Commit graph

977 commits

Author SHA1 Message Date
wraitii
924c6ce34e Rework 7ee94f23df
Following comments by @vladislavbelov.

Differential Revision: https://code.wildfiregames.com/D3860
This was SVN commit r25278.
2021-04-16 16:01:30 +00:00
wraitii
7ee94f23df Use type_identity to simplify Clamp usage.
Differential Revision: https://code.wildfiregames.com/D3859
This was SVN commit r25266.
2021-04-15 13:01:24 +00:00
wraitii
0308c2390a Rework the pathfinder path computation setup for threading.
Essentially reverts D1918 / d592bf9cb6.
Instead of copying path requests to workers, setup the result vector,
then setup an index, and compute 'in-place'.
To send messages, the result vectors are read in order. This makes the
order trivially constant no matter how many workers there are, and the
architecture overall makes it much easier to efficiently paralellise.

Tested by: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D3849
This was SVN commit r25256.
2021-04-14 07:23:47 +00:00
wraitii
35ed55cfd6 ParamNode: switch to utf8, ToXML -> ToXMLString, test tweak, PCH tweak
This changes ParamNode to use UTF8 values internally (XMB files are UTF8
since cb9d0733ef).
This removes the need for a lot of conversions, speeding things up and
allows cleaning up the validator interface & a few other callsites.
ConstructJSVal could be a tad slower because of UTF8->16 conversions
within Spidermonkey; but the difference is unlikely to be noticeable in
practica.

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

Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D3834
This was SVN commit r25228.
2021-04-11 09:23:10 +00:00
wraitii
1af9a4702d Fix MSVC warning.
Introduced in 592453c62f.

Differential Revision: https://code.wildfiregames.com/D3815
This was SVN commit r25219.
2021-04-09 08:13:14 +00:00
wraitii
76acc4e146 Implement quality levels for actors & corresponding setting.
An actor file, as referenced by the VisualActor, can now define
different actors for different "quality level" setting.
In this initial version, the quality is handled directly by the object
manager.

Actor format impact:
- '<qualitylevels>' may be used as the root node, containing actor nodes
as children.
  - such actor nodes can refer to a file, or to an inline actor, or
simply be inlined.
  - such actor nodes may have a 'quality' attribute, specifying the
maximum quality level of this actor. By default, 255 (the maximum) is
implied.
- The actor format remains valid, but 'groups', 'variants', 'material',
'castshadow' and 'float' can be given a [minquality, maxquality[ range
via XML attributes. Outside of this range, the XML node is ignored
(making it possible to define, in a single actor file, several quality
levels).

Quality is a 0-255 value, with:
- Range 0-99 intended for lower level-of-detail actors (billboards,
etc.)
- Range 100-200 the 'normal' range for models. 100 is "low", 150
"medium", and 200 "high".
- Range 201-255 used for higher quality actors that might be used for
e.g. cinematics.
The range is wide to make it easier to add intermediate levels in the
future and it seemed easier given that an integer value of some kind was
required anyways.

Engine impacts:
- A new CActorDef class is introduced, wrapping an art/actors XML file
and its different quality levels. ObjectBase remains the definition of a
given 'actor', now at a given quality level.
- CActorDef imposes a maximal # of quality level for a particular actor
definition (5 currently).
- CUnit is made to refer to an Actor Definition explicitly, not a
particular ObjectBase.
- As a minor optimisation, variation keys are calculated on
pointer-to-sets-of-selections, instead of raw sets-of-selections, as
this reduces copying.
- some refactoring, including better const-correctness and hotloading
support via std::shared_ptr.

Differential Revision: https://code.wildfiregames.com/D3787
This was SVN commit r25210.
2021-04-08 07:22:24 +00:00
Freagarach
93d22ef16b Allow to specify subunits on creation.
This basically does two things:
- Allow turrets on moving entities (fixes serialisation in cmpPos).
- Allow an entity to be present on another when the other is created.

That makes it basically a boiled down version of a prior patch, omitting
the part where orders could be passed on.
This does allow e.g. ranged units on chariots that fire while the
chariot moves.

Original diff by: @sanderd17
Redone by: @Stan
Differential revision: D1958
Comments by: @Alexandermb, @Angen, @bb, @Langbart, @Nescio, @Stan,
@wraitii
Refs. #2577 by implementing the entity on platform case.

This was SVN commit r25192.
2021-04-05 05:22:25 +00:00
wraitii
52e8a0c5fb Fix chasing after Motion Manager & Pushing.
The motion manager introduced in bae258f9a1 makes 'chasing' (e.g. an
entity targeting another entity, which also applies to fleeing)
behaviour symmetrical: both units see the initial state instead of it
being ID-dependent.
This allows removing hacks introduced in 6a66fb8205 (and refined in
7b88b1a0f9).

Differential Revision: https://code.wildfiregames.com/D3785
This was SVN commit r25185.
2021-04-03 07:00:58 +00:00
wraitii
592453c62f Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.

Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.

Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).

Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).

Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 16:30:59 +00:00
wraitii
649cc49f25 Fix off-by-one error in d8ea401a95.
d8ea401a95 replaced the ExploreTerritories logic, but I did not account
for the territory grid being N cells wide when the LOS is N+1.
Therefore, we could get out of bounds.

Reported by: Vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3765
This was SVN commit r25161.
2021-03-30 07:11:44 +00:00
vladislavbelov
c56c856ed5 Moves Frustum from graphics to maths to more related geometric primitives like bounding ones.
This was SVN commit r25159.
2021-03-29 17:28:13 +00:00
wraitii
f6a2d6da63 Fix degenerate case in UnitMotion resulting in lag.
9d82ae15af introduced logic to extend the search range of the short
pathfinder in some situations. This extension was unbounded, resulting
occasionally in search domains several hundred meters wide, and path
computation that can take several seconds.

Reported by: Vico (on the forums).
Differential Revision: https://code.wildfiregames.com/D3760
This was SVN commit r25150.
2021-03-28 13:12:51 +00:00
wraitii
d050c3377d Fix unit overlapping following bae258f9a1
Following bae258f9a1, all units moved, then all messages were sent. This
could result in units overlapping, which cannot be resolved without unit
pushing. Fixing this makes for a fairer comparison with the pushing
diff, so it seems worthwhile.

Differential Revision: https://code.wildfiregames.com/D3746
This was SVN commit r25126.
2021-03-26 16:49:59 +00:00
wraitii
eac613b7bf Enforce tight coupling of CCmpUnitMotion/CCmpUnitMotionManager
bae258f9a1 implemented CCmpUnitMotionManager, which handles motion for
CCmpUnitMotion (as distinct from ICmpUnitMotion, the interface).
The tight coupling between these two components was awkward at the
interface level, leaking underlying implementation details.

This diff makes CmpUnitMotionManager explicitly manage CmpUnitMotion,
instead of any implementation of ICmpUnitMotion, and moves files around
as requir
ed.
This:
- Makes it impossible to accidentally try to have the wrong
IID_UnitMotion managed by the UnitMotionManager.
- Allows devirtualising the calls from the manager to UnitMotion itself
(and inlining, as they are compiled in the same TU).
- Cleans up the manager interface - MotionState is now part of
CCmpUnitMotionManager.
- Cleans up ICmpUnitMotion interface - no need to provide a private
interface for the manager.

Differential Revision: https://code.wildfiregames.com/D3732
This was SVN commit r25125.
2021-03-26 16:47:07 +00:00
wraitii
87a2c3347f Make real directory paths on the VFS predictable (retry)
This is the same commit as 4bb31f084e, reverted in 5d1899785a. Noted
issues were fixed.

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.
It also makes it explicit that a directory must be passed to Mount().

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/D3728
This was SVN commit r25107.
2021-03-23 12:46:59 +00:00
wraitii
5d1899785a Revert 4bb31f084e
4bb31f084e led to an issue in windows-specific code not detected by the
tests. I'll debug later.

This was SVN commit r25105.
2021-03-22 19:52:07 +00:00
wraitii
4bb31f084e Make real directory paths on the VFS predictable.
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.
2021-03-22 18:49:42 +00:00
wraitii
961ac314ad Fix issues with motionManager / bae258f9a1
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.
2021-03-18 16:40:34 +00:00
wraitii
e7612e8fed Update UnitMotion comment following d4c2cf4430
MP turns are now identical in length to SP turns.

This was SVN commit r25072.
2021-03-17 18:04:31 +00:00
wraitii
bae258f9a1 Implement a Motion Manager around UnitMotion.
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.
2021-03-17 17:04:51 +00:00
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
vladislavbelov
2e4639e6dc Removes unused containers included in headers.
This was SVN commit r25004.
2021-03-03 23:01:08 +00:00
vladislavbelov
c29423c723 Fixes revealed missed includes after e104b41be2.
This was SVN commit r25003.
2021-03-03 22:38:59 +00:00
wraitii
cb346e207b Refactor all usage of RegisterFunction to ScriptFunction::Register
- 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.
2021-03-02 20:01:14 +00:00
wraitii
869076ebc5 Replace double division with multiplication/division
As noted by Vladislavbelov in d8ea401a95.
(Likely leads to identical assembly with optimisation & current values)

This was SVN commit r24982.
2021-03-02 18:27:06 +00:00
wraitii
d8ea401a95 Decouple LOS resolution from terrain resolution
Introduce a LOS_TILE_SIZE, to replace usage of TERRITORY_TILE_SIZE in
the LOS code.
This makes it possible to change the resolution of LOS/Terrain without
affecting the other component.

Additional refactoring:
- LosTile has been renamed LosRegion (it's more comparable to the
hierarchical pathfinder regions/spatial subdivisions)
- LosState explicitly refers to "los vertices" instead of terrain
vertices.

Refs #5566

Differential Revision: https://code.wildfiregames.com/D3076
This was SVN commit r24980.
2021-03-02 16:44:40 +00:00
wraitii
f3aedf88a6 Introduce C++ templates replacements for DEFINE_INTERFACE_X and RegisterFunction macros
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.
2021-03-01 20:52:24 +00:00
wraitii
20b1d98a84 Fix compilation following 52fcee9c91
52fcee9c91 broke compilation because spawnedRadius is not an integer.

This was SVN commit r24948.
2021-02-27 11:12:21 +00:00
wraitii
52fcee9c91 Fix division by 0 error in PickSpawnPoint
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.
2021-02-27 10:21:04 +00:00
vladislavbelov
7a71011149 Refactors smart pointers creation, reduces code duplication and improves exception safety.
This was SVN commit r24915.
2021-02-13 23:53:40 +00:00
wraitii
18bc3e47ea Prevent destroyed obstructions from reactivating.
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.
2021-02-13 08:45:23 +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
c640220cb2 Fix error when deserializing following f2b3c4d8ec
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.
2021-01-23 21:13:26 +00:00
wraitii
93a352ad16 Fix UnitAI range queries - allow queries to ignore sizes - partial revert of d0fc8ff67d
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.
2021-01-23 18:57:46 +00:00
wraitii
d92feab275 Fix target height computation when launching projectiles.
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 f737831167

Fixes #5939

Differential Revision: https://code.wildfiregames.com/D3425
This was SVN commit r24766.
2021-01-22 18:16:13 +00:00
wraitii
f2b3c4d8ec Fix a crash in WaterRenderer.cpp
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.
2021-01-22 08:14:27 +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
bc7977946b Fix missing const in f737831167
This was SVN commit r24707.
2021-01-19 18:59:46 +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
vladislavbelov
b1a89fbd89 Replaces UNICODE characters in the code by consistent ASCII characters.
Beside consistency improves reading for such console tools like svn diff
or vim diff.

This was SVN commit r24625.
2021-01-15 10:07:36 +00:00
Freagarach
1c505439f7 Fix some C++-style notes from b5df81af76.
/ b5df81af76

Differential revision: D3096
Reviewed by: @vladislavbelov, @wraitii
Comments by: @Angen, @Stan
This was SVN commit r24542.
2021-01-11 11:26:31 +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
Stan
4942cabab5 Fix most Clang 10 Warnings
Refs: #5550, #5294

Remove dead code from f71be3c764
Fix buggy code from ff50b0b74c
Comments by: @wraitii, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3177
This was SVN commit r24487.
2020-12-31 14:25:37 +00:00
wraitii
9fc6c3c897 Correctly serialize/deserialize user-defined JS objects.
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.
2020-12-27 17:18:13 +00:00