Commit graph

189 commits

Author SHA1 Message Date
wraitii
35ed55cfd6 ParamNode: switch to utf8, ToXML -> ToXMLString, test tweak, PCH tweak
This changes ParamNode to use UTF8 values internally (XMB files are UTF8
since cb9d0733ef).
This removes the need for a lot of conversions, speeding things up and
allows cleaning up the validator interface & a few other callsites.
ConstructJSVal could be a tad slower because of UTF8->16 conversions
within Spidermonkey; but the difference is unlikely to be noticeable in
practica.

Also:
- Changes `ToXML` to `ToXMLString` for clarity.
- Add a simple "op" test & show a particular behaviour of merge nodes
that I intend to change somewhat in D3830.
- Remove Component.h from simulation2 PCH - brought in too much.

Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D3834
This was SVN commit r25228.
2021-04-11 09:23:10 +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
vladislavbelov
c29423c723 Fixes revealed missed includes after e104b41be2.
This was SVN commit r25003.
2021-03-03 22:38:59 +00:00
wraitii
d8ea401a95 Decouple LOS resolution from terrain resolution
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.
2021-03-02 16:44:40 +00:00
vladislavbelov
b1a89fbd89 Replaces UNICODE characters in the code by consistent ASCII characters.
Beside consistency improves reading for such console tools like svn diff
or vim diff.

This was SVN commit r24625.
2021-01-15 10:07:36 +00:00
Stan
4942cabab5 Fix most Clang 10 Warnings
Refs: #5550, #5294

Remove dead code from f71be3c764
Fix buggy code from ff50b0b74c
Comments by: @wraitii, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3177
This was SVN commit r24487.
2020-12-31 14:25:37 +00:00
wraitii
70ec7812de Improve UnitMotion behaviour when working around obstructions.
This improves behaviour when units need to go around a concave obstacle.
They would tend to clump inside the 'dead-end' before realising they
needed to go around. This was rather easy to trigger on Acropolis. See
included Unit Motion Integration Test.

The cause is the logic that removed the next long waypoint when
obstructed. While that behaviour is desirable, removing too many
waypoints means the unit tries to short-path, using a small domain
range, to a goal that's impassable, meaning they go as close as they can
in Euclidian distance, i.e. towards the dead end.

This changes that behaviour by only deleting waypoints within a certain
distance from the entity, scaling with search-space range. It's tricky
to find a good compromise between performance and behaviour here, but
the values I've picked seem OK.

However, the fact that the entity would ultimately remove all waypoints
and thus trigger a full path recomputation was actually a feature,
inherited from D2754 / 892f97743b. This diff therefore handles that
explicitly, doing so on a more regular basis to behave better overall.

As a further cleanup, "m_FailedPathComputations" is incremented in
HandleObstructedMove, as it is quite possible to never increment it in
PathResult despite not getting actionnable paths. This thus renames it
to m_FailedMovements, and uses the opportunity to clean up PathResult(),
by only having one path for both short and long-range paths. Further,
PathResult now does not immediately request new paths, leaving that to
Move(), to avoid requesting transient paths that aren't actionnable.
This also makes it possible to revert 9e41ff39fc. It requires increasing
the MAX_FAILED variable, or more units get stuck as they reach the max
more often.

The search-space expansion is slightly slowed, and with a little more
delay, as a performance optimisation. From testing, this doesn't impact
real movement much as units short paths tend to be invalidated by the
next turn, as other units move, anyways.

Clarify comment around the vertex-pathfinder search-space bounds hack,
and ensure it isn't used for the very worst cases of units being stuck,
as it could be a pessimisation then.

Finally, this explicits a 2011 hack where if the long-pathfinder fails
to return a valid path the goal's center is used directly. This happens
when the goal is unreachable to the long-pathfinder, which may be
because it is actually unreachable or because only the short-pathfinder
can reach it. In those situations, the hack allows a last-ditch attempt
at reaching it before failing to move entirely. Performance wise, this
is faster overall for actually unreachable goals, since it skips all the
intermediate steps. For reachable goals, it might be occasionally
slower, but that case is quite rare (certainly rarer than unreachable
goals).

Reported By: Angen
Fixes #5795

Differential Revision: https://code.wildfiregames.com/D3203
This was SVN commit r24429.
2020-12-19 10:45:07 +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
wraitii
369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +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
f6348b9617 Clean up header includes, add new forward declarations.
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.
2020-11-21 11:20:29 +00:00
wraitii
bb8456691b Avoid overflow in UnitMotion.
ComputeTargetPosition called Dot() with large enough vectors that it
overflowed. Avoid that by not actually doing the full dot product.

Reported by: Itms
Fixes #5852

Differential Revision: https://code.wildfiregames.com/D3061
This was SVN commit r24152.
2020-11-09 13:25:50 +00:00
wraitii
478f96d0fd Fix Atlas crash in RangeManager following 939002f0dc
939002f0dc changed from vectors to grid which broke resetting when
terrain size changed.
Also use SAFE_ARRAY_DELETE for simplicity.

Reported by: vladislavbelov
Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D2961
This was SVN commit r24117.
2020-10-31 10:21:08 +00:00
vladislavbelov
840ed69fa3 Implements correct distance to edges for the building snapping feature.
The feature was added in a8f241da5d.

Reviewed By: Itms
Tested By: Freagarach
Differential Revision: https://code.wildfiregames.com/D2945
This was SVN commit r23967.
2020-08-17 20:13:18 +00:00
wraitii
375c319639 Improve ship pickup.
Improve unitAI: don't move if the requester can reach us and we are
close enough. This avoids an issue where ships moved more than necessary
when picking up many units.
Also improve requester UnitAI -> retry pickup if the target entity is
Idle.
Improve unitMotion: periodically recompute paths in "known bad path"
mode to adapt to moving targets.
Expose UnitMotion reachability to scripts and other code.

This adds a test map for some common and some tricky pickup cases, using
triggers.

Based on a patch by: causative
Reviewed By: Freagarach
Fixes #3472

Differential Revision: https://code.wildfiregames.com/D665
This was SVN commit r23925.
2020-08-03 12:02:24 +00:00
Itms
dc65912043 Fix building on GCC 10, fixes #5709, #5756.
Patch By: pcpa and wraitii
Tested By: Nescio, andy5995 and others
Differential Revision: https://code.wildfiregames.com/D2745
This was SVN commit r23794.
2020-06-30 10:24:00 +00:00
wraitii
6b2b071ad5 Move LOS to a los helper header and cleanup Grid.h includes.
Changing Grid.h should recompile faster, as it is now included in fewer
TUs.

Differential Revision: https://code.wildfiregames.com/D2784
This was SVN commit r23774.
2020-06-14 20:39:03 +00:00
wraitii
939002f0dc RangeManager: Grid for 2D array, enum cleanups.
Range manager has several `std::vector` for fixed-size arrays and 2D
grids. By using proper data structures, the code readability is
improved.
This also moves around the LosVisibility enum.

Comments by: Stan`, nani
Differential Revision: https://code.wildfiregames.com/D2770
This was SVN commit r23769.
2020-06-13 09:05:40 +00:00
vladislavbelov
39986f80e1 Adds const to PathfinderPassability where possible.
This was SVN commit r23362.
2020-01-10 20:37:59 +00:00
vladislavbelov
aa72791b69 Fixes compilation errors about missed include and unused argument introduced in c17e7ee92f.
Patch By: elexis
Reported By: elexis
This was SVN commit r22950.
2019-09-20 19:44:58 +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
vladislavbelov
7985ea4b8e Removes usages of duplication of Clamp function in simulation and atlas. Refs D1763.
This was SVN commit r22927.
2019-09-18 15:02:36 +00:00
wraitii
fcc7a831bb Fix issues with MakeGoalReachable when the goal wasn't reachable following D1882/208fc30ddd
This fixes the issue and adds a regression test.

Differential Revision: https://code.wildfiregames.com/D2277
This was SVN commit r22878.
2019-09-09 18:57:59 +00:00
wraitii
9cc8a579f5 Silence uninitialized variable warnings on MakeGoalReachable and FindNearestNavcellInRegions in 208fc30ddd
These variables might be used uninitialised in very odd cases that don't
happen in svn.

Reported By: elexis
Differential Revision: https://code.wildfiregames.com/D2250
This was SVN commit r22877.
2019-09-09 18:56:49 +00:00
wraitii
208fc30ddd Optimise MakeGoalReachable and FindNearestNavcellInRegions (D53 outtake)
By leveraging custom ordering in std::set, MakeGoalReachable and
FindNearestNavcellInRegions can be optimised and the code simplified.

Differential Revision: https://code.wildfiregames.com/D1882
This was SVN commit r22817.
2019-09-01 08:59:17 +00:00
wraitii
a908ce889c Hierarchical Pathfinder - Add Global Regions / Optimise MakeGoalReachable
Optimise MakeGoalReachable using global regions, by leveraging the fact
that we can easily know which goal regions we can reach. Particularly
for point-goals, it becomes almost instant.
This does not change hashes.

Differential Revision: https://code.wildfiregames.com/D1835
This was SVN commit r22653.
2019-08-12 13:19:01 +00:00
wraitii
2cc071f306 Fix memory leak introduced by 3a839517ce in SparseGrid
Following 3a839517ce, SparseGrid::Reset() replaces the value of m_Data
(a C-style dynamically sized array) with a new value-initialised array,
by using the new operator. Previous code simply did a memset.
This means that when m_Data was not null, it leaked memory as the
previous array was not deleted.

SparseGrid::Reset is called when destroying the sparse grid, and a
SparseGrid is used by the long pathfinder when computing JPS paths. As
that is called rather often, it resulted in a relatively serious memory
leak that could make very long games use several GB of memory.

This fixes the leak by using placement new, which re-uses the memory,
effectively doing the same as the previously existing memset.

Profiling by historic_bruno and elexis showed that performance from
value-initialising with placement new was at worst similar to memset,
and testing shows this was compiled in a memset call in several cases
anyways.

Reviewed By: elexis
Fixes #5522

Differential Revision: https://code.wildfiregames.com/D2121
This was SVN commit r22545.
2019-07-24 17:11:22 +00:00
wraitii
32e8ed51aa UnitMotion - Send messages to UnitAI when obstructed, to allow stopping early when walking and avoiding pathfinding lag.
As reported by #5521, Ordering units to walk to a point in a forest can
lag terribly, as units will end up computing long short paths in the
forest, which can result in `ComputeShortPath` calls that individually
take upwards of 80ms.

This can be alleviated by allowing units to stop a bit earlier. A23
handled this in UnitMotion directly, but it's better to handle this in
UnitAI to avoid surprises and to make it customisable on a per-state
level.

This diff further speeds up using the short pathfinder by starting with
a smaller search range, limiting the max-range more and moving the range
slightly towards the goal.

This also refactors UM sending messages to UnitAI so that we may in the
future push more information (in particular, the entity_id that a unit
was obstructed by could be interesting for COMBAT).

This doesn't fix the possibility of lag, but it reduces its occurrence
to levels that should be similar to A23 and thus acceptable enough.

Tested By: Freagarach
Fixes #5521

Differential Revision: https://code.wildfiregames.com/D2105
This was SVN commit r22526.
2019-07-22 18:07:24 +00:00
elexis
3a839517ce Fix the -Wclass-memaccess compiler warning in the pathfinders Grid.h, refs #5294.
Differential Revision: https://code.wildfiregames.com/D2099
Reviewed By: historic_bruno, wraitii
This was SVN commit r22511.
2019-07-19 12:52:10 +00:00
wraitii
7e2512a739 Fix undefined behaviour introduced in 5c642611c4
5c642611c4 introduces undefined behaviour: for vertices that are part of
non-AA squares, the value of "quadOutward" is undefined. This fixes that
by again setting it to QUADRANT_ALL by default, as it was pre
5c642611c4. This led to OOS.

Reviewed By: elexis
Fixes #5508

Differential Revision: https://code.wildfiregames.com/D2082
This was SVN commit r22483.
2019-07-15 18:05:03 +00:00
wraitii
5c642611c4 Vertex pathfinder - fixes to quadrant optimisation to ensure units don't take detours around obstructions.
Compute the outward quadrants once and for all instead of setting them
dynamically, because there is no reason why we should always arrive from
the same quadrant as the first time we see a vertex.
Don't consider quadrants for the start-vertex, because of the edge
expansion (which can put us in illegal quadrants)

These result in (much) better paths, the tradeoff being that we now look
at some more vertices.

Fixes #5476

Differential Revision: https://code.wildfiregames.com/D1908
This was SVN commit r22473.
2019-07-14 10:19:18 +00:00
wraitii
e06285279a Vertex pathfinder: add the domain edges back to improve behaviour (reverts c42160ec10)
This adds back the "domain" edges to the short/vertex pathfinder.
Without these edges, units could use points far away from the path
search that they inaccurately thought were reachable, leading to some
pathing oddities in rare cases.

Reviewed By: temple
Differential Revision: https://code.wildfiregames.com/D443
This was SVN commit r22465.
2019-07-13 16:01:10 +00:00
elexis
d5a3437882 Unify the magic number indicating the number of impassable tiles at the map edge redundant in the Pathfinder, RangeManager and MapGenerator.
Refs #4034, #4636.
Differential Revision: https://code.wildfiregames.com/D2061
Reviewed By: wraitii
This was SVN commit r22459.
2019-07-12 16:38:51 +00:00
wraitii
44aef27b78 Adapt unitMotion to edge-edge distance checks.
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.
2019-07-01 19:50:06 +00:00
wraitii
c219ee54b2 Move "IsInRange" family of functions to the Obstruction Manager and make the commutative.
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.
2019-06-06 19:37:23 +00:00
Itms
37e5097ea9 Fix a m_JumpPointCache assertion failure in debug mode, refs fa726867f1.
Patch By: Stan
Comments By: wraitii
Differential Revision: https://code.wildfiregames.com/D1942
This was SVN commit r22336.
2019-06-04 08:29:47 +00:00
wraitii
12f893b1e3 Remove 'Async' from short/long path requests names
Having Async in the name was not really informative and made it awkward
to reuse for non-async code.

Reviewed By: Kuba386
Differential Revision: https://code.wildfiregames.com/D1854
This was SVN commit r22305.
2019-05-26 13:47:41 +00:00
wraitii
220449ea9a JPS - make the JPC cache usable again (98f4ed6cb8 fix)
Reviewed By: Itms
Differential Revision: https://code.wildfiregames.com/D1875
This was SVN commit r22301.
2019-05-25 16:01:44 +00:00
wraitii
795e414663 Hierarchical pathfinder: Speed up edge update
Speed up edge update by being clever, only updating dirty tiles instead
of everything (effectively doing to "TODO be clever" here).

This is a substantial speed improvement when an update is necessary.

Differential Revision: https://code.wildfiregames.com/D1834
This was SVN commit r22279.
2019-05-13 17:02:16 +00:00
wraitii
32b2c01c7c Decouple long and hierarchical pathfinders to an extent.
Following 809f297707, this decouples the hierarchical pathfinder and the
long pathfinder. The long pathfinder was the class owning the
hierarchical pathfinder, which didn't particularly make sense and
resulted in some interface awkwardness.

At the moment, the long pathfinder still needs to hierarchical
pathfinder to compute paths (to make sure they are reachable).

Differential Revision: https://code.wildfiregames.com/D1867
This was SVN commit r22278.
2019-05-13 16:58:00 +00:00
wraitii
809f297707 Move the Vertex Pathfinder to its own helper class
The vertex pathfinder was implemented directly in CCmpPathfinder,
instead of being a separate helper like the hierarchical pathfinder or
the long pathfinder.

This moves it to its own helper VertexPathfinder, which gets us ready
for D14 and pathfinder threading. Some struct definitions need to be
moved around.

Differential Revision: https://code.wildfiregames.com/D1855
This was SVN commit r22253.
2019-05-08 11:53:02 +00:00
wraitii
75d0c56070 Don't crash when calling the profiler from a 'non-main' thread
Motive behind the change: calls to Profile() currently crash unless they
are triggered from the main thread, but it's somewhat difficult to know
that from the code. It makes more sense to silently ignore those
particularly so we can easily have the same code be threaded or not.

This also removes a few profiling calls that don't make much sense.

Differential Revision: https://code.wildfiregames.com/D1853
This was SVN commit r22248.
2019-05-04 15:03:10 +00:00
wraitii
98f4ed6cb8 Fix D1491 which introduced an ENSURE that should not have been there.
Reported by wowgetoffyourcellphone.

This was SVN commit r22225.
2019-04-25 07:08:19 +00:00
wraitii
fa726867f1 Const-Correct the long range pathfinder
Debug variables are kept mutable as one otherwise has to use a complex
system and this is really not worth it.

Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D1491
This was SVN commit r22219.
2019-04-24 19:07:32 +00:00
wraitii
d3de36527d Hierarchical pathfinder: fix an issue with regions and some touch-ups
FindPassableRegions intends to return all passable regions in a chunk,
but did not as it used the number of regions in that chunk. In fact,
regions can have individual IDs higher than the number of regions (as
shown by the test), therefore FindPassableRegions might miss some.
This only affected the JPS pathfinder, when starting on an impassable
cell, which called FindNearestPassableNavcell with then possibly
returned a sub-optimal navcell. This is a limited impact but upcoming
patches will rely on that function more.

Fixed using a vector to store IDs, which also makes for-range loops
usable.

Differential Revision: https://code.wildfiregames.com/D1832
This was SVN commit r22218.
2019-04-24 19:02:09 +00:00
wraitii
bc3fd69bf0 Const-correct the hierarchical pathfinder.
Use at() over find() as it makes the code neater and the performance
impact is negligible.
This forces an algorithm change in FindReachableRegions as the key
accessed is not guaranteed to exist.

Differential Revision: https://code.wildfiregames.com/D1830
This was SVN commit r22210.
2019-04-22 16:07:25 +00:00
wraitii
ab5f63e087 Add tests for the hierarchical pathfinder.
These variously test some simple MakeGoalReachable and
FindNearestNavcell calls, as well as checking edges and regions when
updating the map.

Differential Revision: https://code.wildfiregames.com/D1833
This was SVN commit r22205.
2019-04-22 12:07:30 +00:00
Itms
593a6a228e Properly handle map resizes in Atlas, fixes #4800.
Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D946
This was SVN commit r21675.
2018-04-08 21:49:47 +00:00
temple
de9427a291 Bump year
This was SVN commit r21316.
2018-02-21 23:42:18 +00:00
temple
4fc87ced78 Grid bounds and SinkRate debug version fixes
Differential Revision: https://code.wildfiregames.com/D1209
Patch by: Angen
Reviewed by: wraitii
Comments by: Itms, Stan
This was SVN commit r21312.
2018-02-21 22:30:54 +00:00