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This new MotionManager handles movement for UnitMotion components (not
UnitMotionFlying).
This is a first step towards unit pushing, by giving a central place for
the relevant units to collide.
One important side-effect is that movement is effectively synchronous -
the positions are not actually updated until all units have moved for a
turn (refs 6a66fb8205).
As a side-effect, it's an optimisation: fewer messages are being sent
overall, which leads to a slight speedup (negligible without a lot of
units though).
This is a first step - ideally, the movement functions called from
UnitMotionManager would actually be moved there.
Differential Revision: https://code.wildfiregames.com/D3509
This was SVN commit r25071.
184 lines
4.7 KiB
C++
184 lines
4.7 KiB
C++
/* Copyright (C) 2021 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 "ICmpUnitMotionManager.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpUnitMotion.h"
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#include "simulation2/system/EntityMap.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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class CCmpUnitMotionManager : public ICmpUnitMotionManager
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{
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protected:
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EntityMap<MotionState> m_Units;
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EntityMap<MotionState> m_FormationControllers;
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// Temporary vector, reconstructed each turn (stored here to avoid memory reallocations).
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std::vector<EntityMap<MotionState>::iterator> m_MovingUnits;
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bool m_ComputingMotion;
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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_TurnStart);
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componentManager.SubscribeToMessageType(MT_Update_Final);
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componentManager.SubscribeToMessageType(MT_Update_MotionUnit);
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componentManager.SubscribeToMessageType(MT_Update_MotionFormation);
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}
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DEFAULT_COMPONENT_ALLOCATOR(UnitMotionManager)
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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m_MovingUnits.reserve(40);
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}
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(paramNode);
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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_TurnStart:
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{
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OnTurnStart();
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break;
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}
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case MT_Update_MotionFormation:
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{
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fixed dt = static_cast<const CMessageUpdate_MotionFormation&> (msg).turnLength;
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m_ComputingMotion = true;
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MoveFormations(dt);
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m_ComputingMotion = false;
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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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fixed dt = static_cast<const CMessageUpdate_MotionUnit&> (msg).turnLength;
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m_ComputingMotion = true;
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MoveUnits(dt);
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m_ComputingMotion = false;
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break;
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}
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}
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}
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virtual void Register(entity_id_t ent, bool formationController);
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virtual void Unregister(entity_id_t ent);
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virtual bool ComputingMotion() const
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{
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return m_ComputingMotion;
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}
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void OnTurnStart();
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void MoveUnits(fixed dt);
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void MoveFormations(fixed dt);
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void Move(EntityMap<MotionState>& ents, fixed dt);
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};
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void CCmpUnitMotionManager::Register(entity_id_t ent, bool formationController)
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{
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MotionState state = {
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CmpPtr<ICmpPosition>(GetSimContext(), ent),
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CmpPtr<ICmpUnitMotion>(GetSimContext(), ent),
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CFixedVector2D(),
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CFixedVector2D(),
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fixed::Zero(),
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fixed::Zero(),
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false,
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false
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};
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if (!formationController)
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m_Units.insert(ent, state);
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else
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m_FormationControllers.insert(ent, state);
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}
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void CCmpUnitMotionManager::Unregister(entity_id_t ent)
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{
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EntityMap<MotionState>::iterator it = m_Units.find(ent);
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if (it != m_Units.end())
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{
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m_Units.erase(it);
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return;
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}
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it = m_FormationControllers.find(ent);
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if (it != m_FormationControllers.end())
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m_FormationControllers.erase(it);
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}
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void CCmpUnitMotionManager::OnTurnStart()
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{
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for (EntityMap<MotionState>::value_type& data : m_FormationControllers)
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data.second.cmpUnitMotion->OnTurnStart();
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for (EntityMap<MotionState>::value_type& data : m_Units)
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data.second.cmpUnitMotion->OnTurnStart();
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}
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void CCmpUnitMotionManager::MoveUnits(fixed dt)
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{
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Move(m_Units, dt);
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}
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void CCmpUnitMotionManager::MoveFormations(fixed dt)
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{
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Move(m_FormationControllers, dt);
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}
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void CCmpUnitMotionManager::Move(EntityMap<MotionState>& ents, fixed dt)
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{
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m_MovingUnits.clear();
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for (EntityMap<MotionState>::iterator it = ents.begin(); it != ents.end(); ++it)
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{
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it->second.cmpUnitMotion->PreMove(it->second);
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if (!it->second.needUpdate)
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continue;
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m_MovingUnits.push_back(it);
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it->second.initialPos = it->second.cmpPosition->GetPosition2D();
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it->second.initialAngle = it->second.cmpPosition->GetRotation().Y;
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it->second.pos = it->second.initialPos;
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it->second.angle = it->second.initialAngle;
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}
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for (EntityMap<MotionState>::iterator& it : m_MovingUnits)
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it->second.cmpUnitMotion->Move(it->second, dt);
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for (EntityMap<MotionState>::iterator& it : m_MovingUnits)
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it->second.cmpUnitMotion->PostMove(it->second, dt);
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}
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REGISTER_COMPONENT_TYPE(UnitMotionManager)
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