1 | function UnitAI() {}
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2 |
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3 | UnitAI.prototype.Schema =
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4 | "<a:help>Controls the unit's movement, attacks, etc, in response to commands from the player.</a:help>" +
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5 | "<a:example/>" +
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6 | "<element name='AlertReactiveLevel'>" +
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7 | "<data type='nonNegativeInteger'/>" +
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8 | "</element>" +
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9 | "<element name='DefaultStance'>" +
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10 | "<choice>" +
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11 | "<value>violent</value>" +
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12 | "<value>aggressive</value>" +
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13 | "<value>defensive</value>" +
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14 | "<value>passive</value>" +
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15 | "<value>standground</value>" +
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16 | "</choice>" +
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17 | "</element>" +
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18 | "<element name='FormationController'>" +
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19 | "<data type='boolean'/>" +
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20 | "</element>" +
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21 | "<element name='FleeDistance'>" +
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22 | "<ref name='positiveDecimal'/>" +
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23 | "</element>" +
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24 | "<element name='CanGuard'>" +
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25 | "<data type='boolean'/>" +
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26 | "</element>" +
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27 | "<optional>" +
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28 | "<interleave>" +
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29 | "<element name='NaturalBehaviour' a:help='Behaviour of the unit in the absence of player commands (intended for animals)'>" +
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30 | "<choice>" +
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31 | "<value a:help='Will actively attack any unit it encounters, even if not threatened'>violent</value>" +
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32 | "<value a:help='Will attack nearby units if it feels threatened (if they linger within LOS for too long)'>aggressive</value>" +
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33 | "<value a:help='Will attack nearby units if attacked'>defensive</value>" +
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34 | "<value a:help='Will never attack units but will attempt to flee when attacked'>passive</value>" +
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35 | "<value a:help='Will never attack units. Will typically attempt to flee for short distances when units approach'>skittish</value>" +
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36 | "<value a:help='Will never attack units and will not attempt to flee when attacked'>domestic</value>" +
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37 | "</choice>" +
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38 | "</element>" +
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39 | "<element name='RoamDistance'>" +
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40 | "<ref name='positiveDecimal'/>" +
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41 | "</element>" +
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42 | "<element name='RoamTimeMin'>" +
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43 | "<ref name='positiveDecimal'/>" +
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44 | "</element>" +
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45 | "<element name='RoamTimeMax'>" +
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46 | "<ref name='positiveDecimal'/>" +
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47 | "</element>" +
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48 | "<element name='FeedTimeMin'>" +
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49 | "<ref name='positiveDecimal'/>" +
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50 | "</element>" +
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51 | "<element name='FeedTimeMax'>" +
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52 | "<ref name='positiveDecimal'/>" +
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53 | "</element>"+
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54 | "</interleave>" +
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55 | "</optional>";
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56 |
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57 | // Unit stances.
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58 | // There some targeting options:
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59 | // targetVisibleEnemies: anything in vision range is a viable target
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60 | // targetAttackersAlways: anything that hurts us is a viable target,
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61 | // possibly overriding user orders!
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62 | // targetAttackersPassive: anything that hurts us is a viable target,
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63 | // if we're on a passive/unforced order (e.g. gathering/building)
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64 | // There are some response options, triggered when targets are detected:
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65 | // respondFlee: run away
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66 | // respondChase: start chasing after the enemy
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67 | // respondChaseBeyondVision: start chasing, and don't stop even if it's out
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68 | // of this unit's vision range (though still visible to the player)
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69 | // respondStandGround: attack enemy but don't move at all
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70 | // respondHoldGround: attack enemy but don't move far from current position
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71 | // TODO: maybe add targetAggressiveEnemies (don't worry about lone scouts,
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72 | // do worry around armies slaughtering the guy standing next to you), etc.
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73 | var g_Stances = {
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74 | "violent": {
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75 | targetVisibleEnemies: true,
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76 | targetAttackersAlways: true,
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77 | targetAttackersPassive: true,
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78 | respondFlee: false,
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79 | respondChase: true,
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80 | respondChaseBeyondVision: true,
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81 | respondStandGround: false,
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82 | respondHoldGround: false,
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83 | },
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84 | "aggressive": {
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85 | targetVisibleEnemies: true,
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86 | targetAttackersAlways: false,
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87 | targetAttackersPassive: true,
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88 | respondFlee: false,
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89 | respondChase: true,
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90 | respondChaseBeyondVision: false,
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91 | respondStandGround: false,
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92 | respondHoldGround: false,
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93 | },
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94 | "defensive": {
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95 | targetVisibleEnemies: true,
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96 | targetAttackersAlways: false,
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97 | targetAttackersPassive: true,
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98 | respondFlee: false,
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99 | respondChase: false,
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100 | respondChaseBeyondVision: false,
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101 | respondStandGround: false,
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102 | respondHoldGround: true,
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103 | },
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104 | "passive": {
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105 | targetVisibleEnemies: false,
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106 | targetAttackersAlways: false,
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107 | targetAttackersPassive: true,
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108 | respondFlee: true,
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109 | respondChase: false,
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110 | respondChaseBeyondVision: false,
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111 | respondStandGround: false,
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112 | respondHoldGround: false,
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113 | },
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114 | "standground": {
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115 | targetVisibleEnemies: true,
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116 | targetAttackersAlways: false,
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117 | targetAttackersPassive: true,
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118 | respondFlee: false,
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119 | respondChase: false,
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120 | respondChaseBeyondVision: false,
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121 | respondStandGround: true,
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122 | respondHoldGround: false,
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123 | },
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124 | };
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125 |
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126 | // See ../helpers/FSM.js for some documentation of this FSM specification syntax
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127 | UnitAI.prototype.UnitFsmSpec = {
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128 |
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129 | // Default event handlers:
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130 |
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131 | "MoveCompleted": function() {
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132 | // ignore spurious movement messages
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133 | // (these can happen when stopping moving at the same time
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134 | // as switching states)
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135 | },
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136 |
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137 | "MoveStarted": function() {
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138 | // ignore spurious movement messages
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139 | },
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140 |
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141 | "ConstructionFinished": function(msg) {
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142 | // ignore uninteresting construction messages
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143 | },
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144 |
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145 | "LosRangeUpdate": function(msg) {
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146 | // ignore newly-seen units by default
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147 | },
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148 |
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149 | "LosHealRangeUpdate": function(msg) {
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150 | // ignore newly-seen injured units by default
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151 | },
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152 |
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153 | "Attacked": function(msg) {
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154 | // ignore attacker
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155 | },
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156 |
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157 | "HealthChanged": function(msg) {
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158 | // ignore
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159 | },
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160 |
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161 | "PackFinished": function(msg) {
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162 | // ignore
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163 | },
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164 |
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165 | "PickupCanceled": function(msg) {
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166 | // ignore
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167 | },
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168 |
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169 | "TradingCanceled": function(msg) {
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170 | // ignore
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171 | },
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172 |
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173 | "GuardedAttacked": function(msg) {
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174 | // ignore
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175 | },
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176 |
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177 | // Formation handlers:
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178 |
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179 | "FormationLeave": function(msg) {
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180 | // ignore when we're not in FORMATIONMEMBER
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181 | },
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182 |
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183 | // Called when being told to walk as part of a formation
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184 | "Order.FormationWalk": function(msg) {
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185 | // Let players move captured domestic animals around
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186 | if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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187 | {
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188 | this.FinishOrder();
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189 | return;
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190 | }
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191 |
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192 | // For packable units:
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193 | // 1. If packed, we can move.
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194 | // 2. If unpacked, we first need to pack, then follow case 1.
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195 | if (this.CanPack())
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196 | {
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197 | // Case 2: pack
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198 | this.PushOrderFront("Pack", { "force": true });
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199 | return;
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200 | }
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201 |
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202 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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203 | cmpUnitMotion.MoveToFormationOffset(msg.data.target, msg.data.x, msg.data.z);
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204 |
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205 | this.SetNextStateAlwaysEntering("FORMATIONMEMBER.WALKING");
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206 | },
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207 |
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208 | // Special orders:
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209 | // (these will be overridden by various states)
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210 |
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211 | "Order.LeaveFoundation": function(msg) {
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212 | // If foundation is not ally of entity, or if entity is unpacked siege,
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213 | // ignore the order
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214 | if (!IsOwnedByAllyOfEntity(this.entity, msg.data.target) && !Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive() ||
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215 | this.IsPacking() || this.CanPack() || this.IsTurret())
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216 | {
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217 | this.FinishOrder();
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218 | return;
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219 | }
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220 | // Move a tile outside the building
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221 | let range = 4;
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222 | if (this.MoveToTargetRangeExplicit(msg.data.target, range, range))
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223 | {
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224 | // We've started walking to the given point
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225 | this.SetNextState("INDIVIDUAL.WALKING");
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226 | }
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227 | else
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228 | {
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229 | // We are already at the target, or can't move at all
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230 | this.FinishOrder();
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231 | }
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232 | },
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233 |
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234 | // Individual orders:
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235 | // (these will switch the unit out of formation mode)
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236 |
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237 | "Order.Stop": function(msg) {
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238 | // We have no control over non-domestic animals.
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239 | if (this.IsAnimal() && !this.IsDomestic())
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240 | {
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241 | this.FinishOrder();
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242 | return;
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243 | }
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244 |
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245 | // Stop moving immediately.
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246 | this.StopMoving();
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247 | this.FinishOrder();
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248 |
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249 | // No orders left, we're an individual now
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250 | if (this.IsAnimal())
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251 | this.SetNextState("ANIMAL.IDLE");
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252 | else
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253 | this.SetNextState("INDIVIDUAL.IDLE");
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254 |
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255 | },
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256 |
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257 | "Order.Walk": function(msg) {
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258 | // Let players move captured domestic animals around
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259 | if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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260 | {
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261 | this.FinishOrder();
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262 | return;
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263 | }
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264 |
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265 | // For packable units:
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266 | // 1. If packed, we can move.
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267 | // 2. If unpacked, we first need to pack, then follow case 1.
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268 | if (this.CanPack())
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269 | {
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270 | // Case 2: pack
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271 | this.PushOrderFront("Pack", { "force": true });
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272 | return;
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273 | }
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274 |
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275 | this.SetHeldPosition(this.order.data.x, this.order.data.z);
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276 | if (!this.order.data.max)
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277 | this.MoveToPoint(this.order.data.x, this.order.data.z);
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278 | else
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279 | this.MoveToPointRange(this.order.data.x, this.order.data.z, this.order.data.min, this.order.data.max);
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280 | if (this.IsAnimal())
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281 | this.SetNextState("ANIMAL.WALKING");
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282 | else
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283 | this.SetNextState("INDIVIDUAL.WALKING");
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284 | },
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285 |
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286 | "Order.WalkAndFight": function(msg) {
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287 | // Let players move captured domestic animals around
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288 | if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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289 | {
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290 | this.FinishOrder();
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291 | return;
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292 | }
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293 |
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294 | // For packable units:
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295 | // 1. If packed, we can move.
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296 | // 2. If unpacked, we first need to pack, then follow case 1.
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297 | if (this.CanPack())
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298 | {
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299 | // Case 2: pack
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300 | this.PushOrderFront("Pack", { "force": true });
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301 | return;
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302 | }
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303 |
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304 | this.SetHeldPosition(this.order.data.x, this.order.data.z);
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305 | this.MoveToPoint(this.order.data.x, this.order.data.z);
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306 | if (this.IsAnimal())
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307 | this.SetNextState("ANIMAL.WALKING"); // WalkAndFight not applicable for animals
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308 | else
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309 | this.SetNextState("INDIVIDUAL.WALKINGANDFIGHTING");
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310 | },
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311 |
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312 |
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313 | "Order.WalkToTarget": function(msg) {
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314 | // Let players move captured domestic animals around
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315 | if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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316 | {
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317 | this.FinishOrder();
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318 | return;
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319 | }
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320 |
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321 | // For packable units:
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322 | // 1. If packed, we can move.
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323 | // 2. If unpacked, we first need to pack, then follow case 1.
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324 | if (this.CanPack())
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325 | {
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326 | // Case 2: pack
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327 | this.PushOrderFront("Pack", { "force": true });
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328 | return;
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329 | }
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330 |
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331 | var ok = this.MoveToTarget(this.order.data.target);
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332 | if (ok)
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333 | {
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334 | // We've started walking to the given point
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335 | if (this.IsAnimal())
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336 | this.SetNextState("ANIMAL.WALKING");
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337 | else
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338 | this.SetNextState("INDIVIDUAL.WALKING");
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339 | }
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340 | else
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341 | {
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342 | // We are already at the target, or can't move at all
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343 | this.StopMoving();
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344 | this.FinishOrder();
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345 | }
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346 | },
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347 |
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348 | "Order.PickupUnit": function(msg) {
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349 | var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
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350 | if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull())
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351 | {
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352 | this.FinishOrder();
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353 | return;
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354 | }
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355 |
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356 | // Check if we need to move TODO implement a better way to know if we are on the shoreline
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357 | var needToMove = true;
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358 | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
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359 | if (this.lastShorelinePosition && cmpPosition && (this.lastShorelinePosition.x == cmpPosition.GetPosition().x)
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360 | && (this.lastShorelinePosition.z == cmpPosition.GetPosition().z))
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361 | {
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362 | // we were already on the shoreline, and have not moved since
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363 | if (DistanceBetweenEntities(this.entity, this.order.data.target) < 50)
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364 | needToMove = false;
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365 | }
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366 |
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367 | // TODO: what if the units are on a cliff ? the ship will go below the cliff
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368 | // and the units won't be able to garrison. Should go to the nearest (accessible) shore
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369 | if (needToMove && this.MoveToTarget(this.order.data.target))
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370 | {
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371 | this.SetNextState("INDIVIDUAL.PICKUP.APPROACHING");
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372 | }
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373 | else
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374 | {
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375 | // We are already at the target, or can't move at all
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376 | this.StopMoving();
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377 | this.SetNextState("INDIVIDUAL.PICKUP.LOADING");
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378 | }
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379 | },
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380 |
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381 | "Order.Guard": function(msg) {
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382 | if (!this.AddGuard(this.order.data.target))
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383 | {
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384 | this.FinishOrder();
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385 | return;
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386 | }
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387 |
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388 | if (this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
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389 | this.SetNextState("INDIVIDUAL.GUARD.ESCORTING");
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390 | else
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391 | this.SetNextState("INDIVIDUAL.GUARD.GUARDING");
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392 | },
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393 |
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394 | "Order.Flee": function(msg) {
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395 | // We use the distance between the entities to account for ranged attacks
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396 | var distance = DistanceBetweenEntities(this.entity, this.order.data.target) + (+this.template.FleeDistance);
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397 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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398 | if (cmpUnitMotion.MoveToTargetRange(this.order.data.target, distance, -1))
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399 | {
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400 | // We've started fleeing from the given target
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401 | if (this.IsAnimal())
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402 | this.SetNextState("ANIMAL.FLEEING");
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403 | else
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404 | this.SetNextState("INDIVIDUAL.FLEEING");
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405 | }
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406 | else
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407 | {
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408 | // We are already at the target, or can't move at all
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409 | this.StopMoving();
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410 | this.FinishOrder();
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411 | }
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412 | },
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413 |
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414 | "Order.Attack": function(msg) {
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415 | // Check the target is alive
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416 | if (!this.TargetIsAlive(this.order.data.target))
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417 | {
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418 | this.FinishOrder();
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419 | return;
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420 | }
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421 |
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422 | // Work out how to attack the given target
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423 | var type = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
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424 | if (!type)
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425 | {
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426 | // Oops, we can't attack at all
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427 | this.FinishOrder();
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428 | return;
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429 | }
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430 | this.order.data.attackType = type;
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431 |
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432 | // If we are already at the target, try attacking it from here
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433 | if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
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434 | {
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435 | this.StopMoving();
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436 | // For packable units within attack range:
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437 | // 1. If unpacked, we can attack the target.
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438 | // 2. If packed, we first need to unpack, then follow case 1.
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439 | if (this.CanUnpack())
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440 | {
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441 | // Ignore unforced attacks
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442 | // TODO: use special stances instead?
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443 | if (!this.order.data.force)
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444 | {
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445 | this.FinishOrder();
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446 | return;
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447 | }
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448 |
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449 | // Case 2: unpack
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450 | this.PushOrderFront("Unpack", { "force": true });
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451 | return;
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452 | }
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453 |
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454 | if (this.order.data.attackType == this.oldAttackType)
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455 | {
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456 | if (this.IsAnimal())
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457 | this.SetNextState("ANIMAL.COMBAT.ATTACKING");
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458 | else
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459 | this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
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460 | }
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461 | else
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462 | {
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463 | if (this.IsAnimal())
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464 | this.SetNextStateAlwaysEntering("ANIMAL.COMBAT.ATTACKING");
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465 | else
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466 | this.SetNextStateAlwaysEntering("INDIVIDUAL.COMBAT.ATTACKING");
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---|
467 | }
|
---|
468 | return;
|
---|
469 | }
|
---|
470 |
|
---|
471 | // For packable units out of attack range:
|
---|
472 | // 1. If packed, we need to move to attack range and then unpack.
|
---|
473 | // 2. If unpacked, we first need to pack, then follow case 1.
|
---|
474 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
475 | if (cmpPack)
|
---|
476 | {
|
---|
477 | // Ignore unforced attacks
|
---|
478 | // TODO: use special stances instead?
|
---|
479 | if (!this.order.data.force)
|
---|
480 | {
|
---|
481 | this.FinishOrder();
|
---|
482 | return;
|
---|
483 | }
|
---|
484 |
|
---|
485 | if (this.CanPack())
|
---|
486 | {
|
---|
487 | // Case 2: pack
|
---|
488 | this.PushOrderFront("Pack", { "force": true });
|
---|
489 | return;
|
---|
490 | }
|
---|
491 | }
|
---|
492 |
|
---|
493 | // If we can't reach the target, but are standing ground, then abandon this attack order.
|
---|
494 | // Unless we're hunting, that's a special case where we should continue attacking our target.
|
---|
495 | if (this.GetStance().respondStandGround && !this.order.data.force && !this.order.data.hunting || this.IsTurret())
|
---|
496 | {
|
---|
497 | this.FinishOrder();
|
---|
498 | return;
|
---|
499 | }
|
---|
500 |
|
---|
501 | // Try to move within attack range
|
---|
502 | if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
---|
503 | {
|
---|
504 | // We've started walking to the given point
|
---|
505 | if (this.IsAnimal())
|
---|
506 | this.SetNextState("ANIMAL.COMBAT.APPROACHING");
|
---|
507 | else
|
---|
508 | this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
|
---|
509 | return;
|
---|
510 | }
|
---|
511 |
|
---|
512 | // We can't reach the target, and can't move towards it,
|
---|
513 | // so abandon this attack order
|
---|
514 | this.FinishOrder();
|
---|
515 | },
|
---|
516 |
|
---|
517 | "Order.Heal": function(msg) {
|
---|
518 | // Check the target is alive
|
---|
519 | if (!this.TargetIsAlive(this.order.data.target))
|
---|
520 | {
|
---|
521 | this.FinishOrder();
|
---|
522 | return;
|
---|
523 | }
|
---|
524 |
|
---|
525 | // Healers can't heal themselves.
|
---|
526 | if (this.order.data.target == this.entity)
|
---|
527 | {
|
---|
528 | this.FinishOrder();
|
---|
529 | return;
|
---|
530 | }
|
---|
531 |
|
---|
532 | // Check if the target is in range
|
---|
533 | if (this.CheckTargetRange(this.order.data.target, IID_Heal))
|
---|
534 | {
|
---|
535 | this.StopMoving();
|
---|
536 | this.SetNextState("INDIVIDUAL.HEAL.HEALING");
|
---|
537 | return;
|
---|
538 | }
|
---|
539 |
|
---|
540 | // If we can't reach the target, but are standing ground,
|
---|
541 | // then abandon this heal order
|
---|
542 | if (this.GetStance().respondStandGround && !this.order.data.force)
|
---|
543 | {
|
---|
544 | this.FinishOrder();
|
---|
545 | return;
|
---|
546 | }
|
---|
547 |
|
---|
548 | // Try to move within heal range
|
---|
549 | if (this.MoveToTargetRange(this.order.data.target, IID_Heal))
|
---|
550 | {
|
---|
551 | // We've started walking to the given point
|
---|
552 | this.SetNextState("INDIVIDUAL.HEAL.APPROACHING");
|
---|
553 | return;
|
---|
554 | }
|
---|
555 |
|
---|
556 | // We can't reach the target, and can't move towards it,
|
---|
557 | // so abandon this heal order
|
---|
558 | this.FinishOrder();
|
---|
559 | },
|
---|
560 |
|
---|
561 | "Order.Gather": function(msg) {
|
---|
562 | // If the target is still alive, we need to kill it first
|
---|
563 | if (this.MustKillGatherTarget(this.order.data.target))
|
---|
564 | {
|
---|
565 | // Make sure we can attack the target, else we'll get very stuck
|
---|
566 | if (!this.GetBestAttackAgainst(this.order.data.target, false))
|
---|
567 | {
|
---|
568 | // Oops, we can't attack at all - give up
|
---|
569 | // TODO: should do something so the player knows why this failed
|
---|
570 | this.FinishOrder();
|
---|
571 | return;
|
---|
572 | }
|
---|
573 | // The target was visible when this order was issued,
|
---|
574 | // but could now be invisible again.
|
---|
575 | if (!this.CheckTargetVisible(this.order.data.target))
|
---|
576 | {
|
---|
577 | if (this.order.data.secondTry === undefined)
|
---|
578 | {
|
---|
579 | this.order.data.secondTry = true;
|
---|
580 | this.PushOrderFront("Walk", this.order.data.lastPos);
|
---|
581 | }
|
---|
582 | else
|
---|
583 | {
|
---|
584 | // We couldn't move there, or the target moved away
|
---|
585 | this.FinishOrder();
|
---|
586 | }
|
---|
587 | return;
|
---|
588 | }
|
---|
589 |
|
---|
590 | this.PushOrderFront("Attack", { "target": this.order.data.target, "force": false, "hunting": true, "allowCapture": false });
|
---|
591 | return;
|
---|
592 | }
|
---|
593 |
|
---|
594 | // Try to move within range
|
---|
595 | if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
|
---|
596 | {
|
---|
597 | // We've started walking to the given point
|
---|
598 | this.SetNextState("INDIVIDUAL.GATHER.APPROACHING");
|
---|
599 | }
|
---|
600 | else
|
---|
601 | {
|
---|
602 | // We are already at the target, or can't move at all,
|
---|
603 | // so try gathering it from here.
|
---|
604 | // TODO: need better handling of the can't-reach-target case
|
---|
605 | this.StopMoving();
|
---|
606 | this.SetNextStateAlwaysEntering("INDIVIDUAL.GATHER.GATHERING");
|
---|
607 | }
|
---|
608 | },
|
---|
609 |
|
---|
610 | "Order.GatherNearPosition": function(msg) {
|
---|
611 | // Move the unit to the position to gather from.
|
---|
612 | this.MoveToPoint(this.order.data.x, this.order.data.z);
|
---|
613 | this.SetNextState("INDIVIDUAL.GATHER.WALKING");
|
---|
614 | },
|
---|
615 |
|
---|
616 | "Order.ReturnResource": function(msg) {
|
---|
617 | // Check if the dropsite is already in range
|
---|
618 | if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) && this.CanReturnResource(this.order.data.target, true))
|
---|
619 | {
|
---|
620 | var cmpResourceDropsite = Engine.QueryInterface(this.order.data.target, IID_ResourceDropsite);
|
---|
621 | if (cmpResourceDropsite)
|
---|
622 | {
|
---|
623 | // Dump any resources we can
|
---|
624 | var dropsiteTypes = cmpResourceDropsite.GetTypes();
|
---|
625 |
|
---|
626 | Engine.QueryInterface(this.entity, IID_ResourceGatherer).CommitResources(dropsiteTypes);
|
---|
627 | // Stop showing the carried resource animation.
|
---|
628 | this.SetGathererAnimationOverride();
|
---|
629 |
|
---|
630 | // Our next order should always be a Gather,
|
---|
631 | // so just switch back to that order
|
---|
632 | this.FinishOrder();
|
---|
633 | return;
|
---|
634 | }
|
---|
635 | }
|
---|
636 | // Try to move to the dropsite
|
---|
637 | if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
|
---|
638 | {
|
---|
639 | // We've started walking to the target
|
---|
640 | this.SetNextState("INDIVIDUAL.RETURNRESOURCE.APPROACHING");
|
---|
641 | return;
|
---|
642 | }
|
---|
643 | // Oops, we can't reach the dropsite.
|
---|
644 | // Maybe we should try to pick another dropsite, to find an
|
---|
645 | // accessible one?
|
---|
646 | // For now, just give up.
|
---|
647 | this.StopMoving();
|
---|
648 | this.FinishOrder();
|
---|
649 | return;
|
---|
650 | },
|
---|
651 |
|
---|
652 | "Order.Trade": function(msg) {
|
---|
653 | // We must check if this trader has both markets in case it was a back-to-work order
|
---|
654 | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
---|
655 | if (!cmpTrader || !cmpTrader.HasBothMarkets())
|
---|
656 | {
|
---|
657 | this.FinishOrder();
|
---|
658 | return;
|
---|
659 | }
|
---|
660 |
|
---|
661 | // TODO find the nearest way-point from our position, and start with it
|
---|
662 | this.waypoints = undefined;
|
---|
663 | if (this.MoveToMarket(this.order.data.target))
|
---|
664 | // We've started walking to the next market
|
---|
665 | this.SetNextState("TRADE.APPROACHINGMARKET");
|
---|
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.SetNextStateAlwaysEntering("INDIVIDUAL.REPAIR.REPAIRING");
|
---|
684 | }
|
---|
685 | },
|
---|
686 |
|
---|
687 | "Order.Garrison": function(msg) {
|
---|
688 | if (this.IsTurret())
|
---|
689 | {
|
---|
690 | this.SetNextState("IDLE");
|
---|
691 | return;
|
---|
692 | }
|
---|
693 | else if (this.IsGarrisoned())
|
---|
694 | {
|
---|
695 | this.SetNextState("INDIVIDUAL.AUTOGARRISON");
|
---|
696 | return;
|
---|
697 | }
|
---|
698 |
|
---|
699 | // For packable units:
|
---|
700 | // 1. If packed, we can move to the garrison target.
|
---|
701 | // 2. If unpacked, we first need to pack, then follow case 1.
|
---|
702 | if (this.CanPack())
|
---|
703 | {
|
---|
704 | // Case 2: pack
|
---|
705 | this.PushOrderFront("Pack", { "force": true });
|
---|
706 | return;
|
---|
707 | }
|
---|
708 |
|
---|
709 | if (this.MoveToGarrisonRange(this.order.data.target))
|
---|
710 | {
|
---|
711 | this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING");
|
---|
712 | }
|
---|
713 | else
|
---|
714 | {
|
---|
715 | // We do a range check before actually garrisoning
|
---|
716 | this.StopMoving();
|
---|
717 | this.SetNextState("INDIVIDUAL.GARRISON.GARRISONED");
|
---|
718 | }
|
---|
719 | },
|
---|
720 |
|
---|
721 | "Order.Autogarrison": function(msg) {
|
---|
722 | if (this.IsTurret())
|
---|
723 | {
|
---|
724 | this.SetNextState("IDLE");
|
---|
725 | return;
|
---|
726 | }
|
---|
727 |
|
---|
728 | this.SetNextState("INDIVIDUAL.AUTOGARRISON");
|
---|
729 | },
|
---|
730 |
|
---|
731 | "Order.Ungarrison": function() {
|
---|
732 | this.FinishOrder();
|
---|
733 | this.isGarrisoned = false;
|
---|
734 | },
|
---|
735 |
|
---|
736 | "Order.Alert": function(msg) {
|
---|
737 | this.alertRaiser = this.order.data.raiser;
|
---|
738 |
|
---|
739 | // Find a target to garrison into, if we don't already have one
|
---|
740 | if (!this.alertGarrisoningTarget)
|
---|
741 | this.alertGarrisoningTarget = this.FindNearbyGarrisonHolder();
|
---|
742 |
|
---|
743 | if (this.alertGarrisoningTarget)
|
---|
744 | this.ReplaceOrder("Garrison", {"target": this.alertGarrisoningTarget});
|
---|
745 | else
|
---|
746 | {
|
---|
747 | this.StopMoving();
|
---|
748 | this.FinishOrder();
|
---|
749 | }
|
---|
750 | },
|
---|
751 |
|
---|
752 | "Order.Cheering": function(msg) {
|
---|
753 | this.SetNextState("INDIVIDUAL.CHEERING");
|
---|
754 | },
|
---|
755 |
|
---|
756 | "Order.Pack": function(msg) {
|
---|
757 | if (this.CanPack())
|
---|
758 | {
|
---|
759 | this.StopMoving();
|
---|
760 | this.SetNextState("INDIVIDUAL.PACKING");
|
---|
761 | }
|
---|
762 | },
|
---|
763 |
|
---|
764 | "Order.Unpack": function(msg) {
|
---|
765 | if (this.CanUnpack())
|
---|
766 | {
|
---|
767 | this.StopMoving();
|
---|
768 | this.SetNextState("INDIVIDUAL.UNPACKING");
|
---|
769 | }
|
---|
770 | },
|
---|
771 |
|
---|
772 | "Order.CancelPack": function(msg) {
|
---|
773 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
774 | if (cmpPack && cmpPack.IsPacking() && !cmpPack.IsPacked())
|
---|
775 | cmpPack.CancelPack();
|
---|
776 | this.FinishOrder();
|
---|
777 | },
|
---|
778 |
|
---|
779 | "Order.CancelUnpack": function(msg) {
|
---|
780 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
781 | if (cmpPack && cmpPack.IsPacking() && cmpPack.IsPacked())
|
---|
782 | cmpPack.CancelPack();
|
---|
783 | this.FinishOrder();
|
---|
784 | },
|
---|
785 |
|
---|
786 | // States for the special entity representing a group of units moving in formation:
|
---|
787 | "FORMATIONCONTROLLER": {
|
---|
788 |
|
---|
789 | "Order.Walk": function(msg) {
|
---|
790 | this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
|
---|
791 |
|
---|
792 | this.MoveToPoint(this.order.data.x, this.order.data.z);
|
---|
793 | this.SetNextState("WALKING");
|
---|
794 | },
|
---|
795 |
|
---|
796 | "Order.WalkAndFight": function(msg) {
|
---|
797 | this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
|
---|
798 |
|
---|
799 | this.MoveToPoint(this.order.data.x, this.order.data.z);
|
---|
800 | this.SetNextState("WALKINGANDFIGHTING");
|
---|
801 | },
|
---|
802 |
|
---|
803 | "Order.MoveIntoFormation": function(msg) {
|
---|
804 | this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
|
---|
805 |
|
---|
806 | this.MoveToPoint(this.order.data.x, this.order.data.z);
|
---|
807 | this.SetNextState("FORMING");
|
---|
808 | },
|
---|
809 |
|
---|
810 | // Only used by other orders to walk there in formation
|
---|
811 | "Order.WalkToTargetRange": function(msg) {
|
---|
812 | if (this.MoveToTargetRangeExplicit(this.order.data.target, this.order.data.min, this.order.data.max))
|
---|
813 | this.SetNextState("WALKING");
|
---|
814 | else
|
---|
815 | this.FinishOrder();
|
---|
816 | },
|
---|
817 |
|
---|
818 | "Order.WalkToTarget": function(msg) {
|
---|
819 | if (this.MoveToTarget(this.order.data.target))
|
---|
820 | this.SetNextState("WALKING");
|
---|
821 | else
|
---|
822 | this.FinishOrder();
|
---|
823 | },
|
---|
824 |
|
---|
825 | "Order.WalkToPointRange": function(msg) {
|
---|
826 | if (this.MoveToPointRange(this.order.data.x, this.order.data.z, this.order.data.min, this.order.data.max))
|
---|
827 | this.SetNextState("WALKING");
|
---|
828 | else
|
---|
829 | this.FinishOrder();
|
---|
830 | },
|
---|
831 |
|
---|
832 | "Order.Guard": function(msg) {
|
---|
833 | this.CallMemberFunction("Guard", [msg.data.target, false]);
|
---|
834 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
835 | cmpFormation.Disband();
|
---|
836 | },
|
---|
837 |
|
---|
838 | "Order.Stop": function(msg) {
|
---|
839 | if (!this.IsAttackingAsFormation())
|
---|
840 | this.CallMemberFunction("Stop", [false]);
|
---|
841 | this.FinishOrder();
|
---|
842 | },
|
---|
843 |
|
---|
844 | "Order.Attack": function(msg) {
|
---|
845 | var target = msg.data.target;
|
---|
846 | var allowCapture = msg.data.allowCapture;
|
---|
847 | var cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI);
|
---|
848 | if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember())
|
---|
849 | target = cmpTargetUnitAI.GetFormationController();
|
---|
850 |
|
---|
851 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
852 | // Check if we are already in range, otherwise walk there
|
---|
853 | if (!this.CheckTargetAttackRange(target, target))
|
---|
854 | {
|
---|
855 | if (this.TargetIsAlive(target) && this.CheckTargetVisible(target))
|
---|
856 | {
|
---|
857 | if (this.MoveToTargetAttackRange(target, target))
|
---|
858 | {
|
---|
859 | this.SetNextState("COMBAT.APPROACHING");
|
---|
860 | return;
|
---|
861 | }
|
---|
862 | }
|
---|
863 | this.FinishOrder();
|
---|
864 | return;
|
---|
865 | }
|
---|
866 | this.CallMemberFunction("Attack", [target, false, allowCapture]);
|
---|
867 | if (cmpAttack.CanAttackAsFormation())
|
---|
868 | this.SetNextState("COMBAT.ATTACKING");
|
---|
869 | else
|
---|
870 | this.SetNextState("MEMBER");
|
---|
871 | },
|
---|
872 |
|
---|
873 | "Order.Garrison": function(msg) {
|
---|
874 | if (!Engine.QueryInterface(msg.data.target, IID_GarrisonHolder))
|
---|
875 | {
|
---|
876 | this.FinishOrder();
|
---|
877 | return;
|
---|
878 | }
|
---|
879 | // Check if we are already in range, otherwise walk there
|
---|
880 | if (!this.CheckGarrisonRange(msg.data.target))
|
---|
881 | {
|
---|
882 | if (!this.CheckTargetVisible(msg.data.target))
|
---|
883 | {
|
---|
884 | this.FinishOrder();
|
---|
885 | return;
|
---|
886 | }
|
---|
887 | else
|
---|
888 | {
|
---|
889 | // Out of range; move there in formation
|
---|
890 | if (this.MoveToGarrisonRange(msg.data.target))
|
---|
891 | {
|
---|
892 | this.SetNextState("GARRISON.APPROACHING");
|
---|
893 | return;
|
---|
894 | }
|
---|
895 | }
|
---|
896 | }
|
---|
897 |
|
---|
898 | this.SetNextState("GARRISON.GARRISONING");
|
---|
899 | },
|
---|
900 |
|
---|
901 | "Order.Gather": function(msg) {
|
---|
902 | if (this.MustKillGatherTarget(msg.data.target))
|
---|
903 | {
|
---|
904 | // The target was visible when this order was given,
|
---|
905 | // but could now be invisible.
|
---|
906 | if (!this.CheckTargetVisible(msg.data.target))
|
---|
907 | {
|
---|
908 | if (msg.data.secondTry === undefined)
|
---|
909 | {
|
---|
910 | msg.data.secondTry = true;
|
---|
911 | this.PushOrderFront("Walk", msg.data.lastPos);
|
---|
912 | }
|
---|
913 | else
|
---|
914 | {
|
---|
915 | // We couldn't move there, or the target moved away
|
---|
916 | this.FinishOrder();
|
---|
917 | }
|
---|
918 | return;
|
---|
919 | }
|
---|
920 |
|
---|
921 | this.PushOrderFront("Attack", { "target": msg.data.target, "hunting": true, "allowCapture": false });
|
---|
922 | return;
|
---|
923 | }
|
---|
924 |
|
---|
925 | // TODO: on what should we base this range?
|
---|
926 | // Check if we are already in range, otherwise walk there
|
---|
927 | if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
|
---|
928 | {
|
---|
929 | if (!this.CanGather(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
|
---|
930 | // The target isn't gatherable or not visible any more.
|
---|
931 | this.FinishOrder();
|
---|
932 | // TODO: Should we issue a gather-near-position order
|
---|
933 | // if the target isn't gatherable/doesn't exist anymore?
|
---|
934 | else
|
---|
935 | // Out of range; move there in formation
|
---|
936 | this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
|
---|
937 | return;
|
---|
938 | }
|
---|
939 |
|
---|
940 | this.CallMemberFunction("Gather", [msg.data.target, false]);
|
---|
941 |
|
---|
942 | this.SetNextStateAlwaysEntering("MEMBER");
|
---|
943 | },
|
---|
944 |
|
---|
945 | "Order.GatherNearPosition": function(msg) {
|
---|
946 | // TODO: on what should we base this range?
|
---|
947 | // Check if we are already in range, otherwise walk there
|
---|
948 | if (!this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, 20))
|
---|
949 | {
|
---|
950 | // Out of range; move there in formation
|
---|
951 | this.PushOrderFront("WalkToPointRange", { "x": msg.data.x, "z": msg.data.z, "min": 0, "max": 20 });
|
---|
952 | return;
|
---|
953 | }
|
---|
954 |
|
---|
955 | this.CallMemberFunction("GatherNearPosition", [msg.data.x, msg.data.z, msg.data.type, msg.data.template, false]);
|
---|
956 |
|
---|
957 | this.SetNextStateAlwaysEntering("MEMBER");
|
---|
958 | },
|
---|
959 |
|
---|
960 | "Order.Heal": function(msg) {
|
---|
961 | // TODO: on what should we base this range?
|
---|
962 | // Check if we are already in range, otherwise walk there
|
---|
963 | if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
|
---|
964 | {
|
---|
965 | if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
|
---|
966 | // The target was destroyed
|
---|
967 | this.FinishOrder();
|
---|
968 | else
|
---|
969 | // Out of range; move there in formation
|
---|
970 | this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
|
---|
971 | return;
|
---|
972 | }
|
---|
973 |
|
---|
974 | this.CallMemberFunction("Heal", [msg.data.target, false]);
|
---|
975 |
|
---|
976 | this.SetNextStateAlwaysEntering("MEMBER");
|
---|
977 | },
|
---|
978 |
|
---|
979 | "Order.Repair": function(msg) {
|
---|
980 | // TODO: on what should we base this range?
|
---|
981 | // Check if we are already in range, otherwise walk there
|
---|
982 | if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
|
---|
983 | {
|
---|
984 | if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
|
---|
985 | // The building was finished or destroyed
|
---|
986 | this.FinishOrder();
|
---|
987 | else
|
---|
988 | // Out of range move there in formation
|
---|
989 | this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
|
---|
990 | return;
|
---|
991 | }
|
---|
992 |
|
---|
993 | this.CallMemberFunction("Repair", [msg.data.target, msg.data.autocontinue, false]);
|
---|
994 |
|
---|
995 | this.SetNextStateAlwaysEntering("MEMBER");
|
---|
996 | },
|
---|
997 |
|
---|
998 | "Order.ReturnResource": function(msg) {
|
---|
999 | // TODO: on what should we base this range?
|
---|
1000 | // Check if we are already in range, otherwise walk there
|
---|
1001 | if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
|
---|
1002 | {
|
---|
1003 | if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
|
---|
1004 | // The target was destroyed
|
---|
1005 | this.FinishOrder();
|
---|
1006 | else
|
---|
1007 | // Out of range; move there in formation
|
---|
1008 | this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
|
---|
1009 | return;
|
---|
1010 | }
|
---|
1011 |
|
---|
1012 | this.CallMemberFunction("ReturnResource", [msg.data.target, false]);
|
---|
1013 |
|
---|
1014 | this.SetNextStateAlwaysEntering("MEMBER");
|
---|
1015 | },
|
---|
1016 |
|
---|
1017 | "Order.Pack": function(msg) {
|
---|
1018 | this.CallMemberFunction("Pack", [false]);
|
---|
1019 |
|
---|
1020 | this.SetNextStateAlwaysEntering("MEMBER");
|
---|
1021 | },
|
---|
1022 |
|
---|
1023 | "Order.Unpack": function(msg) {
|
---|
1024 | this.CallMemberFunction("Unpack", [false]);
|
---|
1025 |
|
---|
1026 | this.SetNextStateAlwaysEntering("MEMBER");
|
---|
1027 | },
|
---|
1028 |
|
---|
1029 | "IDLE": {
|
---|
1030 | "enter": function(msg) {
|
---|
1031 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1032 | cmpFormation.SetRearrange(false);
|
---|
1033 | },
|
---|
1034 |
|
---|
1035 | "MoveStarted": function() {
|
---|
1036 | let cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1037 | cmpFormation.SetRearrange(true);
|
---|
1038 | cmpFormation.MoveMembersIntoFormation(true, true);
|
---|
1039 | }
|
---|
1040 | },
|
---|
1041 |
|
---|
1042 | "WALKING": {
|
---|
1043 | "MoveStarted": function(msg) {
|
---|
1044 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1045 | cmpFormation.SetRearrange(true);
|
---|
1046 | cmpFormation.MoveMembersIntoFormation(true, true);
|
---|
1047 | },
|
---|
1048 |
|
---|
1049 | "MoveCompleted": function(msg) {
|
---|
1050 | if (this.FinishOrder())
|
---|
1051 | this.CallMemberFunction("ResetFinishOrder", []);
|
---|
1052 | },
|
---|
1053 | },
|
---|
1054 |
|
---|
1055 | "WALKINGANDFIGHTING": {
|
---|
1056 | "enter": function(msg) {
|
---|
1057 | this.StartTimer(0, 1000);
|
---|
1058 | },
|
---|
1059 |
|
---|
1060 | "Timer": function(msg) {
|
---|
1061 | // check if there are no enemies to attack
|
---|
1062 | this.FindWalkAndFightTargets();
|
---|
1063 | },
|
---|
1064 |
|
---|
1065 | "leave": function(msg) {
|
---|
1066 | this.StopTimer();
|
---|
1067 | },
|
---|
1068 |
|
---|
1069 | "MoveStarted": function(msg) {
|
---|
1070 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1071 | cmpFormation.SetRearrange(true);
|
---|
1072 | cmpFormation.MoveMembersIntoFormation(true, true);
|
---|
1073 | },
|
---|
1074 |
|
---|
1075 | "MoveCompleted": function(msg) {
|
---|
1076 | if (this.FinishOrder())
|
---|
1077 | this.CallMemberFunction("ResetFinishOrder", []);
|
---|
1078 | },
|
---|
1079 | },
|
---|
1080 |
|
---|
1081 | "GARRISON":{
|
---|
1082 | "enter": function() {
|
---|
1083 | // If the garrisonholder should pickup, warn it so it can take needed action
|
---|
1084 | var cmpGarrisonHolder = Engine.QueryInterface(this.order.data.target, IID_GarrisonHolder);
|
---|
1085 | if (cmpGarrisonHolder && cmpGarrisonHolder.CanPickup(this.entity))
|
---|
1086 | {
|
---|
1087 | this.pickup = this.order.data.target; // temporary, deleted in "leave"
|
---|
1088 | Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity });
|
---|
1089 | }
|
---|
1090 | },
|
---|
1091 |
|
---|
1092 | "leave": function() {
|
---|
1093 | // If a pickup has been requested and not yet canceled, cancel it
|
---|
1094 | if (this.pickup)
|
---|
1095 | {
|
---|
1096 | Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
|
---|
1097 | delete this.pickup;
|
---|
1098 | }
|
---|
1099 | },
|
---|
1100 |
|
---|
1101 |
|
---|
1102 | "APPROACHING": {
|
---|
1103 | "MoveStarted": function(msg) {
|
---|
1104 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1105 | cmpFormation.SetRearrange(true);
|
---|
1106 | cmpFormation.MoveMembersIntoFormation(true, true);
|
---|
1107 | },
|
---|
1108 |
|
---|
1109 | "MoveCompleted": function(msg) {
|
---|
1110 | this.SetNextState("GARRISONING");
|
---|
1111 | },
|
---|
1112 | },
|
---|
1113 |
|
---|
1114 | "GARRISONING": {
|
---|
1115 | "enter": function() {
|
---|
1116 | // If a pickup has been requested, cancel it as it will be requested by members
|
---|
1117 | if (this.pickup)
|
---|
1118 | {
|
---|
1119 | Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
|
---|
1120 | delete this.pickup;
|
---|
1121 | }
|
---|
1122 | this.CallMemberFunction("Garrison", [this.order.data.target, false]);
|
---|
1123 | this.SetNextStateAlwaysEntering("MEMBER");
|
---|
1124 | },
|
---|
1125 | },
|
---|
1126 | },
|
---|
1127 |
|
---|
1128 | "FORMING": {
|
---|
1129 | "MoveStarted": function(msg) {
|
---|
1130 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1131 | cmpFormation.SetRearrange(true);
|
---|
1132 | cmpFormation.MoveMembersIntoFormation(true, false);
|
---|
1133 | },
|
---|
1134 |
|
---|
1135 | "MoveCompleted": function(msg) {
|
---|
1136 |
|
---|
1137 | if (this.FinishOrder())
|
---|
1138 | {
|
---|
1139 | this.CallMemberFunction("ResetFinishOrder", []);
|
---|
1140 | return;
|
---|
1141 | }
|
---|
1142 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1143 |
|
---|
1144 | cmpFormation.FindInPosition();
|
---|
1145 | }
|
---|
1146 | },
|
---|
1147 |
|
---|
1148 | "COMBAT": {
|
---|
1149 | "APPROACHING": {
|
---|
1150 | "MoveStarted": function(msg) {
|
---|
1151 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1152 | cmpFormation.SetRearrange(true);
|
---|
1153 | cmpFormation.MoveMembersIntoFormation(true, true);
|
---|
1154 | },
|
---|
1155 |
|
---|
1156 | "MoveCompleted": function(msg) {
|
---|
1157 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
1158 | this.CallMemberFunction("Attack", [this.order.data.target, false, this.order.data.allowCapture]);
|
---|
1159 | if (cmpAttack.CanAttackAsFormation())
|
---|
1160 | this.SetNextState("COMBAT.ATTACKING");
|
---|
1161 | else
|
---|
1162 | this.SetNextState("MEMBER");
|
---|
1163 | },
|
---|
1164 | },
|
---|
1165 |
|
---|
1166 | "ATTACKING": {
|
---|
1167 | // Wait for individual members to finish
|
---|
1168 | "enter": function(msg) {
|
---|
1169 | var target = this.order.data.target;
|
---|
1170 | var allowCapture = this.order.data.allowCapture;
|
---|
1171 | // Check if we are already in range, otherwise walk there
|
---|
1172 | if (!this.CheckTargetAttackRange(target, target))
|
---|
1173 | {
|
---|
1174 | if (this.TargetIsAlive(target) && this.CheckTargetVisible(target))
|
---|
1175 | {
|
---|
1176 | this.FinishOrder();
|
---|
1177 | this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": allowCapture });
|
---|
1178 | return true;
|
---|
1179 | }
|
---|
1180 | this.FinishOrder();
|
---|
1181 | return true;
|
---|
1182 | }
|
---|
1183 |
|
---|
1184 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1185 | // TODO fix the rearranging while attacking as formation
|
---|
1186 | cmpFormation.SetRearrange(!this.IsAttackingAsFormation());
|
---|
1187 | cmpFormation.MoveMembersIntoFormation(false, false);
|
---|
1188 | this.StartTimer(200, 200);
|
---|
1189 | return false;
|
---|
1190 | },
|
---|
1191 |
|
---|
1192 | "Timer": function(msg) {
|
---|
1193 | var target = this.order.data.target;
|
---|
1194 | var allowCapture = this.order.data.allowCapture;
|
---|
1195 | // Check if we are already in range, otherwise walk there
|
---|
1196 | if (!this.CheckTargetAttackRange(target, target))
|
---|
1197 | {
|
---|
1198 | if (this.TargetIsAlive(target) && this.CheckTargetVisible(target))
|
---|
1199 | {
|
---|
1200 | this.FinishOrder();
|
---|
1201 | this.PushOrderFront("Attack", { "target": target, "force": false, "allowCapture": allowCapture });
|
---|
1202 | return;
|
---|
1203 | }
|
---|
1204 | this.FinishOrder();
|
---|
1205 | return;
|
---|
1206 | }
|
---|
1207 | },
|
---|
1208 |
|
---|
1209 | "leave": function(msg) {
|
---|
1210 | this.StopTimer();
|
---|
1211 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1212 | if (cmpFormation)
|
---|
1213 | cmpFormation.SetRearrange(true);
|
---|
1214 | },
|
---|
1215 | },
|
---|
1216 | },
|
---|
1217 |
|
---|
1218 | "MEMBER": {
|
---|
1219 | // Wait for individual members to finish
|
---|
1220 | "enter": function(msg) {
|
---|
1221 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
1222 | cmpFormation.SetRearrange(false);
|
---|
1223 | this.StartTimer(1000, 1000);
|
---|
1224 | },
|
---|
1225 |
|
---|
1226 | "Timer": function(msg) {
|
---|
1227 | // Have all members finished the task?
|
---|
1228 | if (!this.TestAllMemberFunction("HasFinishedOrder", []))
|
---|
1229 | return;
|
---|
1230 |
|
---|
1231 | this.CallMemberFunction("ResetFinishOrder", []);
|
---|
1232 |
|
---|
1233 | // Execute the next order
|
---|
1234 | if (this.FinishOrder())
|
---|
1235 | {
|
---|
1236 | // if WalkAndFight order, look for new target before moving again
|
---|
1237 | if (this.IsWalkingAndFighting())
|
---|
1238 | this.FindWalkAndFightTargets();
|
---|
1239 | return;
|
---|
1240 | }
|
---|
1241 | },
|
---|
1242 |
|
---|
1243 | "leave": function(msg) {
|
---|
1244 | this.StopTimer();
|
---|
1245 | },
|
---|
1246 | },
|
---|
1247 | },
|
---|
1248 |
|
---|
1249 |
|
---|
1250 | // States for entities moving as part of a formation:
|
---|
1251 | "FORMATIONMEMBER": {
|
---|
1252 | "FormationLeave": function(msg) {
|
---|
1253 | // We're not in a formation anymore, so no need to track this.
|
---|
1254 | this.finishedOrder = false;
|
---|
1255 |
|
---|
1256 | // Stop moving as soon as the formation disbands
|
---|
1257 | this.StopMoving();
|
---|
1258 |
|
---|
1259 | // If the controller handled an order but some members rejected it,
|
---|
1260 | // they will have no orders and be in the FORMATIONMEMBER.IDLE state.
|
---|
1261 | if (this.orderQueue.length)
|
---|
1262 | {
|
---|
1263 | // We're leaving the formation, so stop our FormationWalk order
|
---|
1264 | if (this.FinishOrder())
|
---|
1265 | return;
|
---|
1266 | }
|
---|
1267 |
|
---|
1268 | // No orders left, we're an individual now
|
---|
1269 | if (this.IsAnimal())
|
---|
1270 | this.SetNextState("ANIMAL.IDLE");
|
---|
1271 | else
|
---|
1272 | this.SetNextState("INDIVIDUAL.IDLE");
|
---|
1273 | },
|
---|
1274 |
|
---|
1275 | // Override the LeaveFoundation order since we're not doing
|
---|
1276 | // anything more important (and we might be stuck in the WALKING
|
---|
1277 | // state forever and need to get out of foundations in that case)
|
---|
1278 | "Order.LeaveFoundation": function(msg) {
|
---|
1279 | // If foundation is not ally of entity, or if entity is unpacked siege,
|
---|
1280 | // ignore the order
|
---|
1281 | if (!IsOwnedByAllyOfEntity(this.entity, msg.data.target) && !Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive() ||
|
---|
1282 | this.IsPacking() || this.CanPack() || this.IsTurret())
|
---|
1283 | {
|
---|
1284 | this.FinishOrder();
|
---|
1285 | return;
|
---|
1286 | }
|
---|
1287 | // Move a tile outside the building
|
---|
1288 | let range = 4;
|
---|
1289 | if (this.MoveToTargetRangeExplicit(msg.data.target, range, range))
|
---|
1290 | {
|
---|
1291 | // We've started walking to the given point
|
---|
1292 | this.SetNextState("WALKINGTOPOINT");
|
---|
1293 | }
|
---|
1294 | else
|
---|
1295 | {
|
---|
1296 | // We are already at the target, or can't move at all
|
---|
1297 | this.FinishOrder();
|
---|
1298 | }
|
---|
1299 | },
|
---|
1300 |
|
---|
1301 |
|
---|
1302 | "IDLE": {
|
---|
1303 | "enter": function() {
|
---|
1304 | if (this.IsAnimal())
|
---|
1305 | this.SetNextState("ANIMAL.IDLE");
|
---|
1306 | else
|
---|
1307 | this.SetNextState("INDIVIDUAL.IDLE");
|
---|
1308 | return true;
|
---|
1309 | },
|
---|
1310 | },
|
---|
1311 |
|
---|
1312 | "WALKING": {
|
---|
1313 | "enter": function () {
|
---|
1314 | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
|
---|
1315 | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
---|
1316 | if (cmpFormation && cmpVisual)
|
---|
1317 | {
|
---|
1318 | cmpVisual.ReplaceMoveAnimation("walk", cmpFormation.GetFormationAnimation(this.entity, "walk"));
|
---|
1319 | cmpVisual.ReplaceMoveAnimation("run", cmpFormation.GetFormationAnimation(this.entity, "run"));
|
---|
1320 | }
|
---|
1321 | this.SelectAnimation("move");
|
---|
1322 | },
|
---|
1323 |
|
---|
1324 | // Occurs when the unit has reached its destination and the controller
|
---|
1325 | // is done moving. The controller is notified.
|
---|
1326 | "MoveCompleted": function(msg) {
|
---|
1327 | // We can only finish this order if the move was really completed.
|
---|
1328 | if (!msg.data.error && this.FinishOrder())
|
---|
1329 | return;
|
---|
1330 | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
---|
1331 | if (cmpVisual)
|
---|
1332 | {
|
---|
1333 | cmpVisual.ResetMoveAnimation("walk");
|
---|
1334 | cmpVisual.ResetMoveAnimation("run");
|
---|
1335 | }
|
---|
1336 |
|
---|
1337 | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
|
---|
1338 | if (cmpFormation)
|
---|
1339 | cmpFormation.SetInPosition(this.entity);
|
---|
1340 | },
|
---|
1341 | },
|
---|
1342 |
|
---|
1343 | // Special case used by Order.LeaveFoundation
|
---|
1344 | "WALKINGTOPOINT": {
|
---|
1345 | "enter": function() {
|
---|
1346 | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
|
---|
1347 | if (cmpFormation)
|
---|
1348 | cmpFormation.UnsetInPosition(this.entity);
|
---|
1349 | this.SelectAnimation("move");
|
---|
1350 | },
|
---|
1351 |
|
---|
1352 | "MoveCompleted": function() {
|
---|
1353 | this.FinishOrder();
|
---|
1354 | },
|
---|
1355 | },
|
---|
1356 | },
|
---|
1357 |
|
---|
1358 |
|
---|
1359 | // States for entities not part of a formation:
|
---|
1360 | "INDIVIDUAL": {
|
---|
1361 |
|
---|
1362 | "enter": function() {
|
---|
1363 | // Sanity-checking
|
---|
1364 | if (this.IsAnimal())
|
---|
1365 | error("Animal got moved into INDIVIDUAL.* state");
|
---|
1366 | },
|
---|
1367 |
|
---|
1368 | "Attacked": function(msg) {
|
---|
1369 | // Respond to attack if we always target attackers, or if we target attackers
|
---|
1370 | // during passive orders (e.g. gathering/repairing are never forced)
|
---|
1371 | if (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && (!this.order || !this.order.data || !this.order.data.force)))
|
---|
1372 | {
|
---|
1373 | this.RespondToTargetedEntities([msg.data.attacker]);
|
---|
1374 | }
|
---|
1375 | },
|
---|
1376 |
|
---|
1377 | "GuardedAttacked": function(msg) {
|
---|
1378 | // do nothing if we have a forced order in queue before the guard order
|
---|
1379 | for (var i = 0; i < this.orderQueue.length; ++i)
|
---|
1380 | {
|
---|
1381 | if (this.orderQueue[i].type == "Guard")
|
---|
1382 | break;
|
---|
1383 | if (this.orderQueue[i].data && this.orderQueue[i].data.force)
|
---|
1384 | return;
|
---|
1385 | }
|
---|
1386 | // if we already are targeting another unit still alive, finish with it first
|
---|
1387 | if (this.order && (this.order.type == "WalkAndFight" || this.order.type == "Attack"))
|
---|
1388 | if (this.order.data.target != msg.data.attacker && this.TargetIsAlive(msg.data.attacker))
|
---|
1389 | return;
|
---|
1390 |
|
---|
1391 | var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
|
---|
1392 | var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health);
|
---|
1393 | if (cmpIdentity && cmpIdentity.HasClass("Support") &&
|
---|
1394 | cmpHealth && cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints())
|
---|
1395 | {
|
---|
1396 | if (this.CanHeal(this.isGuardOf))
|
---|
1397 | this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
|
---|
1398 | else if (this.CanRepair(this.isGuardOf))
|
---|
1399 | this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
|
---|
1400 | return;
|
---|
1401 | }
|
---|
1402 |
|
---|
1403 | // if the attacker is a building and we can repair the guarded, repair it rather than attacking
|
---|
1404 | var cmpBuildingAI = Engine.QueryInterface(msg.data.attacker, IID_BuildingAI);
|
---|
1405 | if (cmpBuildingAI && this.CanRepair(this.isGuardOf))
|
---|
1406 | {
|
---|
1407 | this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
|
---|
1408 | return;
|
---|
1409 | }
|
---|
1410 |
|
---|
1411 | // target the unit
|
---|
1412 | if (this.CheckTargetVisible(msg.data.attacker))
|
---|
1413 | this.PushOrderFront("Attack", { "target": msg.data.attacker, "force": false, "allowCapture": true });
|
---|
1414 | else
|
---|
1415 | {
|
---|
1416 | var cmpPosition = Engine.QueryInterface(msg.data.attacker, IID_Position);
|
---|
1417 | if (!cmpPosition || !cmpPosition.IsInWorld())
|
---|
1418 | return;
|
---|
1419 | var pos = cmpPosition.GetPosition();
|
---|
1420 | this.PushOrderFront("WalkAndFight", { "x": pos.x, "z": pos.z, "target": msg.data.attacker, "force": false });
|
---|
1421 | // if we already had a WalkAndFight, keep only the most recent one in case the target has moved
|
---|
1422 | if (this.orderQueue[1] && this.orderQueue[1].type == "WalkAndFight")
|
---|
1423 | {
|
---|
1424 | this.orderQueue.splice(1, 1);
|
---|
1425 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
1426 | }
|
---|
1427 | }
|
---|
1428 | },
|
---|
1429 |
|
---|
1430 | "IDLE": {
|
---|
1431 | "enter": function() {
|
---|
1432 | // Switch back to idle animation to guarantee we won't
|
---|
1433 | // get stuck with an incorrect animation
|
---|
1434 | var animationName = "idle";
|
---|
1435 | if (this.IsFormationMember())
|
---|
1436 | {
|
---|
1437 | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
|
---|
1438 | if (cmpFormation)
|
---|
1439 | animationName = cmpFormation.GetFormationAnimation(this.entity, animationName);
|
---|
1440 | }
|
---|
1441 | this.SelectAnimation(animationName);
|
---|
1442 |
|
---|
1443 | // If we have some orders, it is because we are in an intermediary state
|
---|
1444 | // from FinishOrder (SetNextState("IDLE") is only executed when we get
|
---|
1445 | // a ProcessMessage), and thus we should not start another order which could
|
---|
1446 | // put us in a weird state
|
---|
1447 | if (this.orderQueue.length > 0 && !this.IsGarrisoned())
|
---|
1448 | return false;
|
---|
1449 |
|
---|
1450 | // If the unit is guarding/escorting, go back to its duty
|
---|
1451 | if (this.isGuardOf)
|
---|
1452 | {
|
---|
1453 | this.Guard(this.isGuardOf, false);
|
---|
1454 | return true;
|
---|
1455 | }
|
---|
1456 |
|
---|
1457 | // The GUI and AI want to know when a unit is idle, but we don't
|
---|
1458 | // want to send frequent spurious messages if the unit's only
|
---|
1459 | // idle for an instant and will quickly go off and do something else.
|
---|
1460 | // So we'll set a timer here and only report the idle event if we
|
---|
1461 | // remain idle
|
---|
1462 | this.StartTimer(1000);
|
---|
1463 |
|
---|
1464 | // If a unit can heal and attack we first want to heal wounded units,
|
---|
1465 | // so check if we are a healer and find whether there's anybody nearby to heal.
|
---|
1466 | // (If anyone approaches later it'll be handled via LosHealRangeUpdate.)
|
---|
1467 | // If anyone in sight gets hurt that will be handled via LosHealRangeUpdate.
|
---|
1468 | if (this.IsHealer() && this.FindNewHealTargets())
|
---|
1469 | return true; // (abort the FSM transition since we may have already switched state)
|
---|
1470 |
|
---|
1471 | // If we entered the idle state we must have nothing better to do,
|
---|
1472 | // so immediately check whether there's anybody nearby to attack.
|
---|
1473 | // (If anyone approaches later, it'll be handled via LosRangeUpdate.)
|
---|
1474 | if (this.FindNewTargets())
|
---|
1475 | return true; // (abort the FSM transition since we may have already switched state)
|
---|
1476 |
|
---|
1477 | // Nobody to attack - stay in idle
|
---|
1478 | return false;
|
---|
1479 | },
|
---|
1480 |
|
---|
1481 | "leave": function() {
|
---|
1482 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
1483 | if (this.losRangeQuery)
|
---|
1484 | cmpRangeManager.DisableActiveQuery(this.losRangeQuery);
|
---|
1485 | if (this.losHealRangeQuery)
|
---|
1486 | cmpRangeManager.DisableActiveQuery(this.losHealRangeQuery);
|
---|
1487 |
|
---|
1488 | this.StopTimer();
|
---|
1489 |
|
---|
1490 | if (this.isIdle)
|
---|
1491 | {
|
---|
1492 | this.isIdle = false;
|
---|
1493 | Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
|
---|
1494 | }
|
---|
1495 | },
|
---|
1496 |
|
---|
1497 | "LosRangeUpdate": function(msg) {
|
---|
1498 | if (this.GetStance().targetVisibleEnemies)
|
---|
1499 | {
|
---|
1500 | // Start attacking one of the newly-seen enemy (if any)
|
---|
1501 | this.AttackEntitiesByPreference(msg.data.added);
|
---|
1502 | }
|
---|
1503 | },
|
---|
1504 |
|
---|
1505 | "LosHealRangeUpdate": function(msg) {
|
---|
1506 | this.RespondToHealableEntities(msg.data.added);
|
---|
1507 | },
|
---|
1508 |
|
---|
1509 | "MoveStarted": function() {
|
---|
1510 | this.SelectAnimation("move");
|
---|
1511 | },
|
---|
1512 |
|
---|
1513 | "MoveCompleted": function() {
|
---|
1514 | this.SelectAnimation("idle");
|
---|
1515 | },
|
---|
1516 |
|
---|
1517 | "Timer": function(msg) {
|
---|
1518 | if (!this.isIdle)
|
---|
1519 | {
|
---|
1520 | this.isIdle = true;
|
---|
1521 | Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": this.isIdle });
|
---|
1522 | }
|
---|
1523 | },
|
---|
1524 | },
|
---|
1525 |
|
---|
1526 | "WALKING": {
|
---|
1527 | "enter": function () {
|
---|
1528 | this.SelectAnimation("move");
|
---|
1529 | },
|
---|
1530 |
|
---|
1531 | "MoveCompleted": function() {
|
---|
1532 | this.FinishOrder();
|
---|
1533 | },
|
---|
1534 | },
|
---|
1535 |
|
---|
1536 | "WALKINGANDFIGHTING": {
|
---|
1537 | "enter": function () {
|
---|
1538 | // Show weapons rather than carried resources.
|
---|
1539 | this.SetGathererAnimationOverride(true);
|
---|
1540 |
|
---|
1541 | this.StartTimer(0, 1000);
|
---|
1542 | this.SelectAnimation("move");
|
---|
1543 | },
|
---|
1544 |
|
---|
1545 | "Timer": function(msg) {
|
---|
1546 | this.FindWalkAndFightTargets();
|
---|
1547 | },
|
---|
1548 |
|
---|
1549 | "leave": function(msg) {
|
---|
1550 | this.StopTimer();
|
---|
1551 | },
|
---|
1552 |
|
---|
1553 | "MoveCompleted": function() {
|
---|
1554 | this.FinishOrder();
|
---|
1555 | },
|
---|
1556 | },
|
---|
1557 |
|
---|
1558 | "GUARD": {
|
---|
1559 | "RemoveGuard": function() {
|
---|
1560 | this.StopMoving();
|
---|
1561 | this.FinishOrder();
|
---|
1562 | },
|
---|
1563 |
|
---|
1564 | "ESCORTING": {
|
---|
1565 | "enter": function () {
|
---|
1566 | // Show weapons rather than carried resources.
|
---|
1567 | this.SetGathererAnimationOverride(true);
|
---|
1568 |
|
---|
1569 | this.StartTimer(0, 1000);
|
---|
1570 | this.SelectAnimation("move");
|
---|
1571 | this.SetHeldPositionOnEntity(this.isGuardOf);
|
---|
1572 | return false;
|
---|
1573 | },
|
---|
1574 |
|
---|
1575 | "Timer": function(msg) {
|
---|
1576 | // Check the target is alive
|
---|
1577 | if (!this.TargetIsAlive(this.isGuardOf))
|
---|
1578 | {
|
---|
1579 | this.StopMoving();
|
---|
1580 | this.FinishOrder();
|
---|
1581 | return;
|
---|
1582 | }
|
---|
1583 | this.SetHeldPositionOnEntity(this.isGuardOf);
|
---|
1584 | },
|
---|
1585 |
|
---|
1586 | "leave": function(msg) {
|
---|
1587 | this.SetMoveSpeed(this.GetWalkSpeed());
|
---|
1588 | this.StopTimer();
|
---|
1589 | },
|
---|
1590 |
|
---|
1591 | "MoveStarted": function(msg) {
|
---|
1592 | // Adapt the speed to the one of the target if needed
|
---|
1593 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
1594 | if (cmpUnitMotion.IsInTargetRange(this.isGuardOf, 0, 3*this.guardRange))
|
---|
1595 | {
|
---|
1596 | var cmpUnitAI = Engine.QueryInterface(this.isGuardOf, IID_UnitAI);
|
---|
1597 | if (cmpUnitAI)
|
---|
1598 | {
|
---|
1599 | var speed = cmpUnitAI.GetWalkSpeed();
|
---|
1600 | if (speed < this.GetWalkSpeed())
|
---|
1601 | this.SetMoveSpeed(speed);
|
---|
1602 | }
|
---|
1603 | }
|
---|
1604 | },
|
---|
1605 |
|
---|
1606 | "MoveCompleted": function() {
|
---|
1607 | this.SetMoveSpeed(this.GetWalkSpeed());
|
---|
1608 | if (!this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
|
---|
1609 | this.SetNextState("GUARDING");
|
---|
1610 | },
|
---|
1611 | },
|
---|
1612 |
|
---|
1613 | "GUARDING": {
|
---|
1614 | "enter": function () {
|
---|
1615 | this.StartTimer(1000, 1000);
|
---|
1616 | this.SetHeldPositionOnEntity(this.entity);
|
---|
1617 | this.SelectAnimation("idle");
|
---|
1618 | return false;
|
---|
1619 | },
|
---|
1620 |
|
---|
1621 | "LosRangeUpdate": function(msg) {
|
---|
1622 | // Start attacking one of the newly-seen enemy (if any)
|
---|
1623 | if (this.GetStance().targetVisibleEnemies)
|
---|
1624 | this.AttackEntitiesByPreference(msg.data.added);
|
---|
1625 | },
|
---|
1626 |
|
---|
1627 | "Timer": function(msg) {
|
---|
1628 | // Check the target is alive
|
---|
1629 | if (!this.TargetIsAlive(this.isGuardOf))
|
---|
1630 | {
|
---|
1631 | this.FinishOrder();
|
---|
1632 | return;
|
---|
1633 | }
|
---|
1634 | // then check is the target has moved
|
---|
1635 | if (this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
|
---|
1636 | this.SetNextState("ESCORTING");
|
---|
1637 | else
|
---|
1638 | {
|
---|
1639 | // if nothing better to do, check if the guarded needs to be healed or repaired
|
---|
1640 | var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health);
|
---|
1641 | if (cmpHealth && (cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints()))
|
---|
1642 | {
|
---|
1643 | if (this.CanHeal(this.isGuardOf))
|
---|
1644 | this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
|
---|
1645 | else if (this.CanRepair(this.isGuardOf))
|
---|
1646 | this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
|
---|
1647 | }
|
---|
1648 | }
|
---|
1649 | },
|
---|
1650 |
|
---|
1651 | "leave": function(msg) {
|
---|
1652 | this.StopTimer();
|
---|
1653 | },
|
---|
1654 | },
|
---|
1655 | },
|
---|
1656 |
|
---|
1657 | "FLEEING": {
|
---|
1658 | "enter": function() {
|
---|
1659 | this.PlaySound("panic");
|
---|
1660 |
|
---|
1661 | // Run quickly
|
---|
1662 | var speed = this.GetRunSpeed();
|
---|
1663 | this.SelectAnimation("move");
|
---|
1664 | this.SetMoveSpeed(speed);
|
---|
1665 | },
|
---|
1666 |
|
---|
1667 | "HealthChanged": function() {
|
---|
1668 | var speed = this.GetRunSpeed();
|
---|
1669 | this.SetMoveSpeed(speed);
|
---|
1670 | },
|
---|
1671 |
|
---|
1672 | "leave": function() {
|
---|
1673 | // Reset normal speed
|
---|
1674 | this.SetMoveSpeed(this.GetWalkSpeed());
|
---|
1675 | },
|
---|
1676 |
|
---|
1677 | "MoveCompleted": function() {
|
---|
1678 | // When we've run far enough, stop fleeing
|
---|
1679 | this.FinishOrder();
|
---|
1680 | },
|
---|
1681 |
|
---|
1682 | // TODO: what if we run into more enemies while fleeing?
|
---|
1683 | },
|
---|
1684 |
|
---|
1685 | "COMBAT": {
|
---|
1686 | "Order.LeaveFoundation": function(msg) {
|
---|
1687 | // Ignore the order as we're busy.
|
---|
1688 | return { "discardOrder": true };
|
---|
1689 | },
|
---|
1690 |
|
---|
1691 | "Attacked": function(msg) {
|
---|
1692 | // If we're already in combat mode, ignore anyone else
|
---|
1693 | // who's attacking us
|
---|
1694 | },
|
---|
1695 |
|
---|
1696 | "APPROACHING": {
|
---|
1697 | "enter": function () {
|
---|
1698 | // Show weapons rather than carried resources.
|
---|
1699 | this.SetGathererAnimationOverride(true);
|
---|
1700 |
|
---|
1701 | this.SelectAnimation("move");
|
---|
1702 | if (this.IsAnimal())
|
---|
1703 | {
|
---|
1704 | // come on, no animal approaches intruders in a
|
---|
1705 | // walking pace
|
---|
1706 | var speed = this.GetRunSpeed();
|
---|
1707 | this.SetMoveSpeed(speed);
|
---|
1708 | }
|
---|
1709 |
|
---|
1710 | this.StartTimer(1000, 1000);
|
---|
1711 | },
|
---|
1712 |
|
---|
1713 | "HealthChanged": function() {
|
---|
1714 | if (this.IsAnimal())
|
---|
1715 | {
|
---|
1716 | var speed = this.GetRunSpeed();
|
---|
1717 | this.SetMoveSpeed(speed);
|
---|
1718 | }
|
---|
1719 | },
|
---|
1720 |
|
---|
1721 | "leave": function() {
|
---|
1722 | // Show carried resources when walking.
|
---|
1723 | this.SetGathererAnimationOverride();
|
---|
1724 |
|
---|
1725 | // so animals will reset their speed
|
---|
1726 | var speed = this.GetWalkSpeed();
|
---|
1727 | this.SetMoveSpeed(speed);
|
---|
1728 |
|
---|
1729 | this.StopTimer();
|
---|
1730 | },
|
---|
1731 |
|
---|
1732 | "Timer": function(msg) {
|
---|
1733 | if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType))
|
---|
1734 | {
|
---|
1735 | this.StopMoving();
|
---|
1736 | this.FinishOrder();
|
---|
1737 |
|
---|
1738 | // Return to our original position
|
---|
1739 | if (this.GetStance().respondHoldGround)
|
---|
1740 | this.WalkToHeldPosition();
|
---|
1741 | }
|
---|
1742 | },
|
---|
1743 |
|
---|
1744 | "MoveCompleted": function() {
|
---|
1745 |
|
---|
1746 | if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
---|
1747 | {
|
---|
1748 | // If the unit needs to unpack, do so
|
---|
1749 | if (this.CanUnpack())
|
---|
1750 | this.SetNextState("UNPACKING");
|
---|
1751 | else
|
---|
1752 | this.SetNextState("ATTACKING");
|
---|
1753 | }
|
---|
1754 | else
|
---|
1755 | {
|
---|
1756 | if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
---|
1757 | {
|
---|
1758 | this.SetNextState("APPROACHING");
|
---|
1759 | }
|
---|
1760 | else
|
---|
1761 | {
|
---|
1762 | // Give up
|
---|
1763 | this.FinishOrder();
|
---|
1764 | }
|
---|
1765 | }
|
---|
1766 | },
|
---|
1767 |
|
---|
1768 | "Attacked": function(msg) {
|
---|
1769 | // If we're attacked by a close enemy, we should try to defend ourself
|
---|
1770 | // but only if we're not forced to target something else
|
---|
1771 | if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && !this.order.data.force)))
|
---|
1772 | {
|
---|
1773 | this.RespondToTargetedEntities([msg.data.attacker]);
|
---|
1774 | }
|
---|
1775 | },
|
---|
1776 | },
|
---|
1777 |
|
---|
1778 | "UNPACKING": {
|
---|
1779 | "enter": function() {
|
---|
1780 | // If we're not in range yet (maybe we stopped moving), move to target again
|
---|
1781 | if (!this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
---|
1782 | {
|
---|
1783 | if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
---|
1784 | this.SetNextState("APPROACHING");
|
---|
1785 | else
|
---|
1786 | // Give up
|
---|
1787 | this.FinishOrder();
|
---|
1788 | return true;
|
---|
1789 | }
|
---|
1790 |
|
---|
1791 | // In range, unpack
|
---|
1792 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
1793 | cmpPack.Unpack();
|
---|
1794 | return false;
|
---|
1795 | },
|
---|
1796 |
|
---|
1797 | "PackFinished": function(msg) {
|
---|
1798 | this.SetNextState("ATTACKING");
|
---|
1799 | },
|
---|
1800 |
|
---|
1801 | "leave": function() {
|
---|
1802 | },
|
---|
1803 |
|
---|
1804 | "Attacked": function(msg) {
|
---|
1805 | // Ignore further attacks while unpacking
|
---|
1806 | },
|
---|
1807 | },
|
---|
1808 |
|
---|
1809 | "ATTACKING": {
|
---|
1810 | "enter": function() {
|
---|
1811 | var target = this.order.data.target;
|
---|
1812 | var cmpFormation = Engine.QueryInterface(target, IID_Formation);
|
---|
1813 | // if the target is a formation, save the attacking formation, and pick a member
|
---|
1814 | if (cmpFormation)
|
---|
1815 | {
|
---|
1816 | this.order.data.formationTarget = target;
|
---|
1817 | target = cmpFormation.GetClosestMember(this.entity);
|
---|
1818 | this.order.data.target = target;
|
---|
1819 | }
|
---|
1820 | // Check the target is still alive and attackable
|
---|
1821 | if (this.TargetIsAlive(target) &&
|
---|
1822 | this.CanAttack(target, this.order.data.forceResponse || null) &&
|
---|
1823 | !this.CheckTargetAttackRange(target, this.order.data.attackType))
|
---|
1824 | {
|
---|
1825 | // Can't reach it - try to chase after it
|
---|
1826 | if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
|
---|
1827 | {
|
---|
1828 | if (this.MoveToTargetAttackRange(target, this.order.data.attackType))
|
---|
1829 | {
|
---|
1830 | this.SetNextState("COMBAT.CHASING");
|
---|
1831 | return;
|
---|
1832 | }
|
---|
1833 | }
|
---|
1834 | }
|
---|
1835 |
|
---|
1836 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
1837 | this.attackTimers = cmpAttack.GetTimers(this.order.data.attackType);
|
---|
1838 |
|
---|
1839 | // If the repeat time since the last attack hasn't elapsed,
|
---|
1840 | // delay this attack to avoid attacking too fast.
|
---|
1841 | var prepare = this.attackTimers.prepare;
|
---|
1842 | if (this.lastAttacked)
|
---|
1843 | {
|
---|
1844 | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
---|
1845 | var repeatLeft = this.lastAttacked + this.attackTimers.repeat - cmpTimer.GetTime();
|
---|
1846 | prepare = Math.max(prepare, repeatLeft);
|
---|
1847 | }
|
---|
1848 |
|
---|
1849 | this.oldAttackType = this.order.data.attackType;
|
---|
1850 | // add prefix + no capital first letter for attackType
|
---|
1851 | var animationName = "attack_" + this.order.data.attackType.toLowerCase();
|
---|
1852 | if (this.IsFormationMember())
|
---|
1853 | {
|
---|
1854 | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
|
---|
1855 | if (cmpFormation)
|
---|
1856 | animationName = cmpFormation.GetFormationAnimation(this.entity, animationName);
|
---|
1857 | }
|
---|
1858 | this.SelectAnimation(animationName, false, 1.0, "attack");
|
---|
1859 | this.SetAnimationSync(prepare, this.attackTimers.repeat);
|
---|
1860 | this.StartTimer(prepare, this.attackTimers.repeat);
|
---|
1861 | // TODO: we should probably only bother syncing projectile attacks, not melee
|
---|
1862 |
|
---|
1863 | // If using a non-default prepare time, re-sync the animation when the timer runs.
|
---|
1864 | this.resyncAnimation = (prepare != this.attackTimers.prepare) ? true : false;
|
---|
1865 |
|
---|
1866 | this.FaceTowardsTarget(this.order.data.target);
|
---|
1867 |
|
---|
1868 | var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
|
---|
1869 | if (cmpBuildingAI)
|
---|
1870 | cmpBuildingAI.SetUnitAITarget(this.order.data.target);
|
---|
1871 | },
|
---|
1872 |
|
---|
1873 | "leave": function() {
|
---|
1874 | var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
|
---|
1875 | if (cmpBuildingAI)
|
---|
1876 | cmpBuildingAI.SetUnitAITarget(0);
|
---|
1877 | this.StopTimer();
|
---|
1878 | },
|
---|
1879 |
|
---|
1880 | "Timer": function(msg) {
|
---|
1881 | var target = this.order.data.target;
|
---|
1882 | var cmpFormation = Engine.QueryInterface(target, IID_Formation);
|
---|
1883 | // if the target is a formation, save the attacking formation, and pick a member
|
---|
1884 | if (cmpFormation)
|
---|
1885 | {
|
---|
1886 | var thisObject = this;
|
---|
1887 | var filter = function(t) {
|
---|
1888 | return thisObject.TargetIsAlive(t) && thisObject.CanAttack(t, thisObject.order.data.forceResponse || null);
|
---|
1889 | };
|
---|
1890 | this.order.data.formationTarget = target;
|
---|
1891 | target = cmpFormation.GetClosestMember(this.entity, filter);
|
---|
1892 | this.order.data.target = target;
|
---|
1893 | }
|
---|
1894 | // Check the target is still alive and attackable
|
---|
1895 | if (this.TargetIsAlive(target) && this.CanAttack(target, this.order.data.forceResponse || null))
|
---|
1896 | {
|
---|
1897 | // If we are hunting, first update the target position of the gather order so we know where will be the killed animal
|
---|
1898 | if (this.order.data.hunting && this.orderQueue[1] && this.orderQueue[1].data.lastPos)
|
---|
1899 | {
|
---|
1900 | var cmpPosition = Engine.QueryInterface(this.order.data.target, IID_Position);
|
---|
1901 | if (cmpPosition && cmpPosition.IsInWorld())
|
---|
1902 | {
|
---|
1903 | // Store the initial position, so that we can find the rest of the herd later
|
---|
1904 | if (!this.orderQueue[1].data.initPos)
|
---|
1905 | this.orderQueue[1].data.initPos = this.orderQueue[1].data.lastPos;
|
---|
1906 | this.orderQueue[1].data.lastPos = cmpPosition.GetPosition();
|
---|
1907 | // We still know where the animal is, so we shouldn't give up before going there
|
---|
1908 | this.orderQueue[1].data.secondTry = undefined;
|
---|
1909 | }
|
---|
1910 | }
|
---|
1911 |
|
---|
1912 | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
---|
1913 | this.lastAttacked = cmpTimer.GetTime() - msg.lateness;
|
---|
1914 |
|
---|
1915 | this.FaceTowardsTarget(target);
|
---|
1916 |
|
---|
1917 | // BuildingAI has it's own attack-routine
|
---|
1918 | var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
|
---|
1919 | if (!cmpBuildingAI)
|
---|
1920 | {
|
---|
1921 | let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
1922 | cmpAttack.PerformAttack(this.order.data.attackType, target);
|
---|
1923 | }
|
---|
1924 |
|
---|
1925 | // Check we can still reach the target for the next attack
|
---|
1926 | if (this.CheckTargetAttackRange(target, this.order.data.attackType))
|
---|
1927 | {
|
---|
1928 | if (this.resyncAnimation)
|
---|
1929 | {
|
---|
1930 | this.SetAnimationSync(this.attackTimers.repeat, this.attackTimers.repeat);
|
---|
1931 | this.resyncAnimation = false;
|
---|
1932 | }
|
---|
1933 | return;
|
---|
1934 | }
|
---|
1935 |
|
---|
1936 | // Can't reach it - try to chase after it
|
---|
1937 | if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
|
---|
1938 | {
|
---|
1939 | if (this.MoveToTargetRange(target, IID_Attack, this.order.data.attackType))
|
---|
1940 | {
|
---|
1941 | this.SetNextState("COMBAT.CHASING");
|
---|
1942 | return;
|
---|
1943 | }
|
---|
1944 | }
|
---|
1945 | }
|
---|
1946 |
|
---|
1947 | // if we're targetting a formation, find a new member of that formation
|
---|
1948 | var cmpTargetFormation = Engine.QueryInterface(this.order.data.formationTarget || INVALID_ENTITY, IID_Formation);
|
---|
1949 | // if there is no target, it means previously searching for the target inside the target formation failed, so don't repeat the search
|
---|
1950 | if (target && cmpTargetFormation)
|
---|
1951 | {
|
---|
1952 | this.order.data.target = this.order.data.formationTarget;
|
---|
1953 | this.TimerHandler(msg.data, msg.lateness);
|
---|
1954 | return;
|
---|
1955 | }
|
---|
1956 |
|
---|
1957 | // Can't reach it, no longer owned by enemy, or it doesn't exist any more - give up
|
---|
1958 | // Except if in WalkAndFight mode where we look for more ennemies around before moving again
|
---|
1959 | if (this.FinishOrder())
|
---|
1960 | {
|
---|
1961 | if (this.IsWalkingAndFighting())
|
---|
1962 | this.FindWalkAndFightTargets();
|
---|
1963 | return;
|
---|
1964 | }
|
---|
1965 |
|
---|
1966 | // See if we can switch to a new nearby enemy
|
---|
1967 | if (this.FindNewTargets())
|
---|
1968 | {
|
---|
1969 | // Attempt to immediately re-enter the timer function, to avoid wasting the attack.
|
---|
1970 | if (this.orderQueue.length > 0 && this.orderQueue[0].data.attackType == this.oldAttackType)
|
---|
1971 | this.TimerHandler(msg.data, msg.lateness);
|
---|
1972 | return;
|
---|
1973 | }
|
---|
1974 |
|
---|
1975 | // Return to our original position
|
---|
1976 | if (this.GetStance().respondHoldGround)
|
---|
1977 | this.WalkToHeldPosition();
|
---|
1978 | },
|
---|
1979 |
|
---|
1980 | // TODO: respond to target deaths immediately, rather than waiting
|
---|
1981 | // until the next Timer event
|
---|
1982 |
|
---|
1983 | "Attacked": function(msg) {
|
---|
1984 | if (this.order.data.target != msg.data.attacker)
|
---|
1985 | {
|
---|
1986 | // If we're attacked by a close enemy, stronger than our current target,
|
---|
1987 | // we choose to attack it, but only if we're not forced to target something else
|
---|
1988 | if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || (this.GetStance().targetAttackersPassive && !this.order.data.force)))
|
---|
1989 | {
|
---|
1990 | var ents = [this.order.data.target, msg.data.attacker];
|
---|
1991 | SortEntitiesByPriority(ents);
|
---|
1992 | if (ents[0] != this.order.data.target)
|
---|
1993 | {
|
---|
1994 | this.RespondToTargetedEntities(ents);
|
---|
1995 | }
|
---|
1996 | }
|
---|
1997 | }
|
---|
1998 | },
|
---|
1999 | },
|
---|
2000 |
|
---|
2001 | "CHASING": {
|
---|
2002 | "enter": function () {
|
---|
2003 | // Show weapons rather than carried resources.
|
---|
2004 | this.SetGathererAnimationOverride(true);
|
---|
2005 |
|
---|
2006 | this.SelectAnimation("move");
|
---|
2007 | var cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
|
---|
2008 | if ((cmpUnitAI && cmpUnitAI.IsFleeing()) || this.IsAnimal())
|
---|
2009 | {
|
---|
2010 | // Run after a fleeing target
|
---|
2011 | var speed = this.GetRunSpeed();
|
---|
2012 | this.SetMoveSpeed(speed);
|
---|
2013 | }
|
---|
2014 | this.StartTimer(1000, 1000);
|
---|
2015 | },
|
---|
2016 |
|
---|
2017 | "HealthChanged": function() {
|
---|
2018 | var cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
|
---|
2019 | if (!cmpUnitAI || !cmpUnitAI.IsFleeing())
|
---|
2020 | return;
|
---|
2021 | var speed = this.GetRunSpeed();
|
---|
2022 | this.SetMoveSpeed(speed);
|
---|
2023 | },
|
---|
2024 |
|
---|
2025 | "leave": function() {
|
---|
2026 | // Reset normal speed in case it was changed
|
---|
2027 | this.SetMoveSpeed(this.GetWalkSpeed());
|
---|
2028 | // Show carried resources when walking.
|
---|
2029 | this.SetGathererAnimationOverride();
|
---|
2030 |
|
---|
2031 | this.StopTimer();
|
---|
2032 | },
|
---|
2033 |
|
---|
2034 | "Timer": function(msg) {
|
---|
2035 | if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType))
|
---|
2036 | {
|
---|
2037 | this.StopMoving();
|
---|
2038 | this.FinishOrder();
|
---|
2039 |
|
---|
2040 | // Return to our original position
|
---|
2041 | if (this.GetStance().respondHoldGround)
|
---|
2042 | this.WalkToHeldPosition();
|
---|
2043 | }
|
---|
2044 | },
|
---|
2045 |
|
---|
2046 | "MoveCompleted": function() {
|
---|
2047 | this.SetNextState("ATTACKING");
|
---|
2048 | },
|
---|
2049 | },
|
---|
2050 | },
|
---|
2051 |
|
---|
2052 | "GATHER": {
|
---|
2053 | "APPROACHING": {
|
---|
2054 | "enter": function() {
|
---|
2055 | this.SelectAnimation("move");
|
---|
2056 |
|
---|
2057 | this.gatheringTarget = this.order.data.target; // temporary, deleted in "leave".
|
---|
2058 |
|
---|
2059 | // check that we can gather from the resource we're supposed to gather from.
|
---|
2060 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
2061 | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
|
---|
2062 | var cmpMirage = Engine.QueryInterface(this.gatheringTarget, IID_Mirage);
|
---|
2063 | if ((!cmpMirage || !cmpMirage.Mirages(IID_ResourceSupply)) &&
|
---|
2064 | (!cmpSupply || !cmpSupply.AddGatherer(cmpOwnership.GetOwner(), this.entity)))
|
---|
2065 | {
|
---|
2066 | // Save the current order's data in case we need it later
|
---|
2067 | var oldType = this.order.data.type;
|
---|
2068 | var oldTarget = this.order.data.target;
|
---|
2069 | var oldTemplate = this.order.data.template;
|
---|
2070 |
|
---|
2071 | // Try the next queued order if there is any
|
---|
2072 | if (this.FinishOrder())
|
---|
2073 | return true;
|
---|
2074 |
|
---|
2075 | // Try to find another nearby target of the same specific type
|
---|
2076 | // Also don't switch to a different type of huntable animal
|
---|
2077 | var nearby = this.FindNearbyResource(function (ent, type, template) {
|
---|
2078 | return (
|
---|
2079 | ent != oldTarget
|
---|
2080 | && ((type.generic == "treasure" && oldType.generic == "treasure")
|
---|
2081 | || (type.specific == oldType.specific
|
---|
2082 | && (type.specific != "meat" || oldTemplate == template)))
|
---|
2083 | );
|
---|
2084 | }, oldTarget);
|
---|
2085 | if (nearby)
|
---|
2086 | {
|
---|
2087 | this.PerformGather(nearby, false, false);
|
---|
2088 | return true;
|
---|
2089 | }
|
---|
2090 | else
|
---|
2091 | {
|
---|
2092 | // It's probably better in this case, to avoid units getting stuck around a dropsite
|
---|
2093 | // in a "Target is far away, full, nearby are no good resources, return to dropsite" loop
|
---|
2094 | // to order it to GatherNear the resource position.
|
---|
2095 | var cmpPosition = Engine.QueryInterface(oldTarget, IID_Position);
|
---|
2096 | if (cmpPosition)
|
---|
2097 | {
|
---|
2098 | var pos = cmpPosition.GetPosition();
|
---|
2099 | this.GatherNearPosition(pos.x, pos.z, oldType, oldTemplate);
|
---|
2100 | return true;
|
---|
2101 | }
|
---|
2102 | else
|
---|
2103 | {
|
---|
2104 | // we're kind of stuck here. Return resource.
|
---|
2105 | var nearby = this.FindNearestDropsite(oldType.generic);
|
---|
2106 | if (nearby)
|
---|
2107 | {
|
---|
2108 | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
|
---|
2109 | return true;
|
---|
2110 | }
|
---|
2111 | }
|
---|
2112 | }
|
---|
2113 | return true;
|
---|
2114 | }
|
---|
2115 | return false;
|
---|
2116 | },
|
---|
2117 |
|
---|
2118 | "MoveCompleted": function(msg) {
|
---|
2119 | if (msg.data.error)
|
---|
2120 | {
|
---|
2121 | // We failed to reach the target
|
---|
2122 |
|
---|
2123 | // remove us from the list of entities gathering from Resource.
|
---|
2124 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
2125 | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
|
---|
2126 | if (cmpSupply && cmpOwnership)
|
---|
2127 | cmpSupply.RemoveGatherer(this.entity, cmpOwnership.GetOwner());
|
---|
2128 | else if (cmpSupply)
|
---|
2129 | cmpSupply.RemoveGatherer(this.entity);
|
---|
2130 |
|
---|
2131 | // Save the current order's data in case we need it later
|
---|
2132 | var oldType = this.order.data.type;
|
---|
2133 | var oldTarget = this.order.data.target;
|
---|
2134 | var oldTemplate = this.order.data.template;
|
---|
2135 |
|
---|
2136 | // Try the next queued order if there is any
|
---|
2137 | if (this.FinishOrder())
|
---|
2138 | return;
|
---|
2139 |
|
---|
2140 | // Try to find another nearby target of the same specific type
|
---|
2141 | // Also don't switch to a different type of huntable animal
|
---|
2142 | var nearby = this.FindNearbyResource(function (ent, type, template) {
|
---|
2143 | return (
|
---|
2144 | ent != oldTarget
|
---|
2145 | && ((type.generic == "treasure" && oldType.generic == "treasure")
|
---|
2146 | || (type.specific == oldType.specific
|
---|
2147 | && (type.specific != "meat" || oldTemplate == template)))
|
---|
2148 | );
|
---|
2149 | });
|
---|
2150 | if (nearby)
|
---|
2151 | {
|
---|
2152 | this.PerformGather(nearby, false, false);
|
---|
2153 | return;
|
---|
2154 | }
|
---|
2155 |
|
---|
2156 | // Couldn't find anything else. Just try this one again,
|
---|
2157 | // maybe we'll succeed next time
|
---|
2158 | this.PerformGather(oldTarget, false, false);
|
---|
2159 | return;
|
---|
2160 | }
|
---|
2161 |
|
---|
2162 | // We reached the target - start gathering from it now
|
---|
2163 | this.SetNextState("GATHERING");
|
---|
2164 | },
|
---|
2165 |
|
---|
2166 | "leave": function() {
|
---|
2167 | // don't use ownership because this is called after a conversion/resignation
|
---|
2168 | // and the ownership would be invalid then.
|
---|
2169 | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
|
---|
2170 | if (cmpSupply)
|
---|
2171 | cmpSupply.RemoveGatherer(this.entity);
|
---|
2172 | delete this.gatheringTarget;
|
---|
2173 | },
|
---|
2174 | },
|
---|
2175 |
|
---|
2176 | // Walking to a good place to gather resources near, used by GatherNearPosition
|
---|
2177 | "WALKING": {
|
---|
2178 | "enter": function() {
|
---|
2179 | this.SelectAnimation("move");
|
---|
2180 | },
|
---|
2181 |
|
---|
2182 | "MoveCompleted": function(msg) {
|
---|
2183 | var resourceType = this.order.data.type;
|
---|
2184 | var resourceTemplate = this.order.data.template;
|
---|
2185 |
|
---|
2186 | // Try to find another nearby target of the same specific type
|
---|
2187 | // Also don't switch to a different type of huntable animal
|
---|
2188 | var nearby = this.FindNearbyResource(function (ent, type, template) {
|
---|
2189 | return (
|
---|
2190 | (type.generic == "treasure" && resourceType.generic == "treasure")
|
---|
2191 | || (type.specific == resourceType.specific
|
---|
2192 | && (type.specific != "meat" || resourceTemplate == template))
|
---|
2193 | );
|
---|
2194 | });
|
---|
2195 |
|
---|
2196 | // If there is a nearby resource start gathering
|
---|
2197 | if (nearby)
|
---|
2198 | {
|
---|
2199 | this.PerformGather(nearby, false, false);
|
---|
2200 | return;
|
---|
2201 | }
|
---|
2202 |
|
---|
2203 | // Couldn't find nearby resources, so give up
|
---|
2204 | if (this.FinishOrder())
|
---|
2205 | return;
|
---|
2206 |
|
---|
2207 | // Nothing better to do: go back to dropsite
|
---|
2208 | var nearby = this.FindNearestDropsite(resourceType.generic);
|
---|
2209 | if (nearby)
|
---|
2210 | {
|
---|
2211 | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
|
---|
2212 | return;
|
---|
2213 | }
|
---|
2214 |
|
---|
2215 | // No dropsites, just give up
|
---|
2216 | },
|
---|
2217 | },
|
---|
2218 |
|
---|
2219 | "GATHERING": {
|
---|
2220 | "enter": function() {
|
---|
2221 | this.gatheringTarget = this.order.data.target; // deleted in "leave".
|
---|
2222 |
|
---|
2223 | // Check if the resource is full.
|
---|
2224 | if (this.gatheringTarget)
|
---|
2225 | {
|
---|
2226 | // Check that we can gather from the resource we're supposed to gather from.
|
---|
2227 | // Will only be added if we're not already in.
|
---|
2228 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
2229 | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
|
---|
2230 | if (!cmpSupply || !cmpSupply.AddGatherer(cmpOwnership.GetOwner(), this.entity))
|
---|
2231 | {
|
---|
2232 | this.gatheringTarget = INVALID_ENTITY;
|
---|
2233 | this.StartTimer(0);
|
---|
2234 | return false;
|
---|
2235 | }
|
---|
2236 | }
|
---|
2237 |
|
---|
2238 | // If this order was forced, the player probably gave it, but now we've reached the target
|
---|
2239 | // switch to an unforced order (can be interrupted by attacks)
|
---|
2240 | this.order.data.force = false;
|
---|
2241 | this.order.data.autoharvest = true;
|
---|
2242 |
|
---|
2243 | // Calculate timing based on gather rates
|
---|
2244 | // This allows the gather rate to control how often we gather, instead of how much.
|
---|
2245 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
2246 | var rate = cmpResourceGatherer.GetTargetGatherRate(this.gatheringTarget);
|
---|
2247 |
|
---|
2248 | if (!rate)
|
---|
2249 | {
|
---|
2250 | // Try to find another target if the current one stopped existing
|
---|
2251 | if (!Engine.QueryInterface(this.gatheringTarget, IID_Identity))
|
---|
2252 | {
|
---|
2253 | // Let the Timer logic handle this
|
---|
2254 | this.StartTimer(0);
|
---|
2255 | return false;
|
---|
2256 | }
|
---|
2257 |
|
---|
2258 | // No rate, give up on gathering
|
---|
2259 | this.FinishOrder();
|
---|
2260 | return true;
|
---|
2261 | }
|
---|
2262 |
|
---|
2263 | // Scale timing interval based on rate, and start timer
|
---|
2264 | // The offset should be at least as long as the repeat time so we use the same value for both.
|
---|
2265 | var offset = 1000/rate;
|
---|
2266 | var repeat = offset;
|
---|
2267 | this.StartTimer(offset, repeat);
|
---|
2268 |
|
---|
2269 | // We want to start the gather animation as soon as possible,
|
---|
2270 | // but only if we're actually at the target and it's still alive
|
---|
2271 | // (else it'll look like we're chopping empty air).
|
---|
2272 | // (If it's not alive, the Timer handler will deal with sending us
|
---|
2273 | // off to a different target.)
|
---|
2274 | if (this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer))
|
---|
2275 | {
|
---|
2276 | var typename = "gather_" + this.order.data.type.specific;
|
---|
2277 | this.SelectAnimation(typename, false, 1.0, typename);
|
---|
2278 | }
|
---|
2279 | return false;
|
---|
2280 | },
|
---|
2281 |
|
---|
2282 | "leave": function() {
|
---|
2283 | this.StopTimer();
|
---|
2284 |
|
---|
2285 | // don't use ownership because this is called after a conversion/resignation
|
---|
2286 | // and the ownership would be invalid then.
|
---|
2287 | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
|
---|
2288 | if (cmpSupply)
|
---|
2289 | cmpSupply.RemoveGatherer(this.entity);
|
---|
2290 | delete this.gatheringTarget;
|
---|
2291 |
|
---|
2292 | // Show the carried resource, if we've gathered anything.
|
---|
2293 | this.SetGathererAnimationOverride();
|
---|
2294 | },
|
---|
2295 |
|
---|
2296 | "Timer": function(msg) {
|
---|
2297 | var resourceTemplate = this.order.data.template;
|
---|
2298 | var resourceType = this.order.data.type;
|
---|
2299 |
|
---|
2300 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
2301 | if (!cmpOwnership)
|
---|
2302 | return;
|
---|
2303 |
|
---|
2304 | var cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
|
---|
2305 | if (cmpSupply && cmpSupply.IsAvailable(cmpOwnership.GetOwner(), this.entity))
|
---|
2306 | {
|
---|
2307 | // Check we can still reach and gather from the target
|
---|
2308 | if (this.CheckTargetRange(this.gatheringTarget, IID_ResourceGatherer) && this.CanGather(this.gatheringTarget))
|
---|
2309 | {
|
---|
2310 | // Gather the resources:
|
---|
2311 |
|
---|
2312 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
2313 |
|
---|
2314 | // Try to gather treasure
|
---|
2315 | if (cmpResourceGatherer.TryInstantGather(this.gatheringTarget))
|
---|
2316 | return;
|
---|
2317 |
|
---|
2318 | // If we've already got some resources but they're the wrong type,
|
---|
2319 | // drop them first to ensure we're only ever carrying one type
|
---|
2320 | if (cmpResourceGatherer.IsCarryingAnythingExcept(resourceType.generic))
|
---|
2321 | cmpResourceGatherer.DropResources();
|
---|
2322 |
|
---|
2323 | // Collect from the target
|
---|
2324 | var status = cmpResourceGatherer.PerformGather(this.gatheringTarget);
|
---|
2325 |
|
---|
2326 | // If we've collected as many resources as possible,
|
---|
2327 | // return to the nearest dropsite
|
---|
2328 | if (status.filled)
|
---|
2329 | {
|
---|
2330 | var nearby = this.FindNearestDropsite(resourceType.generic);
|
---|
2331 | if (nearby)
|
---|
2332 | {
|
---|
2333 | // (Keep this Gather order on the stack so we'll
|
---|
2334 | // continue gathering after returning)
|
---|
2335 | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
|
---|
2336 | return;
|
---|
2337 | }
|
---|
2338 |
|
---|
2339 | // Oh no, couldn't find any drop sites. Give up on gathering.
|
---|
2340 | this.FinishOrder();
|
---|
2341 | return;
|
---|
2342 | }
|
---|
2343 |
|
---|
2344 | // We can gather more from this target, do so in the next timer
|
---|
2345 | if (!status.exhausted)
|
---|
2346 | return;
|
---|
2347 | }
|
---|
2348 | else
|
---|
2349 | {
|
---|
2350 | // Try to follow the target
|
---|
2351 | if (this.MoveToTargetRange(this.gatheringTarget, IID_ResourceGatherer))
|
---|
2352 | {
|
---|
2353 | this.SetNextState("APPROACHING");
|
---|
2354 | return;
|
---|
2355 | }
|
---|
2356 |
|
---|
2357 | // Can't reach the target, or it doesn't exist any more
|
---|
2358 |
|
---|
2359 | // We want to carry on gathering resources in the same area as
|
---|
2360 | // the old one. So try to get close to the old resource's
|
---|
2361 | // last known position
|
---|
2362 |
|
---|
2363 | var maxRange = 8; // get close but not too close
|
---|
2364 | if (this.order.data.lastPos &&
|
---|
2365 | this.MoveToPointRange(this.order.data.lastPos.x, this.order.data.lastPos.z,
|
---|
2366 | 0, maxRange))
|
---|
2367 | {
|
---|
2368 | this.SetNextState("APPROACHING");
|
---|
2369 | return;
|
---|
2370 | }
|
---|
2371 | }
|
---|
2372 | }
|
---|
2373 |
|
---|
2374 | // We're already in range, can't get anywhere near it or the target is exhausted.
|
---|
2375 |
|
---|
2376 | var herdPos = this.order.data.initPos;
|
---|
2377 |
|
---|
2378 | // Give up on this order and try our next queued order
|
---|
2379 | // but first check what is our next order and, if needed, insert a returnResource order
|
---|
2380 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
2381 | if (cmpResourceGatherer.IsCarrying(resourceType.generic) &&
|
---|
2382 | this.orderQueue.length > 1 && this.orderQueue[1] !== "ReturnResource" &&
|
---|
2383 | (this.orderQueue[1].type !== "Gather" || this.orderQueue[1].data.type.generic !== resourceType.generic))
|
---|
2384 | {
|
---|
2385 | let nearby = this.FindNearestDropsite(resourceType.generic);
|
---|
2386 | if (nearby)
|
---|
2387 | this.orderQueue.splice(1, 0, { "type": "ReturnResource", "data": { "target": nearby, "force": false } });
|
---|
2388 | }
|
---|
2389 | if (this.FinishOrder())
|
---|
2390 | return;
|
---|
2391 |
|
---|
2392 | // No remaining orders - pick a useful default behaviour
|
---|
2393 |
|
---|
2394 | // Try to find a new resource of the same specific type near our current position:
|
---|
2395 | // Also don't switch to a different type of huntable animal
|
---|
2396 | var nearby = this.FindNearbyResource(function (ent, type, template) {
|
---|
2397 | return (
|
---|
2398 | (type.generic == "treasure" && resourceType.generic == "treasure")
|
---|
2399 | || (type.specific == resourceType.specific
|
---|
2400 | && (type.specific != "meat" || resourceTemplate == template))
|
---|
2401 | );
|
---|
2402 | });
|
---|
2403 | if (nearby)
|
---|
2404 | {
|
---|
2405 | this.PerformGather(nearby, false, false);
|
---|
2406 | return;
|
---|
2407 | }
|
---|
2408 |
|
---|
2409 | // If hunting, try to go to the initial herd position to see if we are more lucky
|
---|
2410 | if (herdPos)
|
---|
2411 | {
|
---|
2412 | this.GatherNearPosition(herdPos.x, herdPos.z, resourceType, resourceTemplate);
|
---|
2413 | return;
|
---|
2414 | }
|
---|
2415 |
|
---|
2416 | // Nothing else to gather - if we're carrying anything then we should
|
---|
2417 | // drop it off, and if not then we might as well head to the dropsite
|
---|
2418 | // anyway because that's a nice enough place to congregate and idle
|
---|
2419 |
|
---|
2420 | var nearby = this.FindNearestDropsite(resourceType.generic);
|
---|
2421 | if (nearby)
|
---|
2422 | {
|
---|
2423 | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
|
---|
2424 | return;
|
---|
2425 | }
|
---|
2426 |
|
---|
2427 | // No dropsites - just give up
|
---|
2428 | },
|
---|
2429 | },
|
---|
2430 | },
|
---|
2431 |
|
---|
2432 | "HEAL": {
|
---|
2433 | "Attacked": function(msg) {
|
---|
2434 | // If we stand ground we will rather die than flee
|
---|
2435 | if (!this.GetStance().respondStandGround && !this.order.data.force)
|
---|
2436 | this.Flee(msg.data.attacker, false);
|
---|
2437 | },
|
---|
2438 |
|
---|
2439 | "APPROACHING": {
|
---|
2440 | "enter": function () {
|
---|
2441 | this.SelectAnimation("move");
|
---|
2442 | this.StartTimer(1000, 1000);
|
---|
2443 | },
|
---|
2444 |
|
---|
2445 | "leave": function() {
|
---|
2446 | this.StopTimer();
|
---|
2447 | },
|
---|
2448 |
|
---|
2449 | "Timer": function(msg) {
|
---|
2450 | if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal, null))
|
---|
2451 | {
|
---|
2452 | this.StopMoving();
|
---|
2453 | this.FinishOrder();
|
---|
2454 |
|
---|
2455 | // Return to our original position
|
---|
2456 | if (this.GetStance().respondHoldGround)
|
---|
2457 | this.WalkToHeldPosition();
|
---|
2458 | }
|
---|
2459 | },
|
---|
2460 |
|
---|
2461 | "MoveCompleted": function() {
|
---|
2462 | this.SetNextState("HEALING");
|
---|
2463 | },
|
---|
2464 | },
|
---|
2465 |
|
---|
2466 | "HEALING": {
|
---|
2467 | "enter": function() {
|
---|
2468 | var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
|
---|
2469 | this.healTimers = cmpHeal.GetTimers();
|
---|
2470 |
|
---|
2471 | // If the repeat time since the last heal hasn't elapsed,
|
---|
2472 | // delay the action to avoid healing too fast.
|
---|
2473 | var prepare = this.healTimers.prepare;
|
---|
2474 | if (this.lastHealed)
|
---|
2475 | {
|
---|
2476 | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
---|
2477 | var repeatLeft = this.lastHealed + this.healTimers.repeat - cmpTimer.GetTime();
|
---|
2478 | prepare = Math.max(prepare, repeatLeft);
|
---|
2479 | }
|
---|
2480 |
|
---|
2481 | this.SelectAnimation("heal", false, 1.0, "heal");
|
---|
2482 | this.SetAnimationSync(prepare, this.healTimers.repeat);
|
---|
2483 | this.StartTimer(prepare, this.healTimers.repeat);
|
---|
2484 |
|
---|
2485 | // If using a non-default prepare time, re-sync the animation when the timer runs.
|
---|
2486 | this.resyncAnimation = (prepare != this.healTimers.prepare) ? true : false;
|
---|
2487 |
|
---|
2488 | this.FaceTowardsTarget(this.order.data.target);
|
---|
2489 | },
|
---|
2490 |
|
---|
2491 | "leave": function() {
|
---|
2492 | this.StopTimer();
|
---|
2493 | },
|
---|
2494 |
|
---|
2495 | "Timer": function(msg) {
|
---|
2496 | var target = this.order.data.target;
|
---|
2497 | // Check the target is still alive and healable
|
---|
2498 | if (this.TargetIsAlive(target) && this.CanHeal(target))
|
---|
2499 | {
|
---|
2500 | // Check if we can still reach the target
|
---|
2501 | if (this.CheckTargetRange(target, IID_Heal))
|
---|
2502 | {
|
---|
2503 | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
---|
2504 | this.lastHealed = cmpTimer.GetTime() - msg.lateness;
|
---|
2505 |
|
---|
2506 | this.FaceTowardsTarget(target);
|
---|
2507 | var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
|
---|
2508 | cmpHeal.PerformHeal(target);
|
---|
2509 |
|
---|
2510 | if (this.resyncAnimation)
|
---|
2511 | {
|
---|
2512 | this.SetAnimationSync(this.healTimers.repeat, this.healTimers.repeat);
|
---|
2513 | this.resyncAnimation = false;
|
---|
2514 | }
|
---|
2515 | return;
|
---|
2516 | }
|
---|
2517 | // Can't reach it - try to chase after it
|
---|
2518 | if (this.ShouldChaseTargetedEntity(target, this.order.data.force))
|
---|
2519 | {
|
---|
2520 | if (this.MoveToTargetRange(target, IID_Heal))
|
---|
2521 | {
|
---|
2522 | this.SetNextState("HEAL.CHASING");
|
---|
2523 | return;
|
---|
2524 | }
|
---|
2525 | }
|
---|
2526 | }
|
---|
2527 | // Can't reach it, healed to max hp or doesn't exist any more - give up
|
---|
2528 | if (this.FinishOrder())
|
---|
2529 | return;
|
---|
2530 |
|
---|
2531 | // Heal another one
|
---|
2532 | if (this.FindNewHealTargets())
|
---|
2533 | return;
|
---|
2534 |
|
---|
2535 | // Return to our original position
|
---|
2536 | if (this.GetStance().respondHoldGround)
|
---|
2537 | this.WalkToHeldPosition();
|
---|
2538 | },
|
---|
2539 | },
|
---|
2540 | "CHASING": {
|
---|
2541 | "enter": function () {
|
---|
2542 | this.SelectAnimation("move");
|
---|
2543 | this.StartTimer(1000, 1000);
|
---|
2544 | },
|
---|
2545 |
|
---|
2546 | "leave": function () {
|
---|
2547 | this.StopTimer();
|
---|
2548 | },
|
---|
2549 | "Timer": function(msg) {
|
---|
2550 | if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal, null))
|
---|
2551 | {
|
---|
2552 | this.StopMoving();
|
---|
2553 | this.FinishOrder();
|
---|
2554 |
|
---|
2555 | // Return to our original position
|
---|
2556 | if (this.GetStance().respondHoldGround)
|
---|
2557 | this.WalkToHeldPosition();
|
---|
2558 | }
|
---|
2559 | },
|
---|
2560 | "MoveCompleted": function () {
|
---|
2561 | this.SetNextState("HEALING");
|
---|
2562 | },
|
---|
2563 | },
|
---|
2564 | },
|
---|
2565 |
|
---|
2566 | // Returning to dropsite
|
---|
2567 | "RETURNRESOURCE": {
|
---|
2568 | "APPROACHING": {
|
---|
2569 | "enter": function () {
|
---|
2570 | this.SelectAnimation("move");
|
---|
2571 | },
|
---|
2572 |
|
---|
2573 | "MoveCompleted": function() {
|
---|
2574 | // Switch back to idle animation to guarantee we won't
|
---|
2575 | // get stuck with the carry animation after stopping moving
|
---|
2576 | this.SelectAnimation("idle");
|
---|
2577 |
|
---|
2578 | // Check the dropsite is in range and we can return our resource there
|
---|
2579 | // (we didn't get stopped before reaching it)
|
---|
2580 | if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer) && this.CanReturnResource(this.order.data.target, true))
|
---|
2581 | {
|
---|
2582 | var cmpResourceDropsite = Engine.QueryInterface(this.order.data.target, IID_ResourceDropsite);
|
---|
2583 | if (cmpResourceDropsite)
|
---|
2584 | {
|
---|
2585 | // Dump any resources we can
|
---|
2586 | var dropsiteTypes = cmpResourceDropsite.GetTypes();
|
---|
2587 |
|
---|
2588 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
2589 | cmpResourceGatherer.CommitResources(dropsiteTypes);
|
---|
2590 |
|
---|
2591 | // Stop showing the carried resource animation.
|
---|
2592 | this.SetGathererAnimationOverride();
|
---|
2593 |
|
---|
2594 | // Our next order should always be a Gather,
|
---|
2595 | // so just switch back to that order
|
---|
2596 | this.FinishOrder();
|
---|
2597 | return;
|
---|
2598 | }
|
---|
2599 | }
|
---|
2600 |
|
---|
2601 | // The dropsite was destroyed, or we couldn't reach it, or ownership changed
|
---|
2602 | // Look for a new one.
|
---|
2603 |
|
---|
2604 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
2605 | var genericType = cmpResourceGatherer.GetMainCarryingType();
|
---|
2606 | var nearby = this.FindNearestDropsite(genericType);
|
---|
2607 | if (nearby)
|
---|
2608 | {
|
---|
2609 | this.FinishOrder();
|
---|
2610 | this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
|
---|
2611 | return;
|
---|
2612 | }
|
---|
2613 |
|
---|
2614 | // Oh no, couldn't find any drop sites. Give up on returning.
|
---|
2615 | this.FinishOrder();
|
---|
2616 | },
|
---|
2617 | },
|
---|
2618 | },
|
---|
2619 |
|
---|
2620 | "TRADE": {
|
---|
2621 | "Attacked": function(msg) {
|
---|
2622 | // Ignore attack
|
---|
2623 | // TODO: Inform player
|
---|
2624 | },
|
---|
2625 |
|
---|
2626 | "APPROACHINGMARKET": {
|
---|
2627 | "enter": function () {
|
---|
2628 | this.SelectAnimation("move");
|
---|
2629 | },
|
---|
2630 |
|
---|
2631 | "MoveCompleted": function() {
|
---|
2632 | if (this.waypoints && this.waypoints.length)
|
---|
2633 | {
|
---|
2634 | if (!this.MoveToMarket(this.order.data.target))
|
---|
2635 | this.StopTrading();
|
---|
2636 | }
|
---|
2637 | else
|
---|
2638 | this.PerformTradeAndMoveToNextMarket(this.order.data.target);
|
---|
2639 | },
|
---|
2640 | },
|
---|
2641 |
|
---|
2642 | "TradingCanceled": function(msg) {
|
---|
2643 | if (msg.market != this.order.data.target)
|
---|
2644 | return;
|
---|
2645 | let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
---|
2646 | let otherMarket = cmpTrader && cmpTrader.GetFirstMarket();
|
---|
2647 | this.StopTrading();
|
---|
2648 | if (otherMarket)
|
---|
2649 | this.WalkToTarget(otherMarket);
|
---|
2650 | },
|
---|
2651 | },
|
---|
2652 |
|
---|
2653 | "REPAIR": {
|
---|
2654 | "APPROACHING": {
|
---|
2655 | "enter": function () {
|
---|
2656 | this.SelectAnimation("move");
|
---|
2657 | },
|
---|
2658 |
|
---|
2659 | "MoveCompleted": function() {
|
---|
2660 | this.SetNextState("REPAIRING");
|
---|
2661 | },
|
---|
2662 | },
|
---|
2663 |
|
---|
2664 | "REPAIRING": {
|
---|
2665 | "enter": function() {
|
---|
2666 | // If this order was forced, the player probably gave it, but now we've reached the target
|
---|
2667 | // switch to an unforced order (can be interrupted by attacks)
|
---|
2668 | if (this.order.data.force)
|
---|
2669 | this.order.data.autoharvest = true;
|
---|
2670 |
|
---|
2671 | this.order.data.force = false;
|
---|
2672 |
|
---|
2673 | this.repairTarget = this.order.data.target; // temporary, deleted in "leave".
|
---|
2674 | // Check we can still reach and repair the target
|
---|
2675 | if (!this.CanRepair(this.repairTarget))
|
---|
2676 | {
|
---|
2677 | // Can't reach it, no longer owned by ally, or it doesn't exist any more
|
---|
2678 | this.FinishOrder();
|
---|
2679 | return true;
|
---|
2680 | }
|
---|
2681 |
|
---|
2682 | if (!this.CheckTargetRange(this.repairTarget, IID_Builder))
|
---|
2683 | {
|
---|
2684 | if (this.MoveToTargetRange(this.repairTarget, IID_Builder))
|
---|
2685 | this.SetNextState("APPROACHING");
|
---|
2686 | else
|
---|
2687 | this.FinishOrder();
|
---|
2688 | return true;
|
---|
2689 | }
|
---|
2690 | // Check if the target is still repairable
|
---|
2691 | var cmpHealth = Engine.QueryInterface(this.repairTarget, IID_Health);
|
---|
2692 | if (cmpHealth && cmpHealth.GetHitpoints() >= cmpHealth.GetMaxHitpoints())
|
---|
2693 | {
|
---|
2694 | // The building was already finished/fully repaired before we arrived;
|
---|
2695 | // let the ConstructionFinished handler handle this.
|
---|
2696 | this.OnGlobalConstructionFinished({"entity": this.repairTarget, "newentity": this.repairTarget});
|
---|
2697 | return true;
|
---|
2698 | }
|
---|
2699 |
|
---|
2700 | let cmpBuilderList = QueryBuilderListInterface(this.repairTarget);
|
---|
2701 | if (cmpBuilderList)
|
---|
2702 | cmpBuilderList.AddBuilder(this.entity);
|
---|
2703 |
|
---|
2704 | this.SelectAnimation("build", false, 1.0, "build");
|
---|
2705 | this.StartTimer(1000, 1000);
|
---|
2706 | return false;
|
---|
2707 | },
|
---|
2708 |
|
---|
2709 | "leave": function() {
|
---|
2710 | let cmpBuilderList = QueryBuilderListInterface(this.repairTarget);
|
---|
2711 | if (cmpBuilderList)
|
---|
2712 | cmpBuilderList.RemoveBuilder(this.entity);
|
---|
2713 | delete this.repairTarget;
|
---|
2714 | this.StopTimer();
|
---|
2715 | },
|
---|
2716 |
|
---|
2717 | "Timer": function(msg) {
|
---|
2718 | // Check we can still reach and repair the target
|
---|
2719 | if (!this.CanRepair(this.repairTarget))
|
---|
2720 | {
|
---|
2721 | // No longer owned by ally, or it doesn't exist any more
|
---|
2722 | this.FinishOrder();
|
---|
2723 | return;
|
---|
2724 | }
|
---|
2725 |
|
---|
2726 | var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
|
---|
2727 | cmpBuilder.PerformBuilding(this.repairTarget);
|
---|
2728 | // if the building is completed, the leave() function will be called
|
---|
2729 | // by the ConstructionFinished message
|
---|
2730 | // in that case, the repairTarget is deleted, and we can just return
|
---|
2731 | if (!this.repairTarget)
|
---|
2732 | return;
|
---|
2733 | if (this.MoveToTargetRange(this.repairTarget, IID_Builder))
|
---|
2734 | this.SetNextState("APPROACHING");
|
---|
2735 | else if (!this.CheckTargetRange(this.repairTarget, IID_Builder))
|
---|
2736 | this.FinishOrder(); //can't approach and isn't in reach
|
---|
2737 | },
|
---|
2738 | },
|
---|
2739 |
|
---|
2740 | "ConstructionFinished": function(msg) {
|
---|
2741 | if (msg.data.entity != this.order.data.target)
|
---|
2742 | return; // ignore other buildings
|
---|
2743 |
|
---|
2744 | // Save the current order's data in case we need it later
|
---|
2745 | var oldData = this.order.data;
|
---|
2746 |
|
---|
2747 | // Save the current state so we can continue walking if necessary
|
---|
2748 | // FinishOrder() below will switch to IDLE if there's no order, which sets the idle animation.
|
---|
2749 | // Idle animation while moving towards finished construction looks weird (ghosty).
|
---|
2750 | var oldState = this.GetCurrentState();
|
---|
2751 |
|
---|
2752 | // Drop any resource we can if we are in range when the construction finishes
|
---|
2753 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
2754 | var cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite);
|
---|
2755 | if (cmpResourceGatherer && cmpResourceDropsite && this.CheckTargetRange(msg.data.newentity, IID_Builder) &&
|
---|
2756 | this.CanReturnResource(msg.data.newentity, true))
|
---|
2757 | {
|
---|
2758 | let dropsiteTypes = cmpResourceDropsite.GetTypes();
|
---|
2759 | cmpResourceGatherer.CommitResources(dropsiteTypes);
|
---|
2760 | this.SetGathererAnimationOverride();
|
---|
2761 | }
|
---|
2762 |
|
---|
2763 | // We finished building it.
|
---|
2764 | // Switch to the next order (if any)
|
---|
2765 | if (this.FinishOrder())
|
---|
2766 | {
|
---|
2767 | if (this.CanReturnResource(msg.data.newentity, true))
|
---|
2768 | {
|
---|
2769 | this.SetGathererAnimationOverride();
|
---|
2770 | this.PushOrderFront("ReturnResource", { "target": msg.data.newentity, "force": false });
|
---|
2771 | }
|
---|
2772 | return;
|
---|
2773 | }
|
---|
2774 |
|
---|
2775 | // No remaining orders - pick a useful default behaviour
|
---|
2776 |
|
---|
2777 | // If autocontinue explicitly disabled (e.g. by AI) then
|
---|
2778 | // do nothing automatically
|
---|
2779 | if (!oldData.autocontinue)
|
---|
2780 | return;
|
---|
2781 |
|
---|
2782 | // If this building was e.g. a farm of ours, the entities that recieved
|
---|
2783 | // the build command should start gathering from it
|
---|
2784 | if ((oldData.force || oldData.autoharvest) && this.CanGather(msg.data.newentity))
|
---|
2785 | {
|
---|
2786 | if (this.CanReturnResource(msg.data.newentity, true))
|
---|
2787 | {
|
---|
2788 | this.SetGathererAnimationOverride();
|
---|
2789 | this.PushOrder("ReturnResource", { "target": msg.data.newentity, "force": false });
|
---|
2790 | }
|
---|
2791 | this.PerformGather(msg.data.newentity, true, false);
|
---|
2792 | return;
|
---|
2793 | }
|
---|
2794 |
|
---|
2795 | // If this building was e.g. a farmstead of ours, entities that received
|
---|
2796 | // the build command should look for nearby resources to gather
|
---|
2797 | if ((oldData.force || oldData.autoharvest) && this.CanReturnResource(msg.data.newentity, false))
|
---|
2798 | {
|
---|
2799 | var cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite);
|
---|
2800 | var types = cmpResourceDropsite.GetTypes();
|
---|
2801 | // TODO: Slightly undefined behavior here, we don't know what type of resource will be collected,
|
---|
2802 | // may cause problems for AIs (especially hunting fast animals), but avoid ugly hacks to fix that!
|
---|
2803 | var nearby = this.FindNearbyResource(function (ent, type, template) {
|
---|
2804 | return (types.indexOf(type.generic) != -1);
|
---|
2805 | });
|
---|
2806 | if (nearby)
|
---|
2807 | {
|
---|
2808 | this.PerformGather(nearby, true, false);
|
---|
2809 | return;
|
---|
2810 | }
|
---|
2811 | }
|
---|
2812 |
|
---|
2813 | // Look for a nearby foundation to help with
|
---|
2814 | var nearbyFoundation = this.FindNearbyFoundation();
|
---|
2815 | if (nearbyFoundation)
|
---|
2816 | {
|
---|
2817 | this.AddOrder("Repair", { "target": nearbyFoundation, "autocontinue": oldData.autocontinue, "force": false }, true);
|
---|
2818 | return;
|
---|
2819 | }
|
---|
2820 |
|
---|
2821 | // Unit was approaching and there's nothing to do now, so switch to walking
|
---|
2822 | if (oldState === "INDIVIDUAL.REPAIR.APPROACHING")
|
---|
2823 | {
|
---|
2824 | // We're already walking to the given point, so add this as a order.
|
---|
2825 | this.WalkToTarget(msg.data.newentity, true);
|
---|
2826 | }
|
---|
2827 | },
|
---|
2828 | },
|
---|
2829 |
|
---|
2830 | "GARRISON": {
|
---|
2831 | "enter": function() {
|
---|
2832 | // If the garrisonholder should pickup, warn it so it can take needed action
|
---|
2833 | var cmpGarrisonHolder = Engine.QueryInterface(this.order.data.target, IID_GarrisonHolder);
|
---|
2834 | if (cmpGarrisonHolder && cmpGarrisonHolder.CanPickup(this.entity))
|
---|
2835 | {
|
---|
2836 | this.pickup = this.order.data.target; // temporary, deleted in "leave"
|
---|
2837 | Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity });
|
---|
2838 | }
|
---|
2839 | },
|
---|
2840 |
|
---|
2841 | "leave": function() {
|
---|
2842 | // If a pickup has been requested and not yet canceled, cancel it
|
---|
2843 | if (this.pickup)
|
---|
2844 | {
|
---|
2845 | Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
|
---|
2846 | delete this.pickup;
|
---|
2847 | }
|
---|
2848 |
|
---|
2849 | },
|
---|
2850 |
|
---|
2851 | "APPROACHING": {
|
---|
2852 | "enter": function() {
|
---|
2853 | this.SelectAnimation("move");
|
---|
2854 | },
|
---|
2855 |
|
---|
2856 | "MoveCompleted": function() {
|
---|
2857 | if (this.IsUnderAlert() && this.alertGarrisoningTarget)
|
---|
2858 | {
|
---|
2859 | // check that we can garrison in the building we're supposed to garrison in
|
---|
2860 | var cmpGarrisonHolder = Engine.QueryInterface(this.alertGarrisoningTarget, IID_GarrisonHolder);
|
---|
2861 | if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull())
|
---|
2862 | {
|
---|
2863 | // Try to find another nearby building
|
---|
2864 | var nearby = this.FindNearbyGarrisonHolder();
|
---|
2865 | if (nearby)
|
---|
2866 | {
|
---|
2867 | this.alertGarrisoningTarget = nearby;
|
---|
2868 | this.ReplaceOrder("Garrison", {"target": this.alertGarrisoningTarget});
|
---|
2869 | }
|
---|
2870 | else
|
---|
2871 | this.FinishOrder();
|
---|
2872 | }
|
---|
2873 | else
|
---|
2874 | this.SetNextState("GARRISONED");
|
---|
2875 | }
|
---|
2876 | else
|
---|
2877 | this.SetNextState("GARRISONED");
|
---|
2878 | },
|
---|
2879 | },
|
---|
2880 |
|
---|
2881 | "GARRISONED": {
|
---|
2882 | "enter": function() {
|
---|
2883 | // Target is not handled the same way with Alert and direct garrisoning
|
---|
2884 | if (this.order.data.target)
|
---|
2885 | var target = this.order.data.target;
|
---|
2886 | else
|
---|
2887 | {
|
---|
2888 | if (!this.alertGarrisoningTarget)
|
---|
2889 | {
|
---|
2890 | // We've been unable to find a target nearby, so give up
|
---|
2891 | this.FinishOrder();
|
---|
2892 | return true;
|
---|
2893 | }
|
---|
2894 | var target = this.alertGarrisoningTarget;
|
---|
2895 | }
|
---|
2896 |
|
---|
2897 | // Check that we can garrison here
|
---|
2898 | if (this.CanGarrison(target))
|
---|
2899 | {
|
---|
2900 | // Check that we're in range of the garrison target
|
---|
2901 | if (this.CheckGarrisonRange(target))
|
---|
2902 | {
|
---|
2903 | var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
|
---|
2904 | // Check that garrisoning succeeds
|
---|
2905 | if (cmpGarrisonHolder.Garrison(this.entity))
|
---|
2906 | {
|
---|
2907 | this.isGarrisoned = true;
|
---|
2908 |
|
---|
2909 | if (this.formationController)
|
---|
2910 | {
|
---|
2911 | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
|
---|
2912 | if (cmpFormation)
|
---|
2913 | {
|
---|
2914 | // disable rearrange for this removal,
|
---|
2915 | // but enable it again for the next
|
---|
2916 | // move command
|
---|
2917 | var rearrange = cmpFormation.rearrange;
|
---|
2918 | cmpFormation.SetRearrange(false);
|
---|
2919 | cmpFormation.RemoveMembers([this.entity]);
|
---|
2920 | cmpFormation.SetRearrange(rearrange);
|
---|
2921 | }
|
---|
2922 | }
|
---|
2923 |
|
---|
2924 | // Check if we are garrisoned in a dropsite
|
---|
2925 | var cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
|
---|
2926 | if (cmpResourceDropsite && this.CanReturnResource(target, true))
|
---|
2927 | {
|
---|
2928 | // Dump any resources we can
|
---|
2929 | var dropsiteTypes = cmpResourceDropsite.GetTypes();
|
---|
2930 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
2931 | if (cmpResourceGatherer)
|
---|
2932 | {
|
---|
2933 | cmpResourceGatherer.CommitResources(dropsiteTypes);
|
---|
2934 | this.SetGathererAnimationOverride();
|
---|
2935 | }
|
---|
2936 | }
|
---|
2937 |
|
---|
2938 | // If a pickup has been requested, remove it
|
---|
2939 | if (this.pickup)
|
---|
2940 | {
|
---|
2941 | var cmpHolderPosition = Engine.QueryInterface(target, IID_Position);
|
---|
2942 | var cmpHolderUnitAI = Engine.QueryInterface(target, IID_UnitAI);
|
---|
2943 | if (cmpHolderUnitAI && cmpHolderPosition)
|
---|
2944 | cmpHolderUnitAI.lastShorelinePosition = cmpHolderPosition.GetPosition();
|
---|
2945 | Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
|
---|
2946 | delete this.pickup;
|
---|
2947 | }
|
---|
2948 |
|
---|
2949 | if (this.IsTurret())
|
---|
2950 | this.SetNextState("IDLE");
|
---|
2951 |
|
---|
2952 | return false;
|
---|
2953 | }
|
---|
2954 | }
|
---|
2955 | else
|
---|
2956 | {
|
---|
2957 | // Unable to reach the target, try again (or follow if it is a moving target)
|
---|
2958 | // except if the does not exits anymore or its orders have changed
|
---|
2959 | if (this.pickup)
|
---|
2960 | {
|
---|
2961 | var cmpUnitAI = Engine.QueryInterface(this.pickup, IID_UnitAI);
|
---|
2962 | if (!cmpUnitAI || !cmpUnitAI.HasPickupOrder(this.entity))
|
---|
2963 | {
|
---|
2964 | this.FinishOrder();
|
---|
2965 | return true;
|
---|
2966 | }
|
---|
2967 |
|
---|
2968 | }
|
---|
2969 | if (this.MoveToTarget(target))
|
---|
2970 | {
|
---|
2971 | this.SetNextState("APPROACHING");
|
---|
2972 | return false;
|
---|
2973 | }
|
---|
2974 | }
|
---|
2975 | }
|
---|
2976 | // Garrisoning failed for some reason, so finish the order
|
---|
2977 | this.FinishOrder();
|
---|
2978 | return true;
|
---|
2979 | },
|
---|
2980 |
|
---|
2981 | "leave": function() {
|
---|
2982 | }
|
---|
2983 | },
|
---|
2984 | },
|
---|
2985 |
|
---|
2986 | "AUTOGARRISON": {
|
---|
2987 | "enter": function() {
|
---|
2988 | this.isGarrisoned = true;
|
---|
2989 | return false;
|
---|
2990 | },
|
---|
2991 |
|
---|
2992 | "leave": function() {
|
---|
2993 | }
|
---|
2994 | },
|
---|
2995 |
|
---|
2996 | "CHEERING": {
|
---|
2997 | "enter": function() {
|
---|
2998 | // Unit is invulnerable while cheering
|
---|
2999 | var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver);
|
---|
3000 | cmpDamageReceiver.SetInvulnerability(true);
|
---|
3001 | this.SelectAnimation("promotion");
|
---|
3002 | this.StartTimer(2800, 2800);
|
---|
3003 | return false;
|
---|
3004 | },
|
---|
3005 |
|
---|
3006 | "leave": function() {
|
---|
3007 | this.StopTimer();
|
---|
3008 | var cmpDamageReceiver = Engine.QueryInterface(this.entity, IID_DamageReceiver);
|
---|
3009 | cmpDamageReceiver.SetInvulnerability(false);
|
---|
3010 | },
|
---|
3011 |
|
---|
3012 | "Timer": function(msg) {
|
---|
3013 | this.FinishOrder();
|
---|
3014 | },
|
---|
3015 | },
|
---|
3016 |
|
---|
3017 | "PACKING": {
|
---|
3018 | "enter": function() {
|
---|
3019 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
3020 | cmpPack.Pack();
|
---|
3021 | },
|
---|
3022 |
|
---|
3023 | "PackFinished": function(msg) {
|
---|
3024 | this.FinishOrder();
|
---|
3025 | },
|
---|
3026 |
|
---|
3027 | "leave": function() {
|
---|
3028 | },
|
---|
3029 |
|
---|
3030 | "Attacked": function(msg) {
|
---|
3031 | // Ignore attacks while packing
|
---|
3032 | },
|
---|
3033 | },
|
---|
3034 |
|
---|
3035 | "UNPACKING": {
|
---|
3036 | "enter": function() {
|
---|
3037 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
3038 | cmpPack.Unpack();
|
---|
3039 | },
|
---|
3040 |
|
---|
3041 | "PackFinished": function(msg) {
|
---|
3042 | this.FinishOrder();
|
---|
3043 | },
|
---|
3044 |
|
---|
3045 | "leave": function() {
|
---|
3046 | },
|
---|
3047 |
|
---|
3048 | "Attacked": function(msg) {
|
---|
3049 | // Ignore attacks while unpacking
|
---|
3050 | },
|
---|
3051 | },
|
---|
3052 |
|
---|
3053 | "PICKUP": {
|
---|
3054 | "APPROACHING": {
|
---|
3055 | "enter": function() {
|
---|
3056 | this.SelectAnimation("move");
|
---|
3057 | },
|
---|
3058 |
|
---|
3059 | "MoveCompleted": function() {
|
---|
3060 | this.SetNextState("LOADING");
|
---|
3061 | },
|
---|
3062 |
|
---|
3063 | "PickupCanceled": function() {
|
---|
3064 | this.StopMoving();
|
---|
3065 | this.FinishOrder();
|
---|
3066 | },
|
---|
3067 | },
|
---|
3068 |
|
---|
3069 | "LOADING": {
|
---|
3070 | "enter": function() {
|
---|
3071 | this.SelectAnimation("idle");
|
---|
3072 | var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
|
---|
3073 | if (!cmpGarrisonHolder || cmpGarrisonHolder.IsFull())
|
---|
3074 | {
|
---|
3075 | this.FinishOrder();
|
---|
3076 | return true;
|
---|
3077 | }
|
---|
3078 | return false;
|
---|
3079 | },
|
---|
3080 |
|
---|
3081 | "PickupCanceled": function() {
|
---|
3082 | this.FinishOrder();
|
---|
3083 | },
|
---|
3084 | },
|
---|
3085 | },
|
---|
3086 | },
|
---|
3087 |
|
---|
3088 | "ANIMAL": {
|
---|
3089 | "Attacked": function(msg) {
|
---|
3090 | if (this.template.NaturalBehaviour == "skittish" ||
|
---|
3091 | this.template.NaturalBehaviour == "passive")
|
---|
3092 | {
|
---|
3093 | this.Flee(msg.data.attacker, false);
|
---|
3094 | }
|
---|
3095 | else if (this.IsDangerousAnimal() || this.template.NaturalBehaviour == "defensive")
|
---|
3096 | {
|
---|
3097 | if (this.CanAttack(msg.data.attacker))
|
---|
3098 | this.Attack(msg.data.attacker, false);
|
---|
3099 | }
|
---|
3100 | else if (this.template.NaturalBehaviour == "domestic")
|
---|
3101 | {
|
---|
3102 | // Never flee, stop what we were doing
|
---|
3103 | this.SetNextState("IDLE");
|
---|
3104 | }
|
---|
3105 | },
|
---|
3106 |
|
---|
3107 | "Order.LeaveFoundation": function(msg) {
|
---|
3108 | // Move a tile outside the building
|
---|
3109 | var range = 4;
|
---|
3110 | if (this.MoveToTargetRangeExplicit(msg.data.target, range, range))
|
---|
3111 | {
|
---|
3112 | // We've started walking to the given point
|
---|
3113 | this.SetNextState("WALKING");
|
---|
3114 | }
|
---|
3115 | else
|
---|
3116 | {
|
---|
3117 | // We are already at the target, or can't move at all
|
---|
3118 | this.FinishOrder();
|
---|
3119 | }
|
---|
3120 | },
|
---|
3121 |
|
---|
3122 | "IDLE": {
|
---|
3123 | // (We need an IDLE state so that FinishOrder works)
|
---|
3124 |
|
---|
3125 | "enter": function() {
|
---|
3126 | // Start feeding immediately
|
---|
3127 | this.SetNextState("FEEDING");
|
---|
3128 | return true;
|
---|
3129 | },
|
---|
3130 | },
|
---|
3131 |
|
---|
3132 | "ROAMING": {
|
---|
3133 | "enter": function() {
|
---|
3134 | // Walk in a random direction
|
---|
3135 | this.SelectAnimation("walk", false, this.GetWalkSpeed());
|
---|
3136 | this.MoveRandomly(+this.template.RoamDistance);
|
---|
3137 | // Set a random timer to switch to feeding state
|
---|
3138 | this.StartTimer(RandomInt(+this.template.RoamTimeMin, +this.template.RoamTimeMax));
|
---|
3139 | this.SetFacePointAfterMove(false);
|
---|
3140 | },
|
---|
3141 |
|
---|
3142 | "leave": function() {
|
---|
3143 | this.StopTimer();
|
---|
3144 | this.SetFacePointAfterMove(true);
|
---|
3145 | },
|
---|
3146 |
|
---|
3147 | "LosRangeUpdate": function(msg) {
|
---|
3148 | if (this.template.NaturalBehaviour == "skittish")
|
---|
3149 | {
|
---|
3150 | if (msg.data.added.length > 0)
|
---|
3151 | {
|
---|
3152 | this.Flee(msg.data.added[0], false);
|
---|
3153 | return;
|
---|
3154 | }
|
---|
3155 | }
|
---|
3156 | // Start attacking one of the newly-seen enemy (if any)
|
---|
3157 | else if (this.IsDangerousAnimal())
|
---|
3158 | {
|
---|
3159 | this.AttackVisibleEntity(msg.data.added);
|
---|
3160 | }
|
---|
3161 |
|
---|
3162 | // TODO: if two units enter our range together, we'll attack the
|
---|
3163 | // first and then the second won't trigger another LosRangeUpdate
|
---|
3164 | // so we won't notice it. Probably we should do something with
|
---|
3165 | // ResetActiveQuery in ROAMING.enter/FEEDING.enter in order to
|
---|
3166 | // find any units that are already in range.
|
---|
3167 | },
|
---|
3168 |
|
---|
3169 | "Timer": function(msg) {
|
---|
3170 | this.SetNextState("FEEDING");
|
---|
3171 | },
|
---|
3172 |
|
---|
3173 | "MoveCompleted": function() {
|
---|
3174 | this.MoveRandomly(+this.template.RoamDistance);
|
---|
3175 | },
|
---|
3176 | },
|
---|
3177 |
|
---|
3178 | "FEEDING": {
|
---|
3179 | "enter": function() {
|
---|
3180 | // Stop and eat for a while
|
---|
3181 | this.SelectAnimation("feeding");
|
---|
3182 | this.StopMoving();
|
---|
3183 | this.StartTimer(RandomInt(+this.template.FeedTimeMin, +this.template.FeedTimeMax));
|
---|
3184 | },
|
---|
3185 |
|
---|
3186 | "leave": function() {
|
---|
3187 | this.StopTimer();
|
---|
3188 | },
|
---|
3189 |
|
---|
3190 | "LosRangeUpdate": function(msg) {
|
---|
3191 | if (this.template.NaturalBehaviour == "skittish")
|
---|
3192 | {
|
---|
3193 | if (msg.data.added.length > 0)
|
---|
3194 | {
|
---|
3195 | this.Flee(msg.data.added[0], false);
|
---|
3196 | return;
|
---|
3197 | }
|
---|
3198 | }
|
---|
3199 | // Start attacking one of the newly-seen enemy (if any)
|
---|
3200 | else if (this.template.NaturalBehaviour == "violent")
|
---|
3201 | {
|
---|
3202 | this.AttackVisibleEntity(msg.data.added);
|
---|
3203 | }
|
---|
3204 | },
|
---|
3205 |
|
---|
3206 | "MoveCompleted": function() { },
|
---|
3207 |
|
---|
3208 | "Timer": function(msg) {
|
---|
3209 | this.SetNextState("ROAMING");
|
---|
3210 | },
|
---|
3211 | },
|
---|
3212 |
|
---|
3213 | "FLEEING": "INDIVIDUAL.FLEEING", // reuse the same fleeing behaviour for animals
|
---|
3214 |
|
---|
3215 | "COMBAT": "INDIVIDUAL.COMBAT", // reuse the same combat behaviour for animals
|
---|
3216 |
|
---|
3217 | "WALKING": "INDIVIDUAL.WALKING", // reuse the same walking behaviour for animals
|
---|
3218 | // only used for domestic animals
|
---|
3219 | },
|
---|
3220 | };
|
---|
3221 |
|
---|
3222 | UnitAI.prototype.Init = function()
|
---|
3223 | {
|
---|
3224 | this.orderQueue = []; // current order is at the front of the list
|
---|
3225 | this.order = undefined; // always == this.orderQueue[0]
|
---|
3226 | this.formationController = INVALID_ENTITY; // entity with IID_Formation that we belong to
|
---|
3227 | this.isGarrisoned = false;
|
---|
3228 | this.isIdle = false;
|
---|
3229 | // For A19, keep no formations as a default to help pathfinding.
|
---|
3230 | this.lastFormationTemplate = "formations/null";
|
---|
3231 | this.finishedOrder = false; // used to find if all formation members finished the order
|
---|
3232 |
|
---|
3233 | this.heldPosition = undefined;
|
---|
3234 |
|
---|
3235 | // Queue of remembered works
|
---|
3236 | this.workOrders = [];
|
---|
3237 |
|
---|
3238 | this.isGuardOf = undefined;
|
---|
3239 |
|
---|
3240 | // "Town Bell" behaviour
|
---|
3241 | this.alertRaiser = undefined;
|
---|
3242 | this.alertGarrisoningTarget = undefined;
|
---|
3243 |
|
---|
3244 | // For preventing increased action rate due to Stop orders or target death.
|
---|
3245 | this.lastAttacked = undefined;
|
---|
3246 | this.lastHealed = undefined;
|
---|
3247 |
|
---|
3248 | this.SetStance(this.template.DefaultStance);
|
---|
3249 | };
|
---|
3250 |
|
---|
3251 | UnitAI.prototype.IsTurret = function()
|
---|
3252 | {
|
---|
3253 | if (!this.IsGarrisoned())
|
---|
3254 | return false;
|
---|
3255 | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
3256 | return cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY;
|
---|
3257 | };
|
---|
3258 |
|
---|
3259 | UnitAI.prototype.ReactsToAlert = function(level)
|
---|
3260 | {
|
---|
3261 | return this.template.AlertReactiveLevel <= level;
|
---|
3262 | };
|
---|
3263 |
|
---|
3264 | UnitAI.prototype.IsUnderAlert = function()
|
---|
3265 | {
|
---|
3266 | return this.alertRaiser != undefined;
|
---|
3267 | };
|
---|
3268 |
|
---|
3269 | UnitAI.prototype.ResetAlert = function()
|
---|
3270 | {
|
---|
3271 | this.alertGarrisoningTarget = undefined;
|
---|
3272 | this.alertRaiser = undefined;
|
---|
3273 | };
|
---|
3274 |
|
---|
3275 | UnitAI.prototype.GetAlertRaiser = function()
|
---|
3276 | {
|
---|
3277 | return this.alertRaiser;
|
---|
3278 | };
|
---|
3279 |
|
---|
3280 | UnitAI.prototype.IsFormationController = function()
|
---|
3281 | {
|
---|
3282 | return (this.template.FormationController == "true");
|
---|
3283 | };
|
---|
3284 |
|
---|
3285 | UnitAI.prototype.IsFormationMember = function()
|
---|
3286 | {
|
---|
3287 | return (this.formationController != INVALID_ENTITY);
|
---|
3288 | };
|
---|
3289 |
|
---|
3290 | UnitAI.prototype.HasFinishedOrder = function()
|
---|
3291 | {
|
---|
3292 | return this.finishedOrder;
|
---|
3293 | };
|
---|
3294 |
|
---|
3295 | UnitAI.prototype.ResetFinishOrder = function()
|
---|
3296 | {
|
---|
3297 | this.finishedOrder = false;
|
---|
3298 | };
|
---|
3299 |
|
---|
3300 | UnitAI.prototype.IsAnimal = function()
|
---|
3301 | {
|
---|
3302 | return (this.template.NaturalBehaviour ? true : false);
|
---|
3303 | };
|
---|
3304 |
|
---|
3305 | UnitAI.prototype.IsDangerousAnimal = function()
|
---|
3306 | {
|
---|
3307 | return (this.IsAnimal() && (this.template.NaturalBehaviour == "violent" ||
|
---|
3308 | this.template.NaturalBehaviour == "aggressive"));
|
---|
3309 | };
|
---|
3310 |
|
---|
3311 | UnitAI.prototype.IsDomestic = function()
|
---|
3312 | {
|
---|
3313 | var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
|
---|
3314 | return cmpIdentity && cmpIdentity.HasClass("Domestic");
|
---|
3315 | };
|
---|
3316 |
|
---|
3317 | UnitAI.prototype.IsHealer = function()
|
---|
3318 | {
|
---|
3319 | return Engine.QueryInterface(this.entity, IID_Heal);
|
---|
3320 | };
|
---|
3321 |
|
---|
3322 | UnitAI.prototype.IsIdle = function()
|
---|
3323 | {
|
---|
3324 | return this.isIdle;
|
---|
3325 | };
|
---|
3326 |
|
---|
3327 | UnitAI.prototype.IsGarrisoned = function()
|
---|
3328 | {
|
---|
3329 | return this.isGarrisoned;
|
---|
3330 | };
|
---|
3331 |
|
---|
3332 | UnitAI.prototype.SetGarrisoned = function()
|
---|
3333 | {
|
---|
3334 | this.isGarrisoned = true;
|
---|
3335 | };
|
---|
3336 |
|
---|
3337 | UnitAI.prototype.IsFleeing = function()
|
---|
3338 | {
|
---|
3339 | var state = this.GetCurrentState().split(".").pop();
|
---|
3340 | return (state == "FLEEING");
|
---|
3341 | };
|
---|
3342 |
|
---|
3343 | UnitAI.prototype.IsWalking = function()
|
---|
3344 | {
|
---|
3345 | var state = this.GetCurrentState().split(".").pop();
|
---|
3346 | return (state == "WALKING");
|
---|
3347 | };
|
---|
3348 |
|
---|
3349 | /**
|
---|
3350 | * return true if in WalkAndFight looking for new targets
|
---|
3351 | */
|
---|
3352 | UnitAI.prototype.IsWalkingAndFighting = function()
|
---|
3353 | {
|
---|
3354 | if (this.IsFormationMember())
|
---|
3355 | {
|
---|
3356 | var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
|
---|
3357 | return (cmpUnitAI && cmpUnitAI.IsWalkingAndFighting());
|
---|
3358 | }
|
---|
3359 |
|
---|
3360 | return (this.orderQueue.length > 0 && this.orderQueue[0].type == "WalkAndFight");
|
---|
3361 | };
|
---|
3362 |
|
---|
3363 | UnitAI.prototype.OnCreate = function()
|
---|
3364 | {
|
---|
3365 | if (this.IsAnimal())
|
---|
3366 | this.UnitFsm.Init(this, "ANIMAL.FEEDING");
|
---|
3367 | else if (this.IsFormationController())
|
---|
3368 | this.UnitFsm.Init(this, "FORMATIONCONTROLLER.IDLE");
|
---|
3369 | else
|
---|
3370 | this.UnitFsm.Init(this, "INDIVIDUAL.IDLE");
|
---|
3371 | this.isIdle = true;
|
---|
3372 | };
|
---|
3373 |
|
---|
3374 | UnitAI.prototype.OnDiplomacyChanged = function(msg)
|
---|
3375 | {
|
---|
3376 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
3377 | if (cmpOwnership && cmpOwnership.GetOwner() == msg.player)
|
---|
3378 | this.SetupRangeQueries();
|
---|
3379 | };
|
---|
3380 |
|
---|
3381 | UnitAI.prototype.OnOwnershipChanged = function(msg)
|
---|
3382 | {
|
---|
3383 | this.SetupRangeQueries();
|
---|
3384 |
|
---|
3385 | // If the unit isn't being created or dying, reset stance and clear orders
|
---|
3386 | if (msg.to != -1 && msg.from != -1)
|
---|
3387 | {
|
---|
3388 | // Switch to a virgin state to let states execute their leave handlers.
|
---|
3389 | // except if garrisoned or cheering or (un)packing, in which case we only clear the order queue
|
---|
3390 | if (this.isGarrisoned || (this.orderQueue[0] && (this.orderQueue[0].type == "Cheering"
|
---|
3391 | || this.orderQueue[0].type == "Pack" || this.orderQueue[0].type == "Unpack")))
|
---|
3392 | {
|
---|
3393 | this.orderQueue.length = Math.min(this.orderQueue.length, 1);
|
---|
3394 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3395 | }
|
---|
3396 | else
|
---|
3397 | {
|
---|
3398 | let index = this.GetCurrentState().indexOf(".");
|
---|
3399 | if (index != -1)
|
---|
3400 | this.UnitFsm.SwitchToNextState(this, this.GetCurrentState().slice(0,index));
|
---|
3401 | this.Stop(false);
|
---|
3402 | }
|
---|
3403 |
|
---|
3404 | this.SetStance(this.template.DefaultStance);
|
---|
3405 | if (this.IsTurret())
|
---|
3406 | this.SetTurretStance();
|
---|
3407 | }
|
---|
3408 | };
|
---|
3409 |
|
---|
3410 | UnitAI.prototype.OnDestroy = function()
|
---|
3411 | {
|
---|
3412 | // Switch to an empty state to let states execute their leave handlers.
|
---|
3413 | this.UnitFsm.SwitchToNextState(this, "");
|
---|
3414 |
|
---|
3415 | // Clean up range queries
|
---|
3416 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
3417 | if (this.losRangeQuery)
|
---|
3418 | cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
|
---|
3419 | if (this.losHealRangeQuery)
|
---|
3420 | cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
|
---|
3421 | };
|
---|
3422 |
|
---|
3423 | UnitAI.prototype.OnVisionRangeChanged = function(msg)
|
---|
3424 | {
|
---|
3425 | // Update range queries
|
---|
3426 | if (this.entity == msg.entity)
|
---|
3427 | this.SetupRangeQueries();
|
---|
3428 | };
|
---|
3429 |
|
---|
3430 | UnitAI.prototype.HasPickupOrder = function(entity)
|
---|
3431 | {
|
---|
3432 | return this.orderQueue.some(order => order.type == "PickupUnit" && order.data.target == entity);
|
---|
3433 | };
|
---|
3434 |
|
---|
3435 | UnitAI.prototype.OnPickupRequested = function(msg)
|
---|
3436 | {
|
---|
3437 | // First check if we already have such a request
|
---|
3438 | if (this.HasPickupOrder(msg.entity))
|
---|
3439 | return;
|
---|
3440 | // Otherwise, insert the PickUp order after the last forced order
|
---|
3441 | this.PushOrderAfterForced("PickupUnit", { "target": msg.entity });
|
---|
3442 | };
|
---|
3443 |
|
---|
3444 | UnitAI.prototype.OnPickupCanceled = function(msg)
|
---|
3445 | {
|
---|
3446 | for (let i = 0; i < this.orderQueue.length; ++i)
|
---|
3447 | {
|
---|
3448 | if (this.orderQueue[i].type != "PickupUnit" || this.orderQueue[i].data.target != msg.entity)
|
---|
3449 | continue;
|
---|
3450 | if (i == 0)
|
---|
3451 | this.UnitFsm.ProcessMessage(this, {"type": "PickupCanceled", "data": msg});
|
---|
3452 | else
|
---|
3453 | this.orderQueue.splice(i, 1);
|
---|
3454 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3455 | break;
|
---|
3456 | }
|
---|
3457 | };
|
---|
3458 |
|
---|
3459 | // Wrapper function that sets up the normal and healer range queries.
|
---|
3460 | UnitAI.prototype.SetupRangeQueries = function()
|
---|
3461 | {
|
---|
3462 | this.SetupRangeQuery();
|
---|
3463 |
|
---|
3464 | if (this.IsHealer())
|
---|
3465 | this.SetupHealRangeQuery();
|
---|
3466 | };
|
---|
3467 |
|
---|
3468 | UnitAI.prototype.UpdateRangeQueries = function()
|
---|
3469 | {
|
---|
3470 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
3471 | if (this.losRangeQuery)
|
---|
3472 | this.SetupRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losRangeQuery));
|
---|
3473 |
|
---|
3474 | if (this.IsHealer() && this.losHealRangeQuery)
|
---|
3475 | this.SetupHealRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losHealRangeQuery));
|
---|
3476 | };
|
---|
3477 |
|
---|
3478 | // Set up a range query for all enemy and gaia units within LOS range
|
---|
3479 | // which can be attacked.
|
---|
3480 | // This should be called whenever our ownership changes.
|
---|
3481 | UnitAI.prototype.SetupRangeQuery = function(enable = true)
|
---|
3482 | {
|
---|
3483 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
3484 |
|
---|
3485 | if (this.losRangeQuery)
|
---|
3486 | {
|
---|
3487 | cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
|
---|
3488 | this.losRangeQuery = undefined;
|
---|
3489 | }
|
---|
3490 |
|
---|
3491 | var cmpPlayer = QueryOwnerInterface(this.entity);
|
---|
3492 | // If we are being destructed (owner -1), creating a range query is pointless
|
---|
3493 | if (!cmpPlayer)
|
---|
3494 | return;
|
---|
3495 |
|
---|
3496 | var players = [];
|
---|
3497 |
|
---|
3498 | var numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
|
---|
3499 | for (var i = 0; i < numPlayers; ++i)
|
---|
3500 | {
|
---|
3501 | // Exclude allies, and self
|
---|
3502 | // TODO: How to handle neutral players - Special query to attack military only?
|
---|
3503 | if (cmpPlayer.IsEnemy(i))
|
---|
3504 | players.push(i);
|
---|
3505 | }
|
---|
3506 |
|
---|
3507 | var range = this.GetQueryRange(IID_Attack);
|
---|
3508 |
|
---|
3509 | this.losRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity, range.min, range.max, players, IID_DamageReceiver, cmpRangeManager.GetEntityFlagMask("normal"));
|
---|
3510 |
|
---|
3511 | if (enable)
|
---|
3512 | cmpRangeManager.EnableActiveQuery(this.losRangeQuery);
|
---|
3513 | };
|
---|
3514 |
|
---|
3515 | // Set up a range query for all own or ally units within LOS range
|
---|
3516 | // which can be healed.
|
---|
3517 | // This should be called whenever our ownership changes.
|
---|
3518 | UnitAI.prototype.SetupHealRangeQuery = function(enable = true)
|
---|
3519 | {
|
---|
3520 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
3521 |
|
---|
3522 | if (this.losHealRangeQuery)
|
---|
3523 | {
|
---|
3524 | cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
|
---|
3525 | this.losHealRangeQuery = undefined;
|
---|
3526 | }
|
---|
3527 |
|
---|
3528 | var cmpPlayer = QueryOwnerInterface(this.entity);
|
---|
3529 | // If we are being destructed (owner -1), creating a range query is pointless
|
---|
3530 | if (!cmpPlayer)
|
---|
3531 | return;
|
---|
3532 |
|
---|
3533 | var players = [];
|
---|
3534 |
|
---|
3535 | var numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
|
---|
3536 | for (var i = 0; i < numPlayers; ++i)
|
---|
3537 | {
|
---|
3538 | // Exclude gaia and enemies
|
---|
3539 | if (cmpPlayer.IsAlly(i))
|
---|
3540 | players.push(i);
|
---|
3541 | }
|
---|
3542 |
|
---|
3543 | var range = this.GetQueryRange(IID_Heal);
|
---|
3544 |
|
---|
3545 | this.losHealRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity, range.min, range.max, players, IID_Health, cmpRangeManager.GetEntityFlagMask("injured"));
|
---|
3546 |
|
---|
3547 | if (enable)
|
---|
3548 | cmpRangeManager.EnableActiveQuery(this.losHealRangeQuery);
|
---|
3549 | };
|
---|
3550 |
|
---|
3551 |
|
---|
3552 | //// FSM linkage functions ////
|
---|
3553 |
|
---|
3554 | UnitAI.prototype.SetNextState = function(state)
|
---|
3555 | {
|
---|
3556 | this.UnitFsm.SetNextState(this, state);
|
---|
3557 | };
|
---|
3558 |
|
---|
3559 | // This will make sure that the state is always entered even if this means leaving it and reentering it
|
---|
3560 | // This is so that a state can be reinitialized with new order data without having to switch to an intermediate state
|
---|
3561 | UnitAI.prototype.SetNextStateAlwaysEntering = function(state)
|
---|
3562 | {
|
---|
3563 | this.UnitFsm.SetNextStateAlwaysEntering(this, state);
|
---|
3564 | };
|
---|
3565 |
|
---|
3566 | UnitAI.prototype.DeferMessage = function(msg)
|
---|
3567 | {
|
---|
3568 | this.UnitFsm.DeferMessage(this, msg);
|
---|
3569 | };
|
---|
3570 |
|
---|
3571 | UnitAI.prototype.GetCurrentState = function()
|
---|
3572 | {
|
---|
3573 | return this.UnitFsm.GetCurrentState(this);
|
---|
3574 | };
|
---|
3575 |
|
---|
3576 | UnitAI.prototype.FsmStateNameChanged = function(state)
|
---|
3577 | {
|
---|
3578 | Engine.PostMessage(this.entity, MT_UnitAIStateChanged, { "to": state });
|
---|
3579 | };
|
---|
3580 |
|
---|
3581 | /**
|
---|
3582 | * Call when the current order has been completed (or failed).
|
---|
3583 | * Removes the current order from the queue, and processes the
|
---|
3584 | * next one (if any). Returns false and defaults to IDLE
|
---|
3585 | * if there are no remaining orders.
|
---|
3586 | */
|
---|
3587 | UnitAI.prototype.FinishOrder = function()
|
---|
3588 | {
|
---|
3589 | if (!this.orderQueue.length)
|
---|
3590 | {
|
---|
3591 | var stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
|
---|
3592 | var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
---|
3593 | var template = cmpTemplateManager.GetCurrentTemplateName(this.entity);
|
---|
3594 | error("FinishOrder called for entity " + this.entity + " (" + template + ") when order queue is empty\n" + stack);
|
---|
3595 | }
|
---|
3596 |
|
---|
3597 | this.orderQueue.shift();
|
---|
3598 | this.order = this.orderQueue[0];
|
---|
3599 |
|
---|
3600 | if (this.orderQueue.length)
|
---|
3601 | {
|
---|
3602 | let ret = this.UnitFsm.ProcessMessage(this,
|
---|
3603 | {"type": "Order."+this.order.type, "data": this.order.data}
|
---|
3604 | );
|
---|
3605 |
|
---|
3606 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3607 |
|
---|
3608 | // If the order was rejected then immediately take it off
|
---|
3609 | // and process the remaining queue
|
---|
3610 | if (ret && ret.discardOrder)
|
---|
3611 | return this.FinishOrder();
|
---|
3612 |
|
---|
3613 | // Otherwise we've successfully processed a new order
|
---|
3614 | return true;
|
---|
3615 | }
|
---|
3616 | else
|
---|
3617 | {
|
---|
3618 | this.SetNextState("IDLE");
|
---|
3619 |
|
---|
3620 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3621 |
|
---|
3622 | // Check if there are queued formation orders
|
---|
3623 | if (this.IsFormationMember())
|
---|
3624 | {
|
---|
3625 | let cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
|
---|
3626 | if (cmpUnitAI)
|
---|
3627 | {
|
---|
3628 | // Inform the formation controller that we finished this task
|
---|
3629 | this.finishedOrder = true;
|
---|
3630 | // We don't want to carry out the default order
|
---|
3631 | // if there are still queued formation orders left
|
---|
3632 | if (cmpUnitAI.GetOrders().length > 1)
|
---|
3633 | return true;
|
---|
3634 | }
|
---|
3635 | }
|
---|
3636 |
|
---|
3637 | return false;
|
---|
3638 | }
|
---|
3639 | };
|
---|
3640 |
|
---|
3641 | /**
|
---|
3642 | * Add an order onto the back of the queue,
|
---|
3643 | * and execute it if we didn't already have an order.
|
---|
3644 | */
|
---|
3645 | UnitAI.prototype.PushOrder = function(type, data)
|
---|
3646 | {
|
---|
3647 | var order = { "type": type, "data": data };
|
---|
3648 | this.orderQueue.push(order);
|
---|
3649 |
|
---|
3650 | // If we didn't already have an order, then process this new one
|
---|
3651 | if (this.orderQueue.length == 1)
|
---|
3652 | {
|
---|
3653 | this.order = order;
|
---|
3654 | let ret = this.UnitFsm.ProcessMessage(this,
|
---|
3655 | {"type": "Order."+this.order.type, "data": this.order.data}
|
---|
3656 | );
|
---|
3657 |
|
---|
3658 | // If the order was rejected then immediately take it off
|
---|
3659 | // and process the remaining queue
|
---|
3660 | if (ret && ret.discardOrder)
|
---|
3661 | this.FinishOrder();
|
---|
3662 | }
|
---|
3663 |
|
---|
3664 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3665 | };
|
---|
3666 |
|
---|
3667 | /**
|
---|
3668 | * Add an order onto the front of the queue,
|
---|
3669 | * and execute it immediately.
|
---|
3670 | */
|
---|
3671 | UnitAI.prototype.PushOrderFront = function(type, data)
|
---|
3672 | {
|
---|
3673 | var order = { "type": type, "data": data };
|
---|
3674 | // If current order is cheering then add new order after it
|
---|
3675 | // same thing if current order if packing/unpacking
|
---|
3676 | if (this.order && this.order.type == "Cheering")
|
---|
3677 | {
|
---|
3678 | var cheeringOrder = this.orderQueue.shift();
|
---|
3679 | this.orderQueue.unshift(cheeringOrder, order);
|
---|
3680 | }
|
---|
3681 | else if (this.order && this.IsPacking())
|
---|
3682 | {
|
---|
3683 | var packingOrder = this.orderQueue.shift();
|
---|
3684 | this.orderQueue.unshift(packingOrder, order);
|
---|
3685 | }
|
---|
3686 | else
|
---|
3687 | {
|
---|
3688 | this.orderQueue.unshift(order);
|
---|
3689 | this.order = order;
|
---|
3690 | let ret = this.UnitFsm.ProcessMessage(this,
|
---|
3691 | {"type": "Order."+this.order.type, "data": this.order.data}
|
---|
3692 | );
|
---|
3693 |
|
---|
3694 | // If the order was rejected then immediately take it off again;
|
---|
3695 | // assume the previous active order is still valid (the short-lived
|
---|
3696 | // new order hasn't changed state or anything) so we can carry on
|
---|
3697 | // as if nothing had happened
|
---|
3698 | if (ret && ret.discardOrder)
|
---|
3699 | {
|
---|
3700 | this.orderQueue.shift();
|
---|
3701 | this.order = this.orderQueue[0];
|
---|
3702 | }
|
---|
3703 | }
|
---|
3704 |
|
---|
3705 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3706 |
|
---|
3707 | };
|
---|
3708 |
|
---|
3709 | /**
|
---|
3710 | * Insert an order after the last forced order onto the queue
|
---|
3711 | * and after the other orders of the same type
|
---|
3712 | */
|
---|
3713 | UnitAI.prototype.PushOrderAfterForced = function(type, data)
|
---|
3714 | {
|
---|
3715 | if (!this.order || ((!this.order.data || !this.order.data.force) && this.order.type != type))
|
---|
3716 | this.PushOrderFront(type, data);
|
---|
3717 | else
|
---|
3718 | {
|
---|
3719 | for (let i = 1; i < this.orderQueue.length; ++i)
|
---|
3720 | {
|
---|
3721 | if (this.orderQueue[i].data && this.orderQueue[i].data.force)
|
---|
3722 | continue;
|
---|
3723 | if (this.orderQueue[i].type == type)
|
---|
3724 | continue;
|
---|
3725 | this.orderQueue.splice(i, 0, {"type": type, "data": data});
|
---|
3726 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3727 | return;
|
---|
3728 | }
|
---|
3729 | this.PushOrder(type, data);
|
---|
3730 | }
|
---|
3731 |
|
---|
3732 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3733 | };
|
---|
3734 |
|
---|
3735 | UnitAI.prototype.ReplaceOrder = function(type, data)
|
---|
3736 | {
|
---|
3737 | // Remember the previous work orders to be able to go back to them later if required
|
---|
3738 | if (data && data.force)
|
---|
3739 | {
|
---|
3740 | if (this.IsFormationController())
|
---|
3741 | this.CallMemberFunction("UpdateWorkOrders", [type]);
|
---|
3742 | else
|
---|
3743 | this.UpdateWorkOrders(type);
|
---|
3744 | }
|
---|
3745 |
|
---|
3746 | // Special cases of orders that shouldn't be replaced:
|
---|
3747 | // 1. Cheering - we're invulnerable, add order after we finish
|
---|
3748 | // 2. Packing/unpacking - we're immobile, add order after we finish (unless it's cancel)
|
---|
3749 | // TODO: maybe a better way of doing this would be to use priority levels
|
---|
3750 | if (this.order && this.order.type == "Cheering")
|
---|
3751 | {
|
---|
3752 | var order = { "type": type, "data": data };
|
---|
3753 | var cheeringOrder = this.orderQueue.shift();
|
---|
3754 | this.orderQueue = [cheeringOrder, order];
|
---|
3755 | }
|
---|
3756 | else if (this.IsPacking() && type != "CancelPack" && type != "CancelUnpack")
|
---|
3757 | {
|
---|
3758 | var order = { "type": type, "data": data };
|
---|
3759 | var packingOrder = this.orderQueue.shift();
|
---|
3760 | this.orderQueue = [packingOrder, order];
|
---|
3761 | }
|
---|
3762 | else
|
---|
3763 | {
|
---|
3764 | this.orderQueue = [];
|
---|
3765 | this.PushOrder(type, data);
|
---|
3766 | }
|
---|
3767 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3768 | };
|
---|
3769 |
|
---|
3770 | UnitAI.prototype.GetOrders = function()
|
---|
3771 | {
|
---|
3772 | return this.orderQueue.slice();
|
---|
3773 | };
|
---|
3774 |
|
---|
3775 | UnitAI.prototype.AddOrders = function(orders)
|
---|
3776 | {
|
---|
3777 | orders.forEach(order => this.PushOrder(order.type, order.data));
|
---|
3778 | };
|
---|
3779 |
|
---|
3780 | UnitAI.prototype.GetOrderData = function()
|
---|
3781 | {
|
---|
3782 | var orders = [];
|
---|
3783 | for (let order of this.orderQueue)
|
---|
3784 | if (order.data)
|
---|
3785 | orders.push(deepcopy(order.data));
|
---|
3786 |
|
---|
3787 | return orders;
|
---|
3788 | };
|
---|
3789 |
|
---|
3790 | UnitAI.prototype.UpdateWorkOrders = function(type)
|
---|
3791 | {
|
---|
3792 | // Under alert, remembered work orders won't be forgotten
|
---|
3793 | if (this.IsUnderAlert())
|
---|
3794 | return;
|
---|
3795 |
|
---|
3796 | var isWorkType = type => type == "Gather" || type == "Trade" || type == "Repair" || type == "ReturnResource";
|
---|
3797 |
|
---|
3798 | // If we are being re-affected to a work order, forget the previous ones
|
---|
3799 | if (isWorkType(type))
|
---|
3800 | {
|
---|
3801 | this.workOrders = [];
|
---|
3802 | return;
|
---|
3803 | }
|
---|
3804 |
|
---|
3805 | // Then if we already have work orders, keep them
|
---|
3806 | if (this.workOrders.length)
|
---|
3807 | return;
|
---|
3808 |
|
---|
3809 | // First if the unit is in a formation, get its workOrders from it
|
---|
3810 | if (this.IsFormationMember())
|
---|
3811 | {
|
---|
3812 | var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
|
---|
3813 | if (cmpUnitAI)
|
---|
3814 | {
|
---|
3815 | for (var i = 0; i < cmpUnitAI.orderQueue.length; ++i)
|
---|
3816 | {
|
---|
3817 | if (isWorkType(cmpUnitAI.orderQueue[i].type))
|
---|
3818 | {
|
---|
3819 | this.workOrders = cmpUnitAI.orderQueue.slice(i);
|
---|
3820 | return;
|
---|
3821 | }
|
---|
3822 | }
|
---|
3823 | }
|
---|
3824 | }
|
---|
3825 |
|
---|
3826 | // If nothing found, take the unit orders
|
---|
3827 | for (var i = 0; i < this.orderQueue.length; ++i)
|
---|
3828 | {
|
---|
3829 | if (isWorkType(this.orderQueue[i].type))
|
---|
3830 | {
|
---|
3831 | this.workOrders = this.orderQueue.slice(i);
|
---|
3832 | return;
|
---|
3833 | }
|
---|
3834 | }
|
---|
3835 | };
|
---|
3836 |
|
---|
3837 | UnitAI.prototype.BackToWork = function()
|
---|
3838 | {
|
---|
3839 | if (this.workOrders.length == 0)
|
---|
3840 | return false;
|
---|
3841 |
|
---|
3842 | // Clear the order queue considering special orders not to avoid
|
---|
3843 | if (this.order && this.order.type == "Cheering")
|
---|
3844 | {
|
---|
3845 | var cheeringOrder = this.orderQueue.shift();
|
---|
3846 | this.orderQueue = [cheeringOrder];
|
---|
3847 | }
|
---|
3848 | else
|
---|
3849 | this.orderQueue = [];
|
---|
3850 |
|
---|
3851 | this.AddOrders(this.workOrders);
|
---|
3852 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3853 |
|
---|
3854 | // And if the unit is in a formation, remove it from the formation
|
---|
3855 | if (this.IsFormationMember())
|
---|
3856 | {
|
---|
3857 | var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
|
---|
3858 | if (cmpFormation)
|
---|
3859 | cmpFormation.RemoveMembers([this.entity]);
|
---|
3860 | }
|
---|
3861 |
|
---|
3862 | this.workOrders = [];
|
---|
3863 | return true;
|
---|
3864 | };
|
---|
3865 |
|
---|
3866 | UnitAI.prototype.HasWorkOrders = function()
|
---|
3867 | {
|
---|
3868 | return this.workOrders.length > 0;
|
---|
3869 | };
|
---|
3870 |
|
---|
3871 | UnitAI.prototype.GetWorkOrders = function()
|
---|
3872 | {
|
---|
3873 | return this.workOrders;
|
---|
3874 | };
|
---|
3875 |
|
---|
3876 | UnitAI.prototype.SetWorkOrders = function(orders)
|
---|
3877 | {
|
---|
3878 | this.workOrders = orders;
|
---|
3879 | };
|
---|
3880 |
|
---|
3881 | UnitAI.prototype.TimerHandler = function(data, lateness)
|
---|
3882 | {
|
---|
3883 | // Reset the timer
|
---|
3884 | if (data.timerRepeat === undefined)
|
---|
3885 | this.timer = undefined;
|
---|
3886 |
|
---|
3887 | this.UnitFsm.ProcessMessage(this, {"type": "Timer", "data": data, "lateness": lateness});
|
---|
3888 | };
|
---|
3889 |
|
---|
3890 | /**
|
---|
3891 | * Set up the UnitAI timer to run after 'offset' msecs, and then
|
---|
3892 | * every 'repeat' msecs until StopTimer is called. A "Timer" message
|
---|
3893 | * will be sent each time the timer runs.
|
---|
3894 | */
|
---|
3895 | UnitAI.prototype.StartTimer = function(offset, repeat)
|
---|
3896 | {
|
---|
3897 | if (this.timer)
|
---|
3898 | error("Called StartTimer when there's already an active timer");
|
---|
3899 |
|
---|
3900 | var data = { "timerRepeat": repeat };
|
---|
3901 |
|
---|
3902 | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
---|
3903 | if (repeat === undefined)
|
---|
3904 | this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", offset, data);
|
---|
3905 | else
|
---|
3906 | this.timer = cmpTimer.SetInterval(this.entity, IID_UnitAI, "TimerHandler", offset, repeat, data);
|
---|
3907 | };
|
---|
3908 |
|
---|
3909 | /**
|
---|
3910 | * Stop the current UnitAI timer.
|
---|
3911 | */
|
---|
3912 | UnitAI.prototype.StopTimer = function()
|
---|
3913 | {
|
---|
3914 | if (!this.timer)
|
---|
3915 | return;
|
---|
3916 |
|
---|
3917 | var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
---|
3918 | cmpTimer.CancelTimer(this.timer);
|
---|
3919 | this.timer = undefined;
|
---|
3920 | };
|
---|
3921 |
|
---|
3922 | //// Message handlers /////
|
---|
3923 |
|
---|
3924 | UnitAI.prototype.OnMotionChanged = function(msg)
|
---|
3925 | {
|
---|
3926 | if (msg.starting && !msg.error)
|
---|
3927 | this.UnitFsm.ProcessMessage(this, {"type": "MoveStarted", "data": msg});
|
---|
3928 | else if (!msg.starting || msg.error)
|
---|
3929 | this.UnitFsm.ProcessMessage(this, {"type": "MoveCompleted", "data": msg});
|
---|
3930 | };
|
---|
3931 |
|
---|
3932 | UnitAI.prototype.OnGlobalConstructionFinished = function(msg)
|
---|
3933 | {
|
---|
3934 | // TODO: This is a bit inefficient since every unit listens to every
|
---|
3935 | // construction message - ideally we could scope it to only the one we're building
|
---|
3936 |
|
---|
3937 | this.UnitFsm.ProcessMessage(this, {"type": "ConstructionFinished", "data": msg});
|
---|
3938 | };
|
---|
3939 |
|
---|
3940 | UnitAI.prototype.OnGlobalEntityRenamed = function(msg)
|
---|
3941 | {
|
---|
3942 | let changed = false;
|
---|
3943 | for (let order of this.orderQueue)
|
---|
3944 | {
|
---|
3945 | if (order.data && order.data.target && order.data.target == msg.entity)
|
---|
3946 | {
|
---|
3947 | changed = true;
|
---|
3948 | order.data.target = msg.newentity;
|
---|
3949 | }
|
---|
3950 | if (order.data && order.data.formationTarget && order.data.formationTarget == msg.entity)
|
---|
3951 | {
|
---|
3952 | changed = true;
|
---|
3953 | order.data.formationTarget = msg.newentity;
|
---|
3954 | }
|
---|
3955 | }
|
---|
3956 | if (changed)
|
---|
3957 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
3958 |
|
---|
3959 | if (this.isGuardOf && this.isGuardOf == msg.entity)
|
---|
3960 | this.isGuardOf = msg.newentity;
|
---|
3961 | };
|
---|
3962 |
|
---|
3963 | UnitAI.prototype.OnAttacked = function(msg)
|
---|
3964 | {
|
---|
3965 | this.UnitFsm.ProcessMessage(this, {"type": "Attacked", "data": msg});
|
---|
3966 | };
|
---|
3967 |
|
---|
3968 | UnitAI.prototype.OnGuardedAttacked = function(msg)
|
---|
3969 | {
|
---|
3970 | this.UnitFsm.ProcessMessage(this, {"type": "GuardedAttacked", "data": msg.data});
|
---|
3971 | };
|
---|
3972 |
|
---|
3973 | UnitAI.prototype.OnHealthChanged = function(msg)
|
---|
3974 | {
|
---|
3975 | this.UnitFsm.ProcessMessage(this, {"type": "HealthChanged", "from": msg.from, "to": msg.to});
|
---|
3976 | };
|
---|
3977 |
|
---|
3978 | UnitAI.prototype.OnRangeUpdate = function(msg)
|
---|
3979 | {
|
---|
3980 | if (msg.tag == this.losRangeQuery)
|
---|
3981 | this.UnitFsm.ProcessMessage(this, {"type": "LosRangeUpdate", "data": msg});
|
---|
3982 | else if (msg.tag == this.losHealRangeQuery)
|
---|
3983 | this.UnitFsm.ProcessMessage(this, {"type": "LosHealRangeUpdate", "data": msg});
|
---|
3984 | };
|
---|
3985 |
|
---|
3986 | UnitAI.prototype.OnPackFinished = function(msg)
|
---|
3987 | {
|
---|
3988 | this.UnitFsm.ProcessMessage(this, {"type": "PackFinished", "packed": msg.packed});
|
---|
3989 | };
|
---|
3990 |
|
---|
3991 | //// Helper functions to be called by the FSM ////
|
---|
3992 |
|
---|
3993 | UnitAI.prototype.GetWalkSpeed = function()
|
---|
3994 | {
|
---|
3995 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
3996 | return cmpUnitMotion.GetWalkSpeed();
|
---|
3997 | };
|
---|
3998 |
|
---|
3999 | UnitAI.prototype.GetRunSpeed = function()
|
---|
4000 | {
|
---|
4001 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4002 | var runSpeed = cmpUnitMotion.GetRunSpeed();
|
---|
4003 | var walkSpeed = cmpUnitMotion.GetWalkSpeed();
|
---|
4004 | if (runSpeed <= walkSpeed)
|
---|
4005 | return runSpeed;
|
---|
4006 | var cmpHealth = Engine.QueryInterface(this.entity, IID_Health);
|
---|
4007 | var health = cmpHealth.GetHitpoints()/cmpHealth.GetMaxHitpoints();
|
---|
4008 | return (health*runSpeed + (1-health)*walkSpeed);
|
---|
4009 | };
|
---|
4010 |
|
---|
4011 | /**
|
---|
4012 | * Returns true if the target exists and has non-zero hitpoints.
|
---|
4013 | */
|
---|
4014 | UnitAI.prototype.TargetIsAlive = function(ent)
|
---|
4015 | {
|
---|
4016 | var cmpFormation = Engine.QueryInterface(ent, IID_Formation);
|
---|
4017 | if (cmpFormation)
|
---|
4018 | return true;
|
---|
4019 |
|
---|
4020 | var cmpHealth = QueryMiragedInterface(ent, IID_Health);
|
---|
4021 | return cmpHealth && cmpHealth.GetHitpoints() != 0;
|
---|
4022 | };
|
---|
4023 |
|
---|
4024 | /**
|
---|
4025 | * Returns true if the target exists and needs to be killed before
|
---|
4026 | * beginning to gather resources from it.
|
---|
4027 | */
|
---|
4028 | UnitAI.prototype.MustKillGatherTarget = function(ent)
|
---|
4029 | {
|
---|
4030 | var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
|
---|
4031 | if (!cmpResourceSupply)
|
---|
4032 | return false;
|
---|
4033 |
|
---|
4034 | if (!cmpResourceSupply.GetKillBeforeGather())
|
---|
4035 | return false;
|
---|
4036 |
|
---|
4037 | return this.TargetIsAlive(ent);
|
---|
4038 | };
|
---|
4039 |
|
---|
4040 | /**
|
---|
4041 | * Returns the entity ID of the nearest resource supply where the given
|
---|
4042 | * filter returns true, or undefined if none can be found.
|
---|
4043 | * if target if given, the nearest is computed versus this target position.
|
---|
4044 | * TODO: extend this to exclude resources that already have lots of
|
---|
4045 | * gatherers.
|
---|
4046 | */
|
---|
4047 | UnitAI.prototype.FindNearbyResource = function(filter, target)
|
---|
4048 | {
|
---|
4049 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
4050 | if (!cmpOwnership || cmpOwnership.GetOwner() == -1)
|
---|
4051 | return undefined;
|
---|
4052 | var owner = cmpOwnership.GetOwner();
|
---|
4053 |
|
---|
4054 | // We accept resources owned by Gaia or any player
|
---|
4055 | var players = [0];
|
---|
4056 | var numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
|
---|
4057 | for (var i = 1; i < numPlayers; ++i)
|
---|
4058 | players.push(i);
|
---|
4059 |
|
---|
4060 | var range = 64; // TODO: what's a sensible number?
|
---|
4061 |
|
---|
4062 | var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
---|
4063 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
4064 | let entity = this.entity;
|
---|
4065 | if (target)
|
---|
4066 | {
|
---|
4067 | let cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
4068 | if (cmpPosition && cmpPosition.IsInWorld())
|
---|
4069 | entity = target;
|
---|
4070 | }
|
---|
4071 | var nearby = cmpRangeManager.ExecuteQuery(entity, 0, range, players, IID_ResourceSupply);
|
---|
4072 | return nearby.find(ent => {
|
---|
4073 | if (!this.CanGather(ent))
|
---|
4074 | return false;
|
---|
4075 | var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
|
---|
4076 | var type = cmpResourceSupply.GetType();
|
---|
4077 | var amount = cmpResourceSupply.GetCurrentAmount();
|
---|
4078 |
|
---|
4079 | var template = cmpTemplateManager.GetCurrentTemplateName(ent);
|
---|
4080 | // Remove "resource|" prefix from template names, if present.
|
---|
4081 | if (template.indexOf("resource|") != -1)
|
---|
4082 | template = template.slice(9);
|
---|
4083 |
|
---|
4084 | return amount > 0 && cmpResourceSupply.IsAvailable(owner, this.entity) && filter(ent, type, template);
|
---|
4085 | });
|
---|
4086 | };
|
---|
4087 |
|
---|
4088 | /**
|
---|
4089 | * Returns the entity ID of the nearest resource dropsite that accepts
|
---|
4090 | * the given type, or undefined if none can be found.
|
---|
4091 | */
|
---|
4092 | UnitAI.prototype.FindNearestDropsite = function(genericType)
|
---|
4093 | {
|
---|
4094 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
4095 | if (!cmpOwnership || cmpOwnership.GetOwner() == -1)
|
---|
4096 | return undefined;
|
---|
4097 |
|
---|
4098 | // Find dropsites owned by this unit's player or allied ones if allowed
|
---|
4099 | var owner = cmpOwnership.GetOwner();
|
---|
4100 | var players = [owner];
|
---|
4101 | var cmpPlayer = QueryOwnerInterface(this.entity);
|
---|
4102 | if (cmpPlayer && cmpPlayer.HasSharedDropsites())
|
---|
4103 | {
|
---|
4104 | let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
|
---|
4105 | for (let i = 1; i < cmpPlayerManager.GetNumPlayers(); ++i)
|
---|
4106 | if (i != owner && cmpPlayer.IsMutualAlly(i))
|
---|
4107 | players.push(i);
|
---|
4108 | }
|
---|
4109 |
|
---|
4110 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
4111 | var nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite);
|
---|
4112 |
|
---|
4113 | // Ships are unable to reach land dropsites and shouldn't attempt to do so.
|
---|
4114 | var excludeLand = Engine.QueryInterface(this.entity, IID_Identity).HasClass("Ship");
|
---|
4115 | if (excludeLand)
|
---|
4116 | nearby = nearby.filter(e => Engine.QueryInterface(e, IID_Identity).HasClass("Naval"));
|
---|
4117 |
|
---|
4118 | return nearby.find(ent => {
|
---|
4119 | let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
|
---|
4120 | if (!cmpResourceDropsite.AcceptsType(genericType))
|
---|
4121 | return false;
|
---|
4122 | let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
---|
4123 | return cmpOwnership.GetOwner() == owner || cmpResourceDropsite.IsShared();
|
---|
4124 | });
|
---|
4125 | };
|
---|
4126 |
|
---|
4127 | /**
|
---|
4128 | * Returns the entity ID of the nearest building that needs to be constructed,
|
---|
4129 | * or undefined if none can be found close enough.
|
---|
4130 | */
|
---|
4131 | UnitAI.prototype.FindNearbyFoundation = function()
|
---|
4132 | {
|
---|
4133 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
4134 | if (!cmpOwnership || cmpOwnership.GetOwner() == -1)
|
---|
4135 | return undefined;
|
---|
4136 |
|
---|
4137 | // Find buildings owned by this unit's player
|
---|
4138 | var players = [cmpOwnership.GetOwner()];
|
---|
4139 |
|
---|
4140 | var range = 64; // TODO: what's a sensible number?
|
---|
4141 |
|
---|
4142 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
4143 | var nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, range, players, IID_Foundation);
|
---|
4144 |
|
---|
4145 | // Skip foundations that are already complete. (This matters since
|
---|
4146 | // we process the ConstructionFinished message before the foundation
|
---|
4147 | // we're working on has been deleted.)
|
---|
4148 | return nearby.find(ent => !Engine.QueryInterface(ent, IID_Foundation).IsFinished());
|
---|
4149 | };
|
---|
4150 |
|
---|
4151 | /**
|
---|
4152 | * Returns the entity ID of the nearest building in which the unit can garrison,
|
---|
4153 | * or undefined if none can be found close enough.
|
---|
4154 | */
|
---|
4155 | UnitAI.prototype.FindNearbyGarrisonHolder = function()
|
---|
4156 | {
|
---|
4157 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
4158 | if (!cmpOwnership || cmpOwnership.GetOwner() == -1)
|
---|
4159 | return undefined;
|
---|
4160 |
|
---|
4161 | // Find buildings owned by this unit's player
|
---|
4162 | var players = [cmpOwnership.GetOwner()];
|
---|
4163 |
|
---|
4164 | var range = 128; // TODO: what's a sensible number?
|
---|
4165 |
|
---|
4166 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
4167 | var nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, range, players, IID_GarrisonHolder);
|
---|
4168 |
|
---|
4169 | return nearby.find(ent => {
|
---|
4170 | // We only want to garrison in buildings, not in moving units like ships,...
|
---|
4171 | if (Engine.QueryInterface(ent, IID_UnitAI))
|
---|
4172 | return false;
|
---|
4173 |
|
---|
4174 | var cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder);
|
---|
4175 | return cmpGarrisonHolder.AllowedToGarrison(this.entity) && !cmpGarrisonHolder.IsFull();
|
---|
4176 | });
|
---|
4177 | };
|
---|
4178 |
|
---|
4179 | /**
|
---|
4180 | * Play a sound appropriate to the current entity.
|
---|
4181 | */
|
---|
4182 | UnitAI.prototype.PlaySound = function(name)
|
---|
4183 | {
|
---|
4184 | // If we're a formation controller, use the sounds from our first member
|
---|
4185 | if (this.IsFormationController())
|
---|
4186 | {
|
---|
4187 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
4188 | var member = cmpFormation.GetPrimaryMember();
|
---|
4189 | if (member)
|
---|
4190 | PlaySound(name, member);
|
---|
4191 | }
|
---|
4192 | else
|
---|
4193 | {
|
---|
4194 | // Otherwise use our own sounds
|
---|
4195 | PlaySound(name, this.entity);
|
---|
4196 | }
|
---|
4197 | };
|
---|
4198 |
|
---|
4199 | UnitAI.prototype.SetGathererAnimationOverride = function(disable)
|
---|
4200 | {
|
---|
4201 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
4202 | if (!cmpResourceGatherer)
|
---|
4203 | return;
|
---|
4204 |
|
---|
4205 | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
---|
4206 | if (!cmpVisual)
|
---|
4207 | return;
|
---|
4208 |
|
---|
4209 | // Remove the animation override, so that weapons are shown again.
|
---|
4210 | if (disable)
|
---|
4211 | {
|
---|
4212 | cmpVisual.ResetMoveAnimation("walk");
|
---|
4213 | return;
|
---|
4214 | }
|
---|
4215 |
|
---|
4216 | // Work out what we're carrying, in order to select an appropriate animation
|
---|
4217 | var type = cmpResourceGatherer.GetLastCarriedType();
|
---|
4218 | if (type)
|
---|
4219 | {
|
---|
4220 | var typename = "carry_" + type.generic;
|
---|
4221 |
|
---|
4222 | // Special case for meat
|
---|
4223 | if (type.specific == "meat")
|
---|
4224 | typename = "carry_" + type.specific;
|
---|
4225 |
|
---|
4226 | cmpVisual.ReplaceMoveAnimation("walk", typename);
|
---|
4227 | }
|
---|
4228 | else
|
---|
4229 | cmpVisual.ResetMoveAnimation("walk");
|
---|
4230 | };
|
---|
4231 |
|
---|
4232 | UnitAI.prototype.SelectAnimation = function(name, once, speed, sound)
|
---|
4233 | {
|
---|
4234 | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
---|
4235 | if (!cmpVisual)
|
---|
4236 | return;
|
---|
4237 |
|
---|
4238 | // Special case: the "move" animation gets turned into a special
|
---|
4239 | // movement mode that deals with speeds and walk/run automatically
|
---|
4240 | if (name == "move")
|
---|
4241 | {
|
---|
4242 | // Speed to switch from walking to running animations
|
---|
4243 | var runThreshold = (this.GetWalkSpeed() + this.GetRunSpeed()) / 2;
|
---|
4244 |
|
---|
4245 | cmpVisual.SelectMovementAnimation(runThreshold);
|
---|
4246 | return;
|
---|
4247 | }
|
---|
4248 |
|
---|
4249 | var soundgroup;
|
---|
4250 | if (sound)
|
---|
4251 | {
|
---|
4252 | var cmpSound = Engine.QueryInterface(this.entity, IID_Sound);
|
---|
4253 | if (cmpSound)
|
---|
4254 | soundgroup = cmpSound.GetSoundGroup(sound);
|
---|
4255 | }
|
---|
4256 |
|
---|
4257 | // Set default values if unspecified
|
---|
4258 | if (once === undefined)
|
---|
4259 | once = false;
|
---|
4260 | if (speed === undefined)
|
---|
4261 | speed = 1.0;
|
---|
4262 | if (soundgroup === undefined)
|
---|
4263 | soundgroup = "";
|
---|
4264 |
|
---|
4265 | cmpVisual.SelectAnimation(name, once, speed, soundgroup);
|
---|
4266 | };
|
---|
4267 |
|
---|
4268 | UnitAI.prototype.SetAnimationSync = function(actiontime, repeattime)
|
---|
4269 | {
|
---|
4270 | var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
|
---|
4271 | if (!cmpVisual)
|
---|
4272 | return;
|
---|
4273 |
|
---|
4274 | cmpVisual.SetAnimationSyncRepeat(repeattime);
|
---|
4275 | cmpVisual.SetAnimationSyncOffset(actiontime);
|
---|
4276 | };
|
---|
4277 |
|
---|
4278 | UnitAI.prototype.StopMoving = function()
|
---|
4279 | {
|
---|
4280 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4281 | cmpUnitMotion.StopMoving();
|
---|
4282 | };
|
---|
4283 |
|
---|
4284 | UnitAI.prototype.MoveToPoint = function(x, z)
|
---|
4285 | {
|
---|
4286 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4287 | return cmpUnitMotion.MoveToPointRange(x, z, 0, 0);
|
---|
4288 | };
|
---|
4289 |
|
---|
4290 | UnitAI.prototype.MoveToPointRange = function(x, z, rangeMin, rangeMax)
|
---|
4291 | {
|
---|
4292 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4293 | return cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax);
|
---|
4294 | };
|
---|
4295 |
|
---|
4296 | UnitAI.prototype.MoveToTarget = function(target)
|
---|
4297 | {
|
---|
4298 | if (!this.CheckTargetVisible(target))
|
---|
4299 | return false;
|
---|
4300 |
|
---|
4301 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4302 | return cmpUnitMotion.MoveToTargetRange(target, 0, 0);
|
---|
4303 | };
|
---|
4304 |
|
---|
4305 | UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
|
---|
4306 | {
|
---|
4307 | if (!this.CheckTargetVisible(target) || this.IsTurret())
|
---|
4308 | return false;
|
---|
4309 |
|
---|
4310 | var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
---|
4311 | if (!cmpRanged)
|
---|
4312 | return false;
|
---|
4313 | var range = cmpRanged.GetRange(type);
|
---|
4314 |
|
---|
4315 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4316 | return cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
|
---|
4317 | };
|
---|
4318 |
|
---|
4319 | /**
|
---|
4320 | * Move unit so we hope the target is in the attack range
|
---|
4321 | * for melee attacks, this goes straight to the default range checks
|
---|
4322 | * for ranged attacks, the parabolic range is used
|
---|
4323 | */
|
---|
4324 | UnitAI.prototype.MoveToTargetAttackRange = function(target, type)
|
---|
4325 | {
|
---|
4326 | // for formation members, the formation will take care of the range check
|
---|
4327 | if (this.IsFormationMember())
|
---|
4328 | {
|
---|
4329 | var cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
|
---|
4330 | if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation())
|
---|
4331 | return false;
|
---|
4332 | }
|
---|
4333 |
|
---|
4334 | var cmpFormation = Engine.QueryInterface(target, IID_Formation);
|
---|
4335 | if (cmpFormation)
|
---|
4336 | target = cmpFormation.GetClosestMember(this.entity);
|
---|
4337 |
|
---|
4338 | if (type != "Ranged")
|
---|
4339 | return this.MoveToTargetRange(target, IID_Attack, type);
|
---|
4340 |
|
---|
4341 | if (!this.CheckTargetVisible(target))
|
---|
4342 | return false;
|
---|
4343 |
|
---|
4344 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
4345 | var range = cmpAttack.GetRange(type);
|
---|
4346 |
|
---|
4347 | var thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
4348 | if (!thisCmpPosition.IsInWorld())
|
---|
4349 | return false;
|
---|
4350 | var s = thisCmpPosition.GetPosition();
|
---|
4351 |
|
---|
4352 | var targetCmpPosition = Engine.QueryInterface(target, IID_Position);
|
---|
4353 | if (!targetCmpPosition.IsInWorld())
|
---|
4354 | return false;
|
---|
4355 |
|
---|
4356 | var t = targetCmpPosition.GetPosition();
|
---|
4357 | // h is positive when I'm higher than the target
|
---|
4358 | var h = s.y-t.y+range.elevationBonus;
|
---|
4359 |
|
---|
4360 | // No negative roots please
|
---|
4361 | if (h>-range.max/2)
|
---|
4362 | var parabolicMaxRange = Math.sqrt(range.max*range.max+2*range.max*h);
|
---|
4363 | else
|
---|
4364 | // return false? Or hope you come close enough?
|
---|
4365 | var parabolicMaxRange = 0;
|
---|
4366 | //return false;
|
---|
4367 |
|
---|
4368 | // the parabole changes while walking, take something in the middle
|
---|
4369 | var guessedMaxRange = (range.max + parabolicMaxRange)/2;
|
---|
4370 |
|
---|
4371 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4372 | if (cmpUnitMotion.MoveToTargetRange(target, range.min, guessedMaxRange))
|
---|
4373 | return true;
|
---|
4374 |
|
---|
4375 | // if that failed, try closer
|
---|
4376 | return cmpUnitMotion.MoveToTargetRange(target, range.min, Math.min(range.max, parabolicMaxRange));
|
---|
4377 | };
|
---|
4378 |
|
---|
4379 | UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max)
|
---|
4380 | {
|
---|
4381 | if (!this.CheckTargetVisible(target))
|
---|
4382 | return false;
|
---|
4383 |
|
---|
4384 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4385 | return cmpUnitMotion.MoveToTargetRange(target, min, max);
|
---|
4386 | };
|
---|
4387 |
|
---|
4388 | UnitAI.prototype.MoveToGarrisonRange = function(target)
|
---|
4389 | {
|
---|
4390 | if (!this.CheckTargetVisible(target))
|
---|
4391 | return false;
|
---|
4392 |
|
---|
4393 | var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
|
---|
4394 | if (!cmpGarrisonHolder)
|
---|
4395 | return false;
|
---|
4396 | var range = cmpGarrisonHolder.GetLoadingRange();
|
---|
4397 |
|
---|
4398 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4399 | return cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
|
---|
4400 | };
|
---|
4401 |
|
---|
4402 | UnitAI.prototype.CheckPointRangeExplicit = function(x, z, min, max)
|
---|
4403 | {
|
---|
4404 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4405 | return cmpUnitMotion.IsInPointRange(x, z, min, max);
|
---|
4406 | };
|
---|
4407 |
|
---|
4408 | UnitAI.prototype.CheckTargetRange = function(target, iid, type)
|
---|
4409 | {
|
---|
4410 | var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
---|
4411 | if (!cmpRanged)
|
---|
4412 | return false;
|
---|
4413 | var range = cmpRanged.GetRange(type);
|
---|
4414 |
|
---|
4415 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4416 | return cmpUnitMotion.IsInTargetRange(target, range.min, range.max);
|
---|
4417 | };
|
---|
4418 |
|
---|
4419 | /**
|
---|
4420 | * Check if the target is inside the attack range
|
---|
4421 | * For melee attacks, this goes straigt to the regular range calculation
|
---|
4422 | * For ranged attacks, the parabolic formula is used to accout for bigger ranges
|
---|
4423 | * when the target is lower, and smaller ranges when the target is higher
|
---|
4424 | */
|
---|
4425 | UnitAI.prototype.CheckTargetAttackRange = function(target, type)
|
---|
4426 | {
|
---|
4427 | // for formation members, the formation will take care of the range check
|
---|
4428 | if (this.IsFormationMember())
|
---|
4429 | {
|
---|
4430 | var cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
|
---|
4431 | if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation()
|
---|
4432 | && cmpFormationUnitAI.order.data.target == target)
|
---|
4433 | return true;
|
---|
4434 | }
|
---|
4435 |
|
---|
4436 | var cmpFormation = Engine.QueryInterface(target, IID_Formation);
|
---|
4437 | if (cmpFormation)
|
---|
4438 | target = cmpFormation.GetClosestMember(this.entity);
|
---|
4439 |
|
---|
4440 | if (type != "Ranged")
|
---|
4441 | return this.CheckTargetRange(target, IID_Attack, type);
|
---|
4442 |
|
---|
4443 | var targetCmpPosition = Engine.QueryInterface(target, IID_Position);
|
---|
4444 | if (!targetCmpPosition || !targetCmpPosition.IsInWorld())
|
---|
4445 | return false;
|
---|
4446 |
|
---|
4447 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
4448 | var range = cmpAttack.GetRange(type);
|
---|
4449 |
|
---|
4450 | var thisCmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
4451 | if (!thisCmpPosition.IsInWorld())
|
---|
4452 | return false;
|
---|
4453 |
|
---|
4454 | var s = thisCmpPosition.GetPosition();
|
---|
4455 |
|
---|
4456 | var t = targetCmpPosition.GetPosition();
|
---|
4457 |
|
---|
4458 | var h = s.y-t.y+range.elevationBonus;
|
---|
4459 | var maxRangeSq = 2*range.max*(h + range.max/2);
|
---|
4460 |
|
---|
4461 | if (maxRangeSq < 0)
|
---|
4462 | return false;
|
---|
4463 |
|
---|
4464 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4465 | return cmpUnitMotion.IsInTargetRange(target, range.min, Math.sqrt(maxRangeSq));
|
---|
4466 | };
|
---|
4467 |
|
---|
4468 | UnitAI.prototype.CheckTargetRangeExplicit = function(target, min, max)
|
---|
4469 | {
|
---|
4470 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4471 | return cmpUnitMotion.IsInTargetRange(target, min, max);
|
---|
4472 | };
|
---|
4473 |
|
---|
4474 | UnitAI.prototype.CheckGarrisonRange = function(target)
|
---|
4475 | {
|
---|
4476 | var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
|
---|
4477 | if (!cmpGarrisonHolder)
|
---|
4478 | return false;
|
---|
4479 | var range = cmpGarrisonHolder.GetLoadingRange();
|
---|
4480 |
|
---|
4481 | var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
|
---|
4482 | if (cmpObstruction)
|
---|
4483 | range.max += cmpObstruction.GetUnitRadius()*1.5; // multiply by something larger than sqrt(2)
|
---|
4484 |
|
---|
4485 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4486 | return cmpUnitMotion.IsInTargetRange(target, range.min, range.max);
|
---|
4487 | };
|
---|
4488 |
|
---|
4489 | /**
|
---|
4490 | * Returns true if the target entity is visible through the FoW/SoD.
|
---|
4491 | */
|
---|
4492 | UnitAI.prototype.CheckTargetVisible = function(target)
|
---|
4493 | {
|
---|
4494 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
4495 | if (!cmpOwnership)
|
---|
4496 | return false;
|
---|
4497 |
|
---|
4498 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
4499 | if (!cmpRangeManager)
|
---|
4500 | return false;
|
---|
4501 |
|
---|
4502 | // Entities that are hidden and miraged are considered visible
|
---|
4503 | var cmpFogging = Engine.QueryInterface(target, IID_Fogging);
|
---|
4504 | if (cmpFogging && cmpFogging.IsMiraged(cmpOwnership.GetOwner()))
|
---|
4505 | return true;
|
---|
4506 |
|
---|
4507 | if (cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner()) == "hidden")
|
---|
4508 | return false;
|
---|
4509 |
|
---|
4510 | // Either visible directly, or visible in fog
|
---|
4511 | return true;
|
---|
4512 | };
|
---|
4513 |
|
---|
4514 | UnitAI.prototype.FaceTowardsTarget = function(target)
|
---|
4515 | {
|
---|
4516 | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
4517 | if (!cmpPosition || !cmpPosition.IsInWorld())
|
---|
4518 | return;
|
---|
4519 | var cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
|
---|
4520 | if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
|
---|
4521 | return;
|
---|
4522 | var pos = cmpPosition.GetPosition();
|
---|
4523 | var targetpos = cmpTargetPosition.GetPosition();
|
---|
4524 | var angle = Math.atan2(targetpos.x - pos.x, targetpos.z - pos.z);
|
---|
4525 | var rot = cmpPosition.GetRotation();
|
---|
4526 | var delta = (rot.y - angle + Math.PI) % (2 * Math.PI) - Math.PI;
|
---|
4527 | if (Math.abs(delta) > 0.2)
|
---|
4528 | {
|
---|
4529 | var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
4530 | if (cmpUnitMotion)
|
---|
4531 | cmpUnitMotion.FaceTowardsPoint(targetpos.x, targetpos.z);
|
---|
4532 | }
|
---|
4533 | };
|
---|
4534 |
|
---|
4535 | UnitAI.prototype.CheckTargetDistanceFromHeldPosition = function(target, iid, type)
|
---|
4536 | {
|
---|
4537 | var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
---|
4538 | var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetRange(type);
|
---|
4539 |
|
---|
4540 | var cmpPosition = Engine.QueryInterface(target, IID_Position);
|
---|
4541 | if (!cmpPosition || !cmpPosition.IsInWorld())
|
---|
4542 | return false;
|
---|
4543 |
|
---|
4544 | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
---|
4545 | if (!cmpVision)
|
---|
4546 | return false;
|
---|
4547 | var halfvision = cmpVision.GetRange() / 2;
|
---|
4548 |
|
---|
4549 | var pos = cmpPosition.GetPosition();
|
---|
4550 | var heldPosition = this.heldPosition;
|
---|
4551 | if (heldPosition === undefined)
|
---|
4552 | heldPosition = {"x": pos.x, "z": pos.z};
|
---|
4553 | var dx = heldPosition.x - pos.x;
|
---|
4554 | var dz = heldPosition.z - pos.z;
|
---|
4555 | var dist = Math.sqrt(dx*dx + dz*dz);
|
---|
4556 |
|
---|
4557 | return dist < halfvision + range.max;
|
---|
4558 | };
|
---|
4559 |
|
---|
4560 | UnitAI.prototype.CheckTargetIsInVisionRange = function(target)
|
---|
4561 | {
|
---|
4562 | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
---|
4563 | if (!cmpVision)
|
---|
4564 | return false;
|
---|
4565 | var range = cmpVision.GetRange();
|
---|
4566 |
|
---|
4567 | var distance = DistanceBetweenEntities(this.entity, target);
|
---|
4568 |
|
---|
4569 | return distance < range;
|
---|
4570 | };
|
---|
4571 |
|
---|
4572 | UnitAI.prototype.GetBestAttackAgainst = function(target, allowCapture)
|
---|
4573 | {
|
---|
4574 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
4575 | if (!cmpAttack)
|
---|
4576 | return undefined;
|
---|
4577 | return cmpAttack.GetBestAttackAgainst(target, allowCapture);
|
---|
4578 | };
|
---|
4579 |
|
---|
4580 | UnitAI.prototype.GetAttackBonus = function(type, target)
|
---|
4581 | {
|
---|
4582 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
4583 | if (!cmpAttack)
|
---|
4584 | return 1;
|
---|
4585 | return cmpAttack.GetAttackBonus(type, target);
|
---|
4586 | };
|
---|
4587 |
|
---|
4588 | /**
|
---|
4589 | * Try to find one of the given entities which can be attacked,
|
---|
4590 | * and start attacking it.
|
---|
4591 | * Returns true if it found something to attack.
|
---|
4592 | */
|
---|
4593 | UnitAI.prototype.AttackVisibleEntity = function(ents, forceResponse)
|
---|
4594 | {
|
---|
4595 | var target = ents.find(target => this.CanAttack(target, forceResponse));
|
---|
4596 | if (!target)
|
---|
4597 | return false;
|
---|
4598 |
|
---|
4599 | this.PushOrderFront("Attack", { "target": target, "force": false, "forceResponse": forceResponse, "allowCapture": true });
|
---|
4600 | return true;
|
---|
4601 | };
|
---|
4602 |
|
---|
4603 | /**
|
---|
4604 | * Try to find one of the given entities which can be attacked
|
---|
4605 | * and which is close to the hold position, and start attacking it.
|
---|
4606 | * Returns true if it found something to attack.
|
---|
4607 | */
|
---|
4608 | UnitAI.prototype.AttackEntityInZone = function(ents, forceResponse)
|
---|
4609 | {
|
---|
4610 | var target = ents.find(target =>
|
---|
4611 | this.CanAttack(target, forceResponse)
|
---|
4612 | && this.CheckTargetDistanceFromHeldPosition(target, IID_Attack, this.GetBestAttackAgainst(target, true))
|
---|
4613 | && (this.GetStance().respondChaseBeyondVision || this.CheckTargetIsInVisionRange(target))
|
---|
4614 | );
|
---|
4615 | if (!target)
|
---|
4616 | return false;
|
---|
4617 |
|
---|
4618 | this.PushOrderFront("Attack", { "target": target, "force": false, "forceResponse": forceResponse, "allowCapture": true });
|
---|
4619 | return true;
|
---|
4620 | };
|
---|
4621 |
|
---|
4622 | /**
|
---|
4623 | * Try to respond appropriately given our current stance,
|
---|
4624 | * given a list of entities that match our stance's target criteria.
|
---|
4625 | * Returns true if it responded.
|
---|
4626 | */
|
---|
4627 | UnitAI.prototype.RespondToTargetedEntities = function(ents)
|
---|
4628 | {
|
---|
4629 | if (!ents.length)
|
---|
4630 | return false;
|
---|
4631 |
|
---|
4632 | if (this.GetStance().respondChase)
|
---|
4633 | return this.AttackVisibleEntity(ents, true);
|
---|
4634 |
|
---|
4635 | if (this.GetStance().respondStandGround)
|
---|
4636 | return this.AttackVisibleEntity(ents, true);
|
---|
4637 |
|
---|
4638 | if (this.GetStance().respondHoldGround)
|
---|
4639 | return this.AttackEntityInZone(ents, true);
|
---|
4640 |
|
---|
4641 | if (this.GetStance().respondFlee)
|
---|
4642 | {
|
---|
4643 | this.PushOrderFront("Flee", { "target": ents[0], "force": false });
|
---|
4644 | return true;
|
---|
4645 | }
|
---|
4646 |
|
---|
4647 | return false;
|
---|
4648 | };
|
---|
4649 |
|
---|
4650 | /**
|
---|
4651 | * Try to respond to healable entities.
|
---|
4652 | * Returns true if it responded.
|
---|
4653 | */
|
---|
4654 | UnitAI.prototype.RespondToHealableEntities = function(ents)
|
---|
4655 | {
|
---|
4656 | var ent = ents.find(ent => this.CanHeal(ent));
|
---|
4657 | if (!ent)
|
---|
4658 | return false;
|
---|
4659 |
|
---|
4660 | this.PushOrderFront("Heal", { "target": ent, "force": false });
|
---|
4661 | return true;
|
---|
4662 | };
|
---|
4663 |
|
---|
4664 | /**
|
---|
4665 | * Returns true if we should stop following the target entity.
|
---|
4666 | */
|
---|
4667 | UnitAI.prototype.ShouldAbandonChase = function(target, force, iid, type)
|
---|
4668 | {
|
---|
4669 | // Forced orders shouldn't be interrupted.
|
---|
4670 | if (force)
|
---|
4671 | return false;
|
---|
4672 |
|
---|
4673 | // If we are guarding/escorting, don't abandon as long as the guarded unit is in target range of the attacker
|
---|
4674 | if (this.isGuardOf)
|
---|
4675 | {
|
---|
4676 | var cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
|
---|
4677 | var cmpAttack = Engine.QueryInterface(target, IID_Attack);
|
---|
4678 | if (cmpUnitAI && cmpAttack &&
|
---|
4679 | cmpAttack.GetAttackTypes().some(type => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type)))
|
---|
4680 | return false;
|
---|
4681 | }
|
---|
4682 |
|
---|
4683 | // Stop if we're in hold-ground mode and it's too far from the holding point
|
---|
4684 | if (this.GetStance().respondHoldGround)
|
---|
4685 | {
|
---|
4686 | if (!this.CheckTargetDistanceFromHeldPosition(target, iid, type))
|
---|
4687 | return true;
|
---|
4688 | }
|
---|
4689 |
|
---|
4690 | // Stop if it's left our vision range, unless we're especially persistent
|
---|
4691 | if (!this.GetStance().respondChaseBeyondVision)
|
---|
4692 | {
|
---|
4693 | if (!this.CheckTargetIsInVisionRange(target))
|
---|
4694 | return true;
|
---|
4695 | }
|
---|
4696 |
|
---|
4697 | // (Note that CCmpUnitMotion will detect if the target is lost in FoW,
|
---|
4698 | // and will continue moving to its last seen position and then stop)
|
---|
4699 |
|
---|
4700 | return false;
|
---|
4701 | };
|
---|
4702 |
|
---|
4703 | /*
|
---|
4704 | * Returns whether we should chase the targeted entity,
|
---|
4705 | * given our current stance.
|
---|
4706 | */
|
---|
4707 | UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force)
|
---|
4708 | {
|
---|
4709 | if (this.IsTurret())
|
---|
4710 | return false;
|
---|
4711 |
|
---|
4712 | // TODO: use special stances instead?
|
---|
4713 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
4714 | if (cmpPack)
|
---|
4715 | return false;
|
---|
4716 |
|
---|
4717 | if (this.GetStance().respondChase)
|
---|
4718 | return true;
|
---|
4719 |
|
---|
4720 | // If we are guarding/escorting, chase at least as long as the guarded unit is in target range of the attacker
|
---|
4721 | if (this.isGuardOf)
|
---|
4722 | {
|
---|
4723 | var cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
|
---|
4724 | var cmpAttack = Engine.QueryInterface(target, IID_Attack);
|
---|
4725 | if (cmpUnitAI && cmpAttack &&
|
---|
4726 | cmpAttack.GetAttackTypes().some(type => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type)))
|
---|
4727 | return true;
|
---|
4728 | }
|
---|
4729 |
|
---|
4730 | if (force)
|
---|
4731 | return true;
|
---|
4732 |
|
---|
4733 | return false;
|
---|
4734 | };
|
---|
4735 |
|
---|
4736 | //// External interface functions ////
|
---|
4737 |
|
---|
4738 | UnitAI.prototype.SetFormationController = function(ent)
|
---|
4739 | {
|
---|
4740 | this.formationController = ent;
|
---|
4741 |
|
---|
4742 | // Set obstruction group, so we can walk through members
|
---|
4743 | // of our own formation (or ourself if not in formation)
|
---|
4744 | var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
|
---|
4745 | if (cmpObstruction)
|
---|
4746 | {
|
---|
4747 | if (ent == INVALID_ENTITY)
|
---|
4748 | cmpObstruction.SetControlGroup(this.entity);
|
---|
4749 | else
|
---|
4750 | cmpObstruction.SetControlGroup(ent);
|
---|
4751 | }
|
---|
4752 |
|
---|
4753 | // If we were removed from a formation, let the FSM switch back to INDIVIDUAL
|
---|
4754 | if (ent == INVALID_ENTITY)
|
---|
4755 | this.UnitFsm.ProcessMessage(this, { "type": "FormationLeave" });
|
---|
4756 | };
|
---|
4757 |
|
---|
4758 | UnitAI.prototype.GetFormationController = function()
|
---|
4759 | {
|
---|
4760 | return this.formationController;
|
---|
4761 | };
|
---|
4762 |
|
---|
4763 | UnitAI.prototype.SetLastFormationTemplate = function(template)
|
---|
4764 | {
|
---|
4765 | this.lastFormationTemplate = template;
|
---|
4766 | };
|
---|
4767 |
|
---|
4768 | UnitAI.prototype.GetLastFormationTemplate = function()
|
---|
4769 | {
|
---|
4770 | return this.lastFormationTemplate;
|
---|
4771 | };
|
---|
4772 |
|
---|
4773 | UnitAI.prototype.MoveIntoFormation = function(cmd)
|
---|
4774 | {
|
---|
4775 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
4776 | if (!cmpFormation)
|
---|
4777 | return;
|
---|
4778 |
|
---|
4779 | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
4780 | if (!cmpPosition || !cmpPosition.IsInWorld())
|
---|
4781 | return;
|
---|
4782 |
|
---|
4783 | var pos = cmpPosition.GetPosition();
|
---|
4784 |
|
---|
4785 | // Add new order to move into formation at the current position
|
---|
4786 | this.PushOrderFront("MoveIntoFormation", { "x": pos.x, "z": pos.z, "force": true });
|
---|
4787 | };
|
---|
4788 |
|
---|
4789 | UnitAI.prototype.GetTargetPositions = function()
|
---|
4790 | {
|
---|
4791 | var targetPositions = [];
|
---|
4792 | for (var i = 0; i < this.orderQueue.length; ++i)
|
---|
4793 | {
|
---|
4794 | var order = this.orderQueue[i];
|
---|
4795 | switch (order.type)
|
---|
4796 | {
|
---|
4797 | case "Walk":
|
---|
4798 | case "WalkAndFight":
|
---|
4799 | case "WalkToPointRange":
|
---|
4800 | case "MoveIntoFormation":
|
---|
4801 | case "GatherNearPosition":
|
---|
4802 | targetPositions.push(new Vector2D(order.data.x, order.data.z));
|
---|
4803 | break; // and continue the loop
|
---|
4804 |
|
---|
4805 | case "WalkToTarget":
|
---|
4806 | case "WalkToTargetRange": // This doesn't move to the target (just into range), but a later order will.
|
---|
4807 | case "Guard":
|
---|
4808 | case "Flee":
|
---|
4809 | case "LeaveFoundation":
|
---|
4810 | case "Attack":
|
---|
4811 | case "Heal":
|
---|
4812 | case "Gather":
|
---|
4813 | case "ReturnResource":
|
---|
4814 | case "Repair":
|
---|
4815 | case "Garrison":
|
---|
4816 | // Find the target unit's position
|
---|
4817 | var cmpTargetPosition = Engine.QueryInterface(order.data.target, IID_Position);
|
---|
4818 | if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
|
---|
4819 | return targetPositions;
|
---|
4820 | targetPositions.push(cmpTargetPosition.GetPosition2D());
|
---|
4821 | return targetPositions;
|
---|
4822 |
|
---|
4823 | case "Stop":
|
---|
4824 | return [];
|
---|
4825 |
|
---|
4826 | default:
|
---|
4827 | error("GetTargetPositions: Unrecognised order type '"+order.type+"'");
|
---|
4828 | return [];
|
---|
4829 | }
|
---|
4830 | }
|
---|
4831 | return targetPositions;
|
---|
4832 | };
|
---|
4833 |
|
---|
4834 | /**
|
---|
4835 | * Returns the estimated distance that this unit will travel before either
|
---|
4836 | * finishing all of its orders, or reaching a non-walk target (attack, gather, etc).
|
---|
4837 | * Intended for Formation to switch to column layout on long walks.
|
---|
4838 | */
|
---|
4839 | UnitAI.prototype.ComputeWalkingDistance = function()
|
---|
4840 | {
|
---|
4841 | var distance = 0;
|
---|
4842 |
|
---|
4843 | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
4844 | if (!cmpPosition || !cmpPosition.IsInWorld())
|
---|
4845 | return 0;
|
---|
4846 |
|
---|
4847 | // Keep track of the position at the start of each order
|
---|
4848 | var pos = cmpPosition.GetPosition2D();
|
---|
4849 | var targetPositions = this.GetTargetPositions();
|
---|
4850 | for (var i = 0; i < targetPositions.length; ++i)
|
---|
4851 | {
|
---|
4852 | distance += pos.distanceTo(targetPositions[i]);
|
---|
4853 |
|
---|
4854 | // Remember this as the start position for the next order
|
---|
4855 | pos = targetPositions[i];
|
---|
4856 | }
|
---|
4857 |
|
---|
4858 | // Return the total distance to the end of the order queue
|
---|
4859 | return distance;
|
---|
4860 | };
|
---|
4861 |
|
---|
4862 | UnitAI.prototype.AddOrder = function(type, data, queued)
|
---|
4863 | {
|
---|
4864 | if (this.expectedRoute)
|
---|
4865 | this.expectedRoute = undefined;
|
---|
4866 |
|
---|
4867 | if (queued)
|
---|
4868 | this.PushOrder(type, data);
|
---|
4869 | else
|
---|
4870 | this.ReplaceOrder(type, data);
|
---|
4871 | };
|
---|
4872 |
|
---|
4873 | /**
|
---|
4874 | * Adds guard/escort order to the queue, forced by the player.
|
---|
4875 | */
|
---|
4876 | UnitAI.prototype.Guard = function(target, queued)
|
---|
4877 | {
|
---|
4878 | if (!this.CanGuard())
|
---|
4879 | {
|
---|
4880 | this.WalkToTarget(target, queued);
|
---|
4881 | return;
|
---|
4882 | }
|
---|
4883 |
|
---|
4884 | // if we already had an old guard order, do nothing if the target is the same
|
---|
4885 | // and the order is running, otherwise remove the previous order
|
---|
4886 | if (this.isGuardOf)
|
---|
4887 | {
|
---|
4888 | if (this.isGuardOf == target && this.order && this.order.type == "Guard")
|
---|
4889 | return;
|
---|
4890 | else
|
---|
4891 | this.RemoveGuard();
|
---|
4892 | }
|
---|
4893 |
|
---|
4894 | this.AddOrder("Guard", { "target": target, "force": false }, queued);
|
---|
4895 | };
|
---|
4896 |
|
---|
4897 | UnitAI.prototype.AddGuard = function(target)
|
---|
4898 | {
|
---|
4899 | if (!this.CanGuard())
|
---|
4900 | return false;
|
---|
4901 |
|
---|
4902 | var cmpGuard = Engine.QueryInterface(target, IID_Guard);
|
---|
4903 | if (!cmpGuard)
|
---|
4904 | return false;
|
---|
4905 |
|
---|
4906 | // Do not allow to guard a unit already guarding
|
---|
4907 | var cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
|
---|
4908 | if (cmpUnitAI && cmpUnitAI.IsGuardOf())
|
---|
4909 | return false;
|
---|
4910 |
|
---|
4911 | this.isGuardOf = target;
|
---|
4912 | this.guardRange = cmpGuard.GetRange(this.entity);
|
---|
4913 | cmpGuard.AddGuard(this.entity);
|
---|
4914 | return true;
|
---|
4915 | };
|
---|
4916 |
|
---|
4917 | UnitAI.prototype.RemoveGuard = function()
|
---|
4918 | {
|
---|
4919 | if (this.isGuardOf)
|
---|
4920 | {
|
---|
4921 | var cmpGuard = Engine.QueryInterface(this.isGuardOf, IID_Guard);
|
---|
4922 | if (cmpGuard)
|
---|
4923 | cmpGuard.RemoveGuard(this.entity);
|
---|
4924 | this.guardRange = undefined;
|
---|
4925 | this.isGuardOf = undefined;
|
---|
4926 | }
|
---|
4927 |
|
---|
4928 | if (!this.order)
|
---|
4929 | return;
|
---|
4930 |
|
---|
4931 | if (this.order.type == "Guard")
|
---|
4932 | this.UnitFsm.ProcessMessage(this, {"type": "RemoveGuard"});
|
---|
4933 | else
|
---|
4934 | for (var i = 1; i < this.orderQueue.length; ++i)
|
---|
4935 | if (this.orderQueue[i].type == "Guard")
|
---|
4936 | this.orderQueue.splice(i, 1);
|
---|
4937 |
|
---|
4938 | Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
|
---|
4939 | };
|
---|
4940 |
|
---|
4941 | UnitAI.prototype.IsGuardOf = function()
|
---|
4942 | {
|
---|
4943 | return this.isGuardOf;
|
---|
4944 | };
|
---|
4945 |
|
---|
4946 | UnitAI.prototype.SetGuardOf = function(entity)
|
---|
4947 | {
|
---|
4948 | // entity may be undefined
|
---|
4949 | this.isGuardOf = entity;
|
---|
4950 | };
|
---|
4951 |
|
---|
4952 | UnitAI.prototype.CanGuard = function()
|
---|
4953 | {
|
---|
4954 | // Formation controllers should always respond to commands
|
---|
4955 | // (then the individual units can make up their own minds)
|
---|
4956 | if (this.IsFormationController())
|
---|
4957 | return true;
|
---|
4958 |
|
---|
4959 | // Do not let a unit already guarded to guard. This would work in principle,
|
---|
4960 | // but would clutter the gui with too much buttons to take all cases into account
|
---|
4961 | var cmpGuard = Engine.QueryInterface(this.entity, IID_Guard);
|
---|
4962 | if (cmpGuard && cmpGuard.GetEntities().length)
|
---|
4963 | return false;
|
---|
4964 |
|
---|
4965 | return (this.template.CanGuard == "true");
|
---|
4966 | };
|
---|
4967 |
|
---|
4968 | /**
|
---|
4969 | * Adds walk order to queue, forced by the player.
|
---|
4970 | */
|
---|
4971 | UnitAI.prototype.Walk = function(x, z, queued)
|
---|
4972 | {
|
---|
4973 | if (this.expectedRoute && queued)
|
---|
4974 | this.expectedRoute.push({ "x": x, "z": z });
|
---|
4975 | else
|
---|
4976 | this.AddOrder("Walk", { "x": x, "z": z, "force": true }, queued);
|
---|
4977 | };
|
---|
4978 |
|
---|
4979 | /**
|
---|
4980 | * Adds walk to point range order to queue, forced by the player.
|
---|
4981 | */
|
---|
4982 | UnitAI.prototype.WalkToPointRange = function(x, z, min, max, queued)
|
---|
4983 | {
|
---|
4984 | this.AddOrder("Walk", { "x": x, "z": z, "min": min, "max": max, "force": true }, queued);
|
---|
4985 | };
|
---|
4986 |
|
---|
4987 | /**
|
---|
4988 | * Adds stop order to queue, forced by the player.
|
---|
4989 | */
|
---|
4990 | UnitAI.prototype.Stop = function(queued)
|
---|
4991 | {
|
---|
4992 | this.AddOrder("Stop", { "force": true }, queued);
|
---|
4993 | };
|
---|
4994 |
|
---|
4995 | /**
|
---|
4996 | * Adds walk-to-target order to queue, this only occurs in response
|
---|
4997 | * to a player order, and so is forced.
|
---|
4998 | */
|
---|
4999 | UnitAI.prototype.WalkToTarget = function(target, queued)
|
---|
5000 | {
|
---|
5001 | this.AddOrder("WalkToTarget", { "target": target, "force": true }, queued);
|
---|
5002 | };
|
---|
5003 |
|
---|
5004 | /**
|
---|
5005 | * Adds walk-and-fight order to queue, this only occurs in response
|
---|
5006 | * to a player order, and so is forced.
|
---|
5007 | * If targetClasses is given, only entities matching the targetClasses can be attacked.
|
---|
5008 | */
|
---|
5009 | UnitAI.prototype.WalkAndFight = function(x, z, targetClasses, queued)
|
---|
5010 | {
|
---|
5011 | this.AddOrder("WalkAndFight", { "x": x, "z": z, "targetClasses": targetClasses, "force": true }, queued);
|
---|
5012 | };
|
---|
5013 |
|
---|
5014 | /**
|
---|
5015 | * Adds leave foundation order to queue, treated as forced.
|
---|
5016 | */
|
---|
5017 | UnitAI.prototype.LeaveFoundation = function(target)
|
---|
5018 | {
|
---|
5019 | // If we're already being told to leave a foundation, then
|
---|
5020 | // ignore this new request so we don't end up being too indecisive
|
---|
5021 | // to ever actually move anywhere
|
---|
5022 | // Ignore also the request if we are packing
|
---|
5023 | if (this.order && (this.order.type == "LeaveFoundation" || (this.order.type == "Flee" && this.order.data.target == target) || this.IsPacking()))
|
---|
5024 | return;
|
---|
5025 |
|
---|
5026 | this.PushOrderFront("LeaveFoundation", { "target": target, "force": true });
|
---|
5027 | };
|
---|
5028 |
|
---|
5029 | /**
|
---|
5030 | * Adds attack order to the queue, forced by the player.
|
---|
5031 | */
|
---|
5032 | UnitAI.prototype.Attack = function(target, queued, allowCapture)
|
---|
5033 | {
|
---|
5034 | if (!this.CanAttack(target))
|
---|
5035 | {
|
---|
5036 | // We don't want to let healers walk to the target unit so they can be easily killed.
|
---|
5037 | // Instead we just let them get into healing range.
|
---|
5038 | if (this.IsHealer())
|
---|
5039 | this.MoveToTargetRange(target, IID_Heal);
|
---|
5040 | else
|
---|
5041 | this.WalkToTarget(target, queued);
|
---|
5042 | return;
|
---|
5043 | }
|
---|
5044 | this.AddOrder("Attack", { "target": target, "force": true, "allowCapture": allowCapture}, queued);
|
---|
5045 | };
|
---|
5046 |
|
---|
5047 | /**
|
---|
5048 | * Adds garrison order to the queue, forced by the player.
|
---|
5049 | */
|
---|
5050 | UnitAI.prototype.Garrison = function(target, queued)
|
---|
5051 | {
|
---|
5052 | if (target == this.entity)
|
---|
5053 | return;
|
---|
5054 | if (!this.CanGarrison(target))
|
---|
5055 | {
|
---|
5056 | this.WalkToTarget(target, queued);
|
---|
5057 | return;
|
---|
5058 | }
|
---|
5059 | this.AddOrder("Garrison", { "target": target, "force": true }, queued);
|
---|
5060 | };
|
---|
5061 |
|
---|
5062 | /**
|
---|
5063 | * Adds ungarrison order to the queue.
|
---|
5064 | */
|
---|
5065 | UnitAI.prototype.Ungarrison = function()
|
---|
5066 | {
|
---|
5067 | if (this.IsGarrisoned())
|
---|
5068 | this.AddOrder("Ungarrison", null, false);
|
---|
5069 | };
|
---|
5070 |
|
---|
5071 | /**
|
---|
5072 | * Adds autogarrison order to the queue (only used by ProductionQueue for auto-garrisoning
|
---|
5073 | * and Promotion when promoting already garrisoned entities).
|
---|
5074 | */
|
---|
5075 | UnitAI.prototype.Autogarrison = function(target)
|
---|
5076 | {
|
---|
5077 | this.AddOrder("Autogarrison", { "target": target }, false);
|
---|
5078 | };
|
---|
5079 |
|
---|
5080 | /**
|
---|
5081 | * Adds gather order to the queue, forced by the player
|
---|
5082 | * until the target is reached
|
---|
5083 | */
|
---|
5084 | UnitAI.prototype.Gather = function(target, queued)
|
---|
5085 | {
|
---|
5086 | this.PerformGather(target, queued, true);
|
---|
5087 | };
|
---|
5088 |
|
---|
5089 | /**
|
---|
5090 | * Internal function to abstract the force parameter.
|
---|
5091 | */
|
---|
5092 | UnitAI.prototype.PerformGather = function(target, queued, force)
|
---|
5093 | {
|
---|
5094 | if (!this.CanGather(target))
|
---|
5095 | {
|
---|
5096 | this.WalkToTarget(target, queued);
|
---|
5097 | return;
|
---|
5098 | }
|
---|
5099 |
|
---|
5100 | // Save the resource type now, so if the resource gets destroyed
|
---|
5101 | // before we process the order then we still know what resource
|
---|
5102 | // type to look for more of
|
---|
5103 | var type;
|
---|
5104 | var cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
|
---|
5105 | if (cmpResourceSupply)
|
---|
5106 | type = cmpResourceSupply.GetType();
|
---|
5107 | else
|
---|
5108 | error("CanGather allowed gathering from invalid entity");
|
---|
5109 |
|
---|
5110 | // Also save the target entity's template, so that if it's an animal,
|
---|
5111 | // we won't go from hunting slow safe animals to dangerous fast ones
|
---|
5112 | var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
---|
5113 | var template = cmpTemplateManager.GetCurrentTemplateName(target);
|
---|
5114 |
|
---|
5115 | // Remove "resource|" prefix from template name, if present.
|
---|
5116 | if (template.indexOf("resource|") != -1)
|
---|
5117 | template = template.slice(9);
|
---|
5118 |
|
---|
5119 | // Remember the position of our target, if any, in case it disappears
|
---|
5120 | // later and we want to head to its last known position
|
---|
5121 | var lastPos = undefined;
|
---|
5122 | var cmpPosition = Engine.QueryInterface(target, IID_Position);
|
---|
5123 | if (cmpPosition && cmpPosition.IsInWorld())
|
---|
5124 | lastPos = cmpPosition.GetPosition();
|
---|
5125 |
|
---|
5126 | this.AddOrder("Gather", { "target": target, "type": type, "template": template, "lastPos": lastPos, "force": force }, queued);
|
---|
5127 | };
|
---|
5128 |
|
---|
5129 | /**
|
---|
5130 | * Adds gather-near-position order to the queue, not forced, so it can be
|
---|
5131 | * interrupted by attacks.
|
---|
5132 | */
|
---|
5133 | UnitAI.prototype.GatherNearPosition = function(x, z, type, template, queued)
|
---|
5134 | {
|
---|
5135 | // Remove "resource|" prefix from template name, if present.
|
---|
5136 | if (template.indexOf("resource|") != -1)
|
---|
5137 | template = template.slice(9);
|
---|
5138 |
|
---|
5139 | if (this.IsFormationController() || Engine.QueryInterface(this.entity, IID_ResourceGatherer))
|
---|
5140 | this.AddOrder("GatherNearPosition", { "type": type, "template": template, "x": x, "z": z, "force": false }, queued);
|
---|
5141 | else
|
---|
5142 | this.AddOrder("Walk", { "x": x, "z": z, "force": false }, queued);
|
---|
5143 | };
|
---|
5144 |
|
---|
5145 | /**
|
---|
5146 | * Adds heal order to the queue, forced by the player.
|
---|
5147 | */
|
---|
5148 | UnitAI.prototype.Heal = function(target, queued)
|
---|
5149 | {
|
---|
5150 | if (!this.CanHeal(target))
|
---|
5151 | {
|
---|
5152 | this.WalkToTarget(target, queued);
|
---|
5153 | return;
|
---|
5154 | }
|
---|
5155 |
|
---|
5156 | this.AddOrder("Heal", { "target": target, "force": true }, queued);
|
---|
5157 | };
|
---|
5158 |
|
---|
5159 | /**
|
---|
5160 | * Adds return resource order to the queue, forced by the player.
|
---|
5161 | */
|
---|
5162 | UnitAI.prototype.ReturnResource = function(target, queued)
|
---|
5163 | {
|
---|
5164 | if (!this.CanReturnResource(target, true))
|
---|
5165 | {
|
---|
5166 | this.WalkToTarget(target, queued);
|
---|
5167 | return;
|
---|
5168 | }
|
---|
5169 |
|
---|
5170 | this.AddOrder("ReturnResource", { "target": target, "force": true }, queued);
|
---|
5171 | };
|
---|
5172 |
|
---|
5173 | /**
|
---|
5174 | * Adds trade order to the queue. Either walk to the first market, or
|
---|
5175 | * start a new route. Not forced, so it can be interrupted by attacks.
|
---|
5176 | * The possible route may be given directly as a SetupTradeRoute argument
|
---|
5177 | * if coming from a RallyPoint, or through this.expectedRoute if a user command.
|
---|
5178 | */
|
---|
5179 | UnitAI.prototype.SetupTradeRoute = function(target, source, route, queued)
|
---|
5180 | {
|
---|
5181 | if (!this.CanTrade(target))
|
---|
5182 | {
|
---|
5183 | this.WalkToTarget(target, queued);
|
---|
5184 | return;
|
---|
5185 | }
|
---|
5186 |
|
---|
5187 | var marketsChanged = this.SetTargetMarket(target, source);
|
---|
5188 | if (!marketsChanged)
|
---|
5189 | return;
|
---|
5190 |
|
---|
5191 | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
---|
5192 | if (cmpTrader.HasBothMarkets())
|
---|
5193 | {
|
---|
5194 | let data = {
|
---|
5195 | "target": cmpTrader.GetFirstMarket(),
|
---|
5196 | "route": route,
|
---|
5197 | "force": false
|
---|
5198 | };
|
---|
5199 |
|
---|
5200 | if (this.expectedRoute)
|
---|
5201 | {
|
---|
5202 | if (!route && this.expectedRoute.length)
|
---|
5203 | data.route = this.expectedRoute.slice();
|
---|
5204 | this.expectedRoute = undefined;
|
---|
5205 | }
|
---|
5206 |
|
---|
5207 | if (this.IsFormationController())
|
---|
5208 | {
|
---|
5209 | this.CallMemberFunction("AddOrder", ["Trade", data, queued]);
|
---|
5210 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
5211 | if (cmpFormation)
|
---|
5212 | cmpFormation.Disband();
|
---|
5213 | }
|
---|
5214 | else
|
---|
5215 | this.AddOrder("Trade", data, queued);
|
---|
5216 | }
|
---|
5217 | else
|
---|
5218 | {
|
---|
5219 | if (this.IsFormationController())
|
---|
5220 | this.CallMemberFunction("WalkToTarget", [cmpTrader.GetFirstMarket(), queued]);
|
---|
5221 | else
|
---|
5222 | this.WalkToTarget(cmpTrader.GetFirstMarket(), queued);
|
---|
5223 | this.expectedRoute = [];
|
---|
5224 | }
|
---|
5225 | };
|
---|
5226 |
|
---|
5227 | UnitAI.prototype.SetTargetMarket = function(target, source)
|
---|
5228 | {
|
---|
5229 | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
---|
5230 | if (!cmpTrader)
|
---|
5231 | return false;
|
---|
5232 | var marketsChanged = cmpTrader.SetTargetMarket(target, source);
|
---|
5233 |
|
---|
5234 | if (this.IsFormationController())
|
---|
5235 | this.CallMemberFunction("SetTargetMarket", [target, source]);
|
---|
5236 |
|
---|
5237 | return marketsChanged;
|
---|
5238 | };
|
---|
5239 |
|
---|
5240 | UnitAI.prototype.SwitchMarketOrder = function(oldMarket, newMarket)
|
---|
5241 | {
|
---|
5242 | if (this.order.data && this.order.data.target && this.order.data.target == oldMarket)
|
---|
5243 | this.order.data.target = newMarket;
|
---|
5244 | };
|
---|
5245 |
|
---|
5246 | UnitAI.prototype.MoveToMarket = function(targetMarket)
|
---|
5247 | {
|
---|
5248 | if (this.waypoints && this.waypoints.length > 1)
|
---|
5249 | {
|
---|
5250 | var point = this.waypoints.pop();
|
---|
5251 | var ok = this.MoveToPoint(point.x, point.z);
|
---|
5252 | if (!ok)
|
---|
5253 | ok = this.MoveToMarket(targetMarket);
|
---|
5254 | }
|
---|
5255 | else
|
---|
5256 | {
|
---|
5257 | this.waypoints = undefined;
|
---|
5258 | var ok = this.MoveToTarget(targetMarket);
|
---|
5259 | }
|
---|
5260 |
|
---|
5261 | return ok;
|
---|
5262 | };
|
---|
5263 |
|
---|
5264 | UnitAI.prototype.PerformTradeAndMoveToNextMarket = function(currentMarket)
|
---|
5265 | {
|
---|
5266 | if (!this.CanTrade(currentMarket))
|
---|
5267 | {
|
---|
5268 | this.StopTrading();
|
---|
5269 | return;
|
---|
5270 | }
|
---|
5271 |
|
---|
5272 | if (!this.CheckTargetRange(currentMarket, IID_Trader))
|
---|
5273 | {
|
---|
5274 | if (!this.MoveToMarket(currentMarket)) // If the current market is not reached try again
|
---|
5275 | this.StopTrading();
|
---|
5276 | return;
|
---|
5277 | }
|
---|
5278 |
|
---|
5279 | let cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
---|
5280 | cmpTrader.PerformTrade(currentMarket);
|
---|
5281 | let amount = cmpTrader.GetGoods().amount;
|
---|
5282 | if (!amount || !amount.traderGain)
|
---|
5283 | {
|
---|
5284 | this.StopTrading();
|
---|
5285 | return;
|
---|
5286 | }
|
---|
5287 |
|
---|
5288 | let nextMarket = cmpTrader.markets[cmpTrader.index];
|
---|
5289 | this.order.data.target = nextMarket;
|
---|
5290 |
|
---|
5291 | if (this.order.data.route && this.order.data.route.length)
|
---|
5292 | {
|
---|
5293 | this.waypoints = this.order.data.route.slice();
|
---|
5294 | if (this.order.data.target == cmpTrader.GetSecondMarket())
|
---|
5295 | this.waypoints.reverse();
|
---|
5296 | this.waypoints.unshift(null); // additionnal dummy point for the market
|
---|
5297 | }
|
---|
5298 |
|
---|
5299 | if (this.MoveToMarket(nextMarket)) // We've started walking to the next market
|
---|
5300 | this.SetNextState("APPROACHINGMARKET");
|
---|
5301 | else
|
---|
5302 | this.StopTrading();
|
---|
5303 | };
|
---|
5304 |
|
---|
5305 | UnitAI.prototype.MarketRemoved = function(market)
|
---|
5306 | {
|
---|
5307 | if (this.order && this.order.data && this.order.data.target && this.order.data.target == market)
|
---|
5308 | this.UnitFsm.ProcessMessage(this, { "type": "TradingCanceled", "market": market });
|
---|
5309 | };
|
---|
5310 |
|
---|
5311 | UnitAI.prototype.StopTrading = function()
|
---|
5312 | {
|
---|
5313 | this.StopMoving();
|
---|
5314 | this.FinishOrder();
|
---|
5315 | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
---|
5316 | cmpTrader.StopTrading();
|
---|
5317 | };
|
---|
5318 |
|
---|
5319 | /**
|
---|
5320 | * Adds repair/build order to the queue, forced by the player
|
---|
5321 | * until the target is reached
|
---|
5322 | */
|
---|
5323 | UnitAI.prototype.Repair = function(target, autocontinue, queued)
|
---|
5324 | {
|
---|
5325 | if (!this.CanRepair(target))
|
---|
5326 | {
|
---|
5327 | this.WalkToTarget(target, queued);
|
---|
5328 | return;
|
---|
5329 | }
|
---|
5330 |
|
---|
5331 | this.AddOrder("Repair", { "target": target, "autocontinue": autocontinue, "force": true }, queued);
|
---|
5332 | };
|
---|
5333 |
|
---|
5334 | /**
|
---|
5335 | * Adds flee order to the queue, not forced, so it can be
|
---|
5336 | * interrupted by attacks.
|
---|
5337 | */
|
---|
5338 | UnitAI.prototype.Flee = function(target, queued)
|
---|
5339 | {
|
---|
5340 | this.AddOrder("Flee", { "target": target, "force": false }, queued);
|
---|
5341 | };
|
---|
5342 |
|
---|
5343 | /**
|
---|
5344 | * Adds cheer order to the queue. Forced so it won't be interrupted by attacks.
|
---|
5345 | */
|
---|
5346 | UnitAI.prototype.Cheer = function()
|
---|
5347 | {
|
---|
5348 | this.AddOrder("Cheering", { "force": true }, false);
|
---|
5349 | };
|
---|
5350 |
|
---|
5351 | UnitAI.prototype.Pack = function(queued)
|
---|
5352 | {
|
---|
5353 | // Check that we can pack
|
---|
5354 | if (this.CanPack())
|
---|
5355 | this.AddOrder("Pack", { "force": true }, queued);
|
---|
5356 | };
|
---|
5357 |
|
---|
5358 | UnitAI.prototype.Unpack = function(queued)
|
---|
5359 | {
|
---|
5360 | // Check that we can unpack
|
---|
5361 | if (this.CanUnpack())
|
---|
5362 | this.AddOrder("Unpack", { "force": true }, queued);
|
---|
5363 | };
|
---|
5364 |
|
---|
5365 | UnitAI.prototype.CancelPack = function(queued)
|
---|
5366 | {
|
---|
5367 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
5368 | if (cmpPack && cmpPack.IsPacking() && !cmpPack.IsPacked())
|
---|
5369 | this.AddOrder("CancelPack", { "force": true }, queued);
|
---|
5370 | };
|
---|
5371 |
|
---|
5372 | UnitAI.prototype.CancelUnpack = function(queued)
|
---|
5373 | {
|
---|
5374 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
5375 | if (cmpPack && cmpPack.IsPacking() && cmpPack.IsPacked())
|
---|
5376 | this.AddOrder("CancelUnpack", { "force": true }, queued);
|
---|
5377 | };
|
---|
5378 |
|
---|
5379 | UnitAI.prototype.SetStance = function(stance)
|
---|
5380 | {
|
---|
5381 | if (g_Stances[stance])
|
---|
5382 | this.stance = stance;
|
---|
5383 | else
|
---|
5384 | error("UnitAI: Setting to invalid stance '"+stance+"'");
|
---|
5385 | };
|
---|
5386 |
|
---|
5387 | UnitAI.prototype.SwitchToStance = function(stance)
|
---|
5388 | {
|
---|
5389 | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
5390 | if (!cmpPosition || !cmpPosition.IsInWorld())
|
---|
5391 | return;
|
---|
5392 | var pos = cmpPosition.GetPosition();
|
---|
5393 | this.SetHeldPosition(pos.x, pos.z);
|
---|
5394 |
|
---|
5395 | this.SetStance(stance);
|
---|
5396 | // Stop moving if switching to stand ground
|
---|
5397 | // TODO: Also stop existing orders in a sensible way
|
---|
5398 | if (stance == "standground")
|
---|
5399 | this.StopMoving();
|
---|
5400 |
|
---|
5401 | // Reset the range queries, since the range depends on stance.
|
---|
5402 | this.SetupRangeQueries();
|
---|
5403 | };
|
---|
5404 |
|
---|
5405 | UnitAI.prototype.SetTurretStance = function()
|
---|
5406 | {
|
---|
5407 | this.previousStance = undefined;
|
---|
5408 | if (this.GetStance().respondStandGround)
|
---|
5409 | return;
|
---|
5410 | for (let stance in g_Stances)
|
---|
5411 | {
|
---|
5412 | if (!g_Stances[stance].respondStandGround)
|
---|
5413 | continue;
|
---|
5414 | this.previousStance = this.GetStanceName();
|
---|
5415 | this.SwitchToStance(stance);
|
---|
5416 | return;
|
---|
5417 | }
|
---|
5418 | };
|
---|
5419 |
|
---|
5420 | UnitAI.prototype.ResetTurretStance = function()
|
---|
5421 | {
|
---|
5422 | if (!this.previousStance)
|
---|
5423 | return;
|
---|
5424 | this.SwitchToStance(this.previousStance);
|
---|
5425 | this.previousStance = undefined;
|
---|
5426 | };
|
---|
5427 |
|
---|
5428 | /**
|
---|
5429 | * Resets losRangeQuery, and if there are some targets in range that we can
|
---|
5430 | * attack then we start attacking and this returns true; otherwise, returns false.
|
---|
5431 | */
|
---|
5432 | UnitAI.prototype.FindNewTargets = function()
|
---|
5433 | {
|
---|
5434 | if (!this.losRangeQuery)
|
---|
5435 | return false;
|
---|
5436 |
|
---|
5437 | if (!this.GetStance().targetVisibleEnemies)
|
---|
5438 | return false;
|
---|
5439 |
|
---|
5440 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
5441 | return this.AttackEntitiesByPreference(cmpRangeManager.ResetActiveQuery(this.losRangeQuery));
|
---|
5442 | };
|
---|
5443 |
|
---|
5444 | UnitAI.prototype.FindWalkAndFightTargets = function()
|
---|
5445 | {
|
---|
5446 | if (this.IsFormationController())
|
---|
5447 | {
|
---|
5448 | var cmpUnitAI;
|
---|
5449 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
5450 | for each (var ent in cmpFormation.members)
|
---|
5451 | {
|
---|
5452 | if (!(cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI)))
|
---|
5453 | continue;
|
---|
5454 | var targets = cmpUnitAI.GetTargetsFromUnit();
|
---|
5455 | for (var targ of targets)
|
---|
5456 | {
|
---|
5457 | if (!cmpUnitAI.CanAttack(targ))
|
---|
5458 | continue;
|
---|
5459 | if (this.order.data.targetClasses)
|
---|
5460 | {
|
---|
5461 | var cmpIdentity = Engine.QueryInterface(targ, IID_Identity);
|
---|
5462 | var targetClasses = this.order.data.targetClasses;
|
---|
5463 | if (targetClasses.attack && cmpIdentity
|
---|
5464 | && !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack))
|
---|
5465 | continue;
|
---|
5466 | if (targetClasses.avoid && cmpIdentity
|
---|
5467 | && MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid))
|
---|
5468 | continue;
|
---|
5469 | // Only used by the AIs to prevent some choices of targets
|
---|
5470 | if (targetClasses.vetoEntities && targetClasses.vetoEntities[targ])
|
---|
5471 | continue;
|
---|
5472 | }
|
---|
5473 | this.PushOrderFront("Attack", { "target": targ, "force": true, "allowCapture": true });
|
---|
5474 | return true;
|
---|
5475 | }
|
---|
5476 | }
|
---|
5477 | return false;
|
---|
5478 | }
|
---|
5479 |
|
---|
5480 | var targets = this.GetTargetsFromUnit();
|
---|
5481 | for (var targ of targets)
|
---|
5482 | {
|
---|
5483 | if (!this.CanAttack(targ))
|
---|
5484 | continue;
|
---|
5485 | if (this.order.data.targetClasses)
|
---|
5486 | {
|
---|
5487 | var cmpIdentity = Engine.QueryInterface(targ, IID_Identity);
|
---|
5488 | var targetClasses = this.order.data.targetClasses;
|
---|
5489 | if (cmpIdentity && targetClasses.attack
|
---|
5490 | && !MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack))
|
---|
5491 | continue;
|
---|
5492 | if (cmpIdentity && targetClasses.avoid
|
---|
5493 | && MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid))
|
---|
5494 | continue;
|
---|
5495 | // Only used by the AIs to prevent some choices of targets
|
---|
5496 | if (targetClasses.vetoEntities && targetClasses.vetoEntities[targ])
|
---|
5497 | continue;
|
---|
5498 | }
|
---|
5499 | this.PushOrderFront("Attack", { "target": targ, "force": true, "allowCapture": true });
|
---|
5500 | return true;
|
---|
5501 | }
|
---|
5502 |
|
---|
5503 | // healers on a walk-and-fight order should heal injured units
|
---|
5504 | if (this.IsHealer())
|
---|
5505 | return this.FindNewHealTargets();
|
---|
5506 |
|
---|
5507 | return false;
|
---|
5508 | };
|
---|
5509 |
|
---|
5510 | UnitAI.prototype.GetTargetsFromUnit = function()
|
---|
5511 | {
|
---|
5512 | if (!this.losRangeQuery)
|
---|
5513 | return [];
|
---|
5514 |
|
---|
5515 | if (!this.GetStance().targetVisibleEnemies)
|
---|
5516 | return [];
|
---|
5517 |
|
---|
5518 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
5519 | if (!cmpAttack)
|
---|
5520 | return [];
|
---|
5521 |
|
---|
5522 | const attackfilter = function(e) {
|
---|
5523 | var cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
|
---|
5524 | if (cmpOwnership && cmpOwnership.GetOwner() > 0)
|
---|
5525 | return true;
|
---|
5526 | var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
|
---|
5527 | return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
|
---|
5528 | };
|
---|
5529 |
|
---|
5530 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
5531 | var entities = cmpRangeManager.ResetActiveQuery(this.losRangeQuery);
|
---|
5532 | var targets = entities.filter(function (v) { return cmpAttack.CanAttack(v) && attackfilter(v); })
|
---|
5533 | .sort(function (a, b) { return cmpAttack.CompareEntitiesByPreference(a, b); });
|
---|
5534 |
|
---|
5535 | return targets;
|
---|
5536 | };
|
---|
5537 |
|
---|
5538 | /**
|
---|
5539 | * Resets losHealRangeQuery, and if there are some targets in range that we can heal
|
---|
5540 | * then we start healing and this returns true; otherwise, returns false.
|
---|
5541 | */
|
---|
5542 | UnitAI.prototype.FindNewHealTargets = function()
|
---|
5543 | {
|
---|
5544 | if (!this.losHealRangeQuery)
|
---|
5545 | return false;
|
---|
5546 |
|
---|
5547 | var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
---|
5548 | return this.RespondToHealableEntities(cmpRangeManager.ResetActiveQuery(this.losHealRangeQuery));
|
---|
5549 | };
|
---|
5550 |
|
---|
5551 | UnitAI.prototype.GetQueryRange = function(iid)
|
---|
5552 | {
|
---|
5553 | var ret = { "min": 0, "max": 0 };
|
---|
5554 | if (this.GetStance().respondStandGround)
|
---|
5555 | {
|
---|
5556 | var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
---|
5557 | if (!cmpRanged)
|
---|
5558 | return ret;
|
---|
5559 | var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetFullAttackRange();
|
---|
5560 | ret.min = range.min;
|
---|
5561 | ret.max = range.max;
|
---|
5562 | }
|
---|
5563 | else if (this.GetStance().respondChase)
|
---|
5564 | {
|
---|
5565 | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
---|
5566 | if (!cmpVision)
|
---|
5567 | return ret;
|
---|
5568 | var range = cmpVision.GetRange();
|
---|
5569 | ret.max = range;
|
---|
5570 | }
|
---|
5571 | else if (this.GetStance().respondHoldGround)
|
---|
5572 | {
|
---|
5573 | var cmpRanged = Engine.QueryInterface(this.entity, iid);
|
---|
5574 | if (!cmpRanged)
|
---|
5575 | return ret;
|
---|
5576 | var range = iid !== IID_Attack ? cmpRanged.GetRange() : cmpRanged.GetFullAttackRange();
|
---|
5577 | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
---|
5578 | if (!cmpVision)
|
---|
5579 | return ret;
|
---|
5580 | var halfvision = cmpVision.GetRange() / 2;
|
---|
5581 | ret.max = range.max + halfvision;
|
---|
5582 | }
|
---|
5583 | // We probably have stance 'passive' and we wouldn't have a range,
|
---|
5584 | // but as it is the default for healers we need to set it to something sane.
|
---|
5585 | else if (iid === IID_Heal)
|
---|
5586 | {
|
---|
5587 | var cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
---|
5588 | if (!cmpVision)
|
---|
5589 | return ret;
|
---|
5590 | var range = cmpVision.GetRange();
|
---|
5591 | ret.max = range;
|
---|
5592 | }
|
---|
5593 | return ret;
|
---|
5594 | };
|
---|
5595 |
|
---|
5596 | UnitAI.prototype.GetStance = function()
|
---|
5597 | {
|
---|
5598 | return g_Stances[this.stance];
|
---|
5599 | };
|
---|
5600 |
|
---|
5601 | UnitAI.prototype.GetPossibleStances = function()
|
---|
5602 | {
|
---|
5603 | if (this.IsTurret())
|
---|
5604 | return [];
|
---|
5605 | return Object.keys(g_Stances);
|
---|
5606 | };
|
---|
5607 |
|
---|
5608 | UnitAI.prototype.GetStanceName = function()
|
---|
5609 | {
|
---|
5610 | return this.stance;
|
---|
5611 | };
|
---|
5612 |
|
---|
5613 |
|
---|
5614 | UnitAI.prototype.SetMoveSpeed = function(speed)
|
---|
5615 | {
|
---|
5616 | var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
5617 | cmpMotion.SetSpeed(speed);
|
---|
5618 | };
|
---|
5619 |
|
---|
5620 | UnitAI.prototype.SetHeldPosition = function(x, z)
|
---|
5621 | {
|
---|
5622 | this.heldPosition = {"x": x, "z": z};
|
---|
5623 | };
|
---|
5624 |
|
---|
5625 | UnitAI.prototype.SetHeldPositionOnEntity = function(entity)
|
---|
5626 | {
|
---|
5627 | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
5628 | if (!cmpPosition || !cmpPosition.IsInWorld())
|
---|
5629 | return;
|
---|
5630 | var pos = cmpPosition.GetPosition();
|
---|
5631 | this.SetHeldPosition(pos.x, pos.z);
|
---|
5632 | };
|
---|
5633 |
|
---|
5634 | UnitAI.prototype.GetHeldPosition = function()
|
---|
5635 | {
|
---|
5636 | return this.heldPosition;
|
---|
5637 | };
|
---|
5638 |
|
---|
5639 | UnitAI.prototype.WalkToHeldPosition = function()
|
---|
5640 | {
|
---|
5641 | if (this.heldPosition)
|
---|
5642 | {
|
---|
5643 | this.AddOrder("Walk", { "x": this.heldPosition.x, "z": this.heldPosition.z, "force": false }, false);
|
---|
5644 | return true;
|
---|
5645 | }
|
---|
5646 | return false;
|
---|
5647 | };
|
---|
5648 |
|
---|
5649 | //// Helper functions ////
|
---|
5650 |
|
---|
5651 | UnitAI.prototype.CanAttack = function(target, forceResponse)
|
---|
5652 | {
|
---|
5653 | // Formation controllers should always respond to commands
|
---|
5654 | // (then the individual units can make up their own minds)
|
---|
5655 | if (this.IsFormationController())
|
---|
5656 | return true;
|
---|
5657 |
|
---|
5658 | // Verify that we're able to respond to Attack commands
|
---|
5659 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
5660 | if (!cmpAttack)
|
---|
5661 | return false;
|
---|
5662 |
|
---|
5663 | if (!cmpAttack.CanAttack(target))
|
---|
5664 | return false;
|
---|
5665 |
|
---|
5666 | // Verify that the target is alive
|
---|
5667 | if (!this.TargetIsAlive(target))
|
---|
5668 | return false;
|
---|
5669 |
|
---|
5670 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
5671 | if (!cmpOwnership || cmpOwnership.GetOwner() < 0)
|
---|
5672 | return false;
|
---|
5673 | var owner = cmpOwnership.GetOwner();
|
---|
5674 |
|
---|
5675 | // Verify that the target is an attackable resource supply like a domestic animal
|
---|
5676 | // or that it isn't owned by an ally of this entity's player or is responding to
|
---|
5677 | // an attack.
|
---|
5678 | if (this.MustKillGatherTarget(target))
|
---|
5679 | return true;
|
---|
5680 |
|
---|
5681 | var cmpCapturable = Engine.QueryInterface(target, IID_Capturable);
|
---|
5682 | if (cmpCapturable && cmpCapturable.CanCapture(owner) && cmpAttack.GetAttackTypes().indexOf("Capture") != -1)
|
---|
5683 | return true;
|
---|
5684 |
|
---|
5685 | if (IsOwnedByEnemyOfPlayer(owner, target))
|
---|
5686 | return true;
|
---|
5687 | if (forceResponse && !IsOwnedByAllyOfPlayer(owner, target))
|
---|
5688 | return true;
|
---|
5689 | return false;
|
---|
5690 | };
|
---|
5691 |
|
---|
5692 | UnitAI.prototype.CanGarrison = function(target)
|
---|
5693 | {
|
---|
5694 | // Formation controllers should always respond to commands
|
---|
5695 | // (then the individual units can make up their own minds)
|
---|
5696 | if (this.IsFormationController())
|
---|
5697 | return true;
|
---|
5698 |
|
---|
5699 | var cmpGarrisonHolder = Engine.QueryInterface(target, IID_GarrisonHolder);
|
---|
5700 | if (!cmpGarrisonHolder)
|
---|
5701 | return false;
|
---|
5702 |
|
---|
5703 | // Verify that the target is owned by this entity's player or a mutual ally of this player
|
---|
5704 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
5705 | if (!cmpOwnership || !(IsOwnedByPlayer(cmpOwnership.GetOwner(), target) || IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target)))
|
---|
5706 | return false;
|
---|
5707 |
|
---|
5708 | // Don't let animals garrison for now
|
---|
5709 | // (If we want to support that, we'll need to change Order.Garrison so it
|
---|
5710 | // doesn't move the animal into an INVIDIDUAL.* state)
|
---|
5711 | if (this.IsAnimal())
|
---|
5712 | return false;
|
---|
5713 |
|
---|
5714 | return true;
|
---|
5715 | };
|
---|
5716 |
|
---|
5717 | UnitAI.prototype.CanGather = function(target)
|
---|
5718 | {
|
---|
5719 | if (this.IsTurret())
|
---|
5720 | return false;
|
---|
5721 | // The target must be a valid resource supply, or the mirage of one.
|
---|
5722 | var cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
|
---|
5723 | if (!cmpResourceSupply)
|
---|
5724 | return false;
|
---|
5725 |
|
---|
5726 | // Formation controllers should always respond to commands
|
---|
5727 | // (then the individual units can make up their own minds)
|
---|
5728 | if (this.IsFormationController())
|
---|
5729 | return true;
|
---|
5730 |
|
---|
5731 | // Verify that we're able to respond to Gather commands
|
---|
5732 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
5733 | if (!cmpResourceGatherer)
|
---|
5734 | return false;
|
---|
5735 |
|
---|
5736 | // Verify that we can gather from this target
|
---|
5737 | if (!cmpResourceGatherer.GetTargetGatherRate(target))
|
---|
5738 | return false;
|
---|
5739 |
|
---|
5740 | // No need to verify ownership as we should be able to gather from
|
---|
5741 | // a target regardless of ownership.
|
---|
5742 | // No need to call "cmpResourceSupply.IsAvailable()" either because that
|
---|
5743 | // would cause units to walk to full entities instead of choosing another one
|
---|
5744 | // nearby to gather from, which is undesirable.
|
---|
5745 | return true;
|
---|
5746 | };
|
---|
5747 |
|
---|
5748 | UnitAI.prototype.CanHeal = function(target)
|
---|
5749 | {
|
---|
5750 | // Formation controllers should always respond to commands
|
---|
5751 | // (then the individual units can make up their own minds)
|
---|
5752 | if (this.IsFormationController())
|
---|
5753 | return true;
|
---|
5754 |
|
---|
5755 | // Verify that we're able to respond to Heal commands
|
---|
5756 | var cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
|
---|
5757 | if (!cmpHeal)
|
---|
5758 | return false;
|
---|
5759 |
|
---|
5760 | // Verify that the target is alive
|
---|
5761 | if (!this.TargetIsAlive(target))
|
---|
5762 | return false;
|
---|
5763 |
|
---|
5764 | // Verify that the target is owned by the same player as the entity or of an ally
|
---|
5765 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
5766 | if (!cmpOwnership || !(IsOwnedByPlayer(cmpOwnership.GetOwner(), target) || IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target)))
|
---|
5767 | return false;
|
---|
5768 |
|
---|
5769 | // Verify that the target is not unhealable (or at max health)
|
---|
5770 | var cmpHealth = Engine.QueryInterface(target, IID_Health);
|
---|
5771 | if (!cmpHealth || cmpHealth.IsUnhealable())
|
---|
5772 | return false;
|
---|
5773 |
|
---|
5774 | // Verify that the target has no unhealable class
|
---|
5775 | var cmpIdentity = Engine.QueryInterface(target, IID_Identity);
|
---|
5776 | if (!cmpIdentity)
|
---|
5777 | return false;
|
---|
5778 |
|
---|
5779 | if (MatchesClassList(cmpIdentity.GetClassesList(), cmpHeal.GetUnhealableClasses()))
|
---|
5780 | return false;
|
---|
5781 |
|
---|
5782 | // Verify that the target is a healable class
|
---|
5783 | if (MatchesClassList(cmpIdentity.GetClassesList(), cmpHeal.GetHealableClasses()))
|
---|
5784 | return true;
|
---|
5785 |
|
---|
5786 | return false;
|
---|
5787 | };
|
---|
5788 |
|
---|
5789 | UnitAI.prototype.CanReturnResource = function(target, checkCarriedResource)
|
---|
5790 | {
|
---|
5791 | if (this.IsTurret())
|
---|
5792 | return false;
|
---|
5793 | // Formation controllers should always respond to commands
|
---|
5794 | // (then the individual units can make up their own minds)
|
---|
5795 | if (this.IsFormationController())
|
---|
5796 | return true;
|
---|
5797 |
|
---|
5798 | // Verify that we're able to respond to ReturnResource commands
|
---|
5799 | var cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
|
---|
5800 | if (!cmpResourceGatherer)
|
---|
5801 | return false;
|
---|
5802 |
|
---|
5803 | // Verify that the target is a dropsite
|
---|
5804 | var cmpResourceDropsite = Engine.QueryInterface(target, IID_ResourceDropsite);
|
---|
5805 | if (!cmpResourceDropsite)
|
---|
5806 | return false;
|
---|
5807 |
|
---|
5808 | if (checkCarriedResource)
|
---|
5809 | {
|
---|
5810 | // Verify that we are carrying some resources,
|
---|
5811 | // and can return our current resource to this target
|
---|
5812 | var type = cmpResourceGatherer.GetMainCarryingType();
|
---|
5813 | if (!type || !cmpResourceDropsite.AcceptsType(type))
|
---|
5814 | return false;
|
---|
5815 | }
|
---|
5816 |
|
---|
5817 | // Verify that the dropsite is owned by this entity's player (or a mutual ally's if allowed)
|
---|
5818 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
5819 | if (cmpOwnership && IsOwnedByPlayer(cmpOwnership.GetOwner(), target))
|
---|
5820 | return true;
|
---|
5821 | var cmpPlayer = QueryOwnerInterface(this.entity);
|
---|
5822 | return cmpPlayer && cmpPlayer.HasSharedDropsites() && cmpResourceDropsite.IsShared() &&
|
---|
5823 | cmpOwnership && IsOwnedByMutualAllyOfPlayer(cmpOwnership.GetOwner(), target);
|
---|
5824 | };
|
---|
5825 |
|
---|
5826 | UnitAI.prototype.CanTrade = function(target)
|
---|
5827 | {
|
---|
5828 | if (this.IsTurret())
|
---|
5829 | return false;
|
---|
5830 | // Formation controllers should always respond to commands
|
---|
5831 | // (then the individual units can make up their own minds)
|
---|
5832 | if (this.IsFormationController())
|
---|
5833 | return true;
|
---|
5834 |
|
---|
5835 | // Verify that we're able to respond to Trade commands
|
---|
5836 | var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
|
---|
5837 | return cmpTrader && cmpTrader.CanTrade(target);
|
---|
5838 | };
|
---|
5839 |
|
---|
5840 | UnitAI.prototype.CanRepair = function(target)
|
---|
5841 | {
|
---|
5842 | if (this.IsTurret())
|
---|
5843 | return false;
|
---|
5844 | // Formation controllers should always respond to commands
|
---|
5845 | // (then the individual units can make up their own minds)
|
---|
5846 | if (this.IsFormationController())
|
---|
5847 | return true;
|
---|
5848 |
|
---|
5849 | // Verify that we're able to respond to Repair (Builder) commands
|
---|
5850 | var cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
|
---|
5851 | if (!cmpBuilder)
|
---|
5852 | return false;
|
---|
5853 |
|
---|
5854 | // Verify that the target can be either built or repaired
|
---|
5855 | var cmpFoundation = QueryMiragedInterface(target, IID_Foundation);
|
---|
5856 | var cmpRepairable = Engine.QueryInterface(target, IID_Repairable);
|
---|
5857 | if (!cmpFoundation && !cmpRepairable)
|
---|
5858 | return false;
|
---|
5859 |
|
---|
5860 | // Verify that the target is owned by an ally of this entity's player
|
---|
5861 | var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
|
---|
5862 | return cmpOwnership && IsOwnedByAllyOfPlayer(cmpOwnership.GetOwner(), target);
|
---|
5863 | };
|
---|
5864 |
|
---|
5865 | UnitAI.prototype.CanPack = function()
|
---|
5866 | {
|
---|
5867 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
5868 | return (cmpPack && !cmpPack.IsPacking() && !cmpPack.IsPacked());
|
---|
5869 | };
|
---|
5870 |
|
---|
5871 | UnitAI.prototype.CanUnpack = function()
|
---|
5872 | {
|
---|
5873 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
5874 | return (cmpPack && !cmpPack.IsPacking() && cmpPack.IsPacked());
|
---|
5875 | };
|
---|
5876 |
|
---|
5877 | UnitAI.prototype.IsPacking = function()
|
---|
5878 | {
|
---|
5879 | var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
|
---|
5880 | return (cmpPack && cmpPack.IsPacking());
|
---|
5881 | };
|
---|
5882 |
|
---|
5883 | //// Formation specific functions ////
|
---|
5884 |
|
---|
5885 | UnitAI.prototype.IsAttackingAsFormation = function()
|
---|
5886 | {
|
---|
5887 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
5888 | return cmpAttack && cmpAttack.CanAttackAsFormation()
|
---|
5889 | && this.GetCurrentState() == "FORMATIONCONTROLLER.COMBAT.ATTACKING";
|
---|
5890 | };
|
---|
5891 |
|
---|
5892 | //// Animal specific functions ////
|
---|
5893 |
|
---|
5894 | UnitAI.prototype.MoveRandomly = function(distance)
|
---|
5895 | {
|
---|
5896 | // We want to walk in a random direction, but avoid getting stuck
|
---|
5897 | // in obstacles or narrow spaces.
|
---|
5898 | // So pick a circular range from approximately our current position,
|
---|
5899 | // and move outwards to the nearest point on that circle, which will
|
---|
5900 | // lead to us avoiding obstacles and moving towards free space.
|
---|
5901 |
|
---|
5902 | // TODO: we probably ought to have a 'home' point, and drift towards
|
---|
5903 | // that, so we don't spread out all across the whole map
|
---|
5904 |
|
---|
5905 | var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
|
---|
5906 | if (!cmpPosition)
|
---|
5907 | return;
|
---|
5908 |
|
---|
5909 | if (!cmpPosition.IsInWorld())
|
---|
5910 | return;
|
---|
5911 |
|
---|
5912 | var pos = cmpPosition.GetPosition();
|
---|
5913 |
|
---|
5914 | var jitter = 0.5;
|
---|
5915 |
|
---|
5916 | // Randomly adjust the range's center a bit, so we tend to prefer
|
---|
5917 | // moving in random directions (if there's nothing in the way)
|
---|
5918 | var tx = pos.x + (2*Math.random()-1)*jitter;
|
---|
5919 | var tz = pos.z + (2*Math.random()-1)*jitter;
|
---|
5920 |
|
---|
5921 | var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
5922 | cmpMotion.MoveToPointRange(tx, tz, distance, distance);
|
---|
5923 | };
|
---|
5924 |
|
---|
5925 | UnitAI.prototype.SetFacePointAfterMove = function(val)
|
---|
5926 | {
|
---|
5927 | var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
|
---|
5928 | if (cmpMotion)
|
---|
5929 | cmpMotion.SetFacePointAfterMove(val);
|
---|
5930 | };
|
---|
5931 |
|
---|
5932 | UnitAI.prototype.AttackEntitiesByPreference = function(ents)
|
---|
5933 | {
|
---|
5934 | if (!ents.length)
|
---|
5935 | return false;
|
---|
5936 |
|
---|
5937 | var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
---|
5938 | if (!cmpAttack)
|
---|
5939 | return false;
|
---|
5940 |
|
---|
5941 | const attackfilter = function(e) {
|
---|
5942 | var cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
|
---|
5943 | if (cmpOwnership && cmpOwnership.GetOwner() > 0)
|
---|
5944 | return true;
|
---|
5945 | var cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
|
---|
5946 | return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
|
---|
5947 | };
|
---|
5948 |
|
---|
5949 | let entsByPreferences = {};
|
---|
5950 | let preferences = [];
|
---|
5951 | let entsWithoutPref = [];
|
---|
5952 | for (let ent of ents)
|
---|
5953 | {
|
---|
5954 | if (!attackfilter(ent))
|
---|
5955 | continue;
|
---|
5956 | let pref = cmpAttack.GetPreference(ent);
|
---|
5957 | if (pref === null || pref === undefined)
|
---|
5958 | entsWithoutPref.push(ent);
|
---|
5959 | else if (!entsByPreferences[pref])
|
---|
5960 | {
|
---|
5961 | preferences.push(pref);
|
---|
5962 | entsByPreferences[pref] = [ent];
|
---|
5963 | }
|
---|
5964 | else
|
---|
5965 | entsByPreferences[pref].push(ent);
|
---|
5966 | }
|
---|
5967 |
|
---|
5968 | if (preferences.length)
|
---|
5969 | {
|
---|
5970 | preferences.sort((a, b) => a - b);
|
---|
5971 | for (let pref of preferences)
|
---|
5972 | if (this.RespondToTargetedEntities(entsByPreferences[pref]))
|
---|
5973 | return true;
|
---|
5974 | }
|
---|
5975 |
|
---|
5976 | return this.RespondToTargetedEntities(entsWithoutPref);
|
---|
5977 | };
|
---|
5978 |
|
---|
5979 | /**
|
---|
5980 | * Call obj.funcname(args) on UnitAI components of all formation members.
|
---|
5981 | */
|
---|
5982 | UnitAI.prototype.CallMemberFunction = function(funcname, args)
|
---|
5983 | {
|
---|
5984 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
5985 | if (!cmpFormation)
|
---|
5986 | return;
|
---|
5987 |
|
---|
5988 | cmpFormation.GetMembers().forEach(ent => {
|
---|
5989 | var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
---|
5990 | cmpUnitAI[funcname].apply(cmpUnitAI, args);
|
---|
5991 | });
|
---|
5992 | };
|
---|
5993 |
|
---|
5994 | /**
|
---|
5995 | * Call obj.functname(args) on UnitAI components of all formation members,
|
---|
5996 | * and return true if all calls return true.
|
---|
5997 | */
|
---|
5998 | UnitAI.prototype.TestAllMemberFunction = function(funcname, args)
|
---|
5999 | {
|
---|
6000 | var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
|
---|
6001 | if (!cmpFormation)
|
---|
6002 | return false;
|
---|
6003 |
|
---|
6004 | return cmpFormation.GetMembers().every(ent => {
|
---|
6005 | var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
---|
6006 | return cmpUnitAI[funcname].apply(cmpUnitAI, args);
|
---|
6007 | });
|
---|
6008 | };
|
---|
6009 |
|
---|
6010 | UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
|
---|
6011 |
|
---|
6012 | Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);
|
---|