1 | // function piggyback example
|
---|
2 | // AnimalAI.protoype.SetNextState = UnitAI.prototype.SetNextState;
|
---|
3 |
|
---|
4 | function UnitAIAnimal() {}
|
---|
5 |
|
---|
6 | UnitAIAnimal.prototype.Schema =
|
---|
7 | "<element name='Behaviour' a:help='Behaviour of the animal'>" +
|
---|
8 | "<choice>" +
|
---|
9 | "<value a:help='Will actively attack any unit it encounters, even if not threatened'>violent</value>" +
|
---|
10 | "<value a:help='Will attack nearby units if it feels threatened (if they linger within LOS for too long)'>aggressive</value>" +
|
---|
11 | "<value a:help='Will attack nearby units if attacked'>defensive</value>" +
|
---|
12 | "<value a:help='Will never attack units but will attempt to flee when attacked'>passive</value>" +
|
---|
13 | "<value a:help='Will never attack units. Will typically attempt to flee for short distances when units approach'>skittish</value>" +
|
---|
14 | "<value a:help='Will never attack units and will not attempt to flee when attacked'>domestic</value>" +
|
---|
15 | "</choice>" +
|
---|
16 | "</element>" +
|
---|
17 | "<element name='RoamDistance'>" +
|
---|
18 | "<ref name='positiveDecimal'/>" +
|
---|
19 | "</element>" +
|
---|
20 | "<element name='RoamTimeMin'>" +
|
---|
21 | "<ref name='positiveDecimal'/>" +
|
---|
22 | "</element>" +
|
---|
23 | "<element name='RoamTimeMax'>" +
|
---|
24 | "<ref name='positiveDecimal'/>" +
|
---|
25 | "</element>" +
|
---|
26 | "<element name='FeedTimeMin'>" +
|
---|
27 | "<ref name='positiveDecimal'/>" +
|
---|
28 | "</element>" +
|
---|
29 | "<element name='FeedTimeMax'>" +
|
---|
30 | "<ref name='positiveDecimal'/>" +
|
---|
31 | "</element>";
|
---|
32 |
|
---|
33 | // See ../helpers/FSM.js for some documentation of this FSM specification syntax
|
---|
34 | UnitAIAnimal.prototype.UnitFsmSpec = {
|
---|
35 |
|
---|
36 | "ANIMAL": {
|
---|
37 | "Attacked": function(msg) {
|
---|
38 | if (this.template.Behaviour == "skittish" ||
|
---|
39 | this.template.Behaviour == "passive")
|
---|
40 | {
|
---|
41 | this.Flee(msg.data.attacker, false);
|
---|
42 | }
|
---|
43 | else if (this.IsDangerousAnimal() || this.template.Behaviour == "defensive")
|
---|
44 | {
|
---|
45 | if (this.CanAttack(msg.data.attacker))
|
---|
46 | this.Attack(msg.data.attacker, false);
|
---|
47 | }
|
---|
48 | else if (this.template.Behaviour == "domestic")
|
---|
49 | {
|
---|
50 | // Never flee, stop what we were doing
|
---|
51 | this.SetNextState("IDLE");
|
---|
52 | }
|
---|
53 | },
|
---|
54 |
|
---|
55 | "Order.LeaveFoundation": function(msg) {
|
---|
56 | // Move a tile outside the building
|
---|
57 | var range = 4;
|
---|
58 | if (this.MoveToTargetRangeExplicit(msg.data.target, range, range))
|
---|
59 | {
|
---|
60 | // We've started walking to the given point
|
---|
61 | this.SetNextState("WALKING");
|
---|
62 | }
|
---|
63 | else
|
---|
64 | {
|
---|
65 | // We are already at the target, or can't move at all
|
---|
66 | this.FinishOrder();
|
---|
67 | }
|
---|
68 | },
|
---|
69 |
|
---|
70 | "IDLE": {
|
---|
71 | // (We need an IDLE state so that FinishOrder works)
|
---|
72 |
|
---|
73 | "enter": function() {
|
---|
74 | // Start feeding immediately
|
---|
75 | this.SetNextState("FEEDING");
|
---|
76 | return true;
|
---|
77 | },
|
---|
78 | },
|
---|
79 |
|
---|
80 | "ROAMING": {
|
---|
81 | "enter": function() {
|
---|
82 | // Walk in a random direction
|
---|
83 | this.SelectAnimation("walk", false, this.GetWalkSpeed());
|
---|
84 | this.MoveRandomly(+this.template.RoamDistance);
|
---|
85 | // Set a random timer to switch to feeding state
|
---|
86 | this.StartTimer(RandomInt(+this.template.RoamTimeMin, +this.template.RoamTimeMax));
|
---|
87 | this.SetFacePointAfterMove(false);
|
---|
88 | },
|
---|
89 |
|
---|
90 | "leave": function() {
|
---|
91 | this.StopTimer();
|
---|
92 | this.SetFacePointAfterMove(true);
|
---|
93 | },
|
---|
94 |
|
---|
95 | "LosRangeUpdate": function(msg) {
|
---|
96 | if (this.template.Behaviour == "skittish")
|
---|
97 | {
|
---|
98 | if (msg.data.added.length > 0)
|
---|
99 | {
|
---|
100 | this.Flee(msg.data.added[0], false);
|
---|
101 | return;
|
---|
102 | }
|
---|
103 | }
|
---|
104 | // Start attacking one of the newly-seen enemy (if any)
|
---|
105 | else if (this.IsDangerousAnimal())
|
---|
106 | {
|
---|
107 | this.AttackVisibleEntity(msg.data.added);
|
---|
108 | }
|
---|
109 |
|
---|
110 | // TODO: if two units enter our range together, we'll attack the
|
---|
111 | // first and then the second won't trigger another LosRangeUpdate
|
---|
112 | // so we won't notice it. Probably we should do something with
|
---|
113 | // ResetActiveQuery in ROAMING.enter/FEEDING.enter in order to
|
---|
114 | // find any units that are already in range.
|
---|
115 | },
|
---|
116 |
|
---|
117 | "Timer": function(msg) {
|
---|
118 | this.SetNextState("FEEDING");
|
---|
119 | },
|
---|
120 |
|
---|
121 | "MoveCompleted": function() {
|
---|
122 | this.MoveRandomly(+this.template.RoamDistance);
|
---|
123 | },
|
---|
124 | },
|
---|
125 |
|
---|
126 | "FEEDING": {
|
---|
127 | "enter": function() {
|
---|
128 | // Stop and eat for a while
|
---|
129 | this.SelectAnimation("feeding");
|
---|
130 | this.StopMoving();
|
---|
131 | this.StartTimer(RandomInt(+this.template.FeedTimeMin, +this.template.FeedTimeMax));
|
---|
132 | },
|
---|
133 |
|
---|
134 | "leave": function() {
|
---|
135 | this.StopTimer();
|
---|
136 | },
|
---|
137 |
|
---|
138 | "LosRangeUpdate": function(msg) {
|
---|
139 | if (this.template.Behaviour == "skittish")
|
---|
140 | {
|
---|
141 | if (msg.data.added.length > 0)
|
---|
142 | {
|
---|
143 | this.Flee(msg.data.added[0], false);
|
---|
144 | return;
|
---|
145 | }
|
---|
146 | }
|
---|
147 | // Start attacking one of the newly-seen enemy (if any)
|
---|
148 | else if (this.template.Behaviour == "violent")
|
---|
149 | {
|
---|
150 | this.AttackVisibleEntity(msg.data.added);
|
---|
151 | }
|
---|
152 | },
|
---|
153 |
|
---|
154 | "MoveCompleted": function() { },
|
---|
155 |
|
---|
156 | "Timer": function(msg) {
|
---|
157 | this.SetNextState("ROAMING");
|
---|
158 | },
|
---|
159 | },
|
---|
160 |
|
---|
161 | "FLEEING": "INDIVIDUAL.FLEEING", // reuse the same fleeing behaviour for animals
|
---|
162 |
|
---|
163 | "COMBAT": "INDIVIDUAL.COMBAT", // reuse the same combat behaviour for animals
|
---|
164 |
|
---|
165 | "WALKING": "INDIVIDUAL.WALKING", // reuse the same walking behaviour for animals
|
---|
166 | // only used for domestic animals
|
---|
167 | }
|
---|
168 | }
|
---|
169 |
|
---|
170 | UnitAIAnimal.prototype.Init = UnitAI.prototype.Init;
|
---|
171 |
|
---|
172 | UnitAIAnimal.prototype.Flee = UnitAI.prototype.Flee;
|
---|
173 | UnitAIAnimal.prototype.AddOrder = UnitAI.prototype.AddOrder;
|
---|
174 | UnitAIAnimal.prototype.PushOrder = UnitAI.prototype.PushOrder;
|
---|
175 | UnitAIAnimal.prototype.UnitFsm = UnitAI.prototype.UnitFsm;
|
---|
176 |
|
---|
177 | UnitAIAnimal.prototype.CanAttack = UnitAI.prototype.CanAttack;
|
---|
178 | UnitAIAnimal.prototype.Attack = UnitAI.prototype.Attack;
|
---|
179 | UnitAIAnimal.prototype.SetNextState = UnitAI.prototype.SetNextState;
|
---|
180 | UnitAIAnimal.prototype.MoveToTargetRangeExplicit = UnitAI.prototype.MoveToTargetRangeExplicit;
|
---|
181 | UnitAIAnimal.prototype.FinishOrder = UnitAI.prototype.FinishOrder;
|
---|
182 | UnitAIAnimal.prototype.SelectAnimation = UnitAI.prototype.SelectAnimation;
|
---|
183 | UnitAIAnimal.prototype.GetWalkSpeed = UnitAI.prototype.GetWalkSpeed;
|
---|
184 | UnitAIAnimal.prototype.MoveRandomly = UnitAI.prototype.MoveRandomly;
|
---|
185 | UnitAIAnimal.prototype.StartTimer = UnitAI.prototype.StartTimer;
|
---|
186 | UnitAIAnimal.prototype.SetFacePointAfterMove = UnitAI.prototype.SetFacePointAfterMove;
|
---|
187 | UnitAIAnimal.prototype.StopTimer = UnitAI.prototype.StopTimer;
|
---|
188 | UnitAIAnimal.prototype.IsDangerousAnimal = UnitAI.prototype.IsDangerousAnimal;
|
---|
189 | UnitAIAnimal.prototype.AttackVisibleEntity = UnitAI.prototype.AttackVisibleEntity;
|
---|
190 | UnitAIAnimal.prototype.StopMoving = UnitAI.prototype.StopMoving;
|
---|