0ad/binaries/data/mods/public/maps/scenarios/unit_pushing_test.js

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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
const REG_UNIT_TEMPLATE = "units/athen/infantry_spearman_b";
const FAST_UNIT_TEMPLATE = "units/athen/cavalry_swordsman_b";
const LARGE_UNIT_TEMPLATE = "units/brit/siege_ram";
const ELE_TEMPLATE = "units/cart/champion_elephant";
const ATTACKER = 2;
var QuickSpawn = function(x, z, template, owner = 1)
{
const ent = Engine.AddEntity(template);
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
const cmpEntOwnership = Engine.QueryInterface(ent, IID_Ownership);
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
if (cmpEntOwnership)
cmpEntOwnership.SetOwner(owner);
const cmpEntPosition = Engine.QueryInterface(ent, IID_Position);
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
cmpEntPosition.JumpTo(x, z);
return ent;
};
var Rotate = function(angle, ent)
{
const cmpEntPosition = Engine.QueryInterface(ent, IID_Position);
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
cmpEntPosition.SetYRotation(angle);
return ent;
};
var WalkTo = function(x, z, queued, ent, owner=1)
{
ProcessCommand(owner, {
"type": "walk",
"entities": Array.isArray(ent) ? ent : [ent],
"x": x,
"z": z,
"queued": queued,
"force": true,
});
return ent;
};
var FormationWalkTo = function(x, z, queued, ent, owner=1)
{
ProcessCommand(owner, {
"type": "walk",
"entities": Array.isArray(ent) ? ent : [ent],
"x": x,
"z": z,
"queued": queued,
"force": true,
"formation": "special/formations/box"
});
return ent;
};
var Attack = function(target, ent)
{
const comm = {
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
"type": "attack",
"entities": Array.isArray(ent) ? ent : [ent],
"target": target,
"queued": true,
"force": true,
};
ProcessCommand(ATTACKER, comm);
return ent;
};
var Do = function(name, data, ent, owner = 1)
{
const comm = {
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
"type": name,
"entities": Array.isArray(ent) ? ent : [ent],
"queued": false
};
for (const k in data)
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
comm[k] = data[k];
ProcessCommand(owner, comm);
};
var experiments = {};
experiments.units_sparse_forest_of_units = {
"spawn": (gx, gy) =>
{
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
for (let i = -16; i <= 16; i += 8)
for (let j = -16; j <= 16; j += 8)
QuickSpawn(gx + i, gy + 50 + j, REG_UNIT_TEMPLATE);
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy, REG_UNIT_TEMPLATE));
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy-10, LARGE_UNIT_TEMPLATE));
}
};
experiments.units_dense_forest_of_units = {
"spawn": (gx, gy) =>
{
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
for (let i = -16; i <= 16; i += 4)
for (let j = -16; j <= 16; j += 4)
QuickSpawn(gx + i, gy + 50 + j, REG_UNIT_TEMPLATE);
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy, REG_UNIT_TEMPLATE));
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy-10, LARGE_UNIT_TEMPLATE));
}
};
experiments.units_superdense_forest_of_units = {
"spawn": (gx, gy) =>
{
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
for (let i = -6; i <= 6; i += 2)
for (let j = -6; j <= 6; j += 2)
QuickSpawn(gx + i, gy + 50 + j, REG_UNIT_TEMPLATE);
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy, REG_UNIT_TEMPLATE));
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy-10, LARGE_UNIT_TEMPLATE));
}
};
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
experiments.units_superdense_forest_of_fast_units = {
"spawn": (gx, gy) =>
{
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
for (let i = -12; i <= 12; i += 2)
for (let j = -12; j <= 12; j += 2)
QuickSpawn(gx + i, gy + 50 + j, FAST_UNIT_TEMPLATE);
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy, FAST_UNIT_TEMPLATE));
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy-10, LARGE_UNIT_TEMPLATE));
}
};
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
experiments.building = {
"spawn": (gx, gy) =>
{
const target = QuickSpawn(gx + 20, gy + 20, "foundation|structures/athen/storehouse");
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
for (let i = 0; i < 8; ++i)
Do("repair", { "target": target }, QuickSpawn(gx + i, gy, REG_UNIT_TEMPLATE));
const cmpFoundation = Engine.QueryInterface(target, IID_Foundation);
cmpFoundation.InitialiseConstruction("structures/athen/storehouse");
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
}
};
experiments.collecting_tree = {
"spawn": (gx, gy) =>
{
const target = QuickSpawn(gx + 10, gy + 10, "gaia/tree/acacia");
const storehouse = QuickSpawn(gx - 10, gy - 10, "structures/athen/storehouse");
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
for (let i = 0; i < 8; ++i)
Do("gather", { "target": target }, QuickSpawn(gx + i, gy, REG_UNIT_TEMPLATE));
const cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager);
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
// Make that tree essentially infinite.
cmpModifiersManager.AddModifiers("inf_tree", {
"ResourceSupply/Max": [{ "replace": 50000 }],
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
}, target);
const cmpSupply = Engine.QueryInterface(target, IID_ResourceSupply);
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
cmpSupply.SetAmount(50000);
// Make the storehouse a territory root
cmpModifiersManager.AddModifiers("root", {
"TerritoryInfluence/Root": [{ "affects": ["Structure"], "replace": true }],
}, storehouse);
// Make units gather instantly
cmpModifiersManager.AddModifiers("gatherrate", {
"ResourceGatherer/BaseSpeed": [{ "affects": ["Unit"], "replace": 100 }],
}, 3); // Player 1 is ent 3
}
};
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
experiments.multicrossing = {
"spawn": (gx, gy) =>
{
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy+70, false, QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE));
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy, false, QuickSpawn(gx + i, gy + j + 70, REG_UNIT_TEMPLATE));
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
}
};
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
// Same as above but not as aligned.
experiments.multicrossing_spaced = {
"spawn": (gx, gy) =>
{
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy+70, false, QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE));
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10 + 5, gy, false, QuickSpawn(gx + i + 5, gy + j + 70, REG_UNIT_TEMPLATE));
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
}
};
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
// Same as above but not as aligned.
experiments.multicrossing_spaced_2 = {
"spawn": (gx, gy) =>
{
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
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy+70, false, QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE));
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
WalkTo(gx+10 - 5, gy, false, QuickSpawn(gx + i - 5, gy + j + 70, REG_UNIT_TEMPLATE));
}
};
experiments.crossing_perpendicular = {
"spawn": (gx, gy) =>
{
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
for (let i = 0; i < 20; i += 4)
for (let j = 0; j < 20; j += 4)
WalkTo(gx+10, gy+70, false, QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE));
for (let i = 0; i < 20; i += 4)
for (let j = 0; j < 20; j += 4)
WalkTo(gx - 35, gy + 35, false, QuickSpawn(gx + i + 35, gy + j + 35, REG_UNIT_TEMPLATE));
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
}
};
experiments.elephant_formation = {
"spawn": (gx, gy) =>
{
const ents = [];
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
for (let i = 0; i < 20; i += 4)
for (let j = 0; j < 20; j += 4)
ents.push(QuickSpawn(gx + i, gy + j, ELE_TEMPLATE));
FormationWalkTo(gx, gy+10, false, ents);
}
};
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
experiments.sep1 = {
"spawn": (gx, gy) => {}
};
experiments.battle = {
"spawn": (gx, gy) =>
{
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
for (let i = 0; i < 4; ++i)
for (let j = 0; j < 8; ++j)
{
QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE);
QuickSpawn(gx + i, gy + 50 + j, REG_UNIT_TEMPLATE, ATTACKER);
}
}
};
experiments.sep2 = {
"spawn": (gx, gy) => {}
};
experiments.overlapping = {
"spawn": (gx, gy) =>
{
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
for (let i = 0; i < 20; ++i)
QuickSpawn(gx, gy, REG_UNIT_TEMPLATE);
for (let i = 0; i < 20; ++i)
QuickSpawn(gx+15, gy+15, REG_UNIT_TEMPLATE);
}
};
experiments.large_against_units = {
"spawn": (gx, gy) =>
{
for (let i = -18; i < 20; i += 2)
for (let j = 0; j < 40; j += 3)
WalkTo(gx, gy - 50, false, QuickSpawn(gx + i, gy + 10 + j, REG_UNIT_TEMPLATE));
WalkTo(gx - 5, gy + 100, false, QuickSpawn(gx - 5, gy, LARGE_UNIT_TEMPLATE));
WalkTo(gx + 5, gy + 100, false, QuickSpawn(gx + 5, gy, ELE_TEMPLATE));
}
};
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
var perf_experiments = {};
// Perf check: put units everywhere, not moving.
perf_experiments.Idle = {
"spawn": () =>
{
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
const spacing = 12;
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
for (let x = 0; x < 20*4*4 - 20; x += spacing)
for (let z = 0; z < 20*4*4 - 20; z += spacing)
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
QuickSpawn(x, z, REG_UNIT_TEMPLATE);
}
};
// Perf check: put units everywhere, moving.
perf_experiments.MovingAround = {
"spawn": () =>
{
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
const spacing = 24;
for (let x = 0; x < 20*16*4 - 20; x += spacing)
for (let z = 0; z < 20*16*4 - 20; z += spacing)
{
const ent = QuickSpawn(x, z, REG_UNIT_TEMPLATE);
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
for (let i = 0; i < 5; ++i)
{
WalkTo(x + 4, z, true, ent);
WalkTo(x + 4, z + 4, true, ent);
WalkTo(x, z + 4, true, ent);
WalkTo(x, z, true, ent);
}
}
}
};
// Perf check: fewer units moving more.
perf_experiments.LighterMovingAround = {
"spawn": () =>
{
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
const spacing = 48;
for (let x = 0; x < 20*16*4 - 20; x += spacing)
for (let z = 0; z < 20*16*4 - 20; z += spacing)
{
const ent = QuickSpawn(x, z, REG_UNIT_TEMPLATE);
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
for (let i = 0; i < 5; ++i)
{
WalkTo(x + 20, z, true, ent);
WalkTo(x + 20, z + 20, true, ent);
WalkTo(x, z + 20, true, ent);
WalkTo(x, z, true, ent);
}
}
}
};
// Perf check: rows of units crossing each other.
perf_experiments.BunchaCollisions = {
"spawn": () =>
{
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
const spacing = 64;
for (let x = 0; x < 20*16*4 - 20; x += spacing)
for (let z = 0; z < 20*16*4 - 20; z += spacing)
{
for (let i = 0; i < 10; ++i)
{
// Add a little variation to the spawning, or all clusters end up identical.
const ent = QuickSpawn(x + i + randFloat(-0.5, 0.5), z + 20 * (i%2) + randFloat(-0.5, 0.5), REG_UNIT_TEMPLATE);
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
for (let ii = 0; ii < 5; ++ii)
{
WalkTo(x + i, z + 20, true, ent);
WalkTo(x + i, z, true, ent);
}
}
}
}
};
// Massive moshpit of pushing.
perf_experiments.LotsaLocalCollisions = {
"spawn": () =>
{
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
const spacing = 3;
for (let x = 100; x < 200; x += spacing)
for (let z = 100; z < 200; z += spacing)
{
const ent = QuickSpawn(x, z, REG_UNIT_TEMPLATE);
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
for (let ii = 0; ii < 20; ++ii)
WalkTo(randFloat(100, 200), randFloat(100, 200), true, ent);
}
}
};
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
var woodcutting = (gx, gy) =>
{
const dropsite = QuickSpawn(gx + 50, gy, "structures/athen/storehouse");
const cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager);
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
cmpModifiersManager.AddModifiers("root", {
"TerritoryInfluence/Root": [{ "affects": ["Structure"], "replace": true }],
}, dropsite);
// Make units gather faster
cmpModifiersManager.AddModifiers("gatherrate", {
"ResourceGatherer/BaseSpeed": [{ "affects": ["Unit"], "multiply": 3 }],
}, 3); // Player 1 is ent 3
for (let i = 20; i <= 80; i += 10)
for (let j = 20; j <= 50; j += 10)
QuickSpawn(gx + i, gy + j, "gaia/tree/acacia");
for (let i = 10; i <= 90; i += 5)
Do("gather-near-position", { "x": gx + i, "z": gy + 10, "resourceType": { "generic": "wood", "specific": "tree" }, "resourceTemplate": "gaia/tree/acacia" },
QuickSpawn(gx + i, gy, REG_UNIT_TEMPLATE));
};
perf_experiments.WoodCutting = {
"spawn": () =>
{
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
for (let i = 0; i < 8; i++)
for (let j = 0; j < 8; j++)
{
woodcutting(20 + i*100, 20 + j*100);
}
}
};
var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
Trigger.prototype.Setup = function()
{
const start = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime();
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
let gx = 100;
let gy = 100;
for (const key in experiments)
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
{
experiments[key].spawn(gx, gy);
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
gx += 90;
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
if (gx > 20*16*4-20)
{
UnitMotion pushing improvements The main change is the introduction of a 'pushing pressure' counter on units. This counter increases when units get pushed around, and decreases over time. In essence, units under high pressure move slower & are harder to push around. The major effect is that units can now get bogged down when very dense groups start colliding. This makes movement more realistic, makes unit movement more 'chokepointy', and generally improves the mathematical soundness of the system (lower values are easier to handle for our 200ms turns). Other changes: - The logic to detect units crossing each other's path has been reworked. Units that run towards each other should not more obviously avoid each other. - New parameters: 'Spread' is a measure of how strong the pushing effect is based on distance. With the current settings, static-pushing is rather 'on/off', whereas moving-pushing is more gradual (and thus the max influence distance was increased when moving). - Default values have been tweaked for lower overlap. - Units only looked at other units within their grid region. This led to overlap near grid-borders. Units now look at neighboring grid elements, which largely removes this issue. While this may be slower, the performance of pushing was largely negligible before, so it is unlikely to become a main cause of lag (and overlap was generally disliked by players). - Units no longer orient in the direction of pushing, but instead keep facing their target. This can look slightly odd under very heavy pushing forces, but vastly improves behaviour of very slow units such as rams (since they spend much less time turning around). As a side-effect, clean up angle code following acc780bcbb . Engine changes: - Add a debug rendering mode at compile-time to help understand what is happening. - Make it possible to constexpr initialise fractional fixed numbers by using FromFraction The 'pressure' change was inspired by alre's suggestion at https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987 Refs #6127 Differential Revision: https://code.wildfiregames.com/D4439 This was SVN commit r26245.
2022-01-24 07:36:13 -08:00
gx = 100;
gy += 150;
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
}
}
// perf_experiments.LotsaLocalCollisions.spawn();
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
/*
let time = 0;
for (let key in perf_experiments)
{
cmpTrigger.DoAfterDelay(1000 + time * 10000, "RunExperiment", { "exp": key });
time++;
}
/**/
};
Trigger.prototype.Cleanup = function()
{
warn("cleanup");
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
const ents = cmpRangeManager.GetEntitiesByPlayer(1).concat(cmpRangeManager.GetEntitiesByPlayer(2));
for (const ent of ents)
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
Engine.DestroyEntity(ent);
};
Trigger.prototype.RunExperiment = function(data)
{
warn("Start of " + data.exp);
perf_experiments[data.exp].spawn();
cmpTrigger.DoAfterDelay(9500, "Cleanup", {});
};
Trigger.prototype.EndGame = function()
{
TriggerHelper.SetPlayerWon(3, "trigger", "trigger");
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
};
/*
var cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager);
// Reduce player 1 vision range (or patrolling units reacct)
cmpModifiersManager.AddModifiers("no_promotion", {
"Vision/Range": [{ "affects": ["Unit"], "replace": 5 }],
}, 3); // player 1 is ent 3
// Prevent promotions, messes up things.
cmpModifiersManager.AddModifiers("no_promotion_A", {
"Promotion/RequiredXp": [{ "affects": ["Unit"], "replace": 50000 }],
}, 3);
cmpModifiersManager.AddModifiers("no_promotion_B", {
"Promotion/RequiredXp": [{ "affects": ["Unit"], "replace": 50000 }],
}, 4); // player 2 is ent 4
*/
cmpTrigger.DoAfterDelay(4000, "Setup", {});
cmpTrigger.DoAfterDelay(300000, "EndGame", {});