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Improve unitAI: don't move if the requester can reach us and we are close enough. This avoids an issue where ships moved more than necessary when picking up many units. Also improve requester UnitAI -> retry pickup if the target entity is Idle. Improve unitMotion: periodically recompute paths in "known bad path" mode to adapt to moving targets. Expose UnitMotion reachability to scripts and other code. This adds a test map for some common and some tricky pickup cases, using triggers. Based on a patch by: causative Reviewed By: Freagarach Fixes #3472 Differential Revision: https://code.wildfiregames.com/D665 This was SVN commit r23925.
147 lines
5 KiB
C++
147 lines
5 KiB
C++
/* Copyright (C) 2020 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 "ICmpUnitMotion.h"
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#include "simulation2/system/InterfaceScripted.h"
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#include "simulation2/scripting/ScriptComponent.h"
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BEGIN_INTERFACE_WRAPPER(UnitMotion)
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DEFINE_INTERFACE_METHOD_4("MoveToPointRange", bool, ICmpUnitMotion, MoveToPointRange, entity_pos_t, entity_pos_t, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_3("MoveToTargetRange", bool, ICmpUnitMotion, MoveToTargetRange, entity_id_t, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_3("MoveToFormationOffset", void, ICmpUnitMotion, MoveToFormationOffset, entity_id_t, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_3("IsTargetRangeReachable", bool, ICmpUnitMotion, IsTargetRangeReachable, entity_id_t, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_2("FaceTowardsPoint", void, ICmpUnitMotion, FaceTowardsPoint, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_0("StopMoving", void, ICmpUnitMotion, StopMoving)
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DEFINE_INTERFACE_METHOD_CONST_0("GetCurrentSpeed", fixed, ICmpUnitMotion, GetCurrentSpeed)
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DEFINE_INTERFACE_METHOD_CONST_0("IsMoveRequested", bool, ICmpUnitMotion, IsMoveRequested)
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DEFINE_INTERFACE_METHOD_CONST_0("GetSpeed", fixed, ICmpUnitMotion, GetSpeed)
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DEFINE_INTERFACE_METHOD_CONST_0("GetWalkSpeed", fixed, ICmpUnitMotion, GetWalkSpeed)
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DEFINE_INTERFACE_METHOD_CONST_0("GetRunMultiplier", fixed, ICmpUnitMotion, GetRunMultiplier)
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DEFINE_INTERFACE_METHOD_1("SetSpeedMultiplier", void, ICmpUnitMotion, SetSpeedMultiplier, fixed)
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DEFINE_INTERFACE_METHOD_CONST_0("GetPassabilityClassName", std::string, ICmpUnitMotion, GetPassabilityClassName)
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DEFINE_INTERFACE_METHOD_CONST_0("GetUnitClearance", entity_pos_t, ICmpUnitMotion, GetUnitClearance)
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DEFINE_INTERFACE_METHOD_1("SetFacePointAfterMove", void, ICmpUnitMotion, SetFacePointAfterMove, bool)
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DEFINE_INTERFACE_METHOD_CONST_0("GetFacePointAfterMove", bool, ICmpUnitMotion, GetFacePointAfterMove)
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DEFINE_INTERFACE_METHOD_1("SetDebugOverlay", void, ICmpUnitMotion, SetDebugOverlay, bool)
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END_INTERFACE_WRAPPER(UnitMotion)
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class CCmpUnitMotionScripted : public ICmpUnitMotion
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{
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public:
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DEFAULT_SCRIPT_WRAPPER(UnitMotionScripted)
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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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{
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return m_Script.Call<bool>("MoveToPointRange", x, z, minRange, maxRange);
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}
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virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
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{
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return m_Script.Call<bool>("MoveToTargetRange", target, minRange, maxRange);
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}
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virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z)
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{
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m_Script.CallVoid("MoveToFormationOffset", target, x, z);
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}
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virtual bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
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{
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return m_Script.Call<bool>("IsTargetRangeReachable", target, minRange, maxRange);
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}
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virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z)
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{
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m_Script.CallVoid("FaceTowardsPoint", x, z);
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}
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virtual void StopMoving()
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{
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m_Script.CallVoid("StopMoving");
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}
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virtual fixed GetCurrentSpeed() const
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{
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return m_Script.Call<fixed>("GetCurrentSpeed");
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}
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virtual bool IsMoveRequested() const
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{
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return m_Script.Call<bool>("IsMoveRequested");
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}
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virtual fixed GetSpeed() const
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{
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return m_Script.Call<fixed>("GetSpeed");
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}
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virtual fixed GetWalkSpeed() const
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{
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return m_Script.Call<fixed>("GetWalkSpeed");
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}
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virtual fixed GetRunMultiplier() const
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{
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return m_Script.Call<fixed>("GetRunMultiplier");
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}
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virtual void SetSpeedMultiplier(fixed multiplier)
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{
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m_Script.CallVoid("SetSpeedMultiplier", multiplier);
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}
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virtual fixed GetSpeedMultiplier() const
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{
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return m_Script.Call<fixed>("GetSpeedMultiplier");
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}
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virtual void SetFacePointAfterMove(bool facePointAfterMove)
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{
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m_Script.CallVoid("SetFacePointAfterMove", facePointAfterMove);
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}
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virtual bool GetFacePointAfterMove() const
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{
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return m_Script.Call<bool>("GetFacePointAfterMove");
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}
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virtual pass_class_t GetPassabilityClass() const
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{
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return m_Script.Call<pass_class_t>("GetPassabilityClass");
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}
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virtual std::string GetPassabilityClassName() const
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{
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return m_Script.Call<std::string>("GetPassabilityClassName");
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}
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virtual entity_pos_t GetUnitClearance() const
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{
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return m_Script.Call<entity_pos_t>("GetUnitClearance");
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}
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virtual void SetDebugOverlay(bool enabled)
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{
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m_Script.CallVoid("SetDebugOverlay", enabled);
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(UnitMotionScripted)
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