0ad/source/simulation2/components/ICmpUnitMotion.cpp
Lancelot de Ferrière 2f7ac026c1 Avoid idle 'flicker' because of regular formation regroups
Since 71a61d5f50, formations regularly regroup. However, units already at their correct offset should remain idle. This doesn't happen as we cannot check if we are at destination.
This exposes that and handles things properly... Unfortunately UnitAI has already left the IDLE state at this point, so we still get counted as no-longer idle for a turn.
To fix this, try and detect that particular situation without triggering infinite loops.
2025-01-02 16:59:13 +01:00

183 lines
5.8 KiB
C++

/* Copyright (C) 2022 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ICmpUnitMotion.h"
#include "simulation2/system/InterfaceScripted.h"
#include "simulation2/scripting/ScriptComponent.h"
BEGIN_INTERFACE_WRAPPER(UnitMotion)
DEFINE_INTERFACE_METHOD("MoveToPointRange", ICmpUnitMotion, MoveToPointRange)
DEFINE_INTERFACE_METHOD("MoveToTargetRange", ICmpUnitMotion, MoveToTargetRange)
DEFINE_INTERFACE_METHOD("MoveToFormationOffset", ICmpUnitMotion, MoveToFormationOffset)
DEFINE_INTERFACE_METHOD("SetMemberOfFormation", ICmpUnitMotion, SetMemberOfFormation)
DEFINE_INTERFACE_METHOD("IsTargetRangeReachable", ICmpUnitMotion, IsTargetRangeReachable)
DEFINE_INTERFACE_METHOD("PossiblyAtDestination", ICmpUnitMotion, PossiblyAtDestination)
DEFINE_INTERFACE_METHOD("FaceTowardsPoint", ICmpUnitMotion, FaceTowardsPoint)
DEFINE_INTERFACE_METHOD("StopMoving", ICmpUnitMotion, StopMoving)
DEFINE_INTERFACE_METHOD("GetCurrentSpeed", ICmpUnitMotion, GetCurrentSpeed)
DEFINE_INTERFACE_METHOD("IsMoveRequested", ICmpUnitMotion, IsMoveRequested)
DEFINE_INTERFACE_METHOD("GetSpeed", ICmpUnitMotion, GetSpeed)
DEFINE_INTERFACE_METHOD("GetWalkSpeed", ICmpUnitMotion, GetWalkSpeed)
DEFINE_INTERFACE_METHOD("GetRunMultiplier", ICmpUnitMotion, GetRunMultiplier)
DEFINE_INTERFACE_METHOD("EstimateFuturePosition", ICmpUnitMotion, EstimateFuturePosition)
DEFINE_INTERFACE_METHOD("SetSpeedMultiplier", ICmpUnitMotion, SetSpeedMultiplier)
DEFINE_INTERFACE_METHOD("GetAcceleration", ICmpUnitMotion, GetAcceleration)
DEFINE_INTERFACE_METHOD("SetAcceleration", ICmpUnitMotion, SetAcceleration)
DEFINE_INTERFACE_METHOD("GetPassabilityClassName", ICmpUnitMotion, GetPassabilityClassName)
DEFINE_INTERFACE_METHOD("SetPassabilityClassName", ICmpUnitMotion, SetPassabilityClassName)
DEFINE_INTERFACE_METHOD("GetUnitClearance", ICmpUnitMotion, GetUnitClearance)
DEFINE_INTERFACE_METHOD("SetFacePointAfterMove", ICmpUnitMotion, SetFacePointAfterMove)
DEFINE_INTERFACE_METHOD("GetFacePointAfterMove", ICmpUnitMotion, GetFacePointAfterMove)
DEFINE_INTERFACE_METHOD("SetDebugOverlay", ICmpUnitMotion, SetDebugOverlay)
END_INTERFACE_WRAPPER(UnitMotion)
class CCmpUnitMotionScripted : public ICmpUnitMotion
{
public:
DEFAULT_SCRIPT_WRAPPER(UnitMotionScripted)
bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) override
{
return m_Script.Call<bool>("MoveToPointRange", x, z, minRange, maxRange);
}
bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) override
{
return m_Script.Call<bool>("MoveToTargetRange", target, minRange, maxRange);
}
void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z) override
{
m_Script.CallVoid("MoveToFormationOffset", target, x, z);
}
void SetMemberOfFormation(entity_id_t controller) override
{
m_Script.CallVoid("SetMemberOfFormation", controller);
}
bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) override
{
return m_Script.Call<bool>("IsTargetRangeReachable", target, minRange, maxRange);
}
bool PossiblyAtDestination() const override
{
return m_Script.Call<bool>("PossiblyAtDestination");
}
void FaceTowardsPoint(entity_pos_t x, entity_pos_t z) override
{
m_Script.CallVoid("FaceTowardsPoint", x, z);
}
void StopMoving() override
{
m_Script.CallVoid("StopMoving");
}
fixed GetCurrentSpeed() const override
{
return m_Script.Call<fixed>("GetCurrentSpeed");
}
bool IsMoveRequested() const override
{
return m_Script.Call<bool>("IsMoveRequested");
}
fixed GetSpeed() const override
{
return m_Script.Call<fixed>("GetSpeed");
}
fixed GetWalkSpeed() const override
{
return m_Script.Call<fixed>("GetWalkSpeed");
}
fixed GetRunMultiplier() const override
{
return m_Script.Call<fixed>("GetRunMultiplier");
}
void SetSpeedMultiplier(fixed multiplier) override
{
m_Script.CallVoid("SetSpeedMultiplier", multiplier);
}
fixed GetSpeedMultiplier() const override
{
return m_Script.Call<fixed>("GetSpeedMultiplier");
}
CFixedVector2D EstimateFuturePosition(const fixed dt) const override
{
return m_Script.Call<CFixedVector2D>("EstimateFuturePosition", dt);
}
fixed GetAcceleration() const override
{
return m_Script.Call<fixed>("GetAcceleration");
}
void SetAcceleration(fixed acceleration) override
{
m_Script.CallVoid("SetAcceleration", acceleration);
}
void SetFacePointAfterMove(bool facePointAfterMove) override
{
m_Script.CallVoid("SetFacePointAfterMove", facePointAfterMove);
}
bool GetFacePointAfterMove() const override
{
return m_Script.Call<bool>("GetFacePointAfterMove");
}
pass_class_t GetPassabilityClass() const override
{
return m_Script.Call<pass_class_t>("GetPassabilityClass");
}
std::string GetPassabilityClassName() const override
{
return m_Script.Call<std::string>("GetPassabilityClassName");
}
void SetPassabilityClassName(const std::string& passClassName) override
{
return m_Script.CallVoid("SetPassabilityClassName", passClassName);
}
entity_pos_t GetUnitClearance() const override
{
return m_Script.Call<entity_pos_t>("GetUnitClearance");
}
void SetDebugOverlay(bool enabled) override
{
m_Script.CallVoid("SetDebugOverlay", enabled);
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(UnitMotionScripted)