/* 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 "CCmpUnitMotion.h" #include "CCmpUnitMotionManager.h" #include "ps/CLogger.h" #include "ps/Profile.h" // NB: this TU contains the CCmpUnitMotion/CCmpUnitMotionManager couple. // In practice, UnitMotionManager functions need access to the full implementation of UnitMotion, // but UnitMotion needs access to MotionState (defined in UnitMotionManager). // To avoid inclusion issues, implementation of UnitMotionManager that uses UnitMotion is here. void CCmpUnitMotionManager::Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController) { MotionState state = { CmpPtr(GetSimContext(), ent), component, 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); }