0ad/source/simulation2/components/CCmpUnitMotion_System.cpp

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