Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.
Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.
Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).
Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).
Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 09:30:59 -07:00
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A . D .
*
* 0 A . D . is free software : you can redistribute it and / or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation , either version 2 of the License , or
* ( at your option ) any later version .
*
* 0 A . D . is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with 0 A . D . If not , see < http : //www.gnu.org/licenses/>.
*/
# include "precompiled.h"
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# include "simulation2/system/Component.h"
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# include "ICmpObstruction.h"
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# include "simulation2/MessageTypes.h"
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# include "simulation2/components/ICmpObstructionManager.h"
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# include "simulation2/components/ICmpTerrain.h"
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# include "simulation2/components/ICmpUnitMotion.h"
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# include "simulation2/components/ICmpWaterManager.h"
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# include "simulation2/serialization/SerializedTypes.h"
# include "ps/CLogger.h"
template < >
struct SerializeHelper < ICmpObstructionManager : : tag_t >
{
template < typename S >
void operator ( ) ( S & serialize , const char * UNUSED ( name ) , Serialize : : qualify < S , ICmpObstructionManager : : tag_t > value )
{
serialize . NumberU32_Unbounded ( " tag " , value . n ) ;
}
} ;
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/**
* Obstruction implementation . This keeps the ICmpPathfinder ' s model of the world updated when the
* entities move and die , with shapes derived from ICmpFootprint .
*/
class CCmpObstruction : public ICmpObstruction
{
public :
static void ClassInit ( CComponentManager & componentManager )
{
componentManager . SubscribeToMessageType ( MT_PositionChanged ) ;
componentManager . SubscribeToMessageType ( MT_Destroy ) ;
}
DEFAULT_COMPONENT_ALLOCATOR ( Obstruction )
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typedef ICmpObstructionManager : : tag_t tag_t ;
typedef ICmpObstructionManager : : flags_t flags_t ;
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// Template state:
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EObstructionType m_Type ;
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entity_pos_t m_Size0 ; // radius or width
entity_pos_t m_Size1 ; // radius or depth
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flags_t m_TemplateFlags ;
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
entity_pos_t m_Clearance ;
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typedef struct {
entity_pos_t dx , dz ;
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entity_angle_t da ;
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entity_pos_t size0 , size1 ;
flags_t flags ;
} Shape ;
std : : vector < Shape > m_Shapes ;
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// Dynamic state:
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/// Whether the obstruction is actively obstructing or just an inactive placeholder.
bool m_Active ;
/// Whether the entity associated with this obstruction is currently moving. Only applicable for
/// UNIT-type obstructions.
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bool m_Moving ;
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/// Whether an obstruction's control group should be kept consistent and
/// used to set control groups for entities that collide with it.
bool m_ControlPersist ;
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// WORKAROUND: While processing Destroy messages, the obstruction component may receive messages
// that make it re-enable the obstruction, thus leaving behind dangling obstructions.
// To avoid that, if this is true, _never_ reactivate the obstruction.
bool m_IsDestroyed = false ;
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/**
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* Primary control group identifier . Indicates to which control group this entity ' s shape belongs .
* Typically used in combination with obstruction test filters to have member shapes ignore each
* other during obstruction tests . Defaults to the entity ' s ID . Must never be set to INVALID_ENTITY .
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*/
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entity_id_t m_ControlGroup ;
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/**
* Optional secondary control group identifier . Similar to m_ControlGroup ; if set to a valid value ,
* then this field identifies an additional , secondary control group to which this entity ' s shape
* belongs . Set to INVALID_ENTITY to not assign any secondary group . Defaults to INVALID_ENTITY .
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*
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* These are only necessary in case it is not sufficient for an entity to belong to only one control
* group . Otherwise , they can be ignored .
*/
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entity_id_t m_ControlGroup2 ;
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/// Identifier of this entity's obstruction shape, as registered in the obstruction manager. Contains
/// structure, but should be treated as opaque here.
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tag_t m_Tag ;
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std : : vector < tag_t > m_ClusterTags ;
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/// Set of flags affecting the behaviour of this entity's obstruction shape.
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flags_t m_Flags ;
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static std : : string GetSchema ( )
{
return
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" <a:example/> "
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" <a:help>Causes this entity to obstruct the motion of other units.</a:help> "
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" <choice> "
" <element name='Static'> "
" <attribute name='width'> "
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
" <data type='decimal'> "
" <param name='minInclusive'>1.5</param> "
" </data> "
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" </attribute> "
" <attribute name='depth'> "
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
" <data type='decimal'> "
" <param name='minInclusive'>1.5</param> "
" </data> "
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" </attribute> "
" </element> "
" <element name='Unit'> "
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" <empty/> "
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" </element> "
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" <element name='Obstructions'> "
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" <zeroOrMore> "
" <element> "
" <anyName/> "
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" <optional> "
" <attribute name='x'> "
" <data type='decimal'/> "
" </attribute> "
" </optional> "
" <optional> "
" <attribute name='z'> "
" <data type='decimal'/> "
" </attribute> "
" </optional> "
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" <attribute name='width'> "
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
" <data type='decimal'> "
" <param name='minInclusive'>1.5</param> "
" </data> "
2012-07-08 09:25:33 -07:00
" </attribute> "
" <attribute name='depth'> "
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
" <data type='decimal'> "
" <param name='minInclusive'>1.5</param> "
" </data> "
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" </attribute> "
" </element> "
" </zeroOrMore> "
" </element> "
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" </choice> "
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" <element name='Active' a:help='If false, this entity will be ignored in collision tests by other units but can still perform its own collision tests'> "
" <data type='boolean'/> "
" </element> "
" <element name='BlockMovement' a:help='Whether units should be allowed to walk through this entity'> "
" <data type='boolean'/> "
" </element> "
" <element name='BlockPathfinding' a:help='Whether the long-distance pathfinder should avoid paths through this entity. This should only be set for large stationary obstructions'> "
" <data type='boolean'/> "
" </element> "
" <element name='BlockFoundation' a:help='Whether players should be unable to place building foundations on top of this entity. If true, BlockConstruction should be true too'> "
" <data type='boolean'/> "
" </element> "
" <element name='BlockConstruction' a:help='Whether players should be unable to begin constructing buildings placed on top of this entity'> "
" <data type='boolean'/> "
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" </element> "
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" <element name='DeleteUponConstruction' a:help='Whether this entity should be deleted when construction on a buildings placed on top of this entity is started.'> "
" <data type='boolean'/> "
" </element> "
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" <element name='DisableBlockMovement' a:help='If true, BlockMovement will be overridden and treated as false. (This is a special case to handle foundations)'> "
" <data type='boolean'/> "
" </element> "
" <element name='DisableBlockPathfinding' a:help='If true, BlockPathfinding will be overridden and treated as false. (This is a special case to handle foundations)'> "
" <data type='boolean'/> "
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" </element> "
" <optional> "
" <element name='ControlPersist' a:help='If present, the control group of this entity will be given to entities that are colliding with it.'> "
" <empty/> "
" </element> "
" </optional> " ;
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}
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virtual void Init ( const CParamNode & paramNode )
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{
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
// The minimum obstruction size is the navcell size * sqrt(2)
// This is enforced in the schema as a minimum of 1.5
fixed minObstruction = ( Pathfinding : : NAVCELL_SIZE . Square ( ) * 2 ) . Sqrt ( ) ;
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m_TemplateFlags = 0 ;
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if ( paramNode . GetChild ( " BlockMovement " ) . ToBool ( ) )
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m_TemplateFlags | = ICmpObstructionManager : : FLAG_BLOCK_MOVEMENT ;
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if ( paramNode . GetChild ( " BlockPathfinding " ) . ToBool ( ) )
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m_TemplateFlags | = ICmpObstructionManager : : FLAG_BLOCK_PATHFINDING ;
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if ( paramNode . GetChild ( " BlockFoundation " ) . ToBool ( ) )
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m_TemplateFlags | = ICmpObstructionManager : : FLAG_BLOCK_FOUNDATION ;
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if ( paramNode . GetChild ( " BlockConstruction " ) . ToBool ( ) )
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m_TemplateFlags | = ICmpObstructionManager : : FLAG_BLOCK_CONSTRUCTION ;
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if ( paramNode . GetChild ( " DeleteUponConstruction " ) . ToBool ( ) )
m_TemplateFlags | = ICmpObstructionManager : : FLAG_DELETE_UPON_CONSTRUCTION ;
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m_Flags = m_TemplateFlags ;
if ( paramNode . GetChild ( " DisableBlockMovement " ) . ToBool ( ) )
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m_Flags & = ( flags_t ) ( ~ ICmpObstructionManager : : FLAG_BLOCK_MOVEMENT ) ;
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if ( paramNode . GetChild ( " DisableBlockPathfinding " ) . ToBool ( ) )
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m_Flags & = ( flags_t ) ( ~ ICmpObstructionManager : : FLAG_BLOCK_PATHFINDING ) ;
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if ( paramNode . GetChild ( " Unit " ) . IsOk ( ) )
{
m_Type = UNIT ;
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CmpPtr < ICmpUnitMotion > cmpUnitMotion ( GetEntityHandle ( ) ) ;
if ( cmpUnitMotion )
m_Clearance = cmpUnitMotion - > GetUnitClearance ( ) ;
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}
else if ( paramNode . GetChild ( " Static " ) . IsOk ( ) )
{
m_Type = STATIC ;
m_Size0 = paramNode . GetChild ( " Static " ) . GetChild ( " @width " ) . ToFixed ( ) ;
m_Size1 = paramNode . GetChild ( " Static " ) . GetChild ( " @depth " ) . ToFixed ( ) ;
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
ENSURE ( m_Size0 > minObstruction ) ;
ENSURE ( m_Size1 > minObstruction ) ;
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}
else
{
m_Type = CLUSTER ;
CFixedVector2D max = CFixedVector2D ( fixed : : FromInt ( 0 ) , fixed : : FromInt ( 0 ) ) ;
CFixedVector2D min = CFixedVector2D ( fixed : : FromInt ( 0 ) , fixed : : FromInt ( 0 ) ) ;
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const CParamNode : : ChildrenMap & clusterMap = paramNode . GetChild ( " Obstructions " ) . GetChildren ( ) ;
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for ( CParamNode : : ChildrenMap : : const_iterator it = clusterMap . begin ( ) ; it ! = clusterMap . end ( ) ; + + it )
{
Shape b ;
b . size0 = it - > second . GetChild ( " @width " ) . ToFixed ( ) ;
b . size1 = it - > second . GetChild ( " @depth " ) . ToFixed ( ) ;
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
ENSURE ( b . size0 > minObstruction ) ;
ENSURE ( b . size1 > minObstruction ) ;
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b . dx = it - > second . GetChild ( " @x " ) . ToFixed ( ) ;
b . dz = it - > second . GetChild ( " @z " ) . ToFixed ( ) ;
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b . da = entity_angle_t : : FromInt ( 0 ) ;
b . flags = m_Flags ;
m_Shapes . push_back ( b ) ;
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max . X = std : : max ( max . X , b . dx + b . size0 / 2 ) ;
max . Y = std : : max ( max . Y , b . dz + b . size1 / 2 ) ;
min . X = std : : min ( min . X , b . dx - b . size0 / 2 ) ;
min . Y = std : : min ( min . Y , b . dz - b . size1 / 2 ) ;
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}
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m_Size0 = fixed : : FromInt ( 2 ) . Multiply ( std : : max ( max . X , - min . X ) ) ;
m_Size1 = fixed : : FromInt ( 2 ) . Multiply ( std : : max ( max . Y , - min . Y ) ) ;
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}
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m_Active = paramNode . GetChild ( " Active " ) . ToBool ( ) ;
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m_ControlPersist = paramNode . GetChild ( " ControlPersist " ) . IsOk ( ) ;
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m_Tag = tag_t ( ) ;
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if ( m_Type = = CLUSTER )
m_ClusterTags . clear ( ) ;
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m_Moving = false ;
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m_ControlGroup = GetEntityId ( ) ;
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m_ControlGroup2 = INVALID_ENTITY ;
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}
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virtual void Deinit ( )
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{
}
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template < typename S >
void SerializeCommon ( S & serialize )
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{
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serialize . Bool ( " active " , m_Active ) ;
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serialize . Bool ( " moving " , m_Moving ) ;
serialize . NumberU32_Unbounded ( " control group " , m_ControlGroup ) ;
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serialize . NumberU32_Unbounded ( " control group 2 " , m_ControlGroup2 ) ;
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serialize . NumberU32_Unbounded ( " tag " , m_Tag . n ) ;
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serialize . NumberU8_Unbounded ( " flags " , m_Flags ) ;
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if ( m_Type = = CLUSTER )
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Serializer ( serialize , " cluster tags " , m_ClusterTags ) ;
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if ( m_Type = = UNIT )
serialize . NumberFixed_Unbounded ( " clearance " , m_Clearance ) ;
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}
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virtual void Serialize ( ISerializer & serialize )
{
SerializeCommon ( serialize ) ;
}
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virtual void Deserialize ( const CParamNode & paramNode , IDeserializer & deserialize )
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{
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Init ( paramNode ) ;
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SerializeCommon ( deserialize ) ;
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}
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virtual void HandleMessage ( const CMessage & msg , bool UNUSED ( global ) )
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{
switch ( msg . GetType ( ) )
{
case MT_PositionChanged :
{
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if ( ! m_Active | | m_IsDestroyed )
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break ;
2010-01-29 13:13:18 -08:00
const CMessagePositionChanged & data = static_cast < const CMessagePositionChanged & > ( msg ) ;
2010-07-04 10:19:38 -07:00
if ( ! data . inWorld & & ! m_Tag . valid ( ) )
2010-03-17 16:13:21 -07:00
break ; // nothing needs to change
2010-01-29 13:13:18 -08:00
2013-09-11 13:41:53 -07:00
CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
2012-02-07 18:46:15 -08:00
if ( ! cmpObstructionManager )
2011-02-10 08:06:28 -08:00
break ; // error
2010-01-29 13:13:18 -08:00
2010-07-04 10:19:38 -07:00
if ( data . inWorld & & m_Tag . valid ( ) )
2010-01-29 13:13:18 -08:00
{
2010-03-17 16:13:21 -07:00
cmpObstructionManager - > MoveShape ( m_Tag , data . x , data . z , data . a ) ;
2012-07-08 09:25:33 -07:00
2015-07-18 01:37:49 -07:00
if ( m_Type = = CLUSTER )
2012-07-08 09:25:33 -07:00
{
for ( size_t i = 0 ; i < m_Shapes . size ( ) ; + + i )
{
Shape & b = m_Shapes [ i ] ;
fixed s , c ;
sincos_approx ( data . a , s , c ) ;
cmpObstructionManager - > MoveShape ( m_ClusterTags [ i ] , data . x + b . dx . Multiply ( c ) + b . dz . Multiply ( s ) , data . z + b . dz . Multiply ( c ) - b . dx . Multiply ( s ) , data . a + b . da ) ;
}
}
2010-01-29 13:13:18 -08:00
}
2010-07-04 10:19:38 -07:00
else if ( data . inWorld & & ! m_Tag . valid ( ) )
2010-01-29 13:13:18 -08:00
{
// Need to create a new pathfinder shape:
2010-04-29 16:36:05 -07:00
if ( m_Type = = STATIC )
2011-02-10 08:06:28 -08:00
m_Tag = cmpObstructionManager - > AddStaticShape ( GetEntityId ( ) ,
2012-05-05 12:22:22 -07:00
data . x , data . z , data . a , m_Size0 , m_Size1 , m_Flags , m_ControlGroup , m_ControlGroup2 ) ;
2012-07-08 09:25:33 -07:00
else if ( m_Type = = UNIT )
2011-02-10 08:06:28 -08:00
m_Tag = cmpObstructionManager - > AddUnitShape ( GetEntityId ( ) ,
2015-07-18 01:37:49 -07:00
data . x , data . z , m_Clearance , ( flags_t ) ( m_Flags | ( m_Moving ? ICmpObstructionManager : : FLAG_MOVING : 0 ) ) , m_ControlGroup ) ;
2012-07-08 09:25:33 -07:00
else
AddClusterShapes ( data . x , data . x , data . a ) ;
2010-01-29 13:13:18 -08:00
}
2010-07-04 10:19:38 -07:00
else if ( ! data . inWorld & & m_Tag . valid ( ) )
2010-01-29 13:13:18 -08:00
{
2010-03-17 16:13:21 -07:00
cmpObstructionManager - > RemoveShape ( m_Tag ) ;
2011-08-16 04:18:32 -07:00
m_Tag = tag_t ( ) ;
2012-07-08 09:25:33 -07:00
if ( m_Type = = CLUSTER )
RemoveClusterShapes ( ) ;
2010-01-29 13:13:18 -08:00
}
break ;
}
case MT_Destroy :
{
2021-02-13 00:45:23 -08:00
// Mark the obstruction as destroyed to prevent reactivating it after this point
m_IsDestroyed = true ;
m_Active = false ;
2010-07-04 10:19:38 -07:00
if ( m_Tag . valid ( ) )
2010-01-29 13:13:18 -08:00
{
2013-09-11 13:41:53 -07:00
CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
2012-02-07 18:46:15 -08:00
if ( ! cmpObstructionManager )
2011-02-10 08:06:28 -08:00
break ; // error
2010-01-29 13:13:18 -08:00
2010-03-17 16:13:21 -07:00
cmpObstructionManager - > RemoveShape ( m_Tag ) ;
2011-08-16 04:18:32 -07:00
m_Tag = tag_t ( ) ;
2012-07-08 09:25:33 -07:00
if ( m_Type = = CLUSTER )
RemoveClusterShapes ( ) ;
2010-01-29 13:13:18 -08:00
}
break ;
}
}
}
2010-03-17 16:13:21 -07:00
2011-02-10 08:06:28 -08:00
virtual void SetActive ( bool active )
{
2021-02-13 00:45:23 -08:00
if ( active & & ! m_Active & & ! m_IsDestroyed )
2011-02-10 08:06:28 -08:00
{
m_Active = true ;
// Construct the obstruction shape
2013-09-11 13:41:53 -07:00
CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
2012-02-07 18:46:15 -08:00
if ( ! cmpObstructionManager )
2011-02-10 08:06:28 -08:00
return ; // error
2013-09-11 13:41:53 -07:00
CmpPtr < ICmpPosition > cmpPosition ( GetEntityHandle ( ) ) ;
2012-02-07 18:46:15 -08:00
if ( ! cmpPosition )
2011-02-10 08:06:28 -08:00
return ; // error
if ( ! cmpPosition - > IsInWorld ( ) )
return ; // don't need an obstruction
2012-05-05 12:22:22 -07:00
// TODO: code duplication from message handlers
2011-02-10 08:06:28 -08:00
CFixedVector2D pos = cmpPosition - > GetPosition2D ( ) ;
if ( m_Type = = STATIC )
m_Tag = cmpObstructionManager - > AddStaticShape ( GetEntityId ( ) ,
2012-05-05 12:22:22 -07:00
pos . X , pos . Y , cmpPosition - > GetRotation ( ) . Y , m_Size0 , m_Size1 , m_Flags , m_ControlGroup , m_ControlGroup2 ) ;
2012-07-08 09:25:33 -07:00
else if ( m_Type = = UNIT )
2011-02-10 08:06:28 -08:00
m_Tag = cmpObstructionManager - > AddUnitShape ( GetEntityId ( ) ,
2015-07-18 01:37:49 -07:00
pos . X , pos . Y , m_Clearance , ( flags_t ) ( m_Flags | ( m_Moving ? ICmpObstructionManager : : FLAG_MOVING : 0 ) ) , m_ControlGroup ) ;
2016-11-23 05:02:58 -08:00
else
2012-07-08 09:25:33 -07:00
AddClusterShapes ( pos . X , pos . Y , cmpPosition - > GetRotation ( ) . Y ) ;
Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.
Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.
Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).
Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).
Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 09:30:59 -07:00
// Used by UnitMotion to activate/deactivate pushing
if ( m_TemplateFlags & ICmpObstructionManager : : FLAG_BLOCK_MOVEMENT )
{
CMessageMovementObstructionChanged msg ;
GetSimContext ( ) . GetComponentManager ( ) . PostMessage ( GetEntityId ( ) , msg ) ;
}
2011-02-10 08:06:28 -08:00
}
else if ( ! active & & m_Active )
{
m_Active = false ;
// Delete the obstruction shape
2012-05-05 12:22:22 -07:00
// TODO: code duplication from message handlers
2011-02-10 08:06:28 -08:00
if ( m_Tag . valid ( ) )
{
2013-09-11 13:41:53 -07:00
CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
2012-02-07 18:46:15 -08:00
if ( ! cmpObstructionManager )
2011-02-10 08:06:28 -08:00
return ; // error
cmpObstructionManager - > RemoveShape ( m_Tag ) ;
2011-08-16 04:18:32 -07:00
m_Tag = tag_t ( ) ;
2012-07-08 09:25:33 -07:00
if ( m_Type = = CLUSTER )
RemoveClusterShapes ( ) ;
2011-02-10 08:06:28 -08:00
}
Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.
Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.
Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).
Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).
Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 09:30:59 -07:00
// Used by UnitMotion to activate/deactivate pushing
if ( m_TemplateFlags & ICmpObstructionManager : : FLAG_BLOCK_MOVEMENT )
{
CMessageMovementObstructionChanged msg ;
GetSimContext ( ) . GetComponentManager ( ) . PostMessage ( GetEntityId ( ) , msg ) ;
}
2011-02-10 08:06:28 -08:00
}
// else we didn't change the active status
}
2012-07-08 09:25:33 -07:00
virtual void SetDisableBlockMovementPathfinding ( bool movementDisabled , bool pathfindingDisabled , int32_t shape )
2011-02-24 13:49:24 -08:00
{
2012-07-08 09:25:33 -07:00
flags_t * flags = NULL ;
if ( shape = = - 1 )
flags = & m_Flags ;
else if ( m_Type = = CLUSTER & & shape < ( int32_t ) m_Shapes . size ( ) )
flags = & m_Shapes [ shape ] . flags ;
2011-02-24 13:49:24 -08:00
else
2012-07-08 09:25:33 -07:00
return ; // error
// Remove the blocking / pathfinding flags or
// Add the blocking / pathfinding flags if the template had enabled them
if ( movementDisabled )
* flags & = ( flags_t ) ( ~ ICmpObstructionManager : : FLAG_BLOCK_MOVEMENT ) ;
else
* flags | = ( flags_t ) ( m_TemplateFlags & ICmpObstructionManager : : FLAG_BLOCK_MOVEMENT ) ;
if ( pathfindingDisabled )
* flags & = ( flags_t ) ( ~ ICmpObstructionManager : : FLAG_BLOCK_PATHFINDING ) ;
else
* flags | = ( flags_t ) ( m_TemplateFlags & ICmpObstructionManager : : FLAG_BLOCK_PATHFINDING ) ;
2011-02-24 13:49:24 -08:00
// Reset the shape with the new flags (kind of inefficiently - we
// should have a ICmpObstructionManager::SetFlags function or something)
if ( m_Active )
{
SetActive ( false ) ;
SetActive ( true ) ;
}
}
Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.
Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.
Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).
Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).
Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 09:30:59 -07:00
virtual bool GetBlockMovementFlag ( bool templateOnly ) const
2011-05-13 13:32:41 -07:00
{
Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.
Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.
Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).
Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).
Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 09:30:59 -07:00
return m_Active & & ( ( templateOnly ? m_TemplateFlags : m_Flags ) & ICmpObstructionManager : : FLAG_BLOCK_MOVEMENT ) ! = 0 ;
2011-05-13 13:32:41 -07:00
}
2019-09-20 00:45:55 -07:00
virtual EObstructionType GetObstructionType ( ) const
{
return m_Type ;
}
2017-01-19 18:25:19 -08:00
virtual ICmpObstructionManager : : tag_t GetObstruction ( ) const
2010-03-17 16:13:21 -07:00
{
2010-04-29 16:36:05 -07:00
return m_Tag ;
}
2010-03-17 16:13:21 -07:00
2017-01-19 18:25:19 -08:00
virtual bool GetPreviousObstructionSquare ( ICmpObstructionManager : : ObstructionSquare & out ) const
2013-12-30 08:07:19 -08:00
{
return GetObstructionSquare ( out , true ) ;
}
2017-01-19 18:25:19 -08:00
virtual bool GetObstructionSquare ( ICmpObstructionManager : : ObstructionSquare & out ) const
2013-12-30 08:07:19 -08:00
{
return GetObstructionSquare ( out , false ) ;
}
2017-01-19 18:25:19 -08:00
virtual bool GetObstructionSquare ( ICmpObstructionManager : : ObstructionSquare & out , bool previousPosition ) const
2011-02-10 08:06:28 -08:00
{
2013-09-11 13:41:53 -07:00
CmpPtr < ICmpPosition > cmpPosition ( GetEntityHandle ( ) ) ;
2012-02-07 18:46:15 -08:00
if ( ! cmpPosition )
2011-02-10 08:06:28 -08:00
return false ; // error
2013-09-11 13:41:53 -07:00
CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
2012-02-07 18:46:15 -08:00
if ( ! cmpObstructionManager )
2011-02-10 08:06:28 -08:00
return false ; // error
if ( ! cmpPosition - > IsInWorld ( ) )
return false ; // no obstruction square
2013-12-30 08:07:19 -08:00
CFixedVector2D pos ;
if ( previousPosition )
pos = cmpPosition - > GetPreviousPosition2D ( ) ;
else
pos = cmpPosition - > GetPosition2D ( ) ;
2015-04-14 14:33:43 -07:00
if ( m_Type = = UNIT )
2015-07-18 01:37:49 -07:00
out = cmpObstructionManager - > GetUnitShapeObstruction ( pos . X , pos . Y , m_Clearance ) ;
2012-07-08 09:25:33 -07:00
else
out = cmpObstructionManager - > GetStaticShapeObstruction ( pos . X , pos . Y , cmpPosition - > GetRotation ( ) . Y , m_Size0 , m_Size1 ) ;
2011-02-10 08:06:28 -08:00
return true ;
}
2017-01-19 18:25:19 -08:00
virtual entity_pos_t GetSize ( ) const
2015-04-14 14:33:43 -07:00
{
if ( m_Type = = UNIT )
2015-07-18 01:37:49 -07:00
return m_Clearance ;
2015-04-14 14:33:43 -07:00
else
return CFixedVector2D ( m_Size0 / 2 , m_Size1 / 2 ) . Length ( ) ;
}
2020-01-04 17:08:05 -08:00
virtual CFixedVector2D GetStaticSize ( ) const
{
return m_Type = = STATIC ? CFixedVector2D ( m_Size0 , m_Size1 ) : CFixedVector2D ( ) ;
}
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
virtual void SetUnitClearance ( const entity_pos_t & clearance )
{
Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.
Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.
Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).
Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).
Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 09:30:59 -07:00
// This doesn't send a MovementObstructionChanged message
// because it's a just a workaround init order, and used in UnitMotion directly.
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
if ( m_Type = = UNIT )
m_Clearance = clearance ;
}
2017-01-19 18:25:19 -08:00
virtual bool IsControlPersistent ( ) const
2012-08-01 14:38:13 -07:00
{
return m_ControlPersist ;
}
2016-11-23 06:09:58 -08:00
2018-01-21 18:34:46 -08:00
virtual bool CheckShorePlacement ( ) const
{
ICmpObstructionManager : : ObstructionSquare s ;
if ( ! GetObstructionSquare ( s ) )
return false ;
CFixedVector2D front = CFixedVector2D ( s . x , s . z ) + s . v . Multiply ( s . hh ) ;
CFixedVector2D back = CFixedVector2D ( s . x , s . z ) - s . v . Multiply ( s . hh ) ;
CmpPtr < ICmpTerrain > cmpTerrain ( GetSystemEntity ( ) ) ;
CmpPtr < ICmpWaterManager > cmpWaterManager ( GetSystemEntity ( ) ) ;
if ( ! cmpTerrain | | ! cmpWaterManager )
return false ;
// Keep these constants in agreement with the pathfinder.
return cmpWaterManager - > GetWaterLevel ( front . X , front . Y ) - cmpTerrain - > GetGroundLevel ( front . X , front . Y ) > fixed : : FromInt ( 1 ) & &
cmpWaterManager - > GetWaterLevel ( back . X , back . Y ) - cmpTerrain - > GetGroundLevel ( back . X , back . Y ) < fixed : : FromInt ( 2 ) ;
}
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virtual EFoundationCheck CheckFoundation ( const std : : string & className ) const
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{
return CheckFoundation ( className , false ) ;
}
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virtual EFoundationCheck CheckFoundation ( const std : : string & className , bool onlyCenterPoint ) const
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{
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CmpPtr < ICmpPosition > cmpPosition ( GetEntityHandle ( ) ) ;
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if ( ! cmpPosition )
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return FOUNDATION_CHECK_FAIL_ERROR ; // error
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if ( ! cmpPosition - > IsInWorld ( ) )
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return FOUNDATION_CHECK_FAIL_NO_OBSTRUCTION ; // no obstruction
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CFixedVector2D pos = cmpPosition - > GetPosition2D ( ) ;
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CmpPtr < ICmpPathfinder > cmpPathfinder ( GetSystemEntity ( ) ) ;
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if ( ! cmpPathfinder )
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return FOUNDATION_CHECK_FAIL_ERROR ; // error
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// required precondition to use SkipControlGroupsRequireFlagObstructionFilter
if ( m_ControlGroup = = INVALID_ENTITY )
{
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LOGERROR ( " [CmpObstruction] Cannot test for foundation obstructions; primary control group must be valid " ) ;
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return FOUNDATION_CHECK_FAIL_ERROR ;
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}
2011-08-06 01:11:05 -07:00
// Get passability class
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
pass_class_t passClass = cmpPathfinder - > GetPassabilityClass ( className ) ;
2011-08-06 01:11:05 -07:00
2012-05-05 12:22:22 -07:00
// Ignore collisions within the same control group, or with other non-foundation-blocking shapes.
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// Note that, since the control group for each entity defaults to the entity's ID, this is typically
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// equivalent to only ignoring the entity's own shape and other non-foundation-blocking shapes.
SkipControlGroupsRequireFlagObstructionFilter filter ( m_ControlGroup , m_ControlGroup2 ,
ICmpObstructionManager : : FLAG_BLOCK_FOUNDATION ) ;
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if ( m_Type = = UNIT )
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return cmpPathfinder - > CheckUnitPlacement ( filter , pos . X , pos . Y , m_Clearance , passClass , onlyCenterPoint ) ;
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else
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return cmpPathfinder - > CheckBuildingPlacement ( filter , pos . X , pos . Y , cmpPosition - > GetRotation ( ) . Y , m_Size0 , m_Size1 , GetEntityId ( ) , passClass , onlyCenterPoint ) ;
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}
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virtual bool CheckDuplicateFoundation ( ) const
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{
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CmpPtr < ICmpPosition > cmpPosition ( GetEntityHandle ( ) ) ;
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if ( ! cmpPosition )
return false ; // error
if ( ! cmpPosition - > IsInWorld ( ) )
return false ; // no obstruction
CFixedVector2D pos = cmpPosition - > GetPosition2D ( ) ;
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CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
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if ( ! cmpObstructionManager )
return false ; // error
// required precondition to use SkipControlGroupsRequireFlagObstructionFilter
if ( m_ControlGroup = = INVALID_ENTITY )
{
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LOGERROR ( " [CmpObstruction] Cannot test for foundation obstructions; primary control group must be valid " ) ;
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return false ;
}
// Ignore collisions with entities unless they block foundations and match both control groups.
SkipTagRequireControlGroupsAndFlagObstructionFilter filter ( m_Tag , m_ControlGroup , m_ControlGroup2 ,
ICmpObstructionManager : : FLAG_BLOCK_FOUNDATION ) ;
if ( m_Type = = UNIT )
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return ! cmpObstructionManager - > TestUnitShape ( filter , pos . X , pos . Y , m_Clearance , NULL ) ;
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else
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return ! cmpObstructionManager - > TestStaticShape ( filter , pos . X , pos . Y , cmpPosition - > GetRotation ( ) . Y , m_Size0 , m_Size1 , NULL ) ;
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}
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2018-03-26 08:18:53 -07:00
virtual std : : vector < entity_id_t > GetEntitiesByFlags ( flags_t flags ) const
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{
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
std : : vector < entity_id_t > ret ;
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CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
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if ( ! cmpObstructionManager )
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return ret ; // error
2010-03-17 16:13:21 -07:00
2012-08-09 12:06:01 -07:00
// Ignore collisions within the same control group, or with other shapes that don't match the filter.
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
// Note that, since the control group for each entity defaults to the entity's ID, this is typically
2012-08-09 12:06:01 -07:00
// equivalent to only ignoring the entity's own shape and other shapes that don't match the filter.
2016-04-06 10:36:47 -07:00
SkipControlGroupsRequireFlagObstructionFilter filter ( false , m_ControlGroup , m_ControlGroup2 , flags ) ;
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 11:58:24 -07:00
ICmpObstructionManager : : ObstructionSquare square ;
if ( ! GetObstructionSquare ( square ) )
return ret ; // error
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cmpObstructionManager - > GetUnitsOnObstruction ( square , ret , filter , false ) ;
cmpObstructionManager - > GetStaticObstructionsOnObstruction ( square , ret , filter ) ;
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return ret ;
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}
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virtual std : : vector < entity_id_t > GetEntitiesBlockingMovement ( ) const
{
return GetEntitiesByFlags ( ICmpObstructionManager : : FLAG_BLOCK_MOVEMENT ) ;
}
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virtual std : : vector < entity_id_t > GetEntitiesBlockingConstruction ( ) const
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{
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return GetEntitiesByFlags ( ICmpObstructionManager : : FLAG_BLOCK_CONSTRUCTION ) ;
}
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virtual std : : vector < entity_id_t > GetEntitiesDeletedUponConstruction ( ) const
{
return GetEntitiesByFlags ( ICmpObstructionManager : : FLAG_DELETE_UPON_CONSTRUCTION ) ;
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}
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virtual void SetMovingFlag ( bool enabled )
{
m_Moving = enabled ;
if ( m_Tag . valid ( ) & & m_Type = = UNIT )
{
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CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
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if ( cmpObstructionManager )
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cmpObstructionManager - > SetUnitMovingFlag ( m_Tag , m_Moving ) ;
}
}
virtual void SetControlGroup ( entity_id_t group )
{
m_ControlGroup = group ;
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UpdateControlGroups ( ) ;
}
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virtual void SetControlGroup2 ( entity_id_t group2 )
{
m_ControlGroup2 = group2 ;
UpdateControlGroups ( ) ;
}
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virtual entity_id_t GetControlGroup ( ) const
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{
return m_ControlGroup ;
}
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virtual entity_id_t GetControlGroup2 ( ) const
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{
return m_ControlGroup2 ;
}
void UpdateControlGroups ( )
{
if ( m_Tag . valid ( ) )
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{
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CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
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if ( cmpObstructionManager )
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{
if ( m_Type = = UNIT )
{
cmpObstructionManager - > SetUnitControlGroup ( m_Tag , m_ControlGroup ) ;
}
else if ( m_Type = = STATIC )
{
cmpObstructionManager - > SetStaticControlGroup ( m_Tag , m_ControlGroup , m_ControlGroup2 ) ;
}
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else
{
cmpObstructionManager - > SetStaticControlGroup ( m_Tag , m_ControlGroup , m_ControlGroup2 ) ;
for ( size_t i = 0 ; i < m_ClusterTags . size ( ) ; + + i )
{
cmpObstructionManager - > SetStaticControlGroup ( m_ClusterTags [ i ] , m_ControlGroup , m_ControlGroup2 ) ;
}
}
}
}
}
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void ResolveFoundationCollisions ( ) const
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{
if ( m_Type = = UNIT )
return ;
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CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
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if ( ! cmpObstructionManager )
return ;
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CmpPtr < ICmpPosition > cmpPosition ( GetEntityHandle ( ) ) ;
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if ( ! cmpPosition )
return ; // error
if ( ! cmpPosition - > IsInWorld ( ) )
return ; // no obstruction
CFixedVector2D pos = cmpPosition - > GetPosition2D ( ) ;
// Ignore collisions within the same control group, or with other non-foundation-blocking shapes.
2016-11-23 05:02:58 -08:00
// Note that, since the control group for each entity defaults to the entity's ID, this is typically
2012-08-01 14:38:13 -07:00
// equivalent to only ignoring the entity's own shape and other non-foundation-blocking shapes.
SkipControlGroupsRequireFlagObstructionFilter filter ( m_ControlGroup , m_ControlGroup2 ,
ICmpObstructionManager : : FLAG_BLOCK_FOUNDATION ) ;
std : : vector < entity_id_t > collisions ;
if ( cmpObstructionManager - > TestStaticShape ( filter , pos . X , pos . Y , cmpPosition - > GetRotation ( ) . Y , m_Size0 , m_Size1 , & collisions ) )
{
std : : vector < entity_id_t > persistentEnts , normalEnts ;
if ( m_ControlPersist )
persistentEnts . push_back ( m_ControlGroup ) ;
else
normalEnts . push_back ( GetEntityId ( ) ) ;
for ( std : : vector < entity_id_t > : : iterator it = collisions . begin ( ) ; it ! = collisions . end ( ) ; + + it )
{
entity_id_t ent = * it ;
if ( ent = = INVALID_ENTITY )
continue ;
CmpPtr < ICmpObstruction > cmpObstruction ( GetSimContext ( ) , ent ) ;
if ( ! cmpObstruction - > IsControlPersistent ( ) )
normalEnts . push_back ( ent ) ;
else
persistentEnts . push_back ( cmpObstruction - > GetControlGroup ( ) ) ;
}
// The collision can't be resolved without usable persistent control groups.
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if ( persistentEnts . empty ( ) )
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return ;
// Attempt to replace colliding entities' control groups with a persistent one.
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for ( const entity_id_t normalEnt : normalEnts )
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{
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CmpPtr < ICmpObstruction > cmpObstruction ( GetSimContext ( ) , normalEnt ) ;
for ( const entity_id_t persistent : normalEnts )
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{
entity_id_t group = cmpObstruction - > GetControlGroup ( ) ;
// Only clobber 'default' control groups.
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if ( group = = normalEnt )
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cmpObstruction - > SetControlGroup ( persistent ) ;
else if ( cmpObstruction - > GetControlGroup2 ( ) = = INVALID_ENTITY & & group ! = persistent )
cmpObstruction - > SetControlGroup2 ( persistent ) ;
}
}
}
}
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protected :
inline void AddClusterShapes ( entity_pos_t x , entity_pos_t z , entity_angle_t a )
{
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CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
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if ( ! cmpObstructionManager )
return ; // error
flags_t flags = m_Flags ;
// Disable block movement and block pathfinding for the obstruction shape
flags & = ( flags_t ) ( ~ ICmpObstructionManager : : FLAG_BLOCK_MOVEMENT ) ;
flags & = ( flags_t ) ( ~ ICmpObstructionManager : : FLAG_BLOCK_PATHFINDING ) ;
2016-11-23 06:09:58 -08:00
2012-07-08 09:25:33 -07:00
m_Tag = cmpObstructionManager - > AddStaticShape ( GetEntityId ( ) ,
x , z , a , m_Size0 , m_Size1 , flags , m_ControlGroup , m_ControlGroup2 ) ;
fixed s , c ;
sincos_approx ( a , s , c ) ;
for ( size_t i = 0 ; i < m_Shapes . size ( ) ; + + i )
{
Shape & b = m_Shapes [ i ] ;
tag_t tag = cmpObstructionManager - > AddStaticShape ( GetEntityId ( ) ,
x + b . dx . Multiply ( c ) + b . dz . Multiply ( s ) , z + b . dz . Multiply ( c ) - b . dx . Multiply ( s ) , a + b . da , b . size0 , b . size1 , b . flags , m_ControlGroup , m_ControlGroup2 ) ;
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m_ClusterTags . push_back ( tag ) ;
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}
}
inline void RemoveClusterShapes ( )
{
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CmpPtr < ICmpObstructionManager > cmpObstructionManager ( GetSystemEntity ( ) ) ;
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if ( ! cmpObstructionManager )
return ; // error
for ( size_t i = 0 ; i < m_ClusterTags . size ( ) ; + + i )
{
if ( m_ClusterTags [ i ] . valid ( ) )
{
cmpObstructionManager - > RemoveShape ( m_ClusterTags [ i ] ) ;
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}
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}
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m_ClusterTags . clear ( ) ;
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}
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} ;
REGISTER_COMPONENT_TYPE ( Obstruction )