0ad/source/simulation2/components/ICmpObstruction.h
Atrik d795347a40 Prevent targeting unreachable turreted entities
Introduce CanEverReachTarget in the Attack component to check whether
a target is geometrically reachable at all, accounting for height
offsets and turreted units inside buildings.

For non-parabolic attacks (e.g. melee), a simple 3D distance check
from the closest approach point is used.

For parabolic attacks (e.g. ranged), the parabolic range formula
is used to determine if the height difference is surmountable
from the closest horizontal distance to the target.

Add GetClosestApproachDistanceToTurretPoint to TurretHolder
to estimate the minimum horizontal distance to a turret point,
using its local offset and the holder's obstruction size.
Passable buildings are not considered obstacles.

Fixes units on the ground trying to attack unreachable units on walls
or towers when the projectile's arc cannot reach the required height.
2026-05-18 13:29:48 +02:00

177 lines
5.8 KiB
C++

/* Copyright (C) 2026 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/>.
*/
#ifndef INCLUDED_ICMPOBSTRUCTION
#define INCLUDED_ICMPOBSTRUCTION
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/Entity.h"
#include "simulation2/system/Interface.h"
#include <cstdint>
#include <js/Value.h>
#include <string>
#include <vector>
class CFixedVector2D;
/**
* Flags an entity as obstructing movement for other units,
* and handles the processing of collision queries.
*/
class ICmpObstruction : public IComponent
{
public:
enum EFoundationCheck {
FOUNDATION_CHECK_SUCCESS,
FOUNDATION_CHECK_FAIL_ERROR,
FOUNDATION_CHECK_FAIL_NO_OBSTRUCTION,
FOUNDATION_CHECK_FAIL_OBSTRUCTS_FOUNDATION,
FOUNDATION_CHECK_FAIL_TERRAIN_CLASS
};
enum EObstructionType {
STATIC,
UNIT,
CLUSTER
};
virtual ICmpObstructionManager::tag_t GetObstruction() const = 0;
/**
* Gets the square corresponding to this obstruction shape.
* @return true and updates @p out on success;
* false on failure (e.g. object not in the world).
*/
virtual bool GetObstructionSquare(ICmpObstructionManager::ObstructionSquare& out) const = 0;
/**
* Same as the method above, but returns an obstruction shape for the previous turn
*/
virtual bool GetPreviousObstructionSquare(ICmpObstructionManager::ObstructionSquare& out) const = 0;
/**
* @return the size of the obstruction (either the clearance or a circumscribed circle).
*/
virtual entity_pos_t GetSize() const = 0;
/**
* @return the size of the static obstruction or (0,0) for a unit shape.
*/
virtual CFixedVector2D GetStaticSize() const = 0;
virtual EObstructionType GetObstructionType() const = 0;
virtual void SetUnitClearance(const entity_pos_t& clearance) = 0;
virtual bool IsControlPersistent() const = 0;
/**
* Test whether the front of the obstruction square is in the water and the back is on the shore.
*/
virtual bool CheckShorePlacement() const = 0;
/**
* Test whether this entity is colliding with any obstruction that are set to
* block the creation of foundations.
* @param ignoredEntities List of entities to ignore during the test.
* @return FOUNDATION_CHECK_SUCCESS if check passes, else an EFoundationCheck
* value describing the type of failure.
*/
virtual EFoundationCheck CheckFoundation(const std::string& className) const = 0;
virtual EFoundationCheck CheckFoundation(const std::string& className, bool onlyCenterPoint) const = 0;
/**
* CheckFoundation wrapper for script calls, to return friendly strings instead of an EFoundationCheck.
* @return "success" if check passes, else a string describing the type of failure.
*/
virtual std::string CheckFoundation_wrapper(const std::string& className, bool onlyCenterPoint) const;
/**
* GetObstructionSquare wrapper for script calls.
* @return [hw, hh] half-sizes of the obstruction square, or empty array on failure.
*/
virtual CFixedVector2D GetObstructionHalfSizes_wrapper() const;
/**
* Test whether this entity is colliding with any obstructions that share its
* control groups and block the creation of foundations.
* @return true if foundation is valid (not obstructed)
*/
virtual bool CheckDuplicateFoundation() const = 0;
/**
* Returns a list of entities that have an obstruction matching the given flag and intersect the current obstruction.
* @return vector of blocking entities
*/
virtual std::vector<entity_id_t> GetEntitiesByFlags(ICmpObstructionManager::flags_t flags) const = 0;
/**
* Returns a list of entities that are blocking movement.
* @return vector of blocking entities
*/
virtual std::vector<entity_id_t> GetEntitiesBlockingMovement() const = 0;
/**
* Returns a list of entities that are blocking construction of a foundation.
* @return vector of blocking entities
*/
virtual std::vector<entity_id_t> GetEntitiesBlockingConstruction() const = 0;
/**
* Returns a list of entities that shall be deleted when a construction on this obstruction starts,
* for example sheep carcasses.
*/
virtual std::vector<entity_id_t> GetEntitiesDeletedUponConstruction() const = 0;
/**
* Detects collisions between foundation-blocking entities and
* tries to fix them by setting control groups, if appropriate.
*/
virtual void ResolveFoundationCollisions() const = 0;
virtual void SetActive(bool active) = 0;
virtual void SetMovingFlag(bool enabled) = 0;
virtual void SetDisableBlockMovementPathfinding(bool movementDisabled, bool pathfindingDisabled, int32_t shape) = 0;
/**
* @param templateOnly - whether to return the raw template value or the current value.
*/
virtual bool GetBlockMovementFlag(bool templateOnly) const = 0;
/**
* Change the control group that the entity belongs to.
* Control groups are used to let units ignore collisions with other units from
* the same group. Default is the entity's own ID.
*/
virtual void SetControlGroup(entity_id_t group) = 0;
/// See SetControlGroup.
virtual entity_id_t GetControlGroup() const = 0;
virtual void SetControlGroup2(entity_id_t group2) = 0;
virtual entity_id_t GetControlGroup2() const = 0;
DECLARE_INTERFACE_TYPE(Obstruction)
};
#endif // INCLUDED_ICMPOBSTRUCTION