* Rewrite the Update function, add more details and information in
comments, and properly serialize everything that function needs.
* Fix the broken deserialization code by using a sane helper function.
* Fix the `SelectMovementAnimation` function.
Fixes#4270.
This was SVN commit r18823.
This should have a noticeable impact on performance (in the good way!)
Thanks mimo for noticing something was off with the planning system!
This was SVN commit r17866.
Also stop trying too hard when we are close to the destination and our
only order is to move there.
This should result in a slight optimization of the behavior, as well as
slightly more sanity overall.
This was SVN commit r17226.
Make sure we do not treat as circles entities that we really should
treat as squares (such as trees). This fixes an issue reported by Stan.
Make sure we never forget about our destination if we are blocked by
unit obstructions. This makes sure that units in a group but not in
formation will not be blocked by the other units, and probably makes the
general behavior more sane. Helps following [17166]
Refs #3505, #3471, #3376
This was SVN commit r17191.
Also fix a potential issue I noticed in some cases, though that
particular fix implies scrapping waypoints, so if units seem to get
lost, please report so and I'll revert those changes.
I can't find any way to get units stuck with this patch.
This was SVN commit r17163.
Change the way the long-range pathfinder rasterisation works slightly so
that we have a better compatibility with the short-range pathfinder.
Should fix the "stuck units" issues, though I am not sure so I am not
marking them as fixed so far. Refs #3471, #3505, and possibly #3292.
Caveat: I am now using clearance of 0.8 for "default" class, which might
have side-effects: please report anything weird.
Also fix leftover style issues.
This was SVN commit r17161.
This resulted in ALL "units inside obstructions" issues.
Thanks to elexis for the testing.
Fixes#3532, #3450.
Refs #3538 (still OOSes), #3410 (unitmotion remains buggy for
formations, but this is only aesthethic.)
Probably affects #3471 and #3505, but those are not fixed.
This was SVN commit r17152.
Please note that this commit makes #3410 really visible. Formation
members might pass through buildings.
Refs #3410, #3337.
This was SVN commit r17028.
Now that units flee it's necessary to fix the unit chasing: this commit
reintroduces some code from 298115f4c5 that disappeared with the
committing of the new pathfinder. Refs #1537.
Also includes some style improvements to the UnitMotion code.
This was SVN commit r17013.
With this change, units will not check their movement against all
obstructions when moving: terrain and static obstructions are assumed to
be handled by the long-range pathfinder.
However, when static obstructions are changed, the paths have to be
invalidated. In order to minimize the performance impact, units will
check for obstructions when they move after a passability change. If
they collide with something, they will recompute a path that will take
into account the new passability map.
Also includes some code cleanup. This patch should not change
performance a lot: the lower number of checks should give a small
performance improvement while using the message broadcasting system
should hurt it a bit.
Fixes#3376, #3337, #1914.
This was SVN commit r16998.
Those shapes need to be taken into account when computing a short path,
but they need to be discarded when checking movements or they will
create long/short inconsistencies.
This was SVN commit r16981.
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.
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.
Allow components to individually subscribe/unsubscribe to messages,
instead of statically subscribing the entire component type. Use this
for most Interpolate/RenderSubmit messages, to avoid the performance
cost of passing those messages to a large number of components that will
just ignore them anyway.
On Azure Coast this reduces total time per frame by about 30% on a
CPU-bound system.
This was SVN commit r15400.
- Implement tech mods for UnitMotion speeds, Fixes#1958, based on patch
by wraitii
- Implement athen_hero_themistocles ship speed aura as a test
This was SVN commit r14058.
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.
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.
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.
Handle most CStr8/CStrW conversions via UTF-8 instead of effectively
assuming Latin-1.
Return UTF-8 strings from Xeromyces API.
This was SVN commit r8929.
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.
Do all pathfinding asynchronously.
Recalculate paths when the target has moved.
Fix vertex pathfinder start point heuristic, to avoid finding
zero-length paths.
When units fail to reach a resource to gather, look for another resource
of the same type.
This was SVN commit r8751.
added player_id_t typedef and INVALID_PLAYER, use that instead of -1.
also added sanity checks to cpu.cpp to ensure ARCH_* is correct (see
http://www.wildfiregames.com/forum/index.php?showtopic=13327&hl=)
and further predefined macros to arch.h just to be sure.
This was SVN commit r8079.
Support asynchronous path queries.
Allow escaping when stuck in impassable terrain tiles.
Split Update message in multiple phases, to cope with ordering
requirements.
Support automatic walk/run animation switching.
This was SVN commit r8058.
Remove redundant comparisons in pathfinder.
Simplify range query result ordering.
Avoid throwing exception on script errors in debug serializer.
This was SVN commit r7828.
Add scripted HFSM system.
Add very basic animal AI.
Support script-only message types.
Add shift+D hotkey to toggle dev command panel.
This was SVN commit r7763.
Animate props much more sensibly.
Move ammo code out of CUnit.
Move animation logic out of CModel.
Launch projectiles from the correct location.
Use entity's speeds and sounds in actor viewer.
Add -nosound option to disable audio, and allow audio by default in
Atlas.
Remove some obsolete options.
This was SVN commit r7609.
Add short-range vertex-based pathfinder.
Integrate new pathfinder into unit motion code.
Change obstruction system to get rid of circles, and differentiate
structures from units.
Make PositionChanged messages synchronous.
Try to prevent some accidental float->int conversions.
This was SVN commit r7484.