/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "simulation2/system/Component.h" #include "ICmpUnitMotionManager.h" #include "simulation2/MessageTypes.h" #include "simulation2/components/ICmpUnitMotion.h" #include "simulation2/system/EntityMap.h" #include "ps/CLogger.h" #include "ps/Profile.h" class CCmpUnitMotionManager : public ICmpUnitMotionManager { public: static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeToMessageType(MT_TurnStart); componentManager.SubscribeToMessageType(MT_Update_Final); componentManager.SubscribeToMessageType(MT_Update_MotionUnit); componentManager.SubscribeToMessageType(MT_Update_MotionFormation); } DEFAULT_COMPONENT_ALLOCATOR(UnitMotionManager) EntityMap m_Units; EntityMap m_FormationControllers; // Temporary vector, reconstructed each turn (stored here to avoid memory reallocations). std::vector::iterator> m_MovingUnits; bool m_ComputingMotion; static std::string GetSchema() { return ""; } virtual void Init(const CParamNode& UNUSED(paramNode)) { m_MovingUnits.reserve(40); } virtual void Deinit() { } virtual void Serialize(ISerializer& UNUSED(serialize)) { } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) { Init(paramNode); } virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) { switch (msg.GetType()) { case MT_TurnStart: { OnTurnStart(); break; } case MT_Update_MotionFormation: { fixed dt = static_cast(msg).turnLength; m_ComputingMotion = true; MoveFormations(dt); m_ComputingMotion = false; break; } case MT_Update_MotionUnit: { fixed dt = static_cast(msg).turnLength; m_ComputingMotion = true; MoveUnits(dt); m_ComputingMotion = false; break; } } } virtual void Register(entity_id_t ent, bool formationController); virtual void Unregister(entity_id_t ent); virtual bool ComputingMotion() const { return m_ComputingMotion; } void OnTurnStart(); void MoveUnits(fixed dt); void MoveFormations(fixed dt); void Move(EntityMap& ents, fixed dt); }; void CCmpUnitMotionManager::Register(entity_id_t ent, bool formationController) { MotionState state = { CmpPtr(GetSimContext(), ent), CmpPtr(GetSimContext(), ent), CFixedVector2D(), CFixedVector2D(), fixed::Zero(), fixed::Zero(), false, false }; if (!formationController) m_Units.insert(ent, state); else m_FormationControllers.insert(ent, state); } void CCmpUnitMotionManager::Unregister(entity_id_t ent) { EntityMap::iterator it = m_Units.find(ent); if (it != m_Units.end()) { m_Units.erase(it); return; } it = m_FormationControllers.find(ent); if (it != m_FormationControllers.end()) m_FormationControllers.erase(it); } void CCmpUnitMotionManager::OnTurnStart() { for (EntityMap::value_type& data : m_FormationControllers) data.second.cmpUnitMotion->OnTurnStart(); for (EntityMap::value_type& data : m_Units) data.second.cmpUnitMotion->OnTurnStart(); } void CCmpUnitMotionManager::MoveUnits(fixed dt) { Move(m_Units, dt); } void CCmpUnitMotionManager::MoveFormations(fixed dt) { Move(m_FormationControllers, dt); } void CCmpUnitMotionManager::Move(EntityMap& ents, fixed dt) { m_MovingUnits.clear(); for (EntityMap::iterator it = ents.begin(); it != ents.end(); ++it) { it->second.cmpUnitMotion->PreMove(it->second); if (!it->second.needUpdate) continue; m_MovingUnits.push_back(it); it->second.initialPos = it->second.cmpPosition->GetPosition2D(); it->second.initialAngle = it->second.cmpPosition->GetRotation().Y; it->second.pos = it->second.initialPos; it->second.angle = it->second.initialAngle; } for (EntityMap::iterator& it : m_MovingUnits) it->second.cmpUnitMotion->Move(it->second, dt); for (EntityMap::iterator& it : m_MovingUnits) it->second.cmpUnitMotion->PostMove(it->second, dt); } REGISTER_COMPONENT_TYPE(UnitMotionManager)