | | UnitAI.prototype.IsUnderAlert = function() |
3130 | | { |
3131 | | return this.alertRaiser != undefined; |
3132 | | }; |
3133 | | |
3134 | | UnitAI.prototype.ResetAlert = function() |
3135 | | { |
3136 | | this.alertGarrisoningTarget = undefined; |
3137 | | this.alertRaiser = undefined; |
3138 | | }; |
3139 | | |
3140 | | UnitAI.prototype.GetAlertRaiser = function() |
3141 | | { |
3142 | | return this.alertRaiser; |
3143 | | }; |
3144 | | |
3145 | | UnitAI.prototype.IsFormationController = function() |
3146 | | { |
3147 | | return (this.template.FormationController == "true"); |
3148 | | }; |
3149 | | |
3150 | | UnitAI.prototype.IsFormationMember = function() |
3151 | | { |
3152 | | return (this.formationController != INVALID_ENTITY); |
3153 | | }; |
3154 | | |
3155 | | UnitAI.prototype.HasFinishedOrder = function() |
3156 | | { |
3157 | | return this.finishedOrder; |
3158 | | }; |
3159 | | |
3160 | | UnitAI.prototype.ResetFinishOrder = function() |
3161 | | { |
3162 | | this.finishedOrder = false; |
3163 | | }; |
3164 | | |
3165 | | UnitAI.prototype.IsAnimal = function() |
3166 | | { |
3167 | | return (this.template.NaturalBehaviour ? true : false); |
3168 | | }; |
3169 | | |
3170 | | UnitAI.prototype.IsDangerousAnimal = function() |
3171 | | { |
3172 | | return (this.IsAnimal() && (this.template.NaturalBehaviour == "violent" || |
3173 | | this.template.NaturalBehaviour == "aggressive")); |
3174 | | }; |
3175 | | |
3176 | | UnitAI.prototype.IsDomestic = function() |
3177 | | { |
3178 | | var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity); |
3179 | | if (!cmpIdentity) |
3180 | | return false; |
3181 | | return cmpIdentity.HasClass("Domestic"); |
3182 | | }; |
3183 | | |
3184 | | UnitAI.prototype.IsHealer = function() |
3185 | | { |
3186 | | return Engine.QueryInterface(this.entity, IID_Heal); |
3187 | | }; |
3188 | | |
3189 | | UnitAI.prototype.IsIdle = function() |
3190 | | { |
3191 | | return this.isIdle; |
3192 | | }; |
3193 | | |
3194 | | UnitAI.prototype.IsGarrisoned = function() |
3195 | | { |
3196 | | return this.isGarrisoned; |
3197 | | }; |
3198 | | |
3199 | | UnitAI.prototype.IsFleeing = function() |
3200 | | { |
3201 | | var state = this.GetCurrentState().split(".").pop(); |
3202 | | return (state == "FLEEING"); |
3203 | | }; |
3204 | | |
3205 | | UnitAI.prototype.IsWalking = function() |
3206 | | { |
3207 | | var state = this.GetCurrentState().split(".").pop(); |
3208 | | return (state == "WALKING"); |
3209 | | }; |
3210 | | |
3211 | | /** |
3212 | | * return true if in WalkAndFight looking for new targets |
3213 | | */ |
3214 | | UnitAI.prototype.IsWalkingAndFighting = function() |
3215 | | { |
3216 | | if (this.IsFormationMember()) |
3217 | | { |
3218 | | var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI); |
3219 | | return (cmpUnitAI && cmpUnitAI.IsWalkingAndFighting()); |
3220 | | } |
3221 | | |
3222 | | return (this.orderQueue.length > 0 && this.orderQueue[0].type == "WalkAndFight"); |
3223 | | }; |
3224 | | |
3225 | | UnitAI.prototype.OnCreate = function() |
3226 | | { |
3227 | | if (this.IsAnimal()) |
3228 | | UnitFsm.Init(this, "ANIMAL.FEEDING"); |
3229 | | else if (this.IsFormationController()) |
3230 | | UnitFsm.Init(this, "FORMATIONCONTROLLER.IDLE"); |
3231 | | else |
3232 | | UnitFsm.Init(this, "INDIVIDUAL.IDLE"); |
3233 | | }; |
3234 | | |
3235 | | UnitAI.prototype.OnDiplomacyChanged = function(msg) |
3236 | | { |
3237 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
3238 | | if (cmpOwnership && cmpOwnership.GetOwner() == msg.player) |
3239 | | this.SetupRangeQuery(); |
3240 | | }; |
3241 | | |
3242 | | UnitAI.prototype.OnOwnershipChanged = function(msg) |
3243 | | { |
3244 | | this.SetupRangeQueries(); |
3245 | | |
3246 | | // If the unit isn't being created or dying, reset stance and clear orders (if not garrisoned). |
3247 | | if (msg.to != -1 && msg.from != -1) |
3248 | | { |
3249 | | // Switch to a virgin state to let states execute their leave handlers. |
3250 | | var index = this.GetCurrentState().indexOf("."); |
3251 | | if (index != -1) |
3252 | | UnitFsm.SwitchToNextState(this, this.GetCurrentState().slice(0,index)); |
3253 | | |
3254 | | this.SetStance(this.template.DefaultStance); |
3255 | | if(!this.isGarrisoned) |
3256 | | this.Stop(false); |
3257 | | } |
3258 | | }; |
3259 | | |
3260 | | UnitAI.prototype.OnDestroy = function() |
3261 | | { |
3262 | | // Switch to an empty state to let states execute their leave handlers. |
3263 | | UnitFsm.SwitchToNextState(this, ""); |
3264 | | |
3265 | | // Clean up range queries |
3266 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
3267 | | if (this.losRangeQuery) |
3268 | | rangeMan.DestroyActiveQuery(this.losRangeQuery); |
3269 | | if (this.losHealRangeQuery) |
3270 | | rangeMan.DestroyActiveQuery(this.losHealRangeQuery); |
3271 | | }; |
3272 | | |
3273 | | UnitAI.prototype.OnVisionRangeChanged = function(msg) |
3274 | | { |
3275 | | // Update range queries |
3276 | | if (this.entity == msg.entity) |
3277 | | this.SetupRangeQueries(); |
3278 | | }; |
3279 | | |
3280 | | UnitAI.prototype.HasPickupOrder = function(entity) |
3281 | | { |
3282 | | for each (var order in this.orderQueue) |
3283 | | if (order.type == "PickupUnit" && order.data.target == entity) |
3284 | | return true; |
3285 | | return false; |
3286 | | }; |
3287 | | |
3288 | | UnitAI.prototype.OnPickupRequested = function(msg) |
3289 | | { |
3290 | | // First check if we already have such a request |
3291 | | if (this.HasPickupOrder(msg.entity)) |
3292 | | return; |
3293 | | // Otherwise, insert the PickUp order after the last forced order |
3294 | | this.PushOrderAfterForced("PickupUnit", { "target": msg.entity }); |
3295 | | }; |
3296 | | |
3297 | | UnitAI.prototype.OnPickupCanceled = function(msg) |
3298 | | { |
3299 | | var cmpUnitAI = Engine.QueryInterface(msg.entity, IID_UnitAI); |
3300 | | for (var i = 0; i < this.orderQueue.length; ++i) |
3301 | | { |
3302 | | if (this.orderQueue[i].type == "PickupUnit" && this.orderQueue[i].data.target == msg.entity) |
3303 | | { |
3304 | | if (i == 0) |
3305 | | UnitFsm.ProcessMessage(this, {"type": "PickupCanceled", "data": msg}); |
3306 | | else |
3307 | | this.orderQueue.splice(i, 1); |
3308 | | break; |
3309 | | } |
3310 | | } |
3311 | | }; |
3312 | | |
3313 | | // Wrapper function that sets up the normal and healer range queries. |
3314 | | UnitAI.prototype.SetupRangeQueries = function() |
3315 | | { |
3316 | | this.SetupRangeQuery(); |
3317 | | |
3318 | | if (this.IsHealer()) |
3319 | | this.SetupHealRangeQuery(); |
3320 | | |
3321 | | } |
3322 | | |
3323 | | // Set up a range query for all enemy and gaia units within LOS range |
3324 | | // which can be attacked. |
3325 | | // This should be called whenever our ownership changes. |
3326 | | UnitAI.prototype.SetupRangeQuery = function() |
3327 | | { |
3328 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
3329 | | var owner = cmpOwnership.GetOwner(); |
3330 | | |
3331 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
3332 | | var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); |
3333 | | |
3334 | | if (this.losRangeQuery) |
3335 | | { |
3336 | | rangeMan.DestroyActiveQuery(this.losRangeQuery); |
3337 | | this.losRangeQuery = undefined; |
3338 | | } |
3339 | | |
3340 | | var players = []; |
3341 | | |
3342 | | if (owner != -1) |
3343 | | { |
3344 | | // If unit not just killed, get enemy players via diplomacy |
3345 | | var cmpPlayer = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player); |
3346 | | var numPlayers = playerMan.GetNumPlayers(); |
3347 | | for (var i = 0; i < numPlayers; ++i) |
3348 | | { |
3349 | | // Exclude allies, and self |
3350 | | // TODO: How to handle neutral players - Special query to attack military only? |
3351 | | if (cmpPlayer.IsEnemy(i)) |
3352 | | players.push(i); |
3353 | | } |
3354 | | } |
3355 | | |
3356 | | var range = this.GetQueryRange(IID_Attack); |
3357 | | |
3358 | | this.losRangeQuery = rangeMan.CreateActiveQuery(this.entity, range.min, range.max, players, IID_DamageReceiver, rangeMan.GetEntityFlagMask("normal")); |
3359 | | |
3360 | | rangeMan.EnableActiveQuery(this.losRangeQuery); |
3361 | | }; |
3362 | | |
3363 | | // Set up a range query for all own or ally units within LOS range |
3364 | | // which can be healed. |
3365 | | // This should be called whenever our ownership changes. |
3366 | | UnitAI.prototype.SetupHealRangeQuery = function() |
3367 | | { |
3368 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
3369 | | var owner = cmpOwnership.GetOwner(); |
3370 | | |
3371 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
3372 | | var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); |
3373 | | |
3374 | | if (this.losHealRangeQuery) |
3375 | | rangeMan.DestroyActiveQuery(this.losHealRangeQuery); |
3376 | | |
3377 | | var players = [owner]; |
3378 | | |
3379 | | if (owner != -1) |
3380 | | { |
3381 | | // If unit not just killed, get ally players via diplomacy |
3382 | | var cmpPlayer = Engine.QueryInterface(playerMan.GetPlayerByID(owner), IID_Player); |
3383 | | var numPlayers = playerMan.GetNumPlayers(); |
3384 | | for (var i = 1; i < numPlayers; ++i) |
3385 | | { |
3386 | | // Exclude gaia and enemies |
3387 | | if (cmpPlayer.IsAlly(i)) |
3388 | | players.push(i); |
3389 | | } |
3390 | | } |
3391 | | |
3392 | | var range = this.GetQueryRange(IID_Heal); |
3393 | | |
3394 | | this.losHealRangeQuery = rangeMan.CreateActiveQuery(this.entity, range.min, range.max, players, IID_Health, rangeMan.GetEntityFlagMask("injured")); |
3395 | | rangeMan.EnableActiveQuery(this.losHealRangeQuery); |
3396 | | }; |
3397 | | |
3398 | | |
3399 | | |
3400 | | //// FSM linkage functions //// |
3401 | | |
3402 | | UnitAI.prototype.SetNextState = function(state) |
3403 | | { |
3404 | | UnitFsm.SetNextState(this, state); |
3405 | | }; |
3406 | | |
3407 | | // This will make sure that the state is always entered even if this means leaving it and reentering it |
3408 | | // This is so that a state can be reinitialized with new order data without having to switch to an intermediate state |
3409 | | UnitAI.prototype.SetNextStateAlwaysEntering = function(state) |
3410 | | { |
3411 | | UnitFsm.SetNextStateAlwaysEntering(this, state); |
3412 | | }; |
3413 | | |
3414 | | UnitAI.prototype.DeferMessage = function(msg) |
3415 | | { |
3416 | | UnitFsm.DeferMessage(this, msg); |
3417 | | }; |
3418 | | |
3419 | | UnitAI.prototype.GetCurrentState = function() |
3420 | | { |
3421 | | return UnitFsm.GetCurrentState(this); |
3422 | | }; |
3423 | | |
3424 | | UnitAI.prototype.FsmStateNameChanged = function(state) |
3425 | | { |
3426 | | Engine.PostMessage(this.entity, MT_UnitAIStateChanged, { "to": state }); |
3427 | | }; |
3428 | | |
3429 | | /** |
3430 | | * Call when the current order has been completed (or failed). |
3431 | | * Removes the current order from the queue, and processes the |
3432 | | * next one (if any). Returns false and defaults to IDLE |
3433 | | * if there are no remaining orders. |
3434 | | */ |
3435 | | UnitAI.prototype.FinishOrder = function() |
3436 | | { |
3437 | | if (!this.orderQueue.length) |
3438 | | { |
3439 | | var stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line |
3440 | | var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); |
3441 | | var template = cmpTemplateManager.GetCurrentTemplateName(this.entity); |
3442 | | error("FinishOrder called for entity " + this.entity + " (" + template + ") when order queue is empty\n" + stack); |
3443 | | } |
3444 | | |
3445 | | this.orderQueue.shift(); |
3446 | | this.order = this.orderQueue[0]; |
3447 | | |
3448 | | if (this.orderQueue.length) |
3449 | | { |
3450 | | var ret = UnitFsm.ProcessMessage(this, |
3451 | | {"type": "Order."+this.order.type, "data": this.order.data} |
3452 | | ); |
3453 | | |
3454 | | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() }); |
3455 | | |
3456 | | // If the order was rejected then immediately take it off |
3457 | | // and process the remaining queue |
3458 | | if (ret && ret.discardOrder) |
3459 | | { |
3460 | | return this.FinishOrder(); |
3461 | | } |
3462 | | |
3463 | | // Otherwise we've successfully processed a new order |
3464 | | return true; |
3465 | | } |
3466 | | else |
3467 | | { |
3468 | | this.SetNextState("IDLE"); |
3469 | | |
3470 | | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() }); |
3471 | | |
3472 | | // Check if there are queued formation orders |
3473 | | if (this.IsFormationMember()) |
3474 | | { |
3475 | | var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI); |
3476 | | if (cmpUnitAI) |
3477 | | { |
3478 | | // Inform the formation controller that we finished this task |
3479 | | this.finishedOrder = true; |
3480 | | // We don't want to carry out the default order |
3481 | | // if there are still queued formation orders left |
3482 | | if (cmpUnitAI.GetOrders().length > 1) |
3483 | | return true; |
3484 | | } |
3485 | | } |
3486 | | |
3487 | | return false; |
3488 | | } |
3489 | | }; |
3490 | | |
3491 | | /** |
3492 | | * Add an order onto the back of the queue, |
3493 | | * and execute it if we didn't already have an order. |
3494 | | */ |
3495 | | UnitAI.prototype.PushOrder = function(type, data) |
3496 | | { |
3497 | | var order = { "type": type, "data": data }; |
3498 | | this.orderQueue.push(order); |
3499 | | |
3500 | | // If we didn't already have an order, then process this new one |
3501 | | if (this.orderQueue.length == 1) |
3502 | | { |
3503 | | this.order = order; |
3504 | | var ret = UnitFsm.ProcessMessage(this, |
3505 | | {"type": "Order."+this.order.type, "data": this.order.data} |
3506 | | ); |
3507 | | |
3508 | | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() }); |
3509 | | |
3510 | | // If the order was rejected then immediately take it off |
3511 | | // and process the remaining queue |
3512 | | if (ret && ret.discardOrder) |
3513 | | this.FinishOrder(); |
3514 | | } |
3515 | | }; |
3516 | | |
3517 | | /** |
3518 | | * Add an order onto the front of the queue, |
3519 | | * and execute it immediately. |
3520 | | */ |
3521 | | UnitAI.prototype.PushOrderFront = function(type, data) |
3522 | | { |
3523 | | var order = { "type": type, "data": data }; |
3524 | | // If current order is cheering then add new order after it |
3525 | | // same thing if current order if packing/unpacking |
3526 | | if (this.order && this.order.type == "Cheering") |
3527 | | { |
3528 | | var cheeringOrder = this.orderQueue.shift(); |
3529 | | this.orderQueue.unshift(cheeringOrder, order); |
3530 | | } |
3531 | | else if (this.order && this.IsPacking()) |
3532 | | { |
3533 | | var packingOrder = this.orderQueue.shift(); |
3534 | | this.orderQueue.unshift = (packingOrder, order); |
3535 | | } |
3536 | | else |
3537 | | { |
3538 | | this.orderQueue.unshift(order); |
3539 | | this.order = order; |
3540 | | var ret = UnitFsm.ProcessMessage(this, |
3541 | | {"type": "Order."+this.order.type, "data": this.order.data} |
3542 | | ); |
3543 | | |
3544 | | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() }); |
3545 | | |
3546 | | // If the order was rejected then immediately take it off again; |
3547 | | // assume the previous active order is still valid (the short-lived |
3548 | | // new order hasn't changed state or anything) so we can carry on |
3549 | | // as if nothing had happened |
3550 | | if (ret && ret.discardOrder) |
3551 | | { |
3552 | | this.orderQueue.shift(); |
3553 | | this.order = this.orderQueue[0]; |
3554 | | } |
3555 | | } |
3556 | | }; |
3557 | | |
3558 | | /** |
3559 | | * Insert an order after the last forced order onto the queue |
3560 | | * and after the other orders of the same type |
3561 | | */ |
3562 | | UnitAI.prototype.PushOrderAfterForced = function(type, data) |
3563 | | { |
3564 | | if (!this.order || ((!this.order.data || !this.order.data.force) && this.order.type != type)) |
3565 | | { |
3566 | | this.PushOrderFront(type, data); |
3567 | | } |
3568 | | else |
3569 | | { |
3570 | | for (var i = 1; i < this.orderQueue.length; ++i) |
3571 | | { |
3572 | | if (this.orderQueue[i].data && this.orderQueue[i].data.force) |
3573 | | continue; |
3574 | | if (this.orderQueue[i].type == type) |
3575 | | continue; |
3576 | | this.orderQueue.splice(i, 0, {"type": type, "data": data}); |
3577 | | return; |
3578 | | } |
3579 | | this.PushOrder(type, data); |
3580 | | } |
3581 | | }; |
3582 | | |
3583 | | UnitAI.prototype.ReplaceOrder = function(type, data) |
3584 | | { |
3585 | | // Remember the previous work orders to be able to go back to them later if required |
3586 | | if (data && data.force) |
3587 | | { |
3588 | | if (this.IsFormationController()) |
3589 | | this.CallMemberFunction("UpdateWorkOrders", [type]); |
3590 | | else |
3591 | | this.UpdateWorkOrders(type); |
3592 | | } |
3593 | | |
3594 | | // Special cases of orders that shouldn't be replaced: |
3595 | | // 1. Cheering - we're invulnerable, add order after we finish |
3596 | | // 2. Packing/unpacking - we're immobile, add order after we finish (unless it's cancel) |
3597 | | // TODO: maybe a better way of doing this would be to use priority levels |
3598 | | if (this.order && this.order.type == "Cheering") |
3599 | | { |
3600 | | var order = { "type": type, "data": data }; |
3601 | | var cheeringOrder = this.orderQueue.shift(); |
3602 | | this.orderQueue = [cheeringOrder, order]; |
3603 | | } |
3604 | | else if (this.IsPacking() && type != "CancelPack" && type != "CancelUnpack") |
3605 | | { |
3606 | | var order = { "type": type, "data": data }; |
3607 | | var packingOrder = this.orderQueue.shift(); |
3608 | | this.orderQueue = [packingOrder, order]; |
3609 | | } |
3610 | | else |
3611 | | { |
3612 | | this.orderQueue = []; |
3613 | | this.PushOrder(type, data); |
3614 | | } |
3615 | | }; |
3616 | | |
3617 | | UnitAI.prototype.GetOrders = function() |
3618 | | { |
3619 | | return this.orderQueue.slice(); |
3620 | | }; |
3621 | | |
3622 | | UnitAI.prototype.AddOrders = function(orders) |
3623 | | { |
3624 | | for each (var order in orders) |
3625 | | { |
3626 | | this.PushOrder(order.type, order.data); |
3627 | | } |
3628 | | }; |
3629 | | |
3630 | | UnitAI.prototype.GetOrderData = function() |
3631 | | { |
3632 | | var orders = []; |
3633 | | for (var i in this.orderQueue) |
3634 | | { |
3635 | | if (this.orderQueue[i].data) |
3636 | | orders.push(deepcopy(this.orderQueue[i].data)); |
3637 | | } |
3638 | | return orders; |
3639 | | }; |
3640 | | |
3641 | | UnitAI.prototype.UpdateWorkOrders = function(type) |
3642 | | { |
3643 | | // Under alert, remembered work orders won't be forgotten |
3644 | | if (this.IsUnderAlert()) |
3645 | | return; |
3646 | | |
3647 | | var isWorkType = function(type){ |
3648 | | return (type == "Gather" || type == "Trade" || type == "Repair" || type == "ReturnResource"); |
3649 | | }; |
3650 | | |
3651 | | // If we are being re-affected to a work order, forget the previous ones |
3652 | | if (isWorkType(type)) |
3653 | | { |
3654 | | this.workOrders = []; |
3655 | | return; |
3656 | | } |
3657 | | |
3658 | | // Then if we already have work orders, keep them |
3659 | | if (this.workOrders.length) |
3660 | | return; |
3661 | | |
3662 | | // First if the unit is in a formation, get its workOrders from it |
3663 | | if (this.IsFormationMember()) |
3664 | | { |
3665 | | var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI); |
3666 | | if (cmpUnitAI) |
3667 | | { |
3668 | | for (var i = 0; i < cmpUnitAI.orderQueue.length; ++i) |
3669 | | { |
3670 | | if (isWorkType(cmpUnitAI.orderQueue[i].type)) |
3671 | | { |
3672 | | this.workOrders = cmpUnitAI.orderQueue.slice(i); |
3673 | | return; |
3674 | | } |
3675 | | } |
3676 | | } |
3677 | | } |
3678 | | |
3679 | | // If nothing found, take the unit orders |
3680 | | for (var i = 0; i < this.orderQueue.length; ++i) |
3681 | | { |
3682 | | if (isWorkType(this.orderQueue[i].type)) |
3683 | | { |
3684 | | this.workOrders = this.orderQueue.slice(i); |
3685 | | return; |
3686 | | } |
3687 | | } |
3688 | | }; |
3689 | | |
3690 | | UnitAI.prototype.BackToWork = function() |
3691 | | { |
3692 | | if (this.workOrders.length == 0) |
3693 | | return false; |
3694 | | |
3695 | | // Clear the order queue considering special orders not to avoid |
3696 | | if (this.order && this.order.type == "Cheering") |
3697 | | { |
3698 | | var cheeringOrder = this.orderQueue.shift(); |
3699 | | this.orderQueue = [cheeringOrder]; |
3700 | | } |
3701 | | else |
3702 | | this.orderQueue = []; |
3703 | | |
3704 | | this.AddOrders(this.workOrders); |
3705 | | |
3706 | | // And if the unit is in a formation, remove it from the formation |
3707 | | if (this.IsFormationMember()) |
3708 | | { |
3709 | | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation); |
3710 | | if (cmpFormation) |
3711 | | cmpFormation.RemoveMembers([this.entity]); |
3712 | | } |
3713 | | |
3714 | | this.workOrders = []; |
3715 | | return true; |
3716 | | }; |
3717 | | |
3718 | | UnitAI.prototype.HasWorkOrders = function() |
3719 | | { |
3720 | | return this.workOrders.length > 0; |
3721 | | }; |
3722 | | |
3723 | | UnitAI.prototype.GetWorkOrders = function() |
3724 | | { |
3725 | | return this.workOrders; |
3726 | | }; |
3727 | | |
3728 | | UnitAI.prototype.SetWorkOrders = function(orders) |
3729 | | { |
3730 | | this.workOrders = orders; |
3731 | | }; |
3732 | | |
3733 | | UnitAI.prototype.TimerHandler = function(data, lateness) |
3734 | | { |
3735 | | // Reset the timer |
3736 | | if (data.timerRepeat === undefined) |
3737 | | { |
3738 | | this.timer = undefined; |
3739 | | } |
3740 | | |
3741 | | UnitFsm.ProcessMessage(this, {"type": "Timer", "data": data, "lateness": lateness}); |
3742 | | }; |
3743 | | |
3744 | | /** |
3745 | | * Set up the UnitAI timer to run after 'offset' msecs, and then |
3746 | | * every 'repeat' msecs until StopTimer is called. A "Timer" message |
3747 | | * will be sent each time the timer runs. |
3748 | | */ |
3749 | | UnitAI.prototype.StartTimer = function(offset, repeat) |
3750 | | { |
3751 | | if (this.timer) |
3752 | | error("Called StartTimer when there's already an active timer"); |
3753 | | |
3754 | | var data = { "timerRepeat": repeat }; |
3755 | | |
3756 | | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); |
3757 | | if (repeat === undefined) |
3758 | | this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", offset, data); |
3759 | | else |
3760 | | this.timer = cmpTimer.SetInterval(this.entity, IID_UnitAI, "TimerHandler", offset, repeat, data); |
3761 | | }; |
3762 | | |
3763 | | /** |
3764 | | * Stop the current UnitAI timer. |
3765 | | */ |
3766 | | UnitAI.prototype.StopTimer = function() |
3767 | | { |
3768 | | if (!this.timer) |
3769 | | return; |
3770 | | |
3771 | | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); |
3772 | | cmpTimer.CancelTimer(this.timer); |
3773 | | this.timer = undefined; |
3774 | | }; |
3775 | | |
3776 | | //// Message handlers ///// |
3777 | | |
3778 | | UnitAI.prototype.OnMotionChanged = function(msg) |
3779 | | { |
3780 | | if (msg.starting && !msg.error) |
3781 | | { |
3782 | | UnitFsm.ProcessMessage(this, {"type": "MoveStarted", "data": msg}); |
3783 | | } |
3784 | | else if (!msg.starting || msg.error) |
3785 | | { |
3786 | | UnitFsm.ProcessMessage(this, {"type": "MoveCompleted", "data": msg}); |
3787 | | } |
3788 | | }; |
3789 | | |
3790 | | UnitAI.prototype.OnGlobalConstructionFinished = function(msg) |
3791 | | { |
3792 | | // TODO: This is a bit inefficient since every unit listens to every |
3793 | | // construction message - ideally we could scope it to only the one we're building |
3794 | | |
3795 | | UnitFsm.ProcessMessage(this, {"type": "ConstructionFinished", "data": msg}); |
3796 | | }; |
3797 | | |
3798 | | UnitAI.prototype.OnGlobalEntityRenamed = function(msg) |
3799 | | { |
3800 | | for each (var order in this.orderQueue) |
3801 | | { |
3802 | | if (order.data && order.data.target && order.data.target == msg.entity) |
3803 | | order.data.target = msg.newentity; |
3804 | | if (order.data && order.data.formationTarget && order.data.formationTarget == msg.entity) |
3805 | | order.data.formationTarget = msg.newentity; |
3806 | | } |
3807 | | |
3808 | | if (this.isGuardOf && this.isGuardOf == msg.entity) |
3809 | | this.isGuardOf = msg.newentity; |
3810 | | }; |
3811 | | |
3812 | | UnitAI.prototype.OnAttacked = function(msg) |
3813 | | { |
3814 | | UnitFsm.ProcessMessage(this, {"type": "Attacked", "data": msg}); |
3815 | | }; |
3816 | | |
3817 | | UnitAI.prototype.OnGuardedAttacked = function(msg) |
3818 | | { |
3819 | | UnitFsm.ProcessMessage(this, {"type": "GuardedAttacked", "data": msg.data}); |
3820 | | }; |
3821 | | |
3822 | | UnitAI.prototype.OnHealthChanged = function(msg) |
3823 | | { |
3824 | | UnitFsm.ProcessMessage(this, {"type": "HealthChanged", "from": msg.from, "to": msg.to}); |
3825 | | }; |
3826 | | |
3827 | | UnitAI.prototype.OnRangeUpdate = function(msg) |
3828 | | { |
3829 | | if (msg.tag == this.losRangeQuery) |
3830 | | UnitFsm.ProcessMessage(this, {"type": "LosRangeUpdate", "data": msg}); |
3831 | | else if (msg.tag == this.losHealRangeQuery) |
3832 | | UnitFsm.ProcessMessage(this, {"type": "LosHealRangeUpdate", "data": msg}); |
3833 | | }; |
3834 | | |
3835 | | UnitAI.prototype.OnPackFinished = function(msg) |
3836 | | { |
3837 | | UnitFsm.ProcessMessage(this, {"type": "PackFinished", "packed": msg.packed}); |
3838 | | }; |
3839 | | |
3840 | | //// Helper functions to be called by the FSM //// |
3841 | | |
3842 | | UnitAI.prototype.GetWalkSpeed = function() |
3843 | | { |
3844 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
3845 | | return cmpUnitMotion.GetWalkSpeed(); |
3846 | | }; |
3847 | | |
3848 | | UnitAI.prototype.GetRunSpeed = function() |
3849 | | { |
3850 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
3851 | | var runSpeed = cmpUnitMotion.GetRunSpeed(); |
3852 | | var walkSpeed = cmpUnitMotion.GetWalkSpeed(); |
3853 | | if (runSpeed <= walkSpeed) |
3854 | | return runSpeed; |
3855 | | var cmpHealth = Engine.QueryInterface(this.entity, IID_Health); |
3856 | | var health = cmpHealth.GetHitpoints()/cmpHealth.GetMaxHitpoints(); |
3857 | | return (health*runSpeed + (1-health)*walkSpeed); |
3858 | | }; |
3859 | | |
3860 | | /** |
3861 | | * Returns true if the target exists and has non-zero hitpoints. |
3862 | | */ |
3863 | | UnitAI.prototype.TargetIsAlive = function(ent) |
3864 | | { |
3865 | | var cmpFormation = Engine.QueryInterface(ent, IID_Formation); |
3866 | | if (cmpFormation) |
3867 | | return true; |
3868 | | |
3869 | | var cmpHealth = Engine.QueryInterface(ent, IID_Health); |
3870 | | if (!cmpHealth) |
3871 | | return false; |
3872 | | |
3873 | | return (cmpHealth.GetHitpoints() != 0); |
3874 | | }; |
3875 | | |
3876 | | /** |
3877 | | * Returns true if the target exists and needs to be killed before |
3878 | | * beginning to gather resources from it. |
3879 | | */ |
3880 | | UnitAI.prototype.MustKillGatherTarget = function(ent) |
3881 | | { |
3882 | | var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply); |
3883 | | if (!cmpResourceSupply) |
3884 | | return false; |
3885 | | |
3886 | | if (!cmpResourceSupply.GetKillBeforeGather()) |
3887 | | return false; |
3888 | | |
3889 | | return this.TargetIsAlive(ent); |
3890 | | }; |
3891 | | |
3892 | | /** |
3893 | | * Returns the entity ID of the nearest resource supply where the given |
3894 | | * filter returns true, or undefined if none can be found. |
3895 | | * TODO: extend this to exclude resources that already have lots of |
3896 | | * gatherers. |
3897 | | */ |
3898 | | UnitAI.prototype.FindNearbyResource = function(filter) |
3899 | | { |
3900 | | var range = 64; // TODO: what's a sensible number? |
3901 | | |
3902 | | var playerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); |
3903 | | // We accept resources owned by Gaia or any player |
3904 | | var players = [0]; |
3905 | | for (var i = 1; i < playerMan.GetNumPlayers(); ++i) |
3906 | | players.push(i); |
3907 | | |
3908 | | var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); |
3909 | | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
3910 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
3911 | | var nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, range, players, IID_ResourceSupply); |
3912 | | for each (var ent in nearby) |
3913 | | { |
3914 | | if (!this.CanGather(ent)) |
3915 | | continue; |
3916 | | var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply); |
3917 | | var type = cmpResourceSupply.GetType(); |
3918 | | var amount = cmpResourceSupply.GetCurrentAmount(); |
3919 | | var template = cmpTemplateManager.GetCurrentTemplateName(ent); |
3920 | | |
3921 | | // Remove "resource|" prefix from template names, if present. |
3922 | | if (template.indexOf("resource|") != -1) |
3923 | | template = template.slice(9); |
3924 | | |
3925 | | if (amount > 0 && cmpResourceSupply.IsAvailable(cmpOwnership.GetOwner(), this.entity) && filter(ent, type, template)) |
3926 | | return ent; |
3927 | | } |
3928 | | |
3929 | | return undefined; |
3930 | | }; |
3931 | | |
3932 | | /** |
3933 | | * Returns the entity ID of the nearest resource dropsite that accepts |
3934 | | * the given type, or undefined if none can be found. |
3935 | | */ |
3936 | | UnitAI.prototype.FindNearestDropsite = function(genericType) |
3937 | | { |
3938 | | // Find dropsites owned by this unit's player |
3939 | | var players = []; |
3940 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
3941 | | if (cmpOwnership) |
3942 | | players = [cmpOwnership.GetOwner()]; |
3943 | | |
3944 | | // Ships are unable to reach land dropsites and shouldn't attempt to do so. |
3945 | | var excludeLand = Engine.QueryInterface(this.entity, IID_Identity).HasClass("Ship"); |
3946 | | |
3947 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
3948 | | var nearby = rangeMan.ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite); |
3949 | | if (excludeLand) |
3950 | | { |
3951 | | nearby = nearby.filter( function(e) { |
3952 | | return Engine.QueryInterface(e, IID_Identity).HasClass("Naval"); |
3953 | | }); |
3954 | | } |
3955 | | |
3956 | | for each (var ent in nearby) |
3957 | | { |
3958 | | var cmpDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite); |
3959 | | if (!cmpDropsite.AcceptsType(genericType)) |
3960 | | continue; |
3961 | | |
3962 | | return ent; |
3963 | | } |
3964 | | |
3965 | | return undefined; |
3966 | | }; |
3967 | | |
3968 | | /** |
3969 | | * Returns the entity ID of the nearest building that needs to be constructed, |
3970 | | * or undefined if none can be found close enough. |
3971 | | */ |
3972 | | UnitAI.prototype.FindNearbyFoundation = function() |
3973 | | { |
3974 | | var range = 64; // TODO: what's a sensible number? |
3975 | | |
3976 | | // Find buildings owned by this unit's player |
3977 | | var players = []; |
3978 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
3979 | | if (cmpOwnership) |
3980 | | players = [cmpOwnership.GetOwner()]; |
3981 | | |
3982 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
3983 | | var nearby = rangeMan.ExecuteQuery(this.entity, 0, range, players, IID_Foundation); |
3984 | | for each (var ent in nearby) |
3985 | | { |
3986 | | // Skip foundations that are already complete. (This matters since |
3987 | | // we process the ConstructionFinished message before the foundation |
3988 | | // we're working on has been deleted.) |
3989 | | var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation); |
3990 | | if (cmpFoundation.IsFinished()) |
3991 | | continue; |
3992 | | |
3993 | | return ent; |
3994 | | } |
3995 | | |
3996 | | return undefined; |
3997 | | }; |
3998 | | |
3999 | | /** |
4000 | | * Returns the entity ID of the nearest building in which the unit can garrison, |
4001 | | * or undefined if none can be found close enough. |
4002 | | */ |
4003 | | UnitAI.prototype.FindNearbyGarrisonHolder = function() |
4004 | | { |
4005 | | var range = 128; // TODO: what's a sensible number? |
4006 | | |
4007 | | // Find buildings owned by this unit's player |
4008 | | var players = []; |
4009 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
4010 | | if (cmpOwnership) |
4011 | | players = [cmpOwnership.GetOwner()]; |
4012 | | |
4013 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
4014 | | var nearby = rangeMan.ExecuteQuery(this.entity, 0, range, players, IID_GarrisonHolder); |
4015 | | for each (var ent in nearby) |
4016 | | { |
4017 | | var cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder); |
4018 | | // We only want to garrison in buildings, not in moving units like ships,... |
4019 | | var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); |
4020 | | if (!cmpUnitAI && cmpGarrisonHolder.AllowedToGarrison(this.entity) && !cmpGarrisonHolder.IsFull()) |
4021 | | return ent; |
4022 | | } |
4023 | | |
4024 | | return undefined; |
4025 | | }; |
4026 | | |
4027 | | /** |
4028 | | * Play a sound appropriate to the current entity. |
4029 | | */ |
4030 | | UnitAI.prototype.PlaySound = function(name) |
4031 | | { |
4032 | | // If we're a formation controller, use the sounds from our first member |
4033 | | if (this.IsFormationController()) |
4034 | | { |
4035 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
4036 | | var member = cmpFormation.GetPrimaryMember(); |
4037 | | if (member) |
4038 | | PlaySound(name, member); |
4039 | | } |
4040 | | else |
4041 | | { |
4042 | | // Otherwise use our own sounds |
4043 | | PlaySound(name, this.entity); |
4044 | | } |
4045 | | }; |
4046 | | |
4047 | | UnitAI.prototype.SetGathererAnimationOverride = function(disable) |
4048 | | { |
4049 | | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); |
4050 | | if (!cmpResourceGatherer) |
4051 | | return; |
4052 | | |
4053 | | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); |
4054 | | if (!cmpVisual) |
4055 | | return; |
4056 | | |
4057 | | // Remove the animation override, so that weapons are shown again. |
4058 | | if (disable) |
4059 | | { |
4060 | | cmpVisual.ResetMoveAnimation("walk"); |
4061 | | return; |
4062 | | } |
4063 | | |
4064 | | // Work out what we're carrying, in order to select an appropriate animation |
4065 | | var type = cmpResourceGatherer.GetLastCarriedType(); |
4066 | | if (type) |
4067 | | { |
4068 | | var typename = "carry_" + type.generic; |
4069 | | |
4070 | | // Special case for meat |
4071 | | if (type.specific == "meat") |
4072 | | typename = "carry_" + type.specific; |
4073 | | |
4074 | | cmpVisual.ReplaceMoveAnimation("walk", typename); |
4075 | | } |
4076 | | else |
4077 | | cmpVisual.ResetMoveAnimation("walk"); |
4078 | | } |
4079 | | |
4080 | | UnitAI.prototype.SelectAnimation = function(name, once, speed, sound) |
4081 | | { |
4082 | | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); |
4083 | | if (!cmpVisual) |
4084 | | return; |
4085 | | |
4086 | | // Special case: the "move" animation gets turned into a special |
4087 | | // movement mode that deals with speeds and walk/run automatically |
4088 | | if (name == "move") |
4089 | | { |
4090 | | // Speed to switch from walking to running animations |
4091 | | var runThreshold = (this.GetWalkSpeed() + this.GetRunSpeed()) / 2; |
4092 | | |
4093 | | cmpVisual.SelectMovementAnimation(runThreshold); |
4094 | | return; |
4095 | | } |
4096 | | |
4097 | | var soundgroup; |
4098 | | if (sound) |
4099 | | { |
4100 | | var cmpSound = Engine.QueryInterface(this.entity, IID_Sound); |
4101 | | if (cmpSound) |
4102 | | soundgroup = cmpSound.GetSoundGroup(sound); |
4103 | | } |
4104 | | |
4105 | | // Set default values if unspecified |
4106 | | if (once === undefined) |
4107 | | once = false; |
4108 | | if (speed === undefined) |
4109 | | speed = 1.0; |
4110 | | if (soundgroup === undefined) |
4111 | | soundgroup = ""; |
4112 | | |
4113 | | cmpVisual.SelectAnimation(name, once, speed, soundgroup); |
4114 | | }; |
4115 | | |
4116 | | UnitAI.prototype.SetAnimationSync = function(actiontime, repeattime) |
4117 | | { |
4118 | | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); |
4119 | | if (!cmpVisual) |
4120 | | return; |
4121 | | |
4122 | | cmpVisual.SetAnimationSyncRepeat(repeattime); |
4123 | | cmpVisual.SetAnimationSyncOffset(actiontime); |
4124 | | }; |
4125 | | |
4126 | | UnitAI.prototype.StopMoving = function() |
4127 | | { |
4128 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4129 | | cmpUnitMotion.StopMoving(); |
4130 | | }; |
4131 | | |
4132 | | UnitAI.prototype.MoveToPoint = function(x, z) |
4133 | | { |
4134 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4135 | | return cmpUnitMotion.MoveToPointRange(x, z, 0, 0); |
4136 | | }; |
4137 | | |
4138 | | UnitAI.prototype.MoveToPointRange = function(x, z, rangeMin, rangeMax) |
4139 | | { |
4140 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4141 | | return cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax); |
4142 | | }; |
4143 | | |
4144 | | UnitAI.prototype.MoveToTarget = function(target) |
4145 | | { |
4146 | | if (!this.CheckTargetVisible(target)) |
4147 | | return false; |
4148 | | |
4149 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4150 | | return cmpUnitMotion.MoveToTargetRange(target, 0, 0); |
4151 | | }; |
4152 | | |
4153 | | UnitAI.prototype.MoveToTargetRange = function(target, iid, type) |
4154 | | { |
4155 | | if (!this.CheckTargetVisible(target)) |
4156 | | return false; |
4157 | | |
4158 | | var cmpRanged = Engine.QueryInterface(this.entity, iid); |
4159 | | if (!cmpRanged) |
4160 | | return false; |
4161 | | var range = cmpRanged.GetRange(type); |
4162 | | |
4163 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4164 | | return cmpUnitMotion.MoveToTargetRange(target, range.min, range.max); |
4165 | | }; |
4166 | | |
4167 | | /** |
4168 | | * Move unit so we hope the target is in the attack range |
4169 | | * for melee attacks, this goes straight to the default range checks |
4170 | | * for ranged attacks, the parabolic range is used |
4171 | | */ |
4172 | | UnitAI.prototype.MoveToTargetAttackRange = function(target, type) |
4173 | | { |
4174 | | // for formation members, the formation will take care of the range check |
4175 | | if (this.IsFormationMember()) |
4176 | | { |
4177 | | var cmpFormationAttack = Engine.QueryInterface(this.formationController, IID_Attack); |
4178 | | var cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI); |
4179 | | if (cmpFormationAttack && cmpFormationAttack.CanAttackAsFormation() && cmpFormationUnitAI && cmpFormationUnitAI.GetCurrentState == "FORMATIONCONTROLLER.ATTACKING") |
4180 | | return false; |
4181 | | } |
4182 | | |
4183 | | var cmpFormation = Engine.QueryInterface(target, IID_Formation) |
4184 | | if (cmpFormation) |
4185 | | target = cmpFormation.GetClosestMember(this.entity); |
4186 | | |
4187 | | if(type!= "Ranged") |
4188 | | return this.MoveToTargetRange(target, IID_Attack, type); |
4189 | | |
4190 | | if (!this.CheckTargetVisible(target)) |
4191 | | return false; |
4192 | | |
4193 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
4194 | | var range = cmpAttack.GetRange(type); |
4195 | | |
4196 | | var thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position); |
4197 | | if (!thisCmpPosition.IsInWorld()) |
4198 | | return false; |
4199 | | var s = thisCmpPosition.GetPosition(); |
4200 | | |
4201 | | var targetCmpPosition = Engine.QueryInterface(target, IID_Position); |
4202 | | if(!targetCmpPosition.IsInWorld()) |
4203 | | return false; |
4204 | | |
4205 | | var t = targetCmpPosition.GetPosition(); |
4206 | | // h is positive when I'm higher than the target |
4207 | | var h = s.y-t.y+range.elevationBonus; |
4208 | | |
4209 | | // No negative roots please |
4210 | | if(h>-range.max/2) |
4211 | | var parabolicMaxRange = Math.sqrt(range.max*range.max+2*range.max*h); |
4212 | | else |
4213 | | // return false? Or hope you come close enough? |
4214 | | var parabolicMaxRange = 0; |
4215 | | //return false; |
4216 | | |
4217 | | // the parabole changes while walking, take something in the middle |
4218 | | var guessedMaxRange = (range.max + parabolicMaxRange)/2; |
4219 | | |
4220 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4221 | | if (cmpUnitMotion.MoveToTargetRange(target, range.min, guessedMaxRange)) |
4222 | | return true; |
4223 | | |
4224 | | // if that failed, try closer |
4225 | | return cmpUnitMotion.MoveToTargetRange(target, range.min, Math.min(range.max, parabolicMaxRange)); |
4226 | | }; |
4227 | | |
4228 | | UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max) |
4229 | | { |
4230 | | if (!this.CheckTargetVisible(target)) |
4231 | | return false; |
4232 | | |
4233 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4234 | | return cmpUnitMotion.MoveToTargetRange(target, min, max); |
4235 | | }; |
4236 | | |
4237 | | UnitAI.prototype.MoveToGarrisonRange = function(target) |
4238 | | { |
4239 | | if (!this.CheckTargetVisible(target)) |
4240 | | return false; |
4241 | | |
4242 | | var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder); |
4243 | | if (!cmpGarrisonHolder) |
4244 | | return false; |
4245 | | var range = cmpGarrisonHolder.GetLoadingRange(); |
4246 | | |
4247 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4248 | | return cmpUnitMotion.MoveToTargetRange(target, range.min, range.max); |
4249 | | }; |
4250 | | |
4251 | | UnitAI.prototype.CheckPointRangeExplicit = function(x, z, min, max) |
4252 | | { |
4253 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4254 | | return cmpUnitMotion.IsInPointRange(x, z, min, max); |
4255 | | }; |
4256 | | |
4257 | | UnitAI.prototype.CheckTargetRange = function(target, iid, type) |
4258 | | { |
4259 | | var cmpRanged = Engine.QueryInterface(this.entity, iid); |
4260 | | if (!cmpRanged) |
4261 | | return false; |
4262 | | var range = cmpRanged.GetRange(type); |
4263 | | |
4264 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4265 | | return cmpUnitMotion.IsInTargetRange(target, range.min, range.max); |
4266 | | }; |
4267 | | |
4268 | | /** |
4269 | | * Check if the target is inside the attack range |
4270 | | * For melee attacks, this goes straigt to the regular range calculation |
4271 | | * For ranged attacks, the parabolic formula is used to accout for bigger ranges |
4272 | | * when the target is lower, and smaller ranges when the target is higher |
4273 | | */ |
4274 | | UnitAI.prototype.CheckTargetAttackRange = function(target, type) |
4275 | | { |
4276 | | // for formation members, the formation will take care of the range check |
4277 | | if (this.IsFormationMember()) |
4278 | | { |
4279 | | var cmpFormationAttack = Engine.QueryInterface(this.formationController, IID_Attack); |
4280 | | var cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI); |
4281 | | |
4282 | | if |
4283 | | ( |
4284 | | cmpFormationAttack && |
4285 | | cmpFormationAttack.CanAttackAsFormation() && |
4286 | | cmpFormationUnitAI && |
4287 | | cmpFormationUnitAI.GetCurrentState() == "FORMATIONCONTROLLER.COMBAT.ATTACKING" && |
4288 | | cmpFormationUnitAI.order.data.target == target |
4289 | | ) |
4290 | | return true; |
4291 | | } |
4292 | | |
4293 | | var cmpFormation = Engine.QueryInterface(target, IID_Formation) |
4294 | | if (cmpFormation) |
4295 | | target = cmpFormation.GetClosestMember(this.entity); |
4296 | | |
4297 | | if (type != "Ranged") |
4298 | | return this.CheckTargetRange(target, IID_Attack, type); |
4299 | | |
4300 | | var targetCmpPosition = Engine.QueryInterface(target, IID_Position); |
4301 | | if (!targetCmpPosition || !targetCmpPosition.IsInWorld()) |
4302 | | return false; |
4303 | | |
4304 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
4305 | | var range = cmpAttack.GetRange(type); |
4306 | | |
4307 | | var thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position); |
4308 | | if (!thisCmpPosition.IsInWorld()) |
4309 | | return false; |
4310 | | |
4311 | | var s = thisCmpPosition.GetPosition(); |
4312 | | |
4313 | | var t = targetCmpPosition.GetPosition(); |
4314 | | |
4315 | | var h = s.y-t.y+range.elevationBonus; |
4316 | | var maxRangeSq = 2*range.max*(h + range.max/2); |
4317 | | |
4318 | | if (maxRangeSq < 0) |
4319 | | return false; |
4320 | | |
4321 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4322 | | return cmpUnitMotion.IsInTargetRange(target, range.min, Math.sqrt(maxRangeSq)); |
4323 | | |
4324 | | return maxRangeSq >= distanceSq && range.min*range.min <= distanceSq; |
4325 | | |
4326 | | }; |
4327 | | |
4328 | | UnitAI.prototype.CheckTargetRangeExplicit = function(target, min, max) |
4329 | | { |
4330 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4331 | | return cmpUnitMotion.IsInTargetRange(target, min, max); |
4332 | | }; |
4333 | | |
4334 | | UnitAI.prototype.CheckGarrisonRange = function(target) |
4335 | | { |
4336 | | var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder); |
4337 | | if (!cmpGarrisonHolder) |
4338 | | return false; |
4339 | | var range = cmpGarrisonHolder.GetLoadingRange(); |
4340 | | |
4341 | | var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction); |
4342 | | if (cmpObstruction) |
4343 | | range.max += cmpObstruction.GetUnitRadius()*1.5; // multiply by something larger than sqrt(2) |
4344 | | |
4345 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4346 | | return cmpUnitMotion.IsInTargetRange(target, range.min, range.max); |
4347 | | }; |
4348 | | |
4349 | | /** |
4350 | | * Returns true if the target entity is visible through the FoW/SoD. |
4351 | | */ |
4352 | | UnitAI.prototype.CheckTargetVisible = function(target) |
4353 | | { |
4354 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
4355 | | if (!cmpOwnership) |
4356 | | return false; |
4357 | | |
4358 | | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
4359 | | if (!cmpRangeManager) |
4360 | | return false; |
4361 | | |
4362 | | if (cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner(), false) == "hidden") |
4363 | | return false; |
4364 | | |
4365 | | // Either visible directly, or visible in fog |
4366 | | return true; |
4367 | | }; |
4368 | | |
4369 | | UnitAI.prototype.FaceTowardsTarget = function(target) |
4370 | | { |
4371 | | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); |
4372 | | if (!cmpPosition || !cmpPosition.IsInWorld()) |
4373 | | return; |
4374 | | var cmpTargetPosition = Engine.QueryInterface(target, IID_Position); |
4375 | | if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) |
4376 | | return; |
4377 | | var pos = cmpPosition.GetPosition(); |
4378 | | var targetpos = cmpTargetPosition.GetPosition(); |
4379 | | var angle = Math.atan2(targetpos.x - pos.x, targetpos.z - pos.z); |
4380 | | var rot = cmpPosition.GetRotation(); |
4381 | | var delta = (rot.y - angle + Math.PI) % (2 * Math.PI) - Math.PI; |
4382 | | if (Math.abs(delta) > 0.2) |
4383 | | { |
4384 | | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
4385 | | if (cmpUnitMotion) |
4386 | | cmpUnitMotion.FaceTowardsPoint(targetpos.x, targetpos.z); |
4387 | | } |
4388 | | }; |
4389 | | |
4390 | | UnitAI.prototype.CheckTargetDistanceFromHeldPosition = function(target, iid, type) |
4391 | | { |
4392 | | var cmpRanged = Engine.QueryInterface(this.entity, iid); |
4393 | | var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(type); |
4394 | | |
4395 | | var cmpPosition = Engine.QueryInterface(target, IID_Position); |
4396 | | if (!cmpPosition || !cmpPosition.IsInWorld()) |
4397 | | return false; |
4398 | | |
4399 | | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision); |
4400 | | if (!cmpVision) |
4401 | | return false; |
4402 | | var halfvision = cmpVision.GetRange() / 2; |
4403 | | |
4404 | | var pos = cmpPosition.GetPosition(); |
4405 | | var heldPosition = this.heldPosition; |
4406 | | if (heldPosition === undefined) |
4407 | | heldPosition = {"x": pos.x, "z": pos.z}; |
4408 | | var dx = heldPosition.x - pos.x; |
4409 | | var dz = heldPosition.z - pos.z; |
4410 | | var dist = Math.sqrt(dx*dx + dz*dz); |
4411 | | |
4412 | | return dist < halfvision + range.max; |
4413 | | }; |
4414 | | |
4415 | | UnitAI.prototype.CheckTargetIsInVisionRange = function(target) |
4416 | | { |
4417 | | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision); |
4418 | | if (!cmpVision) |
4419 | | return false; |
4420 | | var range = cmpVision.GetRange(); |
4421 | | |
4422 | | var distance = DistanceBetweenEntities(this.entity,target); |
4423 | | |
4424 | | return distance < range; |
4425 | | }; |
4426 | | |
4427 | | UnitAI.prototype.GetBestAttack = function() |
4428 | | { |
4429 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
4430 | | if (!cmpAttack) |
4431 | | return undefined; |
4432 | | return cmpAttack.GetBestAttack(); |
4433 | | }; |
4434 | | |
4435 | | UnitAI.prototype.GetBestAttackAgainst = function(target) |
4436 | | { |
4437 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
4438 | | if (!cmpAttack) |
4439 | | return undefined; |
4440 | | return cmpAttack.GetBestAttackAgainst(target); |
4441 | | }; |
4442 | | |
4443 | | UnitAI.prototype.GetAttackBonus = function(type, target) |
4444 | | { |
4445 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
4446 | | if (!cmpAttack) |
4447 | | return 1; |
4448 | | return cmpAttack.GetAttackBonus(type, target); |
4449 | | }; |
4450 | | |
4451 | | /** |
4452 | | * Try to find one of the given entities which can be attacked, |
4453 | | * and start attacking it. |
4454 | | * Returns true if it found something to attack. |
4455 | | */ |
4456 | | UnitAI.prototype.AttackVisibleEntity = function(ents, forceResponse) |
4457 | | { |
4458 | | for each (var target in ents) |
4459 | | { |
4460 | | if (this.CanAttack(target, forceResponse)) |
4461 | | { |
4462 | | this.PushOrderFront("Attack", { "target": target, "force": false, "forceResponse": forceResponse }); |
4463 | | return true; |
4464 | | } |
4465 | | } |
4466 | | return false; |
4467 | | }; |
4468 | | |
4469 | | /** |
4470 | | * Try to find one of the given entities which can be attacked |
4471 | | * and which is close to the hold position, and start attacking it. |
4472 | | * Returns true if it found something to attack. |
4473 | | */ |
4474 | | UnitAI.prototype.AttackEntityInZone = function(ents, forceResponse) |
4475 | | { |
4476 | | for each (var target in ents) |
4477 | | { |
4478 | | var type = this.GetBestAttackAgainst(target); |
4479 | | if (this.CanAttack(target, forceResponse) && this.CheckTargetDistanceFromHeldPosition(target, IID_Attack, type) |
4480 | | && (this.GetStance().respondChaseBeyondVision || this.CheckTargetIsInVisionRange(target))) |
4481 | | { |
4482 | | this.PushOrderFront("Attack", { "target": target, "force": false, "forceResponse": forceResponse }); |
4483 | | return true; |
4484 | | } |
4485 | | } |
4486 | | return false; |
4487 | | }; |
4488 | | |
4489 | | /** |
4490 | | * Try to respond appropriately given our current stance, |
4491 | | * given a list of entities that match our stance's target criteria. |
4492 | | * Returns true if it responded. |
4493 | | */ |
4494 | | UnitAI.prototype.RespondToTargetedEntities = function(ents) |
4495 | | { |
4496 | | if (!ents.length) |
4497 | | return false; |
4498 | | |
4499 | | if (this.GetStance().respondChase) |
4500 | | return this.AttackVisibleEntity(ents, true); |
4501 | | |
4502 | | if (this.GetStance().respondStandGround) |
4503 | | return this.AttackVisibleEntity(ents, true); |
4504 | | |
4505 | | if (this.GetStance().respondHoldGround) |
4506 | | return this.AttackEntityInZone(ents, true); |
4507 | | |
4508 | | if (this.GetStance().respondFlee) |
4509 | | { |
4510 | | this.PushOrderFront("Flee", { "target": ents[0], "force": false }); |
4511 | | return true; |
4512 | | } |
4513 | | |
4514 | | return false; |
4515 | | }; |
4516 | | |
4517 | | /** |
4518 | | * Try to respond to healable entities. |
4519 | | * Returns true if it responded. |
4520 | | */ |
4521 | | UnitAI.prototype.RespondToHealableEntities = function(ents) |
4522 | | { |
4523 | | if (!ents.length) |
4524 | | return false; |
4525 | | |
4526 | | for each (var ent in ents) |
4527 | | { |
4528 | | if (this.CanHeal(ent)) |
4529 | | { |
4530 | | this.PushOrderFront("Heal", { "target": ent, "force": false }); |
4531 | | return true; |
4532 | | } |
4533 | | } |
4534 | | |
4535 | | return false; |
4536 | | }; |
4537 | | |
4538 | | /** |
4539 | | * Returns true if we should stop following the target entity. |
4540 | | */ |
4541 | | UnitAI.prototype.ShouldAbandonChase = function(target, force, iid, type) |
4542 | | { |
4543 | | // Forced orders shouldn't be interrupted. |
4544 | | if (force) |
4545 | | return false; |
4546 | | |
4547 | | // If we are guarding/escorting, don't abandon as long as the guarded unit is in target range of the attacker |
4548 | | if (this.isGuardOf) |
4549 | | { |
4550 | | var cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI); |
4551 | | var cmpAttack = Engine.QueryInterface(target, IID_Attack); |
4552 | | if (cmpUnitAI && cmpAttack) |
4553 | | { |
4554 | | for each (var targetType in cmpAttack.GetAttackTypes()) |
4555 | | if (cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, targetType)) |
4556 | | return false; |
4557 | | } |
4558 | | } |
4559 | | |
4560 | | // Stop if we're in hold-ground mode and it's too far from the holding point |
4561 | | if (this.GetStance().respondHoldGround) |
4562 | | { |
4563 | | if (!this.CheckTargetDistanceFromHeldPosition(target, iid, type)) |
4564 | | return true; |
4565 | | } |
4566 | | |
4567 | | // Stop if it's left our vision range, unless we're especially persistent |
4568 | | if (!this.GetStance().respondChaseBeyondVision) |
4569 | | { |
4570 | | if (!this.CheckTargetIsInVisionRange(target)) |
4571 | | return true; |
4572 | | } |
4573 | | |
4574 | | // (Note that CCmpUnitMotion will detect if the target is lost in FoW, |
4575 | | // and will continue moving to its last seen position and then stop) |
4576 | | |
4577 | | return false; |
4578 | | }; |
4579 | | |
4580 | | /* |
4581 | | * Returns whether we should chase the targeted entity, |
4582 | | * given our current stance. |
4583 | | */ |
4584 | | UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force) |
4585 | | { |
4586 | | // TODO: use special stances instead? |
4587 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
4588 | | if (cmpPack) |
4589 | | return false; |
4590 | | |
4591 | | if (this.GetStance().respondChase) |
4592 | | return true; |
4593 | | |
4594 | | // If we are guarding/escorting, chase at least as long as the guarded unit is in target range of the attacker |
4595 | | if (this.isGuardOf) |
4596 | | { |
4597 | | var cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI); |
4598 | | var cmpAttack = Engine.QueryInterface(target, IID_Attack); |
4599 | | if (cmpUnitAI && cmpAttack) |
4600 | | { |
4601 | | for each (var type in cmpAttack.GetAttackTypes()) |
4602 | | if (cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type)) |
4603 | | return true; |
4604 | | } |
4605 | | } |
4606 | | |
4607 | | if (force) |
4608 | | return true; |
4609 | | |
4610 | | return false; |
4611 | | }; |
4612 | | |
4613 | | //// External interface functions //// |
4614 | | |
4615 | | UnitAI.prototype.SetFormationController = function(ent) |
4616 | | { |
4617 | | this.formationController = ent; |
4618 | | |
4619 | | // Set obstruction group, so we can walk through members |
4620 | | // of our own formation (or ourself if not in formation) |
4621 | | var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction); |
4622 | | if (cmpObstruction) |
4623 | | { |
4624 | | if (ent == INVALID_ENTITY) |
4625 | | cmpObstruction.SetControlGroup(this.entity); |
4626 | | else |
4627 | | cmpObstruction.SetControlGroup(ent); |
4628 | | } |
4629 | | |
4630 | | // If we were removed from a formation, let the FSM switch back to INDIVIDUAL |
4631 | | if (ent == INVALID_ENTITY) |
4632 | | UnitFsm.ProcessMessage(this, { "type": "FormationLeave" }); |
4633 | | }; |
4634 | | |
4635 | | UnitAI.prototype.GetFormationController = function() |
4636 | | { |
4637 | | return this.formationController; |
4638 | | }; |
4639 | | |
4640 | | UnitAI.prototype.SetLastFormationTemplate = function(template) |
4641 | | { |
4642 | | this.lastFormationTemplate = template; |
4643 | | }; |
4644 | | |
4645 | | UnitAI.prototype.GetLastFormationTemplate = function() |
4646 | | { |
4647 | | return this.lastFormationTemplate; |
4648 | | }; |
4649 | | |
4650 | | UnitAI.prototype.MoveIntoFormation = function(cmd) |
4651 | | { |
4652 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
4653 | | if (!cmpFormation) |
4654 | | return; |
4655 | | |
4656 | | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); |
4657 | | if (!cmpPosition || !cmpPosition.IsInWorld()) |
4658 | | return; |
4659 | | |
4660 | | var pos = cmpPosition.GetPosition(); |
4661 | | |
4662 | | // Add new order to move into formation at the current position |
4663 | | this.PushOrderFront("MoveIntoFormation", { "x": pos.x, "z": pos.z, "force": true }); |
4664 | | }; |
4665 | | |
4666 | | UnitAI.prototype.GetTargetPositions = function() |
4667 | | { |
4668 | | var targetPositions = []; |
4669 | | for (var i = 0; i < this.orderQueue.length; ++i) |
4670 | | { |
4671 | | var order = this.orderQueue[i]; |
4672 | | switch (order.type) |
4673 | | { |
4674 | | case "Walk": |
4675 | | case "WalkAndFight": |
4676 | | case "WalkToPointRange": |
4677 | | case "MoveIntoFormation": |
4678 | | case "GatherNearPosition": |
4679 | | targetPositions.push(new Vector2D(order.data.x, order.data.z)); |
4680 | | break; // and continue the loop |
4681 | | |
4682 | | case "WalkToTarget": |
4683 | | case "WalkToTargetRange": // This doesn't move to the target (just into range), but a later order will. |
4684 | | case "Guard": |
4685 | | case "Flee": |
4686 | | case "LeaveFoundation": |
4687 | | case "Attack": |
4688 | | case "Heal": |
4689 | | case "Gather": |
4690 | | case "ReturnResource": |
4691 | | case "Repair": |
4692 | | case "Garrison": |
4693 | | // Find the target unit's position |
4694 | | var cmpTargetPosition = Engine.QueryInterface(order.data.target, IID_Position); |
4695 | | if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) |
4696 | | return targetPositions; |
4697 | | targetPositions.push(cmpTargetPosition.GetPosition2D()); |
4698 | | return targetPositions; |
4699 | | |
4700 | | case "Stop": |
4701 | | return []; |
4702 | | |
4703 | | default: |
4704 | | error("GetTargetPositions: Unrecognised order type '"+order.type+"'"); |
4705 | | return []; |
4706 | | } |
4707 | | } |
4708 | | return targetPositions; |
4709 | | }; |
4710 | | |
4711 | | /** |
4712 | | * Returns the estimated distance that this unit will travel before either |
4713 | | * finishing all of its orders, or reaching a non-walk target (attack, gather, etc). |
4714 | | * Intended for Formation to switch to column layout on long walks. |
4715 | | */ |
4716 | | UnitAI.prototype.ComputeWalkingDistance = function() |
4717 | | { |
4718 | | var distance = 0; |
4719 | | |
4720 | | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); |
4721 | | if (!cmpPosition || !cmpPosition.IsInWorld()) |
4722 | | return 0; |
4723 | | |
4724 | | // Keep track of the position at the start of each order |
4725 | | var pos = cmpPosition.GetPosition2D(); |
4726 | | var targetPositions = this.GetTargetPositions(); |
4727 | | for (var i = 0; i < targetPositions.length; i++) |
4728 | | { |
4729 | | distance += pos.distanceTo(targetPositions[i]); |
4730 | | |
4731 | | // Remember this as the start position for the next order |
4732 | | pos = targetPositions[i]; |
4733 | | } |
4734 | | |
4735 | | // Return the total distance to the end of the order queue |
4736 | | return distance; |
4737 | | }; |
4738 | | |
4739 | | UnitAI.prototype.AddOrder = function(type, data, queued) |
4740 | | { |
4741 | | if (this.expectedRoute) |
4742 | | this.expectedRoute = undefined; |
4743 | | |
4744 | | if (queued) |
4745 | | this.PushOrder(type, data); |
4746 | | else |
4747 | | this.ReplaceOrder(type, data); |
4748 | | }; |
4749 | | |
4750 | | /** |
4751 | | * Adds guard/escort order to the queue, forced by the player. |
4752 | | */ |
4753 | | UnitAI.prototype.Guard = function(target, queued) |
4754 | | { |
4755 | | if (!this.CanGuard()) |
4756 | | { |
4757 | | this.WalkToTarget(target, queued); |
4758 | | return; |
4759 | | } |
4760 | | |
4761 | | // if we already had an old guard order, do nothing if the target is the same |
4762 | | // and the order is running, otherwise remove the previous order |
4763 | | if (this.isGuardOf) |
4764 | | { |
4765 | | if (this.isGuardOf == target && this.order && this.order.type == "Guard") |
4766 | | return; |
4767 | | else |
4768 | | this.RemoveGuard(); |
4769 | | } |
4770 | | |
4771 | | this.AddOrder("Guard", { "target": target, "force": false }, queued); |
4772 | | }; |
4773 | | |
4774 | | UnitAI.prototype.AddGuard = function(target) |
4775 | | { |
4776 | | if (!this.CanGuard()) |
4777 | | return false; |
4778 | | |
4779 | | var cmpGuard = Engine.QueryInterface(target, IID_Guard); |
4780 | | if (!cmpGuard) |
4781 | | return false; |
4782 | | |
4783 | | // Do not allow to guard a unit already guarding |
4784 | | var cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI); |
4785 | | if (cmpUnitAI && cmpUnitAI.IsGuardOf()) |
4786 | | return false; |
4787 | | |
4788 | | this.isGuardOf = target; |
4789 | | this.guardRange = cmpGuard.GetRange(this.entity); |
4790 | | cmpGuard.AddGuard(this.entity); |
4791 | | return true; |
4792 | | }; |
4793 | | |
4794 | | UnitAI.prototype.RemoveGuard = function() |
4795 | | { |
4796 | | if (this.isGuardOf) |
4797 | | { |
4798 | | var cmpGuard = Engine.QueryInterface(this.isGuardOf, IID_Guard); |
4799 | | if (cmpGuard) |
4800 | | cmpGuard.RemoveGuard(this.entity); |
4801 | | this.guardRange = undefined; |
4802 | | this.isGuardOf = undefined; |
4803 | | } |
4804 | | |
4805 | | if (!this.order) |
4806 | | return; |
4807 | | |
4808 | | if (this.order.type == "Guard") |
4809 | | UnitFsm.ProcessMessage(this, {"type": "RemoveGuard"}); |
4810 | | else |
4811 | | for (var i = 1; i < this.orderQueue.length; ++i) |
4812 | | if (this.orderQueue[i].type == "Guard") |
4813 | | this.orderQueue.splice(i, 1); |
4814 | | }; |
4815 | | |
4816 | | UnitAI.prototype.IsGuardOf = function() |
4817 | | { |
4818 | | return this.isGuardOf; |
4819 | | }; |
4820 | | |
4821 | | UnitAI.prototype.SetGuardOf = function(entity) |
4822 | | { |
4823 | | // entity may be undefined |
4824 | | this.isGuardOf = entity; |
4825 | | }; |
4826 | | |
4827 | | UnitAI.prototype.CanGuard = function() |
4828 | | { |
4829 | | // Formation controllers should always respond to commands |
4830 | | // (then the individual units can make up their own minds) |
4831 | | if (this.IsFormationController()) |
4832 | | return true; |
4833 | | |
4834 | | // Do not let a unit already guarded to guard. This would work in principle, |
4835 | | // but would clutter the gui with too much buttons to take all cases into account |
4836 | | var cmpGuard = Engine.QueryInterface(this.entity, IID_Guard); |
4837 | | if (cmpGuard && cmpGuard.GetEntities().length) |
4838 | | return false; |
4839 | | |
4840 | | return (this.template.CanGuard == "true"); |
4841 | | }; |
4842 | | |
4843 | | /** |
4844 | | * Adds walk order to queue, forced by the player. |
4845 | | */ |
4846 | | UnitAI.prototype.Walk = function(x, z, queued) |
4847 | | { |
4848 | | if (this.expectedRoute && queued) |
4849 | | this.expectedRoute.push({ "x": x, "z": z }); |
4850 | | else |
4851 | | this.AddOrder("Walk", { "x": x, "z": z, "force": true }, queued); |
4852 | | }; |
4853 | | |
4854 | | /** |
4855 | | * Adds stop order to queue, forced by the player. |
4856 | | */ |
4857 | | UnitAI.prototype.Stop = function(queued) |
4858 | | { |
4859 | | this.AddOrder("Stop", undefined, queued); |
4860 | | }; |
4861 | | |
4862 | | /** |
4863 | | * Adds walk-to-target order to queue, this only occurs in response |
4864 | | * to a player order, and so is forced. |
4865 | | */ |
4866 | | UnitAI.prototype.WalkToTarget = function(target, queued) |
4867 | | { |
4868 | | this.AddOrder("WalkToTarget", { "target": target, "force": true }, queued); |
4869 | | }; |
4870 | | |
4871 | | /** |
4872 | | * Adds walk-and-fight order to queue, this only occurs in response |
4873 | | * to a player order, and so is forced. |
4874 | | */ |
4875 | | UnitAI.prototype.WalkAndFight = function(x, z, queued) |
4876 | | { |
4877 | | this.AddOrder("WalkAndFight", { "x": x, "z": z, "force": true }, queued); |
4878 | | }; |
4879 | | |
4880 | | /** |
4881 | | * Adds leave foundation order to queue, treated as forced. |
4882 | | */ |
4883 | | UnitAI.prototype.LeaveFoundation = function(target) |
4884 | | { |
4885 | | // If we're already being told to leave a foundation, then |
4886 | | // ignore this new request so we don't end up being too indecisive |
4887 | | // to ever actually move anywhere |
4888 | | if (this.order && this.order.type == "LeaveFoundation") |
4889 | | return; |
4890 | | |
4891 | | this.PushOrderFront("LeaveFoundation", { "target": target, "force": true }); |
4892 | | }; |
4893 | | |
4894 | | /** |
4895 | | * Adds attack order to the queue, forced by the player. |
4896 | | */ |
4897 | | UnitAI.prototype.Attack = function(target, queued) |
4898 | | { |
4899 | | if (!this.CanAttack(target)) |
4900 | | { |
4901 | | // We don't want to let healers walk to the target unit so they can be easily killed. |
4902 | | // Instead we just let them get into healing range. |
4903 | | if (this.IsHealer()) |
4904 | | this.MoveToTargetRange(target, IID_Heal); |
4905 | | else |
4906 | | this.WalkToTarget(target, queued); |
4907 | | return; |
4908 | | } |
4909 | | |
4910 | | this.AddOrder("Attack", { "target": target, "force": true }, queued); |
4911 | | }; |
4912 | | |
4913 | | /** |
4914 | | * Adds garrison order to the queue, forced by the player. |
4915 | | */ |
4916 | | UnitAI.prototype.Garrison = function(target, queued) |
4917 | | { |
4918 | | if (target == this.entity) |
4919 | | return; |
4920 | | if (!this.CanGarrison(target)) |
4921 | | { |
4922 | | this.WalkToTarget(target, queued); |
4923 | | return; |
4924 | | } |
4925 | | this.AddOrder("Garrison", { "target": target, "force": true }, queued); |
4926 | | }; |
4927 | | |
4928 | | /** |
4929 | | * Adds ungarrison order to the queue. |
4930 | | */ |
4931 | | UnitAI.prototype.Ungarrison = function() |
4932 | | { |
4933 | | if (this.IsGarrisoned()) |
4934 | | { |
4935 | | this.AddOrder("Ungarrison", null, false); |
4936 | | } |
4937 | | }; |
4938 | | |
4939 | | /** |
4940 | | * Adds autogarrison order to the queue (only used by ProductionQueue for auto-garrisoning |
4941 | | * and Promotion when promoting already garrisoned entities). |
4942 | | */ |
4943 | | UnitAI.prototype.Autogarrison = function() |
4944 | | { |
4945 | | this.AddOrder("Autogarrison", null, false); |
4946 | | }; |
4947 | | |
4948 | | /** |
4949 | | * Adds gather order to the queue, forced by the player |
4950 | | * until the target is reached |
4951 | | */ |
4952 | | UnitAI.prototype.Gather = function(target, queued) |
4953 | | { |
4954 | | this.PerformGather(target, queued, true); |
4955 | | }; |
4956 | | |
4957 | | /** |
4958 | | * Internal function to abstract the force parameter. |
4959 | | */ |
4960 | | UnitAI.prototype.PerformGather = function(target, queued, force) |
4961 | | { |
4962 | | if (!this.CanGather(target)) |
4963 | | { |
4964 | | this.WalkToTarget(target, queued); |
4965 | | return; |
4966 | | } |
4967 | | |
4968 | | // Save the resource type now, so if the resource gets destroyed |
4969 | | // before we process the order then we still know what resource |
4970 | | // type to look for more of |
4971 | | var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply); |
4972 | | var type = cmpResourceSupply.GetType(); |
4973 | | |
4974 | | // Also save the target entity's template, so that if it's an animal, |
4975 | | // we won't go from hunting slow safe animals to dangerous fast ones |
4976 | | var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); |
4977 | | var template = cmpTemplateManager.GetCurrentTemplateName(target); |
4978 | | |
4979 | | // Remove "resource|" prefix from template name, if present. |
4980 | | if (template.indexOf("resource|") != -1) |
4981 | | template = template.slice(9); |
4982 | | |
4983 | | // Remember the position of our target, if any, in case it disappears |
4984 | | // later and we want to head to its last known position |
4985 | | var lastPos = undefined; |
4986 | | var cmpPosition = Engine.QueryInterface(target, IID_Position); |
4987 | | if (cmpPosition && cmpPosition.IsInWorld()) |
4988 | | lastPos = cmpPosition.GetPosition(); |
4989 | | |
4990 | | this.AddOrder("Gather", { "target": target, "type": type, "template": template, "lastPos": lastPos, "force": force }, queued); |
4991 | | }; |
4992 | | |
4993 | | /** |
4994 | | * Adds gather-near-position order to the queue, not forced, so it can be |
4995 | | * interrupted by attacks. |
4996 | | */ |
4997 | | UnitAI.prototype.GatherNearPosition = function(x, z, type, template, queued) |
4998 | | { |
4999 | | // Remove "resource|" prefix from template name, if present. |
5000 | | if (template.indexOf("resource|") != -1) |
5001 | | template = template.slice(9); |
5002 | | |
5003 | | this.AddOrder("GatherNearPosition", { "type": type, "template": template, "x": x, "z": z, "force": false }, queued); |
5004 | | }; |
5005 | | |
5006 | | /** |
5007 | | * Adds heal order to the queue, forced by the player. |
5008 | | */ |
5009 | | UnitAI.prototype.Heal = function(target, queued) |
5010 | | { |
5011 | | if (!this.CanHeal(target)) |
5012 | | { |
5013 | | this.WalkToTarget(target, queued); |
5014 | | return; |
5015 | | } |
5016 | | |
5017 | | this.AddOrder("Heal", { "target": target, "force": true }, queued); |
5018 | | }; |
5019 | | |
5020 | | /** |
5021 | | * Adds return resource order to the queue, forced by the player. |
5022 | | */ |
5023 | | UnitAI.prototype.ReturnResource = function(target, queued) |
5024 | | { |
5025 | | if (!this.CanReturnResource(target, true)) |
5026 | | { |
5027 | | this.WalkToTarget(target, queued); |
5028 | | return; |
5029 | | } |
5030 | | |
5031 | | this.AddOrder("ReturnResource", { "target": target, "force": true }, queued); |
5032 | | }; |
5033 | | |
5034 | | /** |
5035 | | * Adds trade order to the queue. Either walk to the first market, or |
5036 | | * start a new route. Not forced, so it can be interrupted by attacks. |
5037 | | * The possible route may be given directly as a SetupTradeRoute argument |
5038 | | * if coming from a RallyPoint, or through this.expectedRoute if a user command. |
5039 | | */ |
5040 | | UnitAI.prototype.SetupTradeRoute = function(target, source, route, queued) |
5041 | | { |
5042 | | if (!this.CanTrade(target)) |
5043 | | { |
5044 | | this.WalkToTarget(target, queued); |
5045 | | return; |
5046 | | } |
5047 | | |
5048 | | var marketsChanged = this.SetTargetMarket(target, source); |
5049 | | if (marketsChanged) |
5050 | | { |
5051 | | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); |
5052 | | if (cmpTrader.HasBothMarkets()) |
5053 | | { |
5054 | | var data = { "firstMarket": cmpTrader.GetFirstMarket(), "secondMarket": cmpTrader.GetSecondMarket(), "route": route, "force": false }; |
5055 | | |
5056 | | if (this.expectedRoute) |
5057 | | { |
5058 | | if (!route && this.expectedRoute.length) |
5059 | | data.route = this.expectedRoute.slice(); |
5060 | | this.expectedRoute = undefined; |
5061 | | } |
5062 | | |
5063 | | if (this.IsFormationController()) |
5064 | | { |
5065 | | this.CallMemberFunction("AddOrder", ["Trade", data, queued]); |
5066 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
5067 | | if (cmpFormation) |
5068 | | cmpFormation.Disband(); |
5069 | | } |
5070 | | else |
5071 | | this.AddOrder("Trade", data, queued); |
5072 | | } |
5073 | | else |
5074 | | { |
5075 | | if (this.IsFormationController()) |
5076 | | this.CallMemberFunction("WalkToTarget", [cmpTrader.GetFirstMarket(), queued]); |
5077 | | else |
5078 | | this.WalkToTarget(cmpTrader.GetFirstMarket(), queued); |
5079 | | this.expectedRoute = []; |
5080 | | } |
5081 | | } |
5082 | | }; |
5083 | | |
5084 | | UnitAI.prototype.SetTargetMarket = function(target, source) |
5085 | | { |
5086 | | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); |
5087 | | if (!cmpTrader) |
5088 | | return false; |
5089 | | var marketsChanged = cmpTrader.SetTargetMarket(target, source); |
5090 | | |
5091 | | if (this.IsFormationController()) |
5092 | | this.CallMemberFunction("SetTargetMarket", [target, source]); |
5093 | | |
5094 | | return marketsChanged; |
5095 | | }; |
5096 | | |
5097 | | UnitAI.prototype.MoveToMarket = function(targetMarket) |
5098 | | { |
5099 | | if (this.waypoints && this.waypoints.length > 1) |
5100 | | { |
5101 | | var point = this.waypoints.pop(); |
5102 | | var ok = this.MoveToPoint(point.x, point.z); |
5103 | | if (!ok) |
5104 | | ok = this.MoveToMarket(targetMarket); |
5105 | | } |
5106 | | else |
5107 | | { |
5108 | | this.waypoints = undefined; |
5109 | | var ok = this.MoveToTarget(targetMarket); |
5110 | | } |
5111 | | |
5112 | | return ok; |
5113 | | }; |
5114 | | |
5115 | | UnitAI.prototype.PerformTradeAndMoveToNextMarket = function(currentMarket, nextMarket, nextFsmStateName) |
5116 | | { |
5117 | | if (!this.CanTrade(currentMarket)) |
5118 | | { |
5119 | | this.StopTrading(); |
5120 | | return; |
5121 | | } |
5122 | | |
5123 | | if (this.CheckTargetRange(currentMarket, IID_Trader)) |
5124 | | { |
5125 | | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); |
5126 | | cmpTrader.PerformTrade(currentMarket); |
5127 | | if (!cmpTrader.GetGain().traderGain) |
5128 | | { |
5129 | | this.StopTrading(); |
5130 | | return; |
5131 | | } |
5132 | | |
5133 | | if (this.order.data.route && this.order.data.route.length) |
5134 | | { |
5135 | | this.waypoints = this.order.data.route.slice(); |
5136 | | if (nextFsmStateName == "APPROACHINGSECONDMARKET") |
5137 | | this.waypoints.reverse(); |
5138 | | this.waypoints.unshift(null); // additionnal dummy point for the market |
5139 | | } |
5140 | | |
5141 | | if (this.MoveToMarket(nextMarket)) // We've started walking to the next market |
5142 | | this.SetNextState(nextFsmStateName); |
5143 | | else |
5144 | | this.StopTrading(); |
5145 | | } |
5146 | | else |
5147 | | { |
5148 | | if (!this.MoveToMarket(currentMarket)) // If the current market is not reached try again |
5149 | | this.StopTrading(); |
5150 | | } |
5151 | | }; |
5152 | | |
5153 | | UnitAI.prototype.StopTrading = function() |
5154 | | { |
5155 | | this.StopMoving(); |
5156 | | this.FinishOrder(); |
5157 | | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); |
5158 | | cmpTrader.StopTrading(); |
5159 | | }; |
5160 | | |
5161 | | /** |
5162 | | * Adds repair/build order to the queue, forced by the player |
5163 | | * until the target is reached |
5164 | | */ |
5165 | | UnitAI.prototype.Repair = function(target, autocontinue, queued) |
5166 | | { |
5167 | | if (!this.CanRepair(target)) |
5168 | | { |
5169 | | this.WalkToTarget(target, queued); |
5170 | | return; |
5171 | | } |
5172 | | |
5173 | | this.AddOrder("Repair", { "target": target, "autocontinue": autocontinue, "force": true }, queued); |
5174 | | }; |
5175 | | |
5176 | | /** |
5177 | | * Adds flee order to the queue, not forced, so it can be |
5178 | | * interrupted by attacks. |
5179 | | */ |
5180 | | UnitAI.prototype.Flee = function(target, queued) |
5181 | | { |
5182 | | this.AddOrder("Flee", { "target": target, "force": false }, queued); |
5183 | | }; |
5184 | | |
5185 | | /** |
5186 | | * Adds cheer order to the queue. Forced so it won't be interrupted by attacks. |
5187 | | */ |
5188 | | UnitAI.prototype.Cheer = function() |
5189 | | { |
5190 | | this.AddOrder("Cheering", { "force": true }, false); |
5191 | | }; |
5192 | | |
5193 | | UnitAI.prototype.Pack = function(queued) |
5194 | | { |
5195 | | // Check that we can pack |
5196 | | if (this.CanPack()) |
5197 | | this.AddOrder("Pack", { "force": true }, queued); |
5198 | | }; |
5199 | | |
5200 | | UnitAI.prototype.Unpack = function(queued) |
5201 | | { |
5202 | | // Check that we can unpack |
5203 | | if (this.CanUnpack()) |
5204 | | this.AddOrder("Unpack", { "force": true }, queued); |
5205 | | }; |
5206 | | |
5207 | | UnitAI.prototype.CancelPack = function(queued) |
5208 | | { |
5209 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
5210 | | if (cmpPack && cmpPack.IsPacking() && !cmpPack.IsPacked()) |
5211 | | this.AddOrder("CancelPack", { "force": true }, queued); |
5212 | | }; |
5213 | | |
5214 | | UnitAI.prototype.CancelUnpack = function(queued) |
5215 | | { |
5216 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
5217 | | if (cmpPack && cmpPack.IsPacking() && cmpPack.IsPacked()) |
5218 | | this.AddOrder("CancelUnpack", { "force": true }, queued); |
5219 | | }; |
5220 | | |
5221 | | UnitAI.prototype.SetStance = function(stance) |
5222 | | { |
5223 | | if (g_Stances[stance]) |
5224 | | this.stance = stance; |
5225 | | else |
5226 | | error("UnitAI: Setting to invalid stance '"+stance+"'"); |
5227 | | }; |
5228 | | |
5229 | | UnitAI.prototype.SwitchToStance = function(stance) |
5230 | | { |
5231 | | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); |
5232 | | if (!cmpPosition || !cmpPosition.IsInWorld()) |
5233 | | return; |
5234 | | var pos = cmpPosition.GetPosition(); |
5235 | | this.SetHeldPosition(pos.x, pos.z); |
5236 | | |
5237 | | this.SetStance(stance); |
5238 | | // Stop moving if switching to stand ground |
5239 | | // TODO: Also stop existing orders in a sensible way |
5240 | | if (stance == "standground") |
5241 | | this.StopMoving(); |
5242 | | |
5243 | | // Reset the range queries, since the range depends on stance. |
5244 | | this.SetupRangeQueries(); |
5245 | | }; |
5246 | | |
5247 | | /** |
5248 | | * Resets losRangeQuery, and if there are some targets in range that we can |
5249 | | * attack then we start attacking and this returns true; otherwise, returns false. |
5250 | | */ |
5251 | | UnitAI.prototype.FindNewTargets = function() |
5252 | | { |
5253 | | if (!this.losRangeQuery) |
5254 | | return false; |
5255 | | |
5256 | | if (!this.GetStance().targetVisibleEnemies) |
5257 | | return false; |
5258 | | |
5259 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
5260 | | if (this.AttackEntitiesByPreference( rangeMan.ResetActiveQuery(this.losRangeQuery) )) |
5261 | | return true; |
5262 | | |
5263 | | return false; |
5264 | | }; |
5265 | | |
5266 | | UnitAI.prototype.FindWalkAndFightTargets = function() |
5267 | | { |
5268 | | if (this.IsFormationController()) |
5269 | | { |
5270 | | var cmpUnitAI; |
5271 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
5272 | | for each (var ent in cmpFormation.members) |
5273 | | { |
5274 | | if (!(cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI))) |
5275 | | continue; |
5276 | | var targets = cmpUnitAI.GetTargetsFromUnit(); |
5277 | | for each (var targ in targets) |
5278 | | { |
5279 | | if (cmpUnitAI.CanAttack(targ)) |
5280 | | { |
5281 | | this.PushOrderFront("Attack", { "target": targ, "force": true }); |
5282 | | return true; |
5283 | | } |
5284 | | } |
5285 | | } |
5286 | | return false; |
5287 | | } |
5288 | | |
5289 | | var targets = this.GetTargetsFromUnit(); |
5290 | | for each (var targ in targets) |
5291 | | { |
5292 | | if (this.CanAttack(targ)) |
5293 | | { |
5294 | | this.PushOrderFront("Attack", { "target": targ, "force": true }); |
5295 | | return true; |
5296 | | } |
5297 | | } |
5298 | | return false; |
5299 | | }; |
5300 | | |
5301 | | UnitAI.prototype.GetTargetsFromUnit = function() |
5302 | | { |
5303 | | if (!this.losRangeQuery) |
5304 | | return []; |
5305 | | |
5306 | | if (!this.GetStance().targetVisibleEnemies) |
5307 | | return []; |
5308 | | |
5309 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
5310 | | if (!cmpAttack) |
5311 | | return []; |
5312 | | |
5313 | | const attackfilter = function(e) { |
5314 | | var cmpOwnership = Engine.QueryInterface(e, IID_Ownership); |
5315 | | if (cmpOwnership && cmpOwnership.GetOwner() > 0) |
5316 | | return true; |
5317 | | var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI); |
5318 | | return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal()); |
5319 | | }; |
5320 | | |
5321 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
5322 | | var entities = rangeMan.ResetActiveQuery(this.losRangeQuery); |
5323 | | var targets = entities.filter(function (v) { return cmpAttack.CanAttack(v) && attackfilter(v); }) |
5324 | | .sort(function (a, b) { return cmpAttack.CompareEntitiesByPreference(a, b); }); |
5325 | | |
5326 | | return targets; |
5327 | | }; |
5328 | | |
5329 | | /** |
5330 | | * Resets losHealRangeQuery, and if there are some targets in range that we can heal |
5331 | | * then we start healing and this returns true; otherwise, returns false. |
5332 | | */ |
5333 | | UnitAI.prototype.FindNewHealTargets = function() |
5334 | | { |
5335 | | if (!this.losHealRangeQuery) |
5336 | | return false; |
5337 | | |
5338 | | var rangeMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
5339 | | var ents = rangeMan.ResetActiveQuery(this.losHealRangeQuery); |
5340 | | |
5341 | | for each (var ent in ents) |
5342 | | { |
5343 | | if (this.CanHeal(ent)) |
5344 | | { |
5345 | | this.PushOrderFront("Heal", { "target": ent, "force": false }); |
5346 | | return true; |
5347 | | } |
5348 | | } |
5349 | | // We haven't found any target to heal |
5350 | | return false; |
5351 | | }; |
5352 | | |
5353 | | UnitAI.prototype.GetQueryRange = function(iid) |
5354 | | { |
5355 | | var ret = { "min": 0, "max": 0 }; |
5356 | | if (this.GetStance().respondStandGround) |
5357 | | { |
5358 | | var cmpRanged = Engine.QueryInterface(this.entity, iid); |
5359 | | if (!cmpRanged) |
5360 | | return ret; |
5361 | | var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(cmpRanged.GetBestAttack()); |
5362 | | ret.min = range.min; |
5363 | | ret.max = range.max; |
5364 | | } |
5365 | | else if (this.GetStance().respondChase) |
5366 | | { |
5367 | | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision); |
5368 | | if (!cmpVision) |
5369 | | return ret; |
5370 | | var range = cmpVision.GetRange(); |
5371 | | ret.max = range; |
5372 | | } |
5373 | | else if (this.GetStance().respondHoldGround) |
5374 | | { |
5375 | | var cmpRanged = Engine.QueryInterface(this.entity, iid); |
5376 | | if (!cmpRanged) |
5377 | | return ret; |
5378 | | var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(cmpRanged.GetBestAttack()); |
5379 | | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision); |
5380 | | if (!cmpVision) |
5381 | | return ret; |
5382 | | var halfvision = cmpVision.GetRange() / 2; |
5383 | | ret.max = range.max + halfvision; |
5384 | | } |
5385 | | // We probably have stance 'passive' and we wouldn't have a range, |
5386 | | // but as it is the default for healers we need to set it to something sane. |
5387 | | else if (iid === IID_Heal) |
5388 | | { |
5389 | | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision); |
5390 | | if (!cmpVision) |
5391 | | return ret; |
5392 | | var range = cmpVision.GetRange(); |
5393 | | ret.max = range; |
5394 | | } |
5395 | | return ret; |
5396 | | }; |
5397 | | |
5398 | | UnitAI.prototype.GetStance = function() |
5399 | | { |
5400 | | return g_Stances[this.stance]; |
5401 | | }; |
5402 | | |
5403 | | UnitAI.prototype.GetStanceName = function() |
5404 | | { |
5405 | | return this.stance; |
5406 | | }; |
5407 | | |
5408 | | |
5409 | | UnitAI.prototype.SetMoveSpeed = function(speed) |
5410 | | { |
5411 | | var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
5412 | | cmpMotion.SetSpeed(speed); |
5413 | | }; |
5414 | | |
5415 | | UnitAI.prototype.SetHeldPosition = function(x, z) |
5416 | | { |
5417 | | this.heldPosition = {"x": x, "z": z}; |
5418 | | }; |
5419 | | |
5420 | | UnitAI.prototype.SetHeldPositionOnEntity = function(entity) |
5421 | | { |
5422 | | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); |
5423 | | if (!cmpPosition || !cmpPosition.IsInWorld()) |
5424 | | return; |
5425 | | var pos = cmpPosition.GetPosition(); |
5426 | | this.SetHeldPosition(pos.x, pos.z); |
5427 | | }; |
5428 | | |
5429 | | UnitAI.prototype.GetHeldPosition = function() |
5430 | | { |
5431 | | return this.heldPosition; |
5432 | | }; |
5433 | | |
5434 | | UnitAI.prototype.WalkToHeldPosition = function() |
5435 | | { |
5436 | | if (this.heldPosition) |
5437 | | { |
5438 | | this.AddOrder("Walk", { "x": this.heldPosition.x, "z": this.heldPosition.z, "force": false }, false); |
5439 | | return true; |
5440 | | } |
5441 | | return false; |
5442 | | }; |
5443 | | |
5444 | | //// Helper functions //// |
5445 | | |
5446 | | UnitAI.prototype.CanAttack = function(target, forceResponse) |
5447 | | { |
5448 | | // Formation controllers should always respond to commands |
5449 | | // (then the individual units can make up their own minds) |
5450 | | if (this.IsFormationController()) |
5451 | | return true; |
5452 | | |
5453 | | // Verify that we're able to respond to Attack commands |
5454 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
5455 | | if (!cmpAttack) |
5456 | | return false; |
5457 | | |
5458 | | if (!cmpAttack.CanAttack(target)) |
5459 | | return false; |
5460 | | |
5461 | | // Verify that the target is alive |
5462 | | if (!this.TargetIsAlive(target)) |
5463 | | return false; |
5464 | | |
5465 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
5466 | | if (!cmpOwnership) |
5467 | | return false; |
5468 | | |
5469 | | // Verify that the target is an attackable resource supply like a domestic animal |
5470 | | // or that it isn't owned by an ally of this entity's player or is responding to |
5471 | | // an attack. |
5472 | | var owner = cmpOwnership.GetOwner(); |
5473 | | if (!this.MustKillGatherTarget(target) |
5474 | | && !(IsOwnedByEnemyOfPlayer(owner, target) |
5475 | | || IsOwnedByNeutralOfPlayer(owner, target) |
5476 | | || (forceResponse && !IsOwnedByPlayer(owner, target)))) |
5477 | | return false; |
5478 | | |
5479 | | return true; |
5480 | | }; |
5481 | | |
5482 | | UnitAI.prototype.CanGarrison = function(target) |
5483 | | { |
5484 | | // Formation controllers should always respond to commands |
5485 | | // (then the individual units can make up their own minds) |
5486 | | if (this.IsFormationController()) |
5487 | | return true; |
5488 | | |
5489 | | var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder); |
5490 | | if (!cmpGarrisonHolder) |
5491 | | return false; |
5492 | | |
5493 | | // Verify that the target is owned by this entity's player or a mutual ally of this player |
5494 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
5495 | | if (!cmpOwnership || !(IsOwnedByPlayer(cmpOwnership.GetOwner(), target) || IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target))) |
5496 | | return false; |
5497 | | |
5498 | | // Don't let animals garrison for now |
5499 | | // (If we want to support that, we'll need to change Order.Garrison so it |
5500 | | // doesn't move the animal into an INVIDIDUAL.* state) |
5501 | | if (this.IsAnimal()) |
5502 | | return false; |
5503 | | |
5504 | | return true; |
5505 | | }; |
5506 | | |
5507 | | UnitAI.prototype.CanGather = function(target) |
5508 | | { |
5509 | | // The target must be a valid resource supply. |
5510 | | var cmpResourceSupply = Engine.QueryInterface(target, IID_ResourceSupply); |
5511 | | if (!cmpResourceSupply) |
5512 | | return false; |
5513 | | |
5514 | | // Formation controllers should always respond to commands |
5515 | | // (then the individual units can make up their own minds) |
5516 | | if (this.IsFormationController()) |
5517 | | return true; |
5518 | | |
5519 | | // Verify that we're able to respond to Gather commands |
5520 | | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); |
5521 | | if (!cmpResourceGatherer) |
5522 | | return false; |
5523 | | |
5524 | | // Verify that we can gather from this target |
5525 | | if (!cmpResourceGatherer.GetTargetGatherRate(target)) |
5526 | | return false; |
5527 | | |
5528 | | // No need to verify ownership as we should be able to gather from |
5529 | | // a target regardless of ownership. |
5530 | | // No need to call "cmpResourceSupply.IsAvailable()" either because that |
5531 | | // would cause units to walk to full entities instead of choosing another one |
5532 | | // nearby to gather from, which is undesirable. |
5533 | | return true; |
5534 | | }; |
5535 | | |
5536 | | UnitAI.prototype.CanHeal = function(target) |
5537 | | { |
5538 | | // Formation controllers should always respond to commands |
5539 | | // (then the individual units can make up their own minds) |
5540 | | if (this.IsFormationController()) |
5541 | | return true; |
5542 | | |
5543 | | // Verify that we're able to respond to Heal commands |
5544 | | var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal); |
5545 | | if (!cmpHeal) |
5546 | | return false; |
5547 | | |
5548 | | // Verify that the target is alive |
5549 | | if (!this.TargetIsAlive(target)) |
5550 | | return false; |
5551 | | |
5552 | | // Verify that the target is owned by the same player as the entity or of an ally |
5553 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
5554 | | if (!cmpOwnership || !(IsOwnedByPlayer(cmpOwnership.GetOwner(), target) || IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target))) |
5555 | | return false; |
5556 | | |
5557 | | // Verify that the target is not unhealable (or at max health) |
5558 | | var cmpHealth = Engine.QueryInterface(target, IID_Health); |
5559 | | if (!cmpHealth || cmpHealth.IsUnhealable()) |
5560 | | return false; |
5561 | | |
5562 | | // Verify that the target has no unhealable class |
5563 | | var cmpIdentity = Engine.QueryInterface(target, IID_Identity); |
5564 | | if (!cmpIdentity) |
5565 | | return false; |
5566 | | for each (var unhealableClass in cmpHeal.GetUnhealableClasses()) |
5567 | | { |
5568 | | if (cmpIdentity.HasClass(unhealableClass) != -1) |
5569 | | { |
5570 | | return false; |
5571 | | } |
5572 | | } |
5573 | | |
5574 | | // Verify that the target is a healable class |
5575 | | var healable = false; |
5576 | | for each (var healableClass in cmpHeal.GetHealableClasses()) |
5577 | | { |
5578 | | if (cmpIdentity.HasClass(healableClass) != -1) |
5579 | | { |
5580 | | healable = true; |
5581 | | } |
5582 | | } |
5583 | | if (!healable) |
5584 | | return false; |
5585 | | |
5586 | | return true; |
5587 | | }; |
5588 | | |
5589 | | UnitAI.prototype.CanReturnResource = function(target, checkCarriedResource) |
5590 | | { |
5591 | | // Formation controllers should always respond to commands |
5592 | | // (then the individual units can make up their own minds) |
5593 | | if (this.IsFormationController()) |
5594 | | return true; |
5595 | | |
5596 | | // Verify that we're able to respond to ReturnResource commands |
5597 | | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer); |
5598 | | if (!cmpResourceGatherer) |
5599 | | return false; |
5600 | | |
5601 | | // Verify that the target is a dropsite |
5602 | | var cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite); |
5603 | | if (!cmpResourceDropsite) |
5604 | | return false; |
5605 | | |
5606 | | if (checkCarriedResource) |
5607 | | { |
5608 | | // Verify that we are carrying some resources, |
5609 | | // and can return our current resource to this target |
5610 | | var type = cmpResourceGatherer.GetMainCarryingType(); |
5611 | | if (!type || !cmpResourceDropsite.AcceptsType(type)) |
5612 | | return false; |
5613 | | } |
5614 | | |
5615 | | // Verify that the dropsite is owned by this entity's player |
5616 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
5617 | | if (!cmpOwnership || !IsOwnedByPlayer(cmpOwnership.GetOwner(), target)) |
5618 | | return false; |
5619 | | |
5620 | | return true; |
5621 | | }; |
5622 | | |
5623 | | UnitAI.prototype.CanTrade = function(target) |
5624 | | { |
5625 | | // Formation controllers should always respond to commands |
5626 | | // (then the individual units can make up their own minds) |
5627 | | if (this.IsFormationController()) |
5628 | | return true; |
5629 | | |
5630 | | // Verify that we're able to respond to Trade commands |
5631 | | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); |
5632 | | if (!cmpTrader || !cmpTrader.CanTrade(target)) |
5633 | | return false; |
5634 | | |
5635 | | return true; |
5636 | | }; |
5637 | | |
5638 | | UnitAI.prototype.CanRepair = function(target) |
5639 | | { |
5640 | | // Formation controllers should always respond to commands |
5641 | | // (then the individual units can make up their own minds) |
5642 | | if (this.IsFormationController()) |
5643 | | return true; |
5644 | | |
5645 | | // Verify that we're able to respond to Repair (Builder) commands |
5646 | | var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder); |
5647 | | if (!cmpBuilder) |
5648 | | return false; |
5649 | | |
5650 | | // Verify that the target is owned by an ally of this entity's player |
5651 | | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); |
5652 | | if (!cmpOwnership || !IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target)) |
5653 | | return false; |
5654 | | |
5655 | | return true; |
5656 | | }; |
5657 | | |
5658 | | UnitAI.prototype.CanPack = function() |
5659 | | { |
5660 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
5661 | | return (cmpPack && !cmpPack.IsPacking() && !cmpPack.IsPacked()); |
5662 | | }; |
5663 | | |
5664 | | UnitAI.prototype.CanUnpack = function() |
5665 | | { |
5666 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
5667 | | return (cmpPack && !cmpPack.IsPacking() && cmpPack.IsPacked()); |
5668 | | }; |
5669 | | |
5670 | | UnitAI.prototype.IsPacking = function() |
5671 | | { |
5672 | | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack); |
5673 | | return (cmpPack && cmpPack.IsPacking()); |
5674 | | }; |
5675 | | |
5676 | | //// Animal specific functions //// |
5677 | | |
5678 | | UnitAI.prototype.MoveRandomly = function(distance) |
5679 | | { |
5680 | | // We want to walk in a random direction, but avoid getting stuck |
5681 | | // in obstacles or narrow spaces. |
5682 | | // So pick a circular range from approximately our current position, |
5683 | | // and move outwards to the nearest point on that circle, which will |
5684 | | // lead to us avoiding obstacles and moving towards free space. |
5685 | | |
5686 | | // TODO: we probably ought to have a 'home' point, and drift towards |
5687 | | // that, so we don't spread out all across the whole map |
5688 | | |
5689 | | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position); |
5690 | | if (!cmpPosition) |
5691 | | return; |
5692 | | |
5693 | | if (!cmpPosition.IsInWorld()) |
5694 | | return; |
5695 | | |
5696 | | var pos = cmpPosition.GetPosition(); |
5697 | | |
5698 | | var jitter = 0.5; |
5699 | | |
5700 | | // Randomly adjust the range's center a bit, so we tend to prefer |
5701 | | // moving in random directions (if there's nothing in the way) |
5702 | | var tx = pos.x + (2*Math.random()-1)*jitter; |
5703 | | var tz = pos.z + (2*Math.random()-1)*jitter; |
5704 | | |
5705 | | var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
5706 | | cmpMotion.MoveToPointRange(tx, tz, distance, distance); |
5707 | | }; |
5708 | | |
5709 | | UnitAI.prototype.SetFacePointAfterMove = function(val) |
5710 | | { |
5711 | | var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); |
5712 | | if (cmpMotion) |
5713 | | cmpMotion.SetFacePointAfterMove(val); |
5714 | | }; |
5715 | | |
5716 | | UnitAI.prototype.AttackEntitiesByPreference = function(ents) |
5717 | | { |
5718 | | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); |
5719 | | |
5720 | | if (!cmpAttack) |
5721 | | return false; |
5722 | | |
5723 | | const attackfilter = function(e) { |
5724 | | var cmpOwnership = Engine.QueryInterface(e, IID_Ownership); |
5725 | | if (cmpOwnership && cmpOwnership.GetOwner() > 0) |
5726 | | return true; |
5727 | | var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI); |
5728 | | return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal()); |
5729 | | }; |
5730 | | |
5731 | | return this.RespondToTargetedEntities( |
5732 | | ents.filter(function (v) { return cmpAttack.CanAttack(v) && attackfilter(v); }) |
5733 | | .sort(function (a, b) { return cmpAttack.CompareEntitiesByPreference(a, b); }) |
5734 | | ); |
5735 | | }; |
5736 | | |
5737 | | /** |
5738 | | * Call obj.funcname(args) on UnitAI components of all formation members. |
5739 | | */ |
5740 | | UnitAI.prototype.CallMemberFunction = function(funcname, args) |
5741 | | { |
5742 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
5743 | | if (!cmpFormation) |
5744 | | return; |
5745 | | var members = cmpFormation.GetMembers(); |
5746 | | for each (var ent in members) |
5747 | | { |
5748 | | var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); |
5749 | | cmpUnitAI[funcname].apply(cmpUnitAI, args); |
5750 | | } |
5751 | | }; |
5752 | | |
5753 | | /** |
5754 | | * Call obj.functname(args) on UnitAI components of all formation members, |
5755 | | * and return true if all calls return true. |
5756 | | */ |
5757 | | UnitAI.prototype.TestAllMemberFunction = function(funcname, args) |
5758 | | { |
5759 | | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation); |
5760 | | if (!cmpFormation) |
5761 | | return false; |
5762 | | var members = cmpFormation.GetMembers(); |
5763 | | for each (var ent in members) |
5764 | | { |
5765 | | var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); |
5766 | | if (!cmpUnitAI[funcname].apply(cmpUnitAI, args)) |
5767 | | return false; |
5768 | | } |
5769 | | return true; |
5770 | | }; |
5771 | | |
5772 | | Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI); |