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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.
796 lines
31 KiB
C++
796 lines
31 KiB
C++
/* Copyright (C) 2022 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 "CCmpUnitMotion.h"
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#include "CCmpUnitMotionManager.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include <algorithm>
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#include <limits>
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#include <unordered_set>
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#include <vector>
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#define DEBUG_STATS 0
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#define DEBUG_RENDER 0
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#define DEBUG_RENDER_ALL_PUSH 0
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// NB: this TU contains the CCmpUnitMotion/CCmpUnitMotionManager couple.
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// In practice, UnitMotionManager functions need access to the full implementation of UnitMotion,
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// but UnitMotion needs access to MotionState (defined in UnitMotionManager).
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// To avoid inclusion issues, implementation of UnitMotionManager that uses UnitMotion is here.
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namespace {
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/**
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* Units push within their square and neighboring squares (except diagonals). This is the size of each square (in meters).
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* I have tested grid sizes from 10 up to 80 and overall it made little difference to the performance,
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* mostly, I suspect, because pushing is generally dwarfed by regular motion costs.
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* However, the algorithm remains n^2 in comparisons so it's probably best to err on the side of smaller grids, which will have lower spikes.
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* The balancing act is between comparisons, unordered_set insertions and unordered_set iterations.
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* For these reasons, a value of 20 which is rather small but not overly so was chosen.
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*/
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constexpr int PUSHING_GRID_SIZE = 20;
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/**
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* For pushing, treat the clearances as a circle - they're defined as squares,
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* so we'll take the circumscribing square (approximately).
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* Clerances are also full-width instead of half, so we want to divide by two. sqrt(2)/2 is about 0.71 < 5/7.
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*/
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constexpr entity_pos_t PUSHING_CORRECTION = entity_pos_t::FromFraction(5, 7);
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/**
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* Arbitrary constant used to reduce pushing to levels that won't break physics for our turn length.
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*/
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constexpr int PUSHING_REDUCTION_FACTOR = 2;
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/**
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* Maximum distance-related multiplier.
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* NB: this value interacts with the "minimal pushing" force,
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* as two perfectly overlapping units exert MAX_DISTANCE_FACTOR * Turn length in ms / REDUCTION_FACTOR
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* of force on each other each turn. If this is below the minimal pushing force, any 2 units can entirely overlap.
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*/
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constexpr entity_pos_t MAX_DISTANCE_FACTOR = entity_pos_t::FromFraction(5, 2);
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/**
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* Maximum pushing multiplier for a single push calculation.
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* This exists for numerical stability of the system between a lightweight and a heavy unit.
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*/
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constexpr int MAX_PUSHING_MULTIPLIER = 4;
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/**
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* When two units collide, if their movement dot product is below this value, give them a perpendicular nudge instead of trying to push in the regular way.
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*/
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constexpr entity_pos_t PERPENDICULAR_NUDGE_THRESHOLD = entity_pos_t::FromFraction(-1, 10);
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/**
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* Pushing is dampened by pushing pressure, but this is capped so that units still get pushed.
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*/
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constexpr int MAX_PUSH_DAMPING_PRESSURE = 160;
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static_assert(MAX_PUSH_DAMPING_PRESSURE < CCmpUnitMotionManager::MAX_PRESSURE);
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/**
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* When units are obstructed because they're being pushed away from where they want to go,
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* raise the pushing pressure to at least this value.
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*/
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constexpr int MIN_PRESSURE_IF_OBSTRUCTED = 80;
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/**
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* These two numbers are used to calculate pushing pressure between two units.
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*/
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constexpr entity_pos_t PRESSURE_STATIC_FACTOR = entity_pos_t::FromInt(2);
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constexpr int PRESSURE_DISTANCE_FACTOR = 5;
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}
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#if DEBUG_RENDER
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#include "maths/Frustum.h"
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void RenderDebugOverlay(SceneCollector& collector, const CFrustum& frustum, bool culling);
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struct SDebugData {
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std::vector<SOverlaySphere> m_Spheres;
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std::vector<SOverlayLine> m_Lines;
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std::vector<SOverlayQuad> m_Quads;
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} debugDataMotionMgr;
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#endif
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CCmpUnitMotionManager::MotionState::MotionState(ICmpPosition* cmpPos, CCmpUnitMotion* cmpMotion)
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: cmpPosition(cmpPos), cmpUnitMotion(cmpMotion)
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{
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static_assert(MAX_PRESSURE <= std::numeric_limits<decltype(pushingPressure)>::max(), "MAX_PRESSURE is higher than the maximum value of the underlying type.");
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}
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void CCmpUnitMotionManager::ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Deserialized);
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componentManager.SubscribeToMessageType(MT_TerrainChanged);
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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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#if DEBUG_RENDER
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componentManager.SubscribeToMessageType(MT_RenderSubmit);
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#endif
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}
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void CCmpUnitMotionManager::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_TerrainChanged:
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{
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CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
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if (cmpTerrain->GetVerticesPerSide() != m_MovingUnits.width())
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ResetSubdivisions();
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break;
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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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case MT_Deserialized:
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{
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OnDeserialized();
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break;
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}
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#if DEBUG_RENDER
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case MT_RenderSubmit:
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{
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderDebugOverlay(msgData.collector, msgData.frustum, msgData.culling);
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break;
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}
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#endif
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}
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}
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void CCmpUnitMotionManager::Init(const CParamNode&)
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{
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// Load some data - see CCmpPathfinder.xml.
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// This assumes the pathfinder component is initialised first and registers the validator.
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// TODO: there seems to be no real reason why we could not register a 'system' entity somewhere instead.
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CParamNode externalParamNode;
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CParamNode::LoadXML(externalParamNode, L"simulation/data/pathfinder.xml", "pathfinder");
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CParamNode pushingNode = externalParamNode.GetChild("Pathfinder").GetChild("Pushing");
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// NB: all values are given sane default, but they are not treated as optional in the schema,
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// so the XML file is the reference.
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{
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const CParamNode spread = pushingNode.GetChild("MovingSpread");
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if (spread.IsOk())
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{
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m_MovingPushingSpread = Clamp(spread.ToFixed(), entity_pos_t::Zero(), entity_pos_t::FromInt(1));
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if (m_MovingPushingSpread != spread.ToFixed())
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LOGWARNING("Moving pushing spread was clamped to the 0-1 range.");
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}
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else
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m_MovingPushingSpread = entity_pos_t::FromInt(5) / 8;
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}
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{
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const CParamNode spread = pushingNode.GetChild("StaticSpread");
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if (spread.IsOk())
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{
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m_StaticPushingSpread = Clamp(spread.ToFixed(), entity_pos_t::Zero(), entity_pos_t::FromInt(1));
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if (m_StaticPushingSpread != spread.ToFixed())
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LOGWARNING("Static pushing spread was clamped to the 0-1 range.");
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}
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else
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m_StaticPushingSpread = entity_pos_t::FromInt(5) / 8;
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}
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const CParamNode radius = pushingNode.GetChild("Radius");
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if (radius.IsOk())
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{
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m_PushingRadiusMultiplier = radius.ToFixed();
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if (m_PushingRadiusMultiplier < entity_pos_t::Zero())
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{
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LOGWARNING("Pushing radius multiplier cannot be below 0. De-activating pushing but 'pathfinder.xml' should be updated.");
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m_PushingRadiusMultiplier = entity_pos_t::Zero();
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}
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// No upper value, but things won't behave sanely if values are too high.
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}
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else
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m_PushingRadiusMultiplier = entity_pos_t::FromInt(8) / 5;
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const CParamNode minForce = pushingNode.GetChild("MinimalForce");
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if (minForce.IsOk())
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m_MinimalPushing = minForce.ToFixed();
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else
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m_MinimalPushing = entity_pos_t::FromInt(2) / 10;
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const CParamNode movingExt = pushingNode.GetChild("MovingExtension");
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const CParamNode staticExt = pushingNode.GetChild("StaticExtension");
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if (movingExt.IsOk() && staticExt.IsOk())
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{
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m_MovingPushExtension = movingExt.ToFixed();
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m_StaticPushExtension = staticExt.ToFixed();
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}
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else
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{
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m_MovingPushExtension = entity_pos_t::FromInt(5) / 2;
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m_StaticPushExtension = entity_pos_t::FromInt(2);
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}
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const CParamNode pressureStrength = pushingNode.GetChild("PressureStrength");
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if (pressureStrength.IsOk())
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{
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m_PushingPressureStrength = pressureStrength.ToFixed();
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if (m_PushingPressureStrength < entity_pos_t::Zero())
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{
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LOGWARNING("Pushing pressure strength cannot be below 0. 'pathfinder.xml' should be updated.");
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m_PushingPressureStrength = entity_pos_t::Zero();
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}
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// No upper value, but things won't behave sanely if values are too high.
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}
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else
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m_PushingPressureStrength = entity_pos_t::FromInt(1);
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const CParamNode pushingPressure = pushingNode.GetChild("PressureDecay");
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if (pushingPressure.IsOk())
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{
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m_PushingPressureDecay = Clamp(pushingPressure.ToFixed(), entity_pos_t::Zero(), entity_pos_t::FromInt(1));
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if (m_PushingPressureDecay != pushingPressure.ToFixed())
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LOGWARNING("Pushing pressure decay was clamped to the 0-1 range.");
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}
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else
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m_PushingPressureDecay = entity_pos_t::FromInt(6) / 10;
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}
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template<>
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struct SerializeHelper<CCmpUnitMotionManager::MotionState>
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{
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template<typename S>
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void operator()(S& serialize, const char* UNUSED(name), Serialize::qualify<S, CCmpUnitMotionManager::MotionState> value)
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{
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Serializer(serialize, "pushing pressure", value.pushingPressure);
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}
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};
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template<>
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struct SerializeHelper<EntityMap<CCmpUnitMotionManager::MotionState>>
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{
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void operator()(ISerializer& serialize, const char* UNUSED(name), EntityMap<CCmpUnitMotionManager::MotionState>& value)
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{
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// Serialize manually, we don't have a default-constructor for deserialization.
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Serializer(serialize, "size", static_cast<u32>(value.size()));
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for (EntityMap<CCmpUnitMotionManager::MotionState>::iterator it = value.begin(); it != value.end(); ++it)
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{
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Serializer(serialize, "ent id", it->first);
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Serializer(serialize, "state", it->second);
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}
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}
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void operator()(IDeserializer& deserialize, const char* UNUSED(name), EntityMap<CCmpUnitMotionManager::MotionState>& value)
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{
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u32 units = 0;
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Serializer(deserialize, "size", units);
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for (u32 i = 0; i < units; ++i)
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{
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entity_id_t ent = INVALID_ENTITY;
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Serializer(deserialize, "ent id", ent);
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// Insert an invalid motion state, will be cleared up in MT_Deserialized.
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CCmpUnitMotionManager::MotionState state(nullptr, nullptr);
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Serializer(deserialize, "state", state);
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value.insert(ent, state);
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}
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}
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};
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void CCmpUnitMotionManager::Serialize(ISerializer& serialize)
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{
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Serializer(serialize, "m_Units", m_Units);
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Serializer(serialize, "m_FormationControllers", m_FormationControllers);
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}
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void CCmpUnitMotionManager::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(paramNode);
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ResetSubdivisions();
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Serializer(deserialize, "m_Units", m_Units);
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Serializer(deserialize, "m_FormationControllers", m_FormationControllers);
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}
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/**
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* This deserialization process is rather ugly, but it's required to store some data in the motion states.
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* Ideally, the motion state would actually be CCmpUnitMotion themselves, but for data locality
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* (because our components are stored randomly on the heap right now) they're not.
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* If we ever change the simulation so that components could be registered by their managers and exposed,
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* then we could just use CCmpUnitMotion directly and clean this code uglyness.
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*/
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void CCmpUnitMotionManager::OnDeserialized()
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{
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// Fetch the components now that they exist.
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// The rest of the data was already deserialized or will be reconstructed.
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for (EntityMap<MotionState>::iterator it = m_Units.begin(); it != m_Units.end(); ++it)
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{
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it->second.cmpPosition = static_cast<ICmpPosition*>(QueryInterface(GetSimContext(), it->first, IID_Position));
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// We can know for a fact that these are CCmpUnitMotion because those are the ones registering with us
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// (and to ensure that they pass a CCmpUnitMotion pointer when registering).
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it->second.cmpUnitMotion = static_cast<CCmpUnitMotion*>(static_cast<ICmpUnitMotion*>(QueryInterface(GetSimContext(), it->first, IID_UnitMotion)));
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}
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for (EntityMap<MotionState>::iterator it = m_FormationControllers.begin(); it != m_FormationControllers.end(); ++it)
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{
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it->second.cmpPosition = static_cast<ICmpPosition*>(QueryInterface(GetSimContext(), it->first, IID_Position));
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it->second.cmpUnitMotion = static_cast<CCmpUnitMotion*>(static_cast<ICmpUnitMotion*>(QueryInterface(GetSimContext(), it->first, IID_UnitMotion)));
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}
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}
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void CCmpUnitMotionManager::ResetSubdivisions()
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{
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CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
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if (!cmpTerrain)
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return;
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size_t size = cmpTerrain->GetMapSize();
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u16 gridSquareSize = static_cast<u16>(size / PUSHING_GRID_SIZE + 1);
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m_MovingUnits.resize(gridSquareSize, gridSquareSize);
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}
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void CCmpUnitMotionManager::Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController)
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{
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MotionState state(static_cast<ICmpPosition*>(QueryInterface(GetSimContext(), ent, IID_Position)), component);
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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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#if DEBUG_RENDER
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debugDataMotionMgr.m_Spheres.clear();
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debugDataMotionMgr.m_Lines.clear();
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debugDataMotionMgr.m_Quads.clear();
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#endif
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#if DEBUG_STATS
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int comparisons = 0;
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double start = timer_Time();
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#endif
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PROFILE2("MotionMgr_Move");
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std::unordered_set<std::vector<EntityMap<MotionState>::iterator>*> assigned;
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for (EntityMap<MotionState>::iterator it = ents.begin(); it != ents.end(); ++it)
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{
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if (!it->second.cmpPosition->IsInWorld())
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{
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it->second.needUpdate = false;
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continue;
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}
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else
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it->second.cmpUnitMotion->PreMove(it->second);
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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.speed = it->second.cmpUnitMotion->GetCurrentSpeed();
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it->second.angle = it->second.initialAngle;
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ENSURE(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE < m_MovingUnits.width() &&
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it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE < m_MovingUnits.height());
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std::vector<EntityMap<MotionState>::iterator>& subdiv = m_MovingUnits.get(
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it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE,
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it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE
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);
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subdiv.emplace_back(it);
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assigned.emplace(&subdiv);
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}
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for (std::vector<EntityMap<MotionState>::iterator>* vec : assigned)
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{
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#if DEBUG_RENDER
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{
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SOverlayLine gridL;
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auto it = (*vec)[0];
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gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE,
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it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
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it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE));
|
||
gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE + PUSHING_GRID_SIZE,
|
||
it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
|
||
it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE));
|
||
gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE + PUSHING_GRID_SIZE,
|
||
it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
|
||
it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE + PUSHING_GRID_SIZE));
|
||
gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE,
|
||
it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
|
||
it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE + PUSHING_GRID_SIZE));
|
||
gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE,
|
||
it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
|
||
it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE));
|
||
gridL.m_Color = CColor(1, 1, 0, 1);
|
||
debugDataMotionMgr.m_Lines.push_back(gridL);
|
||
}
|
||
#endif
|
||
for (EntityMap<MotionState>::iterator& it : *vec)
|
||
{
|
||
if (it->second.needUpdate)
|
||
it->second.cmpUnitMotion->Move(it->second, dt);
|
||
// Decay pressure after moving so we can get the full 0-MAX_PRESSURE range of values.
|
||
it->second.pushingPressure = (m_PushingPressureDecay * it->second.pushingPressure).ToInt_RoundToZero();
|
||
}
|
||
}
|
||
|
||
// Skip pushing entirely if the radius is 0
|
||
if (&ents == &m_Units && IsPushingActivated())
|
||
{
|
||
PROFILE2("MotionMgr_Pushing");
|
||
for (std::vector<EntityMap<MotionState>::iterator>* vec : assigned)
|
||
{
|
||
ENSURE(!vec->empty());
|
||
std::vector< std::vector<EntityMap<MotionState>::iterator>* > consider = { vec };
|
||
|
||
int x = (*vec)[0]->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE;
|
||
int z = (*vec)[0]->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE;
|
||
if (x + 1 < m_MovingUnits.width())
|
||
consider.push_back(&m_MovingUnits.get(x + 1, z));
|
||
if (x > 0)
|
||
consider.push_back(&m_MovingUnits.get(x - 1, z));
|
||
if (z + 1 < m_MovingUnits.height())
|
||
consider.push_back(&m_MovingUnits.get(x, z + 1));
|
||
if (z > 0)
|
||
consider.push_back(&m_MovingUnits.get(x, z - 1));
|
||
|
||
for (EntityMap<MotionState>::iterator& it : *vec)
|
||
{
|
||
if (it->second.ignore)
|
||
continue;
|
||
|
||
#if DEBUG_RENDER
|
||
// Plop a sphere at the unit end-pos.
|
||
{
|
||
SOverlaySphere sph;
|
||
sph.m_Center = CVector3D(it->second.pos.X.ToDouble(), it->second.cmpPosition->GetHeightFixed().ToDouble() + 13.f, it->second.pos.Y.ToDouble());
|
||
sph.m_Radius = it->second.cmpUnitMotion->m_Clearance.Multiply(PUSHING_CORRECTION).ToDouble();
|
||
// Color the sphere: the redder, the more 'bogged down' it is.
|
||
sph.m_Color = CColor(it->second.pushingPressure / static_cast<float>(MAX_PRESSURE), 0, 0, 1);
|
||
debugDataMotionMgr.m_Spheres.push_back(sph);
|
||
}
|
||
/* Show the pushing sphere, kinda unreadable.
|
||
{
|
||
SOverlaySphere sph;
|
||
sph.m_Center = CVector3D(it->second.pos.X.ToDouble(), it->second.cmpPosition->GetHeightFixed().ToDouble() + 13.f, it->second.pos.Y.ToDouble());
|
||
sph.m_Radius = (it->second.cmpUnitMotion->m_Clearance.Multiply(PUSHING_CORRECTION).Multiply(m_PushingRadiusMultiplier) + (it->second.isMoving ? m_StaticPushExtension : m_MovingPushExtension)).ToDouble();
|
||
// Color the sphere: the redder, the more 'bogged down' it is.
|
||
sph.m_Color = CColor(it->second.pushingPressure / static_cast<float>(MAX_PRESSURE), 0, 0, 0.1);
|
||
debugDataMotionMgr.m_Spheres.push_back(sph);
|
||
}*/
|
||
// Show the travel over this turn.
|
||
SOverlayLine line;
|
||
line.PushCoords(CVector3D(it->second.initialPos.X.ToDouble(),
|
||
it->second.cmpPosition->GetHeightFixed().ToDouble() + 13.f,
|
||
it->second.initialPos.Y.ToDouble()));
|
||
line.PushCoords(CVector3D(it->second.pos.X.ToDouble(),
|
||
it->second.cmpPosition->GetHeightFixed().ToDouble() + 13.f,
|
||
it->second.pos.Y.ToDouble()));
|
||
line.m_Color = CColor(1, 0, 1, 0.5);
|
||
debugDataMotionMgr.m_Lines.push_back(line);
|
||
#endif
|
||
for (std::vector<EntityMap<MotionState>::iterator>* vec2 : consider)
|
||
for (EntityMap<MotionState>::iterator& it2 : *vec2)
|
||
if (it->first < it2->first && !it2->second.ignore)
|
||
{
|
||
#if DEBUG_STATS
|
||
++comparisons;
|
||
#endif
|
||
Push(*it, *it2, dt);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (IsPushingActivated())
|
||
{
|
||
PROFILE2("MotionMgr_PushAdjust");
|
||
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
|
||
for (std::vector<EntityMap<MotionState>::iterator>* vec : assigned)
|
||
{
|
||
for (EntityMap<MotionState>::iterator& it : *vec)
|
||
{
|
||
|
||
if (!it->second.needUpdate || it->second.ignore)
|
||
continue;
|
||
|
||
#if DEBUG_RENDER
|
||
SOverlayLine line;
|
||
line.PushCoords(CVector3D(it->second.pos.X.ToDouble(),
|
||
it->second.cmpPosition->GetHeightFixed().ToDouble() + 15.1f ,
|
||
it->second.pos.Y.ToDouble()));
|
||
line.PushCoords(CVector3D(it->second.pos.X.ToDouble() + it->second.push.X.ToDouble() * 10.f,
|
||
it->second.cmpPosition->GetHeightFixed().ToDouble() + 15.1f ,
|
||
it->second.pos.Y.ToDouble() + it->second.push.Y.ToDouble() * 10.f));
|
||
line.m_Thickness = 0.05f;
|
||
#endif
|
||
|
||
// Only apply pushing if the effect is significant enough.
|
||
if (it->second.push.CompareLength(m_MinimalPushing) <= 0)
|
||
{
|
||
#if DEBUG_RENDER
|
||
line.m_Color = CColor(1, 1, 0, 0.6);
|
||
debugDataMotionMgr.m_Lines.push_back(line);
|
||
#endif
|
||
it->second.push = CFixedVector2D();
|
||
continue;
|
||
}
|
||
|
||
// If there was an attempt at movement, and we're getting pushed significantly and
|
||
// away from where we'd like to go (measured by a low dot product)
|
||
// then mark the unit as obstructed, but push anyways.
|
||
// (this helps units stop earlier in many situations in a realistic-ish manner).
|
||
if (it->second.pos != it->second.initialPos
|
||
&& (it->second.pos - it->second.initialPos).Dot(it->second.pos + it->second.push - it->second.initialPos) < entity_pos_t::FromInt(1)/2 && it->second.pushingPressure > 30)
|
||
{
|
||
it->second.wasObstructed = true;
|
||
it->second.pushingPressure = std::max<uint8_t>(MIN_PRESSURE_IF_OBSTRUCTED, it->second.pushingPressure);
|
||
// Push anyways.
|
||
}
|
||
#if DEBUG_RENDER
|
||
if (it->second.wasObstructed)
|
||
line.m_Color = CColor(1, 0, 0, 1);
|
||
else
|
||
line.m_Color = CColor(0, 1, 0, 1);
|
||
debugDataMotionMgr.m_Lines.push_back(line);
|
||
#endif
|
||
// Dampen the pushing by the current pushing pressure
|
||
// (but prevent full dampening so that clumped units still get unclumped).
|
||
it->second.push = it->second.push * (MAX_PRESSURE - std::min<uint8_t>(MAX_PUSH_DAMPING_PRESSURE, it->second.pushingPressure)) / MAX_PRESSURE;
|
||
|
||
// Prevent pushed units from crossing uncrossable boundaries
|
||
// (we can assume that normal movement didn't push units into impassable terrain).
|
||
if ((it->second.push.X != entity_pos_t::Zero() || it->second.push.Y != entity_pos_t::Zero()) &&
|
||
!cmpPathfinder->CheckMovement(it->second.cmpUnitMotion->GetObstructionFilter(),
|
||
it->second.pos.X, it->second.pos.Y,
|
||
it->second.pos.X + it->second.push.X, it->second.pos.Y + it->second.push.Y,
|
||
it->second.cmpUnitMotion->m_Clearance,
|
||
it->second.cmpUnitMotion->m_PassClass))
|
||
{
|
||
// Mark them as obstructed - this could possibly be optimised
|
||
// perhaps it'd make more sense to mark the pushers as blocked.
|
||
it->second.wasObstructed = true;
|
||
it->second.wentStraight = false;
|
||
it->second.push = CFixedVector2D();
|
||
continue;
|
||
}
|
||
it->second.pos += it->second.push;
|
||
it->second.push = CFixedVector2D();
|
||
}
|
||
}
|
||
}
|
||
{
|
||
PROFILE2("MotionMgr_PostMove");
|
||
for (EntityMap<MotionState>::value_type& data : ents)
|
||
{
|
||
if (!data.second.needUpdate)
|
||
continue;
|
||
data.second.cmpUnitMotion->PostMove(data.second, dt);
|
||
}
|
||
}
|
||
#if DEBUG_STATS
|
||
int size = 0;
|
||
for (std::vector<EntityMap<MotionState>::iterator>* vec : assigned)
|
||
size += vec->size();
|
||
double time = timer_Time() - start;
|
||
if (comparisons > 0)
|
||
printf(">> %i comparisons over %li grids, %f units per grid in %f secs\n", comparisons, assigned.size(), size / (float)(assigned.size()), time);
|
||
#endif
|
||
for (std::vector<EntityMap<MotionState>::iterator>* vec : assigned)
|
||
vec->clear();
|
||
}
|
||
|
||
// TODO: ought to better simulate in-flight pushing, e.g. if units would cross in-between turns.
|
||
void CCmpUnitMotionManager::Push(EntityMap<MotionState>::value_type& a, EntityMap<MotionState>::value_type& b, fixed dt)
|
||
{
|
||
// The hard problem for pushing is knowing when to actually use the pathfinder to go around unpushable obstacles.
|
||
// For simplicitly, the current logic separates moving & stopped entities:
|
||
// moving entities will push moving entities, but not stopped ones, and vice-versa.
|
||
// this still delivers most of the value of pushing, without a lot of the complexity.
|
||
int movingPush = a.second.isMoving + b.second.isMoving;
|
||
|
||
// Exception: units in the same control group (i.e. the same formation) never push farther than themselves
|
||
// and are also allowed to push idle units (obstructions are ignored within formations,
|
||
// so pushing idle units makes one member crossing the formation look better).
|
||
bool sameControlGroup = a.second.controlGroup != INVALID_ENTITY && a.second.controlGroup == b.second.controlGroup;
|
||
if (sameControlGroup)
|
||
movingPush = 0;
|
||
|
||
if (movingPush == 1)
|
||
return;
|
||
|
||
entity_pos_t combinedClearance = (a.second.cmpUnitMotion->m_Clearance + b.second.cmpUnitMotion->m_Clearance).Multiply(PUSHING_CORRECTION);
|
||
entity_pos_t maxDist = combinedClearance;
|
||
if (!sameControlGroup)
|
||
maxDist = combinedClearance.Multiply(m_PushingRadiusMultiplier) + (movingPush ? m_MovingPushExtension : m_StaticPushExtension);
|
||
combinedClearance = maxDist.Multiply(movingPush ? m_MovingPushingSpread : m_StaticPushingSpread);
|
||
|
||
// Compare the average position of the two units over the turn - this makes overall behaviour better,
|
||
// as we really care more about units that end up either crossing paths or staying together.
|
||
CFixedVector2D offset = ((a.second.pos + a.second.initialPos) - (b.second.pos + b.second.initialPos)) / 2;
|
||
|
||
#if DEBUG_RENDER
|
||
SOverlayLine line;
|
||
line.PushCoords(CVector3D(a.second.pos.X.ToDouble(),
|
||
a.second.cmpPosition->GetHeightFixed().ToDouble() + 8,
|
||
a.second.pos.Y.ToDouble()));
|
||
line.PushCoords(CVector3D(b.second.pos.X.ToDouble(),
|
||
b.second.cmpPosition->GetHeightFixed().ToDouble() + 8,
|
||
b.second.pos.Y.ToDouble()));
|
||
if (offset.CompareLength(maxDist) > 0)
|
||
{
|
||
#if DEBUG_RENDER_ALL_PUSH
|
||
line.m_Thickness = 0.01f;
|
||
line.m_Color = CColor(0, 0, 1, 0.4);
|
||
debugDataMotionMgr.m_Lines.push_back(line);
|
||
// then will return
|
||
#endif
|
||
}
|
||
#endif
|
||
if (offset.CompareLength(maxDist) > 0)
|
||
return;
|
||
|
||
entity_pos_t offsetLength;
|
||
|
||
// If the units appear to have crossed paths, give them a strong perpendicular nudge.
|
||
// Ideally, this will make them look like they avoided each other.
|
||
// Worst case, either the collision detection isn't picked up or they'll end up bogged down.
|
||
// NB: the dot product mostly works because we used average positions earlier.
|
||
// NB: this kinda works only because our turn lengths are large enough to make this relevant.
|
||
// In an ideal world, we'd anticipate here instead.
|
||
// Turn it off for formations - our current 'reforming' code is bad and leads to bad behaviour.
|
||
if (!sameControlGroup && (a.second.pos - b.second.pos).Dot(a.second.initialPos - b.second.initialPos) < PERPENDICULAR_NUDGE_THRESHOLD)
|
||
{
|
||
CFixedVector2D posDelta = (a.second.pos - b.second.pos) - (a.second.initialPos - b.second.initialPos);
|
||
CFixedVector2D perp = posDelta.Perpendicular();
|
||
// Pick the best direction to avoid the target.
|
||
if (offset.Dot(perp) < (-offset).Dot(perp))
|
||
offset = -perp;
|
||
else
|
||
offset = perp;
|
||
offsetLength = offset.Length();
|
||
if (offsetLength > entity_pos_t::Epsilon() * 10)
|
||
{
|
||
// This needs to be a strong effect or it won't really work.
|
||
offset.X = offset.X / offsetLength * 3;
|
||
offset.Y = offset.Y / offsetLength * 3;
|
||
}
|
||
offsetLength = entity_pos_t::Zero();
|
||
}
|
||
else
|
||
{
|
||
offsetLength = offset.Length();
|
||
// If the offset is small enough that precision would be problematic, pick an arbitrary vector instead.
|
||
if (offsetLength <= entity_pos_t::Epsilon() * 10)
|
||
{
|
||
// Throw in some 'randomness' so that clumped units unclump more naturaslly.
|
||
bool dir = a.first % 2;
|
||
offset.X = entity_pos_t::FromInt(dir ? 1 : 0);
|
||
offset.Y = entity_pos_t::FromInt(dir ? 0 : 1);
|
||
offsetLength = entity_pos_t::Epsilon() * 10;
|
||
}
|
||
else
|
||
{
|
||
offset.X = offset.X / offsetLength;
|
||
offset.Y = offset.Y / offsetLength;
|
||
}
|
||
}
|
||
|
||
// The pushing distance factor is 1 at the spread-modified combined clearance, >1 up to MAX if the units 'overlap', < 1 otherwise.
|
||
entity_pos_t distanceFactor = maxDist - combinedClearance;
|
||
// Force units that overlap a lot to have the maximum factor.
|
||
if (distanceFactor <= entity_pos_t::Zero() || offsetLength < combinedClearance / 2)
|
||
distanceFactor = MAX_DISTANCE_FACTOR;
|
||
else
|
||
distanceFactor = Clamp((maxDist - offsetLength) / distanceFactor, entity_pos_t::Zero(), MAX_DISTANCE_FACTOR);
|
||
|
||
// Mark both as needing an update so they actually get moved.
|
||
a.second.needUpdate = true;
|
||
b.second.needUpdate = true;
|
||
|
||
CFixedVector2D pushingDir = offset.Multiply(distanceFactor);
|
||
|
||
// These cannot be zero, checked in the schema.
|
||
entity_pos_t aWeight = a.second.cmpUnitMotion->GetWeight();
|
||
entity_pos_t bWeight = b.second.cmpUnitMotion->GetWeight();
|
||
|
||
// Final corrections:
|
||
// - divide by an arbitrary constant to avoid pushing too much.
|
||
// - multiply by the weight ratio (limiting the maximum positive push for numerical accuracy).
|
||
entity_pos_t timeFactor = dt / PUSHING_REDUCTION_FACTOR;
|
||
entity_pos_t maxPushing = timeFactor * MAX_PUSHING_MULTIPLIER;
|
||
a.second.push += pushingDir.Multiply(std::min(bWeight.MulDiv(timeFactor, aWeight), maxPushing));
|
||
b.second.push -= pushingDir.Multiply(std::min(aWeight.MulDiv(timeFactor, bWeight), maxPushing));
|
||
|
||
// Use a constant factor to get a more general slowdown in crowded area.
|
||
// The distance factor heavily dampens units that are overlapping.
|
||
int addedPressure = std::max(0, (PRESSURE_STATIC_FACTOR + (distanceFactor + entity_pos_t::FromInt(-2)/3) * PRESSURE_DISTANCE_FACTOR).Multiply(m_PushingPressureStrength).ToInt_RoundToZero());
|
||
a.second.pushingPressure = std::min(MAX_PRESSURE, a.second.pushingPressure + addedPressure);
|
||
b.second.pushingPressure = std::min(MAX_PRESSURE, b.second.pushingPressure + addedPressure);
|
||
|
||
#if DEBUG_RENDER
|
||
// Make the lines thicker if the force is stronger.
|
||
line.m_Thickness = distanceFactor.ToDouble() / 10.0;
|
||
line.m_Color = CColor(1, addedPressure / 20.f, 0, 0.8);
|
||
debugDataMotionMgr.m_Lines.push_back(line);
|
||
#endif
|
||
}
|
||
|
||
#if DEBUG_RENDER
|
||
void RenderDebugOverlay(SceneCollector& collector, const CFrustum& frustum, bool UNUSED(culling))
|
||
{
|
||
for (SOverlaySphere& sph: debugDataMotionMgr.m_Spheres)
|
||
if (frustum.IsSphereVisible(sph.m_Center, sph.m_Radius))
|
||
collector.Submit(&sph);
|
||
for (SOverlayLine& l: debugDataMotionMgr.m_Lines)
|
||
if (frustum.IsPointVisible(l.m_Coords[0]) || frustum.IsPointVisible(l.m_Coords[1]))
|
||
collector.Submit(&l);
|
||
for (SOverlayQuad& quad: debugDataMotionMgr.m_Quads)
|
||
collector.Submit(&quad);
|
||
}
|
||
#endif
|
||
|
||
#undef DEBUG_STATS
|
||
#undef DEBUG_RENDER
|
||
#undef DEBUG_RENDER_ALL_PUSH
|