//Number of rounds of firing per 2 seconds const roundCount = 10; 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 = []; }; BuildingAI.prototype.OnGarrisonedUnitsChanged = function(msg) { let classes = this.template.GarrisonArrowClasses; for (let ent of msg.added) { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (!cmpIdentity) continue; if (MatchesClassList(cmpIdentity.GetClassesList(), classes)) ++this.archersGarrisoned; } for (let ent of msg.removed) { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); if (!cmpIdentity) continue; if (MatchesClassList(cmpIdentity.GetClassesList(), classes)) --this.archersGarrisoned; } }; BuildingAI.prototype.OnOwnershipChanged = function(msg) { this.targetUnits = []; 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) { let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(this.timer); this.timer = undefined; } // Clean up range queries let 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; } var cmpPlayer = QueryOwnerInterface(this.entity); if (!cmpPlayer) return; var enemies = cmpPlayer.GetEnemies(); if (enemies.length && enemies[0] == 0) enemies.shift(); // remove gaia if (!enemies.length) return; var range = cmpAttack.GetRange(attackType); this.enemyUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery( this.entity, range.min, range.max, range.elevationBonus, 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; } var cmpPlayer = QueryOwnerInterface(this.entity); if (!cmpPlayer || !cmpPlayer.IsEnemy(0)) return; var range = cmpAttack.GetRange(attackType); // This query is only interested in Gaia entities that can attack. this.gaiaUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery( this.entity, range.min, range.max, range.elevationBonus, [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 => { let cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI); return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal()); }); } else if (msg.tag != this.enemyUnitsQuery) return; // Add new targets for (let entity of msg.added) if (cmpAttack.CanAttack(entity)) this.targetUnits.push(entity); // Remove targets outside of vision-range for (let entity of msg.removed) { let 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; let 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(ie., any unit capable * of shooting arrows from inside buildings) */ BuildingAI.prototype.GetArrowCount = function() { let 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(); }; /** * 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; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); cmpTimer.CancelTimer(this.timer); this.timer = undefined; return; } let 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 = 0; if (this.currentRound == roundCount - 1) arrowsToFire = this.arrowsLeft; else arrowsToFire = Math.min( randIntInclusive(0, 2 * this.GetArrowCount() / roundCount), this.arrowsLeft ); if (arrowsToFire <= 0) { ++this.currentRound; return; } // Add targets to a weighted list, to allow preferences let targets = new WeightedList(); let maxPreference = this.MAX_PREFERENCE_BONUS; let addTarget = function(target) { let preference = cmpAttack.GetPreference(target); let weight = 1; if (preference !== null && preference !== undefined) weight += maxPreference / (1 + preference); targets.push(target, weight); }; // Add the UnitAI target separately, as the UnitMotion and RangeManager implementations differ if (this.unitAITarget && this.targetUnits.indexOf(this.unitAITarget) == -1) addTarget(this.unitAITarget); for (let target of this.targetUnits) addTarget(target); for (let i = 0; i < arrowsToFire; ++i) { let selectedIndex = targets.randomIndex(); let selectedTarget = targets.itemAt(selectedIndex); if (selectedTarget && this.CheckTargetVisible(selectedTarget)) { cmpAttack.PerformAttack(attackType, selectedTarget); PlaySound("attack_" + attackType.toLowerCase(), this.entity); continue; } // Could not attack target, retry targets.removeAt(selectedIndex); --i; if (!targets.length()) { this.arrowsLeft += arrowsToFire; break; } } this.arrowsLeft -= arrowsToFire; 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 let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); return cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner()) != "hidden"; }; Engine.RegisterComponentType(IID_BuildingAI, "BuildingAI", BuildingAI);