// Number of rounds of firing per 2 seconds.
const roundCount = 10;
const attackType = "Ranged";
/**
* @class
*/
function BuildingAI() {}
BuildingAI.prototype.Schema =
"<element name='DefaultArrowCount'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"<optional>" +
"<element name='MaxArrowCount' a:help='Limit the number of arrows to a certain amount'>" +
"<data type='nonNegativeInteger'/>" +
"</element>" +
"</optional>" +
"<element name='GarrisonArrowMultiplier'>" +
"<ref name='nonNegativeDecimal'/>" +
"</element>" +
"<element name='GarrisonArrowClasses' a:help='Add extra arrows for this class list'>" +
"<text/>" +
"</element>";
BuildingAI.prototype.MAX_PREFERENCE_BONUS = 2;
BuildingAI.prototype.Init = function()
{
this.currentRound = 0;
this.archersGarrisoned = 0;
this.arrowsLeft = 0;
this.targetUnits = [];
};
BuildingAI.prototype.OnGarrisonedUnitsChanged = function(msg)
{
let classes = this.template.GarrisonArrowClasses;
for (let ent of msg.added)
{
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), classes))
++this.archersGarrisoned;
}
for (let ent of msg.removed)
{
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
if (cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), classes))
--this.archersGarrisoned;
}
};
BuildingAI.prototype.OnOwnershipChanged = function(msg)
{
this.targetUnits = [];
this.SetupRangeQuery();
this.SetupGaiaRangeQuery();
};
BuildingAI.prototype.OnDiplomacyChanged = function(msg)
{
if (!IsOwnedByPlayer(msg.player, this.entity))
return;
// Remove maybe now allied/neutral units.
this.targetUnits = [];
this.SetupRangeQuery();
this.SetupGaiaRangeQuery();
};
BuildingAI.prototype.OnDestroy = function()
{
if (this.timer)
{
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
this.timer = undefined;
}
// Clean up range queries.
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.enemyUnitsQuery)
cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery);
if (this.gaiaUnitsQuery)
cmpRangeManager.DestroyActiveQuery(this.gaiaUnitsQuery);
};
/**
* React on Attack value modifications, as it might influence the range.
*/
BuildingAI.prototype.OnValueModification = function(msg)
{
if (msg.component != "Attack")
return;
this.targetUnits = [];
this.SetupRangeQuery();
this.SetupGaiaRangeQuery();
};
/**
* Setup the Range Query to detect units coming in & out of range.
*/
BuildingAI.prototype.SetupRangeQuery = function()
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return;
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.enemyUnitsQuery)
{
cmpRangeManager.DestroyActiveQuery(this.enemyUnitsQuery);
this.enemyUnitsQuery = undefined;
}
var cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer)
return;
var enemies = cmpPlayer.GetEnemies();
// Remove gaia.
if (enemies.length && enemies[0] == 0)
enemies.shift();
if (!enemies.length)
return;
const range = cmpAttack.GetRange(attackType);
const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
// This takes entity sizes into accounts, so no need to compensate for structure size.
this.enemyUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
this.entity, range.min, range.max, yOrigin,
enemies, IID_Resistance, cmpRangeManager.GetEntityFlagMask("normal"));
cmpRangeManager.EnableActiveQuery(this.enemyUnitsQuery);
};
// Set up a range query for Gaia units within LOS range which can be attacked.
// This should be called whenever our ownership changes.
BuildingAI.prototype.SetupGaiaRangeQuery = function()
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return;
var cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
if (this.gaiaUnitsQuery)
{
cmpRangeManager.DestroyActiveQuery(this.gaiaUnitsQuery);
this.gaiaUnitsQuery = undefined;
}
var cmpPlayer = QueryOwnerInterface(this.entity);
if (!cmpPlayer || !cmpPlayer.IsEnemy(0))
return;
const range = cmpAttack.GetRange(attackType);
const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
// This query is only interested in Gaia entities that can attack.
// This takes entity sizes into accounts, so no need to compensate for structure size.
this.gaiaUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
this.entity, range.min, range.max, yOrigin,
[0], IID_Attack, cmpRangeManager.GetEntityFlagMask("normal"));
cmpRangeManager.EnableActiveQuery(this.gaiaUnitsQuery);
};
/**
* Called when units enter or leave range.
*/
BuildingAI.prototype.OnRangeUpdate = function(msg)
{
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return;
// Target enemy units except non-dangerous animals.
if (msg.tag == this.gaiaUnitsQuery)
{
msg.added = msg.added.filter(e => {
let cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI);
return cmpUnitAI && (!cmpUnitAI.IsAnimal() || cmpUnitAI.IsDangerousAnimal());
});
}
else if (msg.tag != this.enemyUnitsQuery)
return;
// Add new targets.
for (let entity of msg.added)
if (cmpAttack.CanAttack(entity))
this.targetUnits.push(entity);
// Remove targets outside of vision-range.
for (let entity of msg.removed)
{
let index = this.targetUnits.indexOf(entity);
if (index > -1)
this.targetUnits.splice(index, 1);
}
if (this.targetUnits.length)
this.StartTimer();
};
BuildingAI.prototype.StartTimer = function()
{
if (this.timer)
return;
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
var attackTimers = cmpAttack.GetTimers(attackType);
this.timer = cmpTimer.SetInterval(this.entity, IID_BuildingAI, "FireArrows",
attackTimers.prepare, attackTimers.repeat / roundCount, null);
};
BuildingAI.prototype.GetDefaultArrowCount = function()
{
var arrowCount = +this.template.DefaultArrowCount;
return Math.round(ApplyValueModificationsToEntity("BuildingAI/DefaultArrowCount", arrowCount, this.entity));
};
BuildingAI.prototype.GetMaxArrowCount = function()
{
if (!this.template.MaxArrowCount)
return Infinity;
let maxArrowCount = +this.template.MaxArrowCount;
return Math.round(ApplyValueModificationsToEntity("BuildingAI/MaxArrowCount", maxArrowCount, this.entity));
};
BuildingAI.prototype.GetGarrisonArrowMultiplier = function()
{
var arrowMult = +this.template.GarrisonArrowMultiplier;
return ApplyValueModificationsToEntity("BuildingAI/GarrisonArrowMultiplier", arrowMult, this.entity);
};
BuildingAI.prototype.GetGarrisonArrowClasses = function()
{
var string = this.template.GarrisonArrowClasses;
if (string)
return string.split(/\s+/);
return [];
};
/**
* Returns the number of arrows which needs to be fired.
* DefaultArrowCount + Garrisoned Archers (i.e., any unit capable
* of shooting arrows from inside buildings).
*/
BuildingAI.prototype.GetArrowCount = function()
{
let count = this.GetDefaultArrowCount() +
Math.round(this.archersGarrisoned * this.GetGarrisonArrowMultiplier());
return Math.min(count, this.GetMaxArrowCount());
};
BuildingAI.prototype.SetUnitAITarget = function(ent)
{
this.unitAITarget = ent;
if (ent)
this.StartTimer();
};
/**
* Fire arrows with random temporal distribution on prefered targets.
* Called 'roundCount' times every 'RepeatTime' seconds when there are units in the range.
*/
BuildingAI.prototype.FireArrows = function()
{
if (!this.targetUnits.length && !this.unitAITarget)
{
if (!this.timer)
return;
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.timer);
this.timer = undefined;
return;
}
let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
if (!cmpAttack)
return;
if (this.currentRound > roundCount - 1)
this.currentRound = 0;
if (this.currentRound == 0)
this.arrowsLeft = this.GetArrowCount();
let arrowsToFire = 0;
if (this.currentRound == roundCount - 1)
arrowsToFire = this.arrowsLeft;
else
arrowsToFire = Math.min(
randIntInclusive(0, 2 * this.GetArrowCount() / roundCount),
this.arrowsLeft
);
if (arrowsToFire <= 0)
{
++this.currentRound;
return;
}
// Add targets to a weighted list, to allow preferences.
let targets = new WeightedList();
let maxPreference = this.MAX_PREFERENCE_BONUS;
let addTarget = function(target)
{
let preference = cmpAttack.GetPreference(target);
let weight = 1;
if (preference !== null && preference !== undefined)
weight += maxPreference / (1 + preference);
targets.push(target, weight);
};
// Add the UnitAI target separately, as the UnitMotion and RangeManager implementations differ.
if (this.unitAITarget && this.targetUnits.indexOf(this.unitAITarget) == -1)
addTarget(this.unitAITarget);
for (let target of this.targetUnits)
addTarget(target);
// The obstruction manager performs approximate range checks.
// so we need to verify them here.
// TODO: perhaps an optional 'precise' mode to range queries would be more performant.
const cmpObstructionManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager);
const range = cmpAttack.GetRange(attackType);
const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
let firedArrows = 0;
while (firedArrows < arrowsToFire && targets.length())
{
const selectedTarget = targets.randomItem();
if (this.CheckTargetVisible(selectedTarget) && cmpObstructionManager.IsInTargetParabolicRange(
this.entity,
selectedTarget,
range.min,
range.max,
yOrigin,
false))
{
cmpAttack.PerformAttack(attackType, selectedTarget);
PlaySound("attack_" + attackType.toLowerCase(), this.entity);
++firedArrows;
continue;
}
// Could not attack target, try a different target.
targets.remove(selectedTarget);
}
this.arrowsLeft -= firedArrows;
++this.currentRound;
};
/**
* Returns true if the target entity is visible through the FoW/SoD.
*/
BuildingAI.prototype.CheckTargetVisible = function(target)
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return false;
// Entities that are hidden and miraged are considered visible.
var cmpFogging = Engine.QueryInterface(target, IID_Fogging);
if (cmpFogging && cmpFogging.IsMiraged(cmpOwnership.GetOwner()))
return true;
// Either visible directly, or visible in fog.
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
return cmpRangeManager.GetLosVisibility(target, cmpOwnership.GetOwner()) != "hidden";
};
Engine.RegisterComponentType(IID_BuildingAI, "BuildingAI", BuildingAI);