mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 13:53:57 -07:00
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace style for JavaScript code. This plugin was however updated the last time over 9 years ago and will be incompatible with ESLint v10, as that [removes `context.getSourceCode()`][1], the plugin relies on. To keep the eslint config working with ESLint v10, this replaces `eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule from `@stylistic/eslint-plugin`, a package we already use. While `@stylistic/brace-style` doesn't offer an option to format braces in exactly the same way as before, the "allman" style seems to be the one closest to the existing code. [1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members [2]: https://eslint.style/rules/brace-style
417 lines
12 KiB
JavaScript
417 lines
12 KiB
JavaScript
// Number of rounds of firing per 2 seconds.
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const roundCount = 20;
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const attackType = "Ranged";
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function BuildingAI() {}
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BuildingAI.prototype.Schema =
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"<element name='DefaultArrowCount'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"<optional>" +
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"<element name='MaxArrowCount' a:help='Limit the number of arrows to a certain amount'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"</optional>" +
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"<element name='GarrisonArrowMultiplier'>" +
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"<ref name='nonNegativeDecimal'/>" +
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"</element>" +
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"<element name='GarrisonArrowClasses' a:help='Add extra arrows for this class list'>" +
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"<text/>" +
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"</element>";
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BuildingAI.prototype.MAX_PREFERENCE_BONUS = 2;
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BuildingAI.prototype.Init = function()
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{
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this.currentRound = 0;
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this.archersGarrisoned = 0;
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this.arrowsLeft = 0;
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this.targetUnits = [];
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this.focusTargets = [];
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};
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BuildingAI.prototype.OnGarrisonedUnitsChanged = function(msg)
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{
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const classes = this.template.GarrisonArrowClasses;
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for (const ent of msg.added)
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{
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const cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), classes))
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++this.archersGarrisoned;
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}
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for (const ent of msg.removed)
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{
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const cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), classes))
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--this.archersGarrisoned;
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}
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};
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BuildingAI.prototype.OnOwnershipChanged = function(msg)
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{
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this.targetUnits = [];
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this.focusTargets = [];
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this.SetupRangeQuery();
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this.SetupGaiaRangeQuery();
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};
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BuildingAI.prototype.OnDiplomacyChanged = function(msg)
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{
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if (!IsOwnedByPlayer(msg.player, this.entity))
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return;
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// Remove maybe now allied/neutral units.
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this.targetUnits = [];
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this.SetupRangeQuery();
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this.SetupGaiaRangeQuery();
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};
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BuildingAI.prototype.OnDestroy = function()
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{
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if (this.timer)
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{
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const cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.timer);
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this.timer = undefined;
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}
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// Clean up range queries.
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const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (this.enemyUnitsQuery)
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cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery);
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if (this.gaiaUnitsQuery)
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cmpRangeManager.DestroyActiveQuery(this.gaiaUnitsQuery);
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};
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/**
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* React on Attack value modifications, as it might influence the range.
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*/
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BuildingAI.prototype.OnValueModification = function(msg)
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{
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if (msg.component != "Attack")
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return;
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this.targetUnits = [];
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this.SetupRangeQuery();
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this.SetupGaiaRangeQuery();
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};
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/**
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* Setup the Range Query to detect units coming in & out of range.
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*/
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BuildingAI.prototype.SetupRangeQuery = function()
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{
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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if (!cmpAttack)
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return;
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (this.enemyUnitsQuery)
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{
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cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery);
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this.enemyUnitsQuery = undefined;
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}
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const cmpDiplomacy = QueryOwnerInterface(this.entity, IID_Diplomacy);
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if (!cmpDiplomacy)
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return;
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const enemies = cmpDiplomacy.GetEnemies();
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// Remove gaia.
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if (enemies.length && enemies[0] == 0)
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enemies.shift();
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if (!enemies.length)
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return;
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const range = cmpAttack.GetRange(attackType);
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const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
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// This takes entity sizes into accounts, so no need to compensate for structure size.
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this.enemyUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
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this.entity, range.min, range.max, yOrigin,
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enemies, IID_Resistance, cmpRangeManager.GetEntityFlagMask("normal"));
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cmpRangeManager.EnableActiveQuery(this.enemyUnitsQuery);
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};
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// Set up a range query for Gaia units within LOS range which can be attacked.
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// This should be called whenever our ownership changes.
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BuildingAI.prototype.SetupGaiaRangeQuery = function()
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{
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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if (!cmpAttack)
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return;
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var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (this.gaiaUnitsQuery)
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{
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cmpRangeManager.DestroyActiveQuery(this.gaiaUnitsQuery);
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this.gaiaUnitsQuery = undefined;
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}
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if (!QueryOwnerInterface(this.entity, IID_Diplomacy)?.IsEnemy(0))
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return;
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const range = cmpAttack.GetRange(attackType);
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const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
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// This query is only interested in Gaia entities that can attack.
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// This takes entity sizes into accounts, so no need to compensate for structure size.
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this.gaiaUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
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this.entity, range.min, range.max, yOrigin,
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[0], IID_Attack, cmpRangeManager.GetEntityFlagMask("normal"));
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cmpRangeManager.EnableActiveQuery(this.gaiaUnitsQuery);
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};
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/**
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* Called when units enter or leave range.
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*/
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BuildingAI.prototype.OnRangeUpdate = function(msg)
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{
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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if (!cmpAttack)
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return;
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// Target enemy units except non-dangerous animals.
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if (msg.tag == this.gaiaUnitsQuery)
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{
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msg.added = msg.added.filter(e =>
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{
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const cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
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return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
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});
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}
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else if (msg.tag != this.enemyUnitsQuery)
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return;
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// Add new targets.
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for (const entity of msg.added)
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if (cmpAttack.CanAttack(entity))
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this.targetUnits.push(entity);
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// Remove targets outside of vision-range.
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for (const entity of msg.removed)
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{
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const index = this.targetUnits.indexOf(entity);
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if (index > -1)
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this.targetUnits.splice(index, 1);
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}
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if (this.targetUnits.length)
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this.StartTimer();
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};
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BuildingAI.prototype.StartTimer = function()
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{
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if (this.timer)
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return;
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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if (!cmpAttack)
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return;
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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var attackTimers = cmpAttack.GetTimers(attackType);
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this.timer = cmpTimer.SetInterval(this.entity, IID_BuildingAI, "FireArrows",
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attackTimers.prepare, attackTimers.repeat / roundCount, null);
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};
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BuildingAI.prototype.GetDefaultArrowCount = function()
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{
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var arrowCount = +this.template.DefaultArrowCount;
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return Math.round(ApplyValueModificationsToEntity("BuildingAI/DefaultArrowCount", arrowCount, this.entity));
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};
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BuildingAI.prototype.GetMaxArrowCount = function()
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{
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if (!this.template.MaxArrowCount)
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return Infinity;
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const maxArrowCount = +this.template.MaxArrowCount;
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return Math.round(ApplyValueModificationsToEntity("BuildingAI/MaxArrowCount", maxArrowCount, this.entity));
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};
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BuildingAI.prototype.GetGarrisonArrowMultiplier = function()
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{
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var arrowMult = +this.template.GarrisonArrowMultiplier;
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return ApplyValueModificationsToEntity("BuildingAI/GarrisonArrowMultiplier", arrowMult, this.entity);
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};
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BuildingAI.prototype.GetGarrisonArrowClasses = function()
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{
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var string = this.template.GarrisonArrowClasses;
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if (string)
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return string.split(/\s+/);
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return [];
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};
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/**
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* Returns the number of arrows which needs to be fired.
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* DefaultArrowCount + Garrisoned Archers (i.e., any unit capable
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* of shooting arrows from inside buildings).
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*/
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BuildingAI.prototype.GetArrowCount = function()
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{
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const count = this.GetDefaultArrowCount() +
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Math.round(this.archersGarrisoned * this.GetGarrisonArrowMultiplier());
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return Math.min(count, this.GetMaxArrowCount());
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};
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BuildingAI.prototype.SetUnitAITarget = function(ent)
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{
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this.unitAITarget = ent;
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if (ent)
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this.StartTimer();
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};
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/**
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* Adds index to keep track of the user-targeted units supporting a queue
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* @param {ent} - Target of focus-fire from unit-actions if the selection is an enemy.
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*/
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BuildingAI.prototype.AddFocusTarget = function(ent, queued, push)
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{
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if (!ent || this.targetUnits.indexOf(ent) === -1)
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return;
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if (queued)
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this.focusTargets.push({ "entityId": ent });
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else if (push)
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this.focusTargets.unshift({ "entityId": ent });
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else
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this.focusTargets = [{ "entityId": ent }];
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};
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/**
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* Fire arrows with random temporal distribution on prefered targets.
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* Called 'roundCount' times every 'RepeatTime' seconds when there are units in the range.
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*/
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BuildingAI.prototype.FireArrows = function()
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{
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if (!this.targetUnits.length && !this.unitAITarget)
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{
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if (!this.timer)
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return;
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const cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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cmpTimer.CancelTimer(this.timer);
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this.timer = undefined;
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return;
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}
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const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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if (!cmpAttack)
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return;
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if (this.currentRound > roundCount - 1)
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this.currentRound = 0;
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if (this.currentRound == 0)
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this.arrowsLeft = this.GetArrowCount();
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let arrowsToFire;
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if (this.currentRound == roundCount - 1)
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arrowsToFire = this.arrowsLeft;
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else
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arrowsToFire = Math.min(
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// shooting arrows in the first quarter of rounds results in a burst.
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this.GetArrowCount() / (roundCount / 4),
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this.arrowsLeft
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);
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if (arrowsToFire <= 0)
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{
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++this.currentRound;
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return;
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}
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// Add targets to a list.
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let targets = [];
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const addTarget = function(target)
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{
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const pref = (cmpAttack.GetPreference(target) ?? 49);
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targets.push({ "entityId": target, "preference": pref });
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};
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// Add the UnitAI target separately, as the UnitMotion and RangeManager implementations differ.
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if (this.unitAITarget && this.targetUnits.indexOf(this.unitAITarget) == -1)
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addTarget(this.unitAITarget);
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else if (this.unitAITarget && this.targetUnits.indexOf(this.unitAITarget) != -1)
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this.focusTargets = [{ "entityId": this.unitAITarget }];
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if (!this.focusTargets.length)
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{
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for (const target of this.targetUnits)
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addTarget(target);
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// Sort targets by preference and then by proximity.
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targets.sort((a, b) =>
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{
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if (a.preference > b.preference)
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return 1;
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else if (a.preference < b.preference)
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return -1;
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else if (PositionHelper.DistanceBetweenEntities(this.entity, a.entityId) > PositionHelper.DistanceBetweenEntities(this.entity, b.entityId))
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return 1;
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return -1;
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});
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}
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else
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targets = this.focusTargets;
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// The obstruction manager performs approximate range checks.
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// so we need to verify them here.
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// TODO: perhaps an optional 'precise' mode to range queries would be more performant.
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const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
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const range = cmpAttack.GetRange(attackType);
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const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
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let firedArrows = 0;
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let targetIndex = 0;
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while (firedArrows < arrowsToFire && targetIndex < targets.length)
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{
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const selectedTarget = targets[targetIndex].entityId;
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if (this.CheckTargetVisible(selectedTarget) && cmpObstructionManager.IsInTargetParabolicRange(
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this.entity,
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selectedTarget,
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range.min,
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range.max,
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yOrigin,
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false))
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{
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cmpAttack.PerformAttack(attackType, selectedTarget);
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PlaySound("attack_" + attackType.toLowerCase(), this.entity);
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++firedArrows;
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}
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else
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++targetIndex;// Could not attack target, try a different target.
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}
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targets.splice(0, targetIndex);
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this.arrowsLeft -= firedArrows;
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++this.currentRound;
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};
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/**
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* Returns true if the target entity is visible through the FoW/SoD.
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*/
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BuildingAI.prototype.CheckTargetVisible = function(target)
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{
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var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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if (!cmpOwnership)
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return false;
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// Entities that are hidden and miraged are considered visible.
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var cmpFogging = Engine.QueryInterface(target, IID_Fogging);
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if (cmpFogging && cmpFogging.IsMiraged(cmpOwnership.GetOwner()))
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return true;
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// Either visible directly, or visible in fog.
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const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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return cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner()) != "hidden";
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};
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Engine.RegisterComponentType(IID_BuildingAI, "BuildingAI", BuildingAI);
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