Commit graph

187 commits

Author SHA1 Message Date
wraitii
373b8b6ff1 Fix 4b7b9325ac - idle units are frozen in walk anim.
Fixes 4b7b9325ac

Differential Revision: https://code.wildfiregames.com/D3640
This was SVN commit r25017.
2021-03-05 18:34:06 +00:00
wraitii
4b7b9325ac Fix a rare case of unit 'gliding' while moving.
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.
2021-03-04 18:32:48 +00:00
wraitii
e94e1f1fcf Better fix for formation waltzing, revert 5d96346ac5.
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.
2021-02-10 09:59:39 +00:00
wraitii
5d96346ac5 Fix units 'waltzing' in place in formation.
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.
2021-02-04 16:58:19 +00:00
wraitii
48f72b0e17 Fix ranged unit chasing following 847f3a9995
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.
2021-01-27 21:55:49 +00:00
wraitii
7b88b1a0f9 UnitMotion - Additional chasing fixes
- 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.
2021-01-27 19:13:29 +00:00
wraitii
6a66fb8205 Chasing fix - ignore the target's obstruction to avoid colliding with it.
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.
2021-01-27 17:44:31 +00:00
wraitii
847f3a9995 Check for movement success/failure on turn start.
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.
2021-01-27 15:11:57 +00:00
wraitii
9d82ae15af [gameplay] Fix chasing range cavalry
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.
2021-01-19 19:09:55 +00:00
wraitii
f737831167 Use UnitMotion to predict target position in Attack.js to prevent 'dancing'
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.
2021-01-19 15:59:03 +00:00
wraitii
f34fb5614c Improve behaviour of formations stuck within other units.
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.
2021-01-05 10:12:47 +00:00
wraitii
d7caa91420 Switch to the running animation only above a certain ratio of the walk speed.
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.
2020-12-27 08:07:10 +00:00
wraitii
70ec7812de Improve UnitMotion behaviour when working around obstructions.
This improves behaviour when units need to go around a concave obstacle.
They would tend to clump inside the 'dead-end' before realising they
needed to go around. This was rather easy to trigger on Acropolis. See
included Unit Motion Integration Test.

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

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

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

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

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

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

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

Reported By: Angen
Fixes #5795

Differential Revision: https://code.wildfiregames.com/D3203
This was SVN commit r24429.
2020-12-19 10:45:07 +00:00
wraitii
5b46ce0778 Use templates to replace explicit serialization helpers.
By using templates appripriately we can remove the need for explicit
specification of serializers, making it easier to serialize container
types and to write new serialization helpers.

Direct serialization calls haven't been replaced in this diff.

Comments by: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3207
This was SVN commit r24427.
2020-12-19 09:10:37 +00:00
bb
070492750c Don't remove const keywords, but update years
This was SVN commit r24416.
2020-12-17 23:43:09 +00:00
bb
42c70cd508 Let units take time actual time for turning while moving. This limits the possibility of "dancing" (making short moves to avoid being hit by arrows) beyond only patrolling.
Reviewed By: wraitii
Gameplay Tests By: FeldFeld
Comments By: Freagarach, Angen
Differential Revision: D2837
refs: #5106

This was SVN commit r24415.
2020-12-17 22:54:14 +00:00
wraitii
38c3827d3b Fix UnitMotion updating the visual Actor with the target speed, not the real speed.
Fixes D1901 / a1dc9cadd8

Noted by bb also in D3021

Reviewed By: Freagarach
Differential Revision: https://code.wildfiregames.com/D3221
This was SVN commit r24396.
2020-12-15 07:44:05 +00:00
wraitii
df9f0bef20 Run a short-pathfinder call occasionally to get unstuck in some situations.
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.
2020-12-13 15:25:16 +00:00
Angen
3ffc23008d [Petra] do not pass min == max range in moveToRange
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.
2020-12-02 18:11:02 +00:00
Stan
9ae084519f Fix most of the new vs2017 induced warnings.
Refs: https://code.wildfiregames.com/D3096
https://code.wildfiregames.com/D3103 #5862
Reviewed by: @wraitii
Comments by: @Angen
Differential Revision: https://code.wildfiregames.com/D3126
This was SVN commit r24268.
2020-11-26 22:28:50 +00:00
Angen
64243cf5f3 Revert b1a78ce285
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.
2020-11-26 15:51:46 +00:00
wraitii
bb8456691b Avoid overflow in UnitMotion.
ComputeTargetPosition called Dot() with large enough vectors that it
overflowed. Avoid that by not actually doing the full dot product.

Reported by: Itms
Fixes #5852

Differential Revision: https://code.wildfiregames.com/D3061
This was SVN commit r24152.
2020-11-09 13:25:50 +00:00
wraitii
33e01af15e Fix formation walking following "improved ship pickup"/375c319639
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.
2020-09-08 13:48:12 +00:00
wraitii
45d136d57e Fix GetPosition2D call when the entity may be out of the world in unitMotion
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.
2020-08-06 08:40:14 +00:00
wraitii
375c319639 Improve ship pickup.
Improve unitAI: don't move if the requester can reach us and we are
close enough. This avoids an issue where ships moved more than necessary
when picking up many units.
Also improve requester UnitAI -> retry pickup if the target entity is
Idle.
Improve unitMotion: periodically recompute paths in "known bad path"
mode to adapt to moving targets.
Expose UnitMotion reachability to scripts and other code.

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

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

Differential Revision: https://code.wildfiregames.com/D665
This was SVN commit r23925.
2020-08-03 12:02:24 +00:00
wraitii
f489ab3a16 Abort formation-walking on any message from UnitMotion.
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.
2020-07-22 09:31:08 +00:00
Angen
eec47157ad Set previous behaviour for SetFacePointAfterMove.
Implement get method in cmpUnitMotion.
Use it in UnitAI.

This was SVN commit r23850.
2020-07-19 10:42:45 +00:00
wraitii
892f97743b Fix some cases of units getting stuck.
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.
2020-05-25 20:13:35 +00:00
Angen
0535eb9b92 Fix formationmember not leaving walking state if offset cannot be reached
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.
2020-02-13 19:44:03 +00:00
Angen
b1a78ce285 Treat min range in the same manner as max range when computing goal
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.
2019-12-26 21:03:15 +00:00
wraitii
2233a76e2a Fix units sometimes turning around when fleeing (introduced by D1987/99a341f379)
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.
2019-09-10 18:11:07 +00:00
wraitii
9e41ff39fc Unit Motion - make sure units don't get stuck in the special long-path computation step.
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.
2019-09-01 07:31:21 +00:00
wraitii
2ff8614ce2 Unit Motion - Improve behaviour around obstructions and unreachable goals
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.
2019-08-04 08:16:09 +00:00
wraitii
c03abd1e92 UnitMotion cleanup - remove dead code, add a common path for MoveTo functions, rename BeginPathing, move functions around for better readability.
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.
2019-07-28 10:51:12 +00:00
wraitii
1e2f511a09 UnitMotion - reject paths that would not take the unit closer to the goal than it is now.
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.
2019-07-28 10:29:28 +00:00
wraitii
7a823ca671 UnitMotion - Fix a rare pathfinding issues where units tried going straight through walls, and make sure a long path is computed even when the target is within short path or direct path range.
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.
2019-07-23 06:18:07 +00:00
wraitii
32e8ed51aa UnitMotion - Send messages to UnitAI when obstructed, to allow stopping early when walking and avoiding pathfinding lag.
As reported by #5521, Ordering units to walk to a point in a forest can
lag terribly, as units will end up computing long short paths in the
forest, which can result in `ComputeShortPath` calls that individually
take upwards of 80ms.

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

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

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

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

Tested By: Freagarach
Fixes #5521

Differential Revision: https://code.wildfiregames.com/D2105
This was SVN commit r22526.
2019-07-22 18:07:24 +00:00
wraitii
6fc2114b58 Unit Motion - Improve handling of obstructed paths.
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.
2019-07-18 20:00:38 +00:00
wraitii
dbebe0a39a Fix max-range approach when treating a target as a circle.
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.
2019-07-17 18:08:47 +00:00
wraitii
b43904aae1 Unit Motion - optimisations to avoid recomputing paths too often
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.
2019-07-14 11:08:15 +00:00
wraitii
69f7a48dd9 Fix UB following 57362f7fa3, which could cause a crash when serialising.
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.
2019-07-14 09:24:37 +00:00
wraitii
055c848c1a Unit Motion - improve PathResult/Obstructed move handling
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.
2019-07-13 15:53:21 +00:00
wraitii
dcf5bad7fd Unit motion - Check the return value of ComputeGoal and handle failure cases
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.
2019-07-12 16:16:13 +00:00
wraitii
57362f7fa3 UnitMotion - remove m_PathState, which is redundant with other variables.
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.
2019-07-12 14:49:32 +00:00
wraitii
e674da7e5e Unit Motion - Remove m_FinalGoal in favour of recomputing when necessary.
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.
2019-07-10 18:57:53 +00:00
wraitii
bbc2e84160 Unit Motion - combine Goal computation logic from MoveToPoint and MoveToTarget
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.
2019-07-10 18:41:17 +00:00
wraitii
7d610d3412 Remove redundant checks in HandleObstructedMove performed already by PathResult
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.
2019-07-09 19:59:43 +00:00
wraitii
4ca448a686 Fix Formation walking / other orders with the new UnitMotion
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.
2019-07-09 19:58:44 +00:00
wraitii
a1dc9cadd8 UnitMotion / AI - remove the special 'move' animation, make UnitMotion inform the visual actor directly.
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.
2019-07-09 19:56:28 +00:00
wraitii
3c3f85ce98 Unit Motion - remove m_State
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.
2019-07-08 18:09:21 +00:00