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Following D1899/98f609df1d, we have logic that can handle calling MoveSucceeded() even if we don't go through the special STATE_STOPPING state, and following D1898/8ac104b07a we no longer need STATE_STOPPING for animation sync either. m_State can therefore be entirely removed as it is redundant with other information. Differential Revision: https://code.wildfiregames.com/D1900 This was SVN commit r22441.
1579 lines
50 KiB
C++
1579 lines
50 KiB
C++
/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpUnitMotion.h"
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#include "simulation2/components/ICmpObstruction.h"
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#include "simulation2/components/ICmpObstructionManager.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpPathfinder.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpValueModificationManager.h"
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#include "simulation2/helpers/Geometry.h"
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#include "simulation2/helpers/Render.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/serialization/SerializeTemplates.h"
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#include "graphics/Overlay.h"
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#include "graphics/Terrain.h"
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#include "maths/FixedVector2D.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include "renderer/Scene.h"
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// For debugging; units will start going straight to the target
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// instead of calling the pathfinder
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#define DISABLE_PATHFINDER 0
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/**
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* When advancing along the long path, and picking a new waypoint to move
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* towards, we'll pick one that's up to this far from the unit's current
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* position (to minimise the effects of grid-constrained movement)
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*/
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static const entity_pos_t WAYPOINT_ADVANCE_MAX = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*8);
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/**
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* Min/Max range to restrict short path queries to. (Larger ranges are slower,
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* smaller ranges might miss some legitimate routes around large obstacles.)
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*/
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static const entity_pos_t SHORT_PATH_MIN_SEARCH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*2);
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static const entity_pos_t SHORT_PATH_MAX_SEARCH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*9);
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/**
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* Minimum distance to goal for a long path request
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*/
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static const entity_pos_t LONG_PATH_MIN_DIST = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*4);
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/**
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* When short-pathing, and the short-range pathfinder failed to return a path,
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* Assume we are at destination if we are closer than this distance to the target
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* And we have no target entity.
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* This is somewhat arbitrary, but setting a too big distance means units might lose sight of their end goal too much;
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*/
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static const entity_pos_t SHORT_PATH_GOAL_RADIUS = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*2);
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/**
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* If we are this close to our target entity/point, then think about heading
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* for it in a straight line instead of pathfinding.
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*/
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static const entity_pos_t DIRECT_PATH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*4);
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static const CColor OVERLAY_COLOR_LONG_PATH(1, 1, 1, 1);
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static const CColor OVERLAY_COLOR_SHORT_PATH(1, 0, 0, 1);
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class CCmpUnitMotion : public ICmpUnitMotion
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Update_MotionFormation);
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componentManager.SubscribeToMessageType(MT_Update_MotionUnit);
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componentManager.SubscribeToMessageType(MT_PathResult);
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componentManager.SubscribeToMessageType(MT_OwnershipChanged);
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componentManager.SubscribeToMessageType(MT_ValueModification);
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componentManager.SubscribeToMessageType(MT_Deserialized);
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}
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DEFAULT_COMPONENT_ALLOCATOR(UnitMotion)
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bool m_DebugOverlayEnabled;
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std::vector<SOverlayLine> m_DebugOverlayLongPathLines;
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std::vector<SOverlayLine> m_DebugOverlayShortPathLines;
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// Template state:
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bool m_FormationController;
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fixed m_TemplateWalkSpeed, m_TemplateRunMultiplier;
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pass_class_t m_PassClass;
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std::string m_PassClassName;
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// Dynamic state:
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entity_pos_t m_Clearance;
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// cached for efficiency
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fixed m_WalkSpeed, m_RunMultiplier;
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bool m_FacePointAfterMove;
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enum PathState
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{
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/*
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* There is no path.
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* (This should only happen in IDLE and STOPPING.)
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*/
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PATHSTATE_NONE,
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/*
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* We have an outstanding long path request.
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* No paths are usable yet, so we can't move anywhere.
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*/
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PATHSTATE_WAITING_REQUESTING_LONG,
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/*
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* We have an outstanding short path request.
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* m_LongPath is valid.
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* m_ShortPath is not yet valid, so we can't move anywhere.
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*/
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PATHSTATE_WAITING_REQUESTING_SHORT,
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/*
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* We are following our path, and have no path requests.
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* m_LongPath and m_ShortPath are valid.
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*/
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PATHSTATE_FOLLOWING,
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/*
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* We are following our path, and have an outstanding long path request.
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* (This is because our target moved a long way and we need to recompute
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* the whole path).
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* m_LongPath and m_ShortPath are valid.
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*/
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PATHSTATE_FOLLOWING_REQUESTING_LONG,
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/*
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* We are following our path, and have an outstanding short path request.
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* (This is because our target moved and we've got a new long path
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* which we need to follow).
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* m_LongPath is valid; m_ShortPath is valid but obsolete.
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*/
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PATHSTATE_FOLLOWING_REQUESTING_SHORT,
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PATHSTATE_MAX
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};
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u8 m_PathState;
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u32 m_ExpectedPathTicket; // asynchronous request ID we're waiting for, or 0 if none
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struct MoveRequest {
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enum Type {
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NONE,
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POINT,
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ENTITY,
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OFFSET
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} m_Type = NONE;
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entity_id_t m_Entity = INVALID_ENTITY;
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CFixedVector2D m_Position;
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entity_pos_t m_MinRange, m_MaxRange;
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// For readability
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CFixedVector2D GetOffset() const { return m_Position; };
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MoveRequest() = default;
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MoveRequest(CFixedVector2D pos, entity_pos_t minRange, entity_pos_t maxRange) : m_Type(POINT), m_Position(pos), m_MinRange(minRange), m_MaxRange(maxRange) {};
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MoveRequest(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) : m_Type(ENTITY), m_Entity(target), m_MinRange(minRange), m_MaxRange(maxRange) {};
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MoveRequest(entity_id_t target, CFixedVector2D offset) : m_Type(OFFSET), m_Entity(target), m_Position(offset) {};
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} m_MoveRequest;
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// If the entity moves, it will do so at m_WalkSpeed * m_SpeedMultiplier.
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fixed m_SpeedMultiplier;
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// This caches the resulting speed from m_WalkSpeed * m_SpeedMultiplier for convenience.
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fixed m_Speed;
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// Current mean speed (over the last turn).
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fixed m_CurSpeed;
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// Currently active paths (storing waypoints in reverse order).
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// The last item in each path is the point we're currently heading towards.
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WaypointPath m_LongPath;
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WaypointPath m_ShortPath;
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// Motion planning
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u8 m_Tries; // how many tries we've done to get to our current Final Goal.
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PathGoal m_FinalGoal;
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static std::string GetSchema()
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{
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return
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"<a:help>Provides the unit with the ability to move around the world by itself.</a:help>"
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"<a:example>"
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"<WalkSpeed>7.0</WalkSpeed>"
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"<PassabilityClass>default</PassabilityClass>"
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"</a:example>"
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"<element name='FormationController'>"
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"<data type='boolean'/>"
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"</element>"
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"<element name='WalkSpeed' a:help='Basic movement speed (in metres per second)'>"
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"<ref name='positiveDecimal'/>"
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"</element>"
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"<optional>"
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"<element name='RunMultiplier' a:help='How much faster the unit goes when running (as a multiple of walk speed)'>"
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"<ref name='positiveDecimal'/>"
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"</element>"
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"</optional>"
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"<element name='PassabilityClass' a:help='Identifies the terrain passability class (values are defined in special/pathfinder.xml)'>"
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"<text/>"
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"</element>";
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}
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virtual void Init(const CParamNode& paramNode)
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{
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m_FormationController = paramNode.GetChild("FormationController").ToBool();
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m_FacePointAfterMove = true;
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m_WalkSpeed = m_TemplateWalkSpeed = m_Speed = paramNode.GetChild("WalkSpeed").ToFixed();
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m_SpeedMultiplier = fixed::FromInt(1);
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m_CurSpeed = fixed::Zero();
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m_RunMultiplier = m_TemplateRunMultiplier = fixed::FromInt(1);
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if (paramNode.GetChild("RunMultiplier").IsOk())
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m_RunMultiplier = m_TemplateRunMultiplier = paramNode.GetChild("RunMultiplier").ToFixed();
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CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
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if (cmpPathfinder)
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{
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m_PassClassName = paramNode.GetChild("PassabilityClass").ToUTF8();
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m_PassClass = cmpPathfinder->GetPassabilityClass(m_PassClassName);
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m_Clearance = cmpPathfinder->GetClearance(m_PassClass);
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CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
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if (cmpObstruction)
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cmpObstruction->SetUnitClearance(m_Clearance);
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}
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m_PathState = PATHSTATE_NONE;
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m_ExpectedPathTicket = 0;
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m_Tries = 0;
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m_FinalGoal.type = PathGoal::POINT;
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m_DebugOverlayEnabled = false;
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}
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virtual void Deinit()
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{
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}
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template<typename S>
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void SerializeCommon(S& serialize)
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{
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serialize.NumberU8("path state", m_PathState, 0, PATHSTATE_MAX-1);
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serialize.StringASCII("pass class", m_PassClassName, 0, 64);
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serialize.NumberU32_Unbounded("ticket", m_ExpectedPathTicket);
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SerializeU8_Enum<MoveRequest::Type, MoveRequest::Type::OFFSET>()(serialize, "target type", m_MoveRequest.m_Type);
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serialize.NumberU32_Unbounded("target entity", m_MoveRequest.m_Entity);
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serialize.NumberFixed_Unbounded("target pos x", m_MoveRequest.m_Position.X);
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serialize.NumberFixed_Unbounded("target pos y", m_MoveRequest.m_Position.Y);
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serialize.NumberFixed_Unbounded("target min range", m_MoveRequest.m_MinRange);
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serialize.NumberFixed_Unbounded("target max range", m_MoveRequest.m_MaxRange);
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serialize.NumberFixed_Unbounded("speed multiplier", m_SpeedMultiplier);
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serialize.NumberFixed_Unbounded("current speed", m_CurSpeed);
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serialize.Bool("facePointAfterMove", m_FacePointAfterMove);
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serialize.NumberU8("tries", m_Tries, 0, 255);
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SerializeVector<SerializeWaypoint>()(serialize, "long path", m_LongPath.m_Waypoints);
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SerializeVector<SerializeWaypoint>()(serialize, "short path", m_ShortPath.m_Waypoints);
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SerializeGoal()(serialize, "goal", m_FinalGoal);
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}
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virtual void Serialize(ISerializer& serialize)
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{
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SerializeCommon(serialize);
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(paramNode);
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SerializeCommon(deserialize);
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CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
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if (cmpPathfinder)
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m_PassClass = cmpPathfinder->GetPassabilityClass(m_PassClassName);
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_Update_MotionFormation:
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{
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if (m_FormationController)
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{
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fixed dt = static_cast<const CMessageUpdate_MotionFormation&> (msg).turnLength;
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Move(dt);
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}
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break;
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}
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case MT_Update_MotionUnit:
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{
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if (!m_FormationController)
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{
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fixed dt = static_cast<const CMessageUpdate_MotionUnit&> (msg).turnLength;
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Move(dt);
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}
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break;
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}
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case MT_RenderSubmit:
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{
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PROFILE("UnitMotion::RenderSubmit");
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector);
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break;
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}
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case MT_PathResult:
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{
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const CMessagePathResult& msgData = static_cast<const CMessagePathResult&> (msg);
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PathResult(msgData.ticket, msgData.path);
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break;
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}
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case MT_ValueModification:
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{
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const CMessageValueModification& msgData = static_cast<const CMessageValueModification&> (msg);
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if (msgData.component != L"UnitMotion")
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break;
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FALLTHROUGH;
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}
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case MT_OwnershipChanged:
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case MT_Deserialized:
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{
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CmpPtr<ICmpValueModificationManager> cmpValueModificationManager(GetSystemEntity());
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if (!cmpValueModificationManager)
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break;
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m_WalkSpeed = cmpValueModificationManager->ApplyModifications(L"UnitMotion/WalkSpeed", m_TemplateWalkSpeed, GetEntityId());
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m_RunMultiplier = cmpValueModificationManager->ApplyModifications(L"UnitMotion/RunMultiplier", m_TemplateRunMultiplier, GetEntityId());
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// For MT_Deserialize compute m_Speed from the serialized m_SpeedMultiplier.
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// For MT_ValueModification and MT_OwnershipChanged, adjust m_SpeedMultiplier if needed
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// (in case then new m_RunMultiplier value is lower than the old).
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SetSpeedMultiplier(m_SpeedMultiplier);
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break;
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}
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}
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}
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void UpdateMessageSubscriptions()
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{
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bool needRender = m_DebugOverlayEnabled;
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GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
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}
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virtual bool IsMoving() const
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{
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return m_MoveRequest.m_Type != MoveRequest::NONE;
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}
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virtual fixed GetSpeedMultiplier() const
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{
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return m_SpeedMultiplier;
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}
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virtual void SetSpeedMultiplier(fixed multiplier)
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{
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m_SpeedMultiplier = std::min(multiplier, m_RunMultiplier);
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m_Speed = m_SpeedMultiplier.Multiply(GetWalkSpeed());
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}
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virtual fixed GetSpeed() const
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{
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return m_Speed;
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}
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virtual fixed GetWalkSpeed() const
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{
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return m_WalkSpeed;
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}
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virtual fixed GetRunMultiplier() const
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{
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return m_RunMultiplier;
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}
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virtual pass_class_t GetPassabilityClass() const
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{
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return m_PassClass;
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}
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virtual std::string GetPassabilityClassName() const
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{
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return m_PassClassName;
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}
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virtual void SetPassabilityClassName(const std::string& passClassName)
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{
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m_PassClassName = passClassName;
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CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
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if (cmpPathfinder)
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m_PassClass = cmpPathfinder->GetPassabilityClass(passClassName);
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}
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virtual fixed GetCurrentSpeed() const
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{
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return m_CurSpeed;
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}
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virtual void SetFacePointAfterMove(bool facePointAfterMove)
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{
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m_FacePointAfterMove = facePointAfterMove;
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}
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virtual void SetDebugOverlay(bool enabled)
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{
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m_DebugOverlayEnabled = enabled;
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UpdateMessageSubscriptions();
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}
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virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange);
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virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange);
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virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z);
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virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z);
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virtual void StopMoving()
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{
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if (m_FacePointAfterMove)
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{
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CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
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if (cmpPosition && cmpPosition->IsInWorld())
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FaceTowardsPointFromPos(cmpPosition->GetPosition2D(), m_FinalGoal.x, m_FinalGoal.z);
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}
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m_MoveRequest = MoveRequest();
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m_ExpectedPathTicket = 0;
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m_PathState = PATHSTATE_NONE;
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m_LongPath.m_Waypoints.clear();
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m_ShortPath.m_Waypoints.clear();
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}
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virtual entity_pos_t GetUnitClearance() const
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{
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return m_Clearance;
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}
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private:
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bool ShouldAvoidMovingUnits() const
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{
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return !m_FormationController;
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}
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bool IsFormationMember() const
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{
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// TODO: this really shouldn't be what we are checking for.
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return m_MoveRequest.m_Type == MoveRequest::OFFSET;
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}
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entity_id_t GetGroup() const
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{
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return IsFormationMember() ? m_MoveRequest.m_Entity : GetEntityId();
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}
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bool HasValidPath() const
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{
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return m_PathState == PATHSTATE_FOLLOWING
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|| m_PathState == PATHSTATE_FOLLOWING_REQUESTING_LONG
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|| m_PathState == PATHSTATE_FOLLOWING_REQUESTING_SHORT;
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}
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void MoveFailed()
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{
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CMessageMotionChanged msg(true);
|
|
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
|
|
}
|
|
|
|
void MoveSucceeded()
|
|
{
|
|
CMessageMotionChanged msg(false);
|
|
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
|
|
}
|
|
|
|
/**
|
|
* Update other components on our speed.
|
|
* This doesn't use messages for efficiency.
|
|
* This should only be called when speed changes.
|
|
*/
|
|
void UpdateMovementState(entity_pos_t speed)
|
|
{
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
|
|
// Moved last turn, didn't this turn.
|
|
if (speed == fixed::Zero() && m_CurSpeed > fixed::Zero())
|
|
{
|
|
if (cmpObstruction)
|
|
cmpObstruction->SetMovingFlag(false);
|
|
}
|
|
// Moved this turn, didn't last turn
|
|
else if (speed > fixed::Zero() && m_CurSpeed == fixed::Zero())
|
|
{
|
|
if (cmpObstruction)
|
|
cmpObstruction->SetMovingFlag(true);
|
|
}
|
|
|
|
m_CurSpeed = speed;
|
|
}
|
|
|
|
bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange, entity_id_t target);
|
|
|
|
/**
|
|
* Handle the result of an asynchronous path query.
|
|
*/
|
|
void PathResult(u32 ticket, const WaypointPath& path);
|
|
|
|
/**
|
|
* Do the per-turn movement and other updates.
|
|
*/
|
|
void Move(fixed dt);
|
|
|
|
/**
|
|
* Returns true if we are possibly at our destination.
|
|
*/
|
|
bool PossiblyAtDestination() const;
|
|
|
|
/**
|
|
* Process the move the unit will do this turn.
|
|
* This does not send actually change the position.
|
|
* @returns true if the move was obstructed.
|
|
*/
|
|
bool PerformMove(fixed dt, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos) const;
|
|
|
|
/**
|
|
* React if our move was obstructed.
|
|
* @returns true if the obstruction required handling, false otherwise.
|
|
*/
|
|
bool HandleObstructedMove();
|
|
|
|
/**
|
|
* Decide whether to approximate the given range from a square target as a circle,
|
|
* rather than as a square.
|
|
*/
|
|
bool ShouldTreatTargetAsCircle(entity_pos_t range, entity_pos_t circleRadius) const;
|
|
|
|
/**
|
|
* Returns true if the target position is valid. False otherwise.
|
|
* (this may indicate that the target is e.g. out of the world/dead).
|
|
* NB: for code-writing convenience, if we have no target, this returns true.
|
|
*/
|
|
bool TargetHasValidPosition() const;
|
|
|
|
/**
|
|
* Computes the current location of our target entity (plus offset).
|
|
* Returns false if no target entity or no valid position.
|
|
*/
|
|
bool ComputeTargetPosition(CFixedVector2D& out) const;
|
|
|
|
/**
|
|
* Attempts to replace the current path with a straight line to the target,
|
|
* if it's close enough and the route is not obstructed.
|
|
*/
|
|
bool TryGoingStraightToTarget(const CFixedVector2D& from);
|
|
|
|
/**
|
|
* Returns whether our we need to recompute a path to reach our target.
|
|
*/
|
|
bool PathingUpdateNeeded(const CFixedVector2D& from);
|
|
|
|
/**
|
|
* Update goal position if moving target
|
|
*/
|
|
void UpdateFinalGoal();
|
|
|
|
/**
|
|
* Returns whether we are close enough to the target to assume it's a good enough
|
|
* position to stop.
|
|
*/
|
|
bool CloseEnoughFromDestinationToStop(const CFixedVector2D& from) const;
|
|
|
|
/**
|
|
* Returns whether the length of the given path, plus the distance from
|
|
* 'from' to the first waypoints, it shorter than minDistance.
|
|
*/
|
|
bool PathIsShort(const WaypointPath& path, const CFixedVector2D& from, entity_pos_t minDistance) const;
|
|
|
|
/**
|
|
* Rotate to face towards the target point, given the current pos
|
|
*/
|
|
void FaceTowardsPointFromPos(const CFixedVector2D& pos, entity_pos_t x, entity_pos_t z);
|
|
|
|
/**
|
|
* Returns an appropriate obstruction filter for use with path requests.
|
|
* noTarget is true only when used inside TryGoingStraightToTarget,
|
|
* in which case we do not want the target obstruction otherwise it would always fail
|
|
*/
|
|
ControlGroupMovementObstructionFilter GetObstructionFilter(bool noTarget = false) const;
|
|
|
|
/**
|
|
* Start moving to the given goal, from our current position 'from'.
|
|
* Might go in a straight line immediately, or might start an asynchronous
|
|
* path request.
|
|
*/
|
|
void BeginPathing(const CFixedVector2D& from, const PathGoal& goal);
|
|
|
|
/**
|
|
* Start an asynchronous long path query.
|
|
*/
|
|
void RequestLongPath(const CFixedVector2D& from, const PathGoal& goal);
|
|
|
|
/**
|
|
* Start an asynchronous short path query.
|
|
*/
|
|
void RequestShortPath(const CFixedVector2D& from, const PathGoal& goal, bool avoidMovingUnits);
|
|
|
|
/**
|
|
* Convert a path into a renderable list of lines
|
|
*/
|
|
void RenderPath(const WaypointPath& path, std::vector<SOverlayLine>& lines, CColor color);
|
|
|
|
void RenderSubmit(SceneCollector& collector);
|
|
};
|
|
|
|
REGISTER_COMPONENT_TYPE(UnitMotion)
|
|
|
|
void CCmpUnitMotion::PathResult(u32 ticket, const WaypointPath& path)
|
|
{
|
|
// Ignore obsolete path requests
|
|
if (ticket != m_ExpectedPathTicket)
|
|
return;
|
|
|
|
m_ExpectedPathTicket = 0; // we don't expect to get this result again
|
|
|
|
// Check that we are still able to do something with that path
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
{
|
|
// We will probably fail to move so inform components but keep on trying anyways.
|
|
MoveFailed();
|
|
return;
|
|
}
|
|
|
|
if (m_PathState == PATHSTATE_WAITING_REQUESTING_LONG || m_PathState == PATHSTATE_FOLLOWING_REQUESTING_LONG)
|
|
{
|
|
m_LongPath = path;
|
|
|
|
// If we are following a path, leave the old m_ShortPath so we can carry on following it
|
|
// until a new short path has been computed
|
|
if (m_PathState == PATHSTATE_WAITING_REQUESTING_LONG)
|
|
m_ShortPath.m_Waypoints.clear();
|
|
|
|
// If there's no waypoints then we couldn't get near the target.
|
|
// Sort of hack: Just try going directly to the goal point instead
|
|
// (via the short pathfinder), so if we're stuck and the user clicks
|
|
// close enough to the unit then we can probably get unstuck
|
|
if (m_LongPath.m_Waypoints.empty())
|
|
m_LongPath.m_Waypoints.emplace_back(Waypoint{ m_FinalGoal.x, m_FinalGoal.z });
|
|
|
|
m_PathState = PATHSTATE_FOLLOWING;
|
|
}
|
|
else if (m_PathState == PATHSTATE_WAITING_REQUESTING_SHORT || m_PathState == PATHSTATE_FOLLOWING_REQUESTING_SHORT)
|
|
{
|
|
m_ShortPath = path;
|
|
|
|
// If there's no waypoints then we couldn't get near the target
|
|
if (m_ShortPath.m_Waypoints.empty())
|
|
{
|
|
// If we're globally following a long path, try to remove the next waypoint, it might be obstructed
|
|
// If not, and we are not in a formation, retry
|
|
// unless we are close to our target and we don't have a target entity.
|
|
// This makes sure that units don't clump too much when they are not in a formation and tasked to move.
|
|
if (m_LongPath.m_Waypoints.size() > 1)
|
|
m_LongPath.m_Waypoints.pop_back();
|
|
else if (IsFormationMember())
|
|
{
|
|
CMessageMotionChanged msg(true);
|
|
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
|
|
return;
|
|
}
|
|
|
|
CMessageMotionChanged msg(false);
|
|
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
if (CloseEnoughFromDestinationToStop(pos))
|
|
{
|
|
MoveSucceeded();
|
|
return;
|
|
}
|
|
|
|
UpdateFinalGoal();
|
|
RequestLongPath(pos, m_FinalGoal);
|
|
m_PathState = PATHSTATE_WAITING_REQUESTING_LONG;
|
|
return;
|
|
}
|
|
|
|
// else we could, so reset our number of tries.
|
|
m_Tries = 0;
|
|
|
|
m_PathState = PATHSTATE_FOLLOWING;
|
|
}
|
|
else
|
|
LOGWARNING("unexpected PathResult (%u %d)", GetEntityId(), m_PathState);
|
|
}
|
|
|
|
void CCmpUnitMotion::Move(fixed dt)
|
|
{
|
|
PROFILE("Move");
|
|
|
|
// If we were idle and will still be, we can return.
|
|
// TODO: this will need to be removed if pushing is implemented.
|
|
if (m_CurSpeed == fixed::Zero() && m_MoveRequest.m_Type == MoveRequest::NONE)
|
|
return;
|
|
|
|
if (PossiblyAtDestination())
|
|
MoveSucceeded();
|
|
else if (!TargetHasValidPosition())
|
|
{
|
|
// Scrap waypoints - we don't know where to go.
|
|
// If the move request remains unchanged and the target again has a valid position later on,
|
|
// moving will be resumed.
|
|
// Units may want to move to move to the target's last known position,
|
|
// but that should be decided by UnitAI (handling MoveFailed), not UnitMotion.
|
|
m_LongPath.m_Waypoints.clear();
|
|
m_ShortPath.m_Waypoints.clear();
|
|
|
|
MoveFailed();
|
|
}
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return;
|
|
|
|
CFixedVector2D initialPos = cmpPosition->GetPosition2D();
|
|
|
|
// Keep track of the current unit's position during the update
|
|
CFixedVector2D pos = initialPos;
|
|
|
|
// If we're chasing a potentially-moving unit and are currently close
|
|
// enough to its current position, and we can head in a straight line
|
|
// to it, then throw away our current path and go straight to it
|
|
if (m_PathState == PATHSTATE_FOLLOWING ||
|
|
m_PathState == PATHSTATE_FOLLOWING_REQUESTING_SHORT ||
|
|
m_PathState == PATHSTATE_FOLLOWING_REQUESTING_LONG)
|
|
TryGoingStraightToTarget(initialPos);
|
|
|
|
bool wasObstructed = PerformMove(dt, m_ShortPath, m_LongPath, pos);
|
|
|
|
// Update our speed over this turn so that the visual actor shows the correct animation.
|
|
if (pos == initialPos)
|
|
UpdateMovementState(fixed::Zero());
|
|
else
|
|
{
|
|
// Update the Position component after our movement (if we actually moved anywhere)
|
|
CFixedVector2D offset = pos - initialPos;
|
|
|
|
// Face towards the target
|
|
entity_angle_t angle = atan2_approx(offset.X, offset.Y);
|
|
cmpPosition->MoveAndTurnTo(pos.X,pos.Y, angle);
|
|
|
|
// Calculate the mean speed over this past turn.
|
|
UpdateMovementState(offset.Length() / dt);
|
|
}
|
|
|
|
if (wasObstructed && HandleObstructedMove())
|
|
return;
|
|
|
|
if (m_PathState == PATHSTATE_FOLLOWING)
|
|
{
|
|
// We may need to recompute our path sometimes (e.g. if our target moves).
|
|
// Since we request paths asynchronously anyways, this does not need to be done before moving.
|
|
PathingUpdateNeeded(pos);
|
|
}
|
|
}
|
|
|
|
bool CCmpUnitMotion::PossiblyAtDestination() const
|
|
{
|
|
if (m_MoveRequest.m_Type == MoveRequest::NONE)
|
|
return false;
|
|
|
|
if (IsFormationMember())
|
|
{
|
|
// We've reached our assigned position. If the controller
|
|
// is idle, send a notification in case it should disband,
|
|
// otherwise continue following the formation next turn.
|
|
CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetSimContext(), m_MoveRequest.m_Entity);
|
|
return cmpUnitMotion && !cmpUnitMotion->IsMoving();
|
|
}
|
|
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
|
|
ENSURE(cmpObstructionManager);
|
|
|
|
if (m_MoveRequest.m_Type == MoveRequest::POINT)
|
|
return cmpObstructionManager->IsInPointRange(GetEntityId(), m_MoveRequest.m_Position.X, m_MoveRequest.m_Position.Y, m_MoveRequest.m_MinRange, m_MoveRequest.m_MaxRange, false);
|
|
if (m_MoveRequest.m_Type == MoveRequest::ENTITY)
|
|
return cmpObstructionManager->IsInTargetRange(GetEntityId(), m_MoveRequest.m_Entity, m_MoveRequest.m_MinRange, m_MoveRequest.m_MaxRange, false);
|
|
if (m_MoveRequest.m_Type == MoveRequest::OFFSET)
|
|
{
|
|
CFixedVector2D targetPos;
|
|
ComputeTargetPosition(targetPos);
|
|
return cmpObstructionManager->IsInPointRange(GetEntityId(), m_MoveRequest.m_Position.X, m_MoveRequest.m_Position.Y, m_MoveRequest.m_MinRange, m_MoveRequest.m_MaxRange, false);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CCmpUnitMotion::PerformMove(fixed dt, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos) const
|
|
{
|
|
if (m_PathState != PATHSTATE_FOLLOWING &&
|
|
m_PathState != PATHSTATE_FOLLOWING_REQUESTING_SHORT &&
|
|
m_PathState != PATHSTATE_FOLLOWING_REQUESTING_LONG)
|
|
return false;
|
|
|
|
// TODO: there's some asymmetry here when units look at other
|
|
// units' positions - the result will depend on the order of execution.
|
|
// Maybe we should split the updates into multiple phases to minimise
|
|
// that problem.
|
|
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
|
|
if (!cmpPathfinder)
|
|
return false;
|
|
|
|
fixed basicSpeed = m_Speed;
|
|
// If in formation, run to keep up; otherwise just walk
|
|
if (IsFormationMember())
|
|
basicSpeed = m_Speed.Multiply(m_RunMultiplier);
|
|
|
|
// Find the speed factor of the underlying terrain
|
|
// (We only care about the tile we start on - it doesn't matter if we're moving
|
|
// partially onto a much slower/faster tile)
|
|
// TODO: Terrain-dependent speeds are not currently supported
|
|
fixed terrainSpeed = fixed::FromInt(1);
|
|
|
|
fixed maxSpeed = basicSpeed.Multiply(terrainSpeed);
|
|
|
|
// We want to move (at most) maxSpeed*dt units from pos towards the next waypoint
|
|
|
|
fixed timeLeft = dt;
|
|
fixed zero = fixed::Zero();
|
|
|
|
while (timeLeft > zero)
|
|
{
|
|
// If we ran out of path, we have to stop
|
|
if (shortPath.m_Waypoints.empty() && longPath.m_Waypoints.empty())
|
|
break;
|
|
|
|
CFixedVector2D target;
|
|
if (shortPath.m_Waypoints.empty())
|
|
target = CFixedVector2D(longPath.m_Waypoints.back().x, longPath.m_Waypoints.back().z);
|
|
else
|
|
target = CFixedVector2D(shortPath.m_Waypoints.back().x, shortPath.m_Waypoints.back().z);
|
|
|
|
CFixedVector2D offset = target - pos;
|
|
|
|
// Work out how far we can travel in timeLeft
|
|
fixed maxdist = maxSpeed.Multiply(timeLeft);
|
|
|
|
// If the target is close, we can move there directly
|
|
fixed offsetLength = offset.Length();
|
|
if (offsetLength <= maxdist)
|
|
{
|
|
if (cmpPathfinder->CheckMovement(GetObstructionFilter(), pos.X, pos.Y, target.X, target.Y, m_Clearance, m_PassClass))
|
|
{
|
|
pos = target;
|
|
|
|
// Spend the rest of the time heading towards the next waypoint
|
|
timeLeft = (maxdist - offsetLength) / maxSpeed;
|
|
|
|
if (shortPath.m_Waypoints.empty())
|
|
longPath.m_Waypoints.pop_back();
|
|
else
|
|
shortPath.m_Waypoints.pop_back();
|
|
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// Error - path was obstructed
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Not close enough, so just move in the right direction
|
|
offset.Normalize(maxdist);
|
|
target = pos + offset;
|
|
|
|
if (cmpPathfinder->CheckMovement(GetObstructionFilter(), pos.X, pos.Y, target.X, target.Y, m_Clearance, m_PassClass))
|
|
pos = target;
|
|
else
|
|
return true;
|
|
|
|
break;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CCmpUnitMotion::HandleObstructedMove()
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
// Oops, we hit something (very likely another unit).
|
|
|
|
if (CloseEnoughFromDestinationToStop(pos))
|
|
{
|
|
// Pretend we're arrived in case other components agree and we end up stopping moving.
|
|
MoveSucceeded();
|
|
return true;
|
|
}
|
|
|
|
// If we still have long waypoints, try and compute a short path
|
|
// This will get us around units, amongst others.
|
|
// However in some cases a long waypoint will be in located in the obstruction of
|
|
// an idle unit. In that case, we need to scrap that waypoint or we might never be able to reach it.
|
|
// I am not sure why this happens but the following code seems to work.
|
|
if (!m_LongPath.m_Waypoints.empty())
|
|
{
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
|
|
if (cmpObstructionManager)
|
|
{
|
|
// create a fake obstruction to represent our waypoint.
|
|
ICmpObstructionManager::ObstructionSquare square;
|
|
square.hh = m_Clearance;
|
|
square.hw = m_Clearance;
|
|
square.u = CFixedVector2D(entity_pos_t::FromInt(1),entity_pos_t::FromInt(0));
|
|
square.v = CFixedVector2D(entity_pos_t::FromInt(0),entity_pos_t::FromInt(1));
|
|
square.x = m_LongPath.m_Waypoints.back().x;
|
|
square.z = m_LongPath.m_Waypoints.back().z;
|
|
std::vector<entity_id_t> unitOnGoal;
|
|
// don't ignore moving units as those might be units like us, ie not really moving.
|
|
cmpObstructionManager->GetUnitsOnObstruction(square, unitOnGoal, GetObstructionFilter());
|
|
if (!unitOnGoal.empty())
|
|
m_LongPath.m_Waypoints.pop_back();
|
|
}
|
|
if (!m_LongPath.m_Waypoints.empty())
|
|
{
|
|
PathGoal goal;
|
|
if (m_LongPath.m_Waypoints.size() > 1 || m_FinalGoal.DistanceToPoint(pos) > LONG_PATH_MIN_DIST)
|
|
goal = { PathGoal::POINT, m_LongPath.m_Waypoints.back().x, m_LongPath.m_Waypoints.back().z };
|
|
else
|
|
{
|
|
UpdateFinalGoal();
|
|
goal = m_FinalGoal;
|
|
m_LongPath.m_Waypoints.clear();
|
|
CFixedVector2D target = goal.NearestPointOnGoal(pos);
|
|
m_LongPath.m_Waypoints.emplace_back(Waypoint{ target.X, target.Y });
|
|
}
|
|
RequestShortPath(pos, goal, true);
|
|
m_PathState = PATHSTATE_WAITING_REQUESTING_SHORT;
|
|
return true;
|
|
}
|
|
}
|
|
// Else, just entirely recompute
|
|
UpdateFinalGoal();
|
|
BeginPathing(pos, m_FinalGoal);
|
|
|
|
// potential TODO: We could switch the short-range pathfinder for something else entirely.
|
|
return true;
|
|
}
|
|
|
|
bool CCmpUnitMotion::TargetHasValidPosition() const
|
|
{
|
|
if (m_MoveRequest.m_Type != MoveRequest::ENTITY)
|
|
return true;
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_MoveRequest.m_Entity);
|
|
return cmpPosition && cmpPosition->IsInWorld();
|
|
}
|
|
|
|
bool CCmpUnitMotion::ComputeTargetPosition(CFixedVector2D& out) const
|
|
{
|
|
if (m_MoveRequest.m_Type == MoveRequest::POINT)
|
|
{
|
|
out = CFixedVector2D(m_MoveRequest.m_Position.X, m_MoveRequest.m_Position.Y);
|
|
return true;
|
|
}
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_MoveRequest.m_Entity);
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return false;
|
|
|
|
if (m_MoveRequest.m_Type == MoveRequest::OFFSET)
|
|
{
|
|
// There is an offset, so compute it relative to orientation
|
|
entity_angle_t angle = cmpPosition->GetRotation().Y;
|
|
CFixedVector2D offset = m_MoveRequest.GetOffset().Rotate(angle);
|
|
out = cmpPosition->GetPosition2D() + offset;
|
|
}
|
|
else
|
|
{
|
|
out = cmpPosition->GetPosition2D();
|
|
// If the target is moving, we might never get in range if we just try to reach its current position,
|
|
// so we have to try and move to a position where we will be in-range, including their movement.
|
|
// Since we request paths asynchronously a the end of our turn, we need to account for twice the movement speed.
|
|
// TODO: be cleverer about this. It fixes fleeing nicely currently, but orthogonal movement should be considered,
|
|
// and the overall logic could be improved upon.
|
|
CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetSimContext(), m_MoveRequest.m_Entity);
|
|
if (cmpUnitMotion && cmpUnitMotion->IsMoving())
|
|
out += (out - cmpPosition->GetPreviousPosition2D()) * 2;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CCmpUnitMotion::TryGoingStraightToTarget(const CFixedVector2D& from)
|
|
{
|
|
CFixedVector2D targetPos;
|
|
if (!ComputeTargetPosition(targetPos))
|
|
return false;
|
|
|
|
// Fail if the target is too far away
|
|
if ((targetPos - from).CompareLength(DIRECT_PATH_RANGE) > 0)
|
|
return false;
|
|
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
|
|
if (!cmpPathfinder)
|
|
return false;
|
|
|
|
// Move the goal to match the target entity's new position
|
|
PathGoal goal = m_FinalGoal;
|
|
goal.x = targetPos.X;
|
|
goal.z = targetPos.Y;
|
|
// (we ignore changes to the target's rotation, since only buildings are
|
|
// square and buildings don't move)
|
|
|
|
// Find the point on the goal shape that we should head towards
|
|
CFixedVector2D goalPos = goal.NearestPointOnGoal(from);
|
|
|
|
// Check if there's any collisions on that route
|
|
if (!cmpPathfinder->CheckMovement(GetObstructionFilter(true), from.X, from.Y, goalPos.X, goalPos.Y, m_Clearance, m_PassClass))
|
|
return false;
|
|
|
|
// That route is okay, so update our path
|
|
m_FinalGoal = goal;
|
|
m_LongPath.m_Waypoints.clear();
|
|
m_ShortPath.m_Waypoints.clear();
|
|
m_ShortPath.m_Waypoints.emplace_back(Waypoint{ goalPos.X, goalPos.Y });
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CCmpUnitMotion::PathingUpdateNeeded(const CFixedVector2D& from)
|
|
{
|
|
if (m_MoveRequest.m_Type == MoveRequest::NONE)
|
|
return false;
|
|
|
|
CFixedVector2D targetPos;
|
|
if (!ComputeTargetPosition(targetPos))
|
|
return false;
|
|
|
|
if (PossiblyAtDestination())
|
|
return false;
|
|
|
|
// Get the obstruction shape and translate it where we estimate the target to be.
|
|
ICmpObstructionManager::ObstructionSquare estimatedTargetShape;
|
|
if (m_MoveRequest.m_Type == MoveRequest::ENTITY)
|
|
{
|
|
CmpPtr<ICmpObstruction> cmpTargetObstruction(GetSimContext(), m_MoveRequest.m_Entity);
|
|
if (cmpTargetObstruction)
|
|
cmpTargetObstruction->GetObstructionSquare(estimatedTargetShape);
|
|
}
|
|
|
|
estimatedTargetShape.x = targetPos.X;
|
|
estimatedTargetShape.z = targetPos.Y;
|
|
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
|
|
ICmpObstructionManager::ObstructionSquare shape;
|
|
if (cmpObstruction)
|
|
cmpObstruction->GetObstructionSquare(shape);
|
|
|
|
// Translate our own obstruction shape to our last waypoint or our current position, lacking that.
|
|
if (m_LongPath.m_Waypoints.empty() && m_ShortPath.m_Waypoints.empty())
|
|
{
|
|
shape.x = from.X;
|
|
shape.z = from.Y;
|
|
}
|
|
else
|
|
{
|
|
Waypoint& lastWaypoint = m_ShortPath.m_Waypoints.empty() ? m_LongPath.m_Waypoints.front() : m_ShortPath.m_Waypoints.front();
|
|
shape.x = lastWaypoint.x;
|
|
shape.z = lastWaypoint.z;
|
|
}
|
|
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
|
|
ENSURE(cmpObstructionManager);
|
|
|
|
if (cmpObstructionManager->AreShapesInRange(shape, estimatedTargetShape,
|
|
m_MoveRequest.m_MinRange, m_MoveRequest.m_MaxRange, false))
|
|
return false;
|
|
|
|
// We won't be in-range when we reach our final waypoint : recompute our path.
|
|
m_FinalGoal.x = estimatedTargetShape.x;
|
|
m_FinalGoal.z = estimatedTargetShape.z;
|
|
BeginPathing(from, m_FinalGoal);
|
|
m_PathState = PATHSTATE_FOLLOWING_REQUESTING_LONG;
|
|
return true;
|
|
}
|
|
|
|
void CCmpUnitMotion::UpdateFinalGoal()
|
|
{
|
|
if (m_MoveRequest.m_Type != MoveRequest::ENTITY || m_MoveRequest.m_Type != MoveRequest::OFFSET)
|
|
return;
|
|
CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetSimContext(), m_MoveRequest.m_Entity);
|
|
if (!cmpUnitMotion)
|
|
return;
|
|
if (IsFormationMember())
|
|
return;
|
|
CFixedVector2D targetPos;
|
|
if (!ComputeTargetPosition(targetPos))
|
|
return;
|
|
m_FinalGoal.x = targetPos.X;
|
|
m_FinalGoal.z = targetPos.Y;
|
|
}
|
|
|
|
bool CCmpUnitMotion::CloseEnoughFromDestinationToStop(const CFixedVector2D& from) const
|
|
{
|
|
if (m_MoveRequest.m_Type != MoveRequest::POINT || m_FinalGoal.DistanceToPoint(from) > SHORT_PATH_GOAL_RADIUS)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
bool CCmpUnitMotion::PathIsShort(const WaypointPath& path, const CFixedVector2D& from, entity_pos_t minDistance) const
|
|
{
|
|
CFixedVector2D prev = from;
|
|
entity_pos_t distLeft = minDistance;
|
|
|
|
for (ssize_t i = (ssize_t)path.m_Waypoints.size()-1; i >= 0; --i)
|
|
{
|
|
// Check if the next path segment is longer than the requested minimum
|
|
CFixedVector2D waypoint(path.m_Waypoints[i].x, path.m_Waypoints[i].z);
|
|
CFixedVector2D delta = waypoint - prev;
|
|
if (delta.CompareLength(distLeft) > 0)
|
|
return false;
|
|
|
|
// Still short enough - prepare to check the next segment
|
|
distLeft -= delta.Length();
|
|
prev = waypoint;
|
|
}
|
|
|
|
// Reached the end of the path before exceeding minDistance
|
|
return true;
|
|
}
|
|
|
|
void CCmpUnitMotion::FaceTowardsPoint(entity_pos_t x, entity_pos_t z)
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
FaceTowardsPointFromPos(pos, x, z);
|
|
}
|
|
|
|
void CCmpUnitMotion::FaceTowardsPointFromPos(const CFixedVector2D& pos, entity_pos_t x, entity_pos_t z)
|
|
{
|
|
CFixedVector2D target(x, z);
|
|
CFixedVector2D offset = target - pos;
|
|
if (!offset.IsZero())
|
|
{
|
|
entity_angle_t angle = atan2_approx(offset.X, offset.Y);
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition)
|
|
return;
|
|
cmpPosition->TurnTo(angle);
|
|
}
|
|
}
|
|
|
|
ControlGroupMovementObstructionFilter CCmpUnitMotion::GetObstructionFilter(bool noTarget) const
|
|
{
|
|
entity_id_t group = noTarget ? m_MoveRequest.m_Entity : GetGroup();
|
|
return ControlGroupMovementObstructionFilter(ShouldAvoidMovingUnits(), group);
|
|
}
|
|
|
|
|
|
|
|
void CCmpUnitMotion::BeginPathing(const CFixedVector2D& from, const PathGoal& goal)
|
|
{
|
|
// reset our state for sanity.
|
|
m_ExpectedPathTicket = 0;
|
|
|
|
m_PathState = PATHSTATE_NONE;
|
|
|
|
#if DISABLE_PATHFINDER
|
|
{
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder (GetSimContext(), SYSTEM_ENTITY);
|
|
CFixedVector2D goalPos = m_FinalGoal.NearestPointOnGoal(from);
|
|
m_LongPath.m_Waypoints.clear();
|
|
m_ShortPath.m_Waypoints.clear();
|
|
m_ShortPath.m_Waypoints.emplace_back(Waypoint{ goalPos.X, goalPos.Y });
|
|
m_PathState = PATHSTATE_FOLLOWING;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// If the target is close and we can reach it in a straight line,
|
|
// then we'll just go along the straight line instead of computing a path.
|
|
if (TryGoingStraightToTarget(from))
|
|
{
|
|
m_PathState = PATHSTATE_FOLLOWING;
|
|
return;
|
|
}
|
|
|
|
// Otherwise we need to compute a path.
|
|
|
|
// If it's close then just do a short path, not a long path
|
|
// TODO: If it's close on the opposite side of a river then we really
|
|
// need a long path, so we shouldn't simply check linear distance
|
|
// the check is arbitrary but should be a reasonably small distance.
|
|
if (goal.DistanceToPoint(from) < LONG_PATH_MIN_DIST)
|
|
{
|
|
// add our final goal as a long range waypoint so we don't forget
|
|
// where we are going if the short-range pathfinder returns
|
|
// an aborted path.
|
|
m_LongPath.m_Waypoints.clear();
|
|
CFixedVector2D target = m_FinalGoal.NearestPointOnGoal(from);
|
|
m_LongPath.m_Waypoints.emplace_back(Waypoint{ target.X, target.Y });
|
|
m_PathState = PATHSTATE_WAITING_REQUESTING_SHORT;
|
|
RequestShortPath(from, goal, true);
|
|
}
|
|
else
|
|
{
|
|
m_PathState = PATHSTATE_WAITING_REQUESTING_LONG;
|
|
RequestLongPath(from, goal);
|
|
}
|
|
}
|
|
|
|
void CCmpUnitMotion::RequestLongPath(const CFixedVector2D& from, const PathGoal& goal)
|
|
{
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
|
|
if (!cmpPathfinder)
|
|
return;
|
|
|
|
// this is by how much our waypoints will be apart at most.
|
|
// this value here seems sensible enough.
|
|
PathGoal improvedGoal = goal;
|
|
improvedGoal.maxdist = SHORT_PATH_MIN_SEARCH_RANGE - entity_pos_t::FromInt(1);
|
|
|
|
cmpPathfinder->SetDebugPath(from.X, from.Y, improvedGoal, m_PassClass);
|
|
|
|
m_ExpectedPathTicket = cmpPathfinder->ComputePathAsync(from.X, from.Y, improvedGoal, m_PassClass, GetEntityId());
|
|
}
|
|
|
|
void CCmpUnitMotion::RequestShortPath(const CFixedVector2D &from, const PathGoal& goal, bool avoidMovingUnits)
|
|
{
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
|
|
if (!cmpPathfinder)
|
|
return;
|
|
|
|
// wrapping around on m_Tries isn't really a problem so don't check for overflow.
|
|
fixed searchRange = std::max(SHORT_PATH_MIN_SEARCH_RANGE * ++m_Tries, goal.DistanceToPoint(from));
|
|
if (goal.type != PathGoal::POINT && searchRange < goal.hw && searchRange < SHORT_PATH_MIN_SEARCH_RANGE * 2)
|
|
searchRange = std::min(goal.hw, SHORT_PATH_MIN_SEARCH_RANGE * 2);
|
|
if (searchRange > SHORT_PATH_MAX_SEARCH_RANGE)
|
|
searchRange = SHORT_PATH_MAX_SEARCH_RANGE;
|
|
|
|
m_ExpectedPathTicket = cmpPathfinder->ComputeShortPathAsync(from.X, from.Y, m_Clearance, searchRange, goal, m_PassClass, avoidMovingUnits, GetGroup(), GetEntityId());
|
|
}
|
|
|
|
bool CCmpUnitMotion::MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange)
|
|
{
|
|
return MoveToPointRange(x, z, minRange, maxRange, INVALID_ENTITY);
|
|
}
|
|
|
|
bool CCmpUnitMotion::MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange, entity_id_t target)
|
|
{
|
|
PROFILE("MoveToPointRange");
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
PathGoal goal;
|
|
goal.x = x;
|
|
goal.z = z;
|
|
|
|
if (minRange.IsZero() && maxRange.IsZero())
|
|
{
|
|
// Non-ranged movement:
|
|
|
|
// Head directly for the goal
|
|
goal.type = PathGoal::POINT;
|
|
}
|
|
else
|
|
{
|
|
// Ranged movement:
|
|
|
|
entity_pos_t distance = (pos - CFixedVector2D(x, z)).Length();
|
|
|
|
if (distance < minRange)
|
|
{
|
|
// Too close to target - move outwards to a circle
|
|
// that's slightly larger than the min range.
|
|
goal.type = PathGoal::INVERTED_CIRCLE;
|
|
|
|
// Distance checks are nearest edge to nearest edge, so we need to account for our clearance
|
|
// and we must make sure diagonals also fit so multiply by slightly more than sqrt(2)
|
|
goal.hw = minRange + m_Clearance * 3 /2;
|
|
}
|
|
else if (maxRange >= entity_pos_t::Zero() && distance > maxRange)
|
|
{
|
|
// Too far from target - move inwards to a circle
|
|
// that's slightly smaller than the max range
|
|
goal.type = PathGoal::CIRCLE;
|
|
goal.hw = maxRange;
|
|
|
|
// If maxRange was abnormally small,
|
|
// collapse the circle into a point
|
|
if (goal.hw <= entity_pos_t::Zero())
|
|
goal.type = PathGoal::POINT;
|
|
}
|
|
}
|
|
|
|
m_MoveRequest = MoveRequest(CFixedVector2D(x, z), minRange, maxRange);
|
|
m_FinalGoal = goal;
|
|
m_Tries = 0;
|
|
|
|
BeginPathing(pos, goal);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CCmpUnitMotion::ShouldTreatTargetAsCircle(entity_pos_t range, entity_pos_t circleRadius) const
|
|
{
|
|
// Given a square, plus a target range we should reach, the shape at that distance
|
|
// is a round-cornered square which we can approximate as either a circle or as a square.
|
|
// Previously, we used the shape that minimized the worst-case error.
|
|
// However that is unsage in some situations. So let's be less clever and
|
|
// just check if our range is at least three times bigger than the circleradius
|
|
return (range > circleRadius*3);
|
|
}
|
|
|
|
bool CCmpUnitMotion::MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
|
|
{
|
|
PROFILE("MoveToTargetRange");
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
|
|
if (!cmpObstructionManager)
|
|
return false;
|
|
|
|
bool hasObstruction = false;
|
|
ICmpObstructionManager::ObstructionSquare obstruction;
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), target);
|
|
if (cmpObstruction)
|
|
hasObstruction = cmpObstruction->GetObstructionSquare(obstruction);
|
|
|
|
if (!hasObstruction)
|
|
{
|
|
// The target didn't have an obstruction or obstruction shape, so treat it as a point instead
|
|
|
|
CmpPtr<ICmpPosition> cmpTargetPosition(GetSimContext(), target);
|
|
if (!cmpTargetPosition || !cmpTargetPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D targetPos = cmpTargetPosition->GetPosition2D();
|
|
|
|
return MoveToPointRange(targetPos.X, targetPos.Y, minRange, maxRange);
|
|
}
|
|
|
|
/*
|
|
* If we're starting outside the maxRange, we need to move closer in.
|
|
* If we're starting inside the minRange, we need to move further out.
|
|
* These ranges are measured from the edge of this entity to the edge of the target;
|
|
* we add the goal range onto the size of the target shape to get the goal shape.
|
|
* (Then we extend it outwards/inwards by a little bit to be sure we'll end up
|
|
* within the right range, in case of minor numerical inaccuracies.)
|
|
*
|
|
* There's a bit of a problem with large square targets:
|
|
* the pathfinder only lets us move to goals that are squares, but the points an equal
|
|
* distance from the target make a rounded square shape instead.
|
|
*
|
|
* When moving closer, we could shrink the goal radius to 1/sqrt(2) so the goal shape fits entirely
|
|
* within the desired rounded square, but that gives an unfair advantage to attackers who approach
|
|
* the target diagonally.
|
|
*
|
|
* If the target is small relative to the range (e.g. archers attacking anything),
|
|
* then we cheat and pretend the target is actually a circle.
|
|
* (TODO: that probably looks rubbish for things like walls?)
|
|
*
|
|
* If the target is large relative to the range (e.g. melee units attacking buildings),
|
|
* then we multiply maxRange by approx 1/sqrt(2) to guarantee they'll always aim close enough.
|
|
* (Those units should set minRange to 0 so they'll never be considered *too* close.)
|
|
*/
|
|
|
|
CFixedVector2D halfSize(obstruction.hw, obstruction.hh);
|
|
PathGoal goal;
|
|
goal.x = obstruction.x;
|
|
goal.z = obstruction.z;
|
|
|
|
entity_pos_t distance = Geometry::DistanceToSquare(pos - CFixedVector2D(obstruction.x, obstruction.z), obstruction.u, obstruction.v, halfSize, true);
|
|
|
|
// Compare with previous obstruction
|
|
ICmpObstructionManager::ObstructionSquare previousObstruction;
|
|
cmpObstruction->GetPreviousObstructionSquare(previousObstruction);
|
|
entity_pos_t previousDistance = Geometry::DistanceToSquare(pos - CFixedVector2D(previousObstruction.x, previousObstruction.z), obstruction.u, obstruction.v, halfSize, true);
|
|
|
|
bool inside = distance.IsZero() && !Geometry::DistanceToSquare(pos - CFixedVector2D(obstruction.x, obstruction.z), obstruction.u, obstruction.v, halfSize).IsZero();
|
|
if ((distance < minRange && previousDistance < minRange) || inside)
|
|
{
|
|
// Too close to the square - need to move away
|
|
|
|
// Circumscribe the square
|
|
entity_pos_t circleRadius = halfSize.Length();
|
|
|
|
// Distance checks are nearest edge to nearest edge, so we need to account for our clearance
|
|
// and we must make sure diagonals also fit so multiply by slightly more than sqrt(2)
|
|
entity_pos_t goalDistance = minRange + m_Clearance * 3 /2;
|
|
|
|
if (ShouldTreatTargetAsCircle(minRange, circleRadius))
|
|
{
|
|
// The target is small relative to our range, so pretend it's a circle
|
|
goal.type = PathGoal::INVERTED_CIRCLE;
|
|
goal.hw = circleRadius + goalDistance;
|
|
}
|
|
else
|
|
{
|
|
goal.type = PathGoal::INVERTED_SQUARE;
|
|
goal.u = obstruction.u;
|
|
goal.v = obstruction.v;
|
|
goal.hw = obstruction.hw + goalDistance;
|
|
goal.hh = obstruction.hh + goalDistance;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// We might need to move closer:
|
|
|
|
// Circumscribe the square
|
|
entity_pos_t circleRadius = halfSize.Length();
|
|
|
|
if (ShouldTreatTargetAsCircle(maxRange, circleRadius))
|
|
{
|
|
// The target is small relative to our range, so pretend it's a circle
|
|
|
|
// Note that the distance to the circle will always be less than
|
|
// the distance to the square, so the previous "distance < maxRange"
|
|
// check is still valid (though not sufficient)
|
|
entity_pos_t circleDistance = (pos - CFixedVector2D(obstruction.x, obstruction.z)).Length() - circleRadius;
|
|
entity_pos_t previousCircleDistance = (pos - CFixedVector2D(previousObstruction.x, previousObstruction.z)).Length() - circleRadius;
|
|
|
|
entity_pos_t goalDistance = maxRange;
|
|
|
|
goal.type = PathGoal::CIRCLE;
|
|
goal.hw = circleRadius + goalDistance;
|
|
}
|
|
else
|
|
{
|
|
// The target is large relative to our range, so treat it as a square and
|
|
// get close enough that the diagonals come within range
|
|
|
|
entity_pos_t goalDistance = maxRange * 2 / 3; // multiply by slightly less than 1/sqrt(2)
|
|
|
|
goal.type = PathGoal::SQUARE;
|
|
goal.u = obstruction.u;
|
|
goal.v = obstruction.v;
|
|
entity_pos_t delta = std::max(goalDistance, m_Clearance + entity_pos_t::FromInt(TERRAIN_TILE_SIZE)/16); // ensure it's far enough to not intersect the building itself
|
|
goal.hw = obstruction.hw + delta;
|
|
goal.hh = obstruction.hh + delta;
|
|
}
|
|
}
|
|
|
|
m_MoveRequest = MoveRequest(target, minRange, maxRange);
|
|
m_FinalGoal = goal;
|
|
m_Tries = 0;
|
|
|
|
BeginPathing(pos, goal);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CCmpUnitMotion::MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z)
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), target);
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
return;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
PathGoal goal;
|
|
goal.type = PathGoal::POINT;
|
|
goal.x = pos.X;
|
|
goal.z = pos.Y;
|
|
|
|
m_MoveRequest = MoveRequest(target, CFixedVector2D(x, z));
|
|
m_FinalGoal = goal;
|
|
m_Tries = 0;
|
|
|
|
BeginPathing(pos, goal);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CCmpUnitMotion::RenderPath(const WaypointPath& path, std::vector<SOverlayLine>& lines, CColor color)
|
|
{
|
|
bool floating = false;
|
|
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
|
|
if (cmpPosition)
|
|
floating = cmpPosition->CanFloat();
|
|
|
|
lines.clear();
|
|
std::vector<float> waypointCoords;
|
|
for (size_t i = 0; i < path.m_Waypoints.size(); ++i)
|
|
{
|
|
float x = path.m_Waypoints[i].x.ToFloat();
|
|
float z = path.m_Waypoints[i].z.ToFloat();
|
|
waypointCoords.push_back(x);
|
|
waypointCoords.push_back(z);
|
|
lines.push_back(SOverlayLine());
|
|
lines.back().m_Color = color;
|
|
SimRender::ConstructSquareOnGround(GetSimContext(), x, z, 1.0f, 1.0f, 0.0f, lines.back(), floating);
|
|
}
|
|
float x = cmpPosition->GetPosition2D().X.ToFloat();
|
|
float z = cmpPosition->GetPosition2D().Y.ToFloat();
|
|
waypointCoords.push_back(x);
|
|
waypointCoords.push_back(z);
|
|
lines.push_back(SOverlayLine());
|
|
lines.back().m_Color = color;
|
|
SimRender::ConstructLineOnGround(GetSimContext(), waypointCoords, lines.back(), floating);
|
|
|
|
}
|
|
|
|
void CCmpUnitMotion::RenderSubmit(SceneCollector& collector)
|
|
{
|
|
if (!m_DebugOverlayEnabled)
|
|
return;
|
|
|
|
RenderPath(m_LongPath, m_DebugOverlayLongPathLines, OVERLAY_COLOR_LONG_PATH);
|
|
RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOR_SHORT_PATH);
|
|
|
|
for (size_t i = 0; i < m_DebugOverlayLongPathLines.size(); ++i)
|
|
collector.Submit(&m_DebugOverlayLongPathLines[i]);
|
|
|
|
for (size_t i = 0; i < m_DebugOverlayShortPathLines.size(); ++i)
|
|
collector.Submit(&m_DebugOverlayShortPathLines[i]);
|
|
}
|