0ad/source/simulation/EntityFormation.cpp
pyrolink f2e867e239 #Bar borders and angle penalty
-Changes to notifications. They take different parameters now-see
template_entity_script.js.  You can choose to destroy the notifiers
yourself in the script (useful for idle)
-Added "idle" event with registerIdle and registerDamage to assist with
the angle penalty.
-Bar border stuff
-Angle penalty is set up but untested-it just needs to use
this.getAttackDirections() to find the number of directions the entity
is being attacked from.  The penalty is specified in template_unit

There is a problem when the game exits-it attempts to destroy the
notifiers in entity.cpp's constructor, where it calls
DestroyAllNotifiers().  The problem is that the notifiers don't exist
any longer because they've been destroyed. I would fix it but I'm
leaving for vacation (Jason told me it was OK to comitt). Hope it isn't
too much of a problem.

This was SVN commit r3732.
2006-04-08 22:34:54 +00:00

227 lines
5.7 KiB
C++

#include "precompiled.h"
#include "EntityFormation.h"
#include "BaseFormationCollection.h"
#include "FormationManager.h"
#include "Simulation.h"
#include "ps\Game.h"
#include "ps\Interact.h"
#include "ps\Network\NetMessage.h"
CEntityFormation::CEntityFormation( CBaseFormation*& base, size_t index )
{
if (!base)
return;
m_self = m_base = base;
m_numEntities=0;
m_speed=0.0f;
m_orientation = 0.0f;
m_position.x = m_position.y = -1.0f;
m_duplication=false;
m_entities.resize(m_base->m_numSlots);
m_index = (int)index;
}
CEntityFormation::~CEntityFormation()
{
for ( int i=0; i<m_base->m_numSlots; ++i )
{
if ( m_entities[i] )
{
m_entities[i]->m_formation = -1;
m_entities[i]->m_formationSlot = -1;
m_entities[i] = NULL;
}
}
}
void CEntityFormation::SwitchBase( CBaseFormation*& base )
{
std::vector<CEntity*> copy;
copy.resize( m_base->m_numSlots );
for ( int i=0; i < m_base->m_numSlots; ++i )
{
if ( !m_entities[i] )
continue;
copy.push_back( m_entities[i] );
RemoveUnit( m_entities[i] );
}
m_self = m_base = base;
m_entities.resize(m_base->m_numSlots);
ResetAllEntities();
for ( std::vector<CEntity*>::iterator it=copy.begin(); it != copy.end(); it++ )
g_FormationManager.AddUnit(*it, m_index);
}
bool CEntityFormation::AddUnit( CEntity*& entity )
{
debug_assert( entity );
//Add the unit to the most appropriate slot
for (int i=0; i<m_base->m_numSlots; ++i)
{
if ( IsBetterUnit( i, entity ) )
{
if ( m_entities[i] )
{
CEntity* prev = m_entities[i];
RemoveUnit( m_entities[i] );
m_entities[i] = entity;
AddUnit( prev );
}
m_entities[i] = entity;
++m_numEntities;
entity->m_formation = m_index;
entity->m_formationSlot = i;
return true;
}
}
return false;
}
void CEntityFormation::RemoveUnit( CEntity*& entity )
{
if ( !IsValidOrder(entity->m_formationSlot) || !entity )
return;
m_entities[entity->m_formationSlot] = NULL;
entity->m_formation = -1;
entity->m_formationSlot = -1;
--m_numEntities;
//UpdateFormation();
}
bool CEntityFormation::IsSlotAppropriate( int order, CEntity* entity )
{
debug_assert( entity );
if ( !IsValidOrder(order) )
return false;
for ( size_t idx=0; idx < m_base->m_slots[order].category.size(); ++idx )
{
CStr tmp( m_base->m_slots[order].category[idx] );
if ( entity->m_classes.IsMember( tmp ) )
return true;
}
return false;
}
bool CEntityFormation::IsBetterUnit( int order, CEntity* entity )
{
if ( !( IsValidOrder(order) || entity ) )
return false;
//Adding to an empty slot, check if we're elligible
if ( !m_entities[order] )
return IsSlotAppropriate(order, entity);
//Go through each category and check both units' classes. Must be done in order
//because categories are listed in order of importance
for ( size_t idx=0; idx < m_base->m_slots[order].category.size(); ++idx )
{
CStr cat = m_base->m_slots[order].category[idx];
bool current=false;
bool newEnt=false;
current = m_entities[order]->m_classes.IsMember( cat );
newEnt = entity->m_classes.IsMember( cat );
if ( current != newEnt )
return newEnt;
}
return false;
}
void CEntityFormation::UpdateFormation()
{
//Get the entities in the right order (as in, ordered correctly and in the right order/slot)
for ( int i=1; i<m_base->m_numSlots; ++i )
{
if ( !m_entities[i] )
continue;
//Go through slots with higher order
for ( int j=i-1; j > 0; --j )
{
if ( IsBetterUnit( j, m_entities[i] ) )
{
CEntity* temp = m_entities[j];
m_entities[j] = m_entities[i];
m_entities[i] = temp;
int tmpSlot = m_entities[i]->m_formationSlot;
m_entities[i]->m_formationSlot = m_entities[j]->m_formationSlot;
m_entities[j]->m_formationSlot = tmpSlot;
--i;
}
}
}
CEntityList entities = GetEntityList();
CNetMessage* msg = CNetMessage::CreatePositionMessage( entities, NMT_FormationGoto, m_position );
g_Game->GetSimulation()->QueueLocalCommand(msg);
}
void CEntityFormation::ResetAllEntities()
{
for ( int i=0; i<m_base->m_numSlots; ++i )
m_entities[i] = NULL;
}
void CEntityFormation::ResetAngleDivs()
{
for ( int i=0; i<m_base->m_anglePenaltyDivs; ++i )
m_angleDivs[i] = false;
}
void CEntityFormation::SelectAllUnits()
{
for ( int i=0; i<m_base->m_numSlots; ++i )
{
if ( m_entities[i] && !g_Selection.isSelected(m_entities[i]->me) )
g_Selection.addSelection( m_entities[i]->me );
}
}
CEntityList CEntityFormation::GetEntityList()
{
CEntityList ret;
for ( int i=0; i<m_base->m_numSlots; i++ )
{
if ( m_entities[i] )
ret.push_back( m_entities[i]->me);
}
return ret;
}
CVector2D CEntityFormation::GetSlotPosition( int order )
{
if ( IsValidOrder(order) )
return CVector2D ( m_base->m_slots[order].rankOff, m_base->m_slots[order].fileOff );
return CVector2D(-1, -1);
}
void CEntityFormation::BaseToMovement()
{
CBaseFormation* tmp = m_self;
CBaseFormation* move = g_EntityFormationCollection.getTemplate( m_base->m_movement );
if (!move)
return;
SwitchBase( move );
//SwitchBase resets m_self, so reset it so we can return to the correct base later
m_self = tmp;
}
void CEntityFormation::ResetIndex( size_t index )
{
m_index = (int)index;
for ( size_t i=0; i< m_entities.size(); ++i )
{
if ( m_entities[i] )
m_entities[i]->m_formation = m_index;
}
}
/*
inline void CEntityFormation::SetDuplication( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* argv )
{
m_duplication=ToPrimitive<bool>( argv[0] );
}
inline bool CEntityFormation::IsDuplication( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
return m_duplication;
}*/