0ad/source/simulation2/components/CCmpDecay.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

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/* 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 "simulation2/system/Component.h"
#include "ICmpDecay.h"
#include "simulation2/MessageTypes.h"
#include "ICmpPosition.h"
#include "ICmpTerrain.h"
#include "ICmpVisual.h"
#include "ps/Profile.h"
/**
* Fairly basic decay implementation, for units and buildings etc.
* The decaying entity remains stationary for some time period, then falls downwards
* with some initial speed and some acceleration, until it has fully sunk.
* The sinking depth is determined from the actor's bounding box and the terrain.
*
* This currently doesn't work with entities whose ICmpPosition has an initial Y offset.
*
* This isn't very efficient (we'll store data and iterate every frame for every entity,
* not just for corpse entities) - it could be designed more optimally if that's a real problem.
*
* Eventually we might want to adjust the decay rate based on user configuration (low-spec
* machines could have fewer corpses), number of corpses, etc.
*
* Must not be used on network-synchronised entities, unless \<Inactive\> is present.
*/
class CCmpDecay final : public ICmpDecay
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(Decay)
bool m_Active;
bool m_ShipSink;
float m_DelayTime;
float m_SinkRate;
float m_SinkAccel;
entity_pos_t m_InitialXRotation;
entity_pos_t m_InitialZRotation;
// Used to randomize ship-like sinking
float m_SinkingAngleX;
float m_SinkingAngleZ;
float m_CurrentTime;
float m_TotalSinkDepth; // distance we need to sink (derived from bounding box), or -1 if undetermined
static std::string GetSchema()
{
return
"<element name='Active' a:help='If false, the entity will not do any decaying'>"
"<data type='boolean'/>"
"</element>"
"<element name='SinkingAnim' a:help='If true, the entity will decay in a ship-like manner'>"
"<data type='boolean'/>"
"</element>"
"<element name='DelayTime' a:help='Time to wait before starting to sink, in seconds'>"
"<ref name='nonNegativeDecimal'/>"
"</element>"
"<element name='SinkRate' a:help='Initial rate of sinking, in metres per second'>"
"<ref name='nonNegativeDecimal'/>"
"</element>"
"<element name='SinkAccel' a:help='Acceleration rate of sinking, in metres per second per second'>"
"<ref name='nonNegativeDecimal'/>"
"</element>";
}
void Init(const CParamNode& paramNode) override
{
m_Active = paramNode.GetChild("Active").ToBool();
m_ShipSink = paramNode.GetChild("SinkingAnim").ToBool();
m_DelayTime = paramNode.GetChild("DelayTime").ToFixed().ToFloat();
m_SinkRate = paramNode.GetChild("SinkRate").ToFixed().ToFloat();
m_SinkAccel = paramNode.GetChild("SinkAccel").ToFixed().ToFloat();
m_CurrentTime = 0.f;
m_TotalSinkDepth = -1.f;
// Detect unsafe misconfiguration
if (m_Active && !ENTITY_IS_LOCAL(GetEntityId()))
{
debug_warn(L"CCmpDecay must not be used on non-local (network-synchronised) entities");
m_Active = false;
}
if (m_Active)
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, true);
}
void Deinit() override
{
}
void Serialize(ISerializer& UNUSED(serialize)) override
{
// This component isn't network-synchronised, so don't serialize anything
}
void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) override
{
Init(paramNode);
}
void HandleMessage(const CMessage& msg, bool UNUSED(global)) override
{
switch (msg.GetType())
{
case MT_Interpolate:
{
PROFILE("Decay::Interpolate");
if (!m_Active)
break;
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
{
// If there's no position (this usually shouldn't happen), destroy the unit immediately
GetSimContext().GetComponentManager().DestroyComponentsSoon(GetEntityId());
break;
}
// Compute the depth the first time this is called
// (This is a bit of an ugly place to do it but at least we'll be sure
// the actor component was loaded already)
if (m_TotalSinkDepth < 0.f)
{
m_TotalSinkDepth = 1.f; // minimum so we always sink at least a little
CmpPtr<ICmpVisual> cmpVisual(GetEntityHandle());
if (cmpVisual)
{
CBoundingBoxAligned bound = cmpVisual->GetBounds();
m_TotalSinkDepth = std::max(m_TotalSinkDepth, bound[1].Y - bound[0].Y);
}
// If this is a floating unit, we want it to sink all the way under the terrain,
// so find the difference between its current position and the terrain
CFixedVector3D pos = cmpPosition->GetPosition();
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (cmpTerrain)
{
fixed ground = cmpTerrain->GetGroundLevel(pos.X, pos.Z);
m_TotalSinkDepth += std::max(0.f, (pos.Y - ground).ToFloat());
}
// Sink it further down if it sinks like a ship, as it will rotate.
if (m_ShipSink)
{
// lacking randomness we'll trick
m_SinkingAngleX = (pos.X.ToInt_RoundToNearest() % 30 - 15) / 15.0;
m_SinkingAngleZ = (pos.Z.ToInt_RoundToNearest() % 30) / 40.0;
m_TotalSinkDepth += 10.f;
}
// probably 0 in both cases but we'll remember it anyway.
m_InitialXRotation = cmpPosition->GetRotation().X;
m_InitialZRotation = cmpPosition->GetRotation().Z;
}
m_CurrentTime += msgData.deltaSimTime;
if (m_CurrentTime >= m_DelayTime)
{
float t = m_CurrentTime - m_DelayTime;
float depth = (m_SinkRate * t) + (m_SinkAccel * t * t);
if (m_ShipSink)
{
// exponential sinking with tilting
float tilt_time = t > 5.f ? 5.f : t;
float tiltSink = tilt_time * tilt_time / 5.f;
entity_pos_t RotX = entity_pos_t::FromFloat(((m_InitialXRotation.ToFloat() * (5.f - tiltSink)) + (m_SinkingAngleX * tiltSink)) / 5.f);
entity_pos_t RotZ = entity_pos_t::FromFloat(((m_InitialZRotation.ToFloat() * (3.f - tilt_time)) + (m_SinkingAngleZ * tilt_time)) / 3.f);
cmpPosition->SetXZRotation(RotX,RotZ);
depth = m_SinkRate * (exp(t - 1.f) - 0.54881163609f) + (m_SinkAccel * exp(t - 4.f) - 0.01831563888f);
if (depth < 0.f)
depth = 0.f;
}
cmpPosition->SetHeightOffset(entity_pos_t::FromFloat(-depth));
if (depth > m_TotalSinkDepth)
GetSimContext().GetComponentManager().DestroyComponentsSoon(GetEntityId());
}
break;
}
}
}
};
REGISTER_COMPONENT_TYPE(Decay)