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>
Optionally let actor templates define their own anchor types.
These override the default value defined in the template.
Useful for actors without their own entity template.
Reviewed-By: Itms
Reviewed-On: https://gitea.wildfiregames.com/0ad/0ad/pulls/7542
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.
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.
Introduce a LOS_TILE_SIZE, to replace usage of TERRITORY_TILE_SIZE in
the LOS code.
This makes it possible to change the resolution of LOS/Terrain without
affecting the other component.
Additional refactoring:
- LosTile has been renamed LosRegion (it's more comparable to the
hierarchical pathfinder regions/spatial subdivisions)
- LosState explicitly refers to "los vertices" instead of terrain
vertices.
Refs #5566
Differential Revision: https://code.wildfiregames.com/D3076
This was SVN commit r24980.
Units sometimes ignored targets that entered their LoS. The cause is
d0fc8ff67d: range queries returned units farther away, and those units
might actually be out of range if distance is computed center-to-center,
which both UnitAI and LOS do. This meant that code relying on range
query updates was possibly broken, and indeed units missed things (see
ticket).
This introduces a boolean to switch between pre-d0fc8ff67d behaviour
(entity-as-point, center-to-center range queries) and post-d0fc8ff67d
(entities-as-circumscribing-circle, edge-to-edge range queries).
The former is used for UnitAI (where the new behaviour bugged), auras
(where varying structure sizes made it awkward) and build
restrictions(which simply did not really need it).
Reverts 7f1ee23d88, 050c5401b1 (with the exception of the iber monument
footprint), and the template changes in d0fc8ff67d itself.
It also reduces alertRaiser ranges slightly, this was missed in the
original diff.
#3381 is not reopened as BuildingAI still uses the new range queries.
Reported by: Freagarach
Comments By: Angen
Fixes#5968
Differential Revision: https://code.wildfiregames.com/D3456
This was SVN commit r24776.
The Y coordinate at which to fire a projectile is currently assumed to
be the target's current Y, which is incorrect if the target is moving on
a slope.
This fixes that.
Note that this was purely visual, since projectiles still hit the target
regardless, as the height component is totally ignored, even if the
projectile is underground (in fact, the projectile's position is not
known in DelayedDamage::MissileHit, which just assumes it lands where it
said it would when fired).
As noted by bb in f737831167Fixes#5939
Differential Revision: https://code.wildfiregames.com/D3425
This was SVN commit r24766.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.
No major compilation time change here, though this does reduce depencies
in some headers.
Also fix up old MacOS STL-include fixes that are no longer relevant.
Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
CCmpRangeManager queries do not take obstruction size into account,
meaning they return fewer entities than they should. This particularly
affects buildings with ranged attacks, gates, and a few other templates.
This is, unfortunately, a slight performance decrease.
Discovered following Angen's comment [[
https://code.wildfiregames.com/D2738#116269 | here ]].
Comments by: Angen
Reviewed By: bb
Refs #3381 (not marking it down as 'fixes' and I'm not entirely sure it
was the only moving part here).
Differential Revision: https://code.wildfiregames.com/D2759
This was SVN commit r24217.
SM52 essentially replaces JSRuntime with JSContext (though JSContext
itself was replaced with JSCompartment).
To prepare for this migration, rename all Runtime-related things to
Context.
Part of the SM52 migration, stage: SM45 compatible.
Patch by: Itms
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3091
This was SVN commit r24181.
Add a test for the GetNonGaiaEntities function of the RangeManager
broken by that commit that was fixed by f3e4e619bc.
Don't call one script function from another, but directly call into the
Selection helper like the others.
Don't make a loop around that RangeManager function for all players but
call the function once for all players.
The pointless virtual keywords were removed by 8827db201a.
Differential Revision: https://code.wildfiregames.com/D166
Reviewed By: leper
This was SVN commit r19344.
Serialize the mapsize in the pathfinder and the reveal shoreline flag in
the range manager.
Reload the rangemanager data after other components have been
deserialized.
Use the SerializeCommon pattern in the pathfinder to avoid code
duplication.
Move the shoreline logic from the Vision component to the range manager.
Remove unused interface mocks from the rangemanager test following
b05879e151.
This was SVN commit r18879.
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.
This was SVN commit r17696.
Instead of each CCmpVisualActor rendering itself individually, collect
all the units in a single CCmpUnitRenderer. This avoids the overhead of
doing Interpolate/RenderSubmit calls every frame for every object in the
world. It also allows more efficient culling.
CCmpUnitRenderer knows the positions of each object at the start and end
of each turn, and computes the bounding sphere of the object along that
path. That allows quick culling without recomputing the precise
interpolated transform every frame. (In the future it could be improved
much more.)
Clarify and clean up the sending of PositionChanged messages, and add
new InterpolatedPositionChanged.
Remove the forceFloating parameter from GetInterpolatedTransform, since
it doesn't fit the new design. Replace it with a (non-synchronised) flag
in CCmpPosition.
Move construction progress from CCmpVisualActor to CCmpPosition, so that
it consistently affects all position/transform computation.
Refs #2337.
This was SVN commit r15265.
The tests crashed on my Debian systems but not on my Ubuntu system.
The crash happened in line 142 of SpiderMonkey's ThreadLocal.h.
I know that I had to use a workarounnd for contexts to avoid destroying
the context that was created first. I also had in mind that in newer
versions a JS_Init function got introduced which presumably solves this
kind of issues.
Based on this experience I assumed runtimes could have a similar problem
and this patch indeed fixes the issues.
Unfortunately the correct usage of JSRuntimes in that regard is not
documented.
There's only a rater misterious comment in JSAPI.h which hasn't been
cleared up so far and is most likely completely outdated
(https://bugzilla.mozilla.org/show_bug.cgi?id=992641).
This was SVN commit r14995.
This commit contains all the required changes to our source files and
build scripts (hopefully).
A next commit will remove the old stuff of SpiderMonkey 1.8.5.
Spcial thanks to:
- H4writer who helped a lot mainly with the performance issues we
had/have, but also with other problems or questions.
- Leper for the review.
- Historic_bruno for implementing the build scripts on Mac OS X and
testing on the Mac.
- The people from the #jsapi channel and from
mozilla.dev.tech.js-engine who answered a lot of questions and helped
solving problems.
- All the other people who helped
Refs #1886Fixes#2442Fixes#2416
This was SVN commit r14877.