0ad/source/simulation2/components/CCmpUnitMotion.h
Angen ae744f13f3 Prevent formation members to run when they should not
Reported on forum:
https://wildfiregames.com/forum/topic/41264-alpha-25-pre-releaserelease-candidate-build-testing/page/13/
Introduced in: 40cbde1925
Differential revision: D4201
Tested by: @Freagarach, @marder
This was SVN commit r25841.
2021-07-27 18:20:26 +00:00

1821 lines
66 KiB
C++

/* Copyright (C) 2021 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_CCMPUNITMOTION
#define INCLUDED_CCMPUNITMOTION
#include "simulation2/system/Component.h"
#include "ICmpUnitMotion.h"
#include "simulation2/components/CCmpUnitMotionManager.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpValueModificationManager.h"
#include "simulation2/components/ICmpVisual.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Render.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/serialization/SerializedPathfinder.h"
#include "simulation2/serialization/SerializedTypes.h"
#include "graphics/Overlay.h"
#include "maths/FixedVector2D.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "renderer/Scene.h"
// NB: this implementation of ICmpUnitMotion is very tightly coupled with UnitMotionManager.
// As such, both are compiled in the same TU.
// For debugging; units will start going straight to the target
// instead of calling the pathfinder
#define DISABLE_PATHFINDER 0
namespace
{
/**
* Min/Max range to restrict short path queries to. (Larger ranges are (much) slower,
* smaller ranges might miss some legitimate routes around large obstacles.)
* NB: keep the max-range in sync with the vertex pathfinder "move the search space" heuristic.
*/
constexpr entity_pos_t SHORT_PATH_MIN_SEARCH_RANGE = entity_pos_t::FromInt(12 * Pathfinding::NAVCELL_SIZE_INT);
constexpr entity_pos_t SHORT_PATH_MAX_SEARCH_RANGE = entity_pos_t::FromInt(56 * Pathfinding::NAVCELL_SIZE_INT);
constexpr entity_pos_t SHORT_PATH_SEARCH_RANGE_INCREMENT = entity_pos_t::FromInt(4 * Pathfinding::NAVCELL_SIZE_INT);
constexpr u8 SHORT_PATH_SEARCH_RANGE_INCREASE_DELAY = 1;
/**
* When using the short-pathfinder to rejoin a long-path waypoint, aim for a circle of this radius around the waypoint.
*/
constexpr entity_pos_t SHORT_PATH_LONG_WAYPOINT_RANGE = entity_pos_t::FromInt(4 * Pathfinding::NAVCELL_SIZE_INT);
/**
* Minimum distance to goal for a long path request
*/
constexpr entity_pos_t LONG_PATH_MIN_DIST = entity_pos_t::FromInt(16 * Pathfinding::NAVCELL_SIZE_INT);
/**
* If we are this close to our target entity/point, then think about heading
* for it in a straight line instead of pathfinding.
*/
constexpr entity_pos_t DIRECT_PATH_RANGE = entity_pos_t::FromInt(24 * Pathfinding::NAVCELL_SIZE_INT);
/**
* To avoid recomputing paths too often, have some leeway for target range checks
* based on our distance to the target. Increase that incertainty by one navcell
* for every this many tiles of distance.
*/
constexpr entity_pos_t TARGET_UNCERTAINTY_MULTIPLIER = entity_pos_t::FromInt(8 * Pathfinding::NAVCELL_SIZE_INT);
/**
* When following a known imperfect path (i.e. a path that won't take us in range of our goal
* we still recompute a new path every N turn to adapt to moving targets (for example, ships that must pickup
* units may easily end up in this state, they still need to adjust to moving units).
* This is rather arbitrary and mostly for simplicity & optimisation (a better recomputing algorithm
* would not need this).
*/
constexpr u8 KNOWN_IMPERFECT_PATH_RESET_COUNTDOWN = 12;
/**
* When we fail to move this many turns in a row, inform other components that the move will fail.
* Experimentally, this number needs to be somewhat high or moving groups of units will lead to stuck units.
* However, too high means units will look idle for a long time when they are failing to move.
* TODO: if UnitMotion could send differentiated "unreachable" and "currently stuck" failing messages,
* this could probably be lowered.
* TODO: when unit pushing is implemented, this number can probably be lowered.
*/
constexpr u8 MAX_FAILED_MOVEMENTS = 35;
/**
* When computing paths but failing to move, we want to occasionally alternate pathfinder systems
* to avoid getting stuck (the short pathfinder can unstuck the long-range one and vice-versa, depending).
*/
constexpr u8 ALTERNATE_PATH_TYPE_DELAY = 3;
constexpr u8 ALTERNATE_PATH_TYPE_EVERY = 6;
/**
* Units can occasionally get stuck near corners. The cause is a mismatch between CheckMovement and the short pathfinder.
* The problem is the short pathfinder finds an impassable path when units are right on an obstruction edge.
* Fixing this math mismatch is perhaps possible, but fixing it in UM is rather easy: just try backing up a bit
* and that will probably un-stuck the unit. This is the 'failed movement' turn on which to try that.
*/
constexpr u8 BACKUP_HACK_DELAY = 10;
/**
* After this many failed computations, start sending "VERY_OBSTRUCTED" messages instead.
* Should probably be larger than ALTERNATE_PATH_TYPE_DELAY.
*/
constexpr u8 VERY_OBSTRUCTED_THRESHOLD = 10;
const CColor OVERLAY_COLOR_LONG_PATH(1, 1, 1, 1);
const CColor OVERLAY_COLOR_SHORT_PATH(1, 0, 0, 1);
} // anonymous namespace
class CCmpUnitMotion final : public ICmpUnitMotion
{
friend class CCmpUnitMotionManager;
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Create);
componentManager.SubscribeToMessageType(MT_Destroy);
componentManager.SubscribeToMessageType(MT_PathResult);
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeToMessageType(MT_ValueModification);
componentManager.SubscribeToMessageType(MT_MovementObstructionChanged);
componentManager.SubscribeToMessageType(MT_Deserialized);
}
DEFAULT_COMPONENT_ALLOCATOR(UnitMotion)
bool m_DebugOverlayEnabled;
std::vector<SOverlayLine> m_DebugOverlayLongPathLines;
std::vector<SOverlayLine> m_DebugOverlayShortPathLines;
// Template state:
bool m_IsFormationController;
fixed m_TemplateWalkSpeed, m_TemplateRunMultiplier;
pass_class_t m_PassClass;
std::string m_PassClassName;
// Dynamic state:
entity_pos_t m_Clearance;
// cached for efficiency
fixed m_WalkSpeed, m_RunMultiplier;
bool m_FacePointAfterMove;
// Whether the unit participates in pushing.
bool m_Pushing = false;
// Whether the unit blocks movement (& is blocked by movement blockers)
// Cached from ICmpObstruction.
bool m_BlockMovement = false;
// Internal counter used when recovering from obstructed movement.
// Most notably, increases the search range of the vertex pathfinder.
// See HandleObstructedMove() for more details.
u8 m_FailedMovements = 0;
// If > 0, PathingUpdateNeeded returns false always.
// This exists because the goal may be unreachable to the short/long pathfinder.
// In such cases, we would compute inacceptable paths and PathingUpdateNeeded would trigger every turn,
// which would be quite bad for performance.
// To avoid that, when we know the new path is imperfect, treat it as OK and follow it anyways.
// When reaching the end, we'll go through HandleObstructedMove and reset regardless.
// To still recompute now and then (the target may be moving), this is a countdown decremented on each frame.
u8 m_FollowKnownImperfectPathCountdown = 0;
struct Ticket {
u32 m_Ticket = 0; // asynchronous request ID we're waiting for, or 0 if none
enum Type {
SHORT_PATH,
LONG_PATH
} m_Type = SHORT_PATH; // Pick some default value to avoid UB.
void clear() { m_Ticket = 0; }
} m_ExpectedPathTicket;
struct MoveRequest {
enum Type {
NONE,
POINT,
ENTITY,
OFFSET
} m_Type = NONE;
entity_id_t m_Entity = INVALID_ENTITY;
CFixedVector2D m_Position;
entity_pos_t m_MinRange, m_MaxRange;
// For readability
CFixedVector2D GetOffset() const { return m_Position; };
MoveRequest() = default;
MoveRequest(CFixedVector2D pos, entity_pos_t minRange, entity_pos_t maxRange) : m_Type(POINT), m_Position(pos), m_MinRange(minRange), m_MaxRange(maxRange) {};
MoveRequest(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) : m_Type(ENTITY), m_Entity(target), m_MinRange(minRange), m_MaxRange(maxRange) {};
MoveRequest(entity_id_t target, CFixedVector2D offset) : m_Type(OFFSET), m_Entity(target), m_Position(offset) {};
} m_MoveRequest;
// If this is not INVALID_ENTITY, the unit is a formation member.
entity_id_t m_FormationController = INVALID_ENTITY;
// If the entity moves, it will do so at m_WalkSpeed * m_SpeedMultiplier.
fixed m_SpeedMultiplier;
// This caches the resulting speed from m_WalkSpeed * m_SpeedMultiplier for convenience.
fixed m_Speed;
// Current mean speed (over the last turn).
fixed m_CurSpeed;
// Currently active paths (storing waypoints in reverse order).
// The last item in each path is the point we're currently heading towards.
WaypointPath m_LongPath;
WaypointPath m_ShortPath;
static std::string GetSchema()
{
return
"<a:help>Provides the unit with the ability to move around the world by itself.</a:help>"
"<a:example>"
"<WalkSpeed>7.0</WalkSpeed>"
"<PassabilityClass>default</PassabilityClass>"
"</a:example>"
"<element name='FormationController'>"
"<data type='boolean'/>"
"</element>"
"<element name='WalkSpeed' a:help='Basic movement speed (in metres per second)'>"
"<ref name='positiveDecimal'/>"
"</element>"
"<optional>"
"<element name='RunMultiplier' a:help='How much faster the unit goes when running (as a multiple of walk speed)'>"
"<ref name='positiveDecimal'/>"
"</element>"
"</optional>"
"<element name='PassabilityClass' a:help='Identifies the terrain passability class (values are defined in special/pathfinder.xml)'>"
"<text/>"
"</element>"
"<optional>"
"<element name='DisablePushing'>"
"<data type='boolean'/>"
"</element>"
"</optional>";
}
virtual void Init(const CParamNode& paramNode)
{
m_IsFormationController = paramNode.GetChild("FormationController").ToBool();
m_FacePointAfterMove = true;
m_WalkSpeed = m_TemplateWalkSpeed = m_Speed = paramNode.GetChild("WalkSpeed").ToFixed();
m_SpeedMultiplier = fixed::FromInt(1);
m_CurSpeed = fixed::Zero();
m_RunMultiplier = m_TemplateRunMultiplier = fixed::FromInt(1);
if (paramNode.GetChild("RunMultiplier").IsOk())
m_RunMultiplier = m_TemplateRunMultiplier = paramNode.GetChild("RunMultiplier").ToFixed();
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (cmpPathfinder)
{
m_PassClassName = paramNode.GetChild("PassabilityClass").ToString();
m_PassClass = cmpPathfinder->GetPassabilityClass(m_PassClassName);
m_Clearance = cmpPathfinder->GetClearance(m_PassClass);
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
if (cmpObstruction)
{
cmpObstruction->SetUnitClearance(m_Clearance);
m_BlockMovement = cmpObstruction->GetBlockMovementFlag(true);
}
}
SetParticipateInPushing(!paramNode.GetChild("DisablePushing").IsOk() || !paramNode.GetChild("DisablePushing").ToBool());
m_DebugOverlayEnabled = false;
}
virtual void Deinit()
{
}
template<typename S>
void SerializeCommon(S& serialize)
{
serialize.StringASCII("pass class", m_PassClassName, 0, 64);
serialize.NumberU32_Unbounded("ticket", m_ExpectedPathTicket.m_Ticket);
Serializer(serialize, "ticket type", m_ExpectedPathTicket.m_Type, Ticket::Type::LONG_PATH);
serialize.NumberU8_Unbounded("failed movements", m_FailedMovements);
serialize.NumberU8_Unbounded("followknownimperfectpath", m_FollowKnownImperfectPathCountdown);
Serializer(serialize, "target type", m_MoveRequest.m_Type, MoveRequest::Type::OFFSET);
serialize.NumberU32_Unbounded("target entity", m_MoveRequest.m_Entity);
serialize.NumberFixed_Unbounded("target pos x", m_MoveRequest.m_Position.X);
serialize.NumberFixed_Unbounded("target pos y", m_MoveRequest.m_Position.Y);
serialize.NumberFixed_Unbounded("target min range", m_MoveRequest.m_MinRange);
serialize.NumberFixed_Unbounded("target max range", m_MoveRequest.m_MaxRange);
serialize.NumberU32_Unbounded("formation controller", m_FormationController);
serialize.NumberFixed_Unbounded("speed multiplier", m_SpeedMultiplier);
serialize.NumberFixed_Unbounded("current speed", m_CurSpeed);
serialize.Bool("facePointAfterMove", m_FacePointAfterMove);
serialize.Bool("pushing", m_Pushing);
Serializer(serialize, "long path", m_LongPath.m_Waypoints);
Serializer(serialize, "short path", m_ShortPath.m_Waypoints);
}
virtual void Serialize(ISerializer& serialize)
{
SerializeCommon(serialize);
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
SerializeCommon(deserialize);
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (cmpPathfinder)
m_PassClass = cmpPathfinder->GetPassabilityClass(m_PassClassName);
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
if (cmpObstruction)
m_BlockMovement = cmpObstruction->GetBlockMovementFlag(false);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_RenderSubmit:
{
PROFILE("UnitMotion::RenderSubmit");
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
case MT_PathResult:
{
const CMessagePathResult& msgData = static_cast<const CMessagePathResult&> (msg);
PathResult(msgData.ticket, msgData.path);
break;
}
case MT_Create:
{
if (!ENTITY_IS_LOCAL(GetEntityId()))
CmpPtr<ICmpUnitMotionManager>(GetSystemEntity())->Register(this, GetEntityId(), m_IsFormationController);
break;
}
case MT_Destroy:
{
if (!ENTITY_IS_LOCAL(GetEntityId()))
CmpPtr<ICmpUnitMotionManager>(GetSystemEntity())->Unregister(GetEntityId());
break;
}
case MT_MovementObstructionChanged:
{
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
if (cmpObstruction)
m_BlockMovement = cmpObstruction->GetBlockMovementFlag(false);
break;
}
case MT_ValueModification:
{
const CMessageValueModification& msgData = static_cast<const CMessageValueModification&> (msg);
if (msgData.component != L"UnitMotion")
break;
FALLTHROUGH;
}
case MT_OwnershipChanged:
{
OnValueModification();
break;
}
case MT_Deserialized:
{
OnValueModification();
if (!ENTITY_IS_LOCAL(GetEntityId()))
CmpPtr<ICmpUnitMotionManager>(GetSystemEntity())->Register(this, GetEntityId(), m_IsFormationController);
break;
}
}
}
void UpdateMessageSubscriptions()
{
bool needRender = m_DebugOverlayEnabled;
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
}
virtual bool IsMoveRequested() const
{
return m_MoveRequest.m_Type != MoveRequest::NONE;
}
virtual fixed GetSpeedMultiplier() const
{
return m_SpeedMultiplier;
}
virtual void SetSpeedMultiplier(fixed multiplier)
{
m_SpeedMultiplier = std::min(multiplier, m_RunMultiplier);
m_Speed = m_SpeedMultiplier.Multiply(GetWalkSpeed());
}
virtual fixed GetSpeed() const
{
return m_Speed;
}
virtual fixed GetWalkSpeed() const
{
return m_WalkSpeed;
}
virtual fixed GetRunMultiplier() const
{
return m_RunMultiplier;
}
virtual CFixedVector2D EstimateFuturePosition(const fixed dt) const
{
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return CFixedVector2D();
// TODO: formation members should perhaps try to use the controller's position.
CFixedVector2D pos = cmpPosition->GetPosition2D();
entity_angle_t angle = cmpPosition->GetRotation().Y;
// Copy the path so we don't change it.
WaypointPath shortPath = m_ShortPath;
WaypointPath longPath = m_LongPath;
PerformMove(dt, cmpPosition->GetTurnRate(), shortPath, longPath, pos, angle);
return pos;
}
virtual pass_class_t GetPassabilityClass() const
{
return m_PassClass;
}
virtual std::string GetPassabilityClassName() const
{
return m_PassClassName;
}
virtual void SetPassabilityClassName(const std::string& passClassName)
{
m_PassClassName = passClassName;
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (cmpPathfinder)
m_PassClass = cmpPathfinder->GetPassabilityClass(passClassName);
}
virtual fixed GetCurrentSpeed() const
{
return m_CurSpeed;
}
virtual void SetFacePointAfterMove(bool facePointAfterMove)
{
m_FacePointAfterMove = facePointAfterMove;
}
virtual bool GetFacePointAfterMove() const
{
return m_FacePointAfterMove;
}
virtual void SetDebugOverlay(bool enabled)
{
m_DebugOverlayEnabled = enabled;
UpdateMessageSubscriptions();
}
virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange)
{
return MoveTo(MoveRequest(CFixedVector2D(x, z), minRange, maxRange));
}
virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
{
return MoveTo(MoveRequest(target, minRange, maxRange));
}
virtual void MoveToFormationOffset(entity_id_t controller, entity_pos_t x, entity_pos_t z)
{
// Pass the controller to the move request anyways.
MoveTo(MoveRequest(controller, CFixedVector2D(x, z)));
}
virtual void SetMemberOfFormation(entity_id_t controller)
{
m_FormationController = controller;
}
virtual bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange);
virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z);
/**
* Clears the current MoveRequest - the unit will stop and no longer try and move.
* This should never be called from UnitMotion, since MoveToX orders are given
* by other components - these components should also decide when to stop.
*/
virtual void StopMoving()
{
if (m_FacePointAfterMove)
{
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (cmpPosition && cmpPosition->IsInWorld())
{
CFixedVector2D targetPos;
if (ComputeTargetPosition(targetPos))
FaceTowardsPointFromPos(cmpPosition->GetPosition2D(), targetPos.X, targetPos.Y);
}
}
m_MoveRequest = MoveRequest();
m_ExpectedPathTicket.clear();
m_LongPath.m_Waypoints.clear();
m_ShortPath.m_Waypoints.clear();
}
virtual entity_pos_t GetUnitClearance() const
{
return m_Clearance;
}
private:
bool IsFormationMember() const
{
return m_FormationController != INVALID_ENTITY;
}
bool IsMovingAsFormation() const
{
return IsFormationMember() && m_MoveRequest.m_Type == MoveRequest::OFFSET;
}
bool IsFormationControllerMoving() const
{
CmpPtr<ICmpUnitMotion> cmpControllerMotion(GetSimContext(), m_FormationController);
return cmpControllerMotion && cmpControllerMotion->IsMoveRequested();
}
entity_id_t GetGroup() const
{
return IsFormationMember() ? m_FormationController : GetEntityId();
}
void SetParticipateInPushing(bool pushing)
{
CmpPtr<ICmpUnitMotionManager> cmpUnitMotionManager(GetSystemEntity());
m_Pushing = pushing && cmpUnitMotionManager->IsPushingActivated();
}
/**
* Warns other components that our current movement will likely fail (e.g. we won't be able to reach our target)
* This should only be called before the actual movement in a given turn, or units might both move and try to do things
* on the same turn, leading to gliding units.
*/
void MoveFailed()
{
// Don't notify if we are a formation member in a moving formation - we can occasionally be stuck for a long time
// if our current offset is unreachable, but we don't want to end up stuck.
// (If the formation controller has stopped moving however, we can safely message).
if (IsFormationMember() && IsFormationControllerMoving())
return;
CMessageMotionUpdate msg(CMessageMotionUpdate::LIKELY_FAILURE);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
/**
* Warns other components that our current movement is likely over (i.e. we probably reached our destination)
* This should only be called before the actual movement in a given turn, or units might both move and try to do things
* on the same turn, leading to gliding units.
*/
void MoveSucceeded()
{
// Don't notify if we are a formation member in a moving formation - we can occasionally be stuck for a long time
// if our current offset is unreachable, but we don't want to end up stuck.
// (If the formation controller has stopped moving however, we can safely message).
if (IsFormationMember() && IsFormationControllerMoving())
return;
CMessageMotionUpdate msg(CMessageMotionUpdate::LIKELY_SUCCESS);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
/**
* Warns other components that our current movement was obstructed (i.e. we failed to move this turn).
* This should only be called before the actual movement in a given turn, or units might both move and try to do things
* on the same turn, leading to gliding units.
*/
void MoveObstructed()
{
// Don't notify if we are a formation member in a moving formation - we can occasionally be stuck for a long time
// if our current offset is unreachable, but we don't want to end up stuck.
// (If the formation controller has stopped moving however, we can safely message).
if (IsFormationMember() && IsFormationControllerMoving())
return;
CMessageMotionUpdate msg(m_FailedMovements >= VERY_OBSTRUCTED_THRESHOLD ?
CMessageMotionUpdate::VERY_OBSTRUCTED : CMessageMotionUpdate::OBSTRUCTED);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
/**
* Increment the number of failed movements and notify other components if required.
* @returns true if the failure was notified, false otherwise.
*/
bool IncrementFailedMovementsAndMaybeNotify()
{
m_FailedMovements++;
if (m_FailedMovements >= MAX_FAILED_MOVEMENTS)
{
MoveFailed();
m_FailedMovements = 0;
return true;
}
return false;
}
/**
* If path would take us farther away from the goal than pos currently is, return false, else return true.
*/
bool RejectFartherPaths(const PathGoal& goal, const WaypointPath& path, const CFixedVector2D& pos) const;
bool ShouldAlternatePathfinder() const
{
return (m_FailedMovements == ALTERNATE_PATH_TYPE_DELAY) || ((MAX_FAILED_MOVEMENTS - ALTERNATE_PATH_TYPE_DELAY) % ALTERNATE_PATH_TYPE_EVERY == 0);
}
bool InShortPathRange(const PathGoal& goal, const CFixedVector2D& pos) const
{
return goal.DistanceToPoint(pos) < LONG_PATH_MIN_DIST;
}
entity_pos_t ShortPathSearchRange() const
{
u8 multiple = m_FailedMovements < SHORT_PATH_SEARCH_RANGE_INCREASE_DELAY ? 0 : m_FailedMovements - SHORT_PATH_SEARCH_RANGE_INCREASE_DELAY;
fixed searchRange = SHORT_PATH_MIN_SEARCH_RANGE + SHORT_PATH_SEARCH_RANGE_INCREMENT * multiple;
if (searchRange > SHORT_PATH_MAX_SEARCH_RANGE)
searchRange = SHORT_PATH_MAX_SEARCH_RANGE;
return searchRange;
}
/**
* Handle the result of an asynchronous path query.
*/
void PathResult(u32 ticket, const WaypointPath& path);
void OnValueModification()
{
CmpPtr<ICmpValueModificationManager> cmpValueModificationManager(GetSystemEntity());
if (!cmpValueModificationManager)
return;
m_WalkSpeed = cmpValueModificationManager->ApplyModifications(L"UnitMotion/WalkSpeed", m_TemplateWalkSpeed, GetEntityId());
m_RunMultiplier = cmpValueModificationManager->ApplyModifications(L"UnitMotion/RunMultiplier", m_TemplateRunMultiplier, GetEntityId());
// For MT_Deserialize compute m_Speed from the serialized m_SpeedMultiplier.
// For MT_ValueModification and MT_OwnershipChanged, adjust m_SpeedMultiplier if needed
// (in case then new m_RunMultiplier value is lower than the old).
SetSpeedMultiplier(m_SpeedMultiplier);
}
/**
* Check if we are at destination early in the turn, this both lets units react faster
* and ensure that distance comparisons are done while units are not being moved
* (otherwise they won't be commutative).
*/
void OnTurnStart();
void PreMove(CCmpUnitMotionManager::MotionState& state);
void Move(CCmpUnitMotionManager::MotionState& state, fixed dt);
void PostMove(CCmpUnitMotionManager::MotionState& state, fixed dt);
/**
* Returns true if we are possibly at our destination.
* Since the concept of being at destination is dependent on why the move was requested,
* UnitMotion can only ever hint about this, hence the conditional tone.
*/
bool PossiblyAtDestination() const;
/**
* Process the move the unit will do this turn.
* This does not send actually change the position.
* @returns true if the move was obstructed.
*/
bool PerformMove(fixed dt, const fixed& turnRate, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos, entity_angle_t& angle) const;
/**
* Update other components on our speed.
* (For performance, this should try to avoid sending messages).
*/
void UpdateMovementState(entity_pos_t speed);
/**
* React if our move was obstructed.
* @param moved - true if the unit still managed to move.
* @returns true if the obstruction required handling, false otherwise.
*/
bool HandleObstructedMove(bool moved);
/**
* Returns true if the target position is valid. False otherwise.
* (this may indicate that the target is e.g. out of the world/dead).
* NB: for code-writing convenience, if we have no target, this returns true.
*/
bool TargetHasValidPosition(const MoveRequest& moveRequest) const;
bool TargetHasValidPosition() const
{
return TargetHasValidPosition(m_MoveRequest);
}
/**
* Computes the current location of our target entity (plus offset).
* Returns false if no target entity or no valid position.
*/
bool ComputeTargetPosition(CFixedVector2D& out, const MoveRequest& moveRequest) const;
bool ComputeTargetPosition(CFixedVector2D& out) const
{
return ComputeTargetPosition(out, m_MoveRequest);
}
/**
* Attempts to replace the current path with a straight line to the target,
* if it's close enough and the route is not obstructed.
*/
bool TryGoingStraightToTarget(const CFixedVector2D& from, bool updatePaths);
/**
* Returns whether our we need to recompute a path to reach our target.
*/
bool PathingUpdateNeeded(const CFixedVector2D& from) const;
/**
* Rotate to face towards the target point, given the current pos
*/
void FaceTowardsPointFromPos(const CFixedVector2D& pos, entity_pos_t x, entity_pos_t z);
/**
* Units in 'pushing' mode are marked as 'moving' in the obstruction manager.
* Units in 'pushing' mode should skip them in checkMovement (to enable pushing).
* However, units for which pushing is deactivated should collide against everyone.
* Units that don't block movement never participate in pushing, but they also
* shouldn't collide with pushing units.
*/
bool ShouldCollideWithMovingUnits() const
{
return !m_Pushing && m_BlockMovement;
}
/**
* Returns an appropriate obstruction filter for use with path requests.
*/
ControlGroupMovementObstructionFilter GetObstructionFilter() const
{
return ControlGroupMovementObstructionFilter(ShouldCollideWithMovingUnits(), GetGroup());
}
/**
* Filter a specific tag on top of the existing control groups.
*/
SkipTagAndControlGroupObstructionFilter GetObstructionFilter(const ICmpObstructionManager::tag_t& tag) const
{
return SkipTagAndControlGroupObstructionFilter(tag, ShouldCollideWithMovingUnits(), GetGroup());
}
/**
* Decide whether to approximate the given range from a square target as a circle,
* rather than as a square.
*/
bool ShouldTreatTargetAsCircle(entity_pos_t range, entity_pos_t circleRadius) const;
/**
* Create a PathGoal from a move request.
* @returns true if the goal was successfully created.
*/
bool ComputeGoal(PathGoal& out, const MoveRequest& moveRequest) const;
/**
* Compute a path to the given goal from the given position.
* Might go in a straight line immediately, or might start an asynchronous path request.
*/
void ComputePathToGoal(const CFixedVector2D& from, const PathGoal& goal);
/**
* Start an asynchronous long path query.
*/
void RequestLongPath(const CFixedVector2D& from, const PathGoal& goal);
/**
* Start an asynchronous short path query.
* @param extendRange - if true, extend the search range to at least the distance to the goal.
*/
void RequestShortPath(const CFixedVector2D& from, const PathGoal& goal, bool extendRange);
/**
* General handler for MoveTo interface functions.
*/
bool MoveTo(MoveRequest request);
/**
* Convert a path into a renderable list of lines
*/
void RenderPath(const WaypointPath& path, std::vector<SOverlayLine>& lines, CColor color);
void RenderSubmit(SceneCollector& collector);
};
REGISTER_COMPONENT_TYPE(UnitMotion)
bool CCmpUnitMotion::RejectFartherPaths(const PathGoal& goal, const WaypointPath& path, const CFixedVector2D& pos) const
{
if (path.m_Waypoints.empty())
return false;
// Reject the new path if it does not lead us closer to the target's position.
if (goal.DistanceToPoint(pos) <= goal.DistanceToPoint(CFixedVector2D(path.m_Waypoints.front().x, path.m_Waypoints.front().z)))
return true;
return false;
}
void CCmpUnitMotion::PathResult(u32 ticket, const WaypointPath& path)
{
// Ignore obsolete path requests
if (ticket != m_ExpectedPathTicket.m_Ticket || m_MoveRequest.m_Type == MoveRequest::NONE)
return;
Ticket::Type ticketType = m_ExpectedPathTicket.m_Type;
m_ExpectedPathTicket.clear();
// If we not longer have a position, we won't be able to do much.
// Fail in the next Move() call.
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return;
CFixedVector2D pos = cmpPosition->GetPosition2D();
// Assume all long paths were towards the goal, and assume short paths were if there are no long waypoints.
bool pathedTowardsGoal = ticketType == Ticket::LONG_PATH || m_LongPath.m_Waypoints.empty();
// Check if we need to run the short-path hack (warning: tricky control flow).
bool shortPathHack = false;
if (path.m_Waypoints.empty())
{
// No waypoints means pathing failed. If this was a long-path, try the short-path hack.
if (!pathedTowardsGoal)
return;
shortPathHack = ticketType == Ticket::LONG_PATH;
}
else if (PathGoal goal; pathedTowardsGoal && ComputeGoal(goal, m_MoveRequest) && RejectFartherPaths(goal, path, pos))
{
// Reject paths that would take the unit further away from the goal.
// This assumes that we prefer being closer 'as the crow flies' to unreachable goals.
// This is a hack of sorts around units 'dancing' between two positions (see e.g. #3144),
// but never actually failing to move, ergo never actually informing unitAI that it succeeds/fails.
// (for short paths, only do so if aiming directly for the goal
// as sub-goals may be farther than we are).
// If this was a long-path and we no longer have waypoints, try the short-path hack.
if (!m_LongPath.m_Waypoints.empty())
return;
shortPathHack = ticketType == Ticket::LONG_PATH;
}
// Short-path hack: if the long-range pathfinder doesn't find an acceptable path, push a fake waypoint at the goal.
// This means HandleObstructedMove will use the short-pathfinder to try and reach it,
// and that may find a path as the vertex pathfinder is more precise.
if (shortPathHack)
{
// If we're resorting to the short-path hack, the situation is dire. Most likely, the goal is unreachable.
// We want to find a path or fail fast. Bump failed movements so the short pathfinder will run at max-range
// right away. This is safe from a performance PoV because it can only happen if the target is unreachable to
// the long-range pathfinder, which is rare, and since the entity will fail to move if the goal is actually unreachable,
// the failed movements will be increased to MAX anyways, so just shortcut.
m_FailedMovements = MAX_FAILED_MOVEMENTS - 2;
CFixedVector2D targetPos;
if (ComputeTargetPosition(targetPos))
m_LongPath.m_Waypoints.emplace_back(Waypoint{ targetPos.X, targetPos.Y });
return;
}
if (ticketType == Ticket::LONG_PATH)
{
m_LongPath = path;
// Long paths don't properly follow diagonals because of JPS/the grid. Since units now take time turning,
// they can actually slow down substantially if they have to do a one navcell diagonal movement,
// which is somewhat common at the beginning of a new path.
// For that reason, if the first waypoint is really close, check if we can't go directly to the second.
if (m_LongPath.m_Waypoints.size() >= 2)
{
const Waypoint& firstWpt = m_LongPath.m_Waypoints.back();
if (CFixedVector2D(firstWpt.x - pos.X, firstWpt.z - pos.Y).CompareLength(Pathfinding::NAVCELL_SIZE * 4) <= 0)
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
ENSURE(cmpPathfinder);
const Waypoint& secondWpt = m_LongPath.m_Waypoints[m_LongPath.m_Waypoints.size() - 2];
if (cmpPathfinder->CheckMovement(GetObstructionFilter(), pos.X, pos.Y, secondWpt.x, secondWpt.z, m_Clearance, m_PassClass))
m_LongPath.m_Waypoints.pop_back();
}
}
}
else
m_ShortPath = path;
m_FollowKnownImperfectPathCountdown = 0;
if (!pathedTowardsGoal)
return;
// Performance hack: If we were pathing towards the goal and this new path won't put us in range,
// it's highly likely that we are going somewhere unreachable.
// However, Move() will try to recompute the path every turn, which can be quite slow.
// To avoid this, act as if our current path leads us to the correct destination.
// NB: for short-paths, the problem might be that the search space is too small
// but we'll still follow this path until the en and try again then.
// Because we reject farther paths, it works out.
if (PathingUpdateNeeded(pos))
{
// Inform other components early, as they might have better behaviour than waiting for the path to carry out.
// Send OBSTRUCTED at first - moveFailed is likely to trigger path recomputation and we might end up
// recomputing too often for nothing.
if (!IncrementFailedMovementsAndMaybeNotify())
MoveObstructed();
// We'll automatically recompute a path when this reaches 0, as a way to improve behaviour.
// (See D665 - this is needed because the target may be moving, and we should adjust to that).
m_FollowKnownImperfectPathCountdown = KNOWN_IMPERFECT_PATH_RESET_COUNTDOWN;
}
}
void CCmpUnitMotion::OnTurnStart()
{
if (PossiblyAtDestination())
MoveSucceeded();
else if (!TargetHasValidPosition())
{
// Scrap waypoints - we don't know where to go.
// If the move request remains unchanged and the target again has a valid position later on,
// moving will be resumed.
// Units may want to move to move to the target's last known position,
// but that should be decided by UnitAI (handling MoveFailed), not UnitMotion.
m_LongPath.m_Waypoints.clear();
m_ShortPath.m_Waypoints.clear();
MoveFailed();
}
}
void CCmpUnitMotion::PreMove(CCmpUnitMotionManager::MotionState& state)
{
state.ignore = !m_Pushing || !m_BlockMovement;
state.wasObstructed = false;
state.wentStraight = false;
// If we were idle and will still be, no need for an update.
state.needUpdate = state.cmpPosition->IsInWorld() &&
(m_CurSpeed != fixed::Zero() || m_MoveRequest.m_Type != MoveRequest::NONE);
if (!m_BlockMovement)
return;
state.controlGroup = IsFormationMember() ? m_FormationController : INVALID_ENTITY;
// Update moving flag, this is an internal construct used for pushing,
// so it does not really reflect whether the unit is actually moving or not.
state.isMoving = m_Pushing && m_MoveRequest.m_Type != MoveRequest::NONE;
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
if (cmpObstruction)
cmpObstruction->SetMovingFlag(state.isMoving);
}
void CCmpUnitMotion::Move(CCmpUnitMotionManager::MotionState& state, fixed dt)
{
PROFILE("Move");
// If we're chasing a potentially-moving unit and are currently close
// enough to its current position, and we can head in a straight line
// to it, then throw away our current path and go straight to it.
state.wentStraight = TryGoingStraightToTarget(state.initialPos, true);
state.wasObstructed = PerformMove(dt, state.cmpPosition->GetTurnRate(), m_ShortPath, m_LongPath, state.pos, state.angle);
}
void CCmpUnitMotion::PostMove(CCmpUnitMotionManager::MotionState& state, fixed dt)
{
// Update our speed over this turn so that the visual actor shows the correct animation.
if (state.pos == state.initialPos)
{
if (state.angle != state.initialAngle)
state.cmpPosition->TurnTo(state.angle);
UpdateMovementState(fixed::Zero());
}
else
{
// Update the Position component after our movement (if we actually moved anywhere)
CFixedVector2D offset = state.pos - state.initialPos;
// When moving always set the angle in the direction of the movement,
// if we are not trying to move, assume this is pushing-related movement,
// and maintain the current angle instead.
if (IsMoveRequested())
state.angle = atan2_approx(offset.X, offset.Y);
state.cmpPosition->MoveAndTurnTo(state.pos.X, state.pos.Y, state.angle);
// Calculate the mean speed over this past turn.
UpdateMovementState(offset.Length() / dt);
}
if (state.wasObstructed && HandleObstructedMove(state.pos != state.initialPos))
return;
else if (!state.wasObstructed && state.pos != state.initialPos)
m_FailedMovements = 0;
// If we moved straight, and didn't quite finish the path, reset - we'll update it next turn if still OK.
if (state.wentStraight && !state.wasObstructed)
m_ShortPath.m_Waypoints.clear();
// We may need to recompute our path sometimes (e.g. if our target moves).
// Since we request paths asynchronously anyways, this does not need to be done before moving.
if (!state.wentStraight && PathingUpdateNeeded(state.pos))
{
PathGoal goal;
if (ComputeGoal(goal, m_MoveRequest))
ComputePathToGoal(state.pos, goal);
}
else if (m_FollowKnownImperfectPathCountdown > 0)
--m_FollowKnownImperfectPathCountdown;
}
bool CCmpUnitMotion::PossiblyAtDestination() const
{
if (m_MoveRequest.m_Type == MoveRequest::NONE)
return false;
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
ENSURE(cmpObstructionManager);
if (m_MoveRequest.m_Type == MoveRequest::POINT)
return cmpObstructionManager->IsInPointRange(GetEntityId(), m_MoveRequest.m_Position.X, m_MoveRequest.m_Position.Y, m_MoveRequest.m_MinRange, m_MoveRequest.m_MaxRange, false);
if (m_MoveRequest.m_Type == MoveRequest::ENTITY)
return cmpObstructionManager->IsInTargetRange(GetEntityId(), m_MoveRequest.m_Entity, m_MoveRequest.m_MinRange, m_MoveRequest.m_MaxRange, false);
if (m_MoveRequest.m_Type == MoveRequest::OFFSET)
{
CmpPtr<ICmpUnitMotion> cmpControllerMotion(GetSimContext(), m_MoveRequest.m_Entity);
if (cmpControllerMotion && cmpControllerMotion->IsMoveRequested())
return false;
// In formation, return a match only if we are exactly at the target position.
// Otherwise, units can go in an infinite "walzting" loop when the Idle formation timer
// reforms them.
CFixedVector2D targetPos;
ComputeTargetPosition(targetPos);
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
return (targetPos-cmpPosition->GetPosition2D()).CompareLength(fixed::Zero()) <= 0;
}
return false;
}
bool CCmpUnitMotion::PerformMove(fixed dt, const fixed& turnRate, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos, entity_angle_t& angle) const
{
// If there are no waypoint, behave as though we were obstructed and let HandleObstructedMove handle it.
if (shortPath.m_Waypoints.empty() && longPath.m_Waypoints.empty())
return true;
// Wrap the angle to (-Pi, Pi].
while (angle > entity_angle_t::Pi())
angle -= entity_angle_t::Pi() * 2;
while (angle < -entity_angle_t::Pi())
angle += entity_angle_t::Pi() * 2;
// TODO: there's some asymmetry here when units look at other
// units' positions - the result will depend on the order of execution.
// Maybe we should split the updates into multiple phases to minimise
// that problem.
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
ENSURE(cmpPathfinder);
fixed basicSpeed = m_Speed;
// If in formation, run to keep up; otherwise just walk.
if (IsMovingAsFormation())
basicSpeed = m_Speed.Multiply(m_RunMultiplier);
// Find the speed factor of the underlying terrain.
// (We only care about the tile we start on - it doesn't matter if we're moving
// partially onto a much slower/faster tile).
// TODO: Terrain-dependent speeds are not currently supported.
fixed terrainSpeed = fixed::FromInt(1);
fixed maxSpeed = basicSpeed.Multiply(terrainSpeed);
fixed timeLeft = dt;
fixed zero = fixed::Zero();
ICmpObstructionManager::tag_t specificIgnore;
if (m_MoveRequest.m_Type == MoveRequest::ENTITY)
{
CmpPtr<ICmpObstruction> cmpTargetObstruction(GetSimContext(), m_MoveRequest.m_Entity);
if (cmpTargetObstruction)
specificIgnore = cmpTargetObstruction->GetObstruction();
}
while (timeLeft > zero)
{
// If we ran out of path, we have to stop.
if (shortPath.m_Waypoints.empty() && longPath.m_Waypoints.empty())
break;
CFixedVector2D target;
if (shortPath.m_Waypoints.empty())
target = CFixedVector2D(longPath.m_Waypoints.back().x, longPath.m_Waypoints.back().z);
else
target = CFixedVector2D(shortPath.m_Waypoints.back().x, shortPath.m_Waypoints.back().z);
CFixedVector2D offset = target - pos;
if (turnRate > zero && !offset.IsZero())
{
fixed maxRotation = turnRate.Multiply(timeLeft);
fixed angleDiff = angle - atan2_approx(offset.X, offset.Y);
if (angleDiff != zero)
{
fixed absoluteAngleDiff = angleDiff.Absolute();
if (absoluteAngleDiff > entity_angle_t::Pi())
absoluteAngleDiff = entity_angle_t::Pi() * 2 - absoluteAngleDiff;
// Figure out whether rotating will increase or decrease the angle, and how far we need to rotate in that direction.
int direction = (entity_angle_t::Zero() < angleDiff && angleDiff <= entity_angle_t::Pi()) || angleDiff < -entity_angle_t::Pi() ? -1 : 1;
// Can't rotate far enough, just rotate in the correct direction.
if (absoluteAngleDiff > maxRotation)
{
angle += maxRotation * direction;
if (angle * direction > entity_angle_t::Pi())
angle -= entity_angle_t::Pi() * 2 * direction;
break;
}
// Rotate towards the next waypoint and continue moving.
angle = atan2_approx(offset.X, offset.Y);
// Give some 'free' rotation for angles below 0.5 radians.
timeLeft = (std::min(maxRotation, maxRotation - absoluteAngleDiff + fixed::FromInt(1)/2)) / turnRate;
}
}
// Work out how far we can travel in timeLeft.
fixed maxdist = maxSpeed.Multiply(timeLeft);
// If the target is close, we can move there directly.
fixed offsetLength = offset.Length();
if (offsetLength <= maxdist)
{
if (cmpPathfinder->CheckMovement(GetObstructionFilter(specificIgnore), pos.X, pos.Y, target.X, target.Y, m_Clearance, m_PassClass))
{
pos = target;
// Spend the rest of the time heading towards the next waypoint.
timeLeft = (maxdist - offsetLength) / maxSpeed;
if (shortPath.m_Waypoints.empty())
longPath.m_Waypoints.pop_back();
else
shortPath.m_Waypoints.pop_back();
continue;
}
else
{
// Error - path was obstructed.
return true;
}
}
else
{
// Not close enough, so just move in the right direction.
offset.Normalize(maxdist);
target = pos + offset;
if (cmpPathfinder->CheckMovement(GetObstructionFilter(specificIgnore), pos.X, pos.Y, target.X, target.Y, m_Clearance, m_PassClass))
pos = target;
else
return true;
break;
}
}
return false;
}
void CCmpUnitMotion::UpdateMovementState(entity_pos_t speed)
{
CmpPtr<ICmpVisual> cmpVisual(GetEntityHandle());
if (cmpVisual)
{
if (speed == fixed::Zero())
cmpVisual->SelectMovementAnimation("idle", fixed::FromInt(1));
else
cmpVisual->SelectMovementAnimation(speed > (m_WalkSpeed / 2).Multiply(m_RunMultiplier + fixed::FromInt(1)) ? "run" : "walk", speed);
}
m_CurSpeed = speed;
}
bool CCmpUnitMotion::HandleObstructedMove(bool moved)
{
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return false;
// We failed to move, inform other components as they might handle it.
// (don't send messages on the first failure, as that would be too noisy).
// Also don't increment above the initial MoveObstructed message if we actually manage to move a little.
if (!moved || m_FailedMovements < 2)
{
if (!IncrementFailedMovementsAndMaybeNotify() && m_FailedMovements >= 2)
MoveObstructed();
}
PathGoal goal;
if (!ComputeGoal(goal, m_MoveRequest))
return false;
// At this point we have a position in the world since ComputeGoal checked for that.
CFixedVector2D pos = cmpPosition->GetPosition2D();
// Assume that we are merely obstructed and the long path is salvageable, so try going around the obstruction.
// This could be a separate function, but it doesn't really make sense to call it outside of here, and I can't find a name.
// I use an IIFE to have nice 'return' semantics still.
if ([&]() -> bool {
// If the goal is close enough, we should ignore any remaining long waypoint and just
// short path there directly, as that improves behaviour in general - see D2095).
if (InShortPathRange(goal, pos))
return false;
// On rare occasions, when following a short path, we can end up in a position where
// the short pathfinder thinks we are inside an obstruction (and can leave)
// but the CheckMovement logic doesn't. I believe the cause is a small numerical difference
// in their calculation, but haven't been able to pinpoint it precisely.
// In those cases, the solution is to back away to prevent the short-pathfinder from being confused.
// TODO: this should only be done if we're obstructed by a static entity.
if (!m_ShortPath.m_Waypoints.empty() && m_FailedMovements == BACKUP_HACK_DELAY)
{
Waypoint next = m_ShortPath.m_Waypoints.back();
CFixedVector2D backUp(pos.X - next.x, pos.Y - next.z);
backUp.Normalize();
next.x = pos.X + backUp.X;
next.z = pos.Y + backUp.Y;
m_ShortPath.m_Waypoints.push_back(next);
return true;
}
// Delete the next waypoint if it's reasonably close,
// because it might be blocked by units and thus unreachable.
// NB: this number is tricky. Make it too high, and units start going down dead ends, which looks odd (#5795)
// Make it too low, and they might get stuck behind other obstructed entities.
// It also has performance implications because it calls the short-pathfinder.
fixed skipbeyond = std::max(ShortPathSearchRange() / 3, Pathfinding::NAVCELL_SIZE * 8);
if (m_LongPath.m_Waypoints.size() > 1 &&
(pos - CFixedVector2D(m_LongPath.m_Waypoints.back().x, m_LongPath.m_Waypoints.back().z)).CompareLength(skipbeyond) < 0)
{
m_LongPath.m_Waypoints.pop_back();
}
else if (ShouldAlternatePathfinder())
{
// Recompute the whole thing occasionally, in case we got stuck in a dead end from removing long waypoints.
RequestLongPath(pos, goal);
return true;
}
if (m_LongPath.m_Waypoints.empty())
return false;
// Compute a short path in the general vicinity of the next waypoint, to help pathfinding in crowds.
// The goal here is to manage to move in the general direction of our target, not to be super accurate.
fixed radius = Clamp(skipbeyond/3, Pathfinding::NAVCELL_SIZE * 4, Pathfinding::NAVCELL_SIZE * 12);
PathGoal subgoal = { PathGoal::CIRCLE, m_LongPath.m_Waypoints.back().x, m_LongPath.m_Waypoints.back().z, radius };
RequestShortPath(pos, subgoal, false);
return true;
}()) return true;
// If we couldn't use a workaround, try recomputing the entire path.
ComputePathToGoal(pos, goal);
return true;
}
bool CCmpUnitMotion::TargetHasValidPosition(const MoveRequest& moveRequest) const
{
if (moveRequest.m_Type != MoveRequest::ENTITY)
return true;
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), moveRequest.m_Entity);
return cmpPosition && cmpPosition->IsInWorld();
}
bool CCmpUnitMotion::ComputeTargetPosition(CFixedVector2D& out, const MoveRequest& moveRequest) const
{
if (moveRequest.m_Type == MoveRequest::POINT)
{
out = moveRequest.m_Position;
return true;
}
CmpPtr<ICmpPosition> cmpTargetPosition(GetSimContext(), moveRequest.m_Entity);
if (!cmpTargetPosition || !cmpTargetPosition->IsInWorld())
return false;
if (moveRequest.m_Type == MoveRequest::OFFSET)
{
// There is an offset, so compute it relative to orientation
entity_angle_t angle = cmpTargetPosition->GetRotation().Y;
CFixedVector2D offset = moveRequest.GetOffset().Rotate(angle);
out = cmpTargetPosition->GetPosition2D() + offset;
}
else
{
out = cmpTargetPosition->GetPosition2D();
// Position is only updated after all units have moved & pushed.
// Therefore, we may need to interpolate the target position, depending on when this call takes place during the turn:
// - On "Turn Start", we'll check positions directly without interpolation.
// - During movement, we'll call this for direct-pathing & we need to interpolate
// (this way, we move where the unit will end up at the end of _this_ turn, making it match on next turn start).
// - After movement, we'll call this to request paths & we need to interpolate
// (this way, we'll move where the unit ends up in the end of _next_ turn, making it a match in 2 turns).
// TODO: This does not really aim many turns in advance, with orthogonal trajectories it probably should.
CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetSimContext(), moveRequest.m_Entity);
CmpPtr<ICmpUnitMotionManager> cmpUnitMotionManager(GetSystemEntity());
bool needInterpolation = cmpUnitMotion && cmpUnitMotion->IsMoveRequested() && cmpUnitMotionManager->ComputingMotion();
if (needInterpolation)
{
// Add predicted movement.
CFixedVector2D tempPos = out + (out - cmpTargetPosition->GetPreviousPosition2D());
out = tempPos;
}
}
return true;
}
bool CCmpUnitMotion::TryGoingStraightToTarget(const CFixedVector2D& from, bool updatePaths)
{
// Assume if we have short paths we want to follow them.
// Exception: offset movement (formations) generally have very short deltas
// and to look good we need them to walk-straight most of the time.
if (!IsFormationMember() && !m_ShortPath.m_Waypoints.empty())
return false;
CFixedVector2D targetPos;
if (!ComputeTargetPosition(targetPos))
return false;
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return false;
// Move the goal to match the target entity's new position
PathGoal goal;
if (!ComputeGoal(goal, m_MoveRequest))
return false;
goal.x = targetPos.X;
goal.z = targetPos.Y;
// (we ignore changes to the target's rotation, since only buildings are
// square and buildings don't move)
// Find the point on the goal shape that we should head towards
CFixedVector2D goalPos = goal.NearestPointOnGoal(from);
// Fail if the target is too far away
if ((goalPos - from).CompareLength(DIRECT_PATH_RANGE) > 0)
return false;
// Check if there's any collisions on that route.
// For entity goals, skip only the specific obstruction tag or with e.g. walls we might ignore too many entities.
ICmpObstructionManager::tag_t specificIgnore;
if (m_MoveRequest.m_Type == MoveRequest::ENTITY)
{
CmpPtr<ICmpObstruction> cmpTargetObstruction(GetSimContext(), m_MoveRequest.m_Entity);
if (cmpTargetObstruction)
specificIgnore = cmpTargetObstruction->GetObstruction();
}
// Check movement against units - we want to use the short pathfinder to walk around those if needed.
if (specificIgnore.valid())
{
if (!cmpPathfinder->CheckMovement(GetObstructionFilter(specificIgnore), from.X, from.Y, goalPos.X, goalPos.Y, m_Clearance, m_PassClass))
return false;
}
else if (!cmpPathfinder->CheckMovement(GetObstructionFilter(), from.X, from.Y, goalPos.X, goalPos.Y, m_Clearance, m_PassClass))
return false;
if (!updatePaths)
return true;
// That route is okay, so update our path
m_LongPath.m_Waypoints.clear();
m_ShortPath.m_Waypoints.clear();
m_ShortPath.m_Waypoints.emplace_back(Waypoint{ goalPos.X, goalPos.Y });
return true;
}
bool CCmpUnitMotion::PathingUpdateNeeded(const CFixedVector2D& from) const
{
if (m_MoveRequest.m_Type == MoveRequest::NONE)
return false;
CFixedVector2D targetPos;
if (!ComputeTargetPosition(targetPos))
return false;
if (m_FollowKnownImperfectPathCountdown > 0 && (!m_LongPath.m_Waypoints.empty() || !m_ShortPath.m_Waypoints.empty()))
return false;
if (PossiblyAtDestination())
return false;
// Get the obstruction shape and translate it where we estimate the target to be.
ICmpObstructionManager::ObstructionSquare estimatedTargetShape;
if (m_MoveRequest.m_Type == MoveRequest::ENTITY)
{
CmpPtr<ICmpObstruction> cmpTargetObstruction(GetSimContext(), m_MoveRequest.m_Entity);
if (cmpTargetObstruction)
cmpTargetObstruction->GetObstructionSquare(estimatedTargetShape);
}
estimatedTargetShape.x = targetPos.X;
estimatedTargetShape.z = targetPos.Y;
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
ICmpObstructionManager::ObstructionSquare shape;
if (cmpObstruction)
cmpObstruction->GetObstructionSquare(shape);
// Translate our own obstruction shape to our last waypoint or our current position, lacking that.
if (m_LongPath.m_Waypoints.empty() && m_ShortPath.m_Waypoints.empty())
{
shape.x = from.X;
shape.z = from.Y;
}
else
{
const Waypoint& lastWaypoint = m_LongPath.m_Waypoints.empty() ? m_ShortPath.m_Waypoints.front() : m_LongPath.m_Waypoints.front();
shape.x = lastWaypoint.x;
shape.z = lastWaypoint.z;
}
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
ENSURE(cmpObstructionManager);
// Increase the ranges with distance, to avoid recomputing every turn against units that are moving and far-away for example.
entity_pos_t distance = (from - CFixedVector2D(estimatedTargetShape.x, estimatedTargetShape.z)).Length();
// TODO: it could be worth computing this based on time to collision instead of linear distance.
entity_pos_t minRange = std::max(m_MoveRequest.m_MinRange - distance / TARGET_UNCERTAINTY_MULTIPLIER, entity_pos_t::Zero());
entity_pos_t maxRange = m_MoveRequest.m_MaxRange < entity_pos_t::Zero() ? m_MoveRequest.m_MaxRange :
m_MoveRequest.m_MaxRange + distance / TARGET_UNCERTAINTY_MULTIPLIER;
if (cmpObstructionManager->AreShapesInRange(shape, estimatedTargetShape, minRange, maxRange, false))
return false;
return true;
}
void CCmpUnitMotion::FaceTowardsPoint(entity_pos_t x, entity_pos_t z)
{
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return;
CFixedVector2D pos = cmpPosition->GetPosition2D();
FaceTowardsPointFromPos(pos, x, z);
}
void CCmpUnitMotion::FaceTowardsPointFromPos(const CFixedVector2D& pos, entity_pos_t x, entity_pos_t z)
{
CFixedVector2D target(x, z);
CFixedVector2D offset = target - pos;
if (!offset.IsZero())
{
entity_angle_t angle = atan2_approx(offset.X, offset.Y);
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition)
return;
cmpPosition->TurnTo(angle);
}
}
// The pathfinder cannot go to "rounded rectangles" goals, which are what happens with square targets and a non-null range.
// Depending on what the best approximation is, we either pretend the target is a circle or a square.
// One needs to be careful that the approximated geometry will be in the range.
bool CCmpUnitMotion::ShouldTreatTargetAsCircle(entity_pos_t range, entity_pos_t circleRadius) const
{
// Given a square, plus a target range we should reach, the shape at that distance
// is a round-cornered square which we can approximate as either a circle or as a square.
// Previously, we used the shape that minimized the worst-case error.
// However that is unsage in some situations. So let's be less clever and
// just check if our range is at least three times bigger than the circleradius
return (range > circleRadius*3);
}
bool CCmpUnitMotion::ComputeGoal(PathGoal& out, const MoveRequest& moveRequest) const
{
if (moveRequest.m_Type == MoveRequest::NONE)
return false;
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return false;
CFixedVector2D pos = cmpPosition->GetPosition2D();
CFixedVector2D targetPosition;
if (!ComputeTargetPosition(targetPosition, moveRequest))
return false;
ICmpObstructionManager::ObstructionSquare targetObstruction;
if (moveRequest.m_Type == MoveRequest::ENTITY)
{
CmpPtr<ICmpObstruction> cmpTargetObstruction(GetSimContext(), moveRequest.m_Entity);
if (cmpTargetObstruction)
cmpTargetObstruction->GetObstructionSquare(targetObstruction);
}
targetObstruction.x = targetPosition.X;
targetObstruction.z = targetPosition.Y;
ICmpObstructionManager::ObstructionSquare obstruction;
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
if (cmpObstruction)
cmpObstruction->GetObstructionSquare(obstruction);
else
{
obstruction.x = pos.X;
obstruction.z = pos.Y;
}
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
ENSURE(cmpObstructionManager);
entity_pos_t distance = cmpObstructionManager->DistanceBetweenShapes(obstruction, targetObstruction);
out.x = targetObstruction.x;
out.z = targetObstruction.z;
out.hw = targetObstruction.hw;
out.hh = targetObstruction.hh;
out.u = targetObstruction.u;
out.v = targetObstruction.v;
if (moveRequest.m_MinRange > fixed::Zero() || moveRequest.m_MaxRange > fixed::Zero() ||
targetObstruction.hw > fixed::Zero())
out.type = PathGoal::SQUARE;
else
{
out.type = PathGoal::POINT;
return true;
}
entity_pos_t circleRadius = CFixedVector2D(targetObstruction.hw, targetObstruction.hh).Length();
// TODO: because we cannot move to rounded rectangles, we have to make conservative approximations.
// This means we might end up in a situation where cons(max-range) < min range < max range < cons(min-range)
// When going outside of the min-range or inside the max-range, the unit will still go through the correct range
// but if it moves fast enough, this might not be picked up by PossiblyAtDestination().
// Fixing this involves moving to rounded rectangles, or checking more often in PerformMove().
// In the meantime, one should avoid that 'Speed over a turn' > MaxRange - MinRange, in case where
// min-range is not 0 and max-range is not infinity.
if (distance < moveRequest.m_MinRange)
{
// Distance checks are nearest edge to nearest edge, so we need to account for our clearance
// and we must make sure diagonals also fit so multiply by slightly more than sqrt(2)
entity_pos_t goalDistance = moveRequest.m_MinRange + m_Clearance * 3 / 2;
if (ShouldTreatTargetAsCircle(moveRequest.m_MinRange, circleRadius))
{
// We are safely away from the obstruction itself if we are away from the circumscribing circle
out.type = PathGoal::INVERTED_CIRCLE;
out.hw = circleRadius + goalDistance;
}
else
{
out.type = PathGoal::INVERTED_SQUARE;
out.hw = targetObstruction.hw + goalDistance;
out.hh = targetObstruction.hh + goalDistance;
}
}
else if (moveRequest.m_MaxRange >= fixed::Zero() && distance > moveRequest.m_MaxRange)
{
if (ShouldTreatTargetAsCircle(moveRequest.m_MaxRange, circleRadius))
{
entity_pos_t goalDistance = moveRequest.m_MaxRange;
// We must go in-range of the inscribed circle, not the circumscribing circle.
circleRadius = std::min(targetObstruction.hw, targetObstruction.hh);
out.type = PathGoal::CIRCLE;
out.hw = circleRadius + goalDistance;
}
else
{
// The target is large relative to our range, so treat it as a square and
// get close enough that the diagonals come within range
entity_pos_t goalDistance = moveRequest.m_MaxRange * 2 / 3; // multiply by slightly less than 1/sqrt(2)
out.type = PathGoal::SQUARE;
entity_pos_t delta = std::max(goalDistance, m_Clearance + entity_pos_t::FromInt(4)/16); // ensure it's far enough to not intersect the building itself
out.hw = targetObstruction.hw + delta;
out.hh = targetObstruction.hh + delta;
}
}
// Do nothing in particular in case we are already in range.
return true;
}
void CCmpUnitMotion::ComputePathToGoal(const CFixedVector2D& from, const PathGoal& goal)
{
#if DISABLE_PATHFINDER
{
CmpPtr<ICmpPathfinder> cmpPathfinder (GetSimContext(), SYSTEM_ENTITY);
CFixedVector2D goalPos = m_FinalGoal.NearestPointOnGoal(from);
m_LongPath.m_Waypoints.clear();
m_ShortPath.m_Waypoints.clear();
m_ShortPath.m_Waypoints.emplace_back(Waypoint{ goalPos.X, goalPos.Y });
return;
}
#endif
// If the target is close enough, hope that we'll be able to go straight next turn.
if (!ShouldAlternatePathfinder() && TryGoingStraightToTarget(from, false))
{
// NB: since we may fail to move straight next turn, we should edge our bets.
// Since the 'go straight' logic currently fires only if there's no short path,
// we'll compute a long path regardless to make sure _that_ stays up to date.
// (it's also extremely likely to be very fast to compute, so no big deal).
m_ShortPath.m_Waypoints.clear();
RequestLongPath(from, goal);
return;
}
// Otherwise we need to compute a path.
// If it's close then just do a short path, not a long path
// TODO: If it's close on the opposite side of a river then we really
// need a long path, so we shouldn't simply check linear distance
// the check is arbitrary but should be a reasonably small distance.
// We want to occasionally compute a long path if we're computing short-paths, because the short path domain
// is bounded and thus it can't around very large static obstacles.
// Likewise, we want to compile a short-path occasionally when the target is far because we might be stuck
// on a navcell surrounded by impassable navcells, but the short-pathfinder could move us out of there.
bool shortPath = InShortPathRange(goal, from);
if (ShouldAlternatePathfinder())
shortPath = !shortPath;
if (shortPath)
{
m_LongPath.m_Waypoints.clear();
// Extend the range so that our first path is probably valid.
RequestShortPath(from, goal, true);
}
else
{
m_ShortPath.m_Waypoints.clear();
RequestLongPath(from, goal);
}
}
void CCmpUnitMotion::RequestLongPath(const CFixedVector2D& from, const PathGoal& goal)
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return;
// this is by how much our waypoints will be apart at most.
// this value here seems sensible enough.
PathGoal improvedGoal = goal;
improvedGoal.maxdist = SHORT_PATH_MIN_SEARCH_RANGE - entity_pos_t::FromInt(1);
cmpPathfinder->SetDebugPath(from.X, from.Y, improvedGoal, m_PassClass);
m_ExpectedPathTicket.m_Type = Ticket::LONG_PATH;
m_ExpectedPathTicket.m_Ticket = cmpPathfinder->ComputePathAsync(from.X, from.Y, improvedGoal, m_PassClass, GetEntityId());
}
void CCmpUnitMotion::RequestShortPath(const CFixedVector2D &from, const PathGoal& goal, bool extendRange)
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return;
entity_pos_t searchRange = ShortPathSearchRange();
if (extendRange)
{
CFixedVector2D dist(from.X - goal.x, from.Y - goal.z);
if (dist.CompareLength(searchRange - entity_pos_t::FromInt(1)) >= 0)
{
searchRange = dist.Length() + fixed::FromInt(1);
if (searchRange > SHORT_PATH_MAX_SEARCH_RANGE)
searchRange = SHORT_PATH_MAX_SEARCH_RANGE;
}
}
m_ExpectedPathTicket.m_Type = Ticket::SHORT_PATH;
m_ExpectedPathTicket.m_Ticket = cmpPathfinder->ComputeShortPathAsync(from.X, from.Y, m_Clearance, searchRange, goal, m_PassClass, true, GetGroup(), GetEntityId());
}
bool CCmpUnitMotion::MoveTo(MoveRequest request)
{
PROFILE("MoveTo");
if (request.m_MinRange == request.m_MaxRange && !request.m_MinRange.IsZero())
LOGWARNING("MaxRange must be larger than MinRange; See CCmpUnitMotion.cpp for more information");
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return false;
PathGoal goal;
if (!ComputeGoal(goal, request))
return false;
m_MoveRequest = request;
m_FailedMovements = 0;
m_FollowKnownImperfectPathCountdown = 0;
ComputePathToGoal(cmpPosition->GetPosition2D(), goal);
return true;
}
bool CCmpUnitMotion::IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
{
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return false;
MoveRequest request(target, minRange, maxRange);
PathGoal goal;
if (!ComputeGoal(goal, request))
return false;
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
CFixedVector2D pos = cmpPosition->GetPosition2D();
return cmpPathfinder->IsGoalReachable(pos.X, pos.Y, goal, m_PassClass);
}
void CCmpUnitMotion::RenderPath(const WaypointPath& path, std::vector<SOverlayLine>& lines, CColor color)
{
bool floating = false;
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (cmpPosition)
floating = cmpPosition->CanFloat();
lines.clear();
std::vector<float> waypointCoords;
for (size_t i = 0; i < path.m_Waypoints.size(); ++i)
{
float x = path.m_Waypoints[i].x.ToFloat();
float z = path.m_Waypoints[i].z.ToFloat();
waypointCoords.push_back(x);
waypointCoords.push_back(z);
lines.push_back(SOverlayLine());
lines.back().m_Color = color;
SimRender::ConstructSquareOnGround(GetSimContext(), x, z, 1.0f, 1.0f, 0.0f, lines.back(), floating);
}
float x = cmpPosition->GetPosition2D().X.ToFloat();
float z = cmpPosition->GetPosition2D().Y.ToFloat();
waypointCoords.push_back(x);
waypointCoords.push_back(z);
lines.push_back(SOverlayLine());
lines.back().m_Color = color;
SimRender::ConstructLineOnGround(GetSimContext(), waypointCoords, lines.back(), floating);
}
void CCmpUnitMotion::RenderSubmit(SceneCollector& collector)
{
if (!m_DebugOverlayEnabled)
return;
RenderPath(m_LongPath, m_DebugOverlayLongPathLines, OVERLAY_COLOR_LONG_PATH);
RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOR_SHORT_PATH);
for (size_t i = 0; i < m_DebugOverlayLongPathLines.size(); ++i)
collector.Submit(&m_DebugOverlayLongPathLines[i]);
for (size_t i = 0; i < m_DebugOverlayShortPathLines.size(); ++i)
collector.Submit(&m_DebugOverlayShortPathLines[i]);
}
#endif // INCLUDED_CCMPUNITMOTION