// Number of rounds of firing per 2 seconds. const roundCount = 20; const attackType = "Ranged"; function BuildingAI() {} BuildingAI.prototype.Schema = "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + ""; BuildingAI.prototype.MAX_PREFERENCE_BONUS = 2; BuildingAI.prototype.Init = function() { this.currentRound = 0; this.archersGarrisoned = 0; this.arrowsLeft = 0; this.targetUnits = []; this.focusTargets = []; }; BuildingAI.prototype.OnGarrisonedUnitsChanged = function(msg) { const classes = this.template.GarrisonArrowClasses; for (const ent of msg.added) { const cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), classes)) ++this.archersGarrisoned; } for (const ent of msg.removed) { const cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), classes)) --this.archersGarrisoned; } }; BuildingAI.prototype.OnOwnershipChanged = function(msg) { this.targetUnits = []; this.focusTargets = []; this.SetupRangeQuery(); this.SetupGaiaRangeQuery(); }; BuildingAI.prototype.OnDiplomacyChanged = function(msg) { if (!IsOwnedByPlayer(msg.player, this.entity)) return; // Remove maybe now allied/neutral units. this.targetUnits = []; this.SetupRangeQuery(); this.SetupGaiaRangeQuery(); }; BuildingAI.prototype.OnDestroy = function() { if (this.timer) { const cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(this.timer); this.timer = undefined; } // Clean up range queries. const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (this.enemyUnitsQuery) cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery); if (this.gaiaUnitsQuery) cmpRangeManager.DestroyActiveQuery(this.gaiaUnitsQuery); }; /** * React on Attack value modifications, as it might influence the range. */ BuildingAI.prototype.OnValueModification = function(msg) { if (msg.component != "Attack") return; this.targetUnits = []; this.SetupRangeQuery(); this.SetupGaiaRangeQuery(); }; /** * Setup the Range Query to detect units coming in & out of range. */ BuildingAI.prototype.SetupRangeQuery = function() { var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) return; var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (this.enemyUnitsQuery) { cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery); this.enemyUnitsQuery = undefined; } const cmpDiplomacy = QueryOwnerInterface(this.entity, IID_Diplomacy); if (!cmpDiplomacy) return; const enemies = cmpDiplomacy.GetEnemies(); // Remove gaia. if (enemies.length && enemies[0] == 0) enemies.shift(); if (!enemies.length) return; const range = cmpAttack.GetRange(attackType); const yOrigin = cmpAttack.GetAttackYOrigin(attackType); // This takes entity sizes into accounts, so no need to compensate for structure size. this.enemyUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery( this.entity, range.min, range.max, yOrigin, enemies, IID_Resistance, cmpRangeManager.GetEntityFlagMask("normal")); cmpRangeManager.EnableActiveQuery(this.enemyUnitsQuery); }; // Set up a range query for Gaia units within LOS range which can be attacked. // This should be called whenever our ownership changes. BuildingAI.prototype.SetupGaiaRangeQuery = function() { var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) return; var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); if (this.gaiaUnitsQuery) { cmpRangeManager.DestroyActiveQuery(this.gaiaUnitsQuery); this.gaiaUnitsQuery = undefined; } if (!QueryOwnerInterface(this.entity, IID_Diplomacy)?.IsEnemy(0)) return; const range = cmpAttack.GetRange(attackType); const yOrigin = cmpAttack.GetAttackYOrigin(attackType); // This query is only interested in Gaia entities that can attack. // This takes entity sizes into accounts, so no need to compensate for structure size. this.gaiaUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery( this.entity, range.min, range.max, yOrigin, [0], IID_Attack, cmpRangeManager.GetEntityFlagMask("normal")); cmpRangeManager.EnableActiveQuery(this.gaiaUnitsQuery); }; /** * Called when units enter or leave range. */ BuildingAI.prototype.OnRangeUpdate = function(msg) { var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) return; // Target enemy units except non-dangerous animals. if (msg.tag == this.gaiaUnitsQuery) { msg.added = msg.added.filter(e => { const cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI); return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal()); }); } else if (msg.tag != this.enemyUnitsQuery) return; // Add new targets. for (const entity of msg.added) if (cmpAttack.CanAttack(entity)) this.targetUnits.push(entity); // Remove targets outside of vision-range. for (const entity of msg.removed) { const index = this.targetUnits.indexOf(entity); if (index > -1) this.targetUnits.splice(index, 1); } if (this.targetUnits.length) this.StartTimer(); }; BuildingAI.prototype.StartTimer = function() { if (this.timer) return; var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) return; var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); var attackTimers = cmpAttack.GetTimers(attackType); this.timer = cmpTimer.SetInterval(this.entity, IID_BuildingAI, "FireArrows", attackTimers.prepare, attackTimers.repeat / roundCount, null); }; BuildingAI.prototype.GetDefaultArrowCount = function() { var arrowCount = +this.template.DefaultArrowCount; return Math.round(ApplyValueModificationsToEntity("BuildingAI/DefaultArrowCount", arrowCount, this.entity)); }; BuildingAI.prototype.GetMaxArrowCount = function() { if (!this.template.MaxArrowCount) return Infinity; const maxArrowCount = +this.template.MaxArrowCount; return Math.round(ApplyValueModificationsToEntity("BuildingAI/MaxArrowCount", maxArrowCount, this.entity)); }; BuildingAI.prototype.GetGarrisonArrowMultiplier = function() { var arrowMult = +this.template.GarrisonArrowMultiplier; return ApplyValueModificationsToEntity("BuildingAI/GarrisonArrowMultiplier", arrowMult, this.entity); }; BuildingAI.prototype.GetGarrisonArrowClasses = function() { var string = this.template.GarrisonArrowClasses; if (string) return string.split(/\s+/); return []; }; /** * Returns the number of arrows which needs to be fired. * DefaultArrowCount + Garrisoned Archers (i.e., any unit capable * of shooting arrows from inside buildings). */ BuildingAI.prototype.GetArrowCount = function() { const count = this.GetDefaultArrowCount() + Math.round(this.archersGarrisoned * this.GetGarrisonArrowMultiplier()); return Math.min(count, this.GetMaxArrowCount()); }; BuildingAI.prototype.SetUnitAITarget = function(ent) { this.unitAITarget = ent; if (ent) this.StartTimer(); }; /** * Adds index to keep track of the user-targeted units supporting a queue * @param {ent} - Target of focus-fire from unit-actions if the selection is an enemy. */ BuildingAI.prototype.AddFocusTarget = function(ent, queued, push) { if (!ent || this.targetUnits.indexOf(ent) === -1) return; if (queued) this.focusTargets.push({ "entityId": ent }); else if (push) this.focusTargets.unshift({ "entityId": ent }); else this.focusTargets = [{ "entityId": ent }]; }; /** * Fire arrows with random temporal distribution on prefered targets. * Called 'roundCount' times every 'RepeatTime' seconds when there are units in the range. */ BuildingAI.prototype.FireArrows = function() { if (!this.targetUnits.length && !this.unitAITarget) { if (!this.timer) return; const cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(this.timer); this.timer = undefined; return; } const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) return; if (this.currentRound > roundCount - 1) this.currentRound = 0; if (this.currentRound == 0) this.arrowsLeft = this.GetArrowCount(); let arrowsToFire; if (this.currentRound == roundCount - 1) arrowsToFire = this.arrowsLeft; else arrowsToFire = Math.min( // shooting arrows in the first quarter of rounds results in a burst. this.GetArrowCount() / (roundCount / 4), this.arrowsLeft ); if (arrowsToFire <= 0) { ++this.currentRound; return; } // Add targets to a list. let targets = []; const addTarget = function(target) { const pref = (cmpAttack.GetPreference(target) ?? 49); targets.push({ "entityId": target, "preference": pref }); }; // Add the UnitAI target separately, as the UnitMotion and RangeManager implementations differ. if (this.unitAITarget && this.targetUnits.indexOf(this.unitAITarget) == -1) addTarget(this.unitAITarget); else if (this.unitAITarget && this.targetUnits.indexOf(this.unitAITarget) != -1) this.focusTargets = [{ "entityId": this.unitAITarget }]; if (!this.focusTargets.length) { for (const target of this.targetUnits) addTarget(target); // Sort targets by preference and then by proximity. targets.sort((a, b) => { if (a.preference > b.preference) return 1; else if (a.preference < b.preference) return -1; else if (PositionHelper.DistanceBetweenEntities(this.entity, a.entityId) > PositionHelper.DistanceBetweenEntities(this.entity, b.entityId)) return 1; return -1; }); } else targets = this.focusTargets; // The obstruction manager performs approximate range checks. // so we need to verify them here. // TODO: perhaps an optional 'precise' mode to range queries would be more performant. const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager); const range = cmpAttack.GetRange(attackType); const yOrigin = cmpAttack.GetAttackYOrigin(attackType); let firedArrows = 0; let targetIndex = 0; while (firedArrows < arrowsToFire && targetIndex < targets.length) { const selectedTarget = targets[targetIndex].entityId; if (this.CheckTargetVisible(selectedTarget) && cmpObstructionManager.IsInTargetParabolicRange( this.entity, selectedTarget, range.min, range.max, yOrigin, false)) { cmpAttack.PerformAttack(attackType, selectedTarget); PlaySound("attack_" + attackType.toLowerCase(), this.entity); ++firedArrows; } else ++targetIndex;// Could not attack target, try a different target. } targets.splice(0, targetIndex); this.arrowsLeft -= firedArrows; ++this.currentRound; }; /** * Returns true if the target entity is visible through the FoW/SoD. */ BuildingAI.prototype.CheckTargetVisible = function(target) { var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); if (!cmpOwnership) return false; // Entities that are hidden and miraged are considered visible. var cmpFogging = Engine.QueryInterface(target, IID_Fogging); if (cmpFogging && cmpFogging.IsMiraged(cmpOwnership.GetOwner())) return true; // Either visible directly, or visible in fog. const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); return cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner()) != "hidden"; }; Engine.RegisterComponentType(IID_BuildingAI, "BuildingAI", BuildingAI);