Commit graph

60 commits

Author SHA1 Message Date
Ralph Sennhauser
9ffbf15ee1
Fix -Wunnecessary-virtual-specifier warnings
Commit 3eee3a444d added final keyword to
simulation classes but left virtual keywords in place.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-11-11 21:35:01 +01:00
Ralph Sennhauser
86255ed66f
Fix includes in source/simulation2
Make include-what-you-use happy with some files in source/simulation2
and fix what needs to be fixed.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-03 17:16:27 +02:00
phosit
891908b801 Remove UNUSED
The `UNUSED` macro is used to mark a variable as unused but with a name.
Those usages are replaced with comments so that `UNUSED` can be removed.

https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines#Rf-unused
2025-06-26 17:25:05 +02:00
vladislavbelov
ffc4a56b9f Revert non-ASCII characters from source and configuration files introduced in 157c6af18e.
Fixes #6846

Differential Revision: https://code.wildfiregames.com/D5185
This was SVN commit r27965.
2023-12-03 00:30:12 +00:00
bb
157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00
vladislavbelov
41f2ab87ed Fixes macOS warnings after adding final keyword to simulation classes in 3eee3a444d.
Also fixes GLES.

Differential Revision: https://code.wildfiregames.com/D4528
This was SVN commit r26605.
2022-03-07 23:04:11 +00:00
vladislavbelov
3eee3a444d Adds final keyword to simulation component classes.
Differential Revision: https://code.wildfiregames.com/D4520
This was SVN commit r26537.
2022-03-03 22:42:26 +00:00
wraitii
592453c62f 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 16:30:59 +00:00
wraitii
18bc3e47ea Prevent destroyed obstructions from reactivating.
Obstructions can reactivate after being destroyed, which leaves them
dangling forever. This is similar to 54f7a09a54.
This fixes this issue by setting a temporary "is destroyed" variable to
true.@

Reported by: seeh
Tested by: langbart
Reviewed By: Freagarach
Fixes #6016

Differential Revision: https://code.wildfiregames.com/D3558
This was SVN commit r24894.
2021-02-13 08:45:23 +00:00
wraitii
8a77efd849 Fix no-pch builds following 5b46ce0778
Component.h is loaded by convention in all CmpComponents and is
requireed to use CmpPtr.

Fixes #5898

Differential Revision: https://code.wildfiregames.com/D3259
This was SVN commit r24454.
2020-12-27 07:48:26 +00:00
wraitii
5b46ce0778 Use templates to replace explicit serialization helpers.
By using templates appripriately we can remove the need for explicit
specification of serializers, making it easier to serialize container
types and to write new serialization helpers.

Direct serialization calls haven't been replaced in this diff.

Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3207
This was SVN commit r24427.
2020-12-19 09:10:37 +00:00
Stan
9ae084519f Fix most of the new vs2017 induced warnings.
Refs: https://code.wildfiregames.com/D3096
https://code.wildfiregames.com/D3103 #5862
Reviewed by: @wraitii
Comments by: @Angen
Differential Revision: https://code.wildfiregames.com/D3126
This was SVN commit r24268.
2020-11-26 22:28:50 +00:00
wraitii
e916b8cc01 Improve splash damage falloff calculation to account for obstruction size.
Splash falloff was calculated using centre-to-point distance, where
nearest-edge to nearest-edge ought to have been used.
Use DistanceToPoint to correct for that.

Make sure the damage multiplier cannot go negative.
Remove GetUnitSize in favour of GetSize.

Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D2963
This was SVN commit r24010.
2020-08-31 15:01:04 +00:00
wraitii
7440523ade Enable garrisoning on gates / fix movement of units with visible garrison points (2nd commit)
This is the same commit as 2abd9cead2 / D1418, fixing noted issues.

This addresses two related issues:
- Units visibly garrisoned on gates keep the gate open.
- Units visibly garrisoned on entities keep their pathfinding blocker
flags.

De-activate the obstruction of visibly-garrisoned entities, fixing the
2nd issue.
Keep a list of entities that cannot move and thus should not count
towards gate-opening logic.

Packing logic is kept separate: it is more related to entities having
'alternate forms' with different capabilities than being currently
incapable of moving.

Based on work by temple

Fixes #2679.
Fixes #5151.

Differential Revision: https://code.wildfiregames.com/D2775
This was SVN commit r23731.
2020-06-02 11:40:29 +00:00
wraitii
531dcf40c3 Revert 0363202a20, 2abd9cead2 and b4144dc2c3
Player-testing has revealed QA issues, so reverting these for now.

Differential Revision: https://code.wildfiregames.com/D2773
This was SVN commit r23714.
2020-05-31 10:06:39 +00:00
wraitii
2abd9cead2 Enable garrisoning on gates / fix movement of units with visible garrison points
This addresses two related issues:
- Units visibly garrisoned on gates keep the gate open.
- Units visibly garrisoned on entities keep their pathfinding blocker
flags.

Remove the block-movement flag from visibly garrisoned entities.
Keep a list of entities that cannot move and thus should not count
towards gate-opening logic.

Packing logic is kept separate: it is more related to entities having
'alternate forms' with different capabilities than being currently
incapable of moving.

Based on work by temple

Comments by: Freagarach
Tested by: Nescio
Fixes #2679
Fixes #5151

Differential Revision: https://code.wildfiregames.com/D1418
This was SVN commit r23710.
2020-05-30 09:18:33 +00:00
vladislavbelov
a8f241da5d Adds snapping to edges for buildings
Allows to place buildings a bit faster and more perfectly aligned. Also
it helps to find a nearest placeable position in some cases.

Reviewed By: elexis
Comments By: Stan, wraitii
Differential Revision: https://code.wildfiregames.com/D2079
This was SVN commit r23330.
2020-01-05 01:08:05 +00:00
vladislavbelov
c17e7ee92f Adds a helper function to pick entities with a given component and a given filter on screen.
Reviewed By: wraitii
Commented By: Stan, elexis
Differential Revision: https://code.wildfiregames.com/D2207
This was SVN commit r22939.
2019-09-20 07:45:55 +00:00
wraitii
54f7a09a54 Unit Motion - make sure units that die while moving don't keep their obstruction
Introduced by 70e22e2923. PositionChanged messages sent between
MT_Destroy handling in CmpObstruction and the actual destruction of the
component could re-recreate an obstruction, which would then live
forever in the obstruction manager.

This prevents that by de-activating the obstruction when it is
destroyed, so that further PositionChanged messages do nothing.

Differential Revision: https://code.wildfiregames.com/D2060
This was SVN commit r22451.
2019-07-10 18:43:21 +00:00
elexis
8ace8034a2 Fix mirages (and any other entity that blocks something but not BlockConstruction) blocking foundation construction following 29492badb7 / D21.
Clean the code by removing the animal hardcoding in the Foundation
component and adding a flag DeleteUponConstruction to the Obstruction
component.

Have locked gates and upgraded entities equally delete entities when
transforming.
Add a workaround for trees inside walls on random maps.

Reviewed by: temple
Differential Revision: https://code.wildfiregames.com/D1415
Refs #4268

This was SVN commit r21624.
2018-03-26 15:18:53 +00:00
elexis
29492badb7 Delete sheep corpses when starting to build a foundation,
so that units don't try to gather forever while not being able to reach
it and
so that the sheep corpse can't be selected and seen anymore.

Differential Revision: https://code.wildfiregames.com/D21
Fixes #4268
Based On Patch By: wraitii
Reviewed By: temple
Previously Reviewed By: Itms
This was SVN commit r21597.
2018-03-21 01:44:15 +00:00
temple
340cda5d57 Use obstruction rather than footprint in dock placement
Differential Revision: https://code.wildfiregames.com/D1163
Reviewed by: wraitii
Comments by: mimo, s0600204
Fixes: #4843

This was SVN commit r20954.
2018-01-22 02:34:46 +00:00
leper
be1a205f91 Add support for const methods in components and make those that can be const const.
Reviewed By: Itms
Differential Revision: https://code.wildfiregames.com/D75
This was SVN commit r19156.
2017-01-20 02:25:19 +00:00
elexis
417c84870c Actually remove trailing tabs from source/.
This was SVN commit r18991.
2016-11-23 14:09:58 +00:00
elexis
6149dd3841 Actually remove trailing whitespace for non-header files as well.
This was SVN commit r18989.
2016-11-23 13:02:58 +00:00
sanderd17
6471a54c9f Refactor GetEntityCollisions to make it clear what the function actually does since the new pathfinder
This was SVN commit r17992.
2016-04-06 17:36:47 +00:00
Itms
8dde1cda94 Style cleanup, and remove a wrong TODO.
This was SVN commit r16974.
2015-09-02 17:40:31 +00:00
Itms
128a603287 Use the terrain-only grid for terrain edges in the short pathfinder algorithm. This grid is updated on each terrain change, whereas the passability grid is updated once a turn. This caused OOS on rejoin, fixes #3292.
However, using the terrain-only grid reveals one discrepancy between the
short pathfinder (which uses unit radii) and the long one (which uses
unit clearances). So I implemented the change proposed by sanderd17 in
#3294, which is removing unit radius and using only the pathfinder
clearance. Refs #3294
Now some tweaking has to be done in the templates, so that units get a
passability class suited to their apparent size. In the meantime the
unit motion is quite bugged.

This was SVN commit r16867.
2015-07-18 08:37:49 +00:00
Itms
6581796103 New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.

An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.

Running update-workspaces is needed after this change.

Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563

This was SVN commit r16751.
2015-06-12 18:58:24 +00:00
Itms
6aa99d762f Add a new spatial subdivision, based on an old patch by wraitii.
This subdivision is faster but less precise, so range queries get more
entities and are a bit slower (up to 1ms approx.), but the overall gain
on a simulation update is always positive and can reach 10ms per frame.

For now, this new subdivision is only used by the range manager,
integrating it in the obstruction manager might be sensible.

Refs #2430

This was SVN commit r16540.
2015-04-14 21:33:43 +00:00
Ykkrosh
49e2ecea63 Automatically convert all CLogger format strings from wchar_t* to char*.
Done with:

  ag -ls 'LOG(MESSAGE|MESSAGERENDER|WARNING|ERROR)' source | xargs sed
-i 's/LOG\(MESSAGE\|MESSAGERENDER\|WARNING\|ERROR\)(L/LOG\1(/g'

This was SVN commit r16183.
2015-01-22 20:31:30 +00:00
sanderd17
298115f4c5 Fix units chasing each other. Fixes #1537
This was SVN commit r14449.
2013-12-30 16:07:19 +00:00
Ykkrosh
05422ad545 Avoid slightly-expensive QueryInterface() calls
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a
per-entity array of IComponents. QueryInterface/CmpPtr on a handle just
involve a couple of pointer dereferences instead of a map lookup.

This requires sizeof(void*) per registered interface type per entity,
which is currently ~0.5KB per entity, which shouldn't be a problem.

This was SVN commit r13825.
2013-09-11 20:41:53 +00:00
alpha123
041855e547 Allow building walls along the shore. Patch by sanderd17. Fix #1610.
This was SVN commit r13542.
2013-07-07 22:44:47 +00:00
leper
3f00d4d997 Change some size() > 0 to Based on patches by kuranes and Markus. Refs #1852, #1923.
This was SVN commit r13413.
2013-05-21 22:11:47 +00:00
historic_bruno
ca92e50048 Adds notification tooltips for building placement, fixes #921.
Tweaks info tooltip borders and padding to improve readability.

This was SVN commit r13191.
2013-02-24 00:12:41 +00:00
Deiz
613f845095 Improve gate closing behaviour when locked or with no allies nearby. Fixes #1551.
This was SVN commit r12337.
2012-08-09 19:06:01 +00:00
Deiz
be31d3a9e7 Added a function for finding colliding entities with identical control groups. Refs #1529.
This was SVN commit r12269.
2012-08-03 16:36:40 +00:00
Deiz
692795e56e Added engine-side obstruction group sanitizing, saving, and loading. Refs #1566
This was SVN commit r12258.
2012-08-01 21:38:13 +00:00
Badmadblacksad
51b9fa6186 Uses xml attributes instead of elements for obstructions shapes.
This was SVN commit r12093.
2012-07-12 20:00:38 +00:00
Badmadblacksad
2c5933912c Gates. Adds UI buttons, replaces wall section with a gate, defines and create obstruction shapes, detects friendly units and eventually disable door's "block movement" flag, allows us to lock / unlock the door by disabling "block pathfinding" flag. Needs icons, play sound, animations. Fixes #1385, refs #619.
This was SVN commit r12081.
2012-07-08 16:25:33 +00:00
vts
d67d2e2370 Updated some documentation in CmpObstructionManager
This was SVN commit r11766.
2012-05-05 23:10:25 +00:00
vts
490182ddd0 Wall placement. Closes #786.
This was SVN commit r11760.
2012-05-05 19:22:22 +00:00
historic_bruno
08bd07ddd6 Adds safe bool operator to ICmpPtr, replacing the null() method, based on patch by leper. Also changes bool operator in AtSmartPtr to safe bool. Fixes #1077.
Changes some CmpPtr variable names for consistency.

This was SVN commit r11036.
2012-02-08 02:46:15 +00:00
Ykkrosh
609f1643d5 Fix -Wconversion warnings in simulation code.
Cast to smaller integer types explicitly.
Generally avoid platform-dependent types (size_t) in simulation code.
Use float versions of math.h functions, not double.

This was SVN commit r10017.
2011-08-16 11:18:32 +00:00
historic_bruno
f378e2e651 Implements building restrictions (by terrain, territory, category, and distance). See #41. Fixes #804, #287.
Implements build limits. See #687.
Implements autorotation for dock placement.
Fixes unit spawning to consider terrain passability. See #893.
Adds new passability criteria based on distance from shore.
Updates build restrictions on some templates.
Changes unit spawning search to 4 tiles away from foundation.
Changes garrison/training spawn failure to nicer UI notification.

This was SVN commit r9970.
2011-08-06 08:11:05 +00:00
Ykkrosh
edd8ef2bf2 Fix units in formation blocking construction and not moving out of the way (see #779).
Make non-movement-blocking buildings (e.g. farms) not require units to
move out of the way.

This was SVN commit r9510.
2011-05-13 20:32:41 +00:00
Ykkrosh
f4f36af852 Block new buildings being placed on top of existing not-yet-started foundations. Fixes #740.
This was SVN commit r8980.
2011-02-24 21:49:24 +00:00
Ykkrosh
b8925fbbc9 # Support AI construction of buildings.
Pass terrain passability data to AI scripts.
Expand pathfinder passability data to 16 bits per tile, to allow more
classes.
Support 16-bit ints in serializer.
Partially support JS typed arrays.
Allow foundations to be placed on top of units (fixes #499).
Stop farms and fishes blocking movement (fixes #534).
Add obstruction flags to allow finer control over what they block.
Associate entity IDs with obstruction shapes, to allow finding colliding
entities.
Support moving to the edge of a target entity with inactive obstruction.
Support foundation entities in AI.
Support playing as non-hele civs.

This was SVN commit r8899.
2011-02-10 16:06:28 +00:00
Ykkrosh
c3b734775b Simplify component interface: remove explicit context parameter, use GetSimContext() instead.
This was SVN commit r8867.
2011-01-16 14:08:38 +00:00