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This implements a form of crowd movement that I've generally called 'unit pushing' in the last few years. Essentially, any two units will push each other away when they're too close. This makes it possible to ignore unit-unit obstructions, and thus makes movement much smoother in crowds. This first iteration of this system only allows pushing between idle units and between moving units (i.e. a moving unit does not affect an idle one). This is because the unitMotion logic to detect it is stuck & needs to use the pathfinders starts breaking: units can fail to move because they are pushed away from their intended movement, and the current logic fails to handle this gracefully. Thankfully, the most value of this patch in terms of player experience is found in the improvements to group movements and shuttling. Other impacts: - As the short pathfinder is called less often, we can increase the starting search range & reduce the # of max turns, both improving collision recovery. - The performance of idle units is slightly worsened, as they must be checked for idle-idle collisions. If needed a 'sleeping' system, as used in physics engine, could be implemented. - In general, however, expect slight performance improvements, as fewer short paths are computed. - Gathering efficiency should increase slightly, since shuttling times are likely reduced slightly. - As a sanity change to improve some edge cases (units that say they're moving, i.e. pushable, but don't actually move), the 'going straight' logic is turned off if a short path has been computed. This requires a few cascading changes to work correctly. Technical notes: - To reduce the cost of the n^2 comparisons that pushing requires, units are only compared within a small square on a grid which is lazily reconstructed each turn. The overhead seems rather small, and this is much simpler than keeping an up-to-date grid. - The design is intended to be parallelisable if needed someday. - The pathfinder's CheckMovement ignores moving units in UnitMotion, as that is now the spec. Idle units are not ignored, which is required for the 'collision' detection to work correctly (see above). Refs #3442 (not fixed - idle units are not pushed by moving units). Fixes #5084 (the overlap can still happen, but units will push each other away). Differential Revision: https://code.wildfiregames.com/D1490 This was SVN commit r25182.
271 lines
13 KiB
C++
271 lines
13 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "maths/Matrix3D.h"
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#include "simulation2/system/ComponentTest.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpObstruction.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpVision.h"
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#include <boost/random/mersenne_twister.hpp>
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#include <boost/random/uniform_real_distribution.hpp>
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class MockVisionRgm : public ICmpVision
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{
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public:
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DEFAULT_MOCK_COMPONENT()
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virtual entity_pos_t GetRange() const { return entity_pos_t::FromInt(66); }
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virtual bool GetRevealShore() const { return false; }
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};
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class MockPositionRgm : public ICmpPosition
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{
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public:
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DEFAULT_MOCK_COMPONENT()
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virtual void SetTurretParent(entity_id_t UNUSED(id), const CFixedVector3D& UNUSED(pos)) {}
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virtual entity_id_t GetTurretParent() const {return INVALID_ENTITY;}
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virtual void UpdateTurretPosition() {}
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virtual std::set<entity_id_t>* GetTurrets() { return NULL; }
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virtual bool IsInWorld() const { return true; }
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virtual void MoveOutOfWorld() { }
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virtual void MoveTo(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) { }
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virtual void MoveAndTurnTo(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z), entity_angle_t UNUSED(a)) { }
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virtual void JumpTo(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) { }
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virtual void SetHeightOffset(entity_pos_t UNUSED(dy)) { }
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virtual entity_pos_t GetHeightOffset() const { return entity_pos_t::Zero(); }
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virtual void SetHeightFixed(entity_pos_t UNUSED(y)) { }
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virtual entity_pos_t GetHeightFixed() const { return entity_pos_t::Zero(); }
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virtual entity_pos_t GetHeightAtFixed(entity_pos_t, entity_pos_t) const { return entity_pos_t::Zero(); }
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virtual bool IsHeightRelative() const { return true; }
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virtual void SetHeightRelative(bool UNUSED(relative)) { }
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virtual bool CanFloat() const { return false; }
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virtual void SetFloating(bool UNUSED(flag)) { }
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virtual void SetActorFloating(bool UNUSED(flag)) { }
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virtual void SetConstructionProgress(fixed UNUSED(progress)) { }
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virtual CFixedVector3D GetPosition() const { return m_Pos; }
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virtual CFixedVector2D GetPosition2D() const { return CFixedVector2D(m_Pos.X, m_Pos.Z); }
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virtual CFixedVector3D GetPreviousPosition() const { return CFixedVector3D(); }
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virtual CFixedVector2D GetPreviousPosition2D() const { return CFixedVector2D(); }
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virtual fixed GetTurnRate() const { return fixed::Zero(); }
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virtual void TurnTo(entity_angle_t UNUSED(y)) { }
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virtual void SetYRotation(entity_angle_t UNUSED(y)) { }
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virtual void SetXZRotation(entity_angle_t UNUSED(x), entity_angle_t UNUSED(z)) { }
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virtual CFixedVector3D GetRotation() const { return CFixedVector3D(); }
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virtual fixed GetDistanceTravelled() const { return fixed::Zero(); }
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virtual void GetInterpolatedPosition2D(float UNUSED(frameOffset), float& x, float& z, float& rotY) const { x = z = rotY = 0; }
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virtual CMatrix3D GetInterpolatedTransform(float UNUSED(frameOffset)) const { return CMatrix3D(); }
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CFixedVector3D m_Pos;
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};
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class MockObstructionRgm : public ICmpObstruction
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{
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public:
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DEFAULT_MOCK_COMPONENT();
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MockObstructionRgm(entity_pos_t s) : m_Size(s) {};
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virtual ICmpObstructionManager::tag_t GetObstruction() const { return {}; };
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virtual bool GetObstructionSquare(ICmpObstructionManager::ObstructionSquare&) const { return false; };
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virtual bool GetPreviousObstructionSquare(ICmpObstructionManager::ObstructionSquare&) const { return false; };
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virtual entity_pos_t GetSize() const { return m_Size; };
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virtual CFixedVector2D GetStaticSize() const { return {}; };
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virtual EObstructionType GetObstructionType() const { return {}; };
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virtual void SetUnitClearance(const entity_pos_t&) {};
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virtual bool IsControlPersistent() const { return {}; };
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virtual bool CheckShorePlacement() const { return {}; };
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virtual EFoundationCheck CheckFoundation(const std::string&) const { return {}; };
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virtual EFoundationCheck CheckFoundation(const std::string& , bool) const { return {}; };
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virtual std::string CheckFoundation_wrapper(const std::string&, bool) const { return {}; };
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virtual bool CheckDuplicateFoundation() const { return {}; };
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virtual std::vector<entity_id_t> GetEntitiesByFlags(ICmpObstructionManager::flags_t) const { return {}; };
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virtual std::vector<entity_id_t> GetEntitiesBlockingMovement() const { return {}; };
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virtual std::vector<entity_id_t> GetEntitiesBlockingConstruction() const { return {}; };
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virtual std::vector<entity_id_t> GetEntitiesDeletedUponConstruction() const { return {}; };
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virtual void ResolveFoundationCollisions() const {};
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virtual void SetActive(bool) {};
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virtual void SetMovingFlag(bool) {};
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virtual void SetDisableBlockMovementPathfinding(bool, bool, int32_t) {};
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virtual bool GetBlockMovementFlag(bool) const { return {}; };
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virtual void SetControlGroup(entity_id_t) {};
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virtual entity_id_t GetControlGroup() const { return {}; };
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virtual void SetControlGroup2(entity_id_t) {};
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virtual entity_id_t GetControlGroup2() const { return {}; };
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private:
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entity_pos_t m_Size;
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};
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class TestCmpRangeManager : public CxxTest::TestSuite
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{
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public:
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void setUp()
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{
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CXeromyces::Startup();
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}
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void tearDown()
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{
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CXeromyces::Terminate();
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}
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// TODO It would be nice to call Verify() with the shore revealing system
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// but that means testing on an actual map, with water and land.
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void test_basic()
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{
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ComponentTestHelper test(g_ScriptContext);
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ICmpRangeManager* cmp = test.Add<ICmpRangeManager>(CID_RangeManager, "", SYSTEM_ENTITY);
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MockVisionRgm vision;
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test.AddMock(100, IID_Vision, vision);
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MockPositionRgm position;
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test.AddMock(100, IID_Position, position);
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// This tests that the incremental computation produces the correct result
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// in various edge cases
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cmp->SetBounds(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0), entity_pos_t::FromInt(512), entity_pos_t::FromInt(512));
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cmp->Verify();
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{ CMessageCreate msg(100); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessageOwnershipChanged msg(100, -1, 1); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(247), entity_pos_t::FromDouble(257.95), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(247), entity_pos_t::FromInt(253), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256), entity_pos_t::FromInt(256), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256)+entity_pos_t::Epsilon(), entity_pos_t::FromInt(256), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256)-entity_pos_t::Epsilon(), entity_pos_t::FromInt(256), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256), entity_pos_t::FromInt(256)+entity_pos_t::Epsilon(), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(256), entity_pos_t::FromInt(256)-entity_pos_t::Epsilon(), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(383), entity_pos_t::FromInt(84), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromInt(348), entity_pos_t::FromInt(83), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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boost::mt19937 rng;
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for (size_t i = 0; i < 1024; ++i)
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{
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double x = boost::random::uniform_real_distribution<double>(0.0, 512.0)(rng);
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double z = boost::random::uniform_real_distribution<double>(0.0, 512.0)(rng);
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{ CMessagePositionChanged msg(100, true, entity_pos_t::FromDouble(x), entity_pos_t::FromDouble(z), entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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cmp->Verify();
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}
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// Test OwnershipChange, GetEntitiesByPlayer, GetNonGaiaEntities
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{
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player_id_t previousOwner = -1;
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for (player_id_t newOwner = 0; newOwner < 8; ++newOwner)
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{
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CMessageOwnershipChanged msg(100, previousOwner, newOwner);
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cmp->HandleMessage(msg, false);
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for (player_id_t i = 0; i < 8; ++i)
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TS_ASSERT_EQUALS(cmp->GetEntitiesByPlayer(i).size(), i == newOwner ? 1 : 0);
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TS_ASSERT_EQUALS(cmp->GetNonGaiaEntities().size(), newOwner > 0 ? 1 : 0);
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previousOwner = newOwner;
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}
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}
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}
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void test_queries()
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{
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ComponentTestHelper test(g_ScriptContext);
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ICmpRangeManager* cmp = test.Add<ICmpRangeManager>(CID_RangeManager, "", SYSTEM_ENTITY);
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MockVisionRgm vision, vision2;
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MockPositionRgm position, position2;
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MockObstructionRgm obs(fixed::FromInt(2)), obs2(fixed::Zero());
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test.AddMock(100, IID_Vision, vision);
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test.AddMock(100, IID_Position, position);
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test.AddMock(100, IID_Obstruction, obs);
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test.AddMock(101, IID_Vision, vision2);
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test.AddMock(101, IID_Position, position2);
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test.AddMock(101, IID_Obstruction, obs2);
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cmp->SetBounds(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0), entity_pos_t::FromInt(512), entity_pos_t::FromInt(512));
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cmp->Verify();
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{ CMessageCreate msg(100); cmp->HandleMessage(msg, false); }
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{ CMessageCreate msg(101); cmp->HandleMessage(msg, false); }
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{ CMessageOwnershipChanged msg(100, -1, 1); cmp->HandleMessage(msg, false); }
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{ CMessageOwnershipChanged msg(101, -1, 1); cmp->HandleMessage(msg, false); }
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auto move = [&cmp](entity_id_t ent, MockPositionRgm& pos, fixed x, fixed z) {
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pos.m_Pos = CFixedVector3D(x, fixed::Zero(), z);
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{ CMessagePositionChanged msg(ent, true, x, z, entity_angle_t::Zero()); cmp->HandleMessage(msg, false); }
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};
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move(100, position, fixed::FromInt(10), fixed::FromInt(10));
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move(101, position2, fixed::FromInt(10), fixed::FromInt(20));
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std::vector<entity_id_t> nearby = cmp->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
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nearby = cmp->ExecuteQuery(100, fixed::FromInt(4), fixed::FromInt(50), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
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move(101, position2, fixed::FromInt(10), fixed::FromInt(10));
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nearby = cmp->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
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nearby = cmp->ExecuteQuery(100, fixed::FromInt(4), fixed::FromInt(50), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
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move(101, position2, fixed::FromInt(10), fixed::FromInt(13));
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nearby = cmp->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
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nearby = cmp->ExecuteQuery(100, fixed::FromInt(4), fixed::FromInt(50), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
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move(101, position2, fixed::FromInt(10), fixed::FromInt(15));
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// In range thanks to self obstruction size.
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nearby = cmp->ExecuteQuery(100, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
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// In range thanks to target obstruction size.
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nearby = cmp->ExecuteQuery(101, fixed::FromInt(0), fixed::FromInt(4), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{100});
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// Trickier: min-range is closest-to-closest, but rotation may change the real distance.
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nearby = cmp->ExecuteQuery(100, fixed::FromInt(2), fixed::FromInt(50), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
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nearby = cmp->ExecuteQuery(100, fixed::FromInt(5), fixed::FromInt(50), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{101});
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nearby = cmp->ExecuteQuery(100, fixed::FromInt(6), fixed::FromInt(50), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
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nearby = cmp->ExecuteQuery(101, fixed::FromInt(5), fixed::FromInt(50), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{100});
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nearby = cmp->ExecuteQuery(101, fixed::FromInt(6), fixed::FromInt(50), {1}, 0, true);
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TS_ASSERT_EQUALS(nearby, std::vector<entity_id_t>{});
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}
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};
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