// Setting this to true will display some warnings when commands // are likely to fail, which may be useful for debugging AIs var g_DebugCommands = false; var g_Commands = { "aichat": function(player, cmd, data) { var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); var notification = { "players": [player] }; for (var key in cmd) notification[key] = cmd[key]; cmpGuiInterface.PushNotification(notification); }, "cheat": function(player, cmd, data) { Cheat(cmd); }, "collect-treasure": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.CollectTreasure(cmd.target, cmd.queued); }); }, "collect-treasure-near-position": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.CollectTreasureNearPosition(cmd.x, cmd.z, cmd.queued); }); }, "diplomacy": function(player, cmd, data) { if (Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive()) return; const cmpDiplomacy = QueryPlayerIDInterface(player, IID_Diplomacy); if (!cmpDiplomacy || cmpDiplomacy.IsTeamLocked()) return; switch (cmd.to) { case "ally": cmpDiplomacy.Ally(cmd.player); break; case "neutral": cmpDiplomacy.SetNeutral(cmd.player); break; case "enemy": cmpDiplomacy.SetEnemy(cmd.player); break; default: warn("Invalid command: Could not set "+player+" diplomacy status of player "+cmd.player+" to "+cmd.to); } Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({ "type": "diplomacy", "players": [player], "targetPlayer": cmd.player, "status": cmd.to }); }, "tribute": function(player, cmd, data) { data.cmpPlayer.TributeResource(cmd.player, cmd.amounts); }, "control-all": function(player, cmd, data) { if (!InitAttributes.settings.CheatsEnabled) return; var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "aichat", "players": [player], "message": markForTranslation("(Cheat - control all units)") }); data.cmpPlayer.SetControlAllUnits(cmd.flag); }, "reveal-map": function(player, cmd, data) { if (!InitAttributes.settings.CheatsEnabled) return; var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "aichat", "players": [player], "message": markForTranslation("(Cheat - reveal map)") }); // Reveal the map for all players, not just the current player, // primarily to make it obvious to everyone that the player is cheating var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); cmpRangeManager.SetLosRevealWholeMapForAll(cmd.enable); }, "walk": function(player, cmd, data) { const ents = data.entities.length; const uais = GetFormationUnitAIs(data.entities, player, cmd, data.formation); if (uais.length === 1 || uais.length !== ents) uais.forEach(cmpUnitAI => { cmpUnitAI.Walk(cmd.x, cmd.z, cmd.queued, cmd.pushFront); }); else { const positions = Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).DistributeAround(data.entities, cmd.x, cmd.z); uais.forEach((cmpUnitAI, index) => { cmpUnitAI.Walk(positions[index].x, positions[index].y, cmd.queued, cmd.pushFront); }); } }, "walk-custom": function(player, cmd, data) { for (const ent in data.entities) GetFormationUnitAIs([data.entities[ent]], player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Walk(cmd.targetPositions[ent].x, cmd.targetPositions[ent].y, cmd.queued, cmd.pushFront); }); }, "walk-to-range": function(player, cmd, data) { // Only used by the AI for (const ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) cmpUnitAI.WalkToPointRange(cmd.x, cmd.z, cmd.min, cmd.max, cmd.queued, cmd.pushFront); } }, "attack-walk": function(player, cmd, data) { const ents = data.entities.length; const uais = GetFormationUnitAIs(data.entities, player, cmd, data.formation); if (uais.length === 1 || uais.length !== ents) uais.forEach(cmpUnitAI => { cmpUnitAI.WalkAndFight(cmd.x, cmd.z, cmd.targetClasses, cmd.allowCapture, cmd.queued, cmd.pushFront); }); else { const positions = Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).DistributeAround(data.entities, cmd.x, cmd.z); uais.forEach((cmpUnitAI, index) => { cmpUnitAI.WalkAndFight(positions[index].x, positions[index].y, cmd.targetClasses, cmd.allowCapture, cmd.queued, cmd.pushFront); }); } }, "attack-walk-custom": function(player, cmd, data) { for (const ent in data.entities) GetFormationUnitAIs([data.entities[ent]], player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.WalkAndFight(cmd.targetPositions[ent].x, cmd.targetPositions[ent].y, cmd.targetClasses, cmd.allowCapture, cmd.queued, cmd.pushFront); }); }, "attack": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Attack(cmd.target, cmd.allowCapture, cmd.queued, cmd.pushFront); }); }, "attack-group": function(player, cmd, data) { const unitAIs = data.entities.flatMap(ent => { const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); const cmpAttack = Engine.QueryInterface(ent, IID_Attack); // Check if unit can move and has attack capability const canAttack = cmpAttack && cmpAttack.GetAttackTypes().length > 0; return (cmpUnitAI && cmpUnitAI.AbleToMove() && canAttack) ? [cmpUnitAI] : []; }); if (!unitAIs.length || !cmd.targets?.length) return; // Pass the entire target array and unit count to each UnitAI unitAIs.forEach((cmpUnitAI, index) => { cmpUnitAI.AttackGroup(cmd.targets, index, unitAIs.length, cmd.allowCapture, cmd.queued, cmd.pushFront); }); }, "patrol": function(player, cmd, data) { const ents = data.entities.length; const uais = GetFormationUnitAIs(data.entities, player, cmd, data.formation); if (uais.length === 1 || uais.length !== ents) uais.forEach(cmpUnitAI => { cmpUnitAI.Patrol(cmd.x, cmd.z, cmd.targetClasses, cmd.allowCapture, cmd.queued); }); else { const positions = Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).DistributeAround(data.entities, cmd.x, cmd.z); uais.forEach((cmpUnitAI, index) => { cmpUnitAI.Patrol(positions[index].x, positions[index].y, cmd.targetClasses, cmd.allowCapture, cmd.queued); }); } }, "heal": function(player, cmd, data) { if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByAllyOfPlayer(player, cmd.target))) warn("Invalid command: heal target is not owned by player "+player+" or their ally: "+uneval(cmd)); GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Heal(cmd.target, cmd.queued, cmd.pushFront); }); }, "repair": function(player, cmd, data) { // This covers both repairing damaged buildings, and constructing unfinished foundations if (g_DebugCommands && !IsOwnedByAllyOfPlayer(player, cmd.target)) warn("Invalid command: repair target is not owned by ally of player "+player+": "+uneval(cmd)); GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Repair(cmd.target, cmd.autocontinue, cmd.queued, cmd.pushFront); }); }, "gather": function(player, cmd, data) { if (g_DebugCommands && !(IsOwnedByPlayer(player, cmd.target) || IsOwnedByGaia(cmd.target))) warn("Invalid command: resource is not owned by gaia or player "+player+": "+uneval(cmd)); GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Gather(cmd.target, cmd.queued, cmd.pushFront); }); }, "gather-near-position": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.GatherNearPosition(cmd.x, cmd.z, cmd.resourceType, cmd.resourceTemplate, cmd.queued, cmd.pushFront); }); }, "returnresource": function(player, cmd, data) { if (g_DebugCommands && !IsOwnedByPlayer(player, cmd.target)) warn("Invalid command: dropsite is not owned by player "+player+": "+uneval(cmd)); GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.ReturnResource(cmd.target, cmd.queued, cmd.pushFront); }); }, "back-to-work": function(player, cmd, data) { for (const ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpUnitAI || !cmpUnitAI.BackToWork()) notifyBackToWorkFailure(player); } }, "call-to-arms": function(player, cmd, data) { const unitsToMove = data.entities.filter(ent => MatchesClassList(Engine.QueryInterface(ent, IID_Identity).GetClassesList(), ["Soldier", "Warship", "Siege", "Healer"]) ); GetFormationUnitAIs(unitsToMove, player, cmd, data.formation).forEach(cmpUnitAI => { if (cmd.pushFront) { cmpUnitAI.WalkAndFight(cmd.position.x, cmd.position.z, cmd.targetClasses, cmd.allowCapture, false, cmd.pushFront); cmpUnitAI.DropAtNearestDropSite(false, cmd.pushFront); } else { cmpUnitAI.DropAtNearestDropSite(cmd.queued, false); cmpUnitAI.WalkAndFight(cmd.position.x, cmd.position.z, cmd.targetClasses, cmd.allowCapture, true, false); } }); }, "remove-guard": function(player, cmd, data) { for (const ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI) cmpUnitAI.RemoveGuard(); } }, "train": function(player, cmd, data) { if (!Number.isInteger(cmd.count) || cmd.count <= 0) { warn("Invalid command: can't train " + uneval(cmd.count) + " units"); return; } // Check entity limits var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template); var unitCategory = null; if (template.TrainingRestrictions) unitCategory = template.TrainingRestrictions.Category; // Verify that the building(s) can be controlled by the player if (data.entities.length <= 0) { if (g_DebugCommands) warn("Invalid command: training building(s) cannot be controlled by player "+player+": "+uneval(cmd)); return; } for (const ent of data.entities) { if (unitCategory) { var cmpPlayerEntityLimits = QueryOwnerInterface(ent, IID_EntityLimits); if (cmpPlayerEntityLimits && !cmpPlayerEntityLimits.AllowedToTrain(unitCategory, cmd.count, cmd.template, template.TrainingRestrictions.MatchLimit)) { if (g_DebugCommands) warn(unitCategory + " train limit is reached: " + uneval(cmd)); continue; } } var cmpTechnologyManager = QueryOwnerInterface(ent, IID_TechnologyManager); if (cmpTechnologyManager && !cmpTechnologyManager.CanProduce(cmd.template)) { if (g_DebugCommands) warn("Invalid command: training requires unresearched technology: " + uneval(cmd)); continue; } const cmpTrainer = Engine.QueryInterface(ent, IID_Trainer); if (!cmpTrainer) continue; let templateName = cmd.template; // Check if the building can train the unit // TODO: the AI API does not take promotion technologies into account for the list // of trainable units (taken directly from the unit template). Here is a temporary fix. if (data.cmpPlayer.IsAI()) templateName = GetUpgradedTemplate(player, cmd.template); if (cmpTrainer.CanTrain(templateName)) Engine.QueryInterface(ent, IID_ProductionQueue)?.AddItem(templateName, "unit", +cmd.count, cmd.metadata, cmd.pushFront); } }, "research": function(player, cmd, data) { var cmpTechnologyManager = QueryOwnerInterface(cmd.entity, IID_TechnologyManager); if (cmpTechnologyManager && !cmpTechnologyManager.CanResearch(cmd.template)) { if (g_DebugCommands) warn("Invalid command: Requirements to research technology are not met: " + uneval(cmd)); return; } var queue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue); if (queue) queue.AddItem(cmd.template, "technology", undefined, cmd.metadata, cmd.pushFront); }, "stop-production": function(player, cmd, data) { const cmpProductionQueue = Engine.QueryInterface(cmd.entity, IID_ProductionQueue); if (cmpProductionQueue) cmpProductionQueue.RemoveItem(cmd.id); }, "construct": function(player, cmd, data) { TryConstructBuilding(player, data.cmpPlayer, data.controlAllUnits, cmd); }, "construct-wall": function(player, cmd, data) { TryConstructWall(player, data.cmpPlayer, data.controlAllUnits, cmd); }, "delete-entities": function(player, cmd, data) { for (const ent of data.entities) { if (!data.controlAllUnits) { const cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (cmpIdentity && cmpIdentity.IsUndeletable()) continue; const cmpCapturable = QueryMiragedInterface(ent, IID_Capturable); if (cmpCapturable && cmpCapturable.GetCapturePoints()[player] < cmpCapturable.GetMaxCapturePoints() / 2) continue; const cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply); if (cmpResourceSupply && cmpResourceSupply.GetKillBeforeGather()) continue; } const cmpMirage = Engine.QueryInterface(ent, IID_Mirage); if (cmpMirage) { const cmpMiragedHealth = Engine.QueryInterface(cmpMirage.parent, IID_Health); if (cmpMiragedHealth) cmpMiragedHealth.Kill(); else Engine.DestroyEntity(cmpMirage.parent); Engine.DestroyEntity(ent); continue; } const cmpHealth = Engine.QueryInterface(ent, IID_Health); if (cmpHealth) cmpHealth.Kill(); else Engine.DestroyEntity(ent); } }, "focus-fire": function(player, cmd, data) { for (const ent of data.entities) { Engine.QueryInterface(ent, IID_BuildingAI)?.AddFocusTarget(cmd.target, cmd.queued, cmd.pushFront); } }, "set-rallypoint": function(player, cmd, data) { const structures = FilterEntityListWithAllies(cmd.structures || [], player, data.controlAllUnits); for (const structure of structures) { const cmpRallyPoint = Engine.QueryInterface(structure, IID_RallyPoint); if (!cmpRallyPoint) continue; if (!cmd.queued) cmpRallyPoint.Unset(player); cmpRallyPoint.AddPosition(cmd.x, cmd.z, player); cmpRallyPoint.AddData(clone(cmd.data), player); } }, "unset-rallypoint": function(player, cmd, data) { const structures = FilterEntityListWithAllies(cmd.structures || [], player, data.controlAllUnits); for (const structure of structures) { const cmpRallyPoint = Engine.QueryInterface(structure, IID_RallyPoint); if (!cmpRallyPoint) continue; cmpRallyPoint.Unset(player); } }, "resign": function(player, cmd, data) { data.cmpPlayer.Defeat(markForTranslation("%(player)s has resigned.")); }, "occupy-turret": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => { cmpUnitAI.OccupyTurret(cmd.target, cmd.queued); }); }, "garrison": function(player, cmd, data) { if (!CanPlayerOrAllyControlUnit(cmd.target, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: garrison target cannot be controlled by player "+player+" (or ally): "+uneval(cmd)); return; } GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Garrison(cmd.target, cmd.queued, cmd.pushFront); }); }, "guard": function(player, cmd, data) { if (!IsOwnedByPlayerOrMutualAlly(cmd.target, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: Guard/escort target is not owned by player " + player + " or ally thereof: " + uneval(cmd)); return; } GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Guard(cmd.target, cmd.queued, cmd.pushFront); }); }, "stop": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.Stop(cmd.queued); }); }, "leave-turret": function(player, cmd, data) { let notUnloaded = 0; for (const ent of data.entities) { const cmpTurretable = Engine.QueryInterface(ent, IID_Turretable); if (!cmpTurretable || !cmpTurretable.LeaveTurret()) ++notUnloaded; } if (notUnloaded) notifyUnloadFailure(player); }, "unload-turrets": function(player, cmd, data) { let notUnloaded = 0; for (const ent of data.entities) { const cmpTurretHolder = Engine.QueryInterface(ent, IID_TurretHolder); for (const turret of cmpTurretHolder.GetEntities()) { const cmpTurretable = Engine.QueryInterface(turret, IID_Turretable); if (!cmpTurretable || !cmpTurretable.LeaveTurret()) ++notUnloaded; } } if (notUnloaded) notifyUnloadFailure(player); }, "unload": function(player, cmd, data) { if (!CanPlayerOrAllyControlUnit(cmd.garrisonHolder, player, data.controlAllUnits)) { if (g_DebugCommands) warn("Invalid command: unload target cannot be controlled by player "+player+" (or ally): "+uneval(cmd)); return; } var cmpGarrisonHolder = Engine.QueryInterface(cmd.garrisonHolder, IID_GarrisonHolder); var notUngarrisoned = 0; // The owner can ungarrison every garrisoned unit if (IsOwnedByPlayer(player, cmd.garrisonHolder)) data.entities = cmd.entities; for (const ent of data.entities) if (!cmpGarrisonHolder || !cmpGarrisonHolder.Unload(ent)) ++notUngarrisoned; if (notUngarrisoned != 0) notifyUnloadFailure(player, cmd.garrisonHolder); }, "unload-template": function(player, cmd, data) { var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits); for (const garrisonHolder of entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (cmpGarrisonHolder) { // Only the owner of the garrisonHolder may unload entities from any owners if (!IsOwnedByPlayer(player, garrisonHolder) && !data.controlAllUnits && player != +cmd.owner) continue; if (!cmpGarrisonHolder.UnloadTemplate(cmd.template, cmd.owner, cmd.all)) notifyUnloadFailure(player, garrisonHolder); } } }, "unload-all-by-owner": function(player, cmd, data) { var entities = FilterEntityListWithAllies(cmd.garrisonHolders, player, data.controlAllUnits); for (const garrisonHolder of entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAllByOwner(player)) notifyUnloadFailure(player, garrisonHolder); } }, "unload-all": function(player, cmd, data) { var entities = FilterEntityList(cmd.garrisonHolders, player, data.controlAllUnits); for (const garrisonHolder of entities) { var cmpGarrisonHolder = Engine.QueryInterface(garrisonHolder, IID_GarrisonHolder); if (!cmpGarrisonHolder || !cmpGarrisonHolder.UnloadAll()) notifyUnloadFailure(player, garrisonHolder); } }, "alert-raise": function(player, cmd, data) { for (const ent of data.entities) { var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser); if (cmpAlertRaiser) cmpAlertRaiser.RaiseAlert(); } }, "alert-end": function(player, cmd, data) { for (const ent of data.entities) { var cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser); if (cmpAlertRaiser) cmpAlertRaiser.EndOfAlert(); } }, "formation": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation, true).forEach(cmpUnitAI => { cmpUnitAI.MoveIntoFormation(cmd); }); }, "promote": function(player, cmd, data) { if (!InitAttributes.settings.CheatsEnabled) return; var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "aichat", "players": [player], "message": markForTranslation("(Cheat - promoted units)"), "translateMessage": true }); for (const ent of cmd.entities) { var cmpPromotion = Engine.QueryInterface(ent, IID_Promotion); if (cmpPromotion) cmpPromotion.IncreaseXp(cmpPromotion.GetRequiredXp() - cmpPromotion.GetCurrentXp()); } }, "stance": function(player, cmd, data) { for (const ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (cmpUnitAI && !cmpUnitAI.IsTurret()) cmpUnitAI.SwitchToStance(cmd.name); } }, "lock-gate": function(player, cmd, data) { for (const ent of data.entities) { var cmpGate = Engine.QueryInterface(ent, IID_Gate); if (!cmpGate) continue; if (cmd.lock) cmpGate.LockGate(); else cmpGate.UnlockGate(); } }, "setup-trade-route": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.SetupTradeRoute(cmd.target, cmd.source, cmd.route, cmd.queued); }); }, "cancel-setup-trade-route": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player, cmd, data.formation).forEach(cmpUnitAI => { cmpUnitAI.CancelSetupTradeRoute(cmd.target); }); }, "set-trading-goods": function(player, cmd, data) { data.cmpPlayer.SetTradingGoods(cmd.tradingGoods); }, "barter": function(player, cmd, data) { var cmpBarter = Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter); cmpBarter.ExchangeResources(player, cmd.sell, cmd.buy, cmd.amount); }, "set-shading-color": function(player, cmd, data) { // Prevent multiplayer abuse if (!data.cmpPlayer.IsAI()) return; // Debug command to make an entity brightly colored for (const ent of cmd.entities) { var cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual) cmpVisual.SetShadingColor(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0); // alpha isn't used so just send 0 } }, "pack": function(player, cmd, data) { for (const ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpUnitAI) continue; if (cmd.pack) cmpUnitAI.Pack(cmd.queued, cmd.pushFront); else cmpUnitAI.Unpack(cmd.queued, cmd.pushFront); } }, "cancel-pack": function(player, cmd, data) { for (const ent of data.entities) { var cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpUnitAI) continue; if (cmd.pack) cmpUnitAI.CancelPack(cmd.queued, cmd.pushFront); else cmpUnitAI.CancelUnpack(cmd.queued, cmd.pushFront); } }, "upgrade": function(player, cmd, data) { for (const ent of data.entities) { var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade); if (!cmpUpgrade || !cmpUpgrade.CanUpgradeTo(cmd.template)) continue; if (cmpUpgrade.WillCheckPlacementRestrictions(cmd.template) && ObstructionsBlockingTemplateChange(ent, cmd.template)) { var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "players": [player], "message": markForTranslation("Cannot upgrade as distance requirements are not verified or terrain is obstructed.") }); continue; } // Check entity limits var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits); if (cmpEntityLimits && !cmpEntityLimits.AllowedToReplace(ent, cmd.template)) { if (g_DebugCommands) warn("Invalid command: build limits check failed for player " + player + ": " + uneval(cmd)); continue; } if (!RequirementsHelper.AreRequirementsMet(cmpUpgrade.GetRequirements(cmd.template), player)) { if (g_DebugCommands) warn("Invalid command: upgrading is not possible for this player or requires unresearched technology: " + uneval(cmd)); continue; } cmpUpgrade.Upgrade(cmd.template, data.cmpPlayer); } }, "cancel-upgrade": function(player, cmd, data) { for (const ent of data.entities) { const cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade); if (cmpUpgrade) cmpUpgrade.CancelUpgrade(player); } }, "attack-request": function(player, cmd, data) { // Send a chat message to human players var cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "aichat", "players": [player], "message": "/allies " + markForTranslation("Attack against %(_player_)s requested."), "translateParameters": ["_player_"], "parameters": { "_player_": cmd.player } }); // And send an attackRequest event to the AIs const cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); if (cmpAIInterface) cmpAIInterface.PushEvent("AttackRequest", cmd); }, "spy-request": function(player, cmd, data) { const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); const ent = pickRandom(cmpRangeManager.GetEntitiesByPlayer(cmd.player).filter(entity => { const cmpVisionSharing = Engine.QueryInterface(entity, IID_VisionSharing); return cmpVisionSharing && cmpVisionSharing.IsBribable() && !cmpVisionSharing.ShareVisionWith(player); })); const cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "type": "spy-response", "players": [player], "target": cmd.player, "entity": ent }); if (ent) Engine.QueryInterface(ent, IID_VisionSharing).AddSpy(player); else { const template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate("special/spy"); IncurBribeCost(template, player, cmd.player, true); // update statistics for failed bribes const cmpBribesStatisticsTracker = QueryPlayerIDInterface(player, IID_StatisticsTracker); if (cmpBribesStatisticsTracker) cmpBribesStatisticsTracker.IncreaseFailedBribesCounter(); cmpGUIInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("There are no bribable units"), "translateMessage": true }); } }, "diplomacy-request": function(player, cmd, data) { const cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); if (cmpAIInterface) cmpAIInterface.PushEvent("DiplomacyRequest", cmd); }, "tribute-request": function(player, cmd, data) { const cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); if (cmpAIInterface) cmpAIInterface.PushEvent("TributeRequest", cmd); }, "dialog-answer": function(player, cmd, data) { // Currently nothing. Triggers can read it anyway, and send this // message to any component you like. }, "set-dropsite-sharing": function(player, cmd, data) { for (const ent of data.entities) { const cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite); if (cmpResourceDropsite && cmpResourceDropsite.IsSharable()) cmpResourceDropsite.SetSharing(cmd.shared); } }, "autoqueue-on": function(player, cmd, data) { for (const ent of data.entities) { const cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue); if (cmpProductionQueue) cmpProductionQueue.EnableAutoQueue(); } }, "autoqueue-off": function(player, cmd, data) { for (const ent of data.entities) { const cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue); if (cmpProductionQueue) cmpProductionQueue.DisableAutoQueue(); } }, }; function ProcessCommand(player, cmd) { const cmpPlayer = QueryPlayerIDInterface(player); if (!cmpPlayer) return; const data = { "cmpPlayer": cmpPlayer, "controlAllUnits": cmpPlayer.CanControlAllUnits() }; if (cmd.entities) data.entities = FilterEntityList(cmd.entities, player, data.controlAllUnits); // TODO: queuing order and forcing formations doesn't really work. // To play nice, we'll still no-formation queued order if units are in formation // but the opposite perhaps ought to be implemented. if (!cmd.queued || cmd.formation == NULL_FORMATION) data.formation = cmd.formation || undefined; // Allow focusing the camera on recent commands const commandData = { "type": "playercommand", "players": [player], "cmd": cmd }; // Save the position, since the GUI event is received after the unit died if (cmd.type == "delete-entities") { const cmpPosition = cmd.entities[0] && Engine.QueryInterface(cmd.entities[0], IID_Position); commandData.position = cmpPosition && cmpPosition.IsInWorld() && cmpPosition.GetPosition2D(); } const cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification(commandData); // Note: checks of UnitAI targets are not robust enough here, as ownership // can change after the order is issued, they should be checked by UnitAI // when the specific behavior (e.g. attack, garrison) is performed. // (Also it's not ideal if a command silently fails, it's nicer if UnitAI // moves the entities closer to the target before giving up.) // Now handle various commands if (g_Commands[cmd.type]) { var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); cmpTrigger.CallEvent("OnPlayerCommand", { "player": player, "cmd": cmd }); g_Commands[cmd.type](player, cmd, data); } else error("Invalid command: unknown command type: "+uneval(cmd)); } /** * Sends a GUI notification about unit(s) that failed to ungarrison. */ function notifyUnloadFailure(player) { const cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("Unable to unload unit(s)."), "translateMessage": true }); } /** * Sends a GUI notification about worker(s) that failed to go back to work. */ function notifyBackToWorkFailure(player) { var cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("Some unit(s) can't go back to work"), "translateMessage": true }); } /** * Sends a GUI notification about entities that can't be controlled. * @param {number} player - The player-ID of the player that needs to receive this message. */ function notifyOrderFailure(entity, player) { const cmpIdentity = Engine.QueryInterface(entity, IID_Identity); if (!cmpIdentity) return; const cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("%(unit)s can't be controlled."), "parameters": { "unit": cmpIdentity.GetGenericName() }, "translateParameters": ["unit"], "translateMessage": true }); } /** * Get some information about the formations used by entities. */ function ExtractFormations(ents) { const entities = []; // Entities with UnitAI. const members = {}; // { formationentity: [ent, ent, ...], ... } const templates = {}; // { formationentity: template } for (const ent of ents) { const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); if (!cmpUnitAI) continue; entities.push(ent); const fid = cmpUnitAI.GetFormationController(); if (fid == INVALID_ENTITY) continue; if (!members[fid]) { members[fid] = []; templates[fid] = cmpUnitAI.GetFormationTemplate(); } members[fid].push(ent); } return { "entities": entities, "members": members, "templates": templates }; } /** * Tries to find the best angle to put a dock at a given position * Taken from GuiInterface.js */ function GetDockAngle(template, x, z) { var cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain); var cmpWaterManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_WaterManager); if (!cmpTerrain || !cmpWaterManager) return undefined; // Get footprint size var halfSize = 0; if (template.Footprint.Square) halfSize = Math.max(template.Footprint.Square["@depth"], template.Footprint.Square["@width"])/2; else if (template.Footprint.Circle) halfSize = template.Footprint.Circle["@radius"]; /* Find direction of most open water, algorithm: * 1. Pick points in a circle around dock * 2. If point is in water, add to array * 3. Scan array looking for consecutive points * 4. Find longest sequence of consecutive points * 5. If sequence equals all points, no direction can be determined, * expand search outward and try (1) again * 6. Calculate angle using average of sequence */ const numPoints = 16; for (let dist = 0; dist < 4; ++dist) { var waterPoints = []; for (let i = 0; i < numPoints; ++i) { var angle = (i/numPoints)*2*Math.PI; var d = halfSize*(dist+1); var nx = x - d*Math.sin(angle); var nz = z + d*Math.cos(angle); if (cmpTerrain.GetGroundLevel(nx, nz) < cmpWaterManager.GetWaterLevel(nx, nz)) waterPoints.push(i); } var consec = []; var length = waterPoints.length; if (!length) continue; for (let i = 0; i < length; ++i) { let count = 0; for (let j = 0; j < length - 1; ++j) { if ((waterPoints[(i + j) % length] + 1) % numPoints == waterPoints[(i + j + 1) % length]) ++count; else break; } consec[i] = count; } let start = 0; let count = 0; for (const c in consec) { if (consec[c] > count) { start = c; count = consec[c]; } } // If we've found a shoreline, stop searching if (count != numPoints-1) return -((waterPoints[start] + consec[start]/2) % numPoints) / numPoints * 2 * Math.PI; } return undefined; } /** * Attempts to construct a building using the specified parameters. * Returns true on success, false on failure. */ function TryConstructBuilding(player, cmpPlayer, controlAllUnits, cmd) { // Message structure: // { // "type": "construct", // "entities": [...], // entities that will be ordered to construct the building (if applicable) // "template": "...", // template name of the entity being constructed // "x": ..., // "z": ..., // "angle": ..., // "metadata": "...", // AI metadata of the building // "actorSeed": ..., // "autorepair": true, // whether to automatically start constructing/repairing the new foundation // "autocontinue": true, // whether to automatically gather/build/etc after finishing this // "queued": true, // whether to add the construction/repairing of this foundation to entities' queue (if applicable) // "obstructionControlGroup": ..., // Optional; the obstruction control group ID that should be set for this building prior to obstruction // // testing to determine placement validity. If specified, must be a valid control group ID (> 0). // "obstructionControlGroup2": ..., // Optional; secondary obstruction control group ID that should be set for this building prior to obstruction // // testing to determine placement validity. May be INVALID_ENTITY. // } /* * Construction process: * . Take resources away immediately. * . Create a foundation entity with 1hp, 0% build progress. * . Increase hp and build progress up to 100% when people work on it. * . If it's destroyed, an appropriate fraction of the resource cost is refunded. * . If it's completed, it gets replaced with the real building. */ // Check whether we can control these units var entities = FilterEntityList(cmd.entities, player, controlAllUnits); if (!entities.length) return false; var foundationTemplate = "foundation|" + cmd.template; // Tentatively create the foundation (we might find later that it's a invalid build command) var ent = Engine.AddEntity(foundationTemplate); if (ent == INVALID_ENTITY) { // Error (e.g. invalid template names) error("Error creating foundation entity for '" + cmd.template + "'"); return false; } // If it's a dock, get the right angle. var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(cmd.template); var angle = cmd.angle; if (template.BuildRestrictions.PlacementType === "shore") { const angleDock = GetDockAngle(template, cmd.x, cmd.z); if (angleDock !== undefined) angle = angleDock; } // Move the foundation to the right place var cmpPosition = Engine.QueryInterface(ent, IID_Position); cmpPosition.JumpTo(cmd.x, cmd.z); cmpPosition.SetYRotation(angle); // Set the obstruction control group if needed if (cmd.obstructionControlGroup || cmd.obstructionControlGroup2) { var cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction); // primary control group must always be valid if (cmd.obstructionControlGroup) { if (cmd.obstructionControlGroup <= 0) warn("[TryConstructBuilding] Invalid primary obstruction control group " + cmd.obstructionControlGroup + " received; must be > 0"); cmpObstruction.SetControlGroup(cmd.obstructionControlGroup); } if (cmd.obstructionControlGroup2) cmpObstruction.SetControlGroup2(cmd.obstructionControlGroup2); } // Make it owned by the current player var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(player); // Check whether building placement is valid var cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions); if (cmpBuildRestrictions) { var ret = cmpBuildRestrictions.CheckPlacement(); if (!ret.success) { if (g_DebugCommands) warn("Invalid command: build restrictions check failed with '"+ret.message+"' for player "+player+": "+uneval(cmd)); const cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); ret.players = [player]; cmpGuiInterface.PushNotification(ret); // Remove the foundation because the construction was aborted // move it out of world because it's not destroyed immediately. cmpPosition.MoveOutOfWorld(); Engine.DestroyEntity(ent); return false; } } else error("cmpBuildRestrictions not defined"); // Check entity limits var cmpEntityLimits = QueryPlayerIDInterface(player, IID_EntityLimits); if (cmpEntityLimits && !cmpEntityLimits.AllowedToBuild(cmpBuildRestrictions.GetCategory())) { if (g_DebugCommands) warn("Invalid command: build limits check failed for player "+player+": "+uneval(cmd)); // Remove the foundation because the construction was aborted cmpPosition.MoveOutOfWorld(); Engine.DestroyEntity(ent); return false; } var cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager); if (cmpTechnologyManager && !cmpTechnologyManager.CanProduce(cmd.template)) { if (g_DebugCommands) warn("Invalid command: required technology check failed for player "+player+": "+uneval(cmd)); const cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGuiInterface.PushNotification({ "type": "text", "players": [player], "message": markForTranslation("The building's technology requirements are not met."), "translateMessage": true }); // Remove the foundation because the construction was aborted cmpPosition.MoveOutOfWorld(); Engine.DestroyEntity(ent); } // We need the cost after tech and aura modifications. const cmpCost = Engine.QueryInterface(ent, IID_Cost); const costs = cmpCost.GetResourceCosts(); if (!cmpPlayer.TrySubtractResources(costs)) { if (g_DebugCommands) warn("Invalid command: building cost check failed for player "+player+": "+uneval(cmd)); Engine.DestroyEntity(ent); cmpPosition.MoveOutOfWorld(); return false; } var cmpVisual = Engine.QueryInterface(ent, IID_Visual); if (cmpVisual && cmd.actorSeed !== undefined) cmpVisual.SetActorSeed(cmd.actorSeed); // Initialise the foundation var cmpFoundation = Engine.QueryInterface(ent, IID_Foundation); cmpFoundation.InitialiseConstruction(cmd.template); // send Metadata info if any if (cmd.metadata) Engine.PostMessage(ent, MT_AIMetadata, { "id": ent, "metadata": cmd.metadata, "owner": player }); // Tell the units to start building this new entity if (cmd.autorepair) { ProcessCommand(player, { "type": "repair", "entities": entities, "target": ent, "autocontinue": cmd.autocontinue, "queued": cmd.queued, "pushFront": cmd.pushFront, "formation": cmd.formation || undefined }); } return ent; } function TryConstructWall(player, cmpPlayer, controlAllUnits, cmd) { // 'cmd' message structure: // { // "type": "construct-wall", // "entities": [...], // entities that will be ordered to construct the wall (if applicable) // "pieces": [ // ordered list of information about the pieces making up the wall (towers, wall segments, ...) // { // "template": "...", // one of the templates from the wallset // "x": ..., // "z": ..., // "angle": ..., // }, // ... // ], // "wallSet": { // "templates": { // "tower": // tower template name // "long": // long wall segment template name // ... // etc. // }, // "maxTowerOverlap": ..., // "minTowerOverlap": ..., // }, // "startSnappedEntity": // optional; entity ID of tower being snapped to at the starting side of the wall // "endSnappedEntity": // optional; entity ID of tower being snapped to at the ending side of the wall // "autorepair": true, // whether to automatically start constructing/repairing the new foundation // "autocontinue": true, // whether to automatically gather/build/etc after finishing this // "queued": true, // whether to add the construction/repairing of this wall's pieces to entities' queue (if applicable) // } if (cmd.pieces.length <= 0) return; if (cmd.startSnappedEntity && cmd.pieces[0].template == cmd.wallSet.templates.tower) { error("[TryConstructWall] Starting wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the starting side"); return; } if (cmd.endSnappedEntity && cmd.pieces[cmd.pieces.length - 1].template == cmd.wallSet.templates.tower) { error("[TryConstructWall] Ending wall piece cannot be a tower (" + cmd.wallSet.templates.tower + ") when snapping at the ending side"); return; } // Assign obstruction control groups to allow the wall pieces to mutually overlap during foundation placement // and during construction. The scheme here is that whatever wall pieces are inbetween two towers inherit the control // groups of both of the towers they are connected to (either newly constructed ones as part of the wall, or existing // towers in the case of snapping). The towers themselves all keep their default unique control groups. // To support this, every non-tower piece registers the entity ID of the towers (or foundations thereof) that neighbour // it on either side. Specifically, each non-tower wall piece has its primary control group set equal to that of the // first tower encountered towards the starting side of the wall, and its secondary control group set equal to that of // the first tower encountered towards the ending side of the wall (if any). // We can't build the whole wall at once by linearly stepping through the wall pieces and build them, because the // wall segments may/will need the entity IDs of towers that come afterwards. So, build it in two passes: // // FIRST PASS: // - Go from start to end and construct wall piece foundations as far as we can without running into a piece that // cannot be built (e.g. because it is obstructed). At each non-tower, set the most recently built tower's ID // as the primary control group, thus allowing it to be built overlapping the previous piece. // - If we encounter a new tower along the way (which will gain its own control group), do the following: // o First build it using temporarily the same control group of the previous (non-tower) piece // o Set the previous piece's secondary control group to the tower's entity ID // o Restore the primary control group of the constructed tower back its original (unique) value. // The temporary control group is necessary to allow the newer tower with its unique control group ID to be able // to be placed while overlapping the previous piece. // // SECOND PASS: // - Go end to start from the last successfully placed wall piece (which might be a tower we backtracked to), this // time registering the right neighbouring tower in each non-tower piece. // first pass; L -> R var lastTowerIndex = -1; // index of the last tower we've encountered in cmd.pieces var lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces // If we're snapping to an existing entity at the starting end, set lastTowerControlGroup to its control group ID so that // the first wall piece can be built while overlapping it. if (cmd.startSnappedEntity) { var cmpSnappedStartObstruction = Engine.QueryInterface(cmd.startSnappedEntity, IID_Obstruction); if (!cmpSnappedStartObstruction) { error("[TryConstructWall] Snapped entity on starting side does not have an obstruction component"); return; } lastTowerControlGroup = cmpSnappedStartObstruction.GetControlGroup(); // warn("setting lastTowerControlGroup to control group of start snapped entity " + cmd.startSnappedEntity + ": " + lastTowerControlGroup); } var i = 0; var queued = cmd.queued; var pieces = clone(cmd.pieces); for (; i < pieces.length; ++i) { const piece = pieces[i]; // All wall pieces after the first must be queued. if (i > 0 && !queued) queued = true; // 'lastTowerControlGroup' must always be defined and valid here, except if we're at the first piece and we didn't do // start position snapping (implying that the first entity we build must be a tower) if (lastTowerControlGroup === null || lastTowerControlGroup == INVALID_ENTITY) { if (!(i == 0 && piece.template == cmd.wallSet.templates.tower && !cmd.startSnappedEntity)) { error("[TryConstructWall] Expected last tower control group to be available, none found (1st pass, iteration " + i + ")"); break; } } var constructPieceCmd = { "type": "construct", "entities": cmd.entities, "template": piece.template, "x": piece.x, "z": piece.z, "angle": piece.angle, "autorepair": cmd.autorepair, "autocontinue": cmd.autocontinue, "queued": queued, // Regardless of whether we're building a tower or an intermediate wall piece, it is always (first) constructed // using the control group of the last tower (see comments above). "obstructionControlGroup": lastTowerControlGroup, }; // If we're building the last piece and we're attaching to a snapped entity, we need to add in the snapped entity's // control group directly at construction time (instead of setting it in the second pass) to allow it to be built // while overlapping the snapped entity. if (i == pieces.length - 1 && cmd.endSnappedEntity) { var cmpEndSnappedObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction); if (cmpEndSnappedObstruction) constructPieceCmd.obstructionControlGroup2 = cmpEndSnappedObstruction.GetControlGroup(); } var pieceEntityId = TryConstructBuilding(player, cmpPlayer, controlAllUnits, constructPieceCmd); if (pieceEntityId) { // wall piece foundation successfully built, save the entity ID in the piece info object so we can reference it later piece.ent = pieceEntityId; // if we built a tower, do the control group dance (see outline above) and update lastTowerControlGroup and lastTowerIndex if (piece.template == cmd.wallSet.templates.tower) { var cmpTowerObstruction = Engine.QueryInterface(pieceEntityId, IID_Obstruction); var newTowerControlGroup = pieceEntityId; if (i > 0) { // warn(" updating previous wall piece's secondary control group to " + newTowerControlGroup); var cmpPreviousObstruction = Engine.QueryInterface(pieces[i-1].ent, IID_Obstruction); // TODO: ensure that cmpPreviousObstruction exists // TODO: ensure that the previous obstruction does not yet have a secondary control group set cmpPreviousObstruction.SetControlGroup2(newTowerControlGroup); } // TODO: ensure that cmpTowerObstruction exists cmpTowerObstruction.SetControlGroup(newTowerControlGroup); // give the tower its own unique control group lastTowerIndex = i; lastTowerControlGroup = newTowerControlGroup; } } else // failed to build wall piece, abort break; } var lastBuiltPieceIndex = i - 1; var wallComplete = (lastBuiltPieceIndex == pieces.length - 1); // At this point, 'i' is the index of the last wall piece that was successfully constructed (which may or may not be a tower). // Now do the second pass going right-to-left, registering the control groups of the towers to the right of each piece (if any) // as their secondary control groups. lastTowerControlGroup = null; // control group of the last tower we've encountered, to assign to non-tower pieces // only start off with the ending side's snapped tower's control group if we were able to build the entire wall if (cmd.endSnappedEntity && wallComplete) { var cmpSnappedEndObstruction = Engine.QueryInterface(cmd.endSnappedEntity, IID_Obstruction); if (!cmpSnappedEndObstruction) { error("[TryConstructWall] Snapped entity on ending side does not have an obstruction component"); return; } lastTowerControlGroup = cmpSnappedEndObstruction.GetControlGroup(); } for (let j = lastBuiltPieceIndex; j >= 0; --j) { const piece = pieces[j]; if (!piece.ent) { error("[TryConstructWall] No entity ID set for constructed entity of template '" + piece.template + "'"); continue; } var cmpPieceObstruction = Engine.QueryInterface(piece.ent, IID_Obstruction); if (!cmpPieceObstruction) { error("[TryConstructWall] Wall piece of template '" + piece.template + "' has no Obstruction component"); continue; } if (piece.template == cmd.wallSet.templates.tower) { // encountered a tower entity, update the last tower control group lastTowerControlGroup = cmpPieceObstruction.GetControlGroup(); } else { // Encountered a non-tower entity, update its secondary control group to 'lastTowerControlGroup'. // Note that the wall piece may already have its secondary control group set to the tower's entity ID from a control group // dance during the first pass, in which case we should validate it against 'lastTowerControlGroup'. var existingSecondaryControlGroup = cmpPieceObstruction.GetControlGroup2(); if (existingSecondaryControlGroup == INVALID_ENTITY) { if (lastTowerControlGroup != null && lastTowerControlGroup != INVALID_ENTITY) { cmpPieceObstruction.SetControlGroup2(lastTowerControlGroup); } } else if (existingSecondaryControlGroup != lastTowerControlGroup) { error("[TryConstructWall] Existing secondary control group of non-tower entity does not match expected value (2nd pass, iteration " + j + ")"); break; } } } } /** * Remove the given list of entities from their current formations. */ function RemoveFromFormation(ents) { const formation = ExtractFormations(ents); for (const fid in formation.members) { const cmpFormation = Engine.QueryInterface(+fid, IID_Formation); if (cmpFormation) cmpFormation.RemoveMembers(formation.members[fid]); } } /** * Returns a list of UnitAI components, each belonging either to a * selected unit or to a formation entity for groups of the selected units. */ function GetFormationUnitAIs(ents, player, cmd, formationTemplate, forceTemplate) { // If an individual was selected, remove it from any formation // and command it individually. if (ents.length == 1) { const cmpUnitAI = Engine.QueryInterface(ents[0], IID_UnitAI); if (!cmpUnitAI) return []; RemoveFromFormation(ents); return [ cmpUnitAI ]; } let formationUnitAIs = []; // Find what formations the selected entities are currently in, // and default to that unless the formation is forced or it's the null formation // (we want that to reset whatever formations units are in). if (formationTemplate != NULL_FORMATION) { const formation = ExtractFormations(ents); const formationIds = Object.keys(formation.members); if (formationIds.length == 1) { // Selected units either belong to this formation or have no formation. const fid = formationIds[0]; const cmpFormation = Engine.QueryInterface(+fid, IID_Formation); if (cmpFormation && cmpFormation.GetMemberCount() == formation.members[fid].length && cmpFormation.GetMemberCount() == formation.entities.length) { cmpFormation.DeleteTwinFormations(); // The whole formation was selected, so reuse its controller for this command. if (!forceTemplate || formationTemplate == formation.templates[fid]) { formationTemplate = formation.templates[fid]; formationUnitAIs = [Engine.QueryInterface(+fid, IID_UnitAI)]; } else if (formationTemplate && CanMoveEntsIntoFormation(formation.entities, formationTemplate)) formationUnitAIs = [cmpFormation.LoadFormation(formationTemplate)]; } else if (cmpFormation && !forceTemplate) { // Just reuse the template. formationTemplate = formation.templates[fid]; } } else if (formationIds.length) { // Check if all entities share a common formation, if so reuse this template. let template = formation.templates[formationIds[0]]; for (let i = 1; i < formationIds.length; ++i) if (formation.templates[formationIds[i]] != template) { template = null; break; } if (template && !forceTemplate) formationTemplate = template; } } // Separate out the units that don't support the chosen formation. const formedUnits = []; const nonformedUnitAIs = []; for (const ent of ents) { const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI); const cmpPosition = Engine.QueryInterface(ent, IID_Position); if (!cmpUnitAI || !cmpPosition || !cmpPosition.IsInWorld()) continue; // TODO: We only check if the formation is usable by some units // if we move them to it. We should check if we can use formations // for the other cases. const nullFormation = (formationTemplate || cmpUnitAI.GetFormationTemplate()) == NULL_FORMATION; if (nullFormation || !cmpUnitAI.CanUseFormation(formationTemplate || NULL_FORMATION)) { if (nullFormation && cmpUnitAI.GetFormationController()) cmpUnitAI.LeaveFormation(cmd.queued || false); nonformedUnitAIs.push(cmpUnitAI); } else formedUnits.push(ent); } if (nonformedUnitAIs.length == ents.length) { // No units support the formation. return nonformedUnitAIs; } if (!formationUnitAIs.length) { // We need to give the selected units a new formation controller. // TODO replace the fixed 60 with something sensible, based on vision range f.e. const formationSeparation = 60; const clusters = ClusterEntities(formedUnits, formationSeparation); const formationEnts = []; for (const cluster of clusters) { RemoveFromFormation(cluster); if (!formationTemplate || !CanMoveEntsIntoFormation(cluster, formationTemplate)) { for (const ent of cluster) nonformedUnitAIs.push(Engine.QueryInterface(ent, IID_UnitAI)); continue; } // Create the new controller. const formationEnt = Engine.AddEntity(formationTemplate); const cmpFormation = Engine.QueryInterface(formationEnt, IID_Formation); formationUnitAIs.push(Engine.QueryInterface(formationEnt, IID_UnitAI)); cmpFormation.SetFormationSeparation(formationSeparation); cmpFormation.SetMembers(cluster); for (const ent of formationEnts) cmpFormation.RegisterTwinFormation(ent); formationEnts.push(formationEnt); const cmpOwnership = Engine.QueryInterface(formationEnt, IID_Ownership); cmpOwnership.SetOwner(player); } } return nonformedUnitAIs.concat(formationUnitAIs); } /** * Group a list of entities in clusters via single-links */ function ClusterEntities(ents, separationDistance) { const clusters = []; if (!ents.length) return clusters; const distSq = separationDistance * separationDistance; const positions = []; // triangular matrix with the (squared) distances between the different clusters // the other half is not initialised const matrix = []; for (let i = 0; i < ents.length; ++i) { matrix[i] = []; clusters.push([ents[i]]); const cmpPosition = Engine.QueryInterface(ents[i], IID_Position); positions.push(cmpPosition.GetPosition2D()); for (let j = 0; j < i; ++j) matrix[i][j] = positions[i].distanceToSquared(positions[j]); } while (clusters.length > 1) { // search two clusters that are closer than the required distance let closeClusters; for (let i = matrix.length - 1; i >= 0 && !closeClusters; --i) for (let j = i - 1; j >= 0 && !closeClusters; --j) if (matrix[i][j] < distSq) closeClusters = [i, j]; // if no more close clusters found, just return all found clusters so far if (!closeClusters) return clusters; // make a new cluster with the entities from the two found clusters const newCluster = clusters[closeClusters[0]].concat(clusters[closeClusters[1]]); // calculate the minimum distance between the new cluster and all other remaining // clusters by taking the minimum of the two distances. const distances = []; for (let i = 0; i < clusters.length; ++i) { const a = closeClusters[1]; const b = closeClusters[0]; if (i == a || i == b) continue; const dist1 = matrix[a][i] !== undefined ? matrix[a][i] : matrix[i][a]; const dist2 = matrix[b][i] !== undefined ? matrix[b][i] : matrix[i][b]; distances.push(Math.min(dist1, dist2)); } // remove the rows and columns in the matrix for the merged clusters, // and the clusters themselves from the cluster list clusters.splice(closeClusters[0], 1); clusters.splice(closeClusters[1], 1); matrix.splice(closeClusters[0], 1); matrix.splice(closeClusters[1], 1); for (let i = 0; i < matrix.length; ++i) { if (matrix[i].length > closeClusters[0]) matrix[i].splice(closeClusters[0], 1); if (matrix[i].length > closeClusters[1]) matrix[i].splice(closeClusters[1], 1); } // add a new row of distances to the matrix and the new cluster clusters.push(newCluster); matrix.push(distances); } return clusters; } function GetFormationRequirements(formationTemplate) { var template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(formationTemplate); if (!template.Formation) return false; return { "minCount": +template.Formation.RequiredMemberCount }; } function CanMoveEntsIntoFormation(ents, formationTemplate) { // TODO: should check the player's civ is allowed to use this formation // See simulation/components/Player.js GetFormations() for a list of all allowed formations const requirements = GetFormationRequirements(formationTemplate); if (!requirements) return false; let count = 0; for (const ent of ents) if (Engine.QueryInterface(ent, IID_UnitAI)?.CanUseFormation(formationTemplate)) ++count; return count >= requirements.minCount; } /** * Check if player can control this entity * returns: true if the entity is owned by the player and controllable * or control all units is activated, else false */ function CanControlUnit(entity, player, controlAll) { const cmpIdentity = Engine.QueryInterface(entity, IID_Identity); const canBeControlled = IsOwnedByPlayer(player, entity) && (!cmpIdentity || cmpIdentity.IsControllable()) || controlAll; if (!canBeControlled) notifyOrderFailure(entity, player); return canBeControlled; } /** * @param {number} entity - The entityID to verify. * @param {number} player - The playerID to check against. * @return {boolean}. */ function IsOwnedByPlayerOrMutualAlly(entity, player) { return IsOwnedByPlayer(player, entity) || IsOwnedByMutualAllyOfPlayer(player, entity); } /** * Check if player can control this entity * @return {boolean} - True if the entity is valid and controlled by the player * or the entity is owned by an mutualAlly and can be controlled * or control all units is activated, else false. */ function CanPlayerOrAllyControlUnit(entity, player, controlAll) { return CanControlUnit(player, entity, controlAll) || IsOwnedByMutualAllyOfPlayer(player, entity) && CanOwnerControlEntity(entity); } /** * @return {boolean} - Whether the owner of this entity can control the entity. */ function CanOwnerControlEntity(entity) { const cmpOwner = QueryOwnerInterface(entity); return cmpOwner && CanControlUnit(entity, cmpOwner.GetPlayerID()); } /** * Filter entities which the player can control. */ function FilterEntityList(entities, player, controlAll) { return entities.filter(ent => CanControlUnit(ent, player, controlAll)); } /** * Filter entities which the player can control or are mutualAlly */ function FilterEntityListWithAllies(entities, player, controlAll) { return entities.filter(ent => CanPlayerOrAllyControlUnit(ent, player, controlAll)); } /** * Incur the player with the cost of a bribe, optionally multiply the cost with * the additionalMultiplier */ function IncurBribeCost(template, player, playerBribed, failedBribe) { const cmpPlayerBribed = QueryPlayerIDInterface(playerBribed); if (!cmpPlayerBribed) return false; const costs = {}; // Additional cost for this owner let multiplier = cmpPlayerBribed.GetSpyCostMultiplier(); if (failedBribe) multiplier *= template.VisionSharing.FailureCostRatio; for (const res in template.Cost.Resources) costs[res] = Math.floor(multiplier * ApplyValueModificationsToTemplate("Cost/Resources/" + res, +template.Cost.Resources[res], player, template)); const cmpPlayer = QueryPlayerIDInterface(player); return cmpPlayer && cmpPlayer.TrySubtractResources(costs); } Engine.RegisterGlobal("GetFormationRequirements", GetFormationRequirements); Engine.RegisterGlobal("CanMoveEntsIntoFormation", CanMoveEntsIntoFormation); Engine.RegisterGlobal("GetDockAngle", GetDockAngle); Engine.RegisterGlobal("ProcessCommand", ProcessCommand); Engine.RegisterGlobal("g_Commands", g_Commands); Engine.RegisterGlobal("IncurBribeCost", IncurBribeCost);