Partial revert/fix of 2f19cf86d3 and 2567fee329.
Before this diff, it was possible for a mod containing a cache/ or a
config/ folder to get written to incorrectly.
The issue is VFS can map multiple directories to one 'virtual' path, for
reading mods. However, writing data is problematic: which path to
choose?
The only viable solution is to use a path relative to the highest
priority directory encountered in the VFS path, or write paths could be
'hijacked' by lower-priority mods.
This fixes these issues by:
- Adding a new lookup mode ('Real-path') that explicitly picks the real
path relative to the highest-priority subdirectory in the VFS Path.
- Preventing overwriting a real directory with a lower priority one in
general.
- Revert c0c8132dd4's GetRealPath change, re-introducing the function as
GetOriginalPath.
This also cleans up some duplication that led to empty mod folders in
the user mod path, and cleans up loading the 'user' mod.
Note that the new 'realpath' lookup can still be somewhat complex with
many mount points at various hierarchy levels, but it is at least
predictable/deterministic without having to be careful about populating
order.
Fixes#2553
Differential Revision: https://code.wildfiregames.com/D3217
This was SVN commit r25104.
Fixes bae258f9a1.
As reported by Freagarach, garrisoned units trigger error messages.
As reported by Vladislavbelov, noPCH was broken & there were some style
issues.
Differential Revision: https://code.wildfiregames.com/D3707
This was SVN commit r25078.
This new MotionManager handles movement for UnitMotion components (not
UnitMotionFlying).
This is a first step towards unit pushing, by giving a central place for
the relevant units to collide.
One important side-effect is that movement is effectively synchronous -
the positions are not actually updated until all units have moved for a
turn (refs 6a66fb8205).
As a side-effect, it's an optimisation: fewer messages are being sent
overall, which leads to a slight speedup (negligible without a lot of
units though).
This is a first step - ideally, the movement functions called from
UnitMotionManager would actually be moved there.
Differential Revision: https://code.wildfiregames.com/D3509
This was SVN commit r25071.
Fixes a1dc9cadd8: if the speed doesn't change, UnitMotion doesn't update
the visual actor. Unfortunately, if another component has in the
meantime reset the animation to 'Idle', the unit will now move while
Idle. This can happen when leaving formation to do something else,
though it'srare.
This fixes that by instead always calling VisualActor, which does its
own checking to avoid redundancy. It's a bit less efficient, but not too
much.
Note that this relies on UnitMotion::UpdateMovementState being called
after any UnitAI code that could reset the animation to IDLE.
Differential Revision: https://code.wildfiregames.com/D3619
This was SVN commit r25011.
- Replace ScriptInterface::RegisterFunction with
ScriptFunction::Register
- Mostly removing unused cmpPrivate*
- Some usage introduces specific getters (mapgenerator, AIWorker,
XmppClient,...)
- Several passthrough functions are simply removed in favour of calling
the original, reducing duplication
- Make use of ScriptRequest/ScriptInterface capabilities where
relevant.
- Make JSI_* headers only expose necessary functions, lightening them
considerably and reducing duplication
- Reuse namespaces in JSI_* implementations directly, reducing visual
noise there
Follows f3aedf88a6
Differential Revision: https://code.wildfiregames.com/D3626
This was SVN commit r24983.
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.
The new methods:
- aren't included in ScriptInterface.h directly, lightening that header
- don't use boost CPP
- don't need argument types or number or constness to be specified
- can work with object methods somewhat transparently
- support optional cmptPrivate (allowing removal of many UNUSED macro)
- support optional const ScriptRequest&, which is safer.
This first diff changes only some of the JSI files & the component
manager. Further diffs will update other files and finally delete the
current code.
Differential Revision: https://code.wildfiregames.com/D2818
This was SVN commit r24969.
The spawn code should not assume that obstructions will never be
0-sized.
Reported by: Zack
Fixes#6039
Differential Revision: https://code.wildfiregames.com/D3583
This was SVN commit r24945.
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.
5d96346ac5 proved unsufficient to fix formation 'waltzing'. This is a
better fix, which makes sure units actually try to reach their
designated offset in the first place.
Further, it removes code that recalculated offsets un-necessarily, which
led to an issue with "sloppy" formations such as open and closed orders.
Fixes#5997
Differential Revision: https://code.wildfiregames.com/D3543
This was SVN commit r24865.
Following 847f3a9995,
Units in formation can get very small movement offsets, that nonetheless
require large rotations, and thus at least 2 turns to accomplish.
However, following 847f3a9995, PossiblyAtDestination fires() only after
the first rotation, so the unit ends up 'waltzing' in place.
Before that diff, the unit never even moved since PossiblyAtDestination
fired straight away.
This is also noticeable since IDLE formation re-order their members
since 71a61d5f50.
The fix here is to ignore rotation time for very small offsets, which
lets units accomplish the movement in one turn and fixes the issue.
Reported by: wowgetoffyourcellphone
Reviewed By: Freagarach
Tested By: langbart
Differential Revision: https://code.wildfiregames.com/D3518
This was SVN commit r24831.
D3230 / 847f3a9995 introduced range checking at turn start, and removed
a hack that made units predict the position of their target too far
ahead. This worked fine when in "straight movement" mode, unfortunately
I failed to recognise that ranged units would never use that mode. This
meant that ranged-unit chasing was broken.
There is a straightforward fix however, since we can simply change
TryGoingStraightToTarget to be used by ranged units. It fixes the issue
efficiently and improves movement for ranged units in general, so it
probably should have been done from the start.
Refs #5936
Differential Revision: https://code.wildfiregames.com/D3489
This was SVN commit r24803.
- Because units slow down when turning, and JPS paths often begin with a
J-shape, chasers can fail to catch up to slower chasee, because the
latter don't recompute paths as often. To fix this, ignore the first
waypoint if it's close by and the next is accessible.
- Don't interpolate the target position when interpolation isn't
necessary (i.e. when not processing the MT_Update_Motion* message), as
that resulted in the "follow known bad path" hack to active
un-necessarily.
- Tweak PathingUpdateNeeded, it will return true when it has no path to
follow
- Remove the direct-range consideration in the "distance uncertainty"
calculation.
Refs #5936
Differential Revision: https://code.wildfiregames.com/D3485
This was SVN commit r24800.
Units movement is currently "all or nothing". This means that a chasing
entity that moves fast enough is likely to collide with its target, if
the latter is moving also. This means that it might fail to get in range
if the max range is smaller than the movement speed over a turn.
This happens to be very much the case in MP, as cavalry range is 4,
melee cav speed is ~20 and turns are 500ms.
This problem depends on which unit moves first (i.e. which unit is
lowest-ID).
To fix this, ignore the obstruction of the target, if it is moving, when
moving. This however means sometimes chasers will 'overshoot' and block
their target pathing, making the chase easier than it probably should
be.
Fleeing units don't suffer from this problem since they also ignore
their target (and their code handles it).
This new problem introduced in this diff is heavily dependent on the
exact speeds and ranges at play, and a further diff will improve the
situation to acceptable levels.
Reported by: FeldFeld
Refs #5936
Differential Revision: https://code.wildfiregames.com/D3482
This was SVN commit r24798.
Unit Motion currently checks if the unit is at destination during the
MT_Update_Motion* step, which happens late in the turn (notably, after
Timer.js) and moreover happens while entities are being moved (e.g.
entities with lower IDs have moved already, entities with higher IDs
have yet to do so).
This changes UnitMotion to instead check at turn start, which:
- benefits from in-turn path computations for more fluid movement
- ensure that distance checks aren't done against an entity that has
already moved for the turn.
The latter issue led to units failing to get in range of their target
when chasing them, in some situations.
As a side effect, this means that UnitAI move requests always take one
turn to succeed, so orders should be updated to check for range (or
they'll waste a turn). This is done for garrisoning, other orders were
already doing so.
Also includes a small tweak to avoid units rotating randomly when they
have no movement to accomplish.
Patch by: bb
Reviewed By: wraitii
Refs #5936
Differential Revision: https://code.wildfiregames.com/D3230
This was SVN commit r24797.
f2b3c4d8ec broke deserializing because it did not reset the mapsize on
Deserialize(), and thus the water renderer would not regenerate data.
Differential Revision: https://code.wildfiregames.com/D3461
This was SVN commit r24778.
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 fixes a rare crash at map generation.
The water renderer could be left in an invalid state when exiting a
game, and would then crash on the next map generation in some cases.
Tested by: Stan
Differential Revision: https://code.wildfiregames.com/D3447
This was SVN commit r24759.
This fixes chasing, particularly chasing ranged cavalry.
- Standardise the range of melee cav to 4.
- Decreases the speed of ranged cavalry slightly to make melee cavalry a
better counter & reduce the ability of ranged cavalry to dominate an
area.
- Fix UnitMotion to better chase units, by increasing direct-range
distance and making "from scratch" short paths recompute better paths
(by increasing the search range).
- Gives some free rotation time for slight angles to units. Angles below
30° take no time to rotate towards. Chasing units that recomputed a lot
of paths could be slowed down substantially by minute angle differences.
Fixes#5936
Differential Revision: https://code.wildfiregames.com/D3402
This was SVN commit r24708.
Attack.js can use UnitMotion to calculate the position of the unit in
the future, accounting for odd movements such
as zigzags, turnarouds and early stops (to the extent of the current
order).
This improves the resilience of units against the 'dancing' trick.
The linear interpolation is kept as a failsafe and to avoid an edge case
in the new prediction code.
Patch by: bb
Refs #5106
Differential Revision: https://code.wildfiregames.com/D3225
This was SVN commit r24701.
Large units risk being stuck between other units. This is true in
general, but particularly weird with formations, since individual units
may well not be stuck, only the invisible formation controller.
This alleviates the issue by ordering units to move individually when
the controller appears stuck.
It introduces a new "VERY_OBSTRUCTED" unit motion message, which
triggers when a unit has failed to move for several turns.
Reported By: Angen
Reviewed By: Freagarach
Fixes#4935
Differential Revision: https://code.wildfiregames.com/D3209
This was SVN commit r24511.
Generalize component/AI serialization system to any user-defined JS
object. This includes Vector2D/3D, fixing an old issue.
As with components/AI, JS Objects may implement a Serialize/Deserialize
function to store custom data instead of the default, which attemps to
serialize all enumerable properties.
Fixes#4698
Differential Revision: https://code.wildfiregames.com/D2746
This was SVN commit r24462.
Following D3221/38c3827d3b, units switch to the 'run' animation when
moving faster than their walkspeed.
This makes formations 'flickery' because units often move slightly
faster than their walkspeed when the formation rotate slightly, which
happens often. It looks fairly bad.
This switches to the running animation halfway through, though a more
general system would be more desirable.
Approved By: Angen
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D3224
This was SVN commit r24456.
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.
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.
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.
Fixes eb7940b418.
As reported by Vladislav, there is possibly confusion on what exactly is
being ignored when there are multiple statements after DISCARD. Explicit
wrapping avoids that.
Differential Revision: https://code.wildfiregames.com/D3206
This was SVN commit r24397.
Units can get stuck on passable navcells surrounded by impassable
navcells because the short-pathfinder got them there, and then ordering
them to move far way uses the long-pathfinder.
We can safely run a short-pathfinder call, using the same logic as in
D1424, to get unstuck in at least some of those situations.
Reported by: Angen
Differential Revision: https://code.wildfiregames.com/D3215
This was SVN commit r24385.
Allow boolean modifications JavaScript
Allow territory influence weight, and root, to be changed via tech.
Differential Revision: https://code.wildfiregames.com/D3069
This was SVN commit r24373.
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.
This ugprades 0 A.D. to the latest ESR at the moment of writing.
Mostly straighforward API changes (see meta-Bug 1633145)
- js::Class is merged with JSClass
- JSNewArrayObject becomes JS::NewArrayObject
- ArrayObject-functions are moved to a new public header Array.h
- JSMSG error messages have again been changed, requiring some tweaks.
- AutoValueArray becomes RootedBalueArray (Bug 1634435)
- 'uneval' is behind a Realm flag (Bug 1565170), but no removal is
planned in the short-term future.
- Some minor GC API changes (Bugs 1569564 and 1633405)
- Error reporting has had some tweaks, and error flags have been removed
(Bug 1620583)
- StructuredClone are now always thread-safe, simplifying an API change
introduced in SM52 (Bug 1607791)
Tested by: Stan, Freagarach, mammadori
Closes#5861
Differential Revision: https://code.wildfiregames.com/D3168
This was SVN commit r24333.
Original diff D2512
Reported on forum by gameboy:
https://wildfiregames.com/forum/index.php?/topic/27384-strange-landing-on-the-island-and-unable-to-attack/
Units with goal where minrange = maxrange rarely arrive to destination,
because they miss it.
See Todo in unitmotion
Relative part:
In the meantime, one should avoid that 'Speed over a turn' > MaxRange -
MinRange, in case where min-range is not 0 and max-range is not
infinity.
For that reason avoid passing minrange = maxrange from ai.
Also warn in cpp unitmoition when getting this kind of command.
Differential revision: D3149
Reviewed by: @wraitii
This was SVN commit r24315.
No noteworthy API changes.
Details:
- Remove UTF16 script execution since UTF8 is supported in SM68 and
going forward
- Several new headers includes are required
- Realms replace Compartments as "global holders" (see meta-Bug 1357862)
- JSRequests are removed entirely (Bug 722345), see also aae417bd29
- Trivial API updates in ProxyHandlers, ArrayBuffer, Warnings, GC
reasons, Context options, ObjectIsFunction, ValueVectors and
JSCompartment
See also the migration guide:
https://github.com/mozilla-spidermonkey/spidermonkey-embedding-examples/blob/esr78/docs/Migration%20Guide.md
Tested by: Freagarach, Stan, Subitaneo
Fixes#5860
Differential Revision: https://code.wildfiregames.com/D3144
This was SVN commit r24297.
Correctly recompute the actor when something changes that could modify
it (ownership change, ...).
Make sure mirages are updated when they reappear after being hidden.
Make sure foundations have proper identity classes.
Make sure mirages don't respond to value modifications in the visual
component.
Clarify a few comments.
Earlier work by: Sandarac
Fixes#2907
Differential Revision: https://code.wildfiregames.com/D576
This was SVN commit r24279.
Fix in b1a78ce285 actually worked by accident, and introduced more
serious issue with minimal range.
Differential revision: D3148
Fixes: #5864
Reviewed by: wraitii
This was SVN commit r24264.
Introduce a DISCARD macro to ignore the warn_unused_result attribute
used by Spidermonkey, and reuse it elsewhere.
Differential Revision: https://code.wildfiregames.com/D3147
This was SVN commit r24261.
Follows from d0fc8ff67d, 95dbb8be25.
The original diff asserted that only "real" entities would make range
queries. This proved inaccurate as building previews can too. However,
simply removing the assertion doesn't fix the issue, given that they
still aren't found and we still need to account for their size.
This fixes that properly by special-casing local entities.
Thanks s0600204 for giving this a look.
Reported by: Mr.lie
Differential Revision: https://code.wildfiregames.com/D3132
This was SVN commit r24231.
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.
I incorrectly assumed no local entities would be making range queries,
but some building previews do. The assert is thus incorrect.
Reported by: SubitaNeo
Fixes#5870
Differential Revision: https://code.wildfiregames.com/D3125
This was SVN commit r24223.
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.
No particularly noteworthy changes, as most complex API changes were
already supported in SM45 and done.
The addition of JSStructuredCloneData allows to remove our custom class.
Changes:
- InformalValueTypeName is back in the API, so remove our
implementation.
- Stop using JSRuntime entirely in favour of JSContext*
- JSPropertyDescriptor is renamed.
- CompartmentOptions are tweaked slightly (no functional changes)
- JS::Construct - API update.
- JSClass split - API update.
- A js.msg error message was removed, so we had to use a different one.
- Tests fix: fix comparison of union instances
- Disable warning in spidermonkey Vector.h
- Update error reporting to SM52 (minor API updates)
- Ignore warnings about unused return values (would come from OOM, which
isn't recoverable)
Most of the patching was done by Itms.
Tested by: Stan, Freagarach
Fixes#4893
Differential Revision: https://code.wildfiregames.com/D3095
This was SVN commit r24203.
Broken in several recent diffs.
This also fixes (very) old missing standard headers.
Differential Revision: https://code.wildfiregames.com/D3110
This was SVN commit r24200.
Includes alarm_defeated_ally.ogg by @Samulis
Reviewed by: @bb
Comments by: @Angen Freagarach
Differential Revision: https://code.wildfiregames.com/D2860
This was SVN commit r24199.
- Check for pending exceptions after function calls and script
executions.
- Call LOGERROR instead of JS_ReportError when there is a conversion
error in FromJSVal, since that can only be called from C++ (where JS
errors don't really make sense). Instead, C++ callers of FromJSVal
should handle the failure and, themselves, either report an error or
simply do something else.
- Wrap JS_ReportError since that makes updating it later easier.
This isn't a systematical fix since ToJSVal also ought return a boolean
for failures, and we probably should trigger errors instead of warnings
on 'implicit' conversions, rather a preparation diff.
Part of the SM52 migration, stage: SM45 compatible (actually SM52
incompatible, too).
Based on a patch by: Itms
Comments by: Vladislavbelov, Stan`
Refs #742, #4893
Differential Revision: https://code.wildfiregames.com/D3093
This was SVN commit r24187.
aae417bd29 made ScriptInterface not recreate a new JSContext since it
becomes a compartment wrapper, but that means we need to GC tests or
they might OOM.
To make it mostly seamless, GC on any test setup. The JS tests are
pretty close to the 16Mb limit as it stands so GC them manually too, for
good measure.
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3101
This was SVN commit r24182.
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.
ScriptInterface is now a wrapper around a JSCompartment, and thus always
has a well-defined global.
The error reporter is moved to ScriptRuntime in anticipation of that
handling JSContext in a later diff.
Part of the SM52 migration, stage: SM45 compatible.
Patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3090
This was SVN commit r24180.
As part of the SM45->52 migration, a ScriptInterface becomes a wrapper
around a JSCompartment, not a JSContext, thus we ought to store private
data for the compartment and not the context.
This is a mass rename of CxPrivate to CmptPrivate to match that before
the actual changes.
Part of the SM52 migration, stage: SM45 compatible
Patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3089
This was SVN commit r24177.
JSAutoRequest is required before calling into most JSAPI methods, for GC
reasons.
Calling it is required and fragile as one must not forget.
Further, SM52 and later make manipulating JSContext* dangerous as that
can cross Compartment(Realm in SM68) barriers (and ScriptInterface now
matches a Compartment).
The solution to both problems is to avoid using JSContext* in 0 A.D.
itself. To achieve this, a Request class is introduced, and must be used
to access a JSContext* from a scriptInterface. Further, Request is
passed to other ScriptInterface functions isntead of JSContext*, making
it obvious that the caller has already called it, reducing errors and
redundant JSAutoRequest calls.
Only JSNative functions now get a naked JSContext* without protection,
but the likelihood of forgetting a request is lower since many
ScriptInterface functions now expect it.
JSContext* is directly passed to JSAPI functions only.
Part of the SM52 migration, stage: SM45 compatible
Based on a patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3088
This was SVN commit r24176.
When serialising JS objects, we keep track of any encountered object,
and serialize it only once. Any further serialisation instead stores an
ID referring to the original object (essentially an opaque pointer).
The trouble of course is to have a unique, persistent identifier for
such an object.
svn uses an ObjectIDCache, essentially a "JS Object -> ID" map (which
internally is essentially a "JS heap pointer -> ID" map).
JS, since ES15, includes a "Symbol" primitive type, which is a unique,
immutable identifier. They are also not iterable by for..in or
GetOwnPropertyName or related.
This means they can be used to store the tag directly on the object
(since it's impossible overwrite a user property).
Thanks to this, we can forgo ObjectIDCache in the serializers, and since
following D2897 it becomes unused, we can delete it, along with the
Finalization code it used.
Part of SM52 migration, stage: SM45-compatible changes.
Patch by: Itms
Tested By: Freagarach
Refs #4893
Differential Revision: https://code.wildfiregames.com/D3085
This was SVN commit r24167.
Follow up on 8bfb449375. Allows saving turret positions in the map file,
instead of relying on the order in which the entities are added.
Differential Revision: D2614
Reviewed by: @wraitii
Comments by: @Angen, @bb, @vladislavbelov.
This was SVN commit r24161.
The script interface has code to serialize/deserialize JS objects with a
user-defined prototype. That code is usable in the AI, but currently
unused (and there are no plans to use it in the long run).
Removing it allows removing more code down the line, which helps with
the SM45-52 migration.
Collaboration with itms.
Refs #4893
Differential Revision: https://code.wildfiregames.com/D2897
This was SVN commit r24157.
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.
Following d592bf9cb6, paths requested at turn N were set-up to be
computed between the end of turn N and the start of turn N+1 (which
would ultimately allow threading this computation), via calls to
'StartProcessingMoves' and 'FetchAsyncResultsAndSendMessages'.
However, the call to UpdateGrid() remained at the start of turn N+1,
between the 'start' and 'fetch' calls. Since all paths are currently
computed on the 'start' call, this means all paths are computed on a
(possibly) dirty pathfinder grid.
In particular, this leads to OOS on rejoin since the rejoiner will
recompute the grid before computing the outstanding paths.
This would also obviously be buggy in a threaded environment, since some
paths might be computed on the fresh and some on the dirty grid.
Finally, MT_TurnStart was sent before the paths were computed, which
might lead to further pathfinder grid changes (not a crashing problem
without threading, but still conceptually odd). The 'fetch' call is thus
moved before it.
This thus fixes d592bf9cb6/D1918, after 92ad6a61fa already fixed a first
issue.
Since the grid is now only updated at the end of a turn, we need to
ensure that it is correct on Turn 0, thus the pathfinder recomputes it
on InitGame.
Refs D14
Reported by: Itms
Fixes#5851
Differential Revision: https://code.wildfiregames.com/D3064
This was SVN commit r24142.
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.
Introduced in 5fbb224dc0
rewrite 3 ifs to 1 if
merge 2 member variables into 1 member variable
remove 2 function local variables
save one call for CComponentManager as both ifs would or execute or not
code is shorter and looks nicer
Differential Revision: D3009
Reviewed by: bb
This was SVN commit r24072.
Summary:
As reported by @bb and @Angen , 375c319639 broke formation walking in a
few situations.
The issue is that f489ab3a16/D2871 requires formation members to get no
messages until the controller is stopped, but 375c319639 didn't use the
correct function (on account of a missed rebase), so members stopped too
early.
Reported by: bb, Angen
Reviewed By: bb
Differential Revision: https://code.wildfiregames.com/D3006
This was SVN commit r24029.
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.
As reported by Freagarach following a7da40ac2f.
32e8ed51aa introduced a "MoveObstructed" message, that could be sent
when the entity ran into obstructions, to stop early.
In HandleObstructedMove, my intention, as written in the comment, was
that the caller would do its thing (call StopMoving(), move out of the
world etc.) and thus ComputeGoal would return early.
However, I mistakenly left the `cmpPosition->GetPosition2D()` in between
that and ComputeGoal, which would then fail.
This fixes that by moving it after the `ComputeGoal` call.
Also add a sanity StopMoving() call to a7da40ac2f's move-out-of-world
call.
Reported by: Freagarach
Differential Revision: https://code.wildfiregames.com/D2935
This was SVN commit r23940.
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.
Removing strict binding of selection to footprint by adding optional
choice similar in footprint. If present, that one will be used, else it
will fallback to footprint size.
Allowing to use any selection shape without affecting gameplay, because
foorprint is used for projectile hit detection.
Differential revision: https://code.wildfiregames.com/D2844
Reviewed by: wraitii
This was SVN commit r23900.
Units in formation can occasionally request many short paths (and thus
introduce crippling lag) if their offset is obstructed.
This particularly happen when the formation is idle, since the offset
then always remains obstructed.
To prevent this, it is OK to immediately stop pathing on any motion
message (obstructed, failure, success). This does not break formation
movement since messages are only sent when the formation controller is
not moving (this finishes what was started in 0535eb9b92).
Ideally, this hack could be removed if the short-pathfinder was quick
enough / units were better at aborting.
Fixes concern raised by Freagarach on a7da40ac2f.
Refs #5624 in that the max-short-path range is the source of the lag.
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D2871
This was SVN commit r23867.
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.
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.
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.
Player-testing has revealed QA issues, so reverting these for now.
Differential Revision: https://code.wildfiregames.com/D2773
This was SVN commit r23714.
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#2679Fixes#5151
Differential Revision: https://code.wildfiregames.com/D1418
This was SVN commit r23710.
This fixes an off-by-one error that led to entities sometimes getting
stuck against obstructions.
It also increases the max-range of the short pathfinder to help entities
find their way around corridors and house blocks.
Fixes 2ff8614ce2 (off-by-one error) and reverts the range changes from
32e8ed51aa
Reported By: Freagarach
Fixes#5586 . Refs #5624
Differential Revision: https://code.wildfiregames.com/D2754
This was SVN commit r23699.
This allows Atlas not to rely on eval() to get access to the attack
component.
Add a quick test for the added method.
This fixes the animation speed matching that of the actor instead of the
template.
Remove some dead code after af2abb8cbfFixes: #5129
Reviewed by: @Angen
Comments by: @elexis
Differential Revision: https://code.wildfiregames.com/D2464
This was SVN commit r23592.
This is adding support to handle garrisoned entities defined in map
files by game engine and atlas allowing future extension for atlas ui
and solving recreation of entites on init in D1958. Also solving
deepfreeze described in D2562.
Differential Revision; https://code.wildfiregames.com/D2597
Ticket: #3008
Patch by: Freagarach
Comments by: elexis
This was SVN commit r23529.
Check for player being out of bounds after m_TerritoryCellCounts may be
recomputed.
Differential Revision: https://code.wildfiregames.com/D2046
Reviewed by: @Stan
This was SVN commit r23510.
Fail movement for formationmember when cannot find path to destination
and formationcontroller is not moving so formationmember will enter idle
state or follow next command relying on member stopping movement first.
Introduced in a1dc9cadd8.
Differentail Revision: https://code.wildfiregames.com/D2438
This was SVN commit r23496.
Avoids computing the square of the compared value every call.
Differential Revision: https://code.wildfiregames.com/D2058
Reviewed By: Vladislav
This was SVN commit r23489.
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.
Problem description:
When unit gets command to move to the range exactly X units from some
point/entity, what means minRange == maxRange, that triggers computing
goal when distance < minRange with result distance(goal, target) >
maxRange, because minRange computation uses clearance even when is
treating target as circle.
Solution:
Do not use clearance when treating target as circle, so computation when
distance < minimum range is done in same way as computation when
distance > maximum range and so computed goal has correct position.
Reported on forum:
https://wildfiregames.com/forum/index.php?/topic/27384-strange-landing-on-the-island-and-unable-to-attack/
Differential Revision: https://code.wildfiregames.com/D2512
Tested by: gameboy
This was SVN commit r23283.
Replace std::deque by std::vector
Replace some casts by cpp casts
Move the class and struct declaration to a separate file for clarity.
Fixes db864f10c3 by removing offending function
Refs #5288
Refs D1681
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D1682
This was SVN commit r23029.
Following d592bf9cb6, paths were computed at the end of turn N, and then
messages were sent at the beginning of turn N+1. However, the path
requests were removed at the end of turn N and so weren't serialised,
and neither were computed paths. This meant rejoiners would OOS when the
game was serialised with pending path results.
To fix this in preparation for threading, the architecture needs to
change slightly so that requests are kept and serialised correctly, and
rejoiners can compute the paths after deserialisation, in order to send
the messages at the beginning of turn N+1.
Fixes#5604
Reported By: elexis
Differential Revision: https://code.wildfiregames.com/D2317
This was SVN commit r22979.
This moves the "async" pathfinding computations to a worker, preparing
the architecture for threading.
Tested By: Kuba386, Stan`
Differential Revision: https://code.wildfiregames.com/D1918
This was SVN commit r22902.
Make that function static, so that it can be used for these functions
without slowly having to obtain the ScriptInterface instance using
GetScriptInterfaceAndCBData just to get the JSContext again.
Remove few redundant conversions for CreateObject arguments.
Differential Revision: https://code.wildfiregames.com/D2128
Tested on: gcc 9.1.0, clang 8.0.1, Jenkins
Tedious performance testing in: D2128, D2127
This was SVN commit r22894.
D1987/99a341f379 introduced logic to predict the target movement, which
fixed unit chasing. However, sometimes fleeing units would then predict
that their target will end up in front of them, so they turned around
towards the attacker.
This is fixed by not anticipating the position when it would cause the
vector towards to target to change direction.
Reported By: Freagarach
Tested By: Freagarach
Fixes#5541
Differential Revision: https://code.wildfiregames.com/D2275
This was SVN commit r22885.
The function was put in an anonymous namespace to avoid linking errors
should another one be defined elsewhere.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D2243
This was SVN commit r22825.
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.
Units can be stuck in gather states when the target ought to be
collectable from, but it's actually unreachable.
A new FINDINGNEWTARGET intermediate state for GATHER will try and find a
new, different target to collect from. This should generally improve the
behaviour (perfect reachability checks would be required to completely
fix it).
Use this also when the target is knowably unreachable / uncollectible.
Fixes#5529
Differential Revision: https://code.wildfiregames.com/D2120
This was SVN commit r22816.
In some rare cases, units could be stuck in the special state of 3
failed path computations, making them always compute long paths instead
of trying short paths again. This can happen when they compute a long
path successfully, but the unit cannot actually move as it gets
obstructed right away.
Make sure this state is never kept for more than one turn to fix this
problem.
Refs #5569 (probable fix but kept open for further investigating).
Differential Revision: https://code.wildfiregames.com/D2239
This was SVN commit r22815.
The ModifiersManager system component provides an interface to add and
remove modifiers, and get modified stats.
The goal is to merge all the different stat-modifying systems 0 A.D. has
implemented over the years.
This commit makes technologies and auras use ModifiersManager. Some
cheats and AI bonuses also have a similar stat-modifying effect that
have not yet been updated.
Further, this system component makes it possible for e.g. triggers to
easily add modifiers, enabling the writing of Castle Blood Automatic,
RPG or Tower Defense maps without the need for mods or hacks.
The 'Modifier' name was preferred over 'Modification' as it is shorter
and more readable, along with the logic that 'modifiers' store
'modifications' and this stores modifiers. Renaming of other functions
and classes has been left for future work for now.
Internally, this uses a JS data structure. If performance issues arise
with it in the future, this data structure or the whole component could
be moved to C++.
The performance has been tested to be about as fast as the current
implementations (and specifically much faster for global auras with no
icons). Testing showed that sending value modification messages was by
far the slowest part.
Comments by: leper, Stan, elexis
Differential Revision: https://code.wildfiregames.com/D274
This was SVN commit r22767.
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.
A call to SelectAnimation("idle") was left over.
Reported by: elexis
Fixes#5552
Differential Revision: https://code.wildfiregames.com/D2169
This was SVN commit r22648.
This moves the renderer options into their own class to:@
- allow one to only include the rendering options, not the whole
renderer header, when one wants access to rendering options.
- centralise rendering changes and their side-effects.
- clean up code.
Tested by: historic_bruno, Freagarach
Commented by: historic_bruno
Differential Revision: https://code.wildfiregames.com/D1929
This was SVN commit r22610.
Use the "pretend correct path" behaviour for short goals too. This is a
fix for #5545, since the position check now works correctly without
needing to add a tricky check for path-vs-path distance.
Simplify HandleObstructedMove to use ComputePathToGoal more. This means
we occasionally compute a long path when stuck, which fixes two cases of
stuck units reported in #5547.
Move some common calls into functions for convenience.
Make sure the short-path-waypoint-range-relaxing introduced in
32e8ed51aa doesn't happen for the last waypoint, which caused units to
occasionally never get in range of the last waypoint.
Clear short path waypoints when computing a long path.
This won't fix all instances of unit dancing, but it should improve most
of them.
Fixes#5545, Fixes#5547
Differential Revision: https://code.wildfiregames.com/D2135
This was SVN commit r22609.
A random phenotype can be chosen by giving multiple tokens to the
template.
This allows giving different looks to the same template.
Comments By: stan, vladislav, elexis
Patch By: Freagarach
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D1955
This was SVN commit r22586.
BeginPathing renamed to ComputePathToGoal, as that is what this function
does.
IsMoving renamed to IsMoveRequested, as the function returns true when
the unit has a move request going on, not when it is actually moving
across the map, which was misleading.
UpdateMovementState's implementation moved closer to where it is used.
PathIsShort and WAYPOINT_ADVANCE_MAX are currently unused, thus deleted.
Differential Revision: https://code.wildfiregames.com/D2067
This was SVN commit r22568.
This helps with #3144 and units not going idle when ordered to clump
together.
By rejecting paths that would not take the unit closer to the goal than
it is, we can avoid the case where a unit at A finds a short path to B,
goes there, gets stuck, finds a new short path to A, etc. ad infinitum.
It doesn't completely fix the problem since two units moving might still
occasionally become stuck against one another, but it makes it rarer
(unit pushing would probably finish solving this).
This assumes that being as close as possible to the goal is the best
behaviour when trying to move somewhere, even when it is unreachable.
Refs #3144
Differential Revision: https://code.wildfiregames.com/D2075
This was SVN commit r22566.
This fixes a regression introduced by 055c848c1a: when an entity is
ordered to move to a target within short path distance (or direct path
distance), it no longer computed at least one long path, which meant it
could be stuck forever if the target was not actually reachable (such as
behind a wall).
To fix this, compute a long path after 3 failed computations, which
should result in a delay of 1-3 turns. The previous code did this after
1 failed try - the decision to make it 3 is mostly based on the idea
that in most cases, being stuck means we ran into units, not that we
were ordered somewhere close. Should there be complaints, it could be
lowered to 2 or 1.
This fixes a second issue, reported in #4473: units sometimes get stuck,
particularly when trying to garrison a turret from 'inside' the walls.
The issue is that the turret is not accessible via the inside as its
obstruction + garrison range is blocked by the surrounding walls.
However, as introduced by 6e05a00929, TryGoingStraightToTargetEntity
ignores all entities with the obstruction group of the target (the
reason for this being that otherwise it would never succeed, since the
line towards the target would likely go through the target).
For walls and formations, this means ignoring possibly too many
entities, and in the case of #4473, ignoring wall pieces. The unit thus
mistakenly thought it could direct-path to the turret, and got stuck.
To fix this, we can ignore specifically the targeted entity's
obstruction tag. This can be considered a fix to 6e05a00929.
temple accepted an earlier version of this patch (specifically elexis'
version).
Fixes#4473
Based on a patch by: elexis
Differential Revision: https://code.wildfiregames.com/D1424
This was SVN commit r22533.
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.
Units right now try going to their next long waypoint using the
short-range pathfinder. This works, but it tends to leads to units
clumping together when shuttling for example.
By switching to short paths earlier, and by scrapping the long waypoints
when doing so, we can make movement more natural until we have unit
pushing.
Some cleanup in how the short-path domain range gets handled, and
increase the max-range by one tile to improve rare cases.
Differential Revision: https://code.wildfiregames.com/D2095
This was SVN commit r22507.
As reported by @bb in #5512, catapults and other big-range units might
not approach targets correctly when trying to get in range.
To be sure that we will be in range of a square obstruction approximated
as a circle, we need to consider the inscribed circle and not the
circumscribed circle.
Reported by: bb
Fixes#5512
Differential Revision: https://code.wildfiregames.com/D2086
This was SVN commit r22495.
Three changes:
- Assume a certain incertain based on distance to the target, to avoid
recompute paths every turn when the target is far way and moving.
- Handle cases where the target is unreachable to the long-range
pathfinder and we would be recomputing every turn.
- If we went straight, assume we don't need to recompute a path.
These together make moving entities recompute paths far less often,
speeding up the game.
Differential Revision: https://code.wildfiregames.com/D2066
This was SVN commit r22474.
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.
Since m_ExpectedPathTicket.m_Type is uninitialised before being used,
serialisation could fail with an out of bouds error. This fixes it by
giving it an (arbitrary) default value.
Reported by: gameboy
Confirmed and debugged by: Angen
Reviewed By: Angen
Differential Revision: https://code.wildfiregames.com/D2074
This was SVN commit r22470.
Reorder code flow, handle long paths and short paths in a more explicit
manner, and only fail after a certain number of failed path computations
to avoid going idle too easily.
Make sure WALKING orders in UnitAI stop when the move fails to avoid
units being stuck.
Differential Revision: https://code.wildfiregames.com/D1907
This was SVN commit r22464.
As reported by @Freagarach on #5496, there can be broken behaviour as
UnitMotion::PathResult may call RequestLongPath with an uninitialised
path goal when ComputeGoal fails.
To fix this, check the return value everywhere and react accordingly in
case of failure.
Fixes#5496
Differential Revision: https://code.wildfiregames.com/D2063
This was SVN commit r22458.
m_PathState kept 3 pieces of information that can be deduced using other
variables:
- whether the entity was following a path. This can be better deduced
by checking if the entity has short/long waypoints.
- whether a path is currently being requested. This can be better
deduced by checking the value of m_ExpectedPathTicket
- whether the requested path is long or short. This can be stored
directly alonside the path request ticket number, making it more obvious
why it exists.
With these changes, m_PathState can be removed.
Differential Revision: https://code.wildfiregames.com/D1903
This was SVN commit r22456.
It is generally better to use the movement request data as that is our
actual target and goals are just a representation of that at any given
time. Where a PathGoal is required, compute this lazily.
This allow failing easily in MoveToX() functions if the goal cannot be
computed.
Differential Revision: https://code.wildfiregames.com/D1902
This was SVN commit r22452.
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.
MoveToPoint and MoveToTarget both compute a goal from a move request.
They can be combined to reduce duplication and streamline the code.
Differential Revision: https://code.wildfiregames.com/D1984
This was SVN commit r22450.
HandleObstructedMove contains logic to drop long waypoints, should they
be occupied by units (because that can get the pathfinder stuck, since
the long-range pathfinder can find a path, but not the vertex one).
However PathResult already drops waypoints this way, so this code can be
removed for simplification.
Differential Revision: https://code.wildfiregames.com/D1981
This was SVN commit r22448.
This fixes a number of issues with formations:
- Gives the controller an obstruction. This fixes the bug where units in
formations can't gather from a tree.
- Stop special-casing formation members in PathResult. This fixes
formation members being stuck in-place when they run in an obstruction.
- Makes sure units stay in Formation.IDle when they are idle so that
D1337/D1901 can work correctly in the IDLE state.
- Warn if animals enter this state.
- Make sure that formation members that end up in INDIVIDUAL.IDLE go
back to FORMATION.IDLE for sanity and for better housekeeping (refs
#3144 - fixed completely upstream).
Differential Revision: https://code.wildfiregames.com/D2048
This was SVN commit r22447.
Use UpdateMovementState to inform the visual actor of the unit's speed,
which cill update the movement animation accordingly.
The removes the need for UnitAI to handle movement animation using the
special "move" state.
Differential Revision: https://code.wildfiregames.com/D1901
This was SVN commit r22446.
The animation overrides are a little awkward. Instead, use animation
variants, which allow defining different animations (and props and such)
easily for different units in a formation.
This lets us clean up the special C++ code to override the walk
animations.
It continues the work started by 8446b92f1b.
Original Patch By: temple
Differential Revision: https://code.wildfiregames.com/D1337
This was SVN commit r22442.
Following D1899/98f609df1d, we have logic that can handle calling
MoveSucceeded() even if we don't go through the special STATE_STOPPING
state, and following D1898/8ac104b07a we no longer need STATE_STOPPING
for animation sync either.
m_State can therefore be entirely removed as it is redundant with other
information.
Differential Revision: https://code.wildfiregames.com/D1900
This was SVN commit r22441.
After the recent UM changes, units sometimes chase/flee forever as they
can never actually get in range.
This is because moving to the current target's position is not enough
when the target is moving.
By accounting for the target movement's in ComputeTargetPosition, the
behaviour is much improved.
Differential Revision: https://code.wildfiregames.com/D1987
This was SVN commit r22431.
This new version compares the final waypoint with the target's
obtruction shape and uses reachability checks to know if we will be in
range or not.
Differential Revision: https://code.wildfiregames.com/D1983
This was SVN commit r22430.
This is a partial revert of 4fda917f46, which skipped the
"MoveToTargetAttackingRange" in APPROACHING. I (incorrectly) assumed
that the original order was still perfectly fine, but in fact the
attacker's max range may have changed as that depends on the relative
elevation between attack and target - and so the original order might
never get us in range!
This was introduced originally in 8c74df2acd.
Add a comment to clarify this.
Further, this makes sure UnitMotion still is aware that it has a target
even if it is in range from the beginning, as that could lead
to stuckiness (and did when chasing sometimes). This was done in D1984
anyways.
Fixes#5478.
Differential Revision: https://code.wildfiregames.com/D2035
This was SVN commit r22429.
This makes it possible to merge the TryGoingStraightTo family of
function.
This means it is now called even for point goals and decreases the
likelihood of stuck units (as we take over from the long-range
pathfinder which brings units to navcell centers, which may not be in
the goal).
Differential Revision: https://code.wildfiregames.com/D1982
This was SVN commit r22426.
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.
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.
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.
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.
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.
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.
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.
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.
Includes some style normalization.
Refs 60cfd2d16c.
Patch By: Stan
Reviewed By: vladislavbelov, Itms
Differential Revision: https://code.wildfiregames.com/D1845
This was SVN commit r22216.
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.
This generally makes this code cleaner and easier to maintain, while
also being more modern and fully tested.
Looked at by: leper
Differential Revision: https://code.wildfiregames.com/D8
This was SVN commit r22029.
Use an enum to indicate the type of engine shutdown instead of three
bools.
State in the comments that the program is restarted within the same
process.
In preparation of introducing an IsQuitRequested function (which shall
not be named is_quit_requested as stressed by Vladislav):
Rename kill_mainloop to QuitEngine, restart_mainloop to RestartEngine,
restart_mainloop_in_atlas to StartAtlas to not break consistency.
Don't rename RestartInAtlas in JS just now.
Group declarations at the top of main.cpp.
This was SVN commit r21817.
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.
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/D21Fixes#4268
Based On Patch By: wraitii
Reviewed By: temple
Previously Reviewed By: Itms
This was SVN commit r21597.