mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 13:53:57 -07:00
The AI only noticed for changes to `isIdleConfirmed`. That is done to avoid recursions and don't send to many messages. But when the AI is deserialized it get's `isIdle` from the simulation. Leading to an OOS.
372 lines
9.7 KiB
JavaScript
372 lines
9.7 KiB
JavaScript
function AIProxy() {}
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AIProxy.prototype.Schema =
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"<empty/>";
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/**
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* AIProxy passes its entity's state data to AI scripts.
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*
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* Efficiency is critical: there can be many thousands of entities,
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* and the data returned by this component is serialized and copied to
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* the AI thread every turn, so it can be quite expensive.
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*
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* We omit all data that can be derived statically from the template XML
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* files - the AI scripts can parse the templates themselves.
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* This violates the component interface abstraction and is potentially
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* fragile if the template formats change (since both the component code
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* and the AI will have to be updated in sync), but it's not *that* bad
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* really and it helps performance significantly.
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*
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* We also add an optimisation to avoid copying non-changing values.
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* The first call to GetRepresentation calls getFullRepresentation,
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* which constructs the complete entity state representation.
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* After that, we simply listen to events from the rest of the gameplay code,
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* and store the changed data in this.changes.
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* Properties in this.changes will override those previously returned
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* from GetRepresentation; if a property isn't overridden then the AI scripts
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* will keep its old value.
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*
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* The event handlers should set this.changes.whatever to exactly the
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* same as getFullRepresentation would set.
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*/
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AIProxy.prototype.Init = function()
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{
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this.changes = null;
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this.needsFullGet = true;
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this.cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface);
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};
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AIProxy.prototype.Serialize = null; // we have no dynamic state to save
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AIProxy.prototype.Deserialize = function()
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{
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this.Init();
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};
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function getFullRepresentation(entityID)
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{
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const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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const ret = {
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// These properties are constant and won't need to be updated
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"id": entityID,
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"template": cmpTemplateManager.GetCurrentTemplateName(entityID)
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};
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const cmpPosition = Engine.QueryInterface(entityID, IID_Position);
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if (cmpPosition)
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{
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// Updated by OnPositionChanged
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if (cmpPosition.IsInWorld())
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{
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const pos = cmpPosition.GetPosition2D();
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ret.position = [pos.x, pos.y];
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ret.angle = cmpPosition.GetRotation().y;
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}
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else
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{
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ret.position = undefined;
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ret.angle = undefined;
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}
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}
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const cmpHealth = Engine.QueryInterface(entityID, IID_Health);
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if (cmpHealth)
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{
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// Updated by OnHealthChanged
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ret.hitpoints = cmpHealth.GetHitpoints();
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}
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const cmpResistance = Engine.QueryInterface(entityID, IID_Resistance);
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if (cmpResistance)
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ret.invulnerability = cmpResistance.IsInvulnerable();
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const cmpOwnership = Engine.QueryInterface(entityID, IID_Ownership);
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if (cmpOwnership)
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{
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// Updated by OnOwnershipChanged
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ret.owner = cmpOwnership.GetOwner();
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}
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const cmpUnitAI = Engine.QueryInterface(entityID, IID_UnitAI);
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if (cmpUnitAI)
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{
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// Updated by OnUnitIdleChanged
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ret.idle = !!cmpUnitAI.isIdleConfirmed;
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// Updated by OnUnitStanceChanged
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ret.stance = cmpUnitAI.GetStanceName();
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// Updated by OnUnitAIStateChanged
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ret.unitAIState = cmpUnitAI.GetCurrentState();
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// Updated by OnUnitAIOrderDataChanged
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ret.unitAIOrderData = cmpUnitAI.GetOrderData();
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}
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const cmpProductionQueue = Engine.QueryInterface(entityID, IID_ProductionQueue);
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if (cmpProductionQueue)
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{
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// Updated by OnProductionQueueChanged
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ret.trainingQueue = cmpProductionQueue.GetQueue();
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}
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const cmpFoundation = Engine.QueryInterface(entityID, IID_Foundation);
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if (cmpFoundation)
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{
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// Updated by OnFoundationProgressChanged
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ret.foundationProgress = cmpFoundation.GetBuildPercentage();
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ret.foundationBuilders = cmpFoundation.GetBuilders();
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}
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const cmpResourceDropsite = Engine.QueryInterface(entityID, IID_ResourceDropsite);
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if (cmpResourceDropsite)
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{
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// Updated by OnDropsiteSharingChanged
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ret.sharedDropsite = cmpResourceDropsite.IsShared();
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}
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const cmpGarrisonHolder = Engine.QueryInterface(entityID, IID_GarrisonHolder);
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if (cmpGarrisonHolder)
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{
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// Updated by OnGarrisonedUnitsChanged
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ret.garrisoned = cmpGarrisonHolder.GetEntities();
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}
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const cmpGarrisonable = Engine.QueryInterface(entityID, IID_Garrisonable);
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if (cmpGarrisonable)
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{
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// Updated by OnGarrisonedStateChanged
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ret.garrisonHolderID = cmpGarrisonable.HolderID();
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}
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const cmpTerritoryDecay = Engine.QueryInterface(entityID, IID_TerritoryDecay);
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if (cmpTerritoryDecay)
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ret.decaying = cmpTerritoryDecay.IsDecaying();
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const cmpCapturable = Engine.QueryInterface(entityID, IID_Capturable);
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if (cmpCapturable)
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ret.capturePoints = cmpCapturable.GetCapturePoints();
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return ret;
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}
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AIProxy.prototype.GetRepresentation = function()
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{
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// Return the full representation the first time we're called
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let ret;
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if (this.needsFullGet)
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{
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this.needsFullGet = false;
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ret = getFullRepresentation(this.entity);
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}
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else
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ret = this.changes;
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// Initialise changes to null instead of {}, to avoid memory allocations in the
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// common case where there will be no changes; event handlers should each reset
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// it to {} if needed
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this.changes = null;
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return ret;
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};
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AIProxy.prototype.NotifyChange = function()
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{
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// not yet notified, be sure that the owner is set before doing so
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// as the Create event is sent only on first ownership changed
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const cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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if (!cmpOwnership || cmpOwnership.GetOwner() < 0)
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return false;
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if (!this.changes)
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{
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this.changes = {};
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this.cmpAIInterface.ChangedEntity(this.entity);
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}
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return true;
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};
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// AI representation-updating event handlers:
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AIProxy.prototype.OnPositionChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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if (msg.inWorld)
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{
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this.changes.position = [msg.x, msg.z];
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this.changes.angle = msg.a;
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}
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else
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{
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this.changes.position = undefined;
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this.changes.angle = undefined;
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}
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};
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AIProxy.prototype.OnHealthChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.hitpoints = msg.to;
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};
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AIProxy.prototype.OnGarrisonedStateChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.garrisonHolderID = msg.holderID;
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};
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AIProxy.prototype.OnCapturePointsChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.capturePoints = msg.capturePoints;
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};
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AIProxy.prototype.OnInvulnerabilityChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.invulnerability = msg.invulnerability;
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};
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AIProxy.prototype.OnUnitIdleChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.idle = msg.idle;
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};
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AIProxy.prototype.OnUnitStanceChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.stance = msg.to;
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};
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AIProxy.prototype.OnUnitAIStateChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.unitAIState = msg.to;
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};
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AIProxy.prototype.OnUnitAIOrderDataChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.unitAIOrderData = msg.to;
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};
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AIProxy.prototype.OnProductionQueueChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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const cmpProductionQueue = Engine.QueryInterface(this.entity, IID_ProductionQueue);
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this.changes.trainingQueue = cmpProductionQueue.GetQueue();
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};
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AIProxy.prototype.OnGarrisonedUnitsChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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const cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
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this.changes.garrisoned = cmpGarrisonHolder.GetEntities();
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// Send a message telling a unit garrisoned or ungarrisoned.
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// I won't check if the unit is still alive so it'll be up to the AI.
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for (const ent of msg.added)
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this.cmpAIInterface.PushEvent("Garrison", { "entity": ent, "holder": this.entity });
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for (const ent of msg.removed)
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this.cmpAIInterface.PushEvent("UnGarrison", { "entity": ent, "holder": this.entity });
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};
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AIProxy.prototype.OnFoundationProgressChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.foundationProgress = msg.to;
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};
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AIProxy.prototype.OnFoundationBuildersChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.foundationBuilders = msg.to;
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};
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AIProxy.prototype.OnDropsiteSharingChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.sharedDropsite = msg.shared;
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};
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AIProxy.prototype.OnTerritoryDecayChanged = function(msg)
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{
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if (!this.NotifyChange())
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return;
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this.changes.decaying = msg.to;
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this.cmpAIInterface.PushEvent("TerritoryDecayChanged", msg);
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};
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// TODO: event handlers for all the other things
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// AI event handlers:
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// (These are passed directly as events to the AI scripts, rather than updating
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// our proxy representation.)
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// (This shouldn't include extremely high-frequency events, like PositionChanged,
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// because that would be very expensive and AI will rarely care about all those
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// events.)
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// special case: this changes the state and sends an event.
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AIProxy.prototype.OnOwnershipChanged = function(msg)
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{
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this.NotifyChange();
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if (msg.from == INVALID_PLAYER)
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{
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this.cmpAIInterface.PushEvent("Create", { "entity": msg.entity });
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return;
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}
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if (msg.to == INVALID_PLAYER)
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{
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this.cmpAIInterface.PushEvent("Destroy", { "entity": msg.entity });
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return;
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}
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this.changes.owner = msg.to;
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this.cmpAIInterface.PushEvent("OwnershipChanged", msg);
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};
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AIProxy.prototype.OnAttacked = function(msg)
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{
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this.cmpAIInterface.PushEvent("Attacked", msg);
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};
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AIProxy.prototype.OnConstructionFinished = function(msg)
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{
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this.cmpAIInterface.PushEvent("ConstructionFinished", msg);
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};
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AIProxy.prototype.OnTrainingStarted = function(msg)
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{
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this.cmpAIInterface.PushEvent("TrainingStarted", msg);
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};
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AIProxy.prototype.OnTrainingFinished = function(msg)
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{
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this.cmpAIInterface.PushEvent("TrainingFinished", msg);
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};
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AIProxy.prototype.OnAIMetadata = function(msg)
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{
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this.cmpAIInterface.PushEvent("AIMetadata", msg);
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};
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Engine.RegisterComponentType(IID_AIProxy, "AIProxy", AIProxy);
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