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.
To hide network latency, MP turns send commands not for the next turn
but N turns after that (introduced in c684c211a2).
Further, MP turn length was increased to 500ms compared to 200ms SP
turns (introduced in 6a15b78c98).
Unfortunately, increasing MP turn length has negative consequences:
- makes pathfinding/unit motion much worse & unit behaviour worse in
general.
- makes the game more 'lag-spikey', since computations are done less
often, but thus then can take more time.
This diff essentially reverts 6a15b78c98, instead increasing
COMMAND_DELAY from 2 to 4 in MP. This:
- Reduces the 'inherent command lag' in MP from 1000ms to 800ms
- Increases the lag range at which MP will run smoothtly from 500ms to
600ms
- makes SP and MP turns behave identically again, removing the
hindrances described above.
As a side effect, single-player was not actually using COMMAND_DELAY,
this is now done (can be used to simulate MP command lag).
Refs #3752
Differential Revision: https://code.wildfiregames.com/D3275
This was SVN commit r25001.
- 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.
I'm hoping this will give us more information on what's going wrong.
Also remove comments which were outdated since 7460d0e56e
Refs #5987
Differential Revision: https://code.wildfiregames.com/D3501
This was SVN commit r24811.
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.
cf6aaf37a4fixed#5546, but it seems to cause some rare OOS in visual
replays, as reported in #5909. The culprit is likely that hashes aren't
computed at quite the same moment and onDestroy changes things.
Reverting for now before A24.
Reported by: Angen
Refs #5546.
Fixes#5909
This was SVN commit r24764.
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.
9fc6c3c897 stopped supporting components with a non-null Serialize() and
a null Deserialize().
Unfortunately, these throw exceptions and it appears we have codepaths
that don't handle these exceptions (possibly all of them). Since this
error is likely, and easily fixable, and doesn't actually _crash_, I'll
issue a LogError for now.
This will possibly help modders update to A24.
Differential Revision: https://code.wildfiregames.com/D3422
This was SVN commit r24720.
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.
Following 9fc6c3c897, the OOS debugSerializer would try to serialize AI
objects entirely. This is extremely slow (might be an infinite loop in
some cases).
Instead, it should print the result of Serialize() in those cases.
(The original idea was that it would print more debugging information,
but in practice it seems to mostly print things that show up when
diffing but aren't actually sources of OOS, so essentially garbage).
Fixes#5917
Differential Revision: https://code.wildfiregames.com/D3361
This was SVN commit r24641.
7460d0e56e uses a GCHashTable to recognize objects. However, It should
have used MovableCellHasher to maintain a stble hashmaps when GC
pointers change.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D3363
This was SVN commit r24610.
This reverts dad2857538. That diff had two issues:
- It modifies the JS objects, which means subsequent serialization in
quicksave are 'dirty'.
- It doesn't work with non-extensible objects. That's rather annoying,
and has already caused problems.
It also revert f0faab7a42, which was necessary because of the second
issue.
Fixes#5908
Differential Revision: https://code.wildfiregames.com/D3336
This was SVN commit r24563.
Following 9fc6c3c897, components Deserialize() was called before
entity/template were set, which is incorrect.
Refs #4698.
Differential Revision: https://code.wildfiregames.com/D3337
This was SVN commit r24561.
The 'arena' allocator does not take memory alignment into account, which
can result in crashes at -O3 with gcc 7.5 (presumably because of SSE
instructions).
This accounts for alignment issues, fixing the issue.
Also do various cleanup in lib/allocators.
Reported by: Bellaz89, Freagarach
Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3181
This was SVN commit r24517.
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.