2021-03-17 10:04:51 -07:00
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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2021-03-26 09:47:07 -07:00
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#include "CCmpUnitMotion.h"
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#include "CCmpUnitMotionManager.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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// NB: this TU contains the CCmpUnitMotion/CCmpUnitMotionManager couple.
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// In practice, UnitMotionManager functions need access to the full implementation of UnitMotion,
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// but UnitMotion needs access to MotionState (defined in UnitMotionManager).
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// To avoid inclusion issues, implementation of UnitMotionManager that uses UnitMotion is here.
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void CCmpUnitMotionManager::Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController)
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{
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MotionState state = {
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CmpPtr<ICmpPosition>(GetSimContext(), ent),
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component,
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CFixedVector2D(),
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CFixedVector2D(),
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fixed::Zero(),
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fixed::Zero(),
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false,
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false
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};
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if (!formationController)
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m_Units.insert(ent, state);
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else
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m_FormationControllers.insert(ent, state);
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}
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void CCmpUnitMotionManager::Unregister(entity_id_t ent)
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{
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EntityMap<MotionState>::iterator it = m_Units.find(ent);
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if (it != m_Units.end())
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{
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m_Units.erase(it);
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return;
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}
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it = m_FormationControllers.find(ent);
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if (it != m_FormationControllers.end())
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m_FormationControllers.erase(it);
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}
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void CCmpUnitMotionManager::OnTurnStart()
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{
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for (EntityMap<MotionState>::value_type& data : m_FormationControllers)
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data.second.cmpUnitMotion->OnTurnStart();
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for (EntityMap<MotionState>::value_type& data : m_Units)
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data.second.cmpUnitMotion->OnTurnStart();
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}
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void CCmpUnitMotionManager::MoveUnits(fixed dt)
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{
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Move(m_Units, dt);
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}
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void CCmpUnitMotionManager::MoveFormations(fixed dt)
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{
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Move(m_FormationControllers, dt);
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}
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void CCmpUnitMotionManager::Move(EntityMap<MotionState>& ents, fixed dt)
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{
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m_MovingUnits.clear();
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for (EntityMap<MotionState>::iterator it = ents.begin(); it != ents.end(); ++it)
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{
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it->second.cmpUnitMotion->PreMove(it->second);
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if (!it->second.needUpdate)
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continue;
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m_MovingUnits.push_back(it);
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it->second.initialPos = it->second.cmpPosition->GetPosition2D();
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it->second.initialAngle = it->second.cmpPosition->GetRotation().Y;
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it->second.pos = it->second.initialPos;
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it->second.angle = it->second.initialAngle;
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}
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for (EntityMap<MotionState>::iterator& it : m_MovingUnits)
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{
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it->second.cmpUnitMotion->Move(it->second, dt);
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it->second.cmpUnitMotion->PostMove(it->second, dt);
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}
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}
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