D981/c219ee54b2 changed IsInXChecks to use edge-to-edge distance instead
of centre-to-edge, which broke UnitMotion's min-range movement, which
assumed distance to the center.
Since units are represented as squares, the diagonal point may be closer
to the target than the "real" clearance by a factor √2, so the delta
between minimum range and maximum range should be at least `(√2 - 1) *
clearance` to be safe in all situations (this is generally not a problem
for regular units which have a clearance of 0.8, but could be one for
catapults or elephants).
Differential Revision: https://code.wildfiregames.com/D1969
This was SVN commit r22422.
Previously, unitMotion had no code that checked particularly if the
target was still in the world.
When the target moved out of the world, unitMotion would follow the path
to its last known position, then send a "MoveSucceeded" message once
there.
Following 98f609df1d, this message was no longer sent. Thus unit would
follow their path to its last waypoint and stay there, unable to carry
on or finish the order. UnitMotion now explcitly sends a "MoveFailed"
message.
This still changes behaviour from A23, requiring further revisions to
UnitAI (see D1992 for one such case).
Minohaka tested an earlier version of this change (which incorporated
D1992) and accepted it.
Differential Revision: https://code.wildfiregames.com/D1979
This was SVN commit r22415.
Due to an issue in 4a15cc3b9f, animals incorrectly tried going towards
the roaming point instead of away from it.
With that fixed, MovementUpdate still did not trigger as the min and max
range were the same.
Use -1 as max range (= infinite) instead since we want to move
arbitrarily away.
Having an infinite max range was broken in c219ee54b2, this
re-implements that.
Further, other calls with equal min and max range have been changed
likewise.
This does not entirely fix whales, which run in other problems because
of their large roaming range.
Differential Revision: https://code.wildfiregames.com/D1980
This was SVN commit r22413.
UnitMotion will now send hints that a move may be completed if:
- it is a formation member and the formation member has stopped moving.
- it isn't and it is in range from its target.
Differential Revision: https://code.wildfiregames.com/D1899
This was SVN commit r22366.
Units in 0 A.D. exhibited a "gliding" behaviour at the end of a
movement, e.g. they switched to the Idle animation and still moved a
little bit.
The reason for this behaviour is that entities check if they reached
their destination after moving. Other components (unitAI mostly) will
then possibly change animations and such, resulting in a movement over
the turn while the entity is possibly now in another animation state
than "move".
Instead, what should be done is checking if the entity has arrived
before moving, so if UnitAI calls StopMoving, then entity won't move at
all on the same turn, and the gliding effect vanishes.
The STATE_STOPPING state is made un-necessary by this change, since this
off-by-one mistake was the reason for its existence. It can be removed
(see downstream).
Differential Revision: https://code.wildfiregames.com/D1898
This was SVN commit r22365.
Move() is generally 4 parts:
- Moving
- Updating our state
- Handling obstructed moves
- Checking if we are at destination.
These can all be put in their own functions, clarifying logic and making
it harder to make mistakes.
Differential Revision: https://code.wildfiregames.com/D1897
This was SVN commit r22364.
In preparation for D1897, this logic isn't related to the "movement"
part of Move(), and can be called earlier.
Differential Revision: https://code.wildfiregames.com/D1896
This was SVN commit r22363.
The obstruction manager keeps a flag of moving units. This should be
updated in the same location as the entity's current speed, since they
have similar properties.
Differential Revision: https://code.wildfiregames.com/D1895
This was SVN commit r22362.
VisualActor refers to unit motion's `m_CurSpeed` to know what animation
to display in the special walk mode. However that variable was
inconsistently updated. By making sure we reach that codepath in one
place, we remove opportunities for issues.
This should fix most existing instances of moonwalking, another upstream
diff will fix the rest.
Differential Revision: https://code.wildfiregames.com/D1894
This was SVN commit r22361.
FacePointAfterMoving intends for the unit to face the destination once a
move is done. Since 4fda917f46, stopping is the responsibility of UnitAI
(through a call to StopMoving()). Thus we should move that code in that
function, as this ensures we don't forget to do it and removes
duplications.
Differential Revision: https://code.wildfiregames.com/D1889
This was SVN commit r22355.
The variable is not necessary since having a target is equivalent,
removing it thus reduces redundant state.
Differential Revision: https://code.wildfiregames.com/D1888
This was SVN commit r22354.
These variables together held the state for the target of UnitMotion, as
set by the MoveTo[X] family of functions.
Wrapping them in a struct reduces the chances that one will accidentally
forget to reset part of the state and makes it explicit in-code that
these are grouped together.
Calling StopMoving() resets this target, which wasn't before and left
the component in an incoherent state.
Differential Revision: https://code.wildfiregames.com/D1887
This was SVN commit r22352.
UnitAI is now solely in charge of moving and stopping, making UnitMotion
behaviour easier to predict, which will ultimately help with unitAI
development. It might temporarily make units more resilient than before
however.
UnitMotion also tells UnitAI that it's arrived with "MoveCompleted"
messages, but these actually could be wrong - unitAI could decide that
we didn't want to stop after all - so change the name for something less
misleading.
Differential Revision: https://code.wildfiregames.com/D1886
This was SVN commit r22351.
"MoveStarted" messages were sent by UnitMotion when the unit started
moving (sort of) or failed to do so. This was used by formations and
guarding but was not really necessary as this can be done in "enter" or
in a timer.
Differential Revision: https://code.wildfiregames.com/D1885
This was SVN commit r22350.
These functions were placed in UnitMotion, which had nothing to do with
range checks and made them available only to moving entities for no
particular reason.
This patch also adds support for square-square range checks and
shape-shape distance checks.
Modified from a patch by bb on top of work from wraitii.
Differential Revision: https://code.wildfiregames.com/D981
This was SVN commit r22345.
0c20afdfda had two issues:
- some of the unitAI code did not return true when switching states in
the "enter" phase
- missed a return false in unitMotion.cpp
This fixes the issue noticed by @bb.
Differential Revision: https://code.wildfiregames.com/D1947
This was SVN commit r22339.
This also moves the actual "moving" code to states instead of orders,
making states more self-contained and removing the change of errors when
cleaning up a state.
Differential Revision: https://code.wildfiregames.com/D1865
This was SVN commit r22313.
It improves readability of the code when a function that seems like it
does a simple check actually only does a simple check and the caller is
the one changing state.
Differential Revision: https://code.wildfiregames.com/D1884
This was SVN commit r22299.
This:
- cleans up a code duplication and clarifies the intent.
- reorders things around for clarity
- improves variable names.
Commented By: elexis
Differential Revision: https://code.wildfiregames.com/D1840
This was SVN commit r22277.
Because of the limited precision of our fixed-point numbers, the
timeLeft calculation could sometimes return results above the actual
time left, resulting in units moving a few fixed::epsilons farther than
they should be, which makes them switch to the running animation. This
was rather unstable however, so there was a constant 'flickering'
between walking and running.
If we divide last instead of first in the operation, the errors get
gobbled up by the division and we no longer have this issue.
Reported by: wowgetoffyourcellphone
Differential Revision: https://code.wildfiregames.com/D1856
This was SVN commit r22249.
This changes running speed into a running multiplier (of walk speed).
The advantage is that it simplifies code since you can setup a default
run multiplier at the template level and it'll work for all subsequent
templates, and technologies cannot forget to change it. It makes
specialised unit templates easier to maintain, too.
Formations have a 100 run multiplier which effectively sets their
maximal walking speed at 100
Reviewed By: bb, O2 JS Simulation
Differential Revision: https://code.wildfiregames.com/D438
This was SVN commit r22197.
Note that this does not fix the warnings in AtlasObjectXML, someone
interested
in fixing those should check whether using ICU would be a nicer
solution.
Reviewed By: echotangoecho
Differential Revision: https://code.wildfiregames.com/D740
This was SVN commit r20095.
* 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.