0ad/binaries/data/mods/public/simulation/components/UnitAI.js
Atrik 5f63f9e497 Enable attacks on foes visible through shared LOS
Adds a baseRange parameter to parabolic queries providing simple
2D detection alongside parabolic detection.
StandGround and Chase stances now use full attack parabolic range
with vision range as baseRange, allowing units to attack enemies
visible through friendly vision.
2026-06-15 01:20:19 +02:00

6914 lines
193 KiB
JavaScript

function UnitAI() {}
UnitAI.prototype.Schema =
"<a:help>Controls the unit's movement, attacks, etc, in response to commands from the player.</a:help>" +
"<a:example/>" +
"<element name='DefaultStance'>" +
"<choice>" +
"<value>violent</value>" +
"<value>aggressive</value>" +
"<value>defensive</value>" +
"<value>passive</value>" +
"<value>standground</value>" +
"<value>skittish</value>" +
"<value>passive-defensive</value>" +
"</choice>" +
"</element>" +
"<element name='FormationController'>" +
"<data type='boolean'/>" +
"</element>" +
"<element name='FleeDistance'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<optional>" +
"<element name='Formations' a:help='Optional list of space-separated formations this unit is allowed to use. Choices include: Scatter, Box, ColumnClosed, LineClosed, ColumnOpen, LineOpen, Flank, Skirmish, Wedge, Testudo, Phalanx, Syntagma, BattleLine.'>" +
"<attribute name='datatype'>" +
"<value>tokens</value>" +
"</attribute>" +
"<text/>" +
"</element>" +
"</optional>" +
"<element name='CanGuard'>" +
"<data type='boolean'/>" +
"</element>" +
"<element name='CanPatrol'>" +
"<data type='boolean'/>" +
"</element>" +
"<element name='PatrolWaitTime' a:help='Number of seconds to wait in between patrol waypoints.'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"<optional>" +
"<element name='CheeringTime'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"</optional>" +
"<optional>" +
"<interleave>" +
"<element name='RoamDistance'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='RoamTimeMin'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='RoamTimeMax'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='FeedTimeMin'>" +
"<ref name='positiveDecimal'/>" +
"</element>" +
"<element name='FeedTimeMax'>" +
"<ref name='positiveDecimal'/>" +
"</element>"+
"</interleave>" +
"</optional>";
// Unit stances.
// There some targeting options:
// targetVisibleEnemies: anything in vision range is a viable target
// targetAttackersAlways: anything that hurts us is a viable target,
// possibly overriding user orders!
// There are some response options, triggered when targets are detected:
// respondFlee: run away
// respondFleeOnSight: run away when an enemy is sighted
// respondChase: start chasing after the enemy
// respondChaseBeyondVision: start chasing, and don't stop even if it's out
// of this unit's vision range (though still visible to the player)
// respondStandGround: attack enemy but don't move at all
// respondHoldGround: attack enemy but don't move far from current position
// TODO: maybe add targetAggressiveEnemies (don't worry about lone scouts,
// do worry around armies slaughtering the guy standing next to you), etc.
var g_Stances = {
"violent": {
"targetVisibleEnemies": true,
"targetAttackersAlways": true,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": true,
"respondChaseBeyondVision": true,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": true
},
"aggressive": {
"targetVisibleEnemies": true,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": true,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": true
},
"defensive": {
"targetVisibleEnemies": true,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": true,
"selectable": true
},
"passive": {
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": true,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": true
},
"standground": {
"targetVisibleEnemies": true,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": true,
"respondHoldGround": false,
"selectable": true
},
"skittish": {
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": true,
"respondFleeOnSight": true,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": false
},
"passive-defensive": {
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": true,
"selectable": false
},
"none": {
// Only to be used by AI or trigger scripts
"targetVisibleEnemies": false,
"targetAttackersAlways": false,
"respondFlee": false,
"respondFleeOnSight": false,
"respondChase": false,
"respondChaseBeyondVision": false,
"respondStandGround": false,
"respondHoldGround": false,
"selectable": false
}
};
// These orders always require a packed unit, so if a unit that is unpacking is given one of these orders,
// it will immediately cancel unpacking.
var g_OrdersCancelUnpacking = new Set([
"FormationWalk",
"Walk",
"WalkAndFight",
"WalkToTarget",
"Patrol",
"Garrison"
]);
// When leaving a foundation, we want to be clear of it by this distance.
var g_LeaveFoundationRange = 4;
UnitAI.prototype.notifyToCheerInRange = 30;
UnitAI.prototype.DEFAULT_CAPTURE = false;
// To reject an order, use 'return this.FinishOrder();'
const ACCEPT_ORDER = true;
// See ../helpers/FSM.js for some documentation of this FSM specification syntax
UnitAI.prototype.UnitFsmSpec = {
// Default event handlers:
"MovementUpdate": function(msg)
{
// ignore spurious movement messages
// (these can happen when stopping moving at the same time
// as switching states)
},
"ConstructionFinished": function(msg)
{
// ignore uninteresting construction messages
},
"LosRangeUpdate": function(msg)
{
// Ignore newly-seen units by default.
},
"LosHealRangeUpdate": function(msg)
{
// Ignore newly-seen injured units by default.
},
"LosAttackRangeUpdate": function(msg)
{
// Ignore newly-seen enemy units by default.
},
"Attacked": function(msg)
{
// ignore attacker
},
"PackFinished": function(msg)
{
// ignore
},
"PickupCanceled": function(msg)
{
// ignore
},
"TradingCanceled": function(msg)
{
// ignore
},
"GuardedAttacked": function(msg)
{
// ignore
},
"OrderTargetRenamed": function()
{
// By default, trigger an exit-reenter
// so that state preconditions are checked against the new entity
// (there is no reason to assume the target is still valid).
this.SetNextState(this.GetCurrentState());
},
// Formation handlers:
"FormationLeave": function(msg)
{
// Overloaded by FORMATIONMEMBER
// We end up here if LeaveFormation was called when the entity
// was executing an order in an individual state, so we must
// discard the order now that it has been executed.
if (this.order && this.order.type === "LeaveFormation")
this.FinishOrder();
},
// Called when being told to walk as part of a formation
"Order.FormationWalk": function(msg)
{
if (!this.IsFormationMember() || !this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
// If the controller is IDLE, this is just the regular reformation timer.
// In that case we don't actually want to move, as that would unpack us.
const cmpControllerAI = Engine.QueryInterface(this.GetFormationController(), IID_UnitAI);
if (cmpControllerAI.IsIdle())
return this.FinishOrder();
this.PushOrderFront("Pack", { "force": true });
}
else
this.SetNextState("FORMATIONMEMBER.WALKING");
return ACCEPT_ORDER;
},
// Special orders:
// (these will be overridden by various states)
"Order.LeaveFoundation": function(msg)
{
if (!this.WillMoveFromFoundation(msg.data.target))
return this.FinishOrder();
msg.data.min = g_LeaveFoundationRange;
this.SetNextState("INDIVIDUAL.WALKING");
return ACCEPT_ORDER;
},
// Individual orders:
"Order.LeaveFormation": function()
{
if (!this.IsFormationMember())
return this.FinishOrder();
const cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers([this.entity]);
return ACCEPT_ORDER;
},
"Order.Stop": function(msg)
{
this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.Walk": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
this.SetHeldPosition(msg.data.x, msg.data.z);
msg.data.relaxed = true;
this.SetNextState("INDIVIDUAL.WALKING");
return ACCEPT_ORDER;
},
"Order.WalkAndFight": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
this.SetHeldPosition(msg.data.x, msg.data.z);
msg.data.relaxed = true;
this.SetNextState("INDIVIDUAL.WALKINGANDFIGHTING");
return ACCEPT_ORDER;
},
"Order.WalkToTarget": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
if (this.CheckRange(msg.data))
return this.FinishOrder();
msg.data.relaxed = true;
this.SetNextState("INDIVIDUAL.WALKING");
return ACCEPT_ORDER;
},
"Order.PickupUnit": function(msg)
{
const cmpHolder = Engine.QueryInterface(this.entity, msg.data.iid);
if (!cmpHolder || cmpHolder.IsFull())
return this.FinishOrder();
const range = cmpHolder.LoadingRange();
msg.data.min = range.min;
msg.data.max = range.max;
if (this.CheckRange(msg.data))
return this.FinishOrder();
// Check if we need to move
// If the target can reach us and we are reasonably close, don't move.
// TODO: it would be slightly more optimal to check for real, not bird-flight distance.
const cmpPassengerMotion = Engine.QueryInterface(msg.data.target, IID_UnitMotion);
if (cmpPassengerMotion &&
cmpPassengerMotion.IsTargetRangeReachable(this.entity, range.min, range.max) &&
PositionHelper.DistanceBetweenEntities(this.entity, msg.data.target) < 200)
this.SetNextState("INDIVIDUAL.PICKUP.LOADING");
else if (this.AbleToMove())
this.SetNextState("INDIVIDUAL.PICKUP.APPROACHING");
else
return this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.Guard": function(msg)
{
if (!this.AddGuard(msg.data.target))
return this.FinishOrder();
if (this.CheckTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("INDIVIDUAL.GUARD.GUARDING");
else if (this.AbleToMove())
this.SetNextState("INDIVIDUAL.GUARD.ESCORTING");
else
return this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.Flee": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
this.SetNextState("INDIVIDUAL.FLEEING");
return ACCEPT_ORDER;
},
"Order.Attack": function(msg)
{
const type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
if (!type)
return this.FinishOrder();
msg.data.attackType = type;
this.RememberTargetPosition();
if (msg.data.hunting && this.orderQueue.length > 1 && this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
if (this.CheckTargetAttackRange(msg.data.target, msg.data.attackType))
{
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return ACCEPT_ORDER;
}
// Cancel any current packing order.
if (this.EnsureCorrectPackStateForAttack(false))
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
return ACCEPT_ORDER;
}
// If we're hunting, that's a special case where we should continue attacking our target.
if (this.GetStance().respondStandGround && !msg.data.force && !msg.data.hunting || !this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
// If we're currently packing/unpacking, make sure we are packed, so we can move.
if (this.EnsureCorrectPackStateForAttack(true))
this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
return ACCEPT_ORDER;
},
"Order.Patrol": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
msg.data.relaxed = true;
this.SetNextState("INDIVIDUAL.PATROL.PATROLLING");
return ACCEPT_ORDER;
},
"Order.Heal": function(msg)
{
if (!this.TargetIsAlive(msg.data.target))
return this.FinishOrder();
// Healers can't heal themselves.
if (msg.data.target == this.entity)
return this.FinishOrder();
if (this.CheckTargetRange(msg.data.target, IID_Heal))
{
this.SetNextState("INDIVIDUAL.HEAL.HEALING");
return ACCEPT_ORDER;
}
if (!this.AbleToMove())
return this.FinishOrder();
if (this.GetStance().respondStandGround && !msg.data.force)
return this.FinishOrder();
this.SetNextState("INDIVIDUAL.HEAL.APPROACHING");
return ACCEPT_ORDER;
},
"Order.Gather": function(msg)
{
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return this.FinishOrder();
// We were given the order to gather while we were still gathering.
// This is needed because we don't re-enter the GATHER-state.
const taskedResourceType = cmpResourceGatherer.GetTaskedResourceType();
if (taskedResourceType && msg.data.type.generic != taskedResourceType)
this.UnitFsm.SwitchToNextState(this, "INDIVIDUAL.GATHER");
if (!this.CanGather(msg.data.target))
{
this.SetNextState("INDIVIDUAL.GATHER.FINDINGNEWTARGET");
return ACCEPT_ORDER;
}
if (this.MustKillGatherTarget(msg.data.target))
{
const bestAttack = Engine.QueryInterface(this.entity, IID_Attack)?.GetBestAttackAgainst(msg.data.target, false);
// Make sure we can attack the target, else we'll get very stuck
if (!bestAttack)
{
// Oops, we can't attack at all - give up
// TODO: should do something so the player knows why this failed
return this.FinishOrder();
}
// The target was visible when this order was issued,
// but could now be invisible again.
if (!this.CheckTargetVisible(msg.data.target))
{
if (msg.data.secondTry === undefined)
{
msg.data.secondTry = true;
this.PushOrderFront("Walk", msg.data.lastPos);
}
// We couldn't move there, or the target moved away
else if (!this.FinishOrder())
this.PushOrderFront("GatherNearPosition", {
"x": msg.data.lastPos.x,
"z": msg.data.lastPos.z,
"type": msg.data.type,
"template": msg.data.template
});
return ACCEPT_ORDER;
}
if (!this.AbleToMove() && !this.CheckTargetRange(msg.data.target, IID_Attack, bestAttack))
return this.FinishOrder();
this.PushOrderFront("Attack", { "target": msg.data.target, "force": !!msg.data.force, "hunting": true });
return ACCEPT_ORDER;
}
// If the unit is full go to the nearest dropsite instead of trying to gather.
if (!cmpResourceGatherer.CanCarryMore(msg.data.type.generic))
{
this.SetNextState("INDIVIDUAL.GATHER.RETURNINGRESOURCE");
return ACCEPT_ORDER;
}
this.RememberTargetPosition();
if (!msg.data.initPos)
msg.data.initPos = msg.data.lastPos;
if (this.CheckTargetRange(msg.data.target, IID_ResourceGatherer))
this.SetNextState("INDIVIDUAL.GATHER.GATHERING");
else if (this.AbleToMove())
this.SetNextState("INDIVIDUAL.GATHER.APPROACHING");
else
return this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.GatherNearPosition": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
this.SetNextState("INDIVIDUAL.GATHER.WALKING");
msg.data.initPos = { 'x': msg.data.x, 'z': msg.data.z };
msg.data.relaxed = true;
return ACCEPT_ORDER;
},
"Order.DropAtNearestDropSite": function(msg)
{
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
return this.FinishOrder();
const nearby = this.FindNearestDropsite(cmpResourceGatherer.GetMainCarryingType());
if (!nearby)
return this.FinishOrder();
this.ReturnResource(nearby, false, true);
return ACCEPT_ORDER;
},
"Order.ReturnResource": function(msg)
{
if (this.CheckTargetRange(msg.data.target, IID_ResourceGatherer))
this.SetNextState("INDIVIDUAL.RETURNRESOURCE.DROPPINGRESOURCES");
else if (this.AbleToMove())
this.SetNextState("INDIVIDUAL.RETURNRESOURCE.APPROACHING");
else
return this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.Trade": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
// We must check if this trader has both markets in case it was a back-to-work order.
const cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (!cmpTrader || !cmpTrader.HasBothMarkets())
return this.FinishOrder();
this.waypoints = [];
this.SetNextState("TRADE.APPROACHINGMARKET");
return ACCEPT_ORDER;
},
"Order.Repair": function(msg)
{
if (this.CheckTargetRange(msg.data.target, IID_Builder))
this.SetNextState("INDIVIDUAL.REPAIR.REPAIRING");
else if (this.AbleToMove())
this.SetNextState("INDIVIDUAL.REPAIR.APPROACHING");
else
return this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.Garrison": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
// Also pack when we are in range.
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return ACCEPT_ORDER;
}
if (this.CheckTargetRange(msg.data.target, msg.data.garrison ? IID_Garrisonable : IID_Turretable))
this.SetNextState("INDIVIDUAL.GARRISON.GARRISONING");
else
this.SetNextState("INDIVIDUAL.GARRISON.APPROACHING");
return ACCEPT_ORDER;
},
"Order.Ungarrison": function(msg)
{
// Note that this order MUST succeed, or we break
// the assumptions done in garrisonable/garrisonHolder,
// especially in Unloading in the latter. (For user feedback.)
// ToDo: This can be fixed by not making that assumption :)
this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.Cheer": function(msg)
{
return this.FinishOrder();
},
"Order.Pack": function(msg)
{
if (!this.CanPack())
return this.FinishOrder();
this.SetNextState("INDIVIDUAL.PACKING");
return ACCEPT_ORDER;
},
"Order.Unpack": function(msg)
{
if (!this.CanUnpack())
return this.FinishOrder();
this.SetNextState("INDIVIDUAL.UNPACKING");
return ACCEPT_ORDER;
},
"Order.MoveToChasingPoint": function(msg)
{
// Overriden by the CHASING state.
// Can however happen outside of it when renaming...
// TODO: don't use an order for that behaviour.
return this.FinishOrder();
},
"Order.CollectTreasure": function(msg)
{
if (this.CheckTargetRange(msg.data.target, IID_TreasureCollector))
this.SetNextState("INDIVIDUAL.COLLECTTREASURE.COLLECTING");
else if (this.AbleToMove())
this.SetNextState("INDIVIDUAL.COLLECTTREASURE.APPROACHING");
else
return this.FinishOrder();
return ACCEPT_ORDER;
},
"Order.CollectTreasureNearPosition": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
this.SetNextState("INDIVIDUAL.COLLECTTREASURE.WALKING");
msg.data.initPos = { 'x': msg.data.x, 'z': msg.data.z };
msg.data.relaxed = true;
return ACCEPT_ORDER;
},
// States for the special entity representing a group of units moving in formation:
"FORMATIONCONTROLLER": {
"Order.Walk": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("WALKING");
return ACCEPT_ORDER;
},
"Order.WalkAndFight": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("WALKINGANDFIGHTING");
return ACCEPT_ORDER;
},
"Order.MoveIntoFormation": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("FORMING");
return ACCEPT_ORDER;
},
// Only used by other orders to walk there in formation.
"Order.WalkToTargetRange": function(msg)
{
if (this.CheckRange(msg.data))
return this.FinishOrder();
if (!this.AbleToMove())
return this.FinishOrder();
this.SetNextState("WALKING");
return ACCEPT_ORDER;
},
"Order.WalkToTarget": function(msg)
{
if (this.CheckRange(msg.data))
return this.FinishOrder();
if (!this.AbleToMove())
return this.FinishOrder();
this.SetNextState("WALKING");
return ACCEPT_ORDER;
},
"Order.WalkToPointRange": function(msg)
{
if (this.CheckRange(msg.data))
return this.FinishOrder();
if (!this.AbleToMove())
return this.FinishOrder();
this.SetNextState("WALKING");
return ACCEPT_ORDER;
},
"Order.Patrol": function(msg)
{
if (!this.AbleToMove())
return this.FinishOrder();
this.CallMemberFunction("SetHeldPosition", [msg.data.x, msg.data.z]);
this.SetNextState("PATROL.PATROLLING");
return ACCEPT_ORDER;
},
"Order.Guard": function(msg)
{
this.CallMemberFunction("Guard", [msg.data.target, false]);
Engine.QueryInterface(this.entity, IID_Formation).Disband();
return ACCEPT_ORDER;
},
"Order.Stop": function(msg)
{
const cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
cmpFormation.ResetOrderVariant();
if (!this.IsAttackingAsFormation())
this.CallMemberFunction("Stop", [false]);
this.FinishOrder();
return ACCEPT_ORDER;
// Don't move the members back into formation,
// as the formation then resets and it looks odd when walk-stopping.
// TODO: this should be improved in the formation reshaping code.
},
"Order.Attack": function(msg)
{
const target = msg.data.target;
let formationTarget;
const cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember())
formationTarget = cmpTargetUnitAI.GetFormationController();
if (!this.CheckFormationTargetAttackRange(formationTarget || target))
{
if (this.AbleToMove() && this.CheckTargetVisible(target))
{
this.SetNextState("COMBAT.APPROACHING");
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("Attack", [formationTarget || target, msg.data.allowCapture, false]);
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (cmpAttack && cmpAttack.CanAttackAsFormation())
this.SetNextState("COMBAT.ATTACKING");
else
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Garrison": function(msg)
{
if (!Engine.QueryInterface(msg.data.target,
msg.data.garrison ? IID_GarrisonHolder : IID_TurretHolder))
return this.FinishOrder();
if (this.CheckTargetRange(msg.data.target, msg.data.garrison ? IID_Garrisonable : IID_Turretable))
{
if (!this.AbleToMove() || !this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
this.SetNextState("GARRISON.APPROACHING");
}
else
this.SetNextState("GARRISON.GARRISONING");
return ACCEPT_ORDER;
},
"Order.Gather": function(msg)
{
if (this.MustKillGatherTarget(msg.data.target))
{
// The target was visible when this order was given,
// but could now be invisible.
if (!this.CheckTargetVisible(msg.data.target))
{
if (msg.data.secondTry === undefined)
{
msg.data.secondTry = true;
this.PushOrderFront("Walk", msg.data.lastPos);
}
// We couldn't move there, or the target moved away
else
{
const data = msg.data;
if (!this.FinishOrder())
this.PushOrderFront("GatherNearPosition", {
"x": data.lastPos.x,
"z": data.lastPos.z,
"type": data.type,
"template": data.template
});
}
return ACCEPT_ORDER;
}
this.PushOrderFront("Attack", { "target": msg.data.target, "force": !!msg.data.force, "hunting": true, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
// TODO: on what should we base this range?
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.CanGather(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
// TODO: Should we issue a gather-near-position order
// if the target isn't gatherable/doesn't exist anymore?
if (!msg.data.secondTry)
{
msg.data.secondTry = true;
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("Gather", [msg.data.target, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.GatherNearPosition": function(msg)
{
// TODO: on what should we base this range?
if (!this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, 20))
{
// Out of range; move there in formation
this.PushOrderFront("WalkToPointRange", { "x": msg.data.x, "z": msg.data.z, "min": 0, "max": 20 });
return ACCEPT_ORDER;
}
this.CallMemberFunction("GatherNearPosition", [msg.data.x, msg.data.z, msg.data.type, msg.data.template, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Heal": function(msg)
{
// TODO: on what should we base this range?
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
if (!msg.data.secondTry)
{
msg.data.secondTry = true;
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("Heal", [msg.data.target, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.CollectTreasure": function(msg)
{
// TODO: on what should we base this range?
if (this.CheckTargetRangeExplicit(msg.data.target, 0, 20))
{
this.CallMemberFunction("CollectTreasure", [msg.data.target, false, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
}
if (msg.data.secondTry || !this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
msg.data.secondTry = true;
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 20 });
return ACCEPT_ORDER;
},
"Order.CollectTreasureNearPosition": function(msg)
{
// TODO: on what should we base this range?
if (!this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, 20))
{
this.PushOrderFront("WalkToPointRange", { "x": msg.data.x, "z": msg.data.z, "min": 0, "max": 20 });
return ACCEPT_ORDER;
}
this.CallMemberFunction("CollectTreasureNearPosition", [msg.data.x, msg.data.z, false, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Repair": function(msg)
{
// TODO: on what should we base this range?
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.TargetIsAlive(msg.data.target) || !this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
if (!msg.data.secondTry)
{
msg.data.secondTry = true;
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("Repair", [msg.data.target, msg.data.autocontinue, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.ReturnResource": function(msg)
{
// TODO: on what should we base this range?
if (!this.CheckTargetRangeExplicit(msg.data.target, 0, 10))
{
if (!this.CheckTargetVisible(msg.data.target))
return this.FinishOrder();
if (!msg.data.secondTry)
{
msg.data.secondTry = true;
this.PushOrderFront("WalkToTargetRange", { "target": msg.data.target, "min": 0, "max": 10 });
return ACCEPT_ORDER;
}
return this.FinishOrder();
}
this.CallMemberFunction("ReturnResource", [msg.data.target, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Pack": function(msg)
{
this.CallMemberFunction("Pack", [false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.Unpack": function(msg)
{
this.CallMemberFunction("Unpack", [false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"Order.DropAtNearestDropSite": function(msg)
{
this.CallMemberFunction("DropAtNearestDropSite", [false, false]);
this.SetNextState("MEMBER");
return ACCEPT_ORDER;
},
"IDLE": {
"enter": function(msg)
{
// Start the timer on the next turn to catch up with potential stragglers.
this.StartTimer(100, 2000);
this.isIdle = true;
return false;
},
"leave": function()
{
this.isIdle = false;
this.StopTimer();
},
"Timer": function(msg)
{
const cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return;
this.RequestFormationUpdate();
},
},
"WALKING": {
"enter": function()
{
this.RequestFormationUpdate(true, true);
this.StartTimer(100, 2000);
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopTimer();
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (msg.veryObstructed && !this.obstructionMitigationAttempted)
this.AttemptObstructionMitigation();
else if (msg.likelyFailure || this.CheckRange(this.order.data))
this.FinishOrder();
},
"Timer": function()
{
// Update Formation in case some members left.
this.RequestFormationUpdate(false, true);
}
},
"WALKINGANDFIGHTING": {
"enter": function(msg)
{
this.RequestFormationUpdate(true, true, "combat");
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.StartTimer(0, 1000);
this.order.data.returningState = "WALKINGANDFIGHTING";
return false;
},
"leave": function()
{
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg)
{
Engine.ProfileStart("FindWalkAndFightTargets");
if (this.FindWalkAndFightTargets())
this.SetNextState("MEMBER");
Engine.ProfileStop();
},
"MovementUpdate": function(msg)
{
if (msg.veryObstructed && !this.obstructionMitigationAttempted)
this.AttemptObstructionMitigation();
else if (msg.likelyFailure || this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"PATROL": {
"enter": function()
{
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
{
this.FinishOrder();
return true;
}
// Memorize the origin position in case that we want to go back.
if (!this.patrolStartPosOrder)
{
this.patrolStartPosOrder = cmpPosition.GetPosition();
this.patrolStartPosOrder.targetClasses = this.order.data.targetClasses;
this.patrolStartPosOrder.allowCapture = this.order.data.allowCapture;
}
return false;
},
"leave": function()
{
delete this.patrolStartPosOrder;
},
"PATROLLING": {
"enter": function()
{
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld() ||
!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.StartTimer(0, 1000);
this.order.data.returningState = "PATROL.PATROLLING";
return false;
},
"leave": function()
{
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg)
{
// Force the units to stick together
// TODO : better handling of formation patrolling
// See https://gitea.wildfiregames.com/0ad/0ad/issues/8558
this.RequestFormationUpdate(true, true, "combat");
if (this.FindWalkAndFightTargets())
this.SetNextState("MEMBER");
},
"MovementUpdate": function(msg)
{
if (msg.veryObstructed && !this.obstructionMitigationAttempted)
{
this.AttemptObstructionMitigation();
return;
}
if (!msg.likelyFailure && !msg.likelySuccess && !this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange))
return;
if (this.orderQueue.length == 1)
this.PushOrder("Patrol", this.patrolStartPosOrder);
this.PushOrder(this.order.type, this.order.data);
this.SetNextState("CHECKINGWAYPOINT");
},
},
"CHECKINGWAYPOINT": {
"enter": function()
{
this.StartTimer(0, 1000);
this.stopSurveying = 0;
// TODO: pick a proper animation
return false;
},
"leave": function()
{
this.StopTimer();
delete this.stopSurveying;
},
"Timer": function(msg)
{
if (this.stopSurveying >= +this.template.PatrolWaitTime)
{
this.FinishOrder();
return;
}
if (this.FindWalkAndFightTargets())
this.SetNextState("MEMBER");
else
++this.stopSurveying;
}
}
},
"GARRISON": {
"APPROACHING": {
"enter": function()
{
if (!this.MoveToTargetRange(this.order.data.target, this.order.data.garrison ? IID_Garrisonable : IID_Turretable))
{
this.FinishOrder();
return true;
}
this.RequestFormationUpdate(true, true);
// If the holder should pickup, warn it so it can take needed action.
const cmpHolder = Engine.QueryInterface(this.order.data.target, this.order.data.garrison ? IID_GarrisonHolder : IID_TurretHolder);
if (cmpHolder && cmpHolder.CanPickup(this.entity))
{
this.pickup = this.order.data.target; // temporary, deleted in "leave"
Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity, "iid": this.order.data.garrison ? IID_GarrisonHolder : IID_TurretHolder });
}
return false;
},
"leave": function()
{
this.StopMoving();
if (this.pickup)
{
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
delete this.pickup;
}
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("GARRISONING");
},
},
"GARRISONING": {
"enter": function()
{
this.CallMemberFunction(this.order.data.garrison ? "Garrison" : "OccupyTurret", [this.order.data.target, false]);
// We might have been disbanded due to the lack of members.
if (Engine.QueryInterface(this.entity, IID_Formation).GetMemberCount())
this.SetNextState("MEMBER");
return true;
},
},
},
"FORMING": {
"enter": function()
{
this.RequestFormationUpdate(true, true);
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (!msg.likelyFailure && !this.CheckRange(this.order.data))
return;
this.FinishOrder();
}
},
"COMBAT": {
"APPROACHING": {
"enter": function()
{
this.RequestFormationUpdate(true, true, "combat");
if (!this.MoveFormationToTargetAttackRange(this.order.data.target))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
let target = this.order.data.target;
const cmpTargetUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (cmpTargetUnitAI && cmpTargetUnitAI.IsFormationMember())
target = cmpTargetUnitAI.GetFormationController();
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.CallMemberFunction("Attack", [target, this.order.data.allowCapture, false]);
if (cmpAttack.CanAttackAsFormation())
this.SetNextState("COMBAT.ATTACKING");
else
this.SetNextState("MEMBER");
},
},
"ATTACKING": {
// Wait for individual members to finish
"enter": function(msg)
{
const target = this.order.data.target;
if (!this.CheckFormationTargetAttackRange(target))
{
if (this.CanAttack(target) && this.CheckTargetVisible(target))
{
this.SetNextState("COMBAT.APPROACHING");
return true;
}
this.FinishOrder();
return true;
}
this.RequestFormationUpdate(false, false, "combat");
this.StartTimer(200, 200);
return false;
},
"Timer": function(msg)
{
const target = this.order.data.target;
if (!this.CheckFormationTargetAttackRange(target))
{
if (this.CanAttack(target) && this.CheckTargetVisible(target))
{
this.SetNextState("COMBAT.APPROACHING");
return;
}
this.FinishOrder();
return;
}
},
"leave": function(msg)
{
this.StopTimer();
},
},
},
// Wait for individual members to finish
"MEMBER": {
"OrderTargetRenamed": function(msg)
{
// In general, don't react - we don't want to send spurious messages to members.
// This looks odd for hunting however because we wait for all
// entities to have clumped around the dead resource before proceeding
// so explicitly handle this case.
if (this.order && this.order.data && this.order.data.hunting &&
this.order.data.target == msg.data.newentity &&
this.orderQueue.length > 1)
this.FinishOrder();
},
"enter": function(msg)
{
// While waiting on members, the formation is more like
// a group of unit and does not have a well-defined position,
// so move the controller out of the world to enforce that.
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
cmpPosition.MoveOutOfWorld();
this.StartTimer(1000, 1000);
return false;
},
"Timer": function(msg)
{
const cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation && !cmpFormation.AreAllMembersFinished())
return;
if (this.order?.data?.returningState)
this.SetNextState(this.order.data.returningState);
else
this.FinishOrder();
},
"leave": function(msg)
{
this.StopTimer();
// Update the held position so entities respond to orders.
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
{
const pos = cmpPosition.GetPosition2D();
this.CallMemberFunction("SetHeldPosition", [pos.x, pos.y]);
}
},
},
},
// States for entities moving as part of a formation:
"FORMATIONMEMBER": {
"FormationLeave": function(msg)
{
// Called when selecting units out of a formation
// Stop moving as soon as the formation disbands
// Keep current rotation
const facePointAfterMove = this.GetFacePointAfterMove();
this.SetFacePointAfterMove(false);
this.StopMoving();
this.SetFacePointAfterMove(facePointAfterMove);
// If the controller handled an order but some members rejected it,
// they will have no orders and be in the FORMATIONMEMBER.IDLE state.
if (this.orderQueue.length)
{
// We're leaving the formation, so stop our FormationWalk order
if (this.FinishOrder())
return;
}
this.formationAnimationVariant = undefined;
this.SetNextState("INDIVIDUAL.IDLE");
},
// Override the LeaveFoundation order since we're not doing
// anything more important (and we might be stuck in the WALKING
// state forever and need to get out of foundations in that case)
"Order.LeaveFoundation": function(msg)
{
if (!this.WillMoveFromFoundation(msg.data.target))
return this.FinishOrder();
msg.data.min = g_LeaveFoundationRange;
this.SetNextState("WALKINGTOPOINT");
return ACCEPT_ORDER;
},
"enter": function()
{
const cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
{
this.formationAnimationVariant = cmpFormation.GetFormationAnimationVariant(this.entity);
if (this.formationAnimationVariant)
this.SetAnimationVariant(this.formationAnimationVariant);
else
this.SetDefaultAnimationVariant();
}
return false;
},
"leave": function()
{
this.SetDefaultAnimationVariant();
this.formationAnimationVariant = undefined;
},
"IDLE": "INDIVIDUAL.IDLE",
"CHEERING": "INDIVIDUAL.CHEERING",
"WALKING": {
"enter": function()
{
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
cmpUnitMotion.MoveToFormationOffset(this.order.data.target, this.order.data.x, this.order.data.z);
if (this.order.data.offsetsChanged)
{
const cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
this.formationAnimationVariant = cmpFormation.GetFormationAnimationVariant(this.entity);
}
if (this.formationAnimationVariant)
this.SetAnimationVariant(this.formationAnimationVariant);
else if (this.order.data.variant)
this.SetAnimationVariant(this.order.data.variant);
else
this.SetDefaultAnimationVariant();
if (cmpUnitMotion.PossiblyAtDestination())
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
// Don't use the logic from unitMotion, as SetInPosition
// has already given us a custom rotation
// (or we failed to move and thus don't care.)
const facePointAfterMove = this.GetFacePointAfterMove();
this.SetFacePointAfterMove(false);
this.StopMoving();
this.SetFacePointAfterMove(facePointAfterMove);
},
// Occurs when the unit has reached its destination and the controller
// is done moving. The controller is notified.
"MovementUpdate": function(msg)
{
// When walking in formation, we'll only get notified in case of failure
// if the formation controller has stopped walking.
// Formations can start lagging a lot if many entities request short path
// so prefer to finish order early than retry pathing.
// (see https://code.wildfiregames.com/rP23806)
// (if the message is likelyFailure of likelySuccess, we also want to stop).
this.FinishOrder();
},
},
// Special case used by Order.LeaveFoundation
"WALKINGTOPOINT": {
"enter": function()
{
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function()
{
if (!this.CheckRange(this.order.data))
return;
this.FinishOrder();
},
},
},
// States for entities not part of a formation:
"INDIVIDUAL": {
"Attacked": function(msg)
{
if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force)
this.RespondToTargetedEntities([msg.data.attacker]);
},
"GuardedAttacked": function(msg)
{
// do nothing if we have a forced order in queue before the guard order
for (var i = 0; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].type == "Guard")
break;
if (this.orderQueue[i].data && this.orderQueue[i].data.force)
return;
}
// if we already are targeting another unit still alive, finish with it first
if (this.order && (this.order.type == "WalkAndFight" || this.order.type == "Attack"))
if (this.order.data.target != msg.data.attacker && this.CanAttack(msg.data.attacker))
return;
var cmpIdentity = Engine.QueryInterface(this.entity, IID_Identity);
var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health);
if (cmpIdentity && cmpIdentity.HasClass("Support") &&
cmpHealth && cmpHealth.IsInjured())
{
if (this.CanHeal(this.isGuardOf))
this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
else if (this.CanRepair(this.isGuardOf))
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
return;
}
var cmpBuildingAI = Engine.QueryInterface(msg.data.attacker, IID_BuildingAI);
if (cmpBuildingAI && this.CanRepair(this.isGuardOf))
{
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
return;
}
if (this.CheckTargetVisible(msg.data.attacker))
this.PushOrderFront("Attack", { "target": msg.data.attacker, "force": false });
else
{
var cmpPosition = Engine.QueryInterface(msg.data.attacker, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.PushOrderFront("WalkAndFight", { "x": pos.x, "z": pos.z, "target": msg.data.attacker, "force": false });
// if we already had a WalkAndFight, keep only the most recent one in case the target has moved
if (this.orderQueue[1] && this.orderQueue[1].type == "WalkAndFight")
{
this.orderQueue.splice(1, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
}
}
},
"IDLE": {
"Order.Cheer": function()
{
// Do not cheer if there is no cheering time and we are not idle yet.
if (!this.cheeringTime || !this.isIdle)
return this.FinishOrder();
this.SetNextState("CHEERING");
return ACCEPT_ORDER;
},
"enter": function()
{
// Mark unit as idle internally, but delay idle behaviors and notifications
// to prevent spurious state changes and infinite loops.
this.isIdle = true;
this.isIdleConfirmed = false;
// Switch back to idle animation to guarantee we won't
// get stuck with an incorrect animation
this.SelectAnimation("idle");
// Delay idle behaviors and state notification by one turn to:
// 1. Prevent infinite loops when orders fail immediately after entering idle
// 2. Avoid spurious idle notifications for units that leave idle state quickly
// 3. Ensure GUI/AI only see stabilized idle states
// Pick 100 to execute on the next turn in both SP and MP.
this.StartTimer(100);
return false;
},
"leave": function()
{
this.isIdle = false;
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losHealRangeQuery);
if (this.losAttackRangeQuery)
cmpRangeManager.DisableActiveQuery(this.losAttackRangeQuery);
this.StopTimer();
if (this.isIdleConfirmed)
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": false });
delete this.isIdleConfirmed;
},
"Attacked": function(msg)
{
if (this.isIdle && (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force))
this.RespondToTargetedEntities([msg.data.attacker]);
},
// On the range updates:
// We check for idleness to prevent an entity to react only to newly seen entities
// when receiving a Los*RangeUpdate on the same turn as the entity becomes idle
// since this.FindNew*Targets is called in the timer.
"LosRangeUpdate": function(msg)
{
if (this.isIdle && msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToSightedEntities(msg.data.added);
},
"LosHealRangeUpdate": function(msg)
{
if (this.isIdle && msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToHealableEntities(msg.data.added);
},
"LosAttackRangeUpdate": function(msg)
{
if (this.isIdle && msg && msg.data && msg.data.added && msg.data.added.length && this.GetStance().targetVisibleEnemies)
this.AttackEntitiesByPreference(msg.data.added);
},
"Timer": function(msg)
{
if (this.isGuardOf)
{
this.Guard(this.isGuardOf, false);
return;
}
// If a unit can heal and attack we first want to heal wounded units,
// so check if we are a healer and find whether there's anybody nearby to heal.
// (If anyone approaches later it'll be handled via LosHealRangeUpdate.)
// If anyone in sight gets hurt that will be handled via LosHealRangeUpdate.
if (this.IsHealer() && this.FindNewHealTargets())
return;
// If we entered the idle state we must have nothing better to do,
// so immediately check whether there's anybody nearby to attack.
// (If anyone approaches later, it'll be handled via LosAttackRangeUpdate.)
if (this.FindNewTargets())
return;
if (this.FindSightedEnemies())
return;
if (!this.isIdleConfirmed)
{
this.isIdleConfirmed = true;
Engine.PostMessage(this.entity, MT_UnitIdleChanged, { "idle": true });
// Move back to the held position if we drifted away.
// (only if not a formation member).
if (!this.IsFormationMember() &&
this.GetStance().respondHoldGround && this.heldPosition &&
!this.CheckPointRangeExplicit(this.heldPosition.x, this.heldPosition.z, 0, 10) &&
this.WalkToHeldPosition())
return;
}
// Go linger first to prevent all roaming entities
// to move all at the same time on map init.
if (this.template.RoamDistance)
this.SetNextState("LINGERING");
},
"ROAMING": {
"enter": function()
{
this.SetFacePointAfterMove(false);
this.MoveRandomly(+this.template.RoamDistance);
this.StartTimer(randIntInclusive(+this.template.RoamTimeMin, +this.template.RoamTimeMax));
return false;
},
"leave": function()
{
this.StopMoving();
this.StopTimer();
this.SetFacePointAfterMove(true);
},
"Timer": function(msg)
{
this.SetNextState("LINGERING");
},
"MovementUpdate": function()
{
this.MoveRandomly(+this.template.RoamDistance);
},
},
"LINGERING": {
"enter": function()
{
// ToDo: rename animations?
this.SelectAnimation("feeding");
this.StartTimer(randIntInclusive(+this.template.FeedTimeMin, +this.template.FeedTimeMax));
return false;
},
"leave": function()
{
this.ResetAnimation();
this.StopTimer();
},
"Timer": function(msg)
{
this.SetNextState("ROAMING");
},
},
},
"WALKING": {
"enter": function()
{
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
// If it looks like the path is failing, and we are close enough stop anyways.
// This avoids pathing for an unreachable goal and reduces lag considerably.
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"WALKINGANDFIGHTING": {
"enter": function()
{
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
// Show weapons rather than carried resources.
this.SetAnimationVariant("combat");
this.StartTimer(0, 1000);
return false;
},
"Timer": function(msg)
{
this.FindWalkAndFightTargets();
},
"leave": function(msg)
{
this.StopMoving();
this.StopTimer();
this.SetDefaultAnimationVariant();
},
"MovementUpdate": function(msg)
{
// If it looks like the path is failing, and we are close enough stop anyways.
// This avoids pathing for an unreachable goal and reduces lag considerably.
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.FinishOrder();
},
},
"PATROL": {
"enter": function()
{
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
{
this.FinishOrder();
return true;
}
// Memorize the origin position in case that we want to go back.
if (!this.patrolStartPosOrder)
{
this.patrolStartPosOrder = cmpPosition.GetPosition();
this.patrolStartPosOrder.targetClasses = this.order.data.targetClasses;
this.patrolStartPosOrder.allowCapture = this.order.data.allowCapture;
}
this.SetAnimationVariant("combat");
return false;
},
"leave": function()
{
delete this.patrolStartPosOrder;
this.SetDefaultAnimationVariant();
},
"PATROLLING": {
"enter": function()
{
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld() ||
!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.StartTimer(0, 1000);
return false;
},
"leave": function()
{
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg)
{
this.FindWalkAndFightTargets();
},
"MovementUpdate": function(msg)
{
if (!msg.likelyFailure && !msg.likelySuccess && !this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange))
return;
if (this.orderQueue.length == 1)
this.PushOrder("Patrol", this.patrolStartPosOrder);
this.PushOrder(this.order.type, this.order.data);
this.SetNextState("CHECKINGWAYPOINT");
},
},
"CHECKINGWAYPOINT": {
"enter": function()
{
this.StartTimer(0, 1000);
this.stopSurveying = 0;
// TODO: pick a proper animation
return false;
},
"leave": function()
{
this.StopTimer();
delete this.stopSurveying;
},
"Timer": function(msg)
{
if (this.stopSurveying >= +this.template.PatrolWaitTime)
{
this.FinishOrder();
return;
}
if (!this.FindWalkAndFightTargets())
++this.stopSurveying;
}
}
},
"GUARD": {
"RemoveGuard": function()
{
this.FinishOrder();
},
"ESCORTING": {
"enter": function()
{
if (!this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
{
this.FinishOrder();
return true;
}
// Show weapons rather than carried resources.
this.SetAnimationVariant("combat");
this.StartTimer(0, 1000);
this.SetHeldPositionOnEntity(this.isGuardOf);
return false;
},
"Timer": function(msg)
{
if (!this.ShouldGuard(this.isGuardOf))
{
this.FinishOrder();
return;
}
const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
if (cmpObstructionManager.IsInTargetRange(this.entity, this.isGuardOf, 0, 3 * this.guardRange, false))
this.TryMatchTargetSpeed(this.isGuardOf, false);
this.SetHeldPositionOnEntity(this.isGuardOf);
},
"leave": function(msg)
{
this.StopMoving();
this.StopTimer();
this.SetDefaultAnimationVariant();
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure || this.CheckTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("GUARDING");
},
},
"GUARDING": {
"enter": function()
{
this.StartTimer(1000, 1000);
this.SetHeldPositionOnEntity(this.entity);
this.SetAnimationVariant("combat");
this.FaceTowardsTarget(this.order.data.target);
return false;
},
"LosAttackRangeUpdate": function(msg)
{
if (this.GetStance().targetVisibleEnemies)
this.AttackEntitiesByPreference(msg.data.added);
},
"Timer": function(msg)
{
if (!this.ShouldGuard(this.isGuardOf))
{
this.FinishOrder();
return;
}
// TODO: find out what to do if we cannot move.
if (!this.CheckTargetRangeExplicit(this.isGuardOf, 0, this.guardRange) &&
this.MoveToTargetRangeExplicit(this.isGuardOf, 0, this.guardRange))
this.SetNextState("ESCORTING");
else
{
this.FaceTowardsTarget(this.order.data.target);
var cmpHealth = Engine.QueryInterface(this.isGuardOf, IID_Health);
if (cmpHealth && cmpHealth.IsInjured())
{
if (this.CanHeal(this.isGuardOf))
this.PushOrderFront("Heal", { "target": this.isGuardOf, "force": false });
else if (this.CanRepair(this.isGuardOf))
this.PushOrderFront("Repair", { "target": this.isGuardOf, "autocontinue": false, "force": false });
}
}
},
"leave": function(msg)
{
this.StopTimer();
this.SetDefaultAnimationVariant();
},
},
},
"FLEEING": {
"enter": function()
{
// We use the distance between the entities to account for ranged attacks
this.order.data.distanceToFlee = PositionHelper.DistanceBetweenEntities(this.entity, this.order.data.target) + (+this.template.FleeDistance);
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
// Use unit motion directly to ignore the visibility check. TODO: change this if we add LOS to fauna.
if (this.CheckTargetRangeExplicit(this.order.data.target, this.order.data.distanceToFlee, -1) ||
!cmpUnitMotion || !cmpUnitMotion.MoveToTargetRange(this.order.data.target, this.order.data.distanceToFlee, -1))
{
this.FinishOrder();
return true;
}
this.PlaySound("panic");
this.Run();
return false;
},
"OrderTargetRenamed": function(msg)
{
// To avoid replaying the panic sound, handle this explicitly.
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (this.CheckTargetRangeExplicit(this.order.data.target, this.order.data.distanceToFlee, -1) ||
!cmpUnitMotion || !cmpUnitMotion.MoveToTargetRange(this.order.data.target, this.order.data.distanceToFlee, -1))
this.FinishOrder();
},
"Attacked": function(msg)
{
if (msg.data.attacker == this.order.data.target)
return;
const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
if (cmpObstructionManager.DistanceToTarget(this.entity, msg.data.target) > cmpObstructionManager.DistanceToTarget(this.entity, this.order.data.target))
return;
if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force)
this.RespondToTargetedEntities([msg.data.attacker]);
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure || this.CheckTargetRangeExplicit(this.order.data.target, this.order.data.distanceToFlee, -1))
this.FinishOrder();
},
},
"COMBAT": {
"Order.LeaveFoundation": function(msg)
{
// Ignore the order as we're busy.
return this.FinishOrder();
},
"Attacked": function(msg)
{
// If we're already in combat mode, ignore anyone else who's attacking us
// unless it's a melee attack since they may be blocking our way to the target
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || !this.order.data.force))
this.RespondToTargetedEntities([msg.data.attacker]);
},
"leave": function()
{
if (!this.formationAnimationVariant)
this.SetDefaultAnimationVariant();
},
"APPROACHING": {
"enter": function()
{
// Set this.order.data.target and this.order.formationTarget.
// Should only mutate these once, when receiving a order with
// a formation controller as target.
this.HandleTargetAsFormation();
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
this.FinishOrder();
return true;
}
if (!this.formationAnimationVariant)
this.SetAnimationVariant("combat");
this.StartTimer(1000, 1000);
return false;
},
"leave": function()
{
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg)
{
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType))
{
this.FinishOrder();
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
}
else
{
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 &&
this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
}
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure)
{
// This also handles hunting.
if (this.orderQueue.length > 1)
{
this.FinishOrder();
return;
}
else if (!this.order.data.force || !this.order.data.lastPos)
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
// If the order was forced, try moving to the target position,
// under the assumption that this is desirable if the target
// was somewhat far away - we'll likely end up closer to where
// the player hoped we would.
const lastPos = this.order.data.lastPos;
this.PushOrder("WalkAndFight", {
"x": lastPos.x, "z": lastPos.z,
"force": false,
});
return;
}
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
}
else if (msg.likelySuccess)
// Try moving again,
// attack range uses a height-related formula and our actual max range might have changed.
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.FinishOrder();
},
},
"ATTACKING": {
"enter": function()
{
// Set this.order.data.target and this.order.formationTarget.
// Should only mutate these once, when receiving a order with
// a formation controller as target.
this.HandleTargetAsFormation();
this.shouldCheer = false;
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
{
this.FinishOrder();
return true;
}
if (!this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return true;
}
this.ProcessMessage("OutOfRange");
return true;
}
if (!this.formationAnimationVariant)
this.SetAnimationVariant("combat");
this.FaceTowardsTarget(this.order.data.target);
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 && this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
if (!cmpAttack.StartAttacking(this.order.data.target, this.order.data.attackType, IID_UnitAI, this.order.data.force))
{
this.ProcessMessage("TargetInvalidated");
return true;
}
const cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (cmpBuildingAI)
{
cmpBuildingAI.SetUnitAITarget(this.order.data.target);
return false;
}
const cmpUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
// Units with no cheering time do not cheer.
this.shouldCheer = cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal()) && this.cheeringTime > 0;
return false;
},
"leave": function()
{
const cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI);
if (cmpBuildingAI)
cmpBuildingAI.SetUnitAITarget(0);
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (cmpAttack)
cmpAttack.StopAttacking();
},
"OutOfRange": function()
{
if (this.ShouldChaseTargetedEntity(this.order.data.target, this.order.data.force))
{
if (this.CanPack())
{
this.PushOrderFront("Pack", { "force": true });
return;
}
this.SetNextState("CHASING");
return;
}
this.SetNextState("FINDINGNEWTARGET");
},
"TargetInvalidated": function()
{
this.SetNextState("FINDINGNEWTARGET");
},
"Attacked": function(msg)
{
if (this.order.data.attackType == "Capture" && (this.GetStance().targetAttackersAlways || !this.order.data.force) &&
this.order.data.target != msg.data.attacker && this.GetBestAttackAgainst(msg.data.attacker, true) != "Capture")
this.RespondToTargetedEntities([msg.data.attacker]);
}
},
"FINDINGNEWTARGET": {
"Order.Cheer": function()
{
if (!this.cheeringTime)
return this.FinishOrder();
this.SetNextState("CHEERING");
return ACCEPT_ORDER;
},
"enter": function()
{
// Check if we are attacking a formation.
let cmpFormation = Engine.QueryInterface(this.order.data.target, IID_Formation);
if (cmpFormation)
this.order.data.formationTarget = this.order.data.target;
else
cmpFormation = Engine.QueryInterface(this.order.data.formationTarget || INVALID_ENTITY, IID_Formation);
// If the target is a formation, pick closest member.
if (cmpFormation)
{
const filter = (t) => this.CanAttack(t);
// As we're also setting this.order.data.target, if GetClosestMemberToEntity returns INVALID_ENTITY, this should prevent us from reentering
// here again right away, as cmpFormation would be null.
// Now we cannot have an infinite loop if ATTACKING send us to FINDINGNEWTARGET again.
this.order.data.target = cmpFormation.GetClosestMemberToEntity(this.entity, filter);
if (this.order.data.target == INVALID_ENTITY)
delete this.order.data.formationTarget;
this.SetNextState("COMBAT.ATTACKING");
return true;
}
// Can't reach it, no longer owned by enemy, or it doesn't exist any more - give up
// except if in WalkAndFight mode where we look for more enemies around before moving again.
if (this.FinishOrder())
{
if (this.IsWalkingAndFighting())
{
Engine.ProfileStart("FindWalkAndFightTargets");
this.FindWalkAndFightTargets();
Engine.ProfileStop();
}
return true;
}
if (this.FindNewTargets())
return true;
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
if (this.shouldCheer)
{
this.Cheer();
this.CallPlayerOwnedEntitiesFunctionInRange("Cheer", [], this.notifyToCheerInRange);
}
return true;
},
},
"CHASING": {
"Order.MoveToChasingPoint": function(msg)
{
if (this.CheckPointRangeExplicit(msg.data.x, msg.data.z, 0, msg.data.max) || !this.AbleToMove())
return this.FinishOrder();
msg.data.relaxed = true;
this.StopTimer();
this.SetNextState("MOVINGTOPOINT");
return ACCEPT_ORDER;
},
"enter": function()
{
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
this.FinishOrder();
return true;
}
if (!this.formationAnimationVariant)
this.SetAnimationVariant("combat");
if (Engine.QueryInterface(this.order.data.target, IID_UnitAI)?.IsFleeing())
this.Run();
this.StartTimer(1000, 1000);
return false;
},
"leave": function()
{
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg)
{
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Attack, this.order.data.attackType))
{
this.FinishOrder();
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
}
else
{
this.RememberTargetPosition();
if (this.order.data.hunting && this.orderQueue.length > 1 &&
this.orderQueue[1].type === "Gather")
this.RememberTargetPosition(this.orderQueue[1].data);
}
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure)
{
// This also handles hunting.
if (this.orderQueue.length > 1)
{
this.FinishOrder();
return;
}
else if (!this.order.data.force)
{
this.SetNextState("COMBAT.FINDINGNEWTARGET");
return;
}
else if (this.order.data.lastPos)
{
const lastPos = this.order.data.lastPos;
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
this.PushOrder("MoveToChasingPoint", {
"x": lastPos.x,
"z": lastPos.z,
"max": cmpAttack.GetRange(this.order.data.attackType).max,
"force": true
});
return;
}
}
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
{
if (this.CanUnpack())
{
this.PushOrderFront("Unpack", { "force": true });
return;
}
this.SetNextState("ATTACKING");
}
else if (msg.likelySuccess)
// Try moving again,
// attack range uses a height-related formula and our actual max range might have changed.
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
this.FinishOrder();
},
"MOVINGTOPOINT": {
"enter": function()
{
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
// If it looks like the path is failing, and we are close enough from wanted range
// stop anyways. This avoids pathing for an unreachable goal and reduces lag considerably.
if (msg.likelyFailure ||
msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.order.data.max + this.DefaultRelaxedMaxRange) ||
!msg.obstructed && this.CheckRange(this.order.data))
this.FinishOrder();
},
},
},
},
"GATHER": {
"enter": function()
{
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
cmpResourceGatherer.AddToPlayerCounter(this.order.data.type.generic);
return false;
},
"leave": function()
{
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
cmpResourceGatherer.RemoveFromPlayerCounter();
// Show the carried resource, if we've gathered anything.
this.SetDefaultAnimationVariant();
},
"APPROACHING": {
"enter": function()
{
this.gatheringTarget = this.order.data.target; // temporary, deleted in "leave".
if (this.CheckRange(this.order.data, IID_ResourceGatherer))
{
this.SetNextState("GATHERING");
return true;
}
// If we can't move, assume we'll fail any subsequent order
// and finish the order entirely to avoid an infinite loop.
if (!this.AbleToMove())
{
this.FinishOrder();
return true;
}
const cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
const cmpMirage = Engine.QueryInterface(this.gatheringTarget, IID_Mirage);
if ((!cmpMirage || !cmpMirage.Mirages(IID_ResourceSupply)) &&
(!cmpSupply || !cmpSupply.AddGatherer(this.entity)) ||
!this.MoveTo(this.order.data, IID_ResourceGatherer))
{
// If the target's last known position is in FOW, try going there
// and hope that we might find it then.
const lastPos = this.order.data.lastPos;
if (this.gatheringTarget != INVALID_ENTITY &&
lastPos && !this.CheckPositionVisible(lastPos.x, lastPos.z))
{
this.PushOrderFront("Walk", {
"x": lastPos.x, "z": lastPos.z,
"force": this.order.data.force
});
return true;
}
this.SetNextState("FINDINGNEWTARGET");
return true;
}
this.SetAnimationVariant("approach_" + this.order.data.type.specific);
return false;
},
"MovementUpdate": function(msg)
{
// The GATHERING timer will handle finding a valid resource.
if (msg.likelyFailure)
this.SetNextState("FINDINGNEWTARGET");
else if (this.CheckRange(this.order.data, IID_ResourceGatherer))
this.SetNextState("GATHERING");
},
"leave": function()
{
this.StopMoving();
this.SetDefaultAnimationVariant();
if (!this.gatheringTarget)
return;
const cmpSupply = Engine.QueryInterface(this.gatheringTarget, IID_ResourceSupply);
if (cmpSupply)
cmpSupply.RemoveGatherer(this.entity);
delete this.gatheringTarget;
},
},
// Walking to a good place to gather resources near, used by GatherNearPosition
"WALKING": {
"enter": function()
{
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
this.SetAnimationVariant("approach_" + this.order.data.type.specific);
return false;
},
"leave": function()
{
this.StopMoving();
this.SetDefaultAnimationVariant();
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.SetNextState("FINDINGNEWTARGET");
},
},
"GATHERING": {
"enter": function()
{
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (!cmpResourceGatherer)
{
this.FinishOrder();
return true;
}
if (!this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer))
{
this.ProcessMessage("OutOfRange");
return true;
}
// If this order was forced, the player probably gave it, but now we've reached the target
// switch to an unforced order (can be interrupted by attacks)
this.order.data.force = false;
this.order.data.autoharvest = true;
this.FaceTowardsTarget(this.order.data.target);
if (!cmpResourceGatherer.StartGathering(this.order.data.target, IID_UnitAI))
{
this.ProcessMessage("TargetInvalidated");
return true;
}
return false;
},
"leave": function()
{
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
cmpResourceGatherer.StopGathering();
},
"InventoryFilled": function(msg)
{
this.SetNextState("RETURNINGRESOURCE");
},
"OutOfRange": function(msg)
{
if (this.MoveToTargetRange(this.order.data.target, IID_ResourceGatherer))
this.SetNextState("APPROACHING");
// Our target is no longer visible - go to its last known position first
// and then hopefully it will become visible.
else if (!this.CheckTargetVisible(this.order.data.target) && this.order.data.lastPos)
this.PushOrderFront("Walk", {
"x": this.order.data.lastPos.x,
"z": this.order.data.lastPos.z,
"force": this.order.data.force
});
else
this.SetNextState("FINDINGNEWTARGET");
},
"TargetInvalidated": function(msg)
{
this.SetNextState("FINDINGNEWTARGET");
},
},
"FINDINGNEWTARGET": {
"enter": function()
{
const previousForced = this.order.data.force;
const previousTarget = this.order.data.target;
const resourceTemplate = this.order.data.template;
const resourceType = this.order.data.type;
// Give up on this order and try our next queued order
// but first check what is our next order and, if needed, insert a returnResource order
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer.IsCarrying(resourceType.generic) &&
this.orderQueue.length > 1 && this.orderQueue[1] !== "ReturnResource" &&
(this.orderQueue[1].type !== "Gather" || this.orderQueue[1].data.type.generic !== resourceType.generic))
{
const nearestDropsite = this.FindNearestDropsite(resourceType.generic);
if (nearestDropsite)
this.orderQueue.splice(1, 0, { "type": "ReturnResource", "data": { "target": nearestDropsite, "force": false } });
}
// Must go before FinishOrder or this.order will be undefined.
let initPos = this.order.data.initPos;
if (this.FinishOrder())
return true;
// No remaining orders - pick a useful default behaviour
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return true;
const filter = (ent, type, template) =>
{
if (previousTarget == ent)
return false;
// Don't switch to a different type of huntable animal.
return type.specific == resourceType.specific &&
(type.specific != "meat" || resourceTemplate == template);
};
// Current position is often next to a dropsite.
// But don't use that on forced orders, as the order may want us to go
// to the other side of the map on purpose.
const pos = cmpPosition.GetPosition();
let nearbyResource;
if (!previousForced)
nearbyResource = this.FindNearbyResource(Vector2D.from3D(pos), filter);
// If there is an initPos, search there as well when we haven't found anything.
// Otherwise set initPos to our current pos.
if (!initPos)
initPos = { 'x': pos.X, 'z': pos.Z };
else if (!nearbyResource || previousForced)
nearbyResource = this.FindNearbyResource(new Vector2D(initPos.x, initPos.z), filter);
if (nearbyResource)
{
this.PerformGather(nearbyResource, false, false);
return true;
}
// Failing that, try to move there and se if we are more lucky: maybe there are resources in FOW.
// Only move if we are some distance away (TODO: pick the distance better?).
// Using the default relaxed range check since that is used in the WALKING-state.
if (!this.CheckPointRangeExplicit(initPos.x, initPos.z, 0, this.DefaultRelaxedMaxRange))
{
this.GatherNearPosition(initPos.x, initPos.z, resourceType, resourceTemplate);
return true;
}
// Nothing else to gather - if we're carrying anything then we should
// drop it off, and if not then we might as well head to the dropsite
// anyway because that's a nice enough place to congregate and idle
const nearestDropsite = this.FindNearestDropsite(resourceType.generic);
if (nearestDropsite)
{
this.PushOrderFront("ReturnResource", { "target": nearestDropsite, "force": false });
return true;
}
// No dropsites - just give up.
return true;
},
},
"RETURNINGRESOURCE": {
"enter": function()
{
const nearestDropsite = this.FindNearestDropsite(this.order.data.type.generic);
if (!nearestDropsite)
{
// The player expects the unit to move upon failure.
const formerTarget = this.order.data.target;
if (!this.FinishOrder())
this.WalkToTarget(formerTarget);
return true;
}
this.order.data.formerTarget = this.order.data.target;
this.order.data.target = nearestDropsite;
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer))
{
this.SetNextState("DROPPINGRESOURCES");
return true;
}
this.SetNextState("APPROACHING");
return true;
},
"leave": function()
{
},
"APPROACHING": "INDIVIDUAL.RETURNRESOURCE.APPROACHING",
"DROPPINGRESOURCES": {
"enter": function()
{
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (this.CanReturnResource(this.order.data.target, true, cmpResourceGatherer) &&
cmpResourceGatherer.IsTargetInRange(this.order.data.target))
{
cmpResourceGatherer.CommitResources(this.order.data.target);
// Stop showing the carried resource animation.
this.SetDefaultAnimationVariant();
this.SetNextState("GATHER.APPROACHING");
}
else
this.SetNextState("RETURNINGRESOURCE");
this.order.data.target = this.order.data.formerTarget;
return true;
},
"leave": function()
{
},
},
},
},
"HEAL": {
"APPROACHING": {
"enter": function()
{
if (this.CheckRange(this.order.data, IID_Heal))
{
this.SetNextState("HEALING");
return true;
}
if (!this.MoveTo(this.order.data, IID_Heal))
{
this.FinishOrder();
return true;
}
this.StartTimer(1000, 1000);
return false;
},
"leave": function()
{
this.StopMoving();
this.StopTimer();
},
"Timer": function(msg)
{
if (this.ShouldAbandonChase(this.order.data.target, this.order.data.force, IID_Heal, null))
this.SetNextState("FINDINGNEWTARGET");
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure || this.CheckRange(this.order.data, IID_Heal))
this.SetNextState("HEALING");
},
},
"HEALING": {
"enter": function()
{
const cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
if (!cmpHeal)
{
this.FinishOrder();
return true;
}
if (!this.CheckRange(this.order.data, IID_Heal))
{
this.ProcessMessage("OutOfRange");
return true;
}
if (!cmpHeal.StartHealing(this.order.data.target, IID_UnitAI))
{
this.ProcessMessage("TargetInvalidated");
return true;
}
this.FaceTowardsTarget(this.order.data.target);
return false;
},
"leave": function()
{
const cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
if (cmpHeal)
cmpHeal.StopHealing();
},
"OutOfRange": function(msg)
{
if (this.ShouldChaseTargetedEntity(this.order.data.target, this.order.data.force))
{
if (this.CanPack())
this.PushOrderFront("Pack", { "force": true });
else
this.SetNextState("APPROACHING");
}
else
this.SetNextState("FINDINGNEWTARGET");
},
"TargetInvalidated": function(msg)
{
this.SetNextState("FINDINGNEWTARGET");
},
},
"FINDINGNEWTARGET": {
"enter": function()
{
// If we have another order, do that instead.
if (this.FinishOrder())
return true;
if (this.FindNewHealTargets())
return true;
if (this.GetStance().respondHoldGround)
this.WalkToHeldPosition();
// We quit this state right away.
return true;
},
},
},
// Returning to dropsite
"RETURNRESOURCE": {
"APPROACHING": {
"enter": function()
{
if (this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer))
{
this.SetNextState("DROPPINGRESOURCES");
return true;
}
if (!this.MoveTo(this.order.data, IID_ResourceGatherer))
{
this.FinishOrder();
return true;
}
this.SetDefaultAnimationVariant();
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure || this.CheckTargetRange(this.order.data.target, IID_ResourceGatherer))
this.SetNextState("DROPPINGRESOURCES");
},
},
"DROPPINGRESOURCES": {
"enter": function()
{
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (this.CanReturnResource(this.order.data.target, true, cmpResourceGatherer) &&
cmpResourceGatherer.IsTargetInRange(this.order.data.target))
{
cmpResourceGatherer.CommitResources(this.order.data.target);
// Stop showing the carried resource animation.
this.SetDefaultAnimationVariant();
this.FinishOrder();
return true;
}
const nearby = this.FindNearestDropsite(cmpResourceGatherer.GetMainCarryingType());
this.FinishOrder();
if (nearby)
this.PushOrderFront("ReturnResource", { "target": nearby, "force": false });
return true;
},
"leave": function()
{
},
},
},
"COLLECTTREASURE": {
"leave": function()
{
},
"APPROACHING": {
"enter": function()
{
// If we can't move, assume we'll fail any subsequent order
// and finish the order entirely to avoid an infinite loop.
if (!this.AbleToMove())
{
this.FinishOrder();
return true;
}
if (!this.MoveToTargetRange(this.order.data.target, IID_TreasureCollector))
{
this.SetNextState("FINDINGNEWTARGET");
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (this.CheckTargetRange(this.order.data.target, IID_TreasureCollector))
this.SetNextState("COLLECTING");
else if (msg.likelyFailure)
this.SetNextState("FINDINGNEWTARGET");
},
},
"COLLECTING": {
"enter": function()
{
const cmpTreasureCollector = Engine.QueryInterface(this.entity, IID_TreasureCollector);
if (!cmpTreasureCollector.StartCollecting(this.order.data.target, IID_UnitAI))
{
this.ProcessMessage("TargetInvalidated");
return true;
}
this.FaceTowardsTarget(this.order.data.target);
return false;
},
"leave": function()
{
const cmpTreasureCollector = Engine.QueryInterface(this.entity, IID_TreasureCollector);
if (cmpTreasureCollector)
cmpTreasureCollector.StopCollecting();
},
"OutOfRange": function(msg)
{
this.SetNextState("APPROACHING");
},
"TargetInvalidated": function(msg)
{
this.SetNextState("FINDINGNEWTARGET");
},
},
"FINDINGNEWTARGET": {
"enter": function()
{
const oldTarget = this.order.data.target || INVALID_ENTITY;
// Switch to the next order (if any).
if (this.FinishOrder())
return true;
const nearbyTreasure = this.FindNearbyTreasure(this.TargetPosOrEntPos(oldTarget));
if (nearbyTreasure)
this.CollectTreasure(nearbyTreasure, true);
return true;
},
},
// Walking to a good place to collect treasures near, used by CollectTreasureNearPosition.
"WALKING": {
"enter": function()
{
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure || msg.obstructed && this.RelaxedMaxRangeCheck(this.order.data, this.DefaultRelaxedMaxRange) ||
this.CheckRange(this.order.data))
this.SetNextState("FINDINGNEWTARGET");
},
},
},
"TRADE": {
"Attacked": function(msg)
{
// Ignore attack
// TODO: Inform player
},
"leave": function()
{
},
"APPROACHINGMARKET": {
"enter": function()
{
if (!this.MoveToMarket(this.order.data.target))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (!msg.likelyFailure && !this.CheckRange(this.order.data.nextTarget, IID_Trader))
return;
if (this.waypoints && this.waypoints.length)
{
if (!this.MoveToMarket(this.order.data.target))
this.FinishOrder();
}
else
this.SetNextState("TRADING");
},
},
"TRADING": {
"enter": function()
{
if (!this.CanTrade(this.order.data.target))
{
this.FinishOrder();
return true;
}
if (!this.CheckTargetRange(this.order.data.target, IID_Trader))
{
this.SetNextState("APPROACHINGMARKET");
return true;
}
const cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
const nextMarket = cmpTrader.PerformTrade(this.order.data.target);
const amount = cmpTrader.GetGoods().amount;
if (!nextMarket || !amount || !amount.traderGain)
{
this.FinishOrder();
return true;
}
this.order.data.target = nextMarket;
if (this.order.data.route && this.order.data.route.length)
{
this.waypoints = this.order.data.route.slice();
if (this.order.data.target == cmpTrader.GetSecondMarket())
this.waypoints.reverse();
}
this.SetNextState("APPROACHINGMARKET");
return true;
},
"leave": function()
{
},
},
"TradingCanceled": function(msg)
{
if (msg.market != this.order.data.target)
return;
const cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
const otherMarket = cmpTrader && cmpTrader.GetFirstMarket();
if (otherMarket)
this.WalkToTarget(otherMarket);
else
this.FinishOrder();
},
},
"REPAIR": {
"APPROACHING": {
"enter": function()
{
if (!this.MoveTo(this.order.data, IID_Builder))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("REPAIRING");
},
},
"REPAIRING": {
"enter": function()
{
const cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
if (!cmpBuilder)
{
this.FinishOrder();
return true;
}
// If this order was forced, the player probably gave it, but now we've reached the target
// switch to an unforced order (can be interrupted by attacks)
if (this.order.data.force)
this.order.data.autoharvest = true;
this.order.data.force = false;
if (!this.CheckTargetRange(this.order.data.target, IID_Builder))
{
this.ProcessMessage("OutOfRange");
return true;
}
const cmpHealth = Engine.QueryInterface(this.order.data.target, IID_Health);
if (cmpHealth && cmpHealth.GetHitpoints() >= cmpHealth.GetMaxHitpoints())
{
// The building was already finished/fully repaired before we arrived;
// let the ConstructionFinished handler handle this.
this.ConstructionFinished({ "entity": this.order.data.target, "newentity": this.order.data.target });
return true;
}
if (!cmpBuilder.StartRepairing(this.order.data.target, IID_UnitAI))
{
this.ProcessMessage("TargetInvalidated");
return true;
}
this.FaceTowardsTarget(this.order.data.target);
return false;
},
"leave": function()
{
const cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
if (cmpBuilder)
cmpBuilder.StopRepairing();
},
"OutOfRange": function(msg)
{
this.SetNextState("APPROACHING");
},
"TargetInvalidated": function(msg)
{
this.FinishOrder();
},
},
"ConstructionFinished": function(msg)
{
if (msg.data.entity != this.order.data.target)
return; // ignore other buildings
const oldData = this.order.data;
// Save the current state so we can continue walking if necessary
// FinishOrder() below will switch to IDLE if there's no order, which sets the idle animation.
// Idle animation while moving towards finished construction looks weird (ghosty).
const oldState = this.GetCurrentState();
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
const canReturnResources = this.CanReturnResource(msg.data.newentity, true, cmpResourceGatherer);
if (this.CheckTargetRange(msg.data.newentity, IID_Builder) && canReturnResources)
{
cmpResourceGatherer.CommitResources(msg.data.newentity);
this.SetDefaultAnimationVariant();
}
// Switch to the next order (if any)
if (this.FinishOrder())
{
if (canReturnResources)
{
// We aren't in range, but we can still return resources there: always do so.
this.SetDefaultAnimationVariant();
this.PushOrderFront("ReturnResource", { "target": msg.data.newentity, "force": false });
}
return;
}
if (canReturnResources)
{
// We aren't in range, but we can still return resources there: always do so.
this.SetDefaultAnimationVariant();
this.PushOrderFront("ReturnResource", { "target": msg.data.newentity, "force": false });
}
// No remaining orders - pick a useful default behaviour
// If autocontinue explicitly disabled (e.g. by AI) then
// do nothing automatically
if (!oldData.autocontinue)
return;
// If this building was e.g. a farm of ours, the entities that received
// the build command should start gathering from it
if ((oldData.force || oldData.autoharvest) && this.CanGather(msg.data.newentity))
{
this.PerformGather(msg.data.newentity, true, false);
return;
}
// If this building was e.g. a farmstead of ours, entities that received
// the build command should look for nearby resources to gather
if ((oldData.force || oldData.autoharvest) &&
this.CanReturnResource(msg.data.newentity, false, cmpResourceGatherer))
{
const cmpResourceDropsite = Engine.QueryInterface(msg.data.newentity, IID_ResourceDropsite);
const types = cmpResourceDropsite.GetTypes();
// TODO: Slightly undefined behavior here, we don't know what type of resource will be collected,
// may cause problems for AIs (especially hunting fast animals), but avoid ugly hacks to fix that!
const nearby = this.FindNearbyResource(this.TargetPosOrEntPos(msg.data.newentity),
(ent, type, template) => types.indexOf(type.generic) != -1);
if (nearby)
{
this.PerformGather(nearby, true, false);
return;
}
}
const nearbyFoundation = this.FindNearbyFoundation(this.TargetPosOrEntPos(msg.data.newentity));
if (nearbyFoundation)
{
this.AddOrder("Repair", { "target": nearbyFoundation, "autocontinue": oldData.autocontinue, "force": false }, true);
return;
}
// Unit was approaching and there's nothing to do now, so switch to walking
if (oldState.endsWith("REPAIR.APPROACHING"))
// We're already walking to the given point, so add this as a order.
this.WalkToTarget(msg.data.newentity, true);
},
},
"GARRISON": {
"APPROACHING": {
"enter": function()
{
if (this.order.data.garrison ? !this.CanGarrison(this.order.data.target) :
!this.CanOccupyTurret(this.order.data.target))
{
this.FinishOrder();
return true;
}
if (!this.MoveToTargetRange(this.order.data.target, this.order.data.garrison ? IID_Garrisonable : IID_Turretable))
{
this.FinishOrder();
return true;
}
if (this.pickup)
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
const cmpHolder = Engine.QueryInterface(this.order.data.target, this.order.data.garrison ? IID_GarrisonHolder : IID_TurretHolder);
if (cmpHolder && cmpHolder.CanPickup(this.entity))
{
this.pickup = this.order.data.target;
Engine.PostMessage(this.pickup, MT_PickupRequested, { "entity": this.entity, "iid": this.order.data.garrison ? IID_GarrisonHolder : IID_TurretHolder });
}
return false;
},
"leave": function()
{
if (this.pickup)
{
Engine.PostMessage(this.pickup, MT_PickupCanceled, { "entity": this.entity });
delete this.pickup;
}
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (!msg.likelyFailure && !msg.likelySuccess)
return;
if (this.CheckTargetRange(this.order.data.target, this.order.data.garrison ? IID_Garrisonable : IID_Turretable))
this.SetNextState("GARRISONING");
else
{
// Unable to reach the target, try again (or follow if it is a moving target)
// except if the target does not exist anymore or its orders have changed.
if (this.pickup)
{
const cmpUnitAI = Engine.QueryInterface(this.pickup, IID_UnitAI);
if (!cmpUnitAI || (!cmpUnitAI.HasPickupOrder(this.entity) && !cmpUnitAI.IsIdle()))
this.FinishOrder();
}
}
},
},
"GARRISONING": {
"enter": function()
{
const target = this.order.data.target;
if (this.order.data.garrison)
{
const cmpGarrisonable = Engine.QueryInterface(this.entity, IID_Garrisonable);
if (!cmpGarrisonable || !cmpGarrisonable.Garrison(target))
{
this.FinishOrder();
return true;
}
}
else
{
const cmpTurretable = Engine.QueryInterface(this.entity, IID_Turretable);
if (!cmpTurretable || !cmpTurretable.OccupyTurret(target))
{
this.FinishOrder();
return true;
}
}
if (this.formationController)
{
const cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers([this.entity]);
}
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (this.CanReturnResource(target, true, cmpResourceGatherer))
{
cmpResourceGatherer.CommitResources(target);
this.SetDefaultAnimationVariant();
}
this.FinishOrder();
return true;
},
"leave": function()
{
},
},
},
"CHEERING": {
"enter": function()
{
this.SelectAnimation("promotion");
this.StartTimer(this.cheeringTime);
return false;
},
"leave": function()
{
// PushOrderFront preserves the cheering order,
// which can lead to very bad behaviour, so make
// sure to delete any queued ones.
for (let i = 1; i < this.orderQueue.length; ++i)
if (this.orderQueue[i].type == "Cheer")
this.orderQueue.splice(i--, 1);
this.StopTimer();
this.ResetAnimation();
},
"LosRangeUpdate": function(msg)
{
if (msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToSightedEntities(msg.data.added);
},
"LosHealRangeUpdate": function(msg)
{
if (msg && msg.data && msg.data.added && msg.data.added.length)
this.RespondToHealableEntities(msg.data.added);
},
"LosAttackRangeUpdate": function(msg)
{
if (msg && msg.data && msg.data.added && msg.data.added.length && this.GetStance().targetVisibleEnemies)
this.AttackEntitiesByPreference(msg.data.added);
},
"Timer": function(msg)
{
this.FinishOrder();
},
},
"PACKING": {
"enter": function()
{
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.Pack();
return false;
},
"Order.CancelPack": function(msg)
{
this.FinishOrder();
return ACCEPT_ORDER;
},
"PackFinished": function(msg)
{
this.FinishOrder();
},
"leave": function()
{
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.CancelPack();
},
"Attacked": function(msg)
{
// Ignore attacks while packing
},
},
"UNPACKING": {
"enter": function()
{
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.Unpack();
return false;
},
"Order.CancelUnpack": function(msg)
{
this.FinishOrder();
return ACCEPT_ORDER;
},
"PackFinished": function(msg)
{
this.FinishOrder();
},
"leave": function()
{
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.CancelPack();
},
"Attacked": function(msg)
{
// Ignore attacks while unpacking
},
},
"PICKUP": {
"APPROACHING": {
"enter": function()
{
if (!this.MoveTo(this.order.data))
{
this.FinishOrder();
return true;
}
return false;
},
"leave": function()
{
this.StopMoving();
},
"MovementUpdate": function(msg)
{
if (msg.likelyFailure || msg.likelySuccess)
this.SetNextState("LOADING");
},
"PickupCanceled": function()
{
this.FinishOrder();
},
},
"LOADING": {
"enter": function()
{
const cmpHolder = Engine.QueryInterface(this.entity, this.order.data.iid);
if (!cmpHolder || cmpHolder.IsFull())
{
this.FinishOrder();
return true;
}
return false;
},
"PickupCanceled": function()
{
this.FinishOrder();
},
},
},
},
};
UnitAI.prototype.Init = function()
{
this.orderQueue = []; // current order is at the front of the list
this.order = undefined; // always == this.orderQueue[0]
this.formationController = INVALID_ENTITY; // entity with IID_Formation that we belong to
this.isIdle = false;
this.heldPosition = undefined;
// Queue of remembered works
this.workOrders = [];
this.isGuardOf = undefined;
this.formationAnimationVariant = undefined;
this.cheeringTime = +(this.template.CheeringTime || 0);
this.SetStance(this.template.DefaultStance);
};
/**
* @param {cmpTurretable} cmpTurretable - Optionally the component to save a query here.
* @return {boolean} - Whether we are occupying a turret point.
*/
UnitAI.prototype.IsTurret = function(cmpTurretable)
{
if (!cmpTurretable)
cmpTurretable = Engine.QueryInterface(this.entity, IID_Turretable);
return cmpTurretable && cmpTurretable.HolderID() != INVALID_ENTITY;
};
UnitAI.prototype.IsFormationController = function()
{
return (this.template.FormationController == "true");
};
UnitAI.prototype.IsFormationMember = function()
{
return (this.formationController != INVALID_ENTITY);
};
UnitAI.prototype.GetFormationsList = function()
{
return this.template.Formations?._string?.split(/\s+/) || [];
};
UnitAI.prototype.CanUseFormation = function(formation)
{
return this.GetFormationsList().includes(formation);
};
/**
* For now, entities with a RoamDistance are animals.
*/
UnitAI.prototype.IsAnimal = function()
{
return !!this.template.RoamDistance;
};
/**
* ToDo: Make this not needed by fixing gaia
* range queries in BuildingAI and UnitAI regarding
* animals and other gaia entities.
*/
UnitAI.prototype.IsDangerousAnimal = function()
{
return this.IsAnimal() && this.GetStance().targetVisibleEnemies && !!Engine.QueryInterface(this.entity, IID_Attack);
};
UnitAI.prototype.IsHealer = function()
{
return Engine.QueryInterface(this.entity, IID_Heal);
};
UnitAI.prototype.IsIdle = function()
{
return this.isIdle;
};
UnitAI.prototype.SetGarrisoned = function()
{
// UnitAI caches its own garrisoned state for performance.
this.isGarrisoned = true;
this.SetImmobile();
};
UnitAI.prototype.UnsetGarrisoned = function()
{
delete this.isGarrisoned;
this.SetMobile();
};
UnitAI.prototype.ShouldRespondToEndOfAlert = function()
{
return !this.orderQueue.length || this.orderQueue[0].type == "Garrison";
};
UnitAI.prototype.SetImmobile = function()
{
if (this.isImmobile)
return;
this.isImmobile = true;
Engine.PostMessage(this.entity, MT_UnitAbleToMoveChanged, {
"entity": this.entity,
"ableToMove": this.AbleToMove()
});
};
UnitAI.prototype.SetMobile = function()
{
if (!this.isImmobile)
return;
delete this.isImmobile;
Engine.PostMessage(this.entity, MT_UnitAbleToMoveChanged, {
"entity": this.entity,
"ableToMove": this.AbleToMove()
});
};
/**
* @param cmpUnitMotion - optionally pass unitMotion to avoid querying it here
* @returns true if the entity can move, i.e. has UnitMotion and isn't immobile.
*/
UnitAI.prototype.AbleToMove = function(cmpUnitMotion)
{
if (this.isImmobile)
return false;
if (!cmpUnitMotion)
cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return !!cmpUnitMotion;
};
UnitAI.prototype.IsFleeing = function()
{
var state = this.GetCurrentState().split(".").pop();
return (state == "FLEEING");
};
UnitAI.prototype.IsWalking = function()
{
var state = this.GetCurrentState().split(".").pop();
return (state == "WALKING");
};
/**
* Return true if the current order is WalkAndFight or Patrol.
*/
UnitAI.prototype.IsWalkingAndFighting = function()
{
if (this.IsFormationMember())
return Engine.QueryInterface(this.formationController, IID_UnitAI).IsWalkingAndFighting();
return this.orderQueue.length > 0 && (this.orderQueue[0].type == "WalkAndFight" || this.orderQueue[0].type == "Patrol");
};
UnitAI.prototype.OnCreate = function()
{
if (this.IsFormationController())
this.UnitFsm.Init(this, "FORMATIONCONTROLLER.IDLE");
else
this.UnitFsm.Init(this, "INDIVIDUAL.IDLE");
this.isIdle = true;
};
UnitAI.prototype.OnDiplomacyChanged = function(msg)
{
const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() == msg.player)
this.SetupRangeQueries();
if (this.isGuardOf && !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf))
this.RemoveGuard();
};
UnitAI.prototype.OnOwnershipChanged = function(msg)
{
this.SetupRangeQueries();
if (this.isGuardOf && (msg.to == INVALID_PLAYER || !IsOwnedByMutualAllyOfEntity(this.entity, this.isGuardOf)))
this.RemoveGuard();
// If the unit isn't being created or dying, reset stance and clear orders
if (msg.to != INVALID_PLAYER && msg.from != INVALID_PLAYER)
{
// Switch to a virgin state to let states execute their leave handlers.
// Except if (un)packing, in which case we only clear the order queue.
if (this.IsPacking())
{
this.orderQueue.length = Math.min(this.orderQueue.length, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
}
else
{
const state = this.GetCurrentState();
// Special "will be destroyed soon" mode - do nothing.
if (state === "")
return;
const index = state.indexOf(".");
if (index != -1)
this.UnitFsm.SwitchToNextState(this, this.GetCurrentState().slice(0, index));
this.Stop(false);
}
this.workOrders = [];
const cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader)
cmpTrader.StopTrading();
this.SetStance(this.template.DefaultStance);
if (this.IsTurret())
this.SetTurretStance();
}
};
UnitAI.prototype.OnDestroy = function()
{
// Switch to an empty state to let states execute their leave handlers.
this.UnitFsm.SwitchToNextState(this, "");
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
if (this.losHealRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
if (this.losAttackRangeQuery)
cmpRangeManager.DestroyActiveQuery(this.losAttackRangeQuery);
};
UnitAI.prototype.OnVisionRangeChanged = function(msg)
{
if (this.entity == msg.entity)
this.SetupRangeQueries();
};
UnitAI.prototype.HasPickupOrder = function(entity)
{
return this.orderQueue.some(order => order.type == "PickupUnit" && order.data.target == entity);
};
UnitAI.prototype.OnPickupRequested = function(msg)
{
if (this.HasPickupOrder(msg.entity))
return;
this.PushOrderAfterForced("PickupUnit", { "target": msg.entity, "iid": msg.iid });
};
UnitAI.prototype.OnPickupCanceled = function(msg)
{
for (let i = 0; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].type != "PickupUnit" || this.orderQueue[i].data.target != msg.entity)
continue;
if (i == 0)
this.UnitFsm.ProcessMessage(this, { "type": "PickupCanceled", "data": msg });
else
this.orderQueue.splice(i, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
break;
}
};
/**
* Wrapper function that sets up the LOS, healer and attack range queries.
* This should be called whenever our ownership changes.
*/
UnitAI.prototype.SetupRangeQueries = function()
{
if (this.GetStance().respondFleeOnSight)
this.SetupLOSRangeQuery();
if (this.IsHealer())
this.SetupHealRangeQuery();
if (Engine.QueryInterface(this.entity, IID_Attack))
this.SetupAttackRangeQuery();
};
UnitAI.prototype.UpdateRangeQueries = function()
{
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
this.SetupLOSRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losRangeQuery));
if (this.losHealRangeQuery)
this.SetupHealRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losHealRangeQuery));
if (this.losAttackRangeQuery)
this.SetupAttackRangeQuery(cmpRangeManager.IsActiveQueryEnabled(this.losAttackRangeQuery));
};
/**
* Set up a range query for all enemy units within LOS range.
* @param {boolean} enable - Optional parameter whether to enable the query.
*/
UnitAI.prototype.SetupLOSRangeQuery = function(enable = true)
{
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losRangeQuery);
this.losRangeQuery = undefined;
}
const cmpDiplomacy = QueryOwnerInterface(this.entity, IID_Diplomacy);
if (!cmpDiplomacy)
return;
const players = cmpDiplomacy.GetEnemies();
if (!players.length)
return;
const range = this.GetQueryRange(IID_Vision);
// Do not compensate for entity sizes: LOS doesn't, and UnitAI relies on that.
this.losRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity,
range.min, range.max, players, IID_Identity,
cmpRangeManager.GetEntityFlagMask("normal"), false);
if (enable)
cmpRangeManager.EnableActiveQuery(this.losRangeQuery);
};
/**
* Set up a range query for all own or ally units within LOS range
* which can be healed.
* @param {boolean} enable - Optional parameter whether to enable the query.
*/
UnitAI.prototype.SetupHealRangeQuery = function(enable = true)
{
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losHealRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losHealRangeQuery);
this.losHealRangeQuery = undefined;
}
const cmpDiplomacy = QueryOwnerInterface(this.entity, IID_Diplomacy);
if (!cmpDiplomacy)
return;
const players = cmpDiplomacy.GetAllies();
const range = this.GetQueryRange(IID_Heal);
// Do not compensate for entity sizes: LOS doesn't, and UnitAI relies on that.
this.losHealRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity,
range.min, range.max, players, IID_Health,
cmpRangeManager.GetEntityFlagMask("injured"), false);
if (enable)
cmpRangeManager.EnableActiveQuery(this.losHealRangeQuery);
};
/**
* Set up a range query for all enemy and gaia units within range
* which can be attacked.
*
* @param {boolean} enable - Optional parameter whether to enable the query.
*/
UnitAI.prototype.SetupAttackRangeQuery = function(enable = true)
{
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.losAttackRangeQuery)
{
cmpRangeManager.DestroyActiveQuery(this.losAttackRangeQuery);
this.losAttackRangeQuery = undefined;
}
const cmpDiplomacy = QueryOwnerInterface(this.entity, IID_Diplomacy);
if (!cmpDiplomacy)
return;
// TODO: How to handle neutral players - Special query to attack military only?
const players = cmpDiplomacy.GetEnemies();
if (!players.length)
return;
const range = this.GetQueryRange(IID_Attack);
if (range.parabolic)
{
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
const yOrigin = cmpAttack ? cmpAttack.GetAttackYOrigin("Ranged") : 0;
const baseRange = range.baseRange;
// Do not compensate for entity sizes: LOS doesn't, and UnitAI relies on that.
this.losAttackRangeQuery = cmpRangeManager.CreateActiveParabolicQuery(
this.entity,
range.min,
range.max,
baseRange,
yOrigin,
players,
IID_Resistance,
cmpRangeManager.GetEntityFlagMask("normal"));
}
else
this.losAttackRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity,
range.min, range.max, players, IID_Resistance,
cmpRangeManager.GetEntityFlagMask("normal"), false);
if (enable)
cmpRangeManager.EnableActiveQuery(this.losAttackRangeQuery);
};
// FSM linkage functions
// Setting the next state to the current state will leave/re-enter the top-most substate.
// Must be called from inside the FSM.
UnitAI.prototype.SetNextState = function(state)
{
this.UnitFsm.SetNextState(this, state);
};
// Must be called from inside the FSM.
UnitAI.prototype.DeferMessage = function(msg)
{
this.UnitFsm.DeferMessage(this, msg);
};
UnitAI.prototype.GetCurrentState = function()
{
return this.UnitFsm.GetCurrentState(this);
};
UnitAI.prototype.FsmStateNameChanged = function(state)
{
Engine.PostMessage(this.entity, MT_UnitAIStateChanged, { "to": state });
};
/**
* Call when the current order has been completed (or failed).
* Removes the current order from the queue, and processes the
* next one (if any). Returns false and defaults to IDLE
* if there are no remaining orders or if the unit is not
* inWorld and not garrisoned (thus usually waiting to be destroyed).
* Must be called from inside the FSM.
*/
UnitAI.prototype.FinishOrder = function()
{
if (!this.orderQueue.length)
{
const stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
const template = cmpTemplateManager.GetCurrentTemplateName(this.entity);
error("FinishOrder called for entity " + this.entity + " (" + template + ") when order queue is empty\n" + stack);
}
this.orderQueue.shift();
this.order = this.orderQueue[0];
if (this.orderQueue.length && (this.isGarrisoned || this.IsFormationController() ||
Engine.QueryInterface(this.entity, IID_Position)?.IsInWorld()))
{
const ret = this.UnitFsm.ProcessMessage(this, {
"type": "Order."+this.order.type,
"data": this.order.data
});
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
return ret;
}
this.orderQueue = [];
this.order = undefined;
// Switch to IDLE as a default state.
this.SetNextState("IDLE");
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// Check if there are queued formation orders
if (this.IsFormationMember())
{
this.SetNextState("FORMATIONMEMBER.IDLE");
const cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpUnitAI)
{
// Inform the formation controller that we finished this task
Engine.QueryInterface(this.formationController, IID_Formation).
SetFinishedEntity(this.entity);
// We don't want to carry out the default order
// if there are still queued formation orders left
if (cmpUnitAI.GetOrders().length > 1)
return true;
}
}
return false;
};
/**
* Add an order onto the back of the queue,
* and execute it if we didn't already have an order.
*/
UnitAI.prototype.PushOrder = function(type, data)
{
var order = { "type": type, "data": data };
this.orderQueue.push(order);
if (this.orderQueue.length == 1)
{
this.order = order;
this.UnitFsm.ProcessMessage(this, {
"type": "Order."+this.order.type,
"data": this.order.data
});
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* Add an order onto the front of the queue,
* and execute it immediately.
*/
UnitAI.prototype.PushOrderFront = function(type, data, ignorePacking = false)
{
if (!this.order)
{
this.PushOrder(type, data);
return;
}
var order = { "type": type, "data": data };
// If current order is packing/unpacking then add new order after it.
if (!ignorePacking && this.order && this.IsPacking())
{
var packingOrder = this.orderQueue.shift();
this.orderQueue.unshift(packingOrder, order);
}
else
{
this.orderQueue.unshift(order);
this.order = order;
this.UnitFsm.ProcessMessage(this, {
"type": "Order."+this.order.type,
"data": this.order.data
});
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* Insert an order after the last forced order onto the queue
* and after the other orders of the same type
*/
UnitAI.prototype.PushOrderAfterForced = function(type, data)
{
if (!this.order || ((!this.order.data || !this.order.data.force) && this.order.type != type))
this.PushOrderFront(type, data);
else
{
for (let i = 1; i < this.orderQueue.length; ++i)
{
if (this.orderQueue[i].data && this.orderQueue[i].data.force)
continue;
if (this.orderQueue[i].type == type)
continue;
this.orderQueue.splice(i, 0, { "type": type, "data": data });
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
return;
}
this.PushOrder(type, data);
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
/**
* For a unit that is packing and trying to attack something,
* either cancel packing or continue with packing, as appropriate.
* Precondition: if the unit is packing/unpacking, then orderQueue
* should have the Attack order at index 0,
* and the Pack/Unpack order at index 1.
* This precondition holds because if we are packing while processing "Order.Attack",
* then we must have come from ReplaceOrder, which guarantees it.
*
* @param {boolean} requirePacked - true if the unit needs to be packed to continue attacking,
* false if it needs to be unpacked.
* @return {boolean} true if the unit can attack now, false if it must continue packing (or unpacking) first.
*/
UnitAI.prototype.EnsureCorrectPackStateForAttack = function(requirePacked)
{
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (!cmpPack ||
!cmpPack.IsPacking() ||
this.orderQueue.length != 2 ||
this.orderQueue[0].type != "Attack" ||
this.orderQueue[1].type != "Pack" &&
this.orderQueue[1].type != "Unpack")
return true;
if (cmpPack.IsPacked() == requirePacked)
{
// The unit is already in the packed/unpacked state we want.
// Delete the packing order.
this.orderQueue.splice(1, 1);
cmpPack.CancelPack();
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
// Continue with the attack order.
return true;
}
// Move the attack order behind the unpacking order, to continue unpacking.
const tmp = this.orderQueue[0];
this.orderQueue[0] = this.orderQueue[1];
this.orderQueue[1] = tmp;
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
return false;
};
UnitAI.prototype.WillMoveFromFoundation = function(target, checkPacking = true)
{
const cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
if (!IsOwnedByAllyOfEntity(this.entity, target) && cmpUnitAI && !cmpUnitAI.IsAnimal() &&
!Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive() ||
checkPacking && this.IsPacking() || this.CanPack() || !this.AbleToMove())
return false;
return !this.CheckTargetRangeExplicit(target, g_LeaveFoundationRange, -1);
};
UnitAI.prototype.ReplaceOrder = function(type, data)
{
// Remember the previous work orders to be able to go back to them later if required
if (data && data.force)
{
if (this.IsFormationController())
this.CallMemberFunction("UpdateWorkOrders", [type]);
else
this.UpdateWorkOrders(type);
}
// Do not replace packing/unpacking unless it is cancel order.
// TODO: maybe a better way of doing this would be to use priority levels
if (this.IsPacking() && type != "CancelPack" && type != "CancelUnpack" && type != "Stop")
{
var order = { "type": type, "data": data };
var packingOrder = this.orderQueue.shift();
if (type == "Attack")
{
// The Attack order is able to handle a packing unit, while other orders can't.
this.orderQueue = [packingOrder];
this.PushOrderFront(type, data, true);
}
else if (packingOrder.type == "Unpack" && g_OrdersCancelUnpacking.has(type))
{
// Immediately cancel unpacking before processing an order that demands a packed unit.
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
cmpPack.CancelPack();
this.orderQueue = [];
this.PushOrder(type, data);
}
else
this.orderQueue = [packingOrder, order];
}
else if (this.IsFormationMember())
{
// Don't replace orders after a LeaveFormation order
// (this is needed to support queued no-formation orders).
const idx = this.orderQueue.findIndex(o => o.type == "LeaveFormation");
if (idx === -1)
{
this.orderQueue = [];
this.order = undefined;
}
else
this.orderQueue.splice(0, idx);
this.PushOrderFront(type, data);
}
else
{
this.orderQueue = [];
this.PushOrder(type, data);
}
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.GetOrders = function()
{
return this.orderQueue.slice();
};
UnitAI.prototype.AddOrders = function(orders)
{
orders.forEach(order => this.PushOrder(order.type, order.data));
};
UnitAI.prototype.GetOrderData = function()
{
var orders = [];
for (const order of this.orderQueue)
if (order.data)
orders.push(clone(order.data));
return orders;
};
UnitAI.prototype.UpdateWorkOrders = function(type)
{
var isWorkType = kind => kind == "Gather" || kind == "Trade" || kind == "Repair" || kind == "ReturnResource";
if (isWorkType(type))
{
this.workOrders = [];
return;
}
if (this.workOrders.length)
return;
if (this.IsFormationMember())
{
var cmpUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpUnitAI)
{
for (let i = 0; i < cmpUnitAI.orderQueue.length; ++i)
{
if (isWorkType(cmpUnitAI.orderQueue[i].type))
{
this.workOrders = cmpUnitAI.orderQueue.slice(i);
return;
}
}
}
}
// If nothing found, take the unit orders
for (let i = 0; i < this.orderQueue.length; ++i)
{
if (isWorkType(this.orderQueue[i].type))
{
this.workOrders = this.orderQueue.slice(i);
return;
}
}
};
UnitAI.prototype.BackToWork = function()
{
if (this.workOrders.length == 0)
return false;
if (this.isGarrisoned && !Engine.QueryInterface(this.entity, IID_Garrisonable)?.UnGarrison(false))
return false;
const cmpTurretable = Engine.QueryInterface(this.entity, IID_Turretable);
if (this.IsTurret(cmpTurretable) && !cmpTurretable.LeaveTurret())
return false;
this.orderQueue = [];
this.AddOrders(this.workOrders);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
if (this.IsFormationMember())
{
var cmpFormation = Engine.QueryInterface(this.formationController, IID_Formation);
if (cmpFormation)
cmpFormation.RemoveMembers([this.entity]);
}
this.workOrders = [];
return true;
};
UnitAI.prototype.HasWorkOrders = function()
{
return this.workOrders.length > 0;
};
UnitAI.prototype.GetWorkOrders = function()
{
return this.workOrders;
};
UnitAI.prototype.SetWorkOrders = function(orders)
{
this.workOrders = orders;
};
UnitAI.prototype.TimerHandler = function(data, lateness)
{
// Reset the timer
if (data.timerRepeat === undefined)
this.timer = undefined;
this.UnitFsm.ProcessMessage(this, { "type": "Timer", "data": data, "lateness": lateness });
};
/**
* Set up the UnitAI timer to run after 'offset' msecs, and then
* every 'repeat' msecs until StopTimer is called. A "Timer" message
* will be sent each time the timer runs.
*/
UnitAI.prototype.StartTimer = function(offset, repeat)
{
if (this.timer)
error("Called StartTimer when there's already an active timer");
var data = { "timerRepeat": repeat };
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
if (repeat === undefined)
this.timer = cmpTimer.SetTimeout(this.entity, IID_UnitAI, "TimerHandler", offset, data);
else
this.timer = cmpTimer.SetInterval(this.entity, IID_UnitAI, "TimerHandler", offset, repeat, data);
};
/**
* Stop the current UnitAI timer.
*/
UnitAI.prototype.StopTimer = function()
{
if (!this.timer)
return;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
this.timer = undefined;
};
UnitAI.prototype.OnMotionUpdate = function(msg)
{
if (msg.veryObstructed)
msg.obstructed = true;
this.UnitFsm.ProcessMessage(this, Object.assign({ "type": "MovementUpdate" }, msg));
};
/**
* Called directly by cmpFoundation and cmpRepairable to
* inform builders that repairing has finished.
* This not done by listening to a global message due to performance.
*/
UnitAI.prototype.ConstructionFinished = function(msg)
{
this.UnitFsm.ProcessMessage(this, { "type": "ConstructionFinished", "data": msg });
};
UnitAI.prototype.OnGlobalEntityRenamed = function(msg)
{
let changed = false;
let currentOrderChanged = false;
for (let i = 0; i < this.orderQueue.length; ++i)
{
const order = this.orderQueue[i];
if (order.data && order.data.target && order.data.target == msg.entity)
{
changed = true;
if (i == 0)
currentOrderChanged = true;
order.data.target = msg.newentity;
}
if (order.data && order.data.formationTarget && order.data.formationTarget == msg.entity)
{
changed = true;
if (i == 0)
currentOrderChanged = true;
order.data.formationTarget = msg.newentity;
}
}
if (!changed)
return;
if (currentOrderChanged)
this.UnitFsm.ProcessMessage(this, { "type": "OrderTargetRenamed", "data": msg });
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.OnAttacked = function(msg)
{
if (msg.fromStatusEffect)
return;
this.UnitFsm.ProcessMessage(this, { "type": "Attacked", "data": msg });
};
UnitAI.prototype.OnGuardedAttacked = function(msg)
{
this.UnitFsm.ProcessMessage(this, { "type": "GuardedAttacked", "data": msg.data });
};
UnitAI.prototype.OnRangeUpdate = function(msg)
{
if (msg.tag == this.losRangeQuery)
this.UnitFsm.ProcessMessage(this, { "type": "LosRangeUpdate", "data": msg });
else if (msg.tag == this.losHealRangeQuery)
this.UnitFsm.ProcessMessage(this, { "type": "LosHealRangeUpdate", "data": msg });
else if (msg.tag == this.losAttackRangeQuery)
this.UnitFsm.ProcessMessage(this, { "type": "LosAttackRangeUpdate", "data": msg });
};
UnitAI.prototype.OnPackFinished = function(msg)
{
this.UnitFsm.ProcessMessage(this, { "type": "PackFinished", "packed": msg.packed });
};
/**
* A general function to process messages sent from components.
* @param {string} type - The type of message to process.
* @param {Object} msg - Optionally extra data to use.
*/
UnitAI.prototype.ProcessMessage = function(type, msg)
{
this.UnitFsm.ProcessMessage(this, { "type": type, "data": msg });
};
// Helper functions to be called by the FSM
UnitAI.prototype.GetWalkSpeed = function()
{
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpUnitMotion)
return 0;
return cmpUnitMotion.GetWalkSpeed();
};
UnitAI.prototype.GetRunMultiplier = function()
{
var cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpUnitMotion)
return 0;
return cmpUnitMotion.GetRunMultiplier();
};
/**
* Returns true if the target exists and has non-zero hitpoints.
*/
UnitAI.prototype.TargetIsAlive = function(ent)
{
var cmpFormation = Engine.QueryInterface(ent, IID_Formation);
if (cmpFormation)
return true;
var cmpHealth = QueryMiragedInterface(ent, IID_Health);
return cmpHealth && cmpHealth.GetHitpoints() != 0;
};
/**
* Returns true if the target exists and needs to be killed before
* beginning to gather resources from it.
*/
UnitAI.prototype.MustKillGatherTarget = function(ent)
{
var cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
if (!cmpResourceSupply)
return false;
if (!cmpResourceSupply.GetKillBeforeGather())
return false;
return this.TargetIsAlive(ent);
};
/**
* Returns the position of target or, if there is none,
* the entity's position, or undefined.
*/
UnitAI.prototype.TargetPosOrEntPos = function(target)
{
const cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (cmpTargetPosition && cmpTargetPosition.IsInWorld())
return cmpTargetPosition.GetPosition2D();
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
return cmpPosition.GetPosition2D();
return undefined;
};
/**
* Returns the entity ID of the nearest resource supply where the given
* filter returns true, or undefined if none can be found.
* "Nearest" is nearest from @param position.
* TODO: extend this to exclude resources that already have lots of gatherers.
*/
UnitAI.prototype.FindNearbyResource = function(position, filter)
{
if (!position)
return undefined;
// We accept resources owned by Gaia or any player
const players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
const range = 64; // TODO: what's a sensible number?
const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// Don't account for entity size, we need to match LOS visibility.
const nearby = cmpRangeManager.ExecuteQueryAroundPos(position, 0, range, players, IID_ResourceSupply, false);
return nearby.find(ent =>
{
if (!this.CanGather(ent) || !this.CheckTargetVisible(ent))
return false;
let template = cmpTemplateManager.GetCurrentTemplateName(ent);
if (template.indexOf("resource|") != -1)
template = template.slice(9);
const cmpResourceSupply = Engine.QueryInterface(ent, IID_ResourceSupply);
const type = cmpResourceSupply.GetType();
return cmpResourceSupply.IsAvailableTo(this.entity) && filter(ent, type, template);
});
};
/**
* Returns the entity ID of the nearest resource dropsite that accepts
* the given type, or undefined if none can be found.
*/
UnitAI.prototype.FindNearestDropsite = function(genericType)
{
const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
return undefined;
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return undefined;
const pos = cmpPosition.GetPosition2D();
let bestDropsite;
let bestDist = Infinity;
// Maximum distance a point on an obstruction can be from the center of the obstruction.
const maxDifference = 40;
const owner = cmpOwnership.GetOwner();
const cmpDiplomacy = QueryOwnerInterface(this.entity, IID_Diplomacy);
const players = cmpDiplomacy && cmpDiplomacy.HasSharedDropsites() ? cmpDiplomacy.GetMutualAllies() : [owner];
const nearestDropsites = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).ExecuteQuery(this.entity, 0, -1, players, IID_ResourceDropsite, false);
const isShip = Engine.QueryInterface(this.entity, IID_Identity).HasClass("Ship");
const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
for (const dropsite of nearestDropsites)
{
// Ships are unable to reach land dropsites and shouldn't attempt to do so.
if (isShip && !Engine.QueryInterface(dropsite, IID_Identity).HasClass("Naval"))
continue;
const cmpResourceDropsite = Engine.QueryInterface(dropsite, IID_ResourceDropsite);
if (!cmpResourceDropsite.AcceptsType(genericType) || !this.CheckTargetVisible(dropsite))
continue;
if (Engine.QueryInterface(dropsite, IID_Ownership).GetOwner() != owner && !cmpResourceDropsite.IsShared())
continue;
// The range manager sorts entities by the distance to their center,
// but we want the distance to the point where resources will be dropped off.
const dist = cmpObstructionManager.DistanceToPoint(dropsite, pos.x, pos.y);
if (dist == -1)
continue;
if (dist < bestDist)
{
bestDropsite = dropsite;
bestDist = dist;
}
else if (dist > bestDist + maxDifference)
break;
}
return bestDropsite;
};
/**
* Returns the entity ID of the nearest building that needs to be constructed.
* "Nearest" is nearest from @param position.
*/
UnitAI.prototype.FindNearbyFoundation = function(position)
{
if (!position)
return undefined;
const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
return undefined;
const players = [cmpOwnership.GetOwner()];
const range = 64; // TODO: what's a sensible number?
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// Don't account for entity size, we need to match LOS visibility.
const nearby = cmpRangeManager.ExecuteQueryAroundPos(position, 0, range, players, IID_Foundation, false);
// Skip foundations that are already complete. (This matters since
// we process the ConstructionFinished message before the foundation
// we're working on has been deleted.)
return nearby.find(ent => !Engine.QueryInterface(ent, IID_Foundation).IsFinished() && this.CheckTargetVisible(ent));
};
/**
* Returns the entity ID of the nearest treasure.
* "Nearest" is nearest from @param position.
*/
UnitAI.prototype.FindNearbyTreasure = function(position)
{
if (!position)
return undefined;
const cmpTreasureCollector = Engine.QueryInterface(this.entity, IID_TreasureCollector);
if (!cmpTreasureCollector)
return undefined;
const players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
const range = 64; // TODO: what's a sensible number?
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
// Don't account for entity size, we need to match LOS visibility.
const nearby = cmpRangeManager.ExecuteQueryAroundPos(position, 0, range, players, IID_Treasure, false);
return nearby.find(ent => cmpTreasureCollector.CanCollect(ent) && this.CheckTargetVisible(ent));
};
/**
* Play a sound appropriate to the current entity.
*/
UnitAI.prototype.PlaySound = function(name)
{
if (this.IsFormationController())
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
var member = cmpFormation.GetPrimaryMember();
if (member)
PlaySound(name, member);
}
else
{
PlaySound(name, this.entity);
}
};
/*
* Set a visualActor animation variant.
* By changing the animation variant, you can change animations based on unitAI state.
* If there are no specific variants or the variant doesn't exist in the actor,
* the actor fallbacks to any existing animation.
* @param type if present, switch to a specific animation variant.
*/
UnitAI.prototype.SetAnimationVariant = function(type)
{
const cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetVariant("animationVariant", type);
};
/*
* Reset the animation variant to default behavior.
* Default behavior is to pick a resource-carrying variant if resources are being carried.
* Otherwise pick nothing in particular.
*/
UnitAI.prototype.SetDefaultAnimationVariant = function()
{
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
if (cmpResourceGatherer)
{
const type = cmpResourceGatherer.GetLastCarriedType();
if (type)
{
let typename = "carry_" + type.generic;
if (type.specific == "meat")
typename = "carry_" + type.specific;
this.SetAnimationVariant(typename);
return;
}
}
this.SetAnimationVariant("");
};
UnitAI.prototype.ResetAnimation = function()
{
const cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SelectAnimation("idle", false, 1.0);
};
UnitAI.prototype.SelectAnimation = function(name, once = false, speed = 1.0)
{
const cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SelectAnimation(name, once, speed);
};
UnitAI.prototype.SetAnimationSync = function(actiontime, repeattime)
{
var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
if (!cmpVisual)
return;
cmpVisual.SetAnimationSyncRepeat(repeattime);
cmpVisual.SetAnimationSyncOffset(actiontime);
};
UnitAI.prototype.StopMoving = function()
{
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpUnitMotion)
return;
cmpUnitMotion.StopMoving();
// Formations misuse the speed multiplier for adapting its walk speed to their members.
if (!this.IsFormationController())
cmpUnitMotion.SetSpeedMultiplier(1);
};
/**
* Generic dispatcher for other MoveTo functions.
* @param iid - Interface ID (optional) implementing GetRange
* @param type - Range type for the interface call
* @returns whether the move succeeded or failed.
*/
UnitAI.prototype.MoveTo = function(data, iid, type)
{
if (data.target)
{
if (data.min || data.max)
return this.MoveToTargetRangeExplicit(data.target, data.min || -1, data.max || -1);
else if (!iid)
return this.MoveToTarget(data.target);
return this.MoveToTargetRange(data.target, iid, type);
}
else if (data.min || data.max)
return this.MoveToPointRange(data.x, data.z, data.min || -1, data.max || -1);
return this.MoveToPoint(data.x, data.z);
};
UnitAI.prototype.MoveToPoint = function(x, z)
{
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToPointRange(x, z, 0, 0); // For point goals, allow a max range of 0.
};
UnitAI.prototype.MoveToPointRange = function(x, z, rangeMin, rangeMax)
{
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax);
};
UnitAI.prototype.MoveToTarget = function(target)
{
if (!this.CheckTargetVisible(target))
return false;
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, 0, 1);
};
UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
{
if (!this.CheckTargetVisible(target))
return false;
const range = this.GetRange(iid, type, target);
if (!range)
return false;
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
/**
* Move unit so we hope the target is in the attack range
* for melee attacks, this goes straight to the default range checks
* for ranged attacks, the parabolic range is used
*/
UnitAI.prototype.MoveToTargetAttackRange = function(target, type)
{
// for formation members, the formation will take care of the range check
if (this.IsFormationMember())
{
const cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation())
return false;
}
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!this.AbleToMove(cmpUnitMotion))
return false;
const cmpFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpFormation)
target = cmpFormation.GetClosestMemberToEntity(this.entity);
if (!this.CheckTargetVisible(target))
return false;
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return false;
const flatRange = cmpAttack.GetRange(type);
const effectiveRange = cmpAttack.GetEffectiveAttackRange(target, type);
if (effectiveRange.max < 0)
return false;
// The parabola changes while walking so be cautious:
const guessedMaxRange = effectiveRange.max > flatRange.max ?
(flatRange.max + effectiveRange.max) / 2 :
effectiveRange.max;
return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, effectiveRange.min, guessedMaxRange);
};
UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max)
{
if (!this.CheckTargetVisible(target))
return false;
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, min, max);
};
/**
* Move unit so we hope the target is in the attack range of the formation.
*
* @param {number} target - The target entity ID to attack.
* @return {boolean} - Whether the order to move has succeeded.
*/
UnitAI.prototype.MoveFormationToTargetAttackRange = function(target)
{
const cmpTargetFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpTargetFormation)
target = cmpTargetFormation.GetClosestMemberToEntity(this.entity);
if (!this.CheckTargetVisible(target))
return false;
const cmpFormationAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpFormationAttack)
return false;
const range = cmpFormationAttack.GetRange(target);
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
};
/**
* Requests the formation component to update member positions.
* Called by formation controller when formation needs reorganization.
*/
UnitAI.prototype.RequestFormationUpdate = function(moveCenter = false, force = false, formationType = "default")
{
const cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return;
cmpFormation.UpdateFormation(moveCenter, force, formationType);
};
/**
* Generic dispatcher for other Check...Range functions.
* @param iid - Interface ID (optional) implementing GetRange
* @param type - Range type for the interface call
*/
UnitAI.prototype.CheckRange = function(data, iid, type)
{
if (data.target)
{
if (data.min || data.max)
return this.CheckTargetRangeExplicit(data.target, data.min || -1, data.max || -1);
else if (!iid)
return this.CheckTargetRangeExplicit(data.target, 0, 1);
return this.CheckTargetRange(data.target, iid, type);
}
else if (data.min || data.max)
return this.CheckPointRangeExplicit(data.x, data.z, data.min || -1, data.max || -1);
return this.CheckPointRangeExplicit(data.x, data.z, 0, 0);
};
UnitAI.prototype.CheckPointRangeExplicit = function(x, z, min, max)
{
const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInPointRange(this.entity, x, z, min, max, false);
};
UnitAI.prototype.CheckTargetRange = function(target, iid, type)
{
const range = this.GetRange(iid, type, target);
if (!range)
return false;
const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, range.min, range.max, false);
};
/**
* Check if the target is inside the attack range
* For melee attacks, this goes straigt to the regular range calculation
* For ranged attacks, the parabolic formula is used to accout for bigger ranges
* when the target is lower, and smaller ranges when the target is higher
*/
UnitAI.prototype.CheckTargetAttackRange = function(target, type)
{
// for formation members, the formation will take care of the range check
if (this.IsFormationMember())
{
const cmpFormationUnitAI = Engine.QueryInterface(this.formationController, IID_UnitAI);
if (cmpFormationUnitAI && cmpFormationUnitAI.IsAttackingAsFormation() &&
cmpFormationUnitAI.order.data.target == target)
return true;
}
const cmpFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpFormation)
target = cmpFormation.GetClosestMemberToEntity(this.entity);
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
return cmpAttack && cmpAttack.IsTargetInRange(target, type);
};
UnitAI.prototype.CheckTargetRangeExplicit = function(target, min, max)
{
const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, min, max, false);
};
/**
* Check if the target is inside the attack range of the formation.
*
* @param {number} target - The target entity ID to attack.
* @return {boolean} - Whether the entity is within attacking distance.
*/
UnitAI.prototype.CheckFormationTargetAttackRange = function(target)
{
const cmpTargetFormation = Engine.QueryInterface(target, IID_Formation);
if (cmpTargetFormation)
target = cmpTargetFormation.GetClosestMemberToEntity(this.entity);
const cmpFormationAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpFormationAttack)
return false;
const range = cmpFormationAttack.GetRange(target);
const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
return cmpObstructionManager.IsInTargetRange(this.entity, target, range.min, range.max, false);
};
/**
* Returns true if the target entity is visible through the FoW/SoD.
*/
UnitAI.prototype.CheckTargetVisible = function(target)
{
if (this.isGarrisoned)
return false;
const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return false;
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
return false;
// Entities that are hidden and miraged are considered visible
const cmpFogging = Engine.QueryInterface(target, IID_Fogging);
if (cmpFogging && cmpFogging.IsMiraged(cmpOwnership.GetOwner()))
return true;
if (cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner()) == "hidden")
return false;
// Either visible directly, or visible in fog
return true;
};
/**
* Returns true if the given position is currentl visible (not in FoW/SoD).
*/
UnitAI.prototype.CheckPositionVisible = function(x, z)
{
const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return false;
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (!cmpRangeManager)
return false;
return cmpRangeManager.GetLosVisibilityPosition(x, z, cmpOwnership.GetOwner()) == "visible";
};
/**
* How close to our goal do we consider it's OK to stop if the goal appears unreachable.
* Currently 3 terrain tiles as that's relatively close but helps pathfinding.
*/
UnitAI.prototype.DefaultRelaxedMaxRange = 12;
/**
* @returns true if the unit is in the relaxed-range from the target.
*/
UnitAI.prototype.RelaxedMaxRangeCheck = function(data, relaxedRange)
{
if (!data.relaxed)
return false;
const ndata = data;
ndata.min = 0;
ndata.max = relaxedRange;
return this.CheckRange(ndata);
};
/**
* Let an entity face its target.
* @param {number} target - The entity-ID of the target.
*/
UnitAI.prototype.FaceTowardsTarget = function(target)
{
const cmpTargetPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return;
const targetPosition = cmpTargetPosition.GetPosition2D();
// Use cmpUnitMotion for units that support that, otherwise try cmpPosition (e.g. turrets)
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpUnitMotion)
{
cmpUnitMotion.FaceTowardsPoint(targetPosition.x, targetPosition.y);
return;
}
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
cmpPosition.TurnTo(cmpPosition.GetPosition2D().angleTo(targetPosition));
};
UnitAI.prototype.CheckTargetDistanceFromHeldPosition = function(target, iid, type)
{
const range = this.GetRange(iid, type, target);
if (!range)
return false;
const cmpPosition = Engine.QueryInterface(target, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return false;
const cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return false;
const halfvision = cmpVision.GetRange() / 2;
const pos = cmpPosition.GetPosition();
let heldPosition = this.heldPosition;
if (heldPosition === undefined)
heldPosition = { "x": pos.x, "z": pos.z };
return Math.euclidDistance2D(pos.x, pos.z, heldPosition.x, heldPosition.z) < halfvision + range.max;
};
UnitAI.prototype.CheckTargetIsInVisionRange = function(target)
{
const cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return false;
const range = cmpVision.GetRange();
const distance = PositionHelper.DistanceBetweenEntities(this.entity, target);
return distance < range;
};
UnitAI.prototype.GetBestAttackAgainst = function(target, allowCapture = this.DEFAULT_CAPTURE)
{
return Engine.QueryInterface(this.entity, IID_Attack)?.GetBestAttackAgainst(target, allowCapture);
};
/**
* Try to find one of the given entities which can be attacked,
* and start attacking it.
* Returns true if it found something to attack.
*/
UnitAI.prototype.AttackVisibleEntity = function(ents)
{
var target = ents.find(entity => this.CanAttack(entity));
if (!target)
return false;
this.PushOrderFront("Attack", { "target": target, "force": false });
return true;
};
/**
* Try to find one of the given entities which can be attacked
* and which is close to the hold position, and start attacking it.
* Returns true if it found something to attack.
*/
UnitAI.prototype.AttackEntityInZone = function(ents)
{
var target = ents.find(entity =>
this.CanAttack(entity) &&
this.CheckTargetDistanceFromHeldPosition(entity, IID_Attack, this.GetBestAttackAgainst(entity, true)) &&
(this.GetStance().respondChaseBeyondVision || this.CheckTargetIsInVisionRange(entity))
);
if (!target)
return false;
this.PushOrderFront("Attack", { "target": target, "force": false });
return true;
};
/**
* Try to respond appropriately given our current stance,
* given a list of entities that match our stance's target criteria.
* Returns true if it responded.
*/
UnitAI.prototype.RespondToTargetedEntities = function(ents)
{
if (!ents.length)
return false;
if (this.GetStance().respondChase)
return this.AttackVisibleEntity(ents);
if (this.GetStance().respondStandGround)
return this.AttackVisibleEntity(ents);
if (this.GetStance().respondHoldGround)
return this.AttackEntityInZone(ents);
if (this.GetStance().respondFlee)
{
if (this.order && this.order.type == "Flee")
this.orderQueue.shift();
this.PushOrderFront("Flee", { "target": ents[0], "force": false });
return true;
}
return false;
};
/**
* @param {number} ents - An array of the IDs of the spotted entities.
* @return {boolean} - Whether we responded.
*/
UnitAI.prototype.RespondToSightedEntities = function(ents)
{
if (!ents || !ents.length)
return false;
if (this.GetStance().respondFleeOnSight)
{
this.Flee(ents[0], false);
return true;
}
return false;
};
/**
* Try to respond to healable entities.
* Returns true if it responded.
*/
UnitAI.prototype.RespondToHealableEntities = function(ents)
{
const target = ents.find(ent => this.CanHeal(ent));
if (!target)
return false;
this.PushOrderFront("Heal", { "target": target, "force": false });
return true;
};
/**
* Returns true if we should stop following the target entity.
*/
UnitAI.prototype.ShouldAbandonChase = function(target, force, iid, type)
{
if (!this.CheckTargetVisible(target))
return true;
// Forced orders shouldn't be interrupted.
if (force)
return false;
// If we are guarding/escorting, don't abandon as long as the guarded unit is in target range of the attacker
if (this.isGuardOf)
{
const cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
const cmpAttack = Engine.QueryInterface(target, IID_Attack);
if (cmpUnitAI && cmpAttack &&
cmpAttack.GetAttackTypes().some(kind => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, kind)))
return false;
}
if (this.GetStance().respondHoldGround)
if (!this.CheckTargetDistanceFromHeldPosition(target, iid, type))
return true;
// Stop if it's left our vision range, unless we're especially persistent.
if (!this.GetStance().respondChaseBeyondVision)
if (!this.CheckTargetIsInVisionRange(target))
return true;
return false;
};
/*
* Returns whether we should chase the targeted entity,
* given our current stance.
*/
UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force)
{
if (!this.AbleToMove())
return false;
// Check if we should chase based on stance
if (this.GetStance().respondChase)
{
// If we're allowed to chase beyond vision, always chase
if (this.GetStance().respondChaseBeyondVision)
return true;
// Otherwise, only chase if the target is within our personal vision
return this.CheckTargetIsInVisionRange(target);
}
// If we are guarding/escorting, chase at least as long as the guarded unit is in target range of the attacker
if (this.isGuardOf)
{
const cmpUnitAI = Engine.QueryInterface(target, IID_UnitAI);
const cmpAttack = Engine.QueryInterface(target, IID_Attack);
if (cmpUnitAI && cmpAttack &&
cmpAttack.GetAttackTypes().some(type => cmpUnitAI.CheckTargetAttackRange(this.isGuardOf, type)))
return true;
}
return force;
};
// External interface functions
/**
* Checks if the current target is a formation controller.
* If it is a formation controller, we identify the closest individual
* member within it and set this.order.data.target to it instead.
* The original formation controller ID is stored in this.order.data.formationTarget
* instead.
*/
UnitAI.prototype.HandleTargetAsFormation = function()
{
const cmpFormation = Engine.QueryInterface(this.order.data.target, IID_Formation);
if (!cmpFormation)
return;
this.order.data.formationTarget = this.order.data.target;
this.order.data.target = cmpFormation.GetClosestMemberToEntity(this.entity);
};
/**
* Order a unit to leave the formation it is in.
* Used to handle queued no-formation orders for units in formation.
*/
UnitAI.prototype.LeaveFormation = function(queued = true)
{
// If queued, add the order even if we're not in formation,
// maybe we will be later.
if (!queued && !this.IsFormationMember())
return;
if (queued)
this.AddOrder("LeaveFormation", { "force": true }, queued);
else
this.PushOrderFront("LeaveFormation", { "force": true });
};
UnitAI.prototype.SetFormationController = function(ent)
{
this.formationController = ent;
// Set obstruction group, so we can walk through members of our own formation.
Engine.QueryInterface(this.entity, IID_Obstruction)?.SetControlGroup(ent);
Engine.QueryInterface(this.entity, IID_UnitMotion)?.SetMemberOfFormation(ent);
};
UnitAI.prototype.UnsetFormationController = function()
{
this.formationController = INVALID_ENTITY;
Engine.QueryInterface(this.entity, IID_Obstruction)?.SetControlGroup(this.entity);
Engine.QueryInterface(this.entity, IID_UnitMotion)?.SetMemberOfFormation(this.formationController);
this.UnitFsm.ProcessMessage(this, { "type": "FormationLeave" });
};
UnitAI.prototype.GetFormationController = function()
{
return this.formationController;
};
UnitAI.prototype.GetFormationTemplate = function()
{
return Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetCurrentTemplateName(this.formationController) || NULL_FORMATION;
};
UnitAI.prototype.MoveIntoFormation = function(cmd)
{
var cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.PushOrderFront("MoveIntoFormation", { "x": pos.x, "z": pos.z, "force": true });
};
UnitAI.prototype.GetTargetPositions = function()
{
var targetPositions = [];
for (var i = 0; i < this.orderQueue.length; ++i)
{
var order = this.orderQueue[i];
switch (order.type)
{
case "Walk":
case "WalkAndFight":
case "WalkToPointRange":
case "MoveIntoFormation":
case "GatherNearPosition":
case "Patrol":
targetPositions.push(new Vector2D(order.data.x, order.data.z));
break; // and continue the loop
case "WalkToTarget":
case "WalkToTargetRange": // This doesn't move to the target (just into range), but a later order will.
case "Guard":
case "Flee":
case "LeaveFoundation":
case "Attack":
case "Heal":
case "Gather":
case "ReturnResource":
case "Repair":
case "Garrison":
case "CollectTreasure":
var cmpTargetPosition = Engine.QueryInterface(order.data.target, IID_Position);
if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld())
return targetPositions;
targetPositions.push(cmpTargetPosition.GetPosition2D());
return targetPositions;
case "Stop":
return [];
case "DropAtNearestDropSite":
break;
default:
error("GetTargetPositions: Unrecognized order type '"+order.type+"'");
return [];
}
}
return targetPositions;
};
/**
* Returns the estimated distance that this unit will travel before either
* finishing all of its orders, or reaching a non-walk target (attack, gather, etc).
* Intended for Formation to switch to column layout on long walks.
*/
UnitAI.prototype.ComputeWalkingDistance = function()
{
var distance = 0;
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return 0;
// Keep track of the position at the start of each order
var pos = cmpPosition.GetPosition2D();
var targetPositions = this.GetTargetPositions();
for (var i = 0; i < targetPositions.length; ++i)
{
distance += pos.distanceTo(targetPositions[i]);
// Remember this as the start position for the next order
pos = targetPositions[i];
}
return distance;
};
UnitAI.prototype.AddOrder = function(type, data, queued, pushFront)
{
if (this.expectedRoute)
this.expectedRoute = undefined;
if (pushFront)
this.PushOrderFront(type, data);
else if (queued)
this.PushOrder(type, data);
else
this.ReplaceOrder(type, data);
};
/**
* Adds guard/escort order to the queue, forced by the player.
*/
UnitAI.prototype.Guard = function(target, queued, pushFront)
{
if (!this.CanGuard())
{
this.WalkToTarget(target, queued);
return;
}
if (target === this.entity)
return;
if (this.isGuardOf)
{
if (this.isGuardOf == target && this.order && this.order.type == "Guard")
return;
this.RemoveGuard();
}
this.AddOrder("Guard", { "target": target, "force": false }, queued, pushFront);
};
/**
* @return {boolean} - Whether it makes sense to guard the given entity.
*/
UnitAI.prototype.ShouldGuard = function(target)
{
return this.TargetIsAlive(target) ||
Engine.QueryInterface(target, IID_Capturable) ||
Engine.QueryInterface(target, IID_StatusEffectsReceiver);
};
UnitAI.prototype.AddGuard = function(target)
{
if (!this.CanGuard())
return false;
var cmpGuard = Engine.QueryInterface(target, IID_Guard);
if (!cmpGuard)
return false;
this.isGuardOf = target;
this.guardRange = cmpGuard.GetRange(this.entity);
cmpGuard.AddGuard(this.entity);
return true;
};
UnitAI.prototype.RemoveGuard = function()
{
if (!this.isGuardOf)
return;
const cmpGuard = Engine.QueryInterface(this.isGuardOf, IID_Guard);
if (cmpGuard)
cmpGuard.RemoveGuard(this.entity);
this.guardRange = undefined;
this.isGuardOf = undefined;
if (!this.order)
return;
if (this.order.type == "Guard")
this.UnitFsm.ProcessMessage(this, { "type": "RemoveGuard" });
else
for (let i = 1; i < this.orderQueue.length; ++i)
if (this.orderQueue[i].type == "Guard")
this.orderQueue.splice(i, 1);
Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() });
};
UnitAI.prototype.IsGuardOf = function()
{
return this.isGuardOf;
};
UnitAI.prototype.SetGuardOf = function(entity)
{
// entity may be undefined
this.isGuardOf = entity;
};
UnitAI.prototype.CanGuard = function()
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
return this.template.CanGuard == "true";
};
UnitAI.prototype.CanPatrol = function()
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
return this.IsFormationController() || this.template.CanPatrol == "true";
};
/**
* Adds walk order to queue, forced by the player.
*/
UnitAI.prototype.Walk = function(x, z, queued, pushFront)
{
if (!pushFront && this.expectedRoute && queued)
this.expectedRoute.push({ "x": x, "z": z });
else
this.AddOrder("Walk", { "x": x, "z": z, "force": true }, queued, pushFront);
};
/**
* Adds walk to point range order to queue, forced by the player.
*/
UnitAI.prototype.WalkToPointRange = function(x, z, min, max, queued, pushFront)
{
this.AddOrder("Walk", { "x": x, "z": z, "min": min, "max": max, "force": true }, queued, pushFront);
};
/**
* Adds stop order to queue, forced by the player.
*/
UnitAI.prototype.Stop = function(queued, pushFront)
{
this.AddOrder("Stop", { "force": true }, queued, pushFront);
};
/**
* The unit will drop all resources at the closest dropsite. If this unit is no gatherer or
* no dropsite is available, it will do nothing.
*/
UnitAI.prototype.DropAtNearestDropSite = function(queued, pushFront)
{
this.AddOrder("DropAtNearestDropSite", { "force": true }, queued, pushFront);
};
/**
* Adds walk-to-target order to queue, this only occurs in response
* to a player order, and so is forced.
*/
UnitAI.prototype.WalkToTarget = function(target, queued, pushFront)
{
this.AddOrder("WalkToTarget", { "target": target, "force": true }, queued, pushFront);
};
/**
* Adds walk-to-target-range order to queue, this only occurs in response
* to a player order, and so is forced.
*/
UnitAI.prototype.WalkToTargetRange = function(target, iid, type, queued, pushFront)
{
const range = this.GetRange(iid, type, target);
this.AddOrder("WalkToTarget", { "target": target, "min": range.min, "max": range.max, "force": true }, queued, pushFront);
};
/**
* Adds walk-and-fight order to queue, this only occurs in response
* to a player order, and so is forced.
* If targetClasses is given, only entities matching the targetClasses can be attacked.
*/
UnitAI.prototype.WalkAndFight = function(x, z, targetClasses, allowCapture = this.DEFAULT_CAPTURE, queued = false, pushFront = false)
{
this.AddOrder("WalkAndFight", { "x": x, "z": z, "targetClasses": targetClasses, "allowCapture": allowCapture, "force": true }, queued, pushFront);
};
UnitAI.prototype.Patrol = function(x, z, targetClasses, allowCapture = this.DEFAULT_CAPTURE, queued = false, pushFront = false)
{
if (!this.CanPatrol())
{
this.Walk(x, z, queued);
return;
}
this.AddOrder("Patrol", { "x": x, "z": z, "targetClasses": targetClasses, "allowCapture": allowCapture, "force": true }, queued, pushFront);
};
/**
* Adds leave foundation order to queue, treated as forced.
*/
UnitAI.prototype.LeaveFoundation = function(target)
{
// If we're already being told to leave a foundation, then
// ignore this new request so we don't end up being too indecisive
// to ever actually move anywhere.
if (this.order && (this.order.type == "LeaveFoundation" || (this.order.type == "Flee" && this.order.data.target == target)))
return;
if (this.orderQueue.length && this.orderQueue[0].type == "Unpack" && this.WillMoveFromFoundation(target, false))
{
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack)
cmpPack.CancelPack();
}
if (this.IsPacking())
return;
this.PushOrderFront("LeaveFoundation", { "target": target, "force": true });
};
/**
* Adds attack order to the queue, forced by the player.
*/
UnitAI.prototype.Attack = function(target, allowCapture = this.DEFAULT_CAPTURE, queued = false, pushFront = false)
{
if (!this.CanAttack(target))
{
// We don't want to let healers walk to the target unit so they can be easily killed.
// Instead we just let them get into healing range.
if (this.IsHealer())
this.WalkToTargetRange(target, IID_Heal, null, queued, pushFront);
else
this.WalkToTarget(target, queued, pushFront);
return;
}
const order = {
"target": target,
"force": true,
"allowCapture": allowCapture,
};
this.RememberTargetPosition(order);
if (this.order && this.order.type == "Attack" &&
this.order.data &&
this.order.data.target === order.target &&
this.order.data.allowCapture === order.allowCapture)
{
this.order.data.lastPos = order.lastPos;
this.order.data.force = order.force;
if (order.force)
this.orderQueue = [this.order];
return;
}
this.AddOrder("Attack", order, queued, pushFront);
};
/**
* Adds garrison order to the queue, forced by the player.
*/
UnitAI.prototype.Garrison = function(target, queued, pushFront)
{
// Not allowed to garrison when occupying a turret, at the moment.
if (this.isGarrisoned || this.IsTurret())
return;
if (target == this.entity)
return;
if (!this.CanGarrison(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Garrison", { "target": target, "force": true, "garrison": true }, queued, pushFront);
};
/**
* Adds ungarrison order to the queue.
*/
UnitAI.prototype.Ungarrison = function()
{
if (!this.isGarrisoned && !this.IsTurret())
return;
this.AddOrder("Ungarrison", null, false);
};
/**
* Adds garrison order to the queue, forced by the player.
*/
UnitAI.prototype.OccupyTurret = function(target, queued, pushFront)
{
if (target == this.entity)
return;
if (!this.CanOccupyTurret(target))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("Garrison", { "target": target, "force": true, "garrison": false }, queued, pushFront);
};
/**
* Adds gather order to the queue, forced by the player
* until the target is reached
*/
UnitAI.prototype.Gather = function(target, queued, pushFront)
{
this.PerformGather(target, queued, true, pushFront);
};
/**
* Internal function to abstract the force parameter.
*/
UnitAI.prototype.PerformGather = function(target, queued, force, pushFront = false)
{
if (!this.CanGather(target))
{
this.WalkToTarget(target, queued);
return;
}
// Save the resource type now, so if the resource gets destroyed
// before we process the order then we still know what resource
// type to look for more of
var type;
var cmpResourceSupply = QueryMiragedInterface(target, IID_ResourceSupply);
if (cmpResourceSupply)
type = cmpResourceSupply.GetType();
else
error("CanGather allowed gathering from invalid entity");
// Also save the target entity's template, so that if it's an animal,
// we won't go from hunting slow safe animals to dangerous fast ones
var cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
var template = cmpTemplateManager.GetCurrentTemplateName(target);
if (template.indexOf("resource|") != -1)
template = template.slice(9);
const order = {
"target": target,
"type": type,
"template": template,
"force": force,
};
this.RememberTargetPosition(order);
order.initPos = order.lastPos;
if (this.order &&
(this.order.type == "Gather" || this.order.type == "Attack") &&
this.order.data &&
this.order.data.target === order.target)
{
this.order.data.lastPos = order.lastPos;
this.order.data.force = order.force;
if (order.force)
{
if (this.orderQueue[1]?.type === "Gather")
this.orderQueue = [this.order, this.orderQueue[1]];
else
this.orderQueue = [this.order];
}
return;
}
this.AddOrder("Gather", order, queued, pushFront);
};
/**
* Adds gather-near-position order to the queue, not forced, so it can be
* interrupted by attacks.
*/
UnitAI.prototype.GatherNearPosition = function(x, z, type, template, queued, pushFront)
{
if (template.indexOf("resource|") != -1)
template = template.slice(9);
if (this.IsFormationController() || Engine.QueryInterface(this.entity, IID_ResourceGatherer))
this.AddOrder("GatherNearPosition", { "type": type, "template": template, "x": x, "z": z, "force": false }, queued, pushFront);
else
this.AddOrder("Walk", { "x": x, "z": z, "force": false }, queued, pushFront);
};
/**
* Adds heal order to the queue, forced by the player.
*/
UnitAI.prototype.Heal = function(target, queued, pushFront)
{
if (!this.CanHeal(target))
{
this.WalkToTarget(target, queued);
return;
}
if (this.order && this.order.type == "Heal" &&
this.order.data &&
this.order.data.target === target)
{
this.order.data.force = true;
this.orderQueue = [this.order];
return;
}
this.AddOrder("Heal", { "target": target, "force": true }, queued, pushFront);
};
/**
* Adds return resource order to the queue, forced by the player.
*/
UnitAI.prototype.ReturnResource = function(target, queued, pushFront)
{
if (!this.CanReturnResource(target, true))
{
this.WalkToTarget(target, queued);
return;
}
this.AddOrder("ReturnResource", { "target": target, "force": true }, queued, pushFront);
};
/**
* Adds order to collect a treasure to queue, forced by the player.
*/
UnitAI.prototype.CollectTreasure = function(target, queued, pushFront)
{
this.AddOrder("CollectTreasure", {
"target": target,
"force": true
}, queued, pushFront);
};
/**
* Adds order to collect a treasure to queue, forced by the player.
*/
UnitAI.prototype.CollectTreasureNearPosition = function(posX, posZ, queued, pushFront)
{
this.AddOrder("CollectTreasureNearPosition", {
"x": posX,
"z": posZ,
"force": true
}, queued, pushFront);
};
UnitAI.prototype.CancelSetupTradeRoute = function(target)
{
const cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (!cmpTrader)
return;
cmpTrader.RemoveTargetMarket(target);
if (this.IsFormationController())
this.CallMemberFunction("CancelSetupTradeRoute", [target]);
};
/**
* Adds trade order to the queue. Either walk to the first market, or
* start a new route. Not forced, so it can be interrupted by attacks.
* The possible route may be given directly as a SetupTradeRoute argument
* if coming from a RallyPoint, or through this.expectedRoute if a user command.
*/
UnitAI.prototype.SetupTradeRoute = function(target, source, route, queued, pushFront)
{
if (!this.CanTrade(target))
{
this.WalkToTarget(target, queued);
return;
}
// AI has currently no access to BackToWork
const cmpPlayer = QueryOwnerInterface(this.entity);
if (cmpPlayer && cmpPlayer.IsAI() && !this.IsFormationController() &&
this.workOrders.length && this.workOrders[0].type == "Trade")
{
const cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader.HasBothMarkets() &&
(cmpTrader.GetFirstMarket() == target && cmpTrader.GetSecondMarket() == source ||
cmpTrader.GetFirstMarket() == source && cmpTrader.GetSecondMarket() == target))
{
this.BackToWork();
return;
}
}
var marketsChanged = this.SetTargetMarket(target, source);
if (!marketsChanged)
return;
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (cmpTrader.HasBothMarkets())
{
const data = {
"target": cmpTrader.GetFirstMarket(),
"route": route,
"force": false
};
if (this.expectedRoute)
{
if (!route && this.expectedRoute.length)
data.route = this.expectedRoute.slice();
this.expectedRoute = undefined;
}
if (this.IsFormationController())
{
this.CallMemberFunction("AddOrder", ["Trade", data, queued]);
const cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (cmpFormation)
cmpFormation.Disband();
}
else
this.AddOrder("Trade", data, queued, pushFront);
}
else
{
if (this.IsFormationController())
this.CallMemberFunction("WalkToTarget", [cmpTrader.GetFirstMarket(), queued, pushFront]);
else
this.WalkToTarget(cmpTrader.GetFirstMarket(), queued, pushFront);
this.expectedRoute = [];
}
};
UnitAI.prototype.SetTargetMarket = function(target, source)
{
var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
if (!cmpTrader)
return false;
var marketsChanged = cmpTrader.SetTargetMarket(target, source);
if (this.IsFormationController())
this.CallMemberFunction("SetTargetMarket", [target, source]);
return marketsChanged;
};
UnitAI.prototype.SwitchMarketOrder = function(oldMarket, newMarket)
{
if (this.order && this.order.data && this.order.data.target && this.order.data.target == oldMarket)
this.order.data.target = newMarket;
};
UnitAI.prototype.MoveToMarket = function(targetMarket)
{
let nextTarget;
if (this.waypoints && this.waypoints.length >= 1)
nextTarget = this.waypoints.pop();
else
nextTarget = { "target": targetMarket };
this.order.data.nextTarget = nextTarget;
return this.MoveTo(this.order.data.nextTarget, IID_Trader);
};
UnitAI.prototype.MarketRemoved = function(market)
{
if (this.order && this.order.data && this.order.data.target && this.order.data.target == market)
this.UnitFsm.ProcessMessage(this, { "type": "TradingCanceled", "market": market });
};
/**
* Adds repair/build order to the queue, forced by the player
* until the target is reached
*/
UnitAI.prototype.Repair = function(target, autocontinue, queued, pushFront)
{
if (!this.CanRepair(target))
{
this.WalkToTarget(target, queued);
return;
}
if (this.order && this.order.type == "Repair" &&
this.order.data &&
this.order.data.target === target &&
this.order.data.autocontinue === autocontinue)
{
this.order.data.force = true;
this.orderQueue = [this.order];
return;
}
this.AddOrder("Repair", { "target": target, "autocontinue": autocontinue, "force": true }, queued, pushFront);
};
/**
* Adds flee order to the queue, not forced, so it can be
* interrupted by attacks.
*/
UnitAI.prototype.Flee = function(target, queued, pushFront)
{
this.AddOrder("Flee", { "target": target, "force": false }, queued, pushFront);
};
UnitAI.prototype.Cheer = function()
{
this.PushOrderFront("Cheer", { "force": false });
};
UnitAI.prototype.Pack = function(queued, pushFront)
{
if (this.CanPack())
this.AddOrder("Pack", { "force": true }, queued, pushFront);
};
UnitAI.prototype.Unpack = function(queued, pushFront)
{
if (this.CanUnpack())
this.AddOrder("Unpack", { "force": true }, queued, pushFront);
};
UnitAI.prototype.CancelPack = function(queued, pushFront)
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack && cmpPack.IsPacking() && !cmpPack.IsPacked())
this.AddOrder("CancelPack", { "force": true }, queued, pushFront);
};
UnitAI.prototype.CancelUnpack = function(queued, pushFront)
{
var cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
if (cmpPack && cmpPack.IsPacking() && cmpPack.IsPacked())
this.AddOrder("CancelUnpack", { "force": true }, queued, pushFront);
};
UnitAI.prototype.SetStance = function(stance)
{
if (g_Stances[stance])
{
this.stance = stance;
Engine.PostMessage(this.entity, MT_UnitStanceChanged, { "to": this.stance });
}
else
error("UnitAI: Setting to invalid stance '"+stance+"'");
};
UnitAI.prototype.SwitchToStance = function(stance)
{
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.SetHeldPosition(pos.x, pos.z);
this.SetStance(stance);
// Reset the range queries, since the range depends on stance.
this.SetupRangeQueries();
};
UnitAI.prototype.SetTurretStance = function()
{
this.SetImmobile();
this.previousStance = undefined;
if (this.GetStance().respondStandGround)
return;
for (const stance in g_Stances)
{
if (!g_Stances[stance].respondStandGround)
continue;
this.previousStance = this.GetStanceName();
this.SwitchToStance(stance);
return;
}
};
UnitAI.prototype.ResetTurretStance = function()
{
this.SetMobile();
if (!this.previousStance)
return;
this.SwitchToStance(this.previousStance);
this.previousStance = undefined;
};
/**
* Resets the losRangeQuery.
* @return {boolean} - Whether there are targets in range that we ought to react upon.
*/
UnitAI.prototype.FindSightedEnemies = function()
{
if (!this.losRangeQuery)
return false;
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.RespondToSightedEntities(cmpRangeManager.ResetActiveQuery(this.losRangeQuery));
};
/**
* Resets losHealRangeQuery, and if there are some targets in range that we can heal
* then we start healing and this returns true; otherwise, returns false.
*/
UnitAI.prototype.FindNewHealTargets = function()
{
if (!this.losHealRangeQuery)
return false;
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.RespondToHealableEntities(cmpRangeManager.ResetActiveQuery(this.losHealRangeQuery));
};
/**
* Resets losAttackRangeQuery, and if there are some targets in range that we can
* attack then we start attacking and this returns true; otherwise, returns false.
*/
UnitAI.prototype.FindNewTargets = function()
{
if (!this.losAttackRangeQuery)
return false;
if (!this.GetStance().targetVisibleEnemies)
return false;
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return this.AttackEntitiesByPreference(cmpRangeManager.ResetActiveQuery(this.losAttackRangeQuery));
};
UnitAI.prototype.FindWalkAndFightTargets = function()
{
if (this.IsFormationController())
return this.CallMemberFunction("FindWalkAndFightTargets", null);
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
let entities;
if (!this.losAttackRangeQuery || !this.GetStance().targetVisibleEnemies || !cmpAttack)
entities = [];
else
{
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
entities = cmpRangeManager.ResetActiveQuery(this.losAttackRangeQuery);
}
const attackfilter = e =>
{
if (this?.order?.data?.targetClasses)
{
const cmpIdentity = Engine.QueryInterface(e, IID_Identity);
const targetClasses = this.order.data.targetClasses;
if (cmpIdentity && targetClasses.attack &&
!MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.attack))
return false;
if (cmpIdentity && targetClasses.avoid &&
MatchesClassList(cmpIdentity.GetClassesList(), targetClasses.avoid))
return false;
// Only used by the AIs to prevent some choices of targets
if (targetClasses.vetoEntities && targetClasses.vetoEntities[e])
return false;
}
const cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() > 0)
return true;
const cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
};
const attack = target =>
{
const order = {
"target": target,
"force": false,
"allowCapture": this.order?.data?.allowCapture || this.DEFAULT_CAPTURE
};
if (this.IsFormationMember())
this.ReplaceOrder("Attack", order);
else
this.PushOrderFront("Attack", order);
};
const prefs = {};
let bestPref;
const targets = [];
let pref;
for (const v of entities)
{
if (this.CanAttack(v) && attackfilter(v))
{
pref = cmpAttack.GetPreference(v);
if (pref === 0)
{
attack(v);
return true;
}
targets.push(v);
}
prefs[v] = pref;
if (pref !== undefined && (bestPref === undefined || pref < bestPref))
bestPref = pref;
}
for (const targ of targets)
{
if (prefs[targ] !== bestPref)
continue;
attack(targ);
return true;
}
// healers on a walk-and-fight order should heal injured units
if (this.IsHealer())
return this.FindNewHealTargets();
return false;
};
/**
* Returns the detection range for the given interface, adjusted by stance.
*
* The query range depends on stance because it represents the distance at which
* the unit should "notice" an enemy and potentially start moving toward it.
*
* @param {number} iid - IID_Vision, IID_Heal, or IID_Attack
* @returns {{min: number, max: number, baseRange: number, parabolic: boolean}}
* 'parabolic' indicates that the caller
* should use a parabolic range query (accounting for elevation) instead of a
* flat 2D one. Generally used for projectile attacks.
* 'baseRange' is a non-parabolic 2D detection range that always counts as in-range.
*/
UnitAI.prototype.GetQueryRange = function(iid)
{
const ret = { "min": 0, "max": 0, "baseRange": 0, "parabolic": false };
const cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
if (!cmpVision)
return ret;
const visionRange = cmpVision.GetRange();
if (iid === IID_Vision)
{
ret.max = visionRange;
return ret;
}
// The query range depends on stance because it represents the distance at which
// the unit should "notice" an enemy and potentially start moving toward it:
if (this.GetStance().respondStandGround)
{
// StandGround: flat attack range only (won't move at all)
const range = this.GetRange(iid);
if (!range)
return ret;
ret.min = range.min;
ret.max = range.max;
ret.baseRange = Math.min(visionRange, range.max);
// For StandGround, the 'parabolic' flag is set so that the caller can create a
// parabolic query instead of a flat one. This ensures elevation bonuses are
// properly accounted for when detecting enemies.
// Without this, a unit on a hill could be in parabolic range of an enemy
// but never notice them because the flat 2D detection circle is smaller.
// Other stances don't need this since they'll chase/approach anyway, and
// the attack validation (IsTargetInRange) does a precise parabolic check
// before actually attacking.
ret.parabolic = range.parabolic;
}
// In other stances, detect enemies within vision or within parabolic attack range.
// This allows attacking enemies visible through allies but outside personal vision.
// Base range capped by attack range to avoid querying beyond what we can actually hit.
else if (this.GetStance().respondChase)
{
const range = this.GetRange(iid);
if (range && range.parabolic)
{
// Detect enemies within vision and
// enemies within parabolic attack range
ret.parabolic = true;
ret.max = range.max; // Parabolic attack range
ret.baseRange = Math.min(visionRange, range.max); // Always detect within vision
ret.min = range.min;
}
else
{
// Non-parabolic attacks: simple vision range
ret.max = visionRange;
}
}
else if (this.GetStance().respondHoldGround)
{
// HoldGround: vision range + half attack range (willing to move a bit)
const range = this.GetRange(iid);
if (!range)
return ret;
ret.max = Math.min(range.max + visionRange / 2, visionRange);
}
// We probably have stance 'passive' and we wouldn't have a range,
// but as it is the default for healers we need to set it to something sane.
else if (iid === IID_Heal)
ret.max = visionRange;
return ret;
};
UnitAI.prototype.GetStance = function()
{
return g_Stances[this.stance];
};
UnitAI.prototype.GetSelectableStances = function()
{
if (this.IsTurret())
return [];
return Object.keys(g_Stances).filter(key => g_Stances[key].selectable);
};
UnitAI.prototype.GetStanceName = function()
{
return this.stance;
};
/*
* Make the unit run.
*/
UnitAI.prototype.Run = function()
{
this.SetSpeedMultiplier(this.GetRunMultiplier());
};
/**
* @param {number} speed - The multiplier to set the speed to.
*/
UnitAI.prototype.SetSpeedMultiplier = function(speed)
{
Engine.QueryInterface(this.entity, IID_UnitMotion)?.SetSpeedMultiplier(speed);
};
/**
* Try to match the targets current movement speed.
*
* @param {number} target - The entity ID of the target to match.
* @param {boolean} mayRun - Whether the entity is allowed to run to match the speed.
*/
UnitAI.prototype.TryMatchTargetSpeed = function(target, mayRun = true)
{
const cmpUnitMotionTarget = Engine.QueryInterface(target, IID_UnitMotion);
if (cmpUnitMotionTarget)
{
const targetSpeed = cmpUnitMotionTarget.GetCurrentSpeed();
if (targetSpeed)
this.SetSpeedMultiplier(Math.min(mayRun ? this.GetRunMultiplier() : 1, targetSpeed / this.GetWalkSpeed()));
}
};
/*
* Remember the position of the target (in lastPos), if any, in case it disappears later
* and we want to head to its last known position.
* @param orderData - The order data to set this on. Defaults to this.order.data
*/
UnitAI.prototype.RememberTargetPosition = function(orderData)
{
if (!orderData)
orderData = this.order.data;
const cmpPosition = Engine.QueryInterface(orderData.target, IID_Position);
if (cmpPosition && cmpPosition.IsInWorld())
orderData.lastPos = cmpPosition.GetPosition();
};
UnitAI.prototype.SetHeldPosition = function(x, z)
{
this.heldPosition = { "x": x, "z": z };
};
UnitAI.prototype.SetHeldPositionOnEntity = function(entity)
{
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return;
var pos = cmpPosition.GetPosition();
this.SetHeldPosition(pos.x, pos.z);
};
UnitAI.prototype.GetHeldPosition = function()
{
return this.heldPosition;
};
UnitAI.prototype.WalkToHeldPosition = function()
{
if (this.heldPosition)
{
this.AddOrder("Walk", { "x": this.heldPosition.x, "z": this.heldPosition.z, "force": false }, false, false);
return true;
}
return false;
};
// Helper functions
/**
* General getter for ranges.
*
* @param {number} iid
* @param {number} target - [Optional]
* @param {string} type - [Optional]
* @return {Object | undefined} - The range in the form
* { "min": number, "max": number }
* Returns undefined when the entity does not have the requested component.
*/
UnitAI.prototype.GetRange = function(iid, type, target)
{
const component = Engine.QueryInterface(this.entity, iid);
if (!component)
return undefined;
return component.GetRange(type, target);
};
UnitAI.prototype.CanAttack = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
return cmpAttack && cmpAttack.CanAttack(target);
};
UnitAI.prototype.CanGarrison = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds).
if (this.IsFormationController())
return true;
const cmpGarrisonable = Engine.QueryInterface(this.entity, IID_Garrisonable);
return cmpGarrisonable && cmpGarrisonable.CanGarrison(target);
};
UnitAI.prototype.CanGather = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds).
if (this.IsFormationController())
return true;
const cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
return cmpResourceGatherer && cmpResourceGatherer.CanGather(target);
};
UnitAI.prototype.CanHeal = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds)
if (this.IsFormationController())
return true;
const cmpHeal = Engine.QueryInterface(this.entity, IID_Heal);
return cmpHeal && cmpHeal.CanHeal(target);
};
/**
* Check if the entity can return carried resources at @param target
* @param checkCarriedResource check we are carrying resources
* @param cmpResourceGatherer if present, use this directly instead of re-querying.
*/
UnitAI.prototype.CanReturnResource = function(target, checkCarriedResource, cmpResourceGatherer = undefined)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds).
if (this.IsFormationController())
return true;
if (!cmpResourceGatherer)
cmpResourceGatherer = Engine.QueryInterface(this.entity, IID_ResourceGatherer);
return cmpResourceGatherer && cmpResourceGatherer.CanReturnResource(target, checkCarriedResource);
};
UnitAI.prototype.CanTrade = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds).
if (this.IsFormationController())
return true;
const cmpTrader = Engine.QueryInterface(this.entity, IID_Trader);
return cmpTrader && cmpTrader.CanTrade(target);
};
UnitAI.prototype.CanRepair = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds).
if (this.IsFormationController())
return true;
const cmpBuilder = Engine.QueryInterface(this.entity, IID_Builder);
return cmpBuilder && cmpBuilder.CanRepair(target);
};
UnitAI.prototype.CanOccupyTurret = function(target)
{
// Formation controllers should always respond to commands
// (then the individual units can make up their own minds).
if (this.IsFormationController())
return true;
const cmpTurretable = Engine.QueryInterface(this.entity, IID_Turretable);
return cmpTurretable && cmpTurretable.CanOccupy(target);
};
UnitAI.prototype.CanPack = function()
{
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
return cmpPack && cmpPack.CanPack();
};
UnitAI.prototype.CanUnpack = function()
{
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
return cmpPack && cmpPack.CanUnpack();
};
UnitAI.prototype.IsPacking = function()
{
const cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
return cmpPack && cmpPack.IsPacking();
};
// Formation specific functions
UnitAI.prototype.IsAttackingAsFormation = function()
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
return cmpAttack && cmpAttack.CanAttackAsFormation() &&
this.GetCurrentState() == "FORMATIONCONTROLLER.COMBAT.ATTACKING";
};
UnitAI.prototype.MoveRandomly = function(distance)
{
// To minimize drift all across the map, describe circles
// approximated by polygons.
// And to avoid getting stuck in obstacles or narrow spaces, each side
// of the polygon is obtained by trying to go away from a point situated
// half a meter backwards of the current position, after rotation.
// We also add a fluctuation on the length of each side of the polygon (dist)
// which, in addition to making the move more random, helps escaping narrow spaces
// with bigger values of dist.
const cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (!cmpPosition || !cmpPosition.IsInWorld() || !cmpUnitMotion)
return;
const pos = cmpPosition.GetPosition();
let ang = cmpPosition.GetRotation().y;
if (!this.roamAngle)
{
this.roamAngle = (randBool() ? 1 : -1) * Math.PI / 6;
ang -= this.roamAngle / 2;
this.startAngle = ang;
}
else if (Math.abs((ang - this.startAngle + Math.PI) % (2 * Math.PI) - Math.PI) < Math.abs(this.roamAngle / 2))
this.roamAngle *= randBool() ? 1 : -1;
const halfDelta = randFloat(this.roamAngle / 4, this.roamAngle * 3 / 4);
// First half rotation to decrease the impression of immediate rotation
ang += halfDelta;
cmpUnitMotion.FaceTowardsPoint(pos.x + 0.5 * Math.sin(ang), pos.z + 0.5 * Math.cos(ang));
// Then second half of the rotation
ang += halfDelta;
const dist = randFloat(0.5, 1.5) * distance;
cmpUnitMotion.MoveToPointRange(pos.x - 0.5 * Math.sin(ang), pos.z - 0.5 * Math.cos(ang), dist, -1);
};
UnitAI.prototype.SetFacePointAfterMove = function(val)
{
var cmpMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
if (cmpMotion)
cmpMotion.SetFacePointAfterMove(val);
};
UnitAI.prototype.GetFacePointAfterMove = function()
{
const cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
return cmpUnitMotion && cmpUnitMotion.GetFacePointAfterMove();
};
UnitAI.prototype.AttackEntitiesByPreference = function(ents)
{
if (!ents.length)
return false;
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return false;
const attackfilter = function(e)
{
if (!cmpAttack.CanAttack(e))
return false;
const cmpOwnership = Engine.QueryInterface(e, IID_Ownership);
if (cmpOwnership && cmpOwnership.GetOwner() > 0)
return true;
const cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
};
const entsByPreferences = {};
const preferences = [];
const entsWithoutPref = [];
for (const ent of ents)
{
if (!attackfilter(ent))
continue;
const pref = cmpAttack.GetPreference(ent);
// If we match our best preference, we can try responding right away.
// This makes some common cases fast, like most soldiers having 'Human' as best preference,
// or ships having 'Ship'. And if there are no such targets, this doesn't do much more work.
if (pref === 0)
{
if (this.RespondToTargetedEntities([ent]))
return true;
}
else if (pref === null || pref === undefined)
entsWithoutPref.push(ent);
else if (!entsByPreferences[pref])
{
preferences.push(pref);
entsByPreferences[pref] = [ent];
}
else
entsByPreferences[pref].push(ent);
}
if (preferences.length)
{
preferences.sort((a, b) => a - b);
for (const pref of preferences)
if (this.RespondToTargetedEntities(entsByPreferences[pref]))
return true;
}
return this.RespondToTargetedEntities(entsWithoutPref);
};
/**
* Call UnitAI.funcname(args) on all formation members.
* @param resetFinishedEntities - If true, call ResetFinishedEntities first.
* If the controller wants to wait on its members to finish their order,
* this needs to be reset before sending new orders (in case they instafail)
* so it makes sense to do it here.
* Only set this to false if you're sure it's safe.
*/
UnitAI.prototype.CallMemberFunction = function(funcname, args, resetFinishedEntities = true)
{
const cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
if (!cmpFormation)
return false;
if (resetFinishedEntities)
cmpFormation.ResetFinishedEntities();
let result = false;
cmpFormation.GetMembers().forEach(ent =>
{
const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (cmpUnitAI[funcname].apply(cmpUnitAI, args))
result = true;
});
return result;
};
/**
* Call obj.funcname(args) on UnitAI components owned by player in given range.
*/
UnitAI.prototype.CallPlayerOwnedEntitiesFunctionInRange = function(funcname, args, range)
{
const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return;
const owner = cmpOwnership.GetOwner();
if (owner == INVALID_PLAYER)
return;
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
const nearby = cmpRangeManager.ExecuteQuery(this.entity, 0, range, [owner], IID_UnitAI, true);
for (let i = 0; i < nearby.length; ++i)
{
const cmpUnitAI = Engine.QueryInterface(nearby[i], IID_UnitAI);
cmpUnitAI[funcname].apply(cmpUnitAI, args);
}
};
/**
* Attempts to mitigate formation obstruction by teleporting the formation controller
* to the member closest to the destination.
*
* This is used when the formation controller (with large clearance) is stuck on obstacles,
* but individual units can still navigate. The controller jumps to a member's position
* to bypass the obstruction.
*
* The mitigation have a cooldown to prevent any weird behaviour.
*/
UnitAI.prototype.AttemptObstructionMitigation = function()
{
if (this.obstructionMitigationAttempted)
return;
const cmpFormation = Engine.QueryInterface(this.entity, IID_Formation);
const destination = this.order.data;
if (!cmpFormation || !destination || destination.x === undefined || destination.z === undefined)
return;
// Convert x,z coordinates to x,y coordinates for GetClosestMemberToPosition
const destinationVec = new Vector2D(destination.x, destination.z);
const closestMember = cmpFormation.GetClosestMemberToPosition(destinationVec);
if (closestMember == INVALID_ENTITY)
return;
const cmpMemberPosition = Engine.QueryInterface(closestMember, IID_Position);
const cmpControllerPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpMemberPosition || !cmpControllerPosition)
return;
const memberPosObj = cmpMemberPosition.GetPosition2D();
const controllerPosObj = cmpControllerPosition.GetPosition2D();
const memberPos = new Vector2D(memberPosObj.x, memberPosObj.y);
const controllerPos = new Vector2D(controllerPosObj.x, controllerPosObj.y);
// Check if member is more than 2 meters closer to destination than controller
if (memberPos.distanceTo(destinationVec) < controllerPos.distanceTo(destinationVec) - 2)
cmpControllerPosition.JumpTo(memberPos.x, memberPos.y);
this.SetObstructionMitigationFlag();
};
UnitAI.prototype.SetObstructionMitigationFlag = function()
{
this.obstructionMitigationAttempted = true;
// Clear existing timer if any
if (this.obstructionMitigationTimer !== undefined)
Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer)
.CancelTimer(this.obstructionMitigationTimer);
// Store the new timer ID
this.obstructionMitigationTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer)
.SetTimeout(this.entity, IID_UnitAI, "ResetObstructionMitigationFlag", 5000, {});
};
UnitAI.prototype.ResetObstructionMitigationFlag = function()
{
delete this.obstructionMitigationAttempted;
};
UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);