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2abb7337fd | ||
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5f63f9e497 | ||
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402de88f25 | ||
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626c91e02b |
11 changed files with 401 additions and 53 deletions
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@ -271,6 +271,15 @@ Attack.prototype.CanAttack = function(target, wantedTypes)
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if (!cmpTargetPlayer || !cmpEntityPlayer)
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return false;
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// Must be visible or miraged / with retainInFog flag, not completely hidden
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const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (cmpRangeManager)
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{
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const visibility = cmpRangeManager.GetLosVisibility(target, cmpEntityPlayer.GetPlayerID());
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if (visibility == "hidden")
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return false;
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}
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const types = this.GetAttackTypes(wantedTypes);
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const entityOwner = cmpEntityPlayer.GetPlayerID();
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const targetOwner = cmpTargetPlayer.GetPlayerID();
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@ -127,9 +127,17 @@ BuildingAI.prototype.SetupRangeQuery = function()
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const range = cmpAttack.GetRange(attackType);
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const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
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// Get building's vision range
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const cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
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const visionRange = cmpVision ? cmpVision.GetRange() : 0;
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// Base range
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const baseRange = Math.min(visionRange, range.max);
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// This takes entity sizes into accounts, so no need to compensate for structure size.
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this.enemyUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
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this.entity, range.min, range.max, yOrigin,
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this.entity, range.min, range.max, baseRange, yOrigin,
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enemies, IID_Resistance, cmpRangeManager.GetEntityFlagMask("normal"));
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cmpRangeManager.EnableActiveQuery(this.enemyUnitsQuery);
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@ -156,10 +164,17 @@ BuildingAI.prototype.SetupGaiaRangeQuery = function()
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const range = cmpAttack.GetRange(attackType);
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const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
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// Get building's vision range
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const cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
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const visionRange = cmpVision ? cmpVision.GetRange() : 0;
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// Base range
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const baseRange = Math.min(visionRange, range.max);
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// This query is only interested in Gaia entities that can attack.
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// This takes entity sizes into accounts, so no need to compensate for structure size.
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this.gaiaUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
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this.entity, range.min, range.max, yOrigin,
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this.entity, range.min, range.max, baseRange, yOrigin,
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[0], IID_Attack, cmpRangeManager.GetEntityFlagMask("normal"));
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cmpRangeManager.EnableActiveQuery(this.gaiaUnitsQuery);
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@ -170,7 +185,6 @@ BuildingAI.prototype.SetupGaiaRangeQuery = function()
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*/
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BuildingAI.prototype.OnRangeUpdate = function(msg)
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{
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var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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if (!cmpAttack)
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return;
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@ -189,10 +203,10 @@ BuildingAI.prototype.OnRangeUpdate = function(msg)
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// Add new targets.
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for (const entity of msg.added)
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if (cmpAttack.CanAttack(entity))
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if (!this.targetUnits.includes(entity))
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this.targetUnits.push(entity);
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// Remove targets outside of vision-range.
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// Remove targets out of range.
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for (const entity of msg.removed)
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{
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const index = this.targetUnits.indexOf(entity);
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@ -375,13 +389,7 @@ BuildingAI.prototype.FireArrows = function()
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{
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const selectedTarget = targets[targetIndex].entityId;
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if (this.CheckTargetVisible(selectedTarget) && cmpObstructionManager.IsInTargetParabolicRange(
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this.entity,
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selectedTarget,
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range.min,
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range.max,
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yOrigin,
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false))
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if (cmpAttack.CanAttack(selectedTarget, [attackType]))
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{
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cmpAttack.PerformAttack(attackType, selectedTarget);
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PlaySound("attack_" + attackType.toLowerCase(), this.entity);
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@ -4053,10 +4053,17 @@ UnitAI.prototype.SetupAttackRangeQuery = function(enable = true)
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{
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const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
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const yOrigin = cmpAttack ? cmpAttack.GetAttackYOrigin("Ranged") : 0;
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const baseRange = range.baseRange;
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// Do not compensate for entity sizes: LOS doesn't, and UnitAI relies on that.
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this.losAttackRangeQuery = cmpRangeManager.CreateActiveParabolicQuery(this.entity,
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range.min, range.max, yOrigin,
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players, IID_Resistance,
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this.losAttackRangeQuery = cmpRangeManager.CreateActiveParabolicQuery(
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this.entity,
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range.min,
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range.max,
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baseRange,
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yOrigin,
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players,
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IID_Resistance,
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cmpRangeManager.GetEntityFlagMask("normal"));
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}
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else
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@ -5383,8 +5390,16 @@ UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force)
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if (!this.AbleToMove())
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return false;
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// Check if we should chase based on stance
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if (this.GetStance().respondChase)
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return true;
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{
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// If we're allowed to chase beyond vision, always chase
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if (this.GetStance().respondChaseBeyondVision)
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return true;
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// Otherwise, only chase if the target is within our personal vision
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return this.CheckTargetIsInVisionRange(target);
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}
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// If we are guarding/escorting, chase at least as long as the guarded unit is in target range of the attacker
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if (this.isGuardOf)
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@ -6357,14 +6372,15 @@ UnitAI.prototype.FindWalkAndFightTargets = function()
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* the unit should "notice" an enemy and potentially start moving toward it.
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*
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* @param {number} iid - IID_Vision, IID_Heal, or IID_Attack
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* @returns {{min: number, max: number, parabolic: boolean}}
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* @returns {{min: number, max: number, baseRange: number, parabolic: boolean}}
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* 'parabolic' indicates that the caller
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* should use a parabolic range query (accounting for elevation) instead of a
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* flat 2D one. Generally used for projectile attacks.
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* 'baseRange' is a non-parabolic 2D detection range that always counts as in-range.
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*/
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UnitAI.prototype.GetQueryRange = function(iid)
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{
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const ret = { "min": 0, "max": 0, "parabolic": false };
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const ret = { "min": 0, "max": 0, "baseRange": 0, "parabolic": false };
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const cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
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if (!cmpVision)
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@ -6386,7 +6402,8 @@ UnitAI.prototype.GetQueryRange = function(iid)
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if (!range)
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return ret;
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ret.min = range.min;
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ret.max = Math.min(range.max, visionRange);
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ret.max = range.max;
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ret.baseRange = Math.min(visionRange, range.max);
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// For StandGround, the 'parabolic' flag is set so that the caller can create a
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// parabolic query instead of a flat one. This ensures elevation bonuses are
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// properly accounted for when detecting enemies.
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@ -6397,9 +6414,27 @@ UnitAI.prototype.GetQueryRange = function(iid)
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// before actually attacking.
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ret.parabolic = range.parabolic;
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}
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// In other stances, detect enemies within vision or within parabolic attack range.
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// This allows attacking enemies visible through allies but outside personal vision.
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// Base range capped by attack range to avoid querying beyond what we can actually hit.
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else if (this.GetStance().respondChase)
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// Chase stances: use full vision range (unit will chase anything it sees)
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ret.max = visionRange;
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{
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const range = this.GetRange(iid);
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if (range && range.parabolic)
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{
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// Detect enemies within vision and
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// enemies within parabolic attack range
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ret.parabolic = true;
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ret.max = range.max; // Parabolic attack range
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ret.baseRange = Math.min(visionRange, range.max); // Always detect within vision
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ret.min = range.min;
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}
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else
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{
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// Non-parabolic attacks: simple vision range
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ret.max = visionRange;
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}
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}
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else if (this.GetStance().respondHoldGround)
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{
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// HoldGround: vision range + half attack range (willing to move a bit)
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@ -429,3 +429,100 @@ function testAttackPreference()
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}
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testAttackPreference();
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function testCanEverReachTarget()
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{
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const attacker = ++entityID;
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AddMock(attacker, IID_Position, {
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"IsInWorld": () => true,
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"GetHeightOffset": () => 0,
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"GetPosition2D": () => new Vector2D(1, 2)
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});
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const cmpAttack = ConstructComponent(attacker, "Attack", {
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"Melee": {
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"Damage": { "Hack": 10, "Pierce": 0, "Crush": 0 },
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"MaxRange": 5
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},
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"Ranged": {
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"Damage": { "Hack": 0, "Pierce": 10, "Crush": 0 },
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"MaxRange": 30,
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"Projectile": { "Speed": 50, "Spread": 1, "Gravity": 1, "FriendlyFire": "false" }
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}
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});
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// Melee target within 3D range
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{
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const defender = ++entityID;
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AddMock(defender, IID_Position, {
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"IsInWorld": () => true,
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"GetHeightOffset": () => 0
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});
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TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Melee"), true);
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}
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// Melee target too high
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{
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const defender = ++entityID;
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AddMock(defender, IID_Position, {
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"IsInWorld": () => true,
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"GetHeightOffset": () => 10
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});
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TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Melee"), false);
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}
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// Melee target at same height, within range (close distance)
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{
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const defender = ++entityID;
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AddMock(defender, IID_Position, {
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"IsInWorld": () => true,
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"GetHeightOffset": () => 4
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});
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// sqrt(0² + 4²) = 4 <= 5
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TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Melee"), true);
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}
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// Ranged: target at same height — reachable from current position (check 1)
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{
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const defender = ++entityID;
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AddMock(defender, IID_Position, {
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"IsInWorld": () => true,
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"GetHeightOffset": () => 0,
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"GetPosition": () => new Vector3D(1, 0, 2)
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});
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// Need RangeManager mock for IsTargetInRange (check 1) to work
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AddMock(SYSTEM_ENTITY, IID_RangeManager, {
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"GetEffectiveParabolicRange": () => 25,
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"GetMaxReachableParabolicHeight": () => 15
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});
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AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
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"IsInTargetRange": () => true
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});
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TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Ranged"), true);
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}
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// Ranged: target too high for parabolic arc even at closest approach (check 2)
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{
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const defender = ++entityID;
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AddMock(defender, IID_Position, {
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"IsInWorld": () => true,
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"GetHeightOffset": () => 20,
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"GetPosition": () => new Vector3D(1, 20, 2)
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});
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AddMock(SYSTEM_ENTITY, IID_RangeManager, {
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"GetEffectiveParabolicRange": () => -1, // out of range
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"GetMaxReachableParabolicHeight": () => 10
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});
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AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
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"IsInTargetRange": () => false
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});
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// heightDiff = 20 - 0 = 20, maxReachableHeightDiff = 10 → unreachable
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TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Ranged"), false);
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}
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}
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testCanEverReachTarget();
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@ -15,6 +15,7 @@ const enemyPlayer = 2;
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const alliedPlayer = 3;
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const turretHolderID = 9;
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const entitiesToTest = [10, 11, 12, 13];
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let entityID = 100;
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AddMock(turretHolderID, IID_Ownership, {
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"GetOwner": () => player
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@ -244,3 +245,80 @@ cmpTurretHolder.OnOwnershipChanged({
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"from": INVALID_PLAYER
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});
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TS_ASSERT(cmpTurretHolder.OccupiesTurretPoint(spawned));
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// Test GetClosestApproachDistanceToTurretPoint
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{
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const holder = ++entityID;
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// Mock the holder's obstruction
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AddMock(holder, IID_Obstruction, {
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"GetBlockMovementFlag": () => true,
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"GetObstructionHalfSizes": () => ({ "x": 10, "y": 15 })
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});
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const cmpHolder = ConstructComponent(holder, "TurretHolder", {
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"TurretPoints": {
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"center": {
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"X": "0",
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"Y": "5.0",
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"Z": "0"
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},
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"edge": {
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"X": "8.0",
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"Y": "5.0",
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"Z": "0"
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},
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"corner": {
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"X": "10.0",
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"Y": "5.0",
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"Z": "15.0"
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},
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"outside": {
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"X": "15.0",
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"Y": "5.0",
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"Z": "0"
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}
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}
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});
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// Center point (0,0) in 20x30 building → min(10, 15) = 10
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TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("center"), 10);
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// Edge point (8,0) in 20x30 building → min(10-8, 15-0) = 2
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TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("edge"), 2);
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// Corner point (10,15) in 20x30 building → min(10-10, 15-15) = 0
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TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("corner"), 0);
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// Outside point (15,0) in 20x30 building → min(10-15, 15-0) = -5 → clamped to 0
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TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("outside"), 0);
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// Nonexistent turret point
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TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("nonexistent"), 0);
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// Pass object directly
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const turretPoint = cmpHolder.TurretPointByName("center");
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TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint(turretPoint), 10);
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// Passable building (no obstruction or doesn't block movement)
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const passableHolder = ++entityID;
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AddMock(passableHolder, IID_Obstruction, {
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"GetBlockMovementFlag": () => false
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});
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const cmpHolderPassable = ConstructComponent(passableHolder, "TurretHolder", {
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"TurretPoints": {
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"center": { "X": "0", "Y": "5.0", "Z": "0" }
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}
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});
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TS_ASSERT_EQUALS(cmpHolderPassable.GetClosestApproachDistanceToTurretPoint("center"), 0);
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// No obstruction component at all
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++entityID;
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const cmpHolderNoObst = ConstructComponent(entityID, "TurretHolder", {
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"TurretPoints": {
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"center": { "X": "0", "Y": "5.0", "Z": "0" }
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}
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});
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TS_ASSERT_EQUALS(cmpHolderNoObst.GetClosestApproachDistanceToTurretPoint("center"), 0);
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}
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|
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@ -67,7 +67,7 @@
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<HeightOffset>18.0</HeightOffset>
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</StatusBars>
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<Vision>
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<Range>80</Range>
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<Range>10</Range>
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</Vision>
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<VisualActor>
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<FoundationActor>structures/fndn_3x3.xml</FoundationActor>
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|
|
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@ -110,6 +110,6 @@
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</SoundGroups>
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</Sound>
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<Vision>
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<Range>80</Range>
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<Range>10</Range>
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</Vision>
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</Entity>
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|
|
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@ -74,6 +74,6 @@
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<Acceleration op="mul">0.75</Acceleration>
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</UnitMotion>
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<Vision>
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<Range>100</Range>
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<Range>10</Range>
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</Vision>
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</Entity>
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|
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@ -186,8 +186,10 @@ struct Query
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{
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std::vector<entity_id_t> lastMatch;
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CEntityHandle source; // TODO: this could crash if an entity is destroyed while a Query is still referencing it
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player_id_t sourcePlayer; // Player who owns the source entity
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entity_pos_t minRange;
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entity_pos_t maxRange;
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entity_pos_t baseRange; // Non-parabolic detection range
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entity_pos_t yOrigin; // Used for parabolas only.
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u32 ownersMask;
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i32 interface;
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@ -318,8 +320,10 @@ struct SerializeHelper<Query>
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template<typename S>
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void Common(S& serialize, const char* /*name*/, Serialize::qualify<S, Query> value)
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{
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serialize.NumberI32_Unbounded("sourcePlayer", value.sourcePlayer);
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serialize.NumberFixed_Unbounded("min range", value.minRange);
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serialize.NumberFixed_Unbounded("max range", value.maxRange);
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serialize.NumberFixed_Unbounded("baseRange", value.baseRange);
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serialize.NumberFixed_Unbounded("yOrigin", value.yOrigin);
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serialize.NumberU32_Unbounded("owners mask", value.ownersMask);
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serialize.NumberI32_Unbounded("interface", value.interface);
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|
|
@ -972,12 +976,11 @@ public:
|
|||
}
|
||||
|
||||
tag_t CreateActiveParabolicQuery(entity_id_t source,
|
||||
entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t yOrigin,
|
||||
entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t baseRange, entity_pos_t yOrigin,
|
||||
const std::vector<int>& owners, int requiredInterface, u8 flags) override
|
||||
{
|
||||
tag_t id = m_QueryNext++;
|
||||
m_Queries[id] = ConstructParabolicQuery(source, minRange, maxRange, yOrigin, owners, requiredInterface, flags, true);
|
||||
|
||||
m_Queries[id] = ConstructParabolicQuery(source, minRange, maxRange, baseRange, yOrigin, owners, requiredInterface, flags, true);
|
||||
return id;
|
||||
}
|
||||
|
||||
|
|
@ -1268,9 +1271,33 @@ public:
|
|||
if (id == q.source.GetId())
|
||||
return false;
|
||||
|
||||
// Ignore if it's missing the required interface
|
||||
// Check if this is a mirage entity
|
||||
CmpPtr<ICmpMirage> cmpMirage(GetSimContext(), id);
|
||||
bool isMirage = !!cmpMirage;
|
||||
|
||||
// Ignore if it's missing the required interface but allow mirages to bypass
|
||||
if (q.interface && !GetSimContext().GetComponentManager().QueryInterface(id, q.interface))
|
||||
return false;
|
||||
{
|
||||
if (!isMirage)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Skip hidden entities (not visible to source player)
|
||||
if (q.source.GetId() != INVALID_ENTITY)
|
||||
{
|
||||
// Look up the source's current owner
|
||||
EntityMap<EntityData>::const_iterator itSource = m_EntityData.find(q.source.GetId());
|
||||
if (itSource != m_EntityData.end())
|
||||
{
|
||||
player_id_t sourceOwner = itSource->second.owner;
|
||||
if (sourceOwner != INVALID_PLAYER)
|
||||
{
|
||||
LosVisibility vis = GetPlayerVisibility(entity.visibilities, sourceOwner);
|
||||
if (vis == LosVisibility::HIDDEN)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
@ -1295,13 +1322,18 @@ public:
|
|||
// Not the entire world, so check a parabolic range, or a regular range.
|
||||
else if (q.parabolic)
|
||||
{
|
||||
// The yOrigin is part of the 3D position, as the source is really that much heigher.
|
||||
// The yOrigin is part of the 3D position, as the source is really that much higher.
|
||||
CmpPtr<ICmpPosition> cmpSourcePosition(q.source);
|
||||
CFixedVector3D pos3d = cmpSourcePosition->GetPosition()+
|
||||
CFixedVector3D(entity_pos_t::Zero(), q.yOrigin, entity_pos_t::Zero()) ;
|
||||
// Get a quick list of entities that are potentially in range, with a cutoff of 2*maxRange.
|
||||
CFixedVector3D pos3d = cmpSourcePosition->GetPosition() +
|
||||
CFixedVector3D(entity_pos_t::Zero(), q.yOrigin, entity_pos_t::Zero());
|
||||
// Get a quick list of entities that are potentially in range.
|
||||
// For parabolic queries, the search radius must cover:
|
||||
// 1. The baseRange circle (non-parabolic detection)
|
||||
// 2. The maximum possible horizontal extent of the parabolic range
|
||||
// Multiplying maxRange by 2 provides a safe upper bound for all possible height differences.
|
||||
entity_pos_t subdivisionRange = std::max(q.baseRange, q.maxRange * 2);
|
||||
subdivisionResultsBuffer.clear();
|
||||
m_Subdivision.GetNear(subdivisionResultsBuffer, pos, q.maxRange * 2);
|
||||
m_Subdivision.GetNear(subdivisionResultsBuffer, pos, subdivisionRange);
|
||||
|
||||
for (size_t i = 0; i < subdivisionResultsBuffer.size(); ++i)
|
||||
{
|
||||
|
|
@ -1311,6 +1343,20 @@ public:
|
|||
if (!TestEntityQuery(q, it->first, it->second))
|
||||
continue;
|
||||
|
||||
CFixedVector2D delta2D = CFixedVector2D(it->second.x, it->second.z) - pos;
|
||||
|
||||
// Check base range first
|
||||
bool inBaseRange = !q.baseRange.IsZero() && delta2D.CompareLength(q.baseRange) <= 0;
|
||||
|
||||
if (inBaseRange)
|
||||
{
|
||||
// In base range - no need for parabolic check
|
||||
if (q.minRange.IsZero() || delta2D.CompareLength(q.minRange) >= 0)
|
||||
r.push_back(it->first);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Parabolic check for entities outside base range
|
||||
CmpPtr<ICmpPosition> cmpSecondPosition(GetSimContext(), subdivisionResultsBuffer[i]);
|
||||
if (!cmpSecondPosition || !cmpSecondPosition->IsInWorld())
|
||||
continue;
|
||||
|
|
@ -1328,7 +1374,7 @@ public:
|
|||
continue;
|
||||
|
||||
if (!q.minRange.IsZero())
|
||||
if ((CFixedVector2D(it->second.x, it->second.z) - pos).CompareLength(q.minRange) < 0)
|
||||
if (delta2D.CompareLength(q.minRange) < 0)
|
||||
continue;
|
||||
|
||||
r.push_back(it->first);
|
||||
|
|
@ -1536,10 +1582,13 @@ public:
|
|||
if (maxRange < entity_pos_t::Zero() && maxRange != ALWAYS_IN_RANGE)
|
||||
LOGWARNING("CCmpRangeManager: Invalid max range %f in query for entity %u", maxRange.ToDouble(), source);
|
||||
|
||||
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), source);
|
||||
|
||||
Query q;
|
||||
q.enabled = false;
|
||||
q.parabolic = false;
|
||||
q.source = GetSimContext().GetComponentManager().LookupEntityHandle(source);
|
||||
q.sourcePlayer = INVALID_PLAYER;
|
||||
q.minRange = minRange;
|
||||
q.maxRange = maxRange;
|
||||
q.yOrigin = entity_pos_t::Zero();
|
||||
|
|
@ -1580,12 +1629,13 @@ public:
|
|||
}
|
||||
|
||||
Query ConstructParabolicQuery(entity_id_t source,
|
||||
entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t yOrigin,
|
||||
entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t baseRange, entity_pos_t yOrigin,
|
||||
const std::vector<int>& owners, int requiredInterface, u8 flagsMask, bool accountForSize) const
|
||||
{
|
||||
Query q = ConstructQuery(source, minRange, maxRange, owners, requiredInterface, flagsMask, accountForSize);
|
||||
q.parabolic = true;
|
||||
q.yOrigin = yOrigin;
|
||||
q.baseRange = baseRange;
|
||||
return q;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -174,6 +174,9 @@ public:
|
|||
* @param maxRange non-negative maximum distance in metres (inclusive) for units on the same elevation;
|
||||
* or -1.0 to ignore distance.
|
||||
* For units on a different height positions, a physical correct paraboloid with height=maxRange/2 above the unit is used to query them
|
||||
* @param baseRange non-negative base detection range in metres (inclusive) for simple 2D circle checks.
|
||||
* Units within this horizontal distance are always considered in range regardless of height.
|
||||
* Set to 0 to disable (original parabolic-only behavior).
|
||||
* @param yOrigin extra bonus so the source can be placed higher and shoot further
|
||||
* @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
|
||||
* @param requiredInterface if non-zero, an interface ID that matching entities must implement.
|
||||
|
|
@ -181,7 +184,8 @@ public:
|
|||
* NB: this one has no accountForSize parameter (assumed true), because we currently can only have 7 arguments for JS functions.
|
||||
* @return unique non-zero identifier of query.
|
||||
*/
|
||||
virtual tag_t CreateActiveParabolicQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t yOrigin,
|
||||
virtual tag_t CreateActiveParabolicQuery(entity_id_t source,
|
||||
entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t baseRange, entity_pos_t yOrigin,
|
||||
const std::vector<int>& owners, int requiredInterface, u8 flags) = 0;
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -220,7 +220,7 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void test_queries()
|
||||
void test_range_queries_distance_only()
|
||||
{
|
||||
ComponentTestHelper test(*g_ScriptContext);
|
||||
|
||||
|
|
@ -242,8 +242,9 @@ public:
|
|||
{ CMessageCreate msg(100); rangeManager->HandleMessage(msg, false); }
|
||||
{ CMessageCreate msg(101); rangeManager->HandleMessage(msg, false); }
|
||||
|
||||
{ CMessageOwnershipChanged msg(100, -1, 1); rangeManager->HandleMessage(msg, false); }
|
||||
{ CMessageOwnershipChanged msg(101, -1, 1); rangeManager->HandleMessage(msg, false); }
|
||||
// Don't set ownership for either entity - leave both as INVALID_PLAYER.
|
||||
// This bypasses the visibility check in TestEntityQuery, allowing us to test
|
||||
// the core distance calculation logic independently of the LOS system.
|
||||
|
||||
auto move = [&rangeManager](entity_id_t ent, MockPositionRgm& pos, fixed x, fixed z) {
|
||||
pos.m_Pos = CFixedVector3D(x, fixed::Zero(), z);
|
||||
|
|
@ -253,45 +254,111 @@ public:
|
|||
move(100, position, fixed::FromInt(10), fixed::FromInt(10));
|
||||
move(101, position2, fixed::FromInt(10), fixed::FromInt(20));
|
||||
|
||||
std::vector<entity_id_t> nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
|
||||
// Query for owner -1 (INVALID_PLAYER) since both entities have no owner
|
||||
std::vector<entity_id_t> nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(4), fixed::FromInt(50), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(4), fixed::FromInt(50), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
|
||||
|
||||
move(101, position2, fixed::FromInt(10), fixed::FromInt(10));
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(4), fixed::FromInt(50), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(4), fixed::FromInt(50), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
|
||||
|
||||
move(101, position2, fixed::FromInt(10), fixed::FromInt(13));
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(4), fixed::FromInt(50), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(4), fixed::FromInt(50), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
|
||||
|
||||
move(101, position2, fixed::FromInt(10), fixed::FromInt(15));
|
||||
// In range thanks to self obstruction size.
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
|
||||
// In range thanks to target obstruction size.
|
||||
nearby = rangeManager->ExecuteQuery(101, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(101, fixed::FromInt(0), fixed::FromInt(4), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{100});
|
||||
|
||||
// Trickier: min-range is closest-to-closest, but rotation may change the real distance.
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(2), fixed::FromInt(50), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(2), fixed::FromInt(50), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(5), fixed::FromInt(50), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(5), fixed::FromInt(50), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(6), fixed::FromInt(50), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(6), fixed::FromInt(50), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
|
||||
nearby = rangeManager->ExecuteQuery(101, fixed::FromInt(5), fixed::FromInt(50), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(101, fixed::FromInt(5), fixed::FromInt(50), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{100});
|
||||
nearby = rangeManager->ExecuteQuery(101, fixed::FromInt(6), fixed::FromInt(50), {1}, 0, true);
|
||||
nearby = rangeManager->ExecuteQuery(101, fixed::FromInt(6), fixed::FromInt(50), {-1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
|
||||
|
||||
}
|
||||
|
||||
void test_range_queries_visibility_filtering()
|
||||
{
|
||||
ComponentTestHelper test(*g_ScriptContext);
|
||||
|
||||
ICmpRangeManager* rangeManager = test.Add<ICmpRangeManager>(CID_RangeManager, "", SYSTEM_ENTITY);
|
||||
|
||||
MockVisionRgm vision, vision2;
|
||||
MockPositionRgm position, position2;
|
||||
MockObstructionRgm obs(fixed::FromInt(2)), obs2(fixed::Zero());
|
||||
test.AddMock(100, IID_Vision, vision);
|
||||
test.AddMock(100, IID_Position, position);
|
||||
test.AddMock(100, IID_Obstruction, obs);
|
||||
|
||||
test.AddMock(101, IID_Vision, vision2);
|
||||
test.AddMock(101, IID_Position, position2);
|
||||
test.AddMock(101, IID_Obstruction, obs2);
|
||||
|
||||
rangeManager->SetBounds(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0), entity_pos_t::FromInt(512), entity_pos_t::FromInt(512));
|
||||
rangeManager->Verify();
|
||||
{ CMessageCreate msg(100); rangeManager->HandleMessage(msg, false); }
|
||||
{ CMessageCreate msg(101); rangeManager->HandleMessage(msg, false); }
|
||||
|
||||
// Set ownership for both entities so they have proper owners
|
||||
{ CMessageOwnershipChanged msg(100, -1, 1); rangeManager->HandleMessage(msg, false); }
|
||||
{ CMessageOwnershipChanged msg(101, -1, 1); rangeManager->HandleMessage(msg, false); }
|
||||
|
||||
auto move = [&rangeManager](entity_id_t ent, MockPositionRgm& pos, fixed x, fixed z) {
|
||||
pos.m_Pos = CFixedVector3D(x, fixed::Zero(), z);
|
||||
{ CMessagePositionChanged msg(ent, true, x, z, entity_angle_t::Zero()); rangeManager->HandleMessage(msg, false); }
|
||||
};
|
||||
|
||||
move(100, position, fixed::FromInt(10), fixed::FromInt(10));
|
||||
move(101, position2, fixed::FromInt(10), fixed::FromInt(15));
|
||||
|
||||
// Note: Full LOS testing (vision range, terrain, fog) requires a full game world
|
||||
// with terrain, water, and proper pathfinding. That's beyond the scope of this
|
||||
// unit test. The visibility test here verifies that ExecuteQuery respects the
|
||||
// reveal whole map flag, which exercises the visibility check path in TestEntityQuery.
|
||||
|
||||
// Enable "reveal whole map" to force all entities to be visible
|
||||
rangeManager->SetLosRevealWholeMap(1, true);
|
||||
|
||||
// Process an update
|
||||
{ CMessageUpdate msg(fixed::FromInt(1)); rangeManager->HandleMessage(msg, false); }
|
||||
|
||||
// Entity 101 should be visible (due to reveal map) and in range
|
||||
std::vector<entity_id_t> nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(50), {1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
|
||||
|
||||
// Disable "reveal whole map" to test hidden entities
|
||||
rangeManager->SetLosRevealWholeMap(1, false);
|
||||
{ CMessageUpdate msg(fixed::FromInt(1)); rangeManager->HandleMessage(msg, false); }
|
||||
|
||||
// Entity 101 should now be hidden because LOS isn't properly set up
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(50), {1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
|
||||
|
||||
// Re-enable reveal map to show it works again
|
||||
rangeManager->SetLosRevealWholeMap(1, true);
|
||||
{ CMessageUpdate msg(fixed::FromInt(1)); rangeManager->HandleMessage(msg, false); }
|
||||
|
||||
nearby = rangeManager->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(50), {1}, 0, true);
|
||||
TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
|
||||
}
|
||||
|
||||
void test_ParabolicRangeBasic()
|
||||
{
|
||||
ComponentTestHelper test(*g_ScriptContext);
|
||||
|
|
|
|||
Loading…
Reference in a new issue