mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-08-15 14:43:32 -07:00
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34 commits
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109 changed files with 1748 additions and 806 deletions
|
|
@ -11,7 +11,7 @@ jobs:
|
|||
lfscheck:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
- name: Fetch the base branch
|
||||
run: git fetch origin ${{ env.BASE_SHA }}
|
||||
|
|
@ -24,27 +24,14 @@ jobs:
|
|||
env:
|
||||
GIT_LFS_SKIP_SMUDGE: "1"
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
- uses: actions/checkout@v7
|
||||
- uses: actions/setup-python@v7
|
||||
with:
|
||||
python-version: "3.11"
|
||||
- name: Add remote fork origin for LFS
|
||||
run: |
|
||||
PR_REPO="${{ gitea.event.pull_request.head.repo.full_name || gitea.repository }}"
|
||||
git remote add ${{ gitea.actor }} https://gitea.wildfiregames.com/${PR_REPO}.git
|
||||
- name: Workaround for authentication problem with LFS
|
||||
# https://gitea.com/gitea/act_runner/issues/164
|
||||
run: |
|
||||
git config --local \
|
||||
http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/.extraheader ''
|
||||
|
||||
PR_REPO="${{ gitea.event.pull_request.head.repo.full_name || gitea.repository }}"
|
||||
EXTRAHEADER="$(git config --get --local http.${{ gitea.server_url }}/.extraheader)"
|
||||
git config --local \
|
||||
http.${{ gitea.server_url }}/${PR_REPO}.git/info/lfs/objects/batch.extraheader \
|
||||
'${EXTRAHEADER}'
|
||||
git config --local \
|
||||
http.${{ gitea.server_url }}/${PR_REPO}.git/info/lfs/objects/.extraheader ''
|
||||
- name: Download necessary LFS assets
|
||||
shell: sh {0}
|
||||
run: |
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ jobs:
|
|||
cppcheck:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
# cache only works for items in workspace, so configure apt to allow for caching.
|
||||
- name: Setup apt cache locations
|
||||
|
|
@ -26,7 +26,7 @@ jobs:
|
|||
|
||||
- name: Cache apt pkg db and and deb files
|
||||
id: apt-cache
|
||||
uses: actions/cache@v4
|
||||
uses: actions/cache@v6
|
||||
with:
|
||||
path: |
|
||||
apt-cache
|
||||
|
|
@ -49,11 +49,11 @@ jobs:
|
|||
copyright:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 100
|
||||
|
||||
- uses: actions/setup-python@v5
|
||||
- uses: actions/setup-python@v7
|
||||
with:
|
||||
python-version: "3.11"
|
||||
|
||||
|
|
@ -66,10 +66,10 @@ jobs:
|
|||
jenkinsfiles:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
- name: Set up Node.js
|
||||
uses: actions/setup-node@v4
|
||||
uses: actions/setup-node@v7
|
||||
with:
|
||||
node-version: '20'
|
||||
|
||||
|
|
|
|||
|
|
@ -7,17 +7,17 @@ jobs:
|
|||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
- uses: actions/checkout@v7
|
||||
- uses: actions/setup-python@v7
|
||||
with:
|
||||
python-version: "3.11"
|
||||
- id: restore-pip-cache
|
||||
uses: actions/cache/restore@v4
|
||||
uses: actions/cache/restore@v6
|
||||
with:
|
||||
key: pip-cache-v1-${{ github.workflow }}
|
||||
path: ~/.cache/pip
|
||||
- uses: pre-commit/action@v3.0.1
|
||||
- uses: actions/cache/save@v4
|
||||
- uses: actions/cache/save@v6
|
||||
if: steps.restore-pip-cache.outcome == 'success'
|
||||
with:
|
||||
key: pip-cache-v1-${{ github.workflow }}
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ repos:
|
|||
\.patch$
|
||||
)
|
||||
- repo: https://github.com/astral-sh/ruff-pre-commit
|
||||
rev: v0.12.9
|
||||
rev: v0.16.0
|
||||
hooks:
|
||||
- id: ruff-check
|
||||
args:
|
||||
|
|
@ -56,7 +56,7 @@ repos:
|
|||
files: ^binaries/
|
||||
exclude: (^binaries/data/mods/(mod|public)/art/.*\.xml|\.dae$)
|
||||
- repo: https://github.com/scop/pre-commit-shfmt
|
||||
rev: v3.12.0-2
|
||||
rev: v3.13.1-1
|
||||
hooks:
|
||||
- id: shfmt
|
||||
args:
|
||||
|
|
@ -67,7 +67,7 @@ repos:
|
|||
hooks:
|
||||
- id: shellcheck
|
||||
- repo: https://github.com/igorshubovych/markdownlint-cli
|
||||
rev: v0.45.0
|
||||
rev: v0.47.0
|
||||
hooks:
|
||||
- id: markdownlint
|
||||
language_version: 22.14.0
|
||||
|
|
@ -77,13 +77,13 @@ repos:
|
|||
^source/third_party/
|
||||
)
|
||||
- repo: https://github.com/adrienverge/yamllint
|
||||
rev: v1.37.1
|
||||
rev: v1.38.0
|
||||
hooks:
|
||||
- id: yamllint
|
||||
args:
|
||||
- --strict
|
||||
- repo: https://github.com/eslint/eslint
|
||||
rev: v9.39.2
|
||||
rev: v10.8.0
|
||||
hooks:
|
||||
- id: eslint
|
||||
language_version: 22.14.0
|
||||
|
|
|
|||
|
|
@ -51,6 +51,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="ungarrisoned" frequency="1" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_achaemenids.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -33,6 +33,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant frequency="1" name="ungarrisoned" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_celt.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -53,6 +53,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="ungarrisoned" frequency="1" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_celt.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -134,6 +134,20 @@
|
|||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<variant frequency="1" name="ungarrisoned" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_germ.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -106,6 +106,18 @@
|
|||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="ungarrisoned" frequency="1" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_iber.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -47,6 +47,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="ungarrisoned" frequency="1" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_rome.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -43,6 +43,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant frequency="1" name="ungarrisoned" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_seleucids.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/sele/light_damage.xml"/>
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:5e258d0b3a7b5c3fe2275c2816c636b7478ee1051df31a2cbe2f516465c692f9
|
||||
size 239166
|
||||
oid sha256:8d764a2d5a712f53f08560504f6841ed00b5268fea2a283d2d5254d57ce1df76
|
||||
size 239339
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:82ff53473c25d6e17aeb97f795b543df3ec1c423e8ecb8398d0d014beac57f4e
|
||||
size 101895
|
||||
oid sha256:dccc1521e6e626e75ac2f05d2c8b2c2963ee751da08a9e819e4c28954b19f01a
|
||||
size 102099
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:2377bddedc6251acbe8f03bf1820d368b21cbf88fc2783695ff31036af8ed4e3
|
||||
size 82812
|
||||
oid sha256:ae1042461639bca3d3d73fb3e723ca404c8a897ee0e2ad417af1eebb5849d23f
|
||||
size 83027
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:b5f1530adecb42af05b6b81719a5c4d00fa06a5eff33f50eda8312ce2e0fcd5f
|
||||
size 77866
|
||||
oid sha256:b71b8848a0a2e503adbff9c1e09c06c1e76e16537f38af5b35395a04f11b365a
|
||||
size 78066
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
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||||
oid sha256:c393e007e24473c1332c7d0c3a8093e0b542974da00b51b853ee413e45818ade
|
||||
size 91109
|
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oid sha256:256b3864edc754955814d5eec113e73fded49525d2e855a1171a4e4b495ffcc4
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size 91304
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
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||||
oid sha256:e8fb0f356f48284704d81b601c7947f32e91995757e8c2fc390ecaf772fbd950
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||||
size 84604
|
||||
oid sha256:4ef0415cce15f4d1ff4e342c23a995ee5081d21b7f84eb6c19fb89c1d63f84a7
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size 84789
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
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||||
oid sha256:7c2b0d0a461535e0802d2a07395afb4546515ef4d3ccc3eab18d55a0993bc165
|
||||
size 184407
|
||||
oid sha256:2ab540ad518de662ba9a4dbe4d0d0590b6ee0b771bc482073296c949ee33d571
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||||
size 184610
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
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||||
oid sha256:828e2e63b9686a601b3641be10f26e3b099ced5b8dc8d453ab94d41270f22b39
|
||||
size 213385
|
||||
oid sha256:39a6a575b8bbb0f82ed8cf4056e0df932a59fd6e3343005625b3b76644c6879c
|
||||
size 213561
|
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|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
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oid sha256:4825c81a245ddae5637f3b2dee78f7749e27a48d2efa244bc95af075ddabcd1a
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size 144598
|
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oid sha256:93341f17ad185e28ce62a533f1db457aec4b69bb2f67c98e4b89e4bcf9503b6a
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size 144784
|
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|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
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oid sha256:427f9512af696afaae0721374a86ceb0e1432602013cb3dde818bfcd2791c163
|
||||
size 212264
|
||||
oid sha256:dc27dba302816891bb8f33bc65d9d68b2b330f946256aa966e5d684714af9fe2
|
||||
size 212447
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
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||||
oid sha256:19ca2828e5e6b99065d3d901c1a90f1b73df065dc94b3a4b76b4e5804890c137
|
||||
size 349847
|
||||
oid sha256:270fe9095c3894fb448cb91668ad48d886088006c689f0efa148e8a78a3de043
|
||||
size 350053
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:57039fff36fbba71de79b89614fea988a98bdc85b2bdc5ef88ce3a632da95a55
|
||||
size 340693
|
||||
oid sha256:977b2ffb5dc9cf0364d125f0b3dd17e1fb0cd482b5c96fbf7c61b6e6a030db86
|
||||
size 340906
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:221eeca4ee2e46023d346e80c7a3b4b3852699e0c193e31fa58e0619e858f7a2
|
||||
size 272252
|
||||
oid sha256:f177172ef923455050064af60377f2e1b171ff4ec72fa9aa5fdc5c4c28000550
|
||||
size 272435
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:afc01d8e7e7efc988b2f78b58cfb6b48b5453b8786609e9ce5db38bc617a7984
|
||||
size 279942
|
||||
oid sha256:acdaaf09848dc5cb7cf207c7bb535865aa4199a5a50609ca3b632ce5d88d95a2
|
||||
size 280139
|
||||
|
|
|
|||
|
|
@ -330,3 +330,20 @@ Math.euclidDistance3D = function(x1, y1, z1, x2, y2, z2)
|
|||
{
|
||||
return Math.sqrt(Math.euclidDistance3DSquared(x1, y1, z1, x2, y2, z2));
|
||||
};
|
||||
|
||||
/**
|
||||
* Clamps a value between a minimum and maximum range.
|
||||
*
|
||||
* @param {number} value - The value to clamp
|
||||
* @param {number} min - Minimum allowed value
|
||||
* @param {number} max - Maximum allowed value
|
||||
* @returns {number} The clamped value (min <= result <= max)
|
||||
*/
|
||||
Math.clamp = function(value, min, max)
|
||||
{
|
||||
if (value < min)
|
||||
return min;
|
||||
if (value > max)
|
||||
return max;
|
||||
return value;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -442,3 +442,17 @@ Vector3D.div = function(v, f)
|
|||
{
|
||||
return new Vector3D(v.x / f, v.y / f, v.z / f);
|
||||
};
|
||||
|
||||
/**
|
||||
* Linear interpolation between this vector and another.
|
||||
* @param {Vector2D} v - The target vector.
|
||||
* @param {number} t - Interpolation factor (0 = this, 1 = v).
|
||||
* @returns {Vector2D} A new vector at the interpolated position.
|
||||
*/
|
||||
Vector2D.prototype.lerp = function(v, t)
|
||||
{
|
||||
return new Vector2D(
|
||||
this.x + (v.x - this.x) * t,
|
||||
this.y + (v.y - this.y) * t
|
||||
);
|
||||
};
|
||||
|
|
|
|||
|
|
@ -72,6 +72,7 @@
|
|||
"List": [
|
||||
{ "nick": "Alexandermb", "name": "Daniel Morgado" },
|
||||
{ "nick": "Athos" },
|
||||
{ "nick": "Atrik" },
|
||||
{ "nick": "Basshunter", "name": "Sebastián Gómez" },
|
||||
{ "nick": "BigTiger", "name": "Nathanael P. Moore" },
|
||||
{ "nick": "Brightgalrs", "name": "Robert D. Schultz" },
|
||||
|
|
@ -80,6 +81,7 @@
|
|||
{ "nick": "Enrique", "name": "Enrique Keykens Espolio" },
|
||||
{ "nick": "Gen.Kenobi", "name": "Daniel Schubert" },
|
||||
{ "nick": "Historicity", "name": "Shane" },
|
||||
{ "nick": "Langbart" },
|
||||
{ "nick": "Leyto", "name": "Valentin Levalet" },
|
||||
{ "nick": "LordGood", "name": "Johnathan B. Good" },
|
||||
{ "nick": "m7600" },
|
||||
|
|
|
|||
|
|
@ -507,6 +507,49 @@ var unitFilters = {
|
|||
}
|
||||
};
|
||||
|
||||
// Choose, inside a list of entities, which ones are targetable foes for boxtargeting.
|
||||
// We also filter out entities that aren't visible, or low priority like livestocks
|
||||
function getTargetableEntities(ents)
|
||||
{
|
||||
const player = g_ViewedPlayer;
|
||||
const simState = GetSimState();
|
||||
const isEnemy = simState.players[player].isEnemy;
|
||||
|
||||
// Filter valid target candidates
|
||||
const candidates = ents.filter(entity =>
|
||||
{
|
||||
const entState = GetEntityState(entity);
|
||||
return entState &&
|
||||
unitFilters.isUnit(entity) &&
|
||||
entState.visibility != "hidden";
|
||||
});
|
||||
|
||||
// Enemy players
|
||||
const enemyPlayers = candidates.filter(entity =>
|
||||
{
|
||||
const entState = GetEntityState(entity);
|
||||
return isEnemy[entState.player] && entState.player !== 0 && !hasClass(entState, "Domestic");
|
||||
});
|
||||
if (enemyPlayers.length > 0)
|
||||
return enemyPlayers;
|
||||
|
||||
// Gaia
|
||||
const gaiaUnits = candidates.filter(entity =>
|
||||
{
|
||||
const entState = GetEntityState(entity);
|
||||
return entState.player === 0;
|
||||
});
|
||||
if (gaiaUnits.length > 0)
|
||||
return gaiaUnits;
|
||||
|
||||
// Domestic animals
|
||||
return candidates.filter(entity =>
|
||||
{
|
||||
const entState = GetEntityState(entity);
|
||||
return hasClass(entState, "Domestic");
|
||||
});
|
||||
}
|
||||
|
||||
// Choose, inside a list of entities, which ones will be selected.
|
||||
// We may use several entity filters, until one returns at least one element.
|
||||
function getPreferredEntities(ents)
|
||||
|
|
@ -572,16 +615,19 @@ function handleInputBeforeGui(ev, hoveredObject)
|
|||
case INPUT_BANDBOXING:
|
||||
{
|
||||
const bandbox = Engine.GetGUIObjectByName("bandbox");
|
||||
const isAttackMode = Engine.HotkeyIsPressed("session.attack") && !g_IsObserver;
|
||||
switch (ev.type)
|
||||
{
|
||||
case "mousemotion":
|
||||
{
|
||||
const rect = updateBandbox(bandbox, ev, false);
|
||||
|
||||
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer);
|
||||
const preferredEntities = getPreferredEntities(ents);
|
||||
g_Selection.setHighlightList(preferredEntities);
|
||||
const player = isAttackMode ? -1 : g_ViewedPlayer;
|
||||
|
||||
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], player);
|
||||
const highlightEntities = isAttackMode ? getTargetableEntities(ents) : getPreferredEntities(ents);
|
||||
|
||||
g_Selection.setHighlightList(highlightEntities);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
@ -589,6 +635,30 @@ function handleInputBeforeGui(ev, hoveredObject)
|
|||
if (ev.button == SDL_BUTTON_LEFT)
|
||||
{
|
||||
const rect = updateBandbox(bandbox, ev, true);
|
||||
if (isAttackMode)
|
||||
{
|
||||
// Box attack behavior
|
||||
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], -1);
|
||||
|
||||
// Filter to only enemy units
|
||||
const enemyUnits = getTargetableEntities(ents);
|
||||
|
||||
// Get currently selected friendly units
|
||||
const selectedUnits = g_Selection.toList();
|
||||
|
||||
if (selectedUnits.length && enemyUnits.length)
|
||||
{
|
||||
// Sort entities by position
|
||||
const sortedCombattants = sortEntitiesForEngagement(selectedUnits, enemyUnits);
|
||||
// Distribute attack orders
|
||||
distributeAttackOrders(sortedCombattants.attackers, sortedCombattants.targets);
|
||||
}
|
||||
g_Selection.setHighlightList([]);
|
||||
inputState = INPUT_NORMAL;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
const ents = getPreferredEntities(Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer));
|
||||
g_Selection.setHighlightList([]);
|
||||
|
||||
|
|
@ -1371,6 +1441,7 @@ function positionUnitsFreehandSelectionMouseUp(ev)
|
|||
for (let i = 1; i < inputLine.length; ++i)
|
||||
lengthOfLine += inputLine[i].distanceTo(inputLine[i - 1]);
|
||||
|
||||
// Filter units that can move
|
||||
const selection = g_Selection.filter(ent => !!GetEntityState(ent).unitAI).sort((a, b) => a - b);
|
||||
|
||||
// Checking the line for a minimum length to save performance.
|
||||
|
|
@ -1380,39 +1451,43 @@ function positionUnitsFreehandSelectionMouseUp(ev)
|
|||
return !!action && doAction(action, ev);
|
||||
}
|
||||
|
||||
// Even distribution of the units on the line.
|
||||
let p0 = inputLine[0];
|
||||
let entityDistribution = [p0];
|
||||
const distanceBetweenEnts = lengthOfLine / (selection.length - 1);
|
||||
let freeDist = -distanceBetweenEnts;
|
||||
// Sort units by their projection onto the line direction (parallel sorting)
|
||||
const sortedSelection = sortEntitiesAlongLine(selection, inputLine[0], inputLine[inputLine.length - 1], true);
|
||||
|
||||
for (let i = 1; i < inputLine.length; ++i)
|
||||
const selectionCount = sortedSelection.length;
|
||||
const targetPositions = [];
|
||||
|
||||
// Distribute units evenly along the polyline
|
||||
for (let i = 0; i < selectionCount; ++i)
|
||||
{
|
||||
const p1 = inputLine[i];
|
||||
freeDist += inputLine[i - 1].distanceTo(p1);
|
||||
const t = i / (selectionCount - 1);
|
||||
const targetDistance = t * lengthOfLine;
|
||||
|
||||
while (freeDist >= 0)
|
||||
let accumulated = 0;
|
||||
let targetPoint = inputLine[0];
|
||||
for (let j = 1; j < inputLine.length; ++j)
|
||||
{
|
||||
p0 = Vector2D.sub(p0, p1).normalize().mult(freeDist).add(p1);
|
||||
entityDistribution.push(p0);
|
||||
freeDist -= distanceBetweenEnts;
|
||||
const segStart = inputLine[j - 1];
|
||||
const segEnd = inputLine[j];
|
||||
const segLength = segEnd.distanceTo(segStart);
|
||||
|
||||
if (accumulated + segLength >= targetDistance)
|
||||
{
|
||||
// Interpolate within this segment
|
||||
const remaining = targetDistance - accumulated;
|
||||
const frac = remaining / segLength;
|
||||
targetPoint = segStart.lerp(segEnd, frac);
|
||||
break;
|
||||
}
|
||||
accumulated += segLength;
|
||||
}
|
||||
targetPositions.push(targetPoint);
|
||||
}
|
||||
|
||||
// Rounding errors can lead to missing or too many points.
|
||||
entityDistribution = entityDistribution.slice(0, selection.length);
|
||||
entityDistribution = entityDistribution.concat(new Array(selection.length - entityDistribution.length).fill(inputLine[inputLine.length - 1]));
|
||||
|
||||
if (Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[0]) +
|
||||
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[selection.length - 1]) >
|
||||
Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[selection.length - 1]) +
|
||||
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[0]))
|
||||
entityDistribution.reverse();
|
||||
|
||||
Engine.PostNetworkCommand({
|
||||
"type": isAttackMovePressed() ? "attack-walk-custom" : "walk-custom",
|
||||
"entities": selection,
|
||||
"targetPositions": entityDistribution.map(pos => pos.toFixed(2)),
|
||||
"entities": sortedSelection,
|
||||
"targetPositions": targetPositions.map(pos => pos.toFixed(2)),
|
||||
"targetClasses": Engine.HotkeyIsPressed("session.attackmoveUnit") ? { "attack": ["Unit"] } : { "attack": ["Unit", "Structure"] },
|
||||
"queued": Engine.HotkeyIsPressed("session.queue"),
|
||||
"pushFront": Engine.HotkeyIsPressed("session.pushorderfront"),
|
||||
|
|
@ -1420,9 +1495,10 @@ function positionUnitsFreehandSelectionMouseUp(ev)
|
|||
});
|
||||
|
||||
// Add target markers with a minimum distance of 5 to each other.
|
||||
const entitiesBetweenMarker = Math.ceil(5 / distanceBetweenEnts);
|
||||
for (let i = 0; i < entityDistribution.length; i += entitiesBetweenMarker)
|
||||
DrawTargetMarker({ "x": entityDistribution[i].x, "z": entityDistribution[i].y });
|
||||
const stepDistance = lengthOfLine / (selectionCount - 1);
|
||||
const entitiesBetweenMarker = Math.max(1, Math.ceil(5 / stepDistance));
|
||||
for (let i = 0; i < targetPositions.length; i += entitiesBetweenMarker)
|
||||
DrawTargetMarker({ "x": targetPositions[i].x, "z": targetPositions[i].y });
|
||||
|
||||
Engine.GuiInterfaceCall("PlaySound", {
|
||||
"name": "order_walk",
|
||||
|
|
@ -1929,3 +2005,108 @@ function clearSelection()
|
|||
g_Selection.reset();
|
||||
preSelectedAction = ACTION_NONE;
|
||||
}
|
||||
|
||||
function distributeAttackOrders(attackers, targets)
|
||||
{
|
||||
if (targets.length < 1)
|
||||
return;
|
||||
|
||||
// Play attack sounds from a sample of units in selection
|
||||
const soundCount = Math.min(3, attackers.length);
|
||||
for (let i = 0; i < soundCount; i++)
|
||||
{
|
||||
const t = soundCount === 1 ? 0 : i / (soundCount - 1);
|
||||
const attackerIndex = Math.floor(t * (attackers.length - 1));
|
||||
|
||||
setTimeout(() =>
|
||||
{
|
||||
Engine.GuiInterfaceCall("PlaySound", {
|
||||
"name": "order_attack",
|
||||
"entity": attackers[attackerIndex]
|
||||
});
|
||||
}, i * 180);
|
||||
}
|
||||
|
||||
Engine.PostNetworkCommand({
|
||||
"type": "attack-group",
|
||||
"entities": attackers,
|
||||
"targets": targets,
|
||||
"queued": Engine.HotkeyIsPressed("session.queue"),
|
||||
"allowCapture": false
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Sorts attackers and targets for left-to-right engagement across the battle line.
|
||||
*
|
||||
* Entities are sorted by their perpendicular distance to the line connecting the
|
||||
* two army centers, creating natural pairings across the battle front.
|
||||
*
|
||||
* @param {number[]} attackers - Array of attacking entity IDs.
|
||||
* @param {number[]} targets - Array of target entity IDs.
|
||||
* @returns {Object} { attackers: number[], targets: number[] } - Both arrays sorted
|
||||
* for cross-line engagement (targets automatically reversed).
|
||||
*/
|
||||
function sortEntitiesForEngagement(attackers, targets)
|
||||
{
|
||||
const getPosition = (id) => GetEntityState(id).position;
|
||||
|
||||
const computeAveragePosition = (entities) =>
|
||||
{
|
||||
if (entities.length === 0) return new Vector2D(0, 0);
|
||||
const vectors = entities.map(id => Vector2D.from3D(getPosition(id)));
|
||||
return Vector2D.average(vectors);
|
||||
};
|
||||
|
||||
// Calculate the axis of engagement - the line between the groups' average positions
|
||||
const avgAttackers = computeAveragePosition(attackers);
|
||||
const avgTargets = computeAveragePosition(targets);
|
||||
|
||||
// Sort each group by perpendicular distance to the engagement line
|
||||
const sortedAttackers = sortEntitiesAlongLine(attackers, avgAttackers, avgTargets);
|
||||
const sortedTargets = sortEntitiesAlongLine(targets, avgAttackers, avgTargets);
|
||||
|
||||
// Reverse targets so the leftmost attacker pairs with leftmost target
|
||||
return {
|
||||
"attackers": sortedAttackers,
|
||||
"targets": sortedTargets.reverse()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Sorts entity IDs by their projection onto a line's direction or perpendicular axis.
|
||||
*
|
||||
* @param {number[]} entities - Array of entity IDs.
|
||||
* @param {Vector2D} lineStart - Start point of the reference line.
|
||||
* @param {Vector2D} lineEnd - End point of the reference line.
|
||||
* @param {boolean} sortByDirection - If true, sort by parallel projection (along line);
|
||||
* If false, sort by perpendicular distance (default).
|
||||
* @returns {number[]} Sorted entity IDs.
|
||||
*/
|
||||
function sortEntitiesAlongLine(entities, lineStart, lineEnd, sortByDirection = false)
|
||||
{
|
||||
const dir = lineEnd.sub(lineStart);
|
||||
const length = dir.length();
|
||||
if (length === 0)
|
||||
return entities.slice();
|
||||
|
||||
// Choose basis vector: either parallel or perpendicular to the line
|
||||
let basis;
|
||||
if (sortByDirection)
|
||||
basis = dir.mult(1 / length); // Unit direction vector
|
||||
else
|
||||
basis = new Vector2D(-dir.y, dir.x).normalize(); // Perpendicular
|
||||
|
||||
const withCoord = entities.map(id =>
|
||||
{
|
||||
const pos = GetEntityState(id).position;
|
||||
const point2D = Vector2D.from3D(pos);
|
||||
const rel = point2D.sub(lineStart);
|
||||
const coord = rel.dot(basis); // Project onto basis vector
|
||||
return { id, coord };
|
||||
});
|
||||
|
||||
// Sort by that coordinate
|
||||
withCoord.sort((a, b) => a.coord - b.coord);
|
||||
return withCoord.map(item => item.id);
|
||||
}
|
||||
|
|
@ -424,10 +424,42 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"Order.Attack": function(msg)
|
||||
{
|
||||
const type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
|
||||
if (!type)
|
||||
return this.FinishOrder();
|
||||
// Check if this is a group attack
|
||||
const isGroupAttack = !!msg.data.targetArray;
|
||||
|
||||
// For group attacks with invalid initial target, find one from the array
|
||||
if (isGroupAttack && (!msg.data.target || msg.data.target === INVALID_ENTITY))
|
||||
{
|
||||
if (!this.FindAndSetNextTarget(msg.data))
|
||||
{
|
||||
this.FinishOrder();
|
||||
return ACCEPT_ORDER;
|
||||
}
|
||||
}
|
||||
|
||||
// Get the attack type for the current target
|
||||
const type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
|
||||
|
||||
if (!type)
|
||||
{
|
||||
// Current target can't be attacked
|
||||
if (isGroupAttack)
|
||||
{
|
||||
if (this.FindAndSetNextTarget(msg.data))
|
||||
{
|
||||
msg.data.attackType = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
|
||||
if (msg.data.attackType)
|
||||
{
|
||||
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
|
||||
return ACCEPT_ORDER;
|
||||
}
|
||||
}
|
||||
}
|
||||
this.FinishOrder();
|
||||
return ACCEPT_ORDER;
|
||||
}
|
||||
|
||||
// Set attackType before range check
|
||||
msg.data.attackType = type;
|
||||
|
||||
this.RememberTargetPosition();
|
||||
|
|
@ -1366,6 +1398,12 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
// Wait for individual members to finish
|
||||
"enter": function(msg)
|
||||
{
|
||||
if (this.order.data.targetArray)
|
||||
{
|
||||
// For group attacks, we're done once we distributed targets
|
||||
this.FinishOrder();
|
||||
return true;
|
||||
}
|
||||
const target = this.order.data.target;
|
||||
if (!this.CheckFormationTargetAttackRange(target))
|
||||
{
|
||||
|
|
@ -1602,6 +1640,26 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
"INDIVIDUAL": {
|
||||
"Attacked": function(msg)
|
||||
{
|
||||
// First, check if we have a group attack order and the attacker is in our target array
|
||||
if (this.order?.type === "Attack" &&
|
||||
this.order.data?.targetArray?.includes(msg.data.attacker))
|
||||
{
|
||||
// Switch to attack the entity that's attacking us
|
||||
this.order.data.target = msg.data.attacker;
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(msg.data.attacker, this.order.data.allowCapture);
|
||||
|
||||
// Update the current target index
|
||||
const currentIndex = this.order.data.targetArray.indexOf(msg.data.attacker);
|
||||
if (currentIndex !== -1)
|
||||
this.order.data.currentTargetIndex = currentIndex;
|
||||
|
||||
// Make sure we're in the right state to handle this
|
||||
const currentState = this.GetCurrentState();
|
||||
if (currentState === "INDIVIDUAL.IDLE" || currentState === "INDIVIDUAL.WALKING")
|
||||
this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force)
|
||||
this.RespondToTargetedEntities([msg.data.attacker]);
|
||||
},
|
||||
|
|
@ -2150,6 +2208,35 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"Attacked": function(msg)
|
||||
{
|
||||
// Check if we're doing a group attack and the attacker is in our target array
|
||||
if (!this.order.data.targetArray ||
|
||||
!this.order.data.targetArray.includes(msg.data.attacker) ||
|
||||
msg.data.attacker === this.order.data.target)
|
||||
return;
|
||||
|
||||
// Switch to attack the entity that's attacking us
|
||||
this.order.data.target = msg.data.attacker;
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(msg.data.attacker, this.order.data.allowCapture);
|
||||
|
||||
// Update the current target index
|
||||
const currentIndex = this.order.data.targetArray.indexOf(msg.data.attacker);
|
||||
if (currentIndex !== -1)
|
||||
this.order.data.currentTargetIndex = currentIndex;
|
||||
|
||||
// Re-evaluate our approach to the new target
|
||||
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
{
|
||||
if (this.CanUnpack())
|
||||
{
|
||||
this.PushOrderFront("Unpack", { "force": true });
|
||||
return;
|
||||
}
|
||||
this.SetNextState("ATTACKING");
|
||||
}
|
||||
// Continue approaching the new target
|
||||
else if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
this.FinishOrder();
|
||||
|
||||
// If we're already in combat mode, ignore anyone else who's attacking us
|
||||
// unless it's a melee attack since they may be blocking our way to the target
|
||||
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || !this.order.data.force))
|
||||
|
|
@ -2209,7 +2296,23 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"MovementUpdate": function(msg)
|
||||
{
|
||||
if (msg.likelyFailure)
|
||||
if (!msg.likelyFailure)
|
||||
{
|
||||
if (!this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
return;
|
||||
|
||||
if (this.CanUnpack())
|
||||
{
|
||||
this.PushOrderFront("Unpack", { "force": true });
|
||||
return;
|
||||
}
|
||||
|
||||
this.SetNextState("ATTACKING");
|
||||
return;
|
||||
}
|
||||
|
||||
// For group attacks, try next target instead of moving to last position
|
||||
if (!this.order.data.targetArray || this.order.data.currentTargetIndex === undefined)
|
||||
{
|
||||
// This also handles hunting.
|
||||
if (this.orderQueue.length > 1)
|
||||
|
|
@ -2217,11 +2320,13 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
this.FinishOrder();
|
||||
return;
|
||||
}
|
||||
else if (!this.order.data.force || !this.order.data.lastPos)
|
||||
|
||||
if (!this.order.data.force || !this.order.data.lastPos)
|
||||
{
|
||||
this.SetNextState("COMBAT.FINDINGNEWTARGET");
|
||||
return;
|
||||
}
|
||||
|
||||
// If the order was forced, try moving to the target position,
|
||||
// under the assumption that this is desirable if the target
|
||||
// was somewhat far away - we'll likely end up closer to where
|
||||
|
|
@ -2234,21 +2339,30 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
return;
|
||||
}
|
||||
|
||||
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
// Handle group attack case
|
||||
// Remove current unreachable target from array
|
||||
const currentIndex = this.order.data.currentTargetIndex;
|
||||
if (currentIndex < this.order.data.targetArray.length)
|
||||
this.order.data.targetArray.splice(currentIndex, 1);
|
||||
|
||||
// Try to find next valid target
|
||||
if (this.order.data.targetArray.length === 0 || !this.FindAndSetNextTarget(this.order.data))
|
||||
{
|
||||
if (this.CanUnpack())
|
||||
{
|
||||
this.PushOrderFront("Unpack", { "force": true });
|
||||
return;
|
||||
}
|
||||
this.SetNextState("ATTACKING");
|
||||
this.FinishOrder();
|
||||
return;
|
||||
}
|
||||
else if (msg.likelySuccess)
|
||||
// Try moving again,
|
||||
// attack range uses a height-related formula and our actual max range might have changed.
|
||||
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
this.FinishOrder();
|
||||
},
|
||||
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
|
||||
|
||||
// Try approaching the new target
|
||||
if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
return;
|
||||
|
||||
// If we can't approach the new target either, remove it and continue
|
||||
this.order.data.targetArray.splice(this.order.data.currentTargetIndex, 1);
|
||||
if (this.order.data.targetArray.length === 0)
|
||||
this.FinishOrder();
|
||||
}
|
||||
},
|
||||
|
||||
"ATTACKING": {
|
||||
|
|
@ -2322,6 +2436,18 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"OutOfRange": function()
|
||||
{
|
||||
// Check if the target is garrisoned or in a turret (turreted entities cannot be attacked by melee units)
|
||||
const cmpTargetUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
|
||||
const isTargetGarrisoned = cmpTargetUnitAI && cmpTargetUnitAI.isGarrisoned;
|
||||
const isTargetInTurret = cmpTargetUnitAI && cmpTargetUnitAI.IsTurret();
|
||||
|
||||
// If target is garrisoned or in a turret (and we're not ranged), treat as invalid
|
||||
if (isTargetGarrisoned || (isTargetInTurret && this.order.data.attackType !== "Ranged"))
|
||||
{
|
||||
this.ProcessMessage("TargetInvalidated");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.ShouldChaseTargetedEntity(this.order.data.target, this.order.data.force))
|
||||
{
|
||||
if (this.CanPack())
|
||||
|
|
@ -2332,11 +2458,53 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
this.SetNextState("CHASING");
|
||||
return;
|
||||
}
|
||||
|
||||
// For group attacks, try next target instead of finding new ones
|
||||
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
|
||||
{
|
||||
const currentIndex = this.order.data.currentTargetIndex;
|
||||
|
||||
// Remove current target since it's out of range and we can't chase
|
||||
this.order.data.targetArray.splice(currentIndex, 1);
|
||||
|
||||
// Try to find next valid target in sequence
|
||||
if (this.order.data.targetArray.length > 0 && this.FindAndSetNextTarget(this.order.data))
|
||||
{
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
|
||||
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.SetNextState("FINDINGNEWTARGET");
|
||||
},
|
||||
|
||||
"TargetInvalidated": function()
|
||||
{
|
||||
// For group attacks, remove current target and move to next in array
|
||||
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
|
||||
{
|
||||
// Remove the current target from the array
|
||||
const currentIndex = this.order.data.currentTargetIndex;
|
||||
if (currentIndex < this.order.data.targetArray.length)
|
||||
{
|
||||
this.order.data.targetArray.splice(currentIndex, 1);
|
||||
|
||||
// If we have more targets, continue with the next one
|
||||
if (this.order.data.targetArray.length > 0)
|
||||
{
|
||||
// Try to find next valid target in sequence
|
||||
if (this.FindAndSetNextTarget(this.order.data))
|
||||
{
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
|
||||
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// No more targets or not a group attack - use original behavior
|
||||
this.SetNextState("FINDINGNEWTARGET");
|
||||
},
|
||||
|
||||
|
|
@ -2360,7 +2528,26 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"enter": function()
|
||||
{
|
||||
// Check if we are attacking a formation.
|
||||
// First, check if we have pending targets in a group attack
|
||||
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
|
||||
{
|
||||
// Try to find next valid target from the array
|
||||
if (this.FindAndSetNextTarget(this.order.data))
|
||||
{
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
|
||||
this.SetNextState("COMBAT.ATTACKING");
|
||||
return true;
|
||||
}
|
||||
|
||||
// No valid targets in array - clean up and continue with normal behavior
|
||||
this.order.data.targetArray = [];
|
||||
this.order.data.currentTargetIndex = undefined;
|
||||
}
|
||||
|
||||
if (!this.order.data.target)
|
||||
return false;
|
||||
|
||||
// Try to find the formation the target was a part of.
|
||||
let cmpFormation = Engine.QueryInterface(this.order.data.target, IID_Formation);
|
||||
if (cmpFormation)
|
||||
this.order.data.formationTarget = this.order.data.target;
|
||||
|
|
@ -2468,6 +2655,12 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
{
|
||||
if (msg.likelyFailure)
|
||||
{
|
||||
// If this is a group attack with pending targets, try the next one
|
||||
if (this.order.data.targetArray && this.order.data.targetArray.length > 0)
|
||||
{
|
||||
this.SetNextState("COMBAT.FINDINGNEWTARGET");
|
||||
return;
|
||||
}
|
||||
// This also handles hunting.
|
||||
if (this.orderQueue.length > 1)
|
||||
{
|
||||
|
|
@ -3887,6 +4080,9 @@ UnitAI.prototype.OnOwnershipChanged = function(msg)
|
|||
|
||||
UnitAI.prototype.OnDestroy = function()
|
||||
{
|
||||
// Clean up all group attack states before destruction
|
||||
this.CleanupAllGroupAttackStates();
|
||||
|
||||
// Switch to an empty state to let states execute their leave handlers.
|
||||
this.UnitFsm.SwitchToNextState(this, "");
|
||||
|
||||
|
|
@ -4093,6 +4289,9 @@ UnitAI.prototype.FsmStateNameChanged = function(state)
|
|||
*/
|
||||
UnitAI.prototype.FinishOrder = function()
|
||||
{
|
||||
// Clean up any group attack state before removing order
|
||||
this.CleanupGroupAttackState(this.order);
|
||||
|
||||
if (!this.orderQueue.length)
|
||||
{
|
||||
const stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
|
||||
|
|
@ -4318,15 +4517,24 @@ UnitAI.prototype.ReplaceOrder = function(type, data)
|
|||
const idx = this.orderQueue.findIndex(o => o.type == "LeaveFormation");
|
||||
if (idx === -1)
|
||||
{
|
||||
// Clean up all queued orders before clearing them
|
||||
this.CleanupAllGroupAttackStates();
|
||||
this.orderQueue = [];
|
||||
this.order = undefined;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clean up orders being discarded
|
||||
for (let i = 0; i < idx; ++i)
|
||||
this.CleanupGroupAttackState(this.orderQueue[i]);
|
||||
this.orderQueue.splice(0, idx);
|
||||
}
|
||||
this.PushOrderFront(type, data);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clean up all queued orders before clearing them
|
||||
this.CleanupAllGroupAttackStates();
|
||||
this.orderQueue = [];
|
||||
this.PushOrder(type, data);
|
||||
}
|
||||
|
|
@ -4405,6 +4613,7 @@ UnitAI.prototype.BackToWork = function()
|
|||
if (this.IsTurret(cmpTurretable) && !cmpTurretable.LeaveTurret())
|
||||
return false;
|
||||
|
||||
this.CleanupAllGroupAttackStates();
|
||||
this.orderQueue = [];
|
||||
|
||||
this.AddOrders(this.workOrders);
|
||||
|
|
@ -5060,6 +5269,9 @@ UnitAI.prototype.CheckTargetRange = function(target, iid, type)
|
|||
*/
|
||||
UnitAI.prototype.CheckTargetAttackRange = function(target, type)
|
||||
{
|
||||
if (!target || target === INVALID_ENTITY || !type)
|
||||
return false;
|
||||
|
||||
// for formation members, the formation will take care of the range check
|
||||
if (this.IsFormationMember())
|
||||
{
|
||||
|
|
@ -5793,6 +6005,75 @@ UnitAI.prototype.Attack = function(target, allowCapture = this.DEFAULT_CAPTURE,
|
|||
this.AddOrder("Attack", order, queued, pushFront);
|
||||
};
|
||||
|
||||
/**
|
||||
* Adds a group attack order to the queue.
|
||||
* Used when some unit(s) are ordered to attack multiple targets.
|
||||
* Each unit receives the full target list (from Commands) but starts at a different position
|
||||
* based on the startingIndex in the attacking group.
|
||||
*
|
||||
* @param {Array} targets - Array of target entity IDs to attack (pre-sorted by distance)
|
||||
* @param {number} startingIndex - This unit's position in the attacking group (0-based)
|
||||
* @param {number} unitCount - Total number of units in the attacking group
|
||||
* @param {boolean} allowCapture - Whether capturing is allowed
|
||||
* @param {boolean} queued - If true, add to end of queue instead of replacing current order
|
||||
* @param {boolean} pushFront - If true, add to front of queue (interrupt current order)
|
||||
*/
|
||||
UnitAI.prototype.AttackGroup = function(targets, startingIndex, unitCount, allowCapture = this.DEFAULT_CAPTURE, queued = false, pushFront = false)
|
||||
{
|
||||
if (!targets?.length)
|
||||
return;
|
||||
|
||||
// Check if adding these targets would exceed the limit
|
||||
const currentTotal = this.CountTotalTargetsInQueue();
|
||||
const newTargetCount = targets.length;
|
||||
|
||||
if (currentTotal + newTargetCount > this.MAX_TOTAL_TARGETS)
|
||||
{
|
||||
// Trim the targets to fit within the limit
|
||||
const allowedNewTargets = Math.max(0, this.MAX_TOTAL_TARGETS - currentTotal);
|
||||
if (allowedNewTargets === 0)
|
||||
return;
|
||||
|
||||
// Trim the target array
|
||||
targets = targets.slice(0, allowedNewTargets);
|
||||
|
||||
// If trimming results in no targets, just return
|
||||
if (targets.length === 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// If this unit is in a formation, move the formation controller out of the world
|
||||
// This prevents the controller from staying at the coordinates where the units received the order
|
||||
// That can potentially be far apart from where the fighting will occur.
|
||||
// Result: The formation will reform into a more logical position once members are done (idle).
|
||||
this.MoveFormationControllerOutOfWorld();
|
||||
|
||||
const stride = targets.length / unitCount;
|
||||
const startIdx = Math.min(Math.round((startingIndex + 0.5) * stride), targets.length - 1);
|
||||
|
||||
const order = {
|
||||
"force": true,
|
||||
"allowCapture": allowCapture,
|
||||
"targetArray": targets.slice(),
|
||||
"target": INVALID_ENTITY,
|
||||
"currentTargetIndex": startIdx,
|
||||
"originalFirstTarget": targets[0],
|
||||
};
|
||||
|
||||
this.RememberTargetPosition(order);
|
||||
this.AddOrder("Attack", order, queued, pushFront);
|
||||
};
|
||||
|
||||
UnitAI.prototype.MoveFormationControllerOutOfWorld = function()
|
||||
{
|
||||
if (!this.IsFormationMember() || !this.formationController)
|
||||
return;
|
||||
|
||||
const cmpControllerPosition = Engine.QueryInterface(this.formationController, IID_Position);
|
||||
if (cmpControllerPosition?.IsInWorld())
|
||||
cmpControllerPosition.MoveOutOfWorld();
|
||||
};
|
||||
|
||||
/**
|
||||
* Adds garrison order to the queue, forced by the player.
|
||||
*/
|
||||
|
|
@ -6726,6 +7007,72 @@ UnitAI.prototype.AttackEntitiesByPreference = function(ents)
|
|||
return this.RespondToTargetedEntities(entsWithoutPref);
|
||||
};
|
||||
|
||||
UnitAI.prototype.FindAndSetNextTarget = function(data)
|
||||
{
|
||||
if (!this.EnsureValidTargetIndex(data))
|
||||
return false;
|
||||
|
||||
const startIdx = data.currentTargetIndex;
|
||||
const currentTarget = data.targetArray[startIdx];
|
||||
|
||||
// First check the starting target
|
||||
if (this.CanAttack(currentTarget) && this.CheckTargetVisible(currentTarget))
|
||||
return this.SetNextTarget(data, startIdx);
|
||||
|
||||
// Search forward using find
|
||||
const forwardFound = data.targetArray
|
||||
.slice(startIdx + 1)
|
||||
.findIndex((target, i) =>
|
||||
this.CanAttack(target) && this.CheckTargetVisible(target)
|
||||
);
|
||||
|
||||
if (forwardFound !== -1)
|
||||
return this.SetNextTarget(data, startIdx + 1 + forwardFound);
|
||||
|
||||
// Search backward using find
|
||||
const backwardFound = data.targetArray
|
||||
.slice(0, startIdx)
|
||||
.reverse()
|
||||
.findIndex((target, i) =>
|
||||
this.CanAttack(target) && this.CheckTargetVisible(target)
|
||||
);
|
||||
|
||||
if (backwardFound !== -1)
|
||||
{
|
||||
// Convert reverse index back to original index
|
||||
const originalIndex = startIdx - 1 - backwardFound;
|
||||
return this.SetNextTarget(data, originalIndex);
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
UnitAI.prototype.SetNextTarget = function(data, index)
|
||||
{
|
||||
const target = data.targetArray[index];
|
||||
data.target = target;
|
||||
data.attackType = this.GetBestAttackAgainst(target, data.allowCapture);
|
||||
data.currentTargetIndex = index;
|
||||
return true;
|
||||
};
|
||||
|
||||
UnitAI.prototype.EnsureValidTargetIndex = function(data)
|
||||
{
|
||||
if (!data.targetArray || data.currentTargetIndex === undefined)
|
||||
return false;
|
||||
|
||||
// If array is empty, clear the index
|
||||
if (data.targetArray.length === 0)
|
||||
{
|
||||
data.currentTargetIndex = undefined;
|
||||
return false;
|
||||
}
|
||||
|
||||
data.currentTargetIndex = Math.clamp(data.currentTargetIndex, 0, data.targetArray.length - 1);
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Call UnitAI.funcname(args) on all formation members.
|
||||
* @param resetFinishedEntities - If true, call ResetFinishedEntities first.
|
||||
|
|
@ -6837,6 +7184,50 @@ UnitAI.prototype.ResetObstructionMitigationFlag = function()
|
|||
delete this.obstructionMitigationAttempted;
|
||||
};
|
||||
|
||||
/**
|
||||
* Counts the total number of target entities across all queued orders.
|
||||
* This includes targetArray from group attacks and single targets.
|
||||
* Each target reference is counted separately, even if the same entity
|
||||
* appears in multiple orders or in both targetArray and target.
|
||||
* @returns {number} - Total number of target entity references in the order queue
|
||||
*/
|
||||
UnitAI.prototype.CountTotalTargetsInQueue = function()
|
||||
{
|
||||
let total = 0;
|
||||
for (const order of this.orderQueue)
|
||||
{
|
||||
if (order.data)
|
||||
{
|
||||
// Count group attack targets
|
||||
if (order.data.targetArray && Array.isArray(order.data.targetArray))
|
||||
total += order.data.targetArray.length;
|
||||
|
||||
// Add single target for consistency
|
||||
if (order.data.target && order.data.target !== INVALID_ENTITY)
|
||||
total++;
|
||||
}
|
||||
}
|
||||
return total;
|
||||
};
|
||||
|
||||
UnitAI.prototype.CleanupGroupAttackState = function(order)
|
||||
{
|
||||
if (order?.data?.targetArray)
|
||||
{
|
||||
delete order.data.targetArray;
|
||||
delete order.data.currentTargetIndex;
|
||||
}
|
||||
};
|
||||
|
||||
UnitAI.prototype.CleanupAllGroupAttackStates = function()
|
||||
{
|
||||
for (const order of this.orderQueue)
|
||||
this.CleanupGroupAttackState(order);
|
||||
};
|
||||
|
||||
// Maximum number of target entities allowed across all queued orders
|
||||
UnitAI.prototype.MAX_TOTAL_TARGETS = 1000;
|
||||
|
||||
UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
|
||||
|
||||
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);
|
||||
|
|
|
|||
|
|
@ -138,6 +138,7 @@ function TestFormationExiting(mode)
|
|||
"ResetActiveQuery": function(id) { if (mode == 0) return []; return [enemy]; },
|
||||
"DisableActiveQuery": function(id) { },
|
||||
"GetEntityFlagMask": function(identifier) { },
|
||||
"GetLosVisibility": (ent, player) => "visible"
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
|
||||
|
|
@ -319,8 +320,11 @@ function TestMoveIntoFormationWhileAttacking()
|
|||
"ResetActiveQuery": function(id) { return [enemy]; },
|
||||
"DisableActiveQuery": function(id) { },
|
||||
"GetEntityFlagMask": function(identifier) { },
|
||||
"GetLosVisibility": (target, player) => "visible",
|
||||
"GetLosVisibilityPosition": (x, z, player) => "visible"
|
||||
});
|
||||
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
|
||||
"GetCurrentTemplateName": function(ent) { return "special/formations/line_closed"; },
|
||||
});
|
||||
|
|
@ -406,6 +410,10 @@ function TestMoveIntoFormationWhileAttacking()
|
|||
"GetHitpoints": function() { return 40; },
|
||||
});
|
||||
|
||||
AddMock(enemy, IID_Ownership, {
|
||||
"GetOwner": () => 2 // Different player ID (enemy)
|
||||
});
|
||||
|
||||
const controllerFormation = ConstructComponent(controller, "Formation", {
|
||||
"FormationShape": "square",
|
||||
"ShiftRows": "false",
|
||||
|
|
@ -421,6 +429,10 @@ function TestMoveIntoFormationWhileAttacking()
|
|||
"DefaultStance": "aggressive"
|
||||
});
|
||||
|
||||
AddMock(controller, IID_Ownership, {
|
||||
"GetOwner": () => 1
|
||||
});
|
||||
|
||||
AddMock(controller, IID_Position, {
|
||||
"GetTurretParent": () => INVALID_ENTITY,
|
||||
"JumpTo": function(x, z) { this.x = x; this.z = z; },
|
||||
|
|
@ -458,7 +470,7 @@ function TestMoveIntoFormationWhileAttacking()
|
|||
|
||||
controllerFormation.SetMembers(units);
|
||||
|
||||
controllerAI.Attack(enemy, []);
|
||||
controllerAI.Attack(enemy);
|
||||
|
||||
for (const ent of unitAIs)
|
||||
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.COMBAT.ATTACKING");
|
||||
|
|
@ -889,4 +901,362 @@ function TestAttemptObstructionMitigation()
|
|||
})();
|
||||
}
|
||||
|
||||
TestAttemptObstructionMitigation();
|
||||
TestAttemptObstructionMitigation();
|
||||
function TestFindAndSetNextTargetBehavior()
|
||||
{
|
||||
ResetState();
|
||||
|
||||
const attacker = 10;
|
||||
const targets = [20, 21, 22, 23, 24]; // Multiple targets for comprehensive testing
|
||||
|
||||
// Basic mocks needed for unitAI creation
|
||||
AddMock(SYSTEM_ENTITY, IID_Timer, {
|
||||
"SetInterval": () => {},
|
||||
"SetTimeout": () => {}
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
|
||||
"CreateActiveQuery": () => 1,
|
||||
"EnableActiveQuery": () => {},
|
||||
"ResetActiveQuery": () => [],
|
||||
"DisableActiveQuery": () => {},
|
||||
"GetEntityFlagMask": () => 0
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
|
||||
"IsInTargetRange": () => false
|
||||
});
|
||||
|
||||
// Create the unitAI component
|
||||
const unitAI = ConstructComponent(attacker, "UnitAI", {
|
||||
"FormationController": "false",
|
||||
"DefaultStance": "aggressive"
|
||||
});
|
||||
|
||||
AddMock(attacker, IID_Attack, {
|
||||
"GetBestAttackAgainst": () => "Melee"
|
||||
});
|
||||
|
||||
unitAI.OnCreate();
|
||||
|
||||
// Mock the visibility and attackability checks
|
||||
unitAI.CanAttack = (target) =>
|
||||
{
|
||||
// Target 21 is always unattackable (e.g., garrisoned, dead, etc.)
|
||||
return target !== 21;
|
||||
};
|
||||
|
||||
unitAI.CheckTargetVisible = (target) =>
|
||||
{
|
||||
// Target 22 is always not visible
|
||||
return target !== 22;
|
||||
};
|
||||
|
||||
// First target is valid
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [20, 21, 22, 23, 24],
|
||||
"currentTargetIndex": 0, // Currently targeting 20
|
||||
"target": 20,
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(found);
|
||||
TS_ASSERT_EQUALS(data.target, 20);
|
||||
TS_ASSERT_EQUALS(data.currentTargetIndex, 0);
|
||||
})();
|
||||
|
||||
// End of array behavior
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [18, 19, 20, 21, 22],
|
||||
"currentTargetIndex": 2, // Currently targeting 22
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
// 21 and 22 are invalid, should go backward and find 20
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(found);
|
||||
TS_ASSERT_EQUALS(data.target, 20); // Should be assigned targetArray[initialTarget - 1]
|
||||
})();
|
||||
|
||||
// No valid targets found
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [21, 22], // Both are invalid (21 unattackable, 22 not visible)
|
||||
"currentTargetIndex": 0,
|
||||
"target": 21,
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(!found);
|
||||
TS_ASSERT_EQUALS(data.target, 21); // Should remain unchanged
|
||||
TS_ASSERT_EQUALS(data.currentTargetIndex, 0);
|
||||
})();
|
||||
|
||||
// Empty target array
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [],
|
||||
"currentTargetIndex": 0,
|
||||
"target": 20,
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(!found);
|
||||
TS_ASSERT_EQUALS(data.target, 20); // Should remain unchanged
|
||||
TS_ASSERT_EQUALS(data.currentTargetIndex, void 0); // Should nullify currentTargetIndex
|
||||
})();
|
||||
|
||||
// Current target is last in array
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [20, 21, 22, 23, 24],
|
||||
"currentTargetIndex": 4, // Currently targeting 24 (last element)
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(found);
|
||||
TS_ASSERT_EQUALS(data.target, 24); // Should remain unchanged
|
||||
TS_ASSERT_EQUALS(data.currentTargetIndex, 4);
|
||||
})();
|
||||
|
||||
// Single invalid target
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [21], // Only one target, which is invalid
|
||||
"currentTargetIndex": 0,
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(!found);
|
||||
})();
|
||||
|
||||
// Verify if we don't do more calls then necessary
|
||||
(function()
|
||||
{
|
||||
const searchOrder = [];
|
||||
|
||||
unitAI.CanAttack = (target) =>
|
||||
{
|
||||
searchOrder.push(target);
|
||||
return target == 20;
|
||||
};
|
||||
|
||||
unitAI.CheckTargetVisible = (target) => true; // All visible
|
||||
|
||||
const data = {
|
||||
"targetArray": [20, 21, 22, 23],
|
||||
"currentTargetIndex": 1, // Currently targeting 21
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(found);
|
||||
TS_ASSERT_EQUALS(searchOrder.length, 4); // Should find at 20 (4 calls)
|
||||
|
||||
})();
|
||||
}
|
||||
|
||||
TestFindAndSetNextTargetBehavior();
|
||||
|
||||
function TestAttackGroupBehavior()
|
||||
{
|
||||
ResetState();
|
||||
|
||||
const attacker1 = 100;
|
||||
const attacker2 = 101;
|
||||
const targets = [200, 201, 202, 203, 204];
|
||||
|
||||
// Basic mocks needed for unitAI creation
|
||||
AddMock(SYSTEM_ENTITY, IID_Timer, {
|
||||
"SetInterval": () => {},
|
||||
"SetTimeout": () => {}
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
|
||||
"CreateActiveQuery": () => 1,
|
||||
"EnableActiveQuery": () => {},
|
||||
"ResetActiveQuery": () => [],
|
||||
"DisableActiveQuery": () => {},
|
||||
"GetEntityFlagMask": () => 0
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
|
||||
"IsInTargetRange": () => false
|
||||
});
|
||||
|
||||
// Create two unitAI components
|
||||
const unitAI1 = ConstructComponent(attacker1, "UnitAI", {
|
||||
"FormationController": "false",
|
||||
"DefaultStance": "aggressive"
|
||||
});
|
||||
|
||||
const unitAI2 = ConstructComponent(attacker2, "UnitAI", {
|
||||
"FormationController": "false",
|
||||
"DefaultStance": "aggressive"
|
||||
});
|
||||
|
||||
AddMock(attacker1, IID_Attack, {
|
||||
"GetBestAttackAgainst": () => "Melee"
|
||||
});
|
||||
|
||||
AddMock(attacker2, IID_Attack, {
|
||||
"GetBestAttackAgainst": () => "Melee"
|
||||
});
|
||||
|
||||
unitAI1.OnCreate();
|
||||
unitAI2.OnCreate();
|
||||
|
||||
// Basic AttackGroup distribution
|
||||
(function()
|
||||
{
|
||||
let orderAdded1 = null;
|
||||
let orderAdded2 = null;
|
||||
|
||||
// Mock AddOrder to capture what orders are created
|
||||
unitAI1.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded1 = { type, data, queued, pushFront };
|
||||
};
|
||||
|
||||
unitAI2.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded2 = { type, data, queued, pushFront };
|
||||
};
|
||||
|
||||
// Call AttackGroup for both units
|
||||
unitAI1.AttackGroup(targets, 0, 2, false, false, false);
|
||||
unitAI2.AttackGroup(targets, 1, 2, false, false, false);
|
||||
|
||||
// Verify unit1's order
|
||||
TS_ASSERT(orderAdded1);
|
||||
TS_ASSERT_EQUALS(orderAdded1.type, "Attack");
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.targetArray.length, 5);
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.target, INVALID_ENTITY);
|
||||
// Unit 0 should start at position 1 ==> Math.round((0 + 0.5) * 2.5) = Math.round(1.25) = 1
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.currentTargetIndex, 1);
|
||||
|
||||
// Verify unit2's order
|
||||
TS_ASSERT(orderAdded2);
|
||||
TS_ASSERT_EQUALS(orderAdded2.type, "Attack");
|
||||
TS_ASSERT_EQUALS(orderAdded2.data.targetArray.length, 5);
|
||||
TS_ASSERT_EQUALS(orderAdded2.data.target, INVALID_ENTITY);
|
||||
// Unit 1 should start at position 4 ==> Math.round((1 + 0.5) * 2.5) = Math.round(3.75) = 4
|
||||
TS_ASSERT_EQUALS(orderAdded2.data.currentTargetIndex, 4);
|
||||
})();
|
||||
|
||||
// More units than targets
|
||||
(function()
|
||||
{
|
||||
let orderAdded1 = null;
|
||||
let orderAdded2 = null;
|
||||
let orderAdded3 = null;
|
||||
|
||||
const unitAI3 = ConstructComponent(102, "UnitAI", {
|
||||
"FormationController": "false",
|
||||
"DefaultStance": "aggressive"
|
||||
});
|
||||
AddMock(102, IID_Attack, { "GetBestAttackAgainst": () => "Melee" });
|
||||
unitAI3.OnCreate();
|
||||
|
||||
unitAI1.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded1 = { type, data, queued, pushFront };
|
||||
};
|
||||
unitAI2.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded2 = { type, data, queued, pushFront };
|
||||
};
|
||||
unitAI3.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded3 = { type, data, queued, pushFront };
|
||||
};
|
||||
|
||||
const smallTargets = [300, 301];
|
||||
|
||||
unitAI1.AttackGroup(smallTargets, 0, 3, true, true, false);
|
||||
unitAI2.AttackGroup(smallTargets, 1, 3, true, true, false);
|
||||
unitAI3.AttackGroup(smallTargets, 2, 3, true, true, false);
|
||||
|
||||
// Verify distribution when more units than targets
|
||||
TS_ASSERT(orderAdded1);
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.currentTargetIndex, 0); // 0 * 2 / 3 = 0
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.allowCapture, true);
|
||||
TS_ASSERT_EQUALS(orderAdded1.queued, true);
|
||||
|
||||
TS_ASSERT(orderAdded2);
|
||||
TS_ASSERT_EQUALS(orderAdded2.data.currentTargetIndex, 1); // 1 * 2 / 3 = 0.66, round = 1
|
||||
TS_ASSERT(orderAdded2.data.currentTargetIndex < smallTargets.length);
|
||||
|
||||
TS_ASSERT(orderAdded3);
|
||||
TS_ASSERT_EQUALS(orderAdded3.data.currentTargetIndex, 1); // 2 * 2 / 3 = 1.33, round = 1
|
||||
TS_ASSERT(orderAdded3.data.currentTargetIndex < smallTargets.length);
|
||||
})();
|
||||
|
||||
// Edge case - single target
|
||||
(function()
|
||||
{
|
||||
let orderAdded = null;
|
||||
unitAI1.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded = { type, data, queued, pushFront };
|
||||
};
|
||||
|
||||
const singleTarget = [400];
|
||||
|
||||
unitAI1.AttackGroup(singleTarget, 0, 1, false, false, true);
|
||||
|
||||
TS_ASSERT(orderAdded);
|
||||
TS_ASSERT_EQUALS(orderAdded.data.targetArray.length, 1);
|
||||
TS_ASSERT_EQUALS(orderAdded.data.currentTargetIndex, 0);
|
||||
TS_ASSERT_EQUALS(orderAdded.pushFront, true);
|
||||
})();
|
||||
|
||||
// Empty targets array should do nothing
|
||||
(function()
|
||||
{
|
||||
let callCount = 0;
|
||||
unitAI1.AddOrder = () => { callCount++; };
|
||||
|
||||
unitAI1.AttackGroup([], 0, 1);
|
||||
TS_ASSERT_EQUALS(callCount, 0);
|
||||
|
||||
unitAI1.AttackGroup(null, 0, 1);
|
||||
TS_ASSERT_EQUALS(callCount, 0);
|
||||
|
||||
unitAI1.AttackGroup(undefined, 0, 1);
|
||||
TS_ASSERT_EQUALS(callCount, 0);
|
||||
})();
|
||||
|
||||
// Verify RememberTargetPosition is called
|
||||
(function()
|
||||
{
|
||||
let rememberedOrder = null;
|
||||
unitAI1.RememberTargetPosition = (order) =>
|
||||
{
|
||||
rememberedOrder = order;
|
||||
};
|
||||
|
||||
unitAI1.AddOrder = () => {};
|
||||
|
||||
const testTargets = [500, 501];
|
||||
unitAI1.AttackGroup(testTargets, 0, 1);
|
||||
|
||||
TS_ASSERT(rememberedOrder);
|
||||
TS_ASSERT_EQUALS(rememberedOrder.targetArray.length, 2);
|
||||
})();
|
||||
}
|
||||
|
||||
TestAttackGroupBehavior();
|
||||
|
|
|
|||
|
|
@ -8,5 +8,5 @@
|
|||
{ "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.9 }
|
||||
],
|
||||
"auraName": "Economic Fortune",
|
||||
"auraDescription": "Solon brought in a new system of weights and measures, fathers were encouraged to find trades for their sons.\nEconomic technologies −10% resource costs."
|
||||
"auraDescription": "Solon brought in a new system of weights and measures, and fathers were encouraged to find trades for their sons.\nEconomic technologies −10% resource costs."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,5 +5,5 @@
|
|||
{ "value": "TerritoryInfluence/Radius", "multiply": 1.2 }
|
||||
],
|
||||
"auraName": "Territorial Expansion",
|
||||
"auraDescription": "At its height, the Empire's borders spanned from the Fergana Valley in the west, to Korea in the east, and to northern Vietnam in the south.\nTerritory influence bonus +20%."
|
||||
"auraDescription": "At its height, the Empire's borders spanned from the Fergana Valley in the west to Korea in the east and to northern Vietnam in the south.\nTerritory influence bonus +20%."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,5 +7,5 @@
|
|||
{ "value": "Resistance/Entity/Damage/Crush", "add": 1 }
|
||||
],
|
||||
"auraName": "Founder and Defender of the Republic",
|
||||
"auraDescription": "Brutus was one of the key figures in the overthrow of the monarchy and the founding of the Roman Republic. Later, as consul he led a Roman army to victory against the Etruscan King Tarquinius who sought to retake the throne.\nHumans and Siege Engines +1 crush, hack, pierce resistance."
|
||||
"auraDescription": "Brutus was one of the key figures in the overthrow of the monarchy and the founding of the Roman Republic. Later, as consul, he led a Roman army to victory against the Etruscan King Tarquinius who sought to retake the throne.\nHumans and Siege Engines +1 crush, hack, and pierce resistance."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -179,6 +179,28 @@ var g_Commands = {
|
|||
});
|
||||
},
|
||||
|
||||
"attack-group": function(player, cmd, data)
|
||||
{
|
||||
const unitAIs = data.entities.flatMap(ent =>
|
||||
{
|
||||
const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
||||
const cmpAttack = Engine.QueryInterface(ent, IID_Attack);
|
||||
|
||||
// Check if unit can move and has attack capability
|
||||
const canAttack = cmpAttack && cmpAttack.GetAttackTypes().length > 0;
|
||||
return (cmpUnitAI && cmpUnitAI.AbleToMove() && canAttack) ? [cmpUnitAI] : [];
|
||||
});
|
||||
|
||||
if (!unitAIs.length || !cmd.targets?.length)
|
||||
return;
|
||||
|
||||
// Pass the entire target array and unit count to each UnitAI
|
||||
unitAIs.forEach((cmpUnitAI, index) =>
|
||||
{
|
||||
cmpUnitAI.AttackGroup(cmd.targets, index, unitAIs.length, cmd.allowCapture, cmd.queued, cmd.pushFront);
|
||||
});
|
||||
},
|
||||
|
||||
"patrol": function(player, cmd, data)
|
||||
{
|
||||
const ents = data.entities.length;
|
||||
|
|
|
|||
|
|
@ -33,6 +33,8 @@ echo "Building cpp-httplib..."
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -33,6 +33,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -49,6 +49,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -49,6 +49,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -36,6 +36,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -56,6 +56,8 @@ echo "Building SpiderMonkey..."
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
OS="${OS:=$(uname -s)}"
|
||||
|
|
|
|||
|
|
@ -33,6 +33,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -33,6 +33,7 @@ ignore = [
|
|||
"ANN",
|
||||
"C90",
|
||||
"COM812",
|
||||
"CPY001",
|
||||
"D10",
|
||||
"EM",
|
||||
"FIX002",
|
||||
|
|
|
|||
|
|
@ -53,25 +53,6 @@ public:
|
|||
void SetElevation(float f);
|
||||
void SetRotation(float f);
|
||||
|
||||
/**
|
||||
* Calculate brightness of a point of a unit with the given normal vector,
|
||||
* for rendering with CPU lighting.
|
||||
* The resulting color contains both ambient and diffuse light.
|
||||
* To cope with sun overbrightness, the color is scaled by 0.5.
|
||||
*
|
||||
* @param normal normal vector (must have length 1)
|
||||
*/
|
||||
RGBColor EvaluateUnitScaled(const CVector3D& normal) const
|
||||
{
|
||||
float dot = -normal.Dot(m_SunDir);
|
||||
|
||||
RGBColor color = m_AmbientColor;
|
||||
if (dot > 0)
|
||||
color += m_SunColor * dot;
|
||||
|
||||
return color * 0.5f;
|
||||
}
|
||||
|
||||
// Comparison operators
|
||||
bool operator==(const CLightEnv& o) const
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -69,7 +69,7 @@ CObjectBase::CObjectBase(CObjectManager& objectManager, CActorDef& actorDef, u8
|
|||
m_Properties.m_FloatOnWater = false;
|
||||
|
||||
// Remove leading art/actors/ & include quality level.
|
||||
m_Identifier = m_ActorDef.m_Pathname.string8().substr(11) + CStr::FromInt(m_QualityLevel);
|
||||
m_Identifier = fmt::format("{}{}", m_ActorDef.m_Pathname.string8().substr(11), m_QualityLevel);
|
||||
}
|
||||
|
||||
std::unique_ptr<CObjectBase> CObjectBase::CopyWithQuality(u8 newQualityLevel) const
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -156,7 +156,8 @@ bool ResolveIncludesImpl(
|
|||
it = includeCache.emplace(path, std::move(includeContent)).first;
|
||||
}
|
||||
// We need to insert #line directives to have correct line numbers in errors.
|
||||
chunks.emplace_back(lineDirective + "1\n" + it->second + "\n" + lineDirective + CStr::FromUInt(line + 1) + "\n");
|
||||
chunks.emplace_back(fmt::format("{}1\n{}\n{}{}\n", lineDirective, it->second, lineDirective,
|
||||
line + 1));
|
||||
processedParts.emplace_back(currentPart.substr(0, lineStart));
|
||||
if (!ResolveIncludesImpl(chunks.back(), includeCache, includeCallback, chunks, processedParts))
|
||||
return false;
|
||||
|
|
|
|||
|
|
@ -755,7 +755,7 @@ void CGUI::Xeromyces_ReadObject(const XMBData& xmb, XMBElement element, IGUIObje
|
|||
// Check if name isn't set, generate an internal name in that case.
|
||||
if (!NameSet)
|
||||
{
|
||||
object->SetName("__internal(" + CStr::FromInt(m_InternalNameNumber) + ")");
|
||||
object->SetName(fmt::format("__internal({})", m_InternalNameNumber));
|
||||
++m_InternalNameNumber;
|
||||
}
|
||||
|
||||
|
|
@ -977,7 +977,7 @@ void CGUI::Xeromyces_ReadRepeat(const XMBData& xmb, XMBElement element, IGUIObje
|
|||
|
||||
for (int n = 0; n < count; ++n)
|
||||
{
|
||||
NameSubst.emplace_back(var, "[" + CStr::FromInt(n) + "]");
|
||||
NameSubst.emplace_back(var, fmt::format("[{}]", n));
|
||||
|
||||
XERO_ITER_EL(element, child)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -63,7 +63,7 @@ void CNetClientTurnManager::PostCommand(JS::HandleValue data)
|
|||
// TODO: we should do this when the server stops sending our commands back to us
|
||||
}
|
||||
|
||||
void CNetClientTurnManager::NotifyFinishedOwnCommands(u32 turn)
|
||||
void CNetClientTurnManager::NotifyFinishedOwnCommands(turn_id_t turn)
|
||||
{
|
||||
NETCLIENTTURN_LOG("NotifyFinishedOwnCommands(%d)\n", turn);
|
||||
|
||||
|
|
@ -79,7 +79,7 @@ void CNetClientTurnManager::NotifyFinishedOwnCommands(u32 turn)
|
|||
m_NetClient.SendMessage(&msg);
|
||||
}
|
||||
|
||||
void CNetClientTurnManager::NotifyFinishedUpdate(u32 turn, const UpdateCallback&)
|
||||
void CNetClientTurnManager::NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback&)
|
||||
{
|
||||
bool quick = !TurnNeedsFullHash(turn);
|
||||
std::string hash;
|
||||
|
|
@ -110,10 +110,10 @@ void CNetClientTurnManager::OnDestroyConnection()
|
|||
void CNetClientTurnManager::OnSimulationMessage(CSimulationMessage* msg)
|
||||
{
|
||||
// Command received from the server - store it for later execution
|
||||
AddCommand(msg->m_Client, msg->m_Player, msg->m_Data, msg->m_Turn);
|
||||
AddCommand(msg->m_Client, msg->m_Player, msg->m_Data, static_cast<turn_id_t>(msg->m_Turn));
|
||||
}
|
||||
|
||||
void CNetClientTurnManager::OnSyncError(u32 turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames)
|
||||
void CNetClientTurnManager::OnSyncError(turn_id_t turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames)
|
||||
{
|
||||
CStr expectedHashHex(Hexify(expectedHash));
|
||||
NETCLIENTTURN_LOG("OnSyncError(%d, %hs)\n", turn, expectedHashHex.c_str());
|
||||
|
|
|
|||
|
|
@ -49,12 +49,12 @@ public:
|
|||
*/
|
||||
void OnDestroyConnection();
|
||||
|
||||
void OnSyncError(u32 turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames);
|
||||
void OnSyncError(turn_id_t turn, const CStr& expectedHash, const std::vector<CSyncErrorMessage::S_m_PlayerNames>& playerNames);
|
||||
|
||||
private:
|
||||
void NotifyFinishedOwnCommands(u32 turn) override;
|
||||
void NotifyFinishedOwnCommands(turn_id_t turn) override;
|
||||
|
||||
void NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll) override;
|
||||
void NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll) override;
|
||||
|
||||
CNetClient& m_NetClient;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -88,7 +88,7 @@ CStr CNetMessage::ToString() const
|
|||
if (GetType() == NMT_INVALID)
|
||||
return "MESSAGE_TYPE_NONE { Undefined Message }";
|
||||
else
|
||||
return "Unknown Message " + CStr::FromInt(GetType());
|
||||
return fmt::format("Unknown Message {}", static_cast<int>(GetType()));
|
||||
}
|
||||
|
||||
CNetMessage* CNetMessageFactory::CreateMessage(const void* pData,
|
||||
|
|
|
|||
|
|
@ -139,7 +139,7 @@ public:
|
|||
|
||||
u32 m_Client;
|
||||
i32 m_Player;
|
||||
u32 m_Turn;
|
||||
i32 m_Turn;
|
||||
JS::PersistentRooted<JS::Value> m_Data;
|
||||
private:
|
||||
const Script::Interface& m_ScriptInterface;
|
||||
|
|
|
|||
|
|
@ -150,7 +150,7 @@ u8* CSimulationMessage::Serialize(u8* pBuffer) const
|
|||
CBufferBinarySerializer serializer(m_ScriptInterface, pos);
|
||||
serializer.NumberU32_Unbounded("client", m_Client);
|
||||
serializer.NumberI32_Unbounded("player", m_Player);
|
||||
serializer.NumberU32_Unbounded("turn", m_Turn);
|
||||
serializer.NumberI32_Unbounded("turn", m_Turn);
|
||||
|
||||
serializer.ScriptVal("command", const_cast<JS::PersistentRootedValue*>(&m_Data));
|
||||
return serializer.GetBuffer();
|
||||
|
|
@ -165,7 +165,7 @@ const u8* CSimulationMessage::Deserialize(const u8* pStart, const u8* pEnd)
|
|||
CStdDeserializer deserializer(m_ScriptInterface, stream);
|
||||
deserializer.NumberU32_Unbounded("client", m_Client);
|
||||
deserializer.NumberI32_Unbounded("player", m_Player);
|
||||
deserializer.NumberU32_Unbounded("turn", m_Turn);
|
||||
deserializer.NumberI32_Unbounded("turn", m_Turn);
|
||||
deserializer.ScriptVal("command", &m_Data);
|
||||
return pEnd;
|
||||
}
|
||||
|
|
@ -177,7 +177,7 @@ size_t CSimulationMessage::GetSerializedLength() const
|
|||
CLengthBinarySerializer serializer(m_ScriptInterface);
|
||||
serializer.NumberU32_Unbounded("client", m_Client);
|
||||
serializer.NumberI32_Unbounded("player", m_Player);
|
||||
serializer.NumberU32_Unbounded("turn", m_Turn);
|
||||
serializer.NumberI32_Unbounded("turn", m_Turn);
|
||||
|
||||
// TODO: The cast can probably be removed if and when ScriptVal can take a JS::HandleValue instead of
|
||||
// a JS::MutableHandleValue (relies on JSAPI change). Also search for other casts like this one in that case.
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -27,7 +27,7 @@
|
|||
|
||||
#define PS_PROTOCOL_MAGIC 0x5073013f // 'P', 's', 0x01, '?'
|
||||
#define PS_PROTOCOL_MAGIC_RESPONSE 0x50630121 // 'P', 'c', 0x01, '!'
|
||||
#define PS_PROTOCOL_VERSION 0x01010019 // Arbitrary protocol
|
||||
#define PS_PROTOCOL_VERSION 0x0101001A // Arbitrary protocol
|
||||
#define PS_DEFAULT_PORT 0x5073 // 'P', 's'
|
||||
|
||||
// Set when lobby authentication is required. Used in the SrvHandshakeResponseMessage.
|
||||
|
|
@ -231,7 +231,7 @@ START_NMT_CLASS_(ClientPaused, NMT_CLIENT_PAUSED)
|
|||
END_NMT_CLASS()
|
||||
|
||||
START_NMT_CLASS_(LoadedGame, NMT_LOADED_GAME)
|
||||
NMT_FIELD_INT(m_CurrentTurn, u32, 4)
|
||||
NMT_FIELD_INT(m_CurrentTurn, i32, 4)
|
||||
END_NMT_CLASS()
|
||||
|
||||
START_NMT_CLASS_(GameStart, NMT_GAME_START)
|
||||
|
|
@ -243,17 +243,17 @@ START_NMT_CLASS_(GameSavedStart, NMT_SAVED_GAME_START)
|
|||
END_NMT_CLASS()
|
||||
|
||||
START_NMT_CLASS_(EndCommandBatch, NMT_END_COMMAND_BATCH)
|
||||
NMT_FIELD_INT(m_Turn, u32, 4)
|
||||
NMT_FIELD_INT(m_Turn, i32, 4)
|
||||
NMT_FIELD_INT(m_TurnLength, u32, 2)
|
||||
END_NMT_CLASS()
|
||||
|
||||
START_NMT_CLASS_(SyncCheck, NMT_SYNC_CHECK)
|
||||
NMT_FIELD_INT(m_Turn, u32, 4)
|
||||
NMT_FIELD_INT(m_Turn, i32, 4)
|
||||
NMT_FIELD(CStr, m_Hash)
|
||||
END_NMT_CLASS()
|
||||
|
||||
START_NMT_CLASS_(SyncError, NMT_SYNC_ERROR)
|
||||
NMT_FIELD_INT(m_Turn, u32, 4)
|
||||
NMT_FIELD_INT(m_Turn, i32, 4)
|
||||
NMT_FIELD(CStr, m_HashExpected)
|
||||
NMT_START_ARRAY(m_PlayerNames)
|
||||
NMT_FIELD(CStrW, m_Name)
|
||||
|
|
|
|||
|
|
@ -49,10 +49,12 @@
|
|||
#include "scriptinterface/Context.h"
|
||||
#include "scriptinterface/Interface.h"
|
||||
#include "scriptinterface/Request.h"
|
||||
#include "simulation2/helpers/SimulationCommand.h"
|
||||
#include "simulation2/system/TurnManager.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstring>
|
||||
#include <fmt/format.h>
|
||||
#include <functional>
|
||||
#include <iterator>
|
||||
#include <memory>
|
||||
|
|
@ -69,6 +71,10 @@
|
|||
#include <miniupnpc/upnperrors.h>
|
||||
#endif
|
||||
|
||||
#if FMT_VERSION >= 80000
|
||||
#include <fmt/xchar.h>
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Number of peers to allocate for the enet host.
|
||||
* Limited by ENET_PROTOCOL_MAXIMUM_PEER_ID (4096).
|
||||
|
|
@ -1172,9 +1178,9 @@ bool CNetServerWorker::OnSimulationCommand(CNetServerSession* session, CFsmEvent
|
|||
server.Multicast(message, { NSS_INGAME });
|
||||
|
||||
// Save all the received commands
|
||||
if (server.m_SavedCommands.size() < message->m_Turn + 1)
|
||||
server.m_SavedCommands.resize(message->m_Turn + 1);
|
||||
server.m_SavedCommands[message->m_Turn].push_back(*message);
|
||||
if (server.m_SavedCommands.size() < static_cast<size_t>(message->m_Turn) + 1)
|
||||
server.m_SavedCommands.resize(static_cast<size_t>(message->m_Turn) + 1);
|
||||
server.m_SavedCommands[static_cast<size_t>(message->m_Turn)].push_back(*message);
|
||||
|
||||
// TODO: we shouldn't send the message back to the client that first sent it
|
||||
return true;
|
||||
|
|
@ -1396,14 +1402,14 @@ bool CNetServerWorker::OnJoinSyncingLoadedGame(CNetServerSession* session, CFsmE
|
|||
|
||||
CLoadedGameMessage* message = (CLoadedGameMessage*)event->GetParamRef();
|
||||
|
||||
u32 turn = message->m_CurrentTurn;
|
||||
u32 readyTurn = server.m_ServerTurnManager->GetReadyTurn();
|
||||
turn_id_t turn = message->m_CurrentTurn;
|
||||
turn_id_t readyTurn = server.m_ServerTurnManager->GetReadyTurn();
|
||||
|
||||
// Send them all commands received since their saved state,
|
||||
// and turn-ended messages for any turns that have already been processed
|
||||
for (size_t i = turn + 1; i < std::max(readyTurn+1, (u32)server.m_SavedCommands.size()); ++i)
|
||||
for (turn_id_t i = turn + 1; i < std::max(readyTurn + 1, static_cast<turn_id_t>(server.m_SavedCommands.size())); ++i)
|
||||
{
|
||||
if (i < server.m_SavedCommands.size())
|
||||
if (static_cast<size_t>(i) < server.m_SavedCommands.size())
|
||||
for (size_t j = 0; j < server.m_SavedCommands[i].size(); ++j)
|
||||
session->SendMessage(&server.m_SavedCommands[i][j]);
|
||||
|
||||
|
|
@ -1640,7 +1646,7 @@ CStrW CNetServerWorker::DeduplicatePlayerName(const CStrW& original)
|
|||
if (unique)
|
||||
return name;
|
||||
|
||||
name = original + L" (" + CStrW::FromUInt(id++) + L")";
|
||||
name = fmt::format(L"{}({})", original, id++);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -27,6 +27,7 @@
|
|||
#include "network/NetServerSession.h"
|
||||
#include "ps/CLogger.h"
|
||||
#include "ps/ConfigDB.h"
|
||||
#include "simulation2/helpers/SimulationCommand.h"
|
||||
#include "simulation2/system/TurnManager.h"
|
||||
|
||||
#include <limits>
|
||||
|
|
@ -50,7 +51,7 @@ CNetServerTurnManager::CNetServerTurnManager(CNetServerWorker& server)
|
|||
m_SavedTurnLengths.push_back(m_TurnLength);
|
||||
}
|
||||
|
||||
void CNetServerTurnManager::NotifyFinishedClientCommands(CNetServerSession& session, u32 turn)
|
||||
void CNetServerTurnManager::NotifyFinishedClientCommands(CNetServerSession& session, turn_id_t turn)
|
||||
{
|
||||
int client = session.GetHostID();
|
||||
|
||||
|
|
@ -105,11 +106,11 @@ void CNetServerTurnManager::CheckClientsReady()
|
|||
msg.m_Turn = m_ReadyTurn;
|
||||
m_NetServer.Multicast(&msg, { NSS_INGAME });
|
||||
|
||||
ENSURE(m_SavedTurnLengths.size() == m_ReadyTurn);
|
||||
ENSURE(std::cmp_equal(m_SavedTurnLengths.size(), m_ReadyTurn));
|
||||
m_SavedTurnLengths.push_back(m_TurnLength);
|
||||
}
|
||||
|
||||
void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& session, u32 turn, const CStr& hash)
|
||||
void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& session, turn_id_t turn, const CStr& hash)
|
||||
{
|
||||
|
||||
int client = session.GetHostID();
|
||||
|
|
@ -138,13 +139,13 @@ void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& sessio
|
|||
m_ClientStateHashes[turn][client] = hash;
|
||||
|
||||
// Find the newest turn which we know all clients have simulated
|
||||
u32 newest = std::numeric_limits<u32>::max();
|
||||
turn_id_t newest = std::numeric_limits<turn_id_t>::max();
|
||||
for (const std::pair<const int, Client>& clientData : m_ClientsData)
|
||||
if (clientData.second.simulatedTurn < newest)
|
||||
newest = clientData.second.simulatedTurn;
|
||||
|
||||
// For every set of state hashes that all clients have simulated, check for OOS
|
||||
for (const std::pair<const u32, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
|
||||
for (const std::pair<const turn_id_t, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
|
||||
{
|
||||
if (clientStateHash.first > newest)
|
||||
break;
|
||||
|
|
@ -187,7 +188,7 @@ void CNetServerTurnManager::NotifyFinishedClientUpdate(CNetServerSession& sessio
|
|||
m_ClientStateHashes.erase(m_ClientStateHashes.begin(), m_ClientStateHashes.lower_bound(newest+1));
|
||||
}
|
||||
|
||||
void CNetServerTurnManager::InitialiseClient(int client, u32 turn, bool observer)
|
||||
void CNetServerTurnManager::InitialiseClient(int client, turn_id_t turn, bool observer)
|
||||
{
|
||||
NETSERVERTURN_LOG("InitialiseClient(client=%d, turn=%d)\n", client, turn);
|
||||
|
||||
|
|
@ -206,7 +207,7 @@ void CNetServerTurnManager::UninitialiseClient(int client)
|
|||
bool checkOOS = m_ClientsData[client].isOOS;
|
||||
m_ClientsData.erase(client);
|
||||
|
||||
for (std::pair<const u32, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
|
||||
for (std::pair<const turn_id_t, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
|
||||
clientStateHash.second.erase(client);
|
||||
|
||||
// Check whether we're ready for the next turn now that we're not
|
||||
|
|
@ -228,8 +229,8 @@ void CNetServerTurnManager::SetTurnLength(u32 msecs)
|
|||
m_TurnLength = msecs;
|
||||
}
|
||||
|
||||
u32 CNetServerTurnManager::GetSavedTurnLength(u32 turn)
|
||||
u32 CNetServerTurnManager::GetSavedTurnLength(turn_id_t turn)
|
||||
{
|
||||
ENSURE(turn <= m_ReadyTurn);
|
||||
return m_SavedTurnLengths.at(turn);
|
||||
return m_SavedTurnLengths.at(static_cast<size_t>(turn));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -21,6 +21,7 @@
|
|||
#include "lib/code_annotation.h"
|
||||
#include "lib/types.h"
|
||||
#include "ps/CStr.h"
|
||||
#include "simulation2/helpers/SimulationCommand.h"
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
|
@ -44,15 +45,15 @@ class CNetServerTurnManager
|
|||
public:
|
||||
CNetServerTurnManager(CNetServerWorker& server);
|
||||
|
||||
void NotifyFinishedClientCommands(CNetServerSession& session, u32 turn);
|
||||
void NotifyFinishedClientCommands(CNetServerSession& session, turn_id_t turn);
|
||||
|
||||
void NotifyFinishedClientUpdate(CNetServerSession& session, u32 turn, const CStr& hash);
|
||||
void NotifyFinishedClientUpdate(CNetServerSession& session, turn_id_t turn, const CStr& hash);
|
||||
|
||||
/**
|
||||
* Inform the turn manager of a new client
|
||||
* @param observer - whether this client is an observer.
|
||||
*/
|
||||
void InitialiseClient(int client, u32 turn, bool observer);
|
||||
void InitialiseClient(int client, turn_id_t turn, bool observer);
|
||||
|
||||
/**
|
||||
* Inform the turn manager that a previously-initialised client has left the game.
|
||||
|
|
@ -65,13 +66,13 @@ public:
|
|||
* Returns the latest turn for which all clients are ready;
|
||||
* they will have already been told to execute this turn.
|
||||
*/
|
||||
u32 GetReadyTurn() { return m_ReadyTurn; }
|
||||
turn_id_t GetReadyTurn() { return m_ReadyTurn; }
|
||||
|
||||
/**
|
||||
* Returns the turn length that was used for the given turn.
|
||||
* Requires turn <= GetReadyTurn().
|
||||
*/
|
||||
u32 GetSavedTurnLength(u32 turn);
|
||||
u32 GetSavedTurnLength(turn_id_t turn);
|
||||
|
||||
private:
|
||||
void CheckClientsReady();
|
||||
|
|
@ -80,9 +81,9 @@ private:
|
|||
{
|
||||
CStrW playerName;
|
||||
// Latest turn for which all commands have been received.
|
||||
u32 readyTurn;
|
||||
turn_id_t readyTurn;
|
||||
// Last known simulated turn.
|
||||
u32 simulatedTurn;
|
||||
turn_id_t simulatedTurn;
|
||||
bool isObserver;
|
||||
bool isOOS = false;
|
||||
};
|
||||
|
|
@ -93,10 +94,10 @@ private:
|
|||
bool m_HasSyncError = false;
|
||||
|
||||
// Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted
|
||||
std::map<u32, std::map<int, std::string>> m_ClientStateHashes;
|
||||
std::map<turn_id_t, std::map<int, std::string>> m_ClientStateHashes;
|
||||
|
||||
/// The latest turn for which we have received all commands from all clients
|
||||
u32 m_ReadyTurn;
|
||||
turn_id_t m_ReadyTurn;
|
||||
|
||||
// Current turn length
|
||||
u32 m_TurnLength;
|
||||
|
|
|
|||
|
|
@ -19,6 +19,7 @@
|
|||
|
||||
#include "NetStats.h"
|
||||
|
||||
#include <fmt/format.h>
|
||||
#include <string>
|
||||
|
||||
enum
|
||||
|
|
@ -77,7 +78,7 @@ const std::vector<ProfileColumn>& CNetStatsTable::GetColumns()
|
|||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
|
||||
for (size_t i = 0; i < m_LatchedData.size(); ++i)
|
||||
m_ColumnDescriptions.push_back(ProfileColumn("Peer "+CStr::FromUInt(i), 80));
|
||||
m_ColumnDescriptions.push_back(ProfileColumn(fmt::format("Peer {}", i), 80));
|
||||
}
|
||||
|
||||
return m_ColumnDescriptions;
|
||||
|
|
@ -95,7 +96,7 @@ CStr CNetStatsTable::GetCellText(size_t row, size_t col)
|
|||
#define ROW(id, title, member) \
|
||||
case id: \
|
||||
if (col == 0) return title; \
|
||||
if (m_Peer) return CStr::FromUInt(m_Peer->member); \
|
||||
if (m_Peer) return std::to_string(m_Peer->member); \
|
||||
return "???"
|
||||
|
||||
switch(row)
|
||||
|
|
@ -129,7 +130,7 @@ void CNetStatsTable::LatchHostState(const ENetHost& host)
|
|||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
|
||||
#define ROW(id, title, member) \
|
||||
m_LatchedData[i].push_back(CStr::FromUInt(host.peers[i].member));
|
||||
m_LatchedData[i].push_back(std::to_string(host.peers[i].member));
|
||||
|
||||
m_LatchedData.clear();
|
||||
m_LatchedData.resize(host.peerCount);
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -25,7 +25,7 @@
|
|||
|
||||
static inline CStr NetMessageStringConvert(u32 arg)
|
||||
{
|
||||
return CStr::FromUInt(arg);
|
||||
return std::to_string(arg);
|
||||
}
|
||||
|
||||
static inline CStr NetMessageStringConvert(const CStr8& arg)
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2021 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -202,27 +202,6 @@ CStr CStr::Repeat(const CStr& str, size_t reps)
|
|||
|
||||
// Construction from numbers:
|
||||
|
||||
CStr CStr::FromInt(int n)
|
||||
{
|
||||
tstringstream<StrBase> ss;
|
||||
ss << n;
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
CStr CStr::FromUInt(unsigned int n)
|
||||
{
|
||||
tstringstream<StrBase> ss;
|
||||
ss << n;
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
CStr CStr::FromInt64(i64 n)
|
||||
{
|
||||
tstringstream<StrBase> ss;
|
||||
ss << n;
|
||||
return ss.str();
|
||||
}
|
||||
|
||||
CStr CStr::FromDouble(double n)
|
||||
{
|
||||
tstringstream<StrBase> ss;
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -95,9 +95,6 @@ public:
|
|||
|
||||
// Conversions:
|
||||
|
||||
static CStr FromInt(int n);
|
||||
static CStr FromUInt(unsigned int n);
|
||||
static CStr FromInt64(i64 n);
|
||||
static CStr FromDouble(double n);
|
||||
|
||||
/**
|
||||
|
|
|
|||
|
|
@ -90,7 +90,6 @@ CGame::CGame(bool replayLog, const SimulationDebugOptions debugOptions):
|
|||
m_SimRate(1.0f),
|
||||
m_PlayerID(-1),
|
||||
m_ViewedPlayerID(-1),
|
||||
m_IsSavedGame(false),
|
||||
m_IsVisualReplay(false),
|
||||
m_ReplayStream(NULL)
|
||||
{
|
||||
|
|
@ -224,7 +223,7 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
|
|||
const Script::Interface& scriptInterface = m_Simulation2->GetScriptInterface();
|
||||
Script::Request rq(scriptInterface);
|
||||
|
||||
m_IsSavedGame = !savedState.empty();
|
||||
const bool isSavedGame{!savedState.empty()};
|
||||
|
||||
m_Simulation2->SetInitAttributes(attribs);
|
||||
|
||||
|
|
@ -285,7 +284,7 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
|
|||
co_return g_Renderer.GetSceneRenderer().GetWaterManager().LoadWaterTextures();
|
||||
}, L"LoadWaterTextures", 80);
|
||||
|
||||
if (m_IsSavedGame)
|
||||
if (isSavedGame)
|
||||
PS::Loader::Register(std::bind_front(
|
||||
[](CGame* game, const std::string& state) -> PS::Loader::Task
|
||||
{
|
||||
|
|
@ -298,13 +297,32 @@ void CGame::RegisterInit(const JS::HandleValue attribs, const std::string& saved
|
|||
co_return game->LoadVisualReplayData();
|
||||
}, this), L"Loading visual replay data", 1000);
|
||||
|
||||
// Call the script function InitGame only for new games, not saved games
|
||||
if (!isSavedGame)
|
||||
{
|
||||
// Perform some simulation initializations (replace skirmish entities, explore territories, etc.)
|
||||
// that needs to be done before setting up the AI and shouldn't be done in Atlas
|
||||
if (!g_AtlasGameLoop->running)
|
||||
{
|
||||
PS::Loader::Register(std::bind_front([](CGame* game) -> PS::Loader::Task
|
||||
{
|
||||
game->m_Simulation2->PreInitGame();
|
||||
co_return 0;
|
||||
}, this), L"PreInitGame", 5000);
|
||||
}
|
||||
|
||||
PS::Loader::Register(std::bind_front([](CGame* game) -> PS::Loader::Task
|
||||
{
|
||||
game->m_Simulation2->InitGame();
|
||||
co_return 0;
|
||||
}, this), L"InitGame", 4000);
|
||||
}
|
||||
|
||||
PS::Loader::EndRegistering();
|
||||
}
|
||||
|
||||
int CGame::LoadInitialState(const std::string& savedState)
|
||||
{
|
||||
ENSURE(m_IsSavedGame);
|
||||
|
||||
std::stringstream stream(savedState);
|
||||
|
||||
bool ok = m_Simulation2->DeserializeState(stream);
|
||||
|
|
@ -324,17 +342,6 @@ int CGame::LoadInitialState(const std::string& savedState)
|
|||
**/
|
||||
PSRETURN CGame::ReallyStartGame()
|
||||
{
|
||||
// Call the script function InitGame only for new games, not saved games
|
||||
if (!m_IsSavedGame)
|
||||
{
|
||||
// Perform some simulation initializations (replace skirmish entities, explore territories, etc.)
|
||||
// that needs to be done before setting up the AI and shouldn't be done in Atlas
|
||||
if (!g_AtlasGameLoop->running)
|
||||
m_Simulation2->PreInitGame();
|
||||
|
||||
m_Simulation2->InitGame();
|
||||
}
|
||||
|
||||
// We need to do an initial Interpolate call to set up all the models etc,
|
||||
// because Update might never interpolate (e.g. if the game starts paused)
|
||||
// and we could end up rendering before having set up any models (so they'd
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -226,7 +226,6 @@ private:
|
|||
std::vector<CColor> m_PlayerColors;
|
||||
|
||||
int LoadInitialState(const std::string& savedState);
|
||||
bool m_IsSavedGame; // true if loading a saved game; false for a new game
|
||||
|
||||
bool m_CheatsEnabled;
|
||||
|
||||
|
|
|
|||
|
|
@ -826,7 +826,7 @@ bool Autostart(const CmdLineArgs& args)
|
|||
Script::GetPropertyInt(rq, pageData, 1, &pageArgs);
|
||||
Script::StructuredClone clonedpageArgs{Script::WriteStructuredClone(rq, pageArgs)};
|
||||
|
||||
g_GUI->OpenChildPage(pageName, std::move(clonedpageArgs));
|
||||
g_GUI->SwitchPage(pageName, &scriptInterface, pageArgs);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -27,6 +27,7 @@
|
|||
#include <SDL_keycode.h>
|
||||
#include <algorithm>
|
||||
#include <cstring>
|
||||
#include <fmt/format.h>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <utility>
|
||||
|
|
@ -122,7 +123,7 @@ CStr FindScancodeName(SDL_Scancode scancode)
|
|||
const char* name = SDL_GetScancodeName(scancode);
|
||||
// Some scancodes have no name, but we must have something to save/load/recognize it, so parse it as SYM_XX
|
||||
if (strlen(name) == 0)
|
||||
return CStr("SYM_") + CStr::FromInt(scancode);
|
||||
return fmt::format("SYM_{}", static_cast<int>(scancode));
|
||||
return name;
|
||||
}
|
||||
|
||||
|
|
@ -221,7 +222,7 @@ CStr FindKeyName(SDL_Scancode scancode)
|
|||
return name;
|
||||
|
||||
// Else, show something regardless, so the player knows it's at least recognized.
|
||||
return CStr("SYM_") + CStr::FromInt(scancode);
|
||||
return fmt::format("SYM_{}", static_cast<int>(scancode));
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -517,7 +517,7 @@ void rewriteBuffer(u8* buffer, u32& bufferSize)
|
|||
std::string basic = attrib;
|
||||
std::map<std::string, double>::iterator time_attrib = time_per_attribute.find(attrib);
|
||||
if (time_attrib != time_per_attribute.end())
|
||||
basic += " " + CStr::FromInt(1000000*time_attrib->second) + "us";
|
||||
basic = fmt::format("{} {}us", basic, 1000000 * time_attrib->second);
|
||||
|
||||
u32 length = static_cast<u32>(basic.size());
|
||||
memcpy(buffer + writePos, &length, sizeof(length));
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -44,6 +44,7 @@
|
|||
#include <cstring>
|
||||
#include <ctime>
|
||||
#include <deque>
|
||||
#include <fmt/format.h>
|
||||
#include <fstream>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
|
|
@ -337,7 +338,7 @@ private:
|
|||
{
|
||||
long code = -1;
|
||||
curl_easy_getinfo(m_Curl, CURLINFO_RESPONSE_CODE, &code);
|
||||
SetStatus("completed:" + CStr::FromInt(code));
|
||||
SetStatus(fmt::format("completed:{}", code));
|
||||
|
||||
// Check for success code
|
||||
if (code == 200)
|
||||
|
|
@ -360,7 +361,7 @@ private:
|
|||
if (errorString.empty())
|
||||
errorString = curl_easy_strerror(err);
|
||||
|
||||
SetStatus("failed:" + CStr::FromInt(err) + ":" + errorString);
|
||||
SetStatus(fmt::format("failed:{}:{}", static_cast<int>(err), errorString));
|
||||
}
|
||||
|
||||
// We got an unhandled return code or a connection failure;
|
||||
|
|
@ -385,12 +386,12 @@ private:
|
|||
r += "user_id=";
|
||||
AppendEscaped(r, m_UserID);
|
||||
|
||||
r += "&time=" + CStr::FromInt64(report.m_Time);
|
||||
r = fmt::format("{}&time={}", std::move(r), report.m_Time);
|
||||
|
||||
r += "&type=";
|
||||
AppendEscaped(r, report.m_Type);
|
||||
|
||||
r += "&version=" + CStr::FromInt(report.m_Version);
|
||||
r = fmt::format("{}&version={}", std::move(r), report.m_Version);
|
||||
|
||||
r += "&data=";
|
||||
AppendEscaped(r, report.m_Data);
|
||||
|
|
@ -529,7 +530,7 @@ bool CUserReporter::IsReportingEnabled()
|
|||
|
||||
void CUserReporter::SetReportingEnabled(bool enabled)
|
||||
{
|
||||
CStr val = CStr::FromInt(enabled ? REPORTER_VERSION : 0);
|
||||
const std::string val{std::to_string(enabled ? REPORTER_VERSION : 0)};
|
||||
g_ConfigDB.SetValueString(CFG_USER, "userreport.enabledversion", val);
|
||||
g_ConfigDB.WriteValueToFile(CFG_USER, "userreport.enabledversion", val);
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -33,7 +33,7 @@ namespace Renderer::Backend { class IDeviceCommandContext; }
|
|||
* This computes and binds per-vertex data; the modifier is responsible
|
||||
* for setting any shader uniforms etc.
|
||||
*/
|
||||
class CPUSkinnedModelVertexRenderer : public ModelVertexRenderer
|
||||
class CPUSkinnedModelVertexRenderer final : public ModelVertexRenderer
|
||||
{
|
||||
public:
|
||||
CPUSkinnedModelVertexRenderer();
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -34,7 +34,7 @@ namespace Renderer::Backend { class IShaderProgram; }
|
|||
* This computes and binds per-vertex data; the modifier is responsible
|
||||
* for setting any shader uniforms etc.
|
||||
*/
|
||||
class GPUSkinnedModelModelRenderer : public ModelVertexRenderer
|
||||
class GPUSkinnedModelModelRenderer final : public ModelVertexRenderer
|
||||
{
|
||||
public:
|
||||
GPUSkinnedModelModelRenderer();
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ struct InstancingModelRendererInternals;
|
|||
* This computes and binds per-vertex data; the modifier is responsible
|
||||
* for setting any shader uniforms etc (including the instancing transform).
|
||||
*/
|
||||
class InstancingModelRenderer : public ModelVertexRenderer
|
||||
class InstancingModelRenderer final : public ModelVertexRenderer
|
||||
{
|
||||
public:
|
||||
InstancingModelRenderer();
|
||||
|
|
|
|||
|
|
@ -102,15 +102,11 @@ CMaterial::Pass GetMaterialPassFromCullGroup(const int cullGroup, const ERenderM
|
|||
|
||||
}
|
||||
|
||||
void ModelRenderer::Init()
|
||||
{
|
||||
}
|
||||
|
||||
// Helper function to copy object-space position and normal vectors into arrays.
|
||||
// static
|
||||
void ModelRenderer::CopyPositionAndNormals(
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal)
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal)
|
||||
{
|
||||
size_t numVertices = mdef->GetNumVertices();
|
||||
SModelVertex* vertices = mdef->GetVertices();
|
||||
|
|
@ -122,11 +118,11 @@ void ModelRenderer::CopyPositionAndNormals(
|
|||
}
|
||||
}
|
||||
|
||||
// Helper function to transform position and normal vectors into world-space.
|
||||
// static
|
||||
void ModelRenderer::BuildPositionAndNormals(
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal)
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal)
|
||||
{
|
||||
CModelDefPtr mdef = model->GetModelDef();
|
||||
size_t numVertices = mdef->GetNumVertices();
|
||||
|
|
@ -160,43 +156,16 @@ void ModelRenderer::BuildPositionAndNormals(
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// Helper function for lighting
|
||||
void ModelRenderer::BuildColor4ub(
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Normal,
|
||||
const VertexArrayIterator<SColor4ub>& Color)
|
||||
{
|
||||
PROFILE("lighting vertices");
|
||||
|
||||
CModelDefPtr mdef = model->GetModelDef();
|
||||
size_t numVertices = mdef->GetNumVertices();
|
||||
const CLightEnv& lightEnv = g_Renderer.GetSceneRenderer().GetLightEnv();
|
||||
CColor shadingColor = model->GetShadingColor();
|
||||
|
||||
for (size_t j = 0; j < numVertices; ++j)
|
||||
{
|
||||
RGBColor tempcolor = lightEnv.EvaluateUnitScaled(Normal[j]);
|
||||
tempcolor.X *= shadingColor.r;
|
||||
tempcolor.Y *= shadingColor.g;
|
||||
tempcolor.Z *= shadingColor.b;
|
||||
Color[j] = ConvertRGBColorTo4ub(tempcolor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// static
|
||||
void ModelRenderer::GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning)
|
||||
{
|
||||
MikkTSpace ms(mdef, newVertices, gpuSkinning);
|
||||
ms.Generate();
|
||||
}
|
||||
|
||||
|
||||
// Copy UV coordinates
|
||||
// static
|
||||
void ModelRenderer::BuildUV(
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<float[2]>& UV,
|
||||
int UVset)
|
||||
const CModelDefPtr& mdef, const VertexArrayIterator<float[2]>& UV, int UVset)
|
||||
{
|
||||
const size_t numVertices = mdef->GetNumVertices();
|
||||
const size_t numberOfUVPerVertex = mdef->GetNumUVsPerVertex();
|
||||
|
|
@ -209,11 +178,9 @@ void ModelRenderer::BuildUV(
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// Build default indices array.
|
||||
// static
|
||||
void ModelRenderer::BuildIndices(
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<u16>& Indices)
|
||||
const CModelDefPtr& mdef, const VertexArrayIterator<u16>& Indices)
|
||||
{
|
||||
size_t idxidx = 0;
|
||||
SModelFace* faces = mdef->GetFaces();
|
||||
|
|
@ -227,105 +194,6 @@ void ModelRenderer::BuildIndices(
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ShaderModelRenderer implementation
|
||||
|
||||
|
||||
/**
|
||||
* Internal data of the ShaderModelRenderer.
|
||||
*
|
||||
* Separated into the source file to increase implementation hiding (and to
|
||||
* avoid some causes of recompiles).
|
||||
*/
|
||||
struct ShaderModelRenderer::ShaderModelRendererInternals
|
||||
{
|
||||
ShaderModelRendererInternals(ShaderModelRenderer* r) : m_Renderer(r) { }
|
||||
|
||||
/// Back-link to "our" renderer
|
||||
ShaderModelRenderer* m_Renderer;
|
||||
|
||||
/// ModelVertexRenderer used for vertex transformations
|
||||
ModelVertexRendererPtr vertexRenderer;
|
||||
|
||||
/// List of submitted models for rendering in this frame
|
||||
std::vector<CModel*> submissions[CSceneRenderer::CULL_MAX];
|
||||
};
|
||||
|
||||
|
||||
// Construction/Destruction
|
||||
ShaderModelRenderer::ShaderModelRenderer(ModelVertexRendererPtr vertexrenderer)
|
||||
{
|
||||
m = new ShaderModelRendererInternals(this);
|
||||
m->vertexRenderer = vertexrenderer;
|
||||
}
|
||||
|
||||
ShaderModelRenderer::~ShaderModelRenderer()
|
||||
{
|
||||
delete m;
|
||||
}
|
||||
|
||||
// Submit one model.
|
||||
void ShaderModelRenderer::Submit(int cullGroup, CModel* model)
|
||||
{
|
||||
CModelRData* rdata = (CModelRData*)model->GetRenderData();
|
||||
|
||||
// Ensure model data is valid
|
||||
const void* key = m->vertexRenderer.get();
|
||||
if (!rdata || rdata->GetKey() != key)
|
||||
{
|
||||
model->InvalidatePosition();
|
||||
rdata = m->vertexRenderer->CreateModelData(key, model);
|
||||
model->SetRenderData(rdata);
|
||||
model->SetDirty(~0u);
|
||||
}
|
||||
|
||||
m->submissions[cullGroup].push_back(model);
|
||||
}
|
||||
|
||||
|
||||
// Call update for all submitted models and enter the rendering phase
|
||||
void ShaderModelRenderer::PrepareModels(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
||||
{
|
||||
for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||
{
|
||||
for (CModel* model : m->submissions[cullGroup])
|
||||
{
|
||||
model->ValidatePosition();
|
||||
|
||||
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
||||
ENSURE(rdata->GetKey() == m->vertexRenderer.get());
|
||||
}
|
||||
|
||||
m->vertexRenderer->UpdateModelsData(deviceCommandContext, m->submissions[cullGroup]);
|
||||
|
||||
for (CModel* model : m->submissions[cullGroup])
|
||||
{
|
||||
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
||||
rdata->m_UpdateFlags = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderModelRenderer::UploadModels(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
||||
{
|
||||
for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||
{
|
||||
m->vertexRenderer->UploadModelsData(deviceCommandContext, m->submissions[cullGroup]);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear the submissions list
|
||||
void ShaderModelRenderer::EndFrame()
|
||||
{
|
||||
for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||
m->submissions[cullGroup].clear();
|
||||
}
|
||||
|
||||
|
||||
// Helper structs for ShaderModelRenderer::Render():
|
||||
|
||||
struct SMRSortByDistItem
|
||||
|
|
@ -413,12 +281,12 @@ struct SMRCompareTechBucket
|
|||
}
|
||||
};
|
||||
|
||||
void ShaderModelRenderer::Render(
|
||||
void ModelRenderer::Render(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||
const RenderModifierPtr& modifier, const CShaderDefines& context,
|
||||
int cullGroup, int flags, const ERenderMode renderMode)
|
||||
ModelVertexRenderer& modelVertexRenderer, RenderModifier& modifier, const CShaderDefines& context,
|
||||
int cullGroup, int flags, const ERenderMode renderMode, std::span<CModel*> submissions)
|
||||
{
|
||||
if (m->submissions[cullGroup].empty())
|
||||
if (submissions.empty())
|
||||
return;
|
||||
|
||||
CMatrix3D worldToCam;
|
||||
|
|
@ -429,7 +297,7 @@ void ShaderModelRenderer::Render(
|
|||
/*
|
||||
* Rendering approach:
|
||||
*
|
||||
* m->submissions contains the list of CModels to render.
|
||||
* submissions contains the list of CModels to render.
|
||||
*
|
||||
* The data we need to render a model is:
|
||||
* - CShaderTechnique
|
||||
|
|
@ -497,10 +365,9 @@ void ShaderModelRenderer::Render(
|
|||
{
|
||||
PROFILE3("bucketing by material");
|
||||
|
||||
for (size_t i = 0; i < m->submissions[cullGroup].size(); ++i)
|
||||
for (CModel* model : submissions)
|
||||
{
|
||||
CModel* model = m->submissions[cullGroup][i];
|
||||
const CMaterial material{model->GetMaterial()};
|
||||
const CMaterial& material{model->GetMaterial()};
|
||||
const CShaderDefines& defines{material.GetShaderDefines()};
|
||||
const CStrIntern shaderEffect{material.GetShaderEffect(materialPass)};
|
||||
SMRMaterialBucketKey key(shaderEffect, defines);
|
||||
|
|
@ -683,7 +550,7 @@ void ShaderModelRenderer::Render(
|
|||
|
||||
Renderer::Backend::IShaderProgram* shader = currentTech->GetShader(pass);
|
||||
|
||||
modifier->BeginPass(deviceCommandContext, shader);
|
||||
modifier.BeginPass(deviceCommandContext, shader);
|
||||
|
||||
// TODO: Use a more generic approach to handle bound queries.
|
||||
bool boundTime = false;
|
||||
|
|
@ -753,7 +620,7 @@ void ShaderModelRenderer::Render(
|
|||
if (newModeldef != currentModeldef)
|
||||
{
|
||||
currentModeldef = newModeldef;
|
||||
m->vertexRenderer->PrepareModelDef(deviceCommandContext, *currentModeldef);
|
||||
modelVertexRenderer.PrepareModelDef(deviceCommandContext, *currentModeldef);
|
||||
}
|
||||
|
||||
// Bind all uniforms when any change
|
||||
|
|
@ -813,12 +680,12 @@ void ShaderModelRenderer::Render(
|
|||
}
|
||||
}
|
||||
|
||||
modifier->PrepareModel(deviceCommandContext, model);
|
||||
modifier.PrepareModel(deviceCommandContext, model);
|
||||
|
||||
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
||||
ENSURE(rdata->GetKey() == m->vertexRenderer.get());
|
||||
ENSURE(rdata->GetKey() == &modelVertexRenderer);
|
||||
|
||||
m->vertexRenderer->RenderModel(deviceCommandContext, shader, model, rdata);
|
||||
modelVertexRenderer.RenderModel(deviceCommandContext, shader, model, rdata);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -30,6 +30,7 @@
|
|||
#include "lib/types.h"
|
||||
|
||||
#include <memory>
|
||||
#include <span>
|
||||
#include <vector>
|
||||
|
||||
class CModel;
|
||||
|
|
@ -39,17 +40,8 @@ namespace Renderer::Backend { class IDeviceCommandContext; }
|
|||
struct SColor4ub;
|
||||
template <typename T> class VertexArrayIterator;
|
||||
|
||||
class RenderModifier;
|
||||
typedef std::shared_ptr<RenderModifier> RenderModifierPtr;
|
||||
|
||||
class LitRenderModifier;
|
||||
typedef std::shared_ptr<LitRenderModifier> LitRenderModifierPtr;
|
||||
|
||||
class ModelVertexRenderer;
|
||||
typedef std::shared_ptr<ModelVertexRenderer> ModelVertexRendererPtr;
|
||||
|
||||
class ModelRenderer;
|
||||
typedef std::shared_ptr<ModelRenderer> ModelRendererPtr;
|
||||
class RenderModifier;
|
||||
|
||||
/**
|
||||
* Class CModelRData: Render data that is maintained per CModel.
|
||||
|
|
@ -83,25 +75,12 @@ private:
|
|||
|
||||
|
||||
/**
|
||||
* Class ModelRenderer: Abstract base class for all model renders.
|
||||
* ModelRenderer renders a per-frame list of models. It loads the appropriate
|
||||
* shaders for rendering each model, and that batches by shader technique (and
|
||||
* by mesh and texture).
|
||||
*
|
||||
* A ModelRenderer manages a per-frame list of models.
|
||||
*
|
||||
* It is supposed to be derived in order to create new ways in which
|
||||
* the per-frame list of models can be managed (for batching, for
|
||||
* transparent rendering, etc.) or potentially for rarely used special
|
||||
* effects.
|
||||
*
|
||||
* A typical ModelRenderer will delegate vertex transformation/setup
|
||||
* to a ModelVertexRenderer.
|
||||
* It will delegate fragment stage setup to a RenderModifier.
|
||||
*
|
||||
* For most purposes, you should use a BatchModelRenderer with
|
||||
* specialized ModelVertexRenderer and RenderModifier implementations.
|
||||
*
|
||||
* It is suggested that a derived class implement the provided generic
|
||||
* Render function, however in some cases it may be necessary to supply
|
||||
* a Render function with a different prototype.
|
||||
* ModelRenderer delegates vertex transformation/setup to a
|
||||
* ModelVertexRenderer. It delegates fragment stage setup to a RenderModifier.
|
||||
*
|
||||
* ModelRenderer also contains a number of static helper functions
|
||||
* for building vertex arrays.
|
||||
|
|
@ -109,61 +88,10 @@ private:
|
|||
class ModelRenderer
|
||||
{
|
||||
public:
|
||||
ModelRenderer() { }
|
||||
virtual ~ModelRenderer() { }
|
||||
|
||||
/**
|
||||
* Initialise global settings.
|
||||
* Should be called before using the class.
|
||||
*/
|
||||
static void Init();
|
||||
|
||||
/**
|
||||
* Submit: Submit a model for rendering this frame.
|
||||
*
|
||||
* preconditions : The model must not have been submitted to any
|
||||
* ModelRenderer in this frame. Submit may only be called
|
||||
* after EndFrame and before PrepareModels.
|
||||
*
|
||||
* @param model The model that will be added to the list of models
|
||||
* submitted this frame.
|
||||
*/
|
||||
virtual void Submit(int cullGroup, CModel* model) = 0;
|
||||
|
||||
/**
|
||||
* PrepareModels: Calculate renderer data for all previously
|
||||
* submitted models.
|
||||
*
|
||||
* Must be called before any rendering calls and after all models
|
||||
* for this frame have been submitted.
|
||||
*/
|
||||
virtual void PrepareModels(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) = 0;
|
||||
|
||||
/**
|
||||
* Upload renderer data for all previously submitted models to backend.
|
||||
*
|
||||
* Must be called before any rendering calls and after all models
|
||||
* for this frame have been prepared.
|
||||
*/
|
||||
virtual void UploadModels(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) = 0;
|
||||
|
||||
/**
|
||||
* EndFrame: Remove all models from the list of submitted
|
||||
* models.
|
||||
*/
|
||||
virtual void EndFrame() = 0;
|
||||
|
||||
/**
|
||||
* Render: Render submitted models, using the given RenderModifier to setup
|
||||
* the fragment stage.
|
||||
*
|
||||
* @note It is suggested that derived model renderers implement and use
|
||||
* this Render functions. However, a highly specialized model renderer
|
||||
* may need to "disable" this function and provide its own Render function
|
||||
* with a different prototype.
|
||||
*
|
||||
* preconditions : PrepareModels must be called after all models have been
|
||||
* submitted and before calling Render.
|
||||
*
|
||||
|
|
@ -172,10 +100,10 @@ public:
|
|||
* If flags is non-zero, only models that contain flags in their
|
||||
* CModel::GetFlags() are rendered.
|
||||
*/
|
||||
virtual void Render(
|
||||
void Render(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||
const RenderModifierPtr& modifier, const CShaderDefines& context,
|
||||
int cullGroup, int flags, const ERenderMode renderMode) = 0;
|
||||
ModelVertexRenderer& modelVertexRenderer, RenderModifier& modifier, const CShaderDefines& context,
|
||||
int cullGroup, int flags, const ERenderMode renderMode, std::span<CModel*> submissions);
|
||||
|
||||
/**
|
||||
* CopyPositionAndNormals: Copy unanimated object-space vertices and
|
||||
|
|
@ -190,9 +118,9 @@ public:
|
|||
* The array behind the iterator must be as large as the Position array.
|
||||
*/
|
||||
static void CopyPositionAndNormals(
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal);
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal);
|
||||
|
||||
/**
|
||||
* BuildPositionAndNormals: Build animated vertices and normals,
|
||||
|
|
@ -209,25 +137,9 @@ public:
|
|||
* the Position array.
|
||||
*/
|
||||
static void BuildPositionAndNormals(
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal);
|
||||
|
||||
/**
|
||||
* BuildColor4ub: Build lighting colors for the given model,
|
||||
* based on previously calculated world space normals.
|
||||
*
|
||||
* @param model The model that is to be lit.
|
||||
* @param Normal Array of the model's normal vectors, animated and
|
||||
* transformed into world space.
|
||||
* @param Color Points to the array that will receive the lit vertex color.
|
||||
* The array behind the iterator must large enough to hold
|
||||
* model->GetModelDef()->GetNumVertices() vertices.
|
||||
*/
|
||||
static void BuildColor4ub(
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Normal,
|
||||
const VertexArrayIterator<SColor4ub>& Color);
|
||||
CModel* model,
|
||||
const VertexArrayIterator<CVector3D>& Position,
|
||||
const VertexArrayIterator<CVector3D>& Normal);
|
||||
|
||||
/**
|
||||
* BuildUV: Copy UV coordinates into the given vertex array.
|
||||
|
|
@ -238,9 +150,9 @@ public:
|
|||
* mdef->GetNumVertices() vertices.
|
||||
*/
|
||||
static void BuildUV(
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<float[2]>& UV,
|
||||
int UVset);
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<float[2]>& UV,
|
||||
int UVset);
|
||||
|
||||
/**
|
||||
* BuildIndices: Create the indices array for the given CModelDef.
|
||||
|
|
@ -250,8 +162,7 @@ public:
|
|||
* mdef->GetNumFaces()*3 elements.
|
||||
*/
|
||||
static void BuildIndices(
|
||||
const CModelDefPtr& mdef,
|
||||
const VertexArrayIterator<u16>& Indices);
|
||||
const CModelDefPtr& mdef, const VertexArrayIterator<u16>& Indices);
|
||||
|
||||
/**
|
||||
* GenTangents: Generate tangents for the given CModelDef.
|
||||
|
|
@ -263,33 +174,4 @@ public:
|
|||
static void GenTangents(const CModelDefPtr& mdef, std::vector<float>& newVertices, bool gpuSkinning);
|
||||
};
|
||||
|
||||
/**
|
||||
* Implementation of ModelRenderer that loads the appropriate shaders for
|
||||
* rendering each model, and that batches by shader technique (and by mesh and texture).
|
||||
*/
|
||||
class ShaderModelRenderer : public ModelRenderer
|
||||
{
|
||||
friend struct ShaderModelRendererInternals;
|
||||
|
||||
public:
|
||||
ShaderModelRenderer(ModelVertexRendererPtr vertexrender);
|
||||
~ShaderModelRenderer() override;
|
||||
|
||||
// Batching implementations
|
||||
void Submit(int cullGroup, CModel* model) override;
|
||||
void PrepareModels(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) override;
|
||||
void UploadModels(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) override;
|
||||
void EndFrame() override;
|
||||
void Render(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||
const RenderModifierPtr& modifier, const CShaderDefines& context,
|
||||
int cullGroup, int flags, const ERenderMode renderMode) override;
|
||||
|
||||
private:
|
||||
struct ShaderModelRendererInternals;
|
||||
ShaderModelRendererInternals* m;
|
||||
};
|
||||
|
||||
#endif // INCLUDED_MODELRENDERER
|
||||
|
|
|
|||
|
|
@ -62,7 +62,6 @@
|
|||
#include "ps/VideoMode.h"
|
||||
#include "ps/World.h"
|
||||
#include "renderer/DebugRenderer.h"
|
||||
#include "renderer/ModelRenderer.h"
|
||||
#include "renderer/PostprocManager.h"
|
||||
#include "renderer/RenderingOptions.h"
|
||||
#include "renderer/SceneRenderer.h"
|
||||
|
|
@ -456,7 +455,6 @@ CRenderer::CRenderer(Renderer::Backend::IDevice* device)
|
|||
|
||||
ModelDefActivateFastImpl();
|
||||
ColorActivateFastImpl();
|
||||
ModelRenderer::Init();
|
||||
}
|
||||
|
||||
CRenderer::~CRenderer()
|
||||
|
|
|
|||
|
|
@ -212,17 +212,17 @@ void CRenderingOptions::ReadConfigAndSetupHooks()
|
|||
m_ConfigHooks->Setup("silhouettes", m_Silhouettes);
|
||||
|
||||
m_ConfigHooks->Setup("gpuskinning", [this]() {
|
||||
const Renderer::Backend::IDevice::Capabilities& capabilities{
|
||||
g_VideoMode.GetBackendDevice()->GetCapabilities()};
|
||||
if (!g_ConfigDB.Get("gpuskinning", false))
|
||||
return;
|
||||
|
||||
if (capabilities.computeShaders && capabilities.storage)
|
||||
m_GPUSkinning = true;
|
||||
else
|
||||
if (g_ConfigDB.Get("gpuskinning", false))
|
||||
{
|
||||
m_GPUSkinning = false;
|
||||
LOGMESSAGE("GPU skinning isn't supported on the current hardware.");
|
||||
const Renderer::Backend::IDevice::Capabilities& capabilities{
|
||||
g_VideoMode.GetBackendDevice()->GetCapabilities()};
|
||||
if (capabilities.computeShaders && capabilities.storage)
|
||||
m_GPUSkinning = true;
|
||||
else
|
||||
{
|
||||
m_GPUSkinning = false;
|
||||
LOGMESSAGE("GPU skinning isn't supported on the current hardware.");
|
||||
}
|
||||
}
|
||||
|
||||
if (CRenderer::IsInitialised())
|
||||
|
|
|
|||
|
|
@ -68,6 +68,7 @@
|
|||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <optional>
|
||||
|
||||
struct SScreenRect
|
||||
{
|
||||
|
|
@ -115,78 +116,192 @@ public:
|
|||
|
||||
SilhouetteRenderer silhouetteRenderer;
|
||||
|
||||
/// Various model renderers
|
||||
// Various model renderers
|
||||
struct Models
|
||||
{
|
||||
// NOTE: The current renderer design (with ModelRenderer, ModelVertexRenderer,
|
||||
// RenderModifier, etc) is mostly a relic of an older design that implemented
|
||||
// the different materials and rendering modes through extensive subclassing
|
||||
// and hooking objects together in various combinations.
|
||||
// The new design uses the CShaderManager API to abstract away the details
|
||||
// of rendering, and uses a data-driven approach to materials, so there are
|
||||
// now a small number of generic subclasses instead of many specialised subclasses,
|
||||
// but most of the old infrastructure hasn't been refactored out yet and leads to
|
||||
// some unwanted complexity.
|
||||
|
||||
// Submitted models are split on two axes:
|
||||
// - Normal vs Transp[arent] - alpha-blended models are stored in a separate
|
||||
// - Opaque vs Transparent - alpha-blended models are stored in a separate
|
||||
// list so we can draw them above/below the alpha-blended water plane correctly
|
||||
// - Skinned vs Unskinned - with hardware lighting we don't need to
|
||||
// duplicate mesh data per model instance (except for skinned models),
|
||||
// so non-skinned models get different ModelVertexRenderers
|
||||
// - Skinned vs Unskinned - we don't need to duplicate mesh data per
|
||||
// model instance (except for skinned models), so non-skinned models
|
||||
// get different ModelVertexRenderers
|
||||
|
||||
ModelRendererPtr NormalSkinned;
|
||||
ModelRendererPtr NormalUnskinned; // == NormalSkinned if unskinned shader instancing not supported
|
||||
ModelRendererPtr TranspSkinned;
|
||||
ModelRendererPtr TranspUnskinned; // == TranspSkinned if unskinned shader instancing not supported
|
||||
struct Submissions
|
||||
{
|
||||
std::vector<CModel*> submissions[CSceneRenderer::CULL_MAX];
|
||||
};
|
||||
|
||||
ModelVertexRendererPtr VertexRendererShader;
|
||||
ModelVertexRendererPtr VertexInstancingShader;
|
||||
ModelVertexRendererPtr VertexGPUSkinningShader;
|
||||
// Unskinned submissions should be prepared and rendered with
|
||||
// VertexInstancingShader. Skinned - with Vertex*SkinningShader
|
||||
// depending on whether GPU skinning is enabled.
|
||||
Submissions OpaqueSkinned;
|
||||
Submissions OpaqueUnskinned;
|
||||
Submissions TransparentSkinned;
|
||||
Submissions TransparentUnskinned;
|
||||
|
||||
LitRenderModifierPtr ModShader;
|
||||
ModelRenderer modelRenderer;
|
||||
|
||||
InstancingModelRenderer VertexInstancingShader;
|
||||
CPUSkinnedModelVertexRenderer VertexCPUSkinningShader;
|
||||
// We can't create GPU skinning renderer for renderer devices without
|
||||
// its support.
|
||||
std::optional<GPUSkinnedModelModelRenderer> VertexGPUSkinningShader;
|
||||
|
||||
ShaderRenderModifier ModShader;
|
||||
|
||||
bool GPUSkinningEnabled{false};
|
||||
} Model;
|
||||
|
||||
CShaderDefines globalContext;
|
||||
|
||||
/**
|
||||
* Upload renderer data for all previously submitted models to backend.
|
||||
*
|
||||
* Must be called before any rendering calls and after all models
|
||||
* for this frame have been prepared.
|
||||
*/
|
||||
void UploadModels(Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
||||
{
|
||||
PROFILE3("upload models");
|
||||
|
||||
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||
Model.GPUSkinningEnabled
|
||||
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||
|
||||
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||
{
|
||||
modelVertexSkinningRenderer.UploadModelsData(deviceCommandContext, Model.OpaqueSkinned.submissions[cullGroup]);
|
||||
modelVertexSkinningRenderer.UploadModelsData(deviceCommandContext, Model.TransparentSkinned.submissions[cullGroup]);
|
||||
}
|
||||
|
||||
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||
{
|
||||
Model.VertexInstancingShader.UploadModelsData(deviceCommandContext, Model.OpaqueUnskinned.submissions[cullGroup]);
|
||||
Model.VertexInstancingShader.UploadModelsData(deviceCommandContext, Model.TransparentUnskinned.submissions[cullGroup]);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* PrepareModels: Calculate renderer data for all previously
|
||||
* submitted models.
|
||||
*
|
||||
* Must be called before any rendering calls and after all models
|
||||
* for this frame have been submitted.
|
||||
*/
|
||||
void PrepareModels(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
|
||||
{
|
||||
PROFILE3("prepare models");
|
||||
|
||||
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||
Model.GPUSkinningEnabled
|
||||
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||
|
||||
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||
{
|
||||
PrepareModels(deviceCommandContext, modelVertexSkinningRenderer, Model.OpaqueSkinned.submissions[cullGroup]);
|
||||
PrepareModels(deviceCommandContext, modelVertexSkinningRenderer, Model.TransparentSkinned.submissions[cullGroup]);
|
||||
}
|
||||
|
||||
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||
{
|
||||
PrepareModels(deviceCommandContext, Model.VertexInstancingShader, Model.OpaqueUnskinned.submissions[cullGroup]);
|
||||
PrepareModels(deviceCommandContext, Model.VertexInstancingShader, Model.TransparentUnskinned.submissions[cullGroup]);
|
||||
}
|
||||
}
|
||||
|
||||
void PrepareModels(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, ModelVertexRenderer& modelVertexRenderer, std::span<CModel*> submissions)
|
||||
{
|
||||
for (CModel* model : submissions)
|
||||
{
|
||||
model->ValidatePosition();
|
||||
|
||||
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
||||
ENSURE(rdata->GetKey() == &modelVertexRenderer);
|
||||
}
|
||||
|
||||
modelVertexRenderer.UpdateModelsData(deviceCommandContext, submissions);
|
||||
|
||||
for (CModel* model : submissions)
|
||||
{
|
||||
CModelRData* rdata = static_cast<CModelRData*>(model->GetRenderData());
|
||||
rdata->m_UpdateFlags = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Submit: Submit a model for rendering this frame.
|
||||
*
|
||||
* preconditions : The model must not have been submitted to any
|
||||
* ModelRenderer in this frame. Submit may only be called
|
||||
* after EndFrame and before PrepareModels.
|
||||
*
|
||||
* @param model The model that will be added to the list of models
|
||||
* submitted this frame.
|
||||
*/
|
||||
void Submit(const int cullGroup, ModelVertexRenderer& modelVertexRenderer, Models::Submissions& submissions, CModel* model)
|
||||
{
|
||||
CModelRData* rdata{static_cast<CModelRData*>(model->GetRenderData())};
|
||||
|
||||
// Ensure model data is valid.
|
||||
// TODO: using a pointer as a key is unsafe.
|
||||
const void* key{&modelVertexRenderer};
|
||||
if (!rdata || rdata->GetKey() != key)
|
||||
{
|
||||
model->InvalidatePosition();
|
||||
rdata = modelVertexRenderer.CreateModelData(key, model);
|
||||
model->SetRenderData(rdata);
|
||||
model->SetDirty(~0u);
|
||||
}
|
||||
|
||||
submissions.submissions[cullGroup].push_back(model);
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders all non-alpha-blended models with the given context.
|
||||
*/
|
||||
void CallModelRenderers(
|
||||
void CallOpaqueModelRenderers(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
|
||||
{
|
||||
CShaderDefines contextSkinned = context;
|
||||
if (g_RenderingOptions.GetGPUSkinning())
|
||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.NormalSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
|
||||
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||
Model.GPUSkinningEnabled
|
||||
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||
|
||||
if (Model.NormalUnskinned != Model.NormalSkinned)
|
||||
{
|
||||
CShaderDefines contextUnskinned = context;
|
||||
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
|
||||
}
|
||||
CShaderDefines contextSkinned = context;
|
||||
if (Model.GPUSkinningEnabled)
|
||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.modelRenderer.Render(deviceCommandContext, modelVertexSkinningRenderer, Model.ModShader, contextSkinned, cullGroup, flags, renderMode, Model.OpaqueSkinned.submissions[cullGroup]);
|
||||
|
||||
CShaderDefines contextUnskinned = context;
|
||||
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.modelRenderer.Render(deviceCommandContext, Model.VertexInstancingShader, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode, Model.OpaqueUnskinned.submissions[cullGroup]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders all alpha-blended models with the given context.
|
||||
*/
|
||||
void CallTranspModelRenderers(
|
||||
void CallTransparentModelRenderers(
|
||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
||||
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
|
||||
{
|
||||
CShaderDefines contextSkinned = context;
|
||||
if (g_RenderingOptions.GetGPUSkinning())
|
||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.TranspSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
|
||||
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||
Model.GPUSkinningEnabled
|
||||
? static_cast<ModelVertexRenderer&>(*Model.VertexGPUSkinningShader)
|
||||
: static_cast<ModelVertexRenderer&>(Model.VertexCPUSkinningShader)};
|
||||
|
||||
if (Model.TranspUnskinned != Model.TranspSkinned)
|
||||
{
|
||||
CShaderDefines contextUnskinned = context;
|
||||
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
|
||||
}
|
||||
CShaderDefines contextSkinned = context;
|
||||
if (Model.GPUSkinningEnabled)
|
||||
contextSkinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.modelRenderer.Render(deviceCommandContext, modelVertexSkinningRenderer, Model.ModShader, contextSkinned, cullGroup, flags, renderMode, Model.TransparentSkinned.submissions[cullGroup]);
|
||||
|
||||
CShaderDefines contextUnskinned = context;
|
||||
contextUnskinned.Add(str_USE_INSTANCING, str_1);
|
||||
Model.modelRenderer.Render(deviceCommandContext, Model.VertexInstancingShader, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode, Model.TransparentUnskinned.submissions[cullGroup]);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
@ -239,26 +354,12 @@ void CSceneRenderer::ReloadShaders([[maybe_unused]] Renderer::Backend::IDevice*
|
|||
m->globalContext.Add(str_RENDER_DEBUG_MODE,
|
||||
RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()));
|
||||
|
||||
m->Model.ModShader = LitRenderModifierPtr(new ShaderRenderModifier());
|
||||
|
||||
m->Model.VertexRendererShader = ModelVertexRendererPtr(new CPUSkinnedModelVertexRenderer());
|
||||
m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer());
|
||||
|
||||
if (g_RenderingOptions.GetGPUSkinning())
|
||||
m->Model.GPUSkinningEnabled = g_RenderingOptions.GetGPUSkinning();
|
||||
if (m->Model.GPUSkinningEnabled)
|
||||
{
|
||||
m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new GPUSkinnedModelModelRenderer());
|
||||
m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
|
||||
m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
|
||||
if (!m->Model.VertexGPUSkinningShader.has_value())
|
||||
m->Model.VertexGPUSkinningShader.emplace();
|
||||
}
|
||||
else
|
||||
{
|
||||
m->Model.VertexGPUSkinningShader.reset();
|
||||
m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
|
||||
m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
|
||||
}
|
||||
|
||||
m->Model.NormalUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
|
||||
m->Model.TranspUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
|
||||
}
|
||||
|
||||
void CSceneRenderer::Initialize()
|
||||
|
|
@ -282,8 +383,8 @@ void CSceneRenderer::Resize(int /*width*/, int /*height*/)
|
|||
void CSceneRenderer::BeginFrame()
|
||||
{
|
||||
// choose model renderers for this frame
|
||||
m->Model.ModShader->SetShadowMap(&m->shadow);
|
||||
m->Model.ModShader->SetLightEnv(m_LightEnv);
|
||||
m->Model.ModShader.SetShadowMap(&m->shadow);
|
||||
m->Model.ModShader.SetLightEnv(m_LightEnv);
|
||||
}
|
||||
|
||||
void CSceneRenderer::SetSimulation(CSimulation2* simulation)
|
||||
|
|
@ -315,12 +416,12 @@ void CSceneRenderer::RenderShadowMap(
|
|||
|
||||
{
|
||||
PROFILE("render models");
|
||||
m->CallModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
|
||||
m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
|
||||
}
|
||||
|
||||
{
|
||||
PROFILE("render transparent models");
|
||||
m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
|
||||
m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -363,10 +464,10 @@ void CSceneRenderer::RenderModels(
|
|||
const ERenderMode modelRenderMode{
|
||||
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
|
||||
|
||||
m->CallModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
|
||||
m->CallOpaqueModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
|
||||
|
||||
if (m_ModelRenderMode == EDGED_FACES)
|
||||
m->CallModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
||||
m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
||||
}
|
||||
|
||||
void CSceneRenderer::RenderTransparentModels(
|
||||
|
|
@ -388,13 +489,13 @@ void CSceneRenderer::RenderTransparentModels(
|
|||
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
|
||||
|
||||
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_OPAQUE)
|
||||
m->CallTranspModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode);
|
||||
m->CallTransparentModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode);
|
||||
|
||||
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_BLEND)
|
||||
m->CallTranspModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
|
||||
m->CallTransparentModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
|
||||
|
||||
if (m_ModelRenderMode == EDGED_FACES)
|
||||
m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
||||
m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
|
||||
}
|
||||
|
||||
// SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space)
|
||||
|
|
@ -709,24 +810,24 @@ void CSceneRenderer::RenderSilhouettes(
|
|||
|
||||
{
|
||||
PROFILE("render model occluders");
|
||||
m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
|
||||
m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
|
||||
}
|
||||
|
||||
{
|
||||
PROFILE("render transparent occluders");
|
||||
m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
|
||||
m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
|
||||
}
|
||||
|
||||
// Since we can't sort, we'll use the stencil buffer to ensure we only draw
|
||||
// a pixel once (using the color of whatever model happens to be drawn first).
|
||||
{
|
||||
PROFILE("render model casters");
|
||||
m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
|
||||
m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
|
||||
}
|
||||
|
||||
{
|
||||
PROFILE("render transparent casters");
|
||||
m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
|
||||
m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -770,15 +871,7 @@ void CSceneRenderer::PrepareSubmissions(
|
|||
CShaderDefines context = m->globalContext;
|
||||
|
||||
// Prepare model renderers
|
||||
{
|
||||
PROFILE3("prepare models");
|
||||
m->Model.NormalSkinned->PrepareModels(deviceCommandContext);
|
||||
m->Model.TranspSkinned->PrepareModels(deviceCommandContext);
|
||||
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
|
||||
m->Model.NormalUnskinned->PrepareModels(deviceCommandContext);
|
||||
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
|
||||
m->Model.TranspUnskinned->PrepareModels(deviceCommandContext);
|
||||
}
|
||||
m->PrepareModels(deviceCommandContext);
|
||||
|
||||
m->terrainRenderer.PrepareForRendering();
|
||||
|
||||
|
|
@ -786,15 +879,7 @@ void CSceneRenderer::PrepareSubmissions(
|
|||
|
||||
m->particleRenderer.PrepareForRendering(context);
|
||||
|
||||
{
|
||||
PROFILE3("upload models");
|
||||
m->Model.NormalSkinned->UploadModels(deviceCommandContext);
|
||||
m->Model.TranspSkinned->UploadModels(deviceCommandContext);
|
||||
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
|
||||
m->Model.NormalUnskinned->UploadModels(deviceCommandContext);
|
||||
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
|
||||
m->Model.TranspUnskinned->UploadModels(deviceCommandContext);
|
||||
}
|
||||
m->UploadModels(deviceCommandContext);
|
||||
|
||||
m->overlayRenderer.Upload(deviceCommandContext);
|
||||
|
||||
|
|
@ -908,13 +993,13 @@ void CSceneRenderer::EndFrame()
|
|||
m->particleRenderer.EndFrame();
|
||||
m->silhouetteRenderer.EndFrame();
|
||||
|
||||
// Finish model renderers
|
||||
m->Model.NormalSkinned->EndFrame();
|
||||
m->Model.TranspSkinned->EndFrame();
|
||||
if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
|
||||
m->Model.NormalUnskinned->EndFrame();
|
||||
if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
|
||||
m->Model.TranspUnskinned->EndFrame();
|
||||
for (int cullGroup{0}; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
|
||||
{
|
||||
m->Model.OpaqueSkinned.submissions[cullGroup].clear();
|
||||
m->Model.TransparentSkinned.submissions[cullGroup].clear();
|
||||
m->Model.OpaqueUnskinned.submissions[cullGroup].clear();
|
||||
m->Model.TransparentUnskinned.submissions[cullGroup].clear();
|
||||
}
|
||||
}
|
||||
|
||||
void CSceneRenderer::DisplayFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext)
|
||||
|
|
@ -1029,21 +1114,25 @@ void CSceneRenderer::SubmitNonRecursive(CModel* model)
|
|||
m->shadow.AddShadowCasterBound(cascade, model->GetWorldBounds());
|
||||
}
|
||||
|
||||
bool requiresSkinning = (model->GetModelDef()->GetNumBones() != 0);
|
||||
const bool requiresSkinning{model->GetModelDef()->GetNumBones() != 0};
|
||||
ModelVertexRenderer& modelVertexSkinningRenderer{
|
||||
m->Model.GPUSkinningEnabled
|
||||
? static_cast<ModelVertexRenderer&>(*m->Model.VertexGPUSkinningShader)
|
||||
: static_cast<ModelVertexRenderer&>(m->Model.VertexCPUSkinningShader)};
|
||||
|
||||
if (model->GetMaterial().UsesAlphaBlending())
|
||||
{
|
||||
if (requiresSkinning)
|
||||
m->Model.TranspSkinned->Submit(m_CurrentCullGroup, model);
|
||||
m->Submit(m_CurrentCullGroup, modelVertexSkinningRenderer, m->Model.TransparentSkinned, model);
|
||||
else
|
||||
m->Model.TranspUnskinned->Submit(m_CurrentCullGroup, model);
|
||||
m->Submit(m_CurrentCullGroup, m->Model.VertexInstancingShader, m->Model.TransparentUnskinned, model);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (requiresSkinning)
|
||||
m->Model.NormalSkinned->Submit(m_CurrentCullGroup, model);
|
||||
m->Submit(m_CurrentCullGroup, modelVertexSkinningRenderer, m->Model.OpaqueSkinned, model);
|
||||
else
|
||||
m->Model.NormalUnskinned->Submit(m_CurrentCullGroup, model);
|
||||
m->Submit(m_CurrentCullGroup, m->Model.VertexInstancingShader, m->Model.OpaqueUnskinned, model);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -90,21 +90,21 @@ CStr CScriptStatsTable::GetCellText(size_t row, size_t col)
|
|||
if (col == 0)
|
||||
return "max nominal heap bytes";
|
||||
uint32_t n = JS_GetGCParameter(m_ScriptInterfaces.at(col-1).first->GetGeneralJSContext(), JSGC_MAX_BYTES);
|
||||
return CStr::FromUInt(n);
|
||||
return std::to_string(n);
|
||||
}
|
||||
case Row_Bytes:
|
||||
{
|
||||
if (col == 0)
|
||||
return "allocated bytes";
|
||||
uint32_t n = JS_GetGCParameter(m_ScriptInterfaces.at(col-1).first->GetGeneralJSContext(), JSGC_BYTES);
|
||||
return CStr::FromUInt(n);
|
||||
return std::to_string(n);
|
||||
}
|
||||
case Row_NumberGC:
|
||||
{
|
||||
if (col == 0)
|
||||
return "number of GCs";
|
||||
uint32_t n = JS_GetGCParameter(m_ScriptInterfaces.at(col-1).first->GetGeneralJSContext(), JSGC_NUMBER);
|
||||
return CStr::FromUInt(n);
|
||||
return std::to_string(n);
|
||||
}
|
||||
default:
|
||||
return "???";
|
||||
|
|
@ -116,4 +116,4 @@ AbstractProfileTable* CScriptStatsTable::GetChild(size_t /*row*/)
|
|||
return 0;
|
||||
}
|
||||
|
||||
} // namespace Script
|
||||
} // namespace Script
|
||||
|
|
|
|||
|
|
@ -92,13 +92,13 @@ public:
|
|||
return serializationTestOption ? serializationTestOption->turn :
|
||||
std::max(CConfigDB::GetIfInitialised("serializationtest", -1), -1);
|
||||
}()},
|
||||
m_RejoinTestTurn{[&]() -> std::optional<int>
|
||||
m_RejoinTestTurn{[&]() -> std::optional<turn_id_t>
|
||||
{
|
||||
const auto* rejoinTestOption{
|
||||
std::get_if<SimulationDebugOptions::RejoinTest>(&debugOptions.test)};
|
||||
if (rejoinTestOption)
|
||||
return rejoinTestOption->turn;
|
||||
const int configVal{CConfigDB::GetIfInitialised("rejointest", -1)};
|
||||
const turn_id_t configVal{CConfigDB::GetIfInitialised("rejointest", -1)};
|
||||
if (configVal >= 0)
|
||||
return configVal;
|
||||
return std::nullopt;
|
||||
|
|
@ -163,17 +163,17 @@ public:
|
|||
|
||||
std::set<VfsPath> m_LoadedScripts;
|
||||
|
||||
uint32_t m_TurnNumber;
|
||||
turn_id_t m_TurnNumber;
|
||||
|
||||
bool m_EnableOOSLog{false};
|
||||
OsPath m_OOSLogPath;
|
||||
|
||||
// Functions and data for the serialization test mode: (see Update() for relevant comments)
|
||||
|
||||
std::optional<int> m_SerializationTestTurn;
|
||||
std::optional<turn_id_t> m_SerializationTestTurn;
|
||||
bool m_TestingSerialization{false};
|
||||
bool m_EnableSerializationTest{false};
|
||||
std::optional<int> m_RejoinTestTurn;
|
||||
std::optional<turn_id_t> m_RejoinTestTurn;
|
||||
bool m_TestingRejoin{false};
|
||||
|
||||
// Secondary simulation (NB: order matters for destruction).
|
||||
|
|
@ -383,7 +383,7 @@ void CSimulation2Impl::InitRNGSeedAI()
|
|||
void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationCommand>& commands)
|
||||
{
|
||||
PROFILE3("sim update");
|
||||
PROFILE2_ATTR("turn %d", (int)m_TurnNumber);
|
||||
PROFILE2_ATTR("turn %d", m_TurnNumber);
|
||||
|
||||
fixed turnLengthFixed = fixed::FromInt(turnLength) / 1000;
|
||||
|
||||
|
|
@ -408,11 +408,11 @@ void CSimulation2Impl::Update(int turnLength, const std::vector<SimulationComman
|
|||
const Script::Interface& scriptInterface = m_ComponentManager.GetScriptInterface();
|
||||
|
||||
const bool startSerializationTest = m_SerializationTestTurn.has_value() &&
|
||||
std::cmp_equal(m_SerializationTestTurn.value(), m_TurnNumber);
|
||||
m_SerializationTestTurn.value() == m_TurnNumber;
|
||||
if (startSerializationTest)
|
||||
m_TestingSerialization = true;
|
||||
const bool startRejoinTest = m_RejoinTestTurn.has_value() &&
|
||||
static_cast<int64_t>(m_RejoinTestTurn.value()) == m_TurnNumber;
|
||||
m_RejoinTestTurn.value() == m_TurnNumber;
|
||||
if (startRejoinTest)
|
||||
m_TestingRejoin = true;
|
||||
|
||||
|
|
@ -891,11 +891,11 @@ bool CSimulation2::DeserializeState(std::istream& stream)
|
|||
return m->m_ComponentManager.DeserializeState(stream);
|
||||
}
|
||||
|
||||
void CSimulation2::ActivateRejoinTest(int turn)
|
||||
void CSimulation2::ActivateRejoinTest(turn_id_t turn)
|
||||
{
|
||||
if (m->m_RejoinTestTurn.has_value())
|
||||
return;
|
||||
LOGMESSAGERENDER("Rejoin test will activate in %i turns", turn - m->m_TurnNumber);
|
||||
LOGMESSAGERENDER("Rejoin test will activate in %d turns", turn - m->m_TurnNumber);
|
||||
m->m_RejoinTestTurn = turn;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -22,6 +22,7 @@
|
|||
#include "lib/file/vfs/vfs_path.h"
|
||||
#include "lib/status.h"
|
||||
#include "ps/Loader.h"
|
||||
#include "simulation2/helpers/SimulationCommand.h"
|
||||
#include "simulation2/system/DebugOptions.h"
|
||||
#include "simulation2/system/Entity.h"
|
||||
|
||||
|
|
@ -240,7 +241,7 @@ public:
|
|||
/**
|
||||
* Activate the rejoin-test feature for turn @param turn.
|
||||
*/
|
||||
void ActivateRejoinTest(int turn);
|
||||
void ActivateRejoinTest(turn_id_t turn);
|
||||
|
||||
std::string GenerateSchema();
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -24,6 +24,12 @@
|
|||
#include <js/TypeDecls.h>
|
||||
#include <js/Value.h>
|
||||
|
||||
/**
|
||||
* At 1000 turns/second, a 32-bit counter would overflow in ~49 days.
|
||||
* No overflow checks are needed.
|
||||
*/
|
||||
using turn_id_t = std::int32_t;
|
||||
|
||||
struct JSContext;
|
||||
|
||||
/**
|
||||
|
|
|
|||
|
|
@ -42,12 +42,12 @@ void CLocalTurnManager::PostCommand(JS::HandleValue data)
|
|||
AddCommand(m_ClientId, m_PlayerId, data, m_CurrentTurn + m_CommandDelay);
|
||||
}
|
||||
|
||||
void CLocalTurnManager::NotifyFinishedOwnCommands(u32 turn)
|
||||
void CLocalTurnManager::NotifyFinishedOwnCommands(turn_id_t turn)
|
||||
{
|
||||
FinishedAllCommands(turn, m_TurnLength);
|
||||
}
|
||||
|
||||
void CLocalTurnManager::NotifyFinishedUpdate(u32 /*turn*/, const UpdateCallback&)
|
||||
void CLocalTurnManager::NotifyFinishedUpdate(turn_id_t /*turn*/, const UpdateCallback&)
|
||||
{
|
||||
#if 0 // this hurts performance and is only useful for verifying log replays
|
||||
std::string hash;
|
||||
|
|
|
|||
|
|
@ -41,9 +41,9 @@ public:
|
|||
void PostCommand(player_id_t playerid, JS::HandleValue data);
|
||||
|
||||
protected:
|
||||
void NotifyFinishedOwnCommands(u32 turn) override;
|
||||
void NotifyFinishedOwnCommands(turn_id_t turn) override;
|
||||
|
||||
void NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll) override;
|
||||
void NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll) override;
|
||||
};
|
||||
|
||||
#endif // INCLUDED_LOCALTURNMANAGER
|
||||
|
|
|
|||
|
|
@ -47,18 +47,18 @@ CReplayTurnManager::CReplayTurnManager(CSimulation2& simulation, IReplayLogger&
|
|||
{
|
||||
}
|
||||
|
||||
void CReplayTurnManager::StoreReplayCommand(u32 turn, int player, const std::string& command)
|
||||
void CReplayTurnManager::StoreReplayCommand(turn_id_t turn, int player, const std::string& command)
|
||||
{
|
||||
// Using the pair we make sure that commands per turn will be processed in the correct order
|
||||
m_ReplayCommands[turn].emplace_back(player, command);
|
||||
}
|
||||
|
||||
void CReplayTurnManager::StoreReplayHash(u32 turn, const std::string& hash, bool quick)
|
||||
void CReplayTurnManager::StoreReplayHash(turn_id_t turn, const std::string& hash, bool quick)
|
||||
{
|
||||
m_ReplayHash[turn] = std::make_pair(hash, quick);
|
||||
}
|
||||
|
||||
void CReplayTurnManager::StoreReplayTurnLength(u32 turn, u32 turnLength)
|
||||
void CReplayTurnManager::StoreReplayTurnLength(turn_id_t turn, u32 turnLength)
|
||||
{
|
||||
m_ReplayTurnLengths[turn] = turnLength;
|
||||
|
||||
|
|
@ -67,12 +67,12 @@ void CReplayTurnManager::StoreReplayTurnLength(u32 turn, u32 turnLength)
|
|||
m_TurnLength = m_ReplayTurnLengths[0];
|
||||
}
|
||||
|
||||
void CReplayTurnManager::StoreFinalReplayTurn(u32 turn)
|
||||
void CReplayTurnManager::StoreFinalReplayTurn(turn_id_t turn)
|
||||
{
|
||||
m_FinalTurn = turn;
|
||||
}
|
||||
|
||||
void CReplayTurnManager::NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll)
|
||||
void CReplayTurnManager::NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll)
|
||||
{
|
||||
if (turn == 1 && m_FinalTurn == 0)
|
||||
sendEventToAll(EventNameReplayFinished, std::nullopt);
|
||||
|
|
@ -83,7 +83,7 @@ void CReplayTurnManager::NotifyFinishedUpdate(u32 turn, const UpdateCallback& se
|
|||
DoTurn(turn, sendEventToAll);
|
||||
|
||||
// Compare hash if it exists in the replay and if we didn't have an OOS already
|
||||
std::map<u32, std::pair<std::string, bool>>::iterator turnHashIt = m_ReplayHash.find(turn);
|
||||
std::map<turn_id_t, std::pair<std::string, bool>>::iterator turnHashIt = m_ReplayHash.find(turn);
|
||||
if (m_HasSyncError || turnHashIt == m_ReplayHash.end())
|
||||
return;
|
||||
|
||||
|
|
@ -119,9 +119,9 @@ void CReplayTurnManager::NotifyFinishedUpdate(u32 turn, const UpdateCallback& se
|
|||
sendEventToAll(EventNameReplayOutOfSync, paramData);
|
||||
}
|
||||
|
||||
void CReplayTurnManager::DoTurn(u32 turn, const UpdateCallback& sendEventToAll)
|
||||
void CReplayTurnManager::DoTurn(turn_id_t turn, const UpdateCallback& sendEventToAll)
|
||||
{
|
||||
debug_printf("Executing turn %u of %u\n", turn, m_FinalTurn);
|
||||
debug_printf("Executing turn %d of %d\n", turn, m_FinalTurn);
|
||||
|
||||
m_TurnLength = m_ReplayTurnLengths[turn];
|
||||
|
||||
|
|
|
|||
|
|
@ -40,18 +40,18 @@ class CReplayTurnManager : public CLocalTurnManager
|
|||
public:
|
||||
CReplayTurnManager(CSimulation2& simulation, IReplayLogger& replay);
|
||||
|
||||
void StoreReplayCommand(u32 turn, int player, const std::string& command);
|
||||
void StoreReplayCommand(turn_id_t turn, int player, const std::string& command);
|
||||
|
||||
void StoreReplayTurnLength(u32 turn, u32 turnLength);
|
||||
void StoreReplayTurnLength(turn_id_t turn, u32 turnLength);
|
||||
|
||||
void StoreReplayHash(u32 turn, const std::string& hash, bool quick);
|
||||
void StoreReplayHash(turn_id_t turn, const std::string& hash, bool quick);
|
||||
|
||||
void StoreFinalReplayTurn(u32 turn);
|
||||
void StoreFinalReplayTurn(turn_id_t turn);
|
||||
|
||||
private:
|
||||
void NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll) override;
|
||||
void NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll) override;
|
||||
|
||||
void DoTurn(u32 turn, const UpdateCallback& sendEventToAll);
|
||||
void DoTurn(turn_id_t turn, const UpdateCallback& sendEventToAll);
|
||||
|
||||
static const CStr EventNameReplayFinished;
|
||||
static const CStr EventNameReplayOutOfSync;
|
||||
|
|
@ -59,13 +59,13 @@ private:
|
|||
bool m_HasSyncError = false;
|
||||
|
||||
// Contains the commands of every player on each turn
|
||||
std::map<u32, std::vector<std::pair<player_id_t, std::string>>> m_ReplayCommands;
|
||||
std::map<turn_id_t, std::vector<std::pair<player_id_t, std::string>>> m_ReplayCommands;
|
||||
|
||||
// Contains the length of every turn
|
||||
std::map<u32, u32> m_ReplayTurnLengths;
|
||||
std::map<turn_id_t, u32> m_ReplayTurnLengths;
|
||||
|
||||
// Contains all replay hash values and weather or not the quick hash method was used
|
||||
std::map<u32, std::pair<std::string, bool>> m_ReplayHash;
|
||||
std::map<turn_id_t, std::pair<std::string, bool>> m_ReplayHash;
|
||||
};
|
||||
|
||||
#endif // INCLUDED_REPLAYTURNMANAGER
|
||||
|
|
|
|||
|
|
@ -48,14 +48,14 @@ const CStr CTurnManager::EventNameSavegameLoaded = "SavegameLoaded";
|
|||
CTurnManager::CTurnManager(CSimulation2& simulation, u32 defaultTurnLength, u32 commandDelay, int clientId, IReplayLogger& replay)
|
||||
: m_Simulation2(simulation), m_CurrentTurn(0), m_CommandDelay(commandDelay), m_ReadyTurn(commandDelay - 1), m_TurnLength(defaultTurnLength),
|
||||
m_PlayerId(-1), m_ClientId(clientId), m_DeltaSimTime(0), m_Replay(replay),
|
||||
m_FinalTurn(std::numeric_limits<u32>::max()), m_TimeWarpNumTurns(0)
|
||||
m_FinalTurn(std::numeric_limits<turn_id_t>::max()), m_TimeWarpNumTurns(0)
|
||||
{
|
||||
Script::Request rq(m_Simulation2.GetScriptInterface());
|
||||
m_QuickSaveMetadata.init(rq.cx);
|
||||
m_QueuedCommands.resize(1);
|
||||
}
|
||||
|
||||
void CTurnManager::ResetState(u32 newCurrentTurn, u32 newReadyTurn)
|
||||
void CTurnManager::ResetState(turn_id_t newCurrentTurn, turn_id_t newReadyTurn)
|
||||
{
|
||||
m_CurrentTurn = newCurrentTurn;
|
||||
m_ReadyTurn = newReadyTurn;
|
||||
|
|
@ -141,7 +141,7 @@ bool CTurnManager::Update(float simFrameLength, size_t maxTurns, const UpdateCal
|
|||
|
||||
// Put all the client commands into a single list, in a globally consistent order
|
||||
std::vector<SimulationCommand> commands;
|
||||
for (std::pair<const u32, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
|
||||
for (std::pair<const turn_id_t, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
|
||||
commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
|
||||
|
||||
m_QueuedCommands.pop_front();
|
||||
|
|
@ -184,7 +184,7 @@ bool CTurnManager::UpdateFastForward()
|
|||
|
||||
// Put all the client commands into a single list, in a globally consistent order
|
||||
std::vector<SimulationCommand> commands;
|
||||
for (std::pair<const u32, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
|
||||
for (std::pair<const turn_id_t, std::vector<SimulationCommand>>& p : m_QueuedCommands[0])
|
||||
commands.insert(commands.end(), std::make_move_iterator(p.second.begin()), std::make_move_iterator(p.second.end()));
|
||||
|
||||
m_QueuedCommands.pop_front();
|
||||
|
|
@ -214,7 +214,7 @@ void CTurnManager::Interpolate(float simFrameLength, float realFrameLength)
|
|||
m_Simulation2.Interpolate(simFrameLength, offset, realFrameLength);
|
||||
}
|
||||
|
||||
void CTurnManager::AddCommand(int client, int player, JS::HandleValue data, u32 turn)
|
||||
void CTurnManager::AddCommand(int client, int player, JS::HandleValue data, turn_id_t turn)
|
||||
{
|
||||
NETTURN_LOG("AddCommand(client=%d player=%d turn=%d current=%d, ready=%d)\n", client, player, turn, m_CurrentTurn, m_ReadyTurn);
|
||||
|
||||
|
|
@ -239,7 +239,7 @@ void CTurnManager::AddCommand(int client, int player, JS::HandleValue data, u32
|
|||
m_QueuedCommands[turn - (m_CurrentTurn+1)][client].emplace_back(player, rq.cx, data);
|
||||
}
|
||||
|
||||
void CTurnManager::FinishedAllCommands(u32 turn, u32 turnLength)
|
||||
void CTurnManager::FinishedAllCommands(turn_id_t turn, u32 turnLength)
|
||||
{
|
||||
NETTURN_LOG("FinishedAllCommands(%d, %d)\n", turn, turnLength);
|
||||
|
||||
|
|
@ -248,7 +248,7 @@ void CTurnManager::FinishedAllCommands(u32 turn, u32 turnLength)
|
|||
m_TurnLength = turnLength;
|
||||
}
|
||||
|
||||
bool CTurnManager::TurnNeedsFullHash(u32 turn) const
|
||||
bool CTurnManager::TurnNeedsFullHash(turn_id_t turn) const
|
||||
{
|
||||
// Check immediately for errors caused by e.g. inconsistent game versions
|
||||
// (The hash is computed after the first sim update, so we start at turn == 1)
|
||||
|
|
|
|||
|
|
@ -101,7 +101,7 @@ public:
|
|||
|
||||
virtual ~CTurnManager() { }
|
||||
|
||||
void ResetState(u32 newCurrentTurn, u32 newReadyTurn);
|
||||
void ResetState(turn_id_t newCurrentTurn, turn_id_t newReadyTurn);
|
||||
|
||||
/**
|
||||
* Set the current user's player ID, which will be added into command messages.
|
||||
|
|
@ -146,7 +146,7 @@ public:
|
|||
* Called when all commands for a given turn have been received.
|
||||
* This allows Update to progress to that turn.
|
||||
*/
|
||||
void FinishedAllCommands(u32 turn, u32 turnLength);
|
||||
void FinishedAllCommands(turn_id_t turn, u32 turnLength);
|
||||
|
||||
/**
|
||||
* Enables the recording of state snapshots every @p numTurns,
|
||||
|
|
@ -163,52 +163,52 @@ public:
|
|||
void QuickSave(JS::HandleValue GUIMetadata);
|
||||
std::optional<JS::Value> TryQuickLoad();
|
||||
|
||||
u32 GetCurrentTurn() const { return m_CurrentTurn; }
|
||||
turn_id_t GetCurrentTurn() const { return m_CurrentTurn; }
|
||||
|
||||
/**
|
||||
* @return how many turns are ready to be computed.
|
||||
* (used to detect players/observers that fall behind the live game.
|
||||
*/
|
||||
u32 GetPendingTurns() const { return m_ReadyTurn - m_CurrentTurn; }
|
||||
turn_id_t GetPendingTurns() const { return m_ReadyTurn - m_CurrentTurn; }
|
||||
|
||||
protected:
|
||||
/**
|
||||
* Store a command to be executed at a given turn.
|
||||
*/
|
||||
void AddCommand(int client, int player, JS::HandleValue data, u32 turn);
|
||||
void AddCommand(int client, int player, JS::HandleValue data, turn_id_t turn);
|
||||
|
||||
/**
|
||||
* Called when this client has finished sending all its commands scheduled for the given turn.
|
||||
*/
|
||||
virtual void NotifyFinishedOwnCommands(u32 turn) = 0;
|
||||
virtual void NotifyFinishedOwnCommands(turn_id_t turn) = 0;
|
||||
|
||||
/**
|
||||
* Called when this client has finished a simulation update.
|
||||
*/
|
||||
virtual void NotifyFinishedUpdate(u32 turn, const UpdateCallback& sendEventToAll) = 0;
|
||||
virtual void NotifyFinishedUpdate(turn_id_t turn, const UpdateCallback& sendEventToAll) = 0;
|
||||
|
||||
/**
|
||||
* Returns whether we should compute a complete state hash for the given turn,
|
||||
* instead of a quick less-complete hash.
|
||||
*/
|
||||
bool TurnNeedsFullHash(u32 turn) const;
|
||||
bool TurnNeedsFullHash(turn_id_t turn) const;
|
||||
|
||||
CSimulation2& m_Simulation2;
|
||||
|
||||
/// The turn that we have most recently executed
|
||||
u32 m_CurrentTurn;
|
||||
turn_id_t m_CurrentTurn;
|
||||
|
||||
// Current command delay (commands are scheduled for m_CurrentTurn + m_CommandDelay)
|
||||
u32 m_CommandDelay;
|
||||
|
||||
/// The latest turn for which we have received all commands from all clients
|
||||
u32 m_ReadyTurn;
|
||||
turn_id_t m_ReadyTurn;
|
||||
|
||||
// Current turn length
|
||||
u32 m_TurnLength;
|
||||
|
||||
/// Commands queued at each turn (index 0 is for m_CurrentTurn+1)
|
||||
std::deque<std::map<u32, std::vector<SimulationCommand>>> m_QueuedCommands;
|
||||
std::deque<std::map<turn_id_t, std::vector<SimulationCommand>>> m_QueuedCommands;
|
||||
|
||||
int m_PlayerId;
|
||||
uint m_ClientId;
|
||||
|
|
@ -220,7 +220,7 @@ protected:
|
|||
IReplayLogger& m_Replay;
|
||||
|
||||
// The number of the last turn that is allowed to be executed (used for replays)
|
||||
u32 m_FinalTurn;
|
||||
turn_id_t m_FinalTurn;
|
||||
|
||||
private:
|
||||
size_t m_TimeWarpNumTurns; // 0 if disabled
|
||||
|
|
|
|||
|
|
@ -273,8 +273,16 @@ private:
|
|||
|
||||
if (evt.GetWheelRotation())
|
||||
{
|
||||
float speed = 16.f * ScenarioEditor::GetSpeedModifier();
|
||||
POST_MESSAGE(SmoothZoom, (eRenderView::GAME, evt.GetWheelRotation() * speed / evt.GetWheelDelta()));
|
||||
if (evt.GetWheelAxis() == wxMOUSE_WHEEL_VERTICAL)
|
||||
{
|
||||
float speed = 16.f * ScenarioEditor::GetSpeedModifier();
|
||||
POST_MESSAGE(SmoothZoom, (eRenderView::GAME, evt.GetWheelRotation() * speed / evt.GetWheelDelta()));
|
||||
}
|
||||
else
|
||||
{
|
||||
float speed = ScenarioEditor::GetSpeedModifier();
|
||||
POST_MESSAGE(RotateY, (evt.GetWheelRotation() * speed / evt.GetWheelDelta()));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
|
|
@ -45,49 +45,47 @@
|
|||
|
||||
using AtlasMessage::Shareable;
|
||||
|
||||
enum {
|
||||
ID_PathsDrawing,
|
||||
ID_PathsList,
|
||||
ID_AddPath,
|
||||
ID_DeletePath
|
||||
};
|
||||
|
||||
// Helper function for adding tooltips
|
||||
static wxWindow* Tooltipped(wxWindow* window, const wxString& tip)
|
||||
{
|
||||
window->SetToolTip(tip);
|
||||
return window;
|
||||
}
|
||||
|
||||
CinemaSidebar::CinemaSidebar(ScenarioEditor& scenarioEditor, wxWindow* sidebarContainer, wxWindow* bottomBarContainer)
|
||||
: Sidebar(scenarioEditor, sidebarContainer, bottomBarContainer)
|
||||
{
|
||||
wxStaticBoxSizer* commonSizer = new wxStaticBoxSizer(wxVERTICAL, this, _T("Common settings"));
|
||||
m_MainSizer->Add(commonSizer, wxSizerFlags().Expand());
|
||||
{
|
||||
auto* sizer = new wxStaticBoxSizer(wxVERTICAL, this, _T("Common settings"));
|
||||
|
||||
wxFlexGridSizer* gridSizer = new wxFlexGridSizer(1, 5, 5);
|
||||
gridSizer->AddGrowableCol(0);
|
||||
m_DrawPath = new wxCheckBox(sizer->GetStaticBox(), wxID_ANY, _("Draw all paths"));
|
||||
m_DrawPath->SetToolTip(_("Display every cinematic path added to the map"));
|
||||
m_DrawPath->Bind(wxEVT_CHECKBOX, [this](auto&){ SetPathsDrawing(m_DrawPath->IsChecked()); });
|
||||
|
||||
gridSizer->Add(Tooltipped(m_DrawPath = new wxCheckBox(commonSizer->GetStaticBox(), ID_PathsDrawing, _("Draw all paths")),
|
||||
_("Display every cinematic path added to the map")));
|
||||
sizer->Add(m_DrawPath, wxSizerFlags().Expand().Border(wxALL, Atlas::Style::STATICBOX_PADDING));
|
||||
|
||||
commonSizer->Add(gridSizer, wxSizerFlags().Expand().Border(wxALL, Atlas::Style::STATICBOX_PADDING));
|
||||
m_MainSizer->Add(sizer, wxSizerFlags().Expand());
|
||||
}
|
||||
|
||||
// Paths list panel
|
||||
wxStaticBoxSizer* pathsBoxSizer = new wxStaticBoxSizer(wxVERTICAL, commonSizer->GetStaticBox(), _T("Paths"));
|
||||
wxStaticBox* pathsBox = pathsBoxSizer->GetStaticBox();
|
||||
gridSizer->Add(pathsBoxSizer, wxSizerFlags().Proportion(1).Expand());
|
||||
{
|
||||
auto* boxSizer = new wxStaticBoxSizer(wxVERTICAL, this, _T("Paths"));
|
||||
auto* box = boxSizer->GetStaticBox();
|
||||
|
||||
wxFlexGridSizer* pathsSizer = new wxFlexGridSizer(1, 5, 5);
|
||||
pathsSizer->AddGrowableCol(0);
|
||||
pathsBoxSizer->Add(pathsSizer, wxSizerFlags().Expand().Border(wxALL, Atlas::Style::STATICBOX_PADDING));
|
||||
m_PathList = new wxListBox(box, wxID_ANY, wxDefaultPosition, wxDefaultSize, 0, NULL, wxLB_SINGLE | wxLB_SORT);
|
||||
|
||||
pathsSizer->Add(m_PathList = new wxListBox(pathsBox, ID_PathsList, wxDefaultPosition, wxDefaultSize, 0, NULL, wxLB_SINGLE | wxLB_SORT), wxSizerFlags().Proportion(1).Expand());
|
||||
commonSizer->AddSpacer(3);
|
||||
pathsSizer->Add(Tooltipped(new wxButton(pathsBox, ID_DeletePath, _("Delete")), _T("Delete selected path")), wxSizerFlags().Expand());
|
||||
auto* deleteButton = new wxButton(box, wxID_ANY, _("Delete"));
|
||||
deleteButton->SetToolTip(_T("Delete selected path"));
|
||||
deleteButton->Bind(wxEVT_BUTTON, [this](auto&){ DeleteSelectedPath(); });
|
||||
|
||||
pathsSizer->Add(m_NewPathName = new wxTextCtrl(pathsBox, wxID_ANY), wxSizerFlags().Expand());
|
||||
pathsSizer->Add(new wxButton(pathsBox, ID_AddPath, _("Add")), wxSizerFlags().Expand());
|
||||
auto* newPathName = new wxTextCtrl(box, wxID_ANY);
|
||||
|
||||
auto* addButton = new wxButton(box, wxID_ANY, _("Add"));
|
||||
addButton->Bind(wxEVT_BUTTON, [this, newPathName](auto&){ AddPath(newPathName->GetValue()); newPathName->Clear(); });
|
||||
|
||||
wxFlexGridSizer* pathsSizer = new wxFlexGridSizer(1, 5, 5);
|
||||
pathsSizer->AddGrowableCol(0);
|
||||
pathsSizer->Add(m_PathList, wxSizerFlags().Proportion(1).Expand());
|
||||
pathsSizer->Add(deleteButton, wxSizerFlags().Expand());
|
||||
pathsSizer->Add(newPathName, wxSizerFlags().Expand());
|
||||
pathsSizer->Add(addButton, wxSizerFlags().Expand());
|
||||
|
||||
boxSizer->Add(pathsSizer, wxSizerFlags().Expand().Border(wxALL, Atlas::Style::STATICBOX_PADDING));
|
||||
|
||||
m_MainSizer->Add(boxSizer, wxSizerFlags().Expand());
|
||||
}
|
||||
}
|
||||
|
||||
void CinemaSidebar::OnFirstDisplay()
|
||||
|
|
@ -104,22 +102,21 @@ void CinemaSidebar::OnMapReload()
|
|||
ReloadPathList();
|
||||
}
|
||||
|
||||
void CinemaSidebar::OnTogglePathsDrawing(wxCommandEvent& evt)
|
||||
void CinemaSidebar::SetPathsDrawing(const bool enable)
|
||||
{
|
||||
POST_COMMAND(SetCinemaPathsDrawing, (evt.IsChecked()));
|
||||
POST_COMMAND(SetCinemaPathsDrawing, (enable));
|
||||
}
|
||||
|
||||
void CinemaSidebar::OnAddPath(wxCommandEvent&)
|
||||
void CinemaSidebar::AddPath(wxString name)
|
||||
{
|
||||
if (m_NewPathName->GetValue().empty())
|
||||
if (name.empty())
|
||||
return;
|
||||
|
||||
POST_COMMAND(AddCinemaPath, (m_NewPathName->GetValue().ToStdWstring()));
|
||||
m_NewPathName->Clear();
|
||||
POST_COMMAND(AddCinemaPath, (name.ToStdWstring()));
|
||||
ReloadPathList();
|
||||
}
|
||||
|
||||
void CinemaSidebar::OnDeletePath(wxCommandEvent&)
|
||||
void CinemaSidebar::DeleteSelectedPath()
|
||||
{
|
||||
int index = m_PathList->GetSelection();
|
||||
if (index < 0)
|
||||
|
|
@ -146,9 +143,3 @@ void CinemaSidebar::ReloadPathList()
|
|||
|
||||
m_PathList->SetStringSelection(selection);
|
||||
}
|
||||
|
||||
wxBEGIN_EVENT_TABLE(CinemaSidebar, Sidebar)
|
||||
EVT_CHECKBOX(ID_PathsDrawing, CinemaSidebar::OnTogglePathsDrawing)
|
||||
EVT_BUTTON(ID_AddPath, CinemaSidebar::OnAddPath)
|
||||
EVT_BUTTON(ID_DeletePath, CinemaSidebar::OnDeletePath)
|
||||
wxEND_EVENT_TABLE();
|
||||
|
|
|
|||
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