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https://gitea.wildfiregames.com/0ad/0ad
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This moves most of what was in the Damage system component to a helper, and renames that component DelayedDamage. It also introduces a new global script with all possible attack effects. Comments Taken From: Freagarach, Stan, bb Differential Revision: https://code.wildfiregames.com/D2092 This was SVN commit r22754.
379 lines
9.9 KiB
JavaScript
379 lines
9.9 KiB
JavaScript
//Number of rounds of firing per 2 seconds
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const roundCount = 10;
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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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};
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BuildingAI.prototype.OnGarrisonedUnitsChanged = function(msg)
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{
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let classes = this.template.GarrisonArrowClasses;
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for (let ent of msg.added)
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{
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let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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if (!cmpIdentity)
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continue;
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if (MatchesClassList(cmpIdentity.GetClassesList(), classes))
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++this.archersGarrisoned;
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}
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for (let ent of msg.removed)
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{
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let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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if (!cmpIdentity)
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continue;
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if (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.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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let 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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let 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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var cmpPlayer = QueryOwnerInterface(this.entity);
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if (!cmpPlayer)
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return;
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var enemies = cmpPlayer.GetEnemies();
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if (enemies.length && enemies[0] == 0)
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enemies.shift(); // remove gaia
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if (!enemies.length)
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return;
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var range = cmpAttack.GetRange(attackType);
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this.enemyUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
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this.entity, range.min, range.max, range.elevationBonus,
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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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var cmpPlayer = QueryOwnerInterface(this.entity);
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if (!cmpPlayer || !cmpPlayer.IsEnemy(0))
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return;
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var range = cmpAttack.GetRange(attackType);
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// This query is only interested in Gaia entities that can attack.
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this.gaiaUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
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this.entity, range.min, range.max, range.elevationBonus,
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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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let 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 (let 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 (let entity of msg.removed)
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{
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let 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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let 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(ie., 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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let 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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* 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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let 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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let 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 = 0;
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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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randIntInclusive(0, 2 * this.GetArrowCount() / roundCount),
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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 weighted list, to allow preferences
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let targets = new WeightedList();
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let maxPreference = this.MAX_PREFERENCE_BONUS;
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let addTarget = function(target)
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{
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let preference = cmpAttack.GetPreference(target);
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let weight = 1;
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if (preference !== null && preference !== undefined)
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weight += maxPreference / (1 + preference);
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targets.push(target, weight);
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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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for (let target of this.targetUnits)
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addTarget(target);
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for (let i = 0; i < arrowsToFire; ++i)
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{
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let selectedIndex = targets.randomIndex();
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let selectedTarget = targets.itemAt(selectedIndex);
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if (selectedTarget && this.CheckTargetVisible(selectedTarget))
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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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continue;
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}
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// Could not attack target, retry
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targets.removeAt(selectedIndex);
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--i;
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if (!targets.length())
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{
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this.arrowsLeft += arrowsToFire;
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break;
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}
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}
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this.arrowsLeft -= arrowsToFire;
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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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let 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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