0ad/source/simulation2/components/CCmpUnitMotion.cpp
wraitii f990cd2381 Ensure units do get in attacking range since that range can change over time because of elevation differences.
This is a partial revert of 4fda917f46, which skipped the
"MoveToTargetAttackingRange" in APPROACHING. I (incorrectly) assumed
that the original order was still perfectly fine, but in fact the
attacker's max range may have changed as that depends on the relative
elevation between attack and target - and so the original order might
never get us in range!
This was introduced originally in 8c74df2acd.

Add a comment to clarify this.

Further, this makes sure UnitMotion still is aware that it has a target
even if it is in range from the beginning, as that could lead
to stuckiness (and did when chasing sometimes). This was done in D1984
anyways.

Fixes #5478.

Differential Revision: https://code.wildfiregames.com/D2035
This was SVN commit r22429.
2019-07-03 18:05:11 +00:00

1638 lines
52 KiB
C++

/* Copyright (C) 2019 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/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpUnitMotion.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/helpers/Geometry.h"
#include "simulation2/helpers/Render.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/serialization/SerializeTemplates.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "maths/FixedVector2D.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "renderer/Scene.h"
// For debugging; units will start going straight to the target
// instead of calling the pathfinder
#define DISABLE_PATHFINDER 0
/**
* When advancing along the long path, and picking a new waypoint to move
* towards, we'll pick one that's up to this far from the unit's current
* position (to minimise the effects of grid-constrained movement)
*/
static const entity_pos_t WAYPOINT_ADVANCE_MAX = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*8);
/**
* Min/Max range to restrict short path queries to. (Larger ranges are slower,
* smaller ranges might miss some legitimate routes around large obstacles.)
*/
static const entity_pos_t SHORT_PATH_MIN_SEARCH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*2);
static const entity_pos_t SHORT_PATH_MAX_SEARCH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*9);
/**
* Minimum distance to goal for a long path request
*/
static const entity_pos_t LONG_PATH_MIN_DIST = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*4);
/**
* When short-pathing, and the short-range pathfinder failed to return a path,
* Assume we are at destination if we are closer than this distance to the target
* And we have no target entity.
* This is somewhat arbitrary, but setting a too big distance means units might lose sight of their end goal too much;
*/
static const entity_pos_t SHORT_PATH_GOAL_RADIUS = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*2);
/**
* If we are this close to our target entity/point, then think about heading
* for it in a straight line instead of pathfinding.
*/
static const entity_pos_t DIRECT_PATH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*4);
/**
* If we're following a target entity,
* we will recompute our path if the target has moved
* more than this distance from where we last pathed to.
*/
static const entity_pos_t CHECK_TARGET_MOVEMENT_MIN_DELTA = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*4);
/**
* If we're following as part of a formation,
* but can't move to our assigned target point in a straight line,
* we will recompute our path if the target has moved
* more than this distance from where we last pathed to.
*/
static const entity_pos_t CHECK_TARGET_MOVEMENT_MIN_DELTA_FORMATION = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*1);
/**
* If we're following something but it's more than this distance away along
* our path, then don't bother trying to repath regardless of how much it has
* moved, until we get this close to the end of our old path.
*/
static const entity_pos_t CHECK_TARGET_MOVEMENT_AT_MAX_DIST = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*16);
/**
* If we're following something and the angle between the (straight-line) directions to its previous target
* position and its present target position is greater than a given angle, recompute the path even far away
* (i.e. even if CHECK_TARGET_MOVEMENT_AT_MAX_DIST condition is not fulfilled). The actual check is done
* on the cosine of this angle, with a PI/6 angle.
*/
static const fixed CHECK_TARGET_MOVEMENT_MIN_COS = fixed::FromInt(866)/1000;
static const CColor OVERLAY_COLOR_LONG_PATH(1, 1, 1, 1);
static const CColor OVERLAY_COLOR_SHORT_PATH(1, 0, 0, 1);
class CCmpUnitMotion : public ICmpUnitMotion
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Update_MotionFormation);
componentManager.SubscribeToMessageType(MT_Update_MotionUnit);
componentManager.SubscribeToMessageType(MT_PathResult);
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeToMessageType(MT_ValueModification);
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_FormationController;
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;
enum State
{
/*
* Not moving at all.
*/
STATE_IDLE,
/*
* Not moving at all. Will go to IDLE next turn.
* (This one-turn delay is a hack to fix animation timings.)
*/
STATE_STOPPING,
/*
* Member of a formation.
* Pathing to the target (depending on m_PathState).
* Target is m_TargetEntity plus m_TargetOffset.
*/
STATE_FORMATIONMEMBER_PATH,
/*
* Individual unit or formation controller.
* Pathing to the target (depending on m_PathState).
* Target is m_TargetPos, m_TargetMinRange, m_TargetMaxRange;
* if m_TargetEntity is not INVALID_ENTITY then m_TargetPos is tracking it.
*/
STATE_INDIVIDUAL_PATH,
STATE_MAX
};
u8 m_State;
enum PathState
{
/*
* There is no path.
* (This should only happen in IDLE and STOPPING.)
*/
PATHSTATE_NONE,
/*
* We have an outstanding long path request.
* No paths are usable yet, so we can't move anywhere.
*/
PATHSTATE_WAITING_REQUESTING_LONG,
/*
* We have an outstanding short path request.
* m_LongPath is valid.
* m_ShortPath is not yet valid, so we can't move anywhere.
*/
PATHSTATE_WAITING_REQUESTING_SHORT,
/*
* We are following our path, and have no path requests.
* m_LongPath and m_ShortPath are valid.
*/
PATHSTATE_FOLLOWING,
/*
* We are following our path, and have an outstanding long path request.
* (This is because our target moved a long way and we need to recompute
* the whole path).
* m_LongPath and m_ShortPath are valid.
*/
PATHSTATE_FOLLOWING_REQUESTING_LONG,
/*
* We are following our path, and have an outstanding short path request.
* (This is because our target moved and we've got a new long path
* which we need to follow).
* m_LongPath is valid; m_ShortPath is valid but obsolete.
*/
PATHSTATE_FOLLOWING_REQUESTING_SHORT,
PATHSTATE_MAX
};
u8 m_PathState;
u32 m_ExpectedPathTicket; // asynchronous request ID we're waiting for, or 0 if none
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 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;
// Motion planning
u8 m_Tries; // how many tries we've done to get to our current Final Goal.
PathGoal m_FinalGoal;
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>";
}
virtual void Init(const CParamNode& paramNode)
{
m_FormationController = 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").ToUTF8();
m_PassClass = cmpPathfinder->GetPassabilityClass(m_PassClassName);
m_Clearance = cmpPathfinder->GetClearance(m_PassClass);
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
if (cmpObstruction)
cmpObstruction->SetUnitClearance(m_Clearance);
}
m_State = STATE_IDLE;
m_PathState = PATHSTATE_NONE;
m_ExpectedPathTicket = 0;
m_Tries = 0;
m_FinalGoal.type = PathGoal::POINT;
m_DebugOverlayEnabled = false;
}
virtual void Deinit()
{
}
template<typename S>
void SerializeCommon(S& serialize)
{
serialize.NumberU8("state", m_State, 0, STATE_MAX-1);
serialize.NumberU8("path state", m_PathState, 0, PATHSTATE_MAX-1);
serialize.StringASCII("pass class", m_PassClassName, 0, 64);
serialize.NumberU32_Unbounded("ticket", m_ExpectedPathTicket);
SerializeU8_Enum<MoveRequest::Type, MoveRequest::Type::OFFSET>()(serialize, "target type", m_MoveRequest.m_Type);
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.NumberFixed_Unbounded("speed multiplier", m_SpeedMultiplier);
serialize.NumberFixed_Unbounded("current speed", m_CurSpeed);
serialize.Bool("facePointAfterMove", m_FacePointAfterMove);
serialize.NumberU8("tries", m_Tries, 0, 255);
SerializeVector<SerializeWaypoint>()(serialize, "long path", m_LongPath.m_Waypoints);
SerializeVector<SerializeWaypoint>()(serialize, "short path", m_ShortPath.m_Waypoints);
SerializeGoal()(serialize, "goal", m_FinalGoal);
}
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);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Update_MotionFormation:
{
if (m_FormationController)
{
fixed dt = static_cast<const CMessageUpdate_MotionFormation&> (msg).turnLength;
Move(dt);
}
break;
}
case MT_Update_MotionUnit:
{
if (!m_FormationController)
{
fixed dt = static_cast<const CMessageUpdate_MotionUnit&> (msg).turnLength;
Move(dt);
}
break;
}
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_ValueModification:
{
const CMessageValueModification& msgData = static_cast<const CMessageValueModification&> (msg);
if (msgData.component != L"UnitMotion")
break;
FALLTHROUGH;
}
case MT_OwnershipChanged:
case MT_Deserialized:
{
CmpPtr<ICmpValueModificationManager> cmpValueModificationManager(GetSystemEntity());
if (!cmpValueModificationManager)
break;
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);
break;
}
}
}
void UpdateMessageSubscriptions()
{
bool needRender = m_DebugOverlayEnabled;
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
}
virtual bool IsMoving() 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 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 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);
virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange);
virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z);
virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z);
virtual void StopMoving()
{
if (m_FacePointAfterMove)
{
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (cmpPosition && cmpPosition->IsInWorld())
FaceTowardsPointFromPos(cmpPosition->GetPosition2D(), m_FinalGoal.x, m_FinalGoal.z);
}
m_MoveRequest = MoveRequest();
m_ExpectedPathTicket = 0;
m_State = STATE_STOPPING;
m_PathState = PATHSTATE_NONE;
m_LongPath.m_Waypoints.clear();
m_ShortPath.m_Waypoints.clear();
}
virtual entity_pos_t GetUnitClearance() const
{
return m_Clearance;
}
private:
bool ShouldAvoidMovingUnits() const
{
return !m_FormationController;
}
bool IsFormationMember() const
{
return m_State == STATE_FORMATIONMEMBER_PATH;
}
entity_id_t GetGroup() const
{
return IsFormationMember() ? m_MoveRequest.m_Entity : GetEntityId();
}
bool HasValidPath() const
{
return m_PathState == PATHSTATE_FOLLOWING
|| m_PathState == PATHSTATE_FOLLOWING_REQUESTING_LONG
|| m_PathState == PATHSTATE_FOLLOWING_REQUESTING_SHORT;
}
void MoveFailed()
{
CMessageMotionChanged msg(true);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
void MoveSucceeded()
{
CMessageMotionChanged msg(false);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
/**
* Update other components on our speed.
* This doesn't use messages for efficiency.
* This should only be called when speed changes.
*/
void UpdateMovementState(entity_pos_t speed)
{
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
// Moved last turn, didn't this turn.
if (speed == fixed::Zero() && m_CurSpeed > fixed::Zero())
{
if (cmpObstruction)
cmpObstruction->SetMovingFlag(false);
}
// Moved this turn, didn't last turn
else if (speed > fixed::Zero() && m_CurSpeed == fixed::Zero())
{
if (cmpObstruction)
cmpObstruction->SetMovingFlag(true);
}
m_CurSpeed = speed;
}
bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange, entity_id_t target);
/**
* Handle the result of an asynchronous path query.
*/
void PathResult(u32 ticket, const WaypointPath& path);
/**
* Do the per-turn movement and other updates.
*/
void Move(fixed dt);
/**
* Returns true if we are possibly at our destination.
*/
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, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos) const;
/**
* React if our move was obstructed.
* @returns true if the obstruction required handling, false otherwise.
*/
bool HandleObstructedMove();
/**
* 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;
/**
* 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;
/**
* 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;
/**
* 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);
/**
* Returns whether the target entity has moved more than minDelta since our
* last path computations, and we're close enough to it to care.
*/
bool CheckTargetMovement(const CFixedVector2D& from, entity_pos_t minDelta);
/**
* Update goal position if moving target
*/
void UpdateFinalGoal();
/**
* Returns whether we are close enough to the target to assume it's a good enough
* position to stop.
*/
bool CloseEnoughFromDestinationToStop(const CFixedVector2D& from) const;
/**
* Returns whether the length of the given path, plus the distance from
* 'from' to the first waypoints, it shorter than minDistance.
*/
bool PathIsShort(const WaypointPath& path, const CFixedVector2D& from, entity_pos_t minDistance) 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);
/**
* Returns an appropriate obstruction filter for use with path requests.
* noTarget is true only when used inside TryGoingStraightToTarget,
* in which case we do not want the target obstruction otherwise it would always fail
*/
ControlGroupMovementObstructionFilter GetObstructionFilter(bool noTarget = false) const;
/**
* Start moving to the given goal, from our current position 'from'.
* Might go in a straight line immediately, or might start an asynchronous
* path request.
*/
void BeginPathing(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.
*/
void RequestShortPath(const CFixedVector2D& from, const PathGoal& goal, bool avoidMovingUnits);
/**
* 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)
void CCmpUnitMotion::PathResult(u32 ticket, const WaypointPath& path)
{
// Ignore obsolete path requests
if (ticket != m_ExpectedPathTicket)
return;
m_ExpectedPathTicket = 0; // we don't expect to get this result again
// Check that we are still able to do something with that path
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
{
// We will probably fail to move so inform components but keep on trying anyways.
MoveFailed();
return;
}
if (m_PathState == PATHSTATE_WAITING_REQUESTING_LONG || m_PathState == PATHSTATE_FOLLOWING_REQUESTING_LONG)
{
m_LongPath = path;
// If we are following a path, leave the old m_ShortPath so we can carry on following it
// until a new short path has been computed
if (m_PathState == PATHSTATE_WAITING_REQUESTING_LONG)
m_ShortPath.m_Waypoints.clear();
// If there's no waypoints then we couldn't get near the target.
// Sort of hack: Just try going directly to the goal point instead
// (via the short pathfinder), so if we're stuck and the user clicks
// close enough to the unit then we can probably get unstuck
if (m_LongPath.m_Waypoints.empty())
m_LongPath.m_Waypoints.emplace_back(Waypoint{ m_FinalGoal.x, m_FinalGoal.z });
m_PathState = PATHSTATE_FOLLOWING;
}
else if (m_PathState == PATHSTATE_WAITING_REQUESTING_SHORT || m_PathState == PATHSTATE_FOLLOWING_REQUESTING_SHORT)
{
m_ShortPath = path;
// If there's no waypoints then we couldn't get near the target
if (m_ShortPath.m_Waypoints.empty())
{
// If we're globally following a long path, try to remove the next waypoint, it might be obstructed
// If not, and we are not in a formation, retry
// unless we are close to our target and we don't have a target entity.
// This makes sure that units don't clump too much when they are not in a formation and tasked to move.
if (m_LongPath.m_Waypoints.size() > 1)
m_LongPath.m_Waypoints.pop_back();
else if (IsFormationMember())
{
CMessageMotionChanged msg(true);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
return;
}
CMessageMotionChanged msg(false);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return;
CFixedVector2D pos = cmpPosition->GetPosition2D();
if (CloseEnoughFromDestinationToStop(pos))
{
MoveSucceeded();
return;
}
UpdateFinalGoal();
RequestLongPath(pos, m_FinalGoal);
m_PathState = PATHSTATE_WAITING_REQUESTING_LONG;
return;
}
// else we could, so reset our number of tries.
m_Tries = 0;
m_PathState = PATHSTATE_FOLLOWING;
}
else
LOGWARNING("unexpected PathResult (%u %d %d)", GetEntityId(), m_State, m_PathState);
}
void CCmpUnitMotion::Move(fixed dt)
{
PROFILE("Move");
if (m_State == STATE_STOPPING)
{
m_State = STATE_IDLE;
MoveSucceeded();
m_CurSpeed = fixed::Zero();
CmpPtr<ICmpObstruction> cmpObstruction(GetEntityHandle());
if (cmpObstruction)
cmpObstruction->SetMovingFlag(false);
return;
}
if (m_State == STATE_IDLE)
return;
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();
}
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return;
CFixedVector2D initialPos = cmpPosition->GetPosition2D();
// Keep track of the current unit's position during the update
CFixedVector2D pos = initialPos;
// 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
if (m_PathState == PATHSTATE_FOLLOWING ||
m_PathState == PATHSTATE_FOLLOWING_REQUESTING_SHORT ||
m_PathState == PATHSTATE_FOLLOWING_REQUESTING_LONG)
TryGoingStraightToTarget(initialPos);
bool wasObstructed = PerformMove(dt, m_ShortPath, m_LongPath, pos);
// Update our speed over this turn so that the visual actor shows the correct animation.
if (pos == initialPos)
UpdateMovementState(fixed::Zero());
else
{
// Update the Position component after our movement (if we actually moved anywhere)
CFixedVector2D offset = pos - initialPos;
// Face towards the target
entity_angle_t angle = atan2_approx(offset.X, offset.Y);
cmpPosition->MoveAndTurnTo(pos.X,pos.Y, angle);
// Calculate the mean speed over this past turn.
UpdateMovementState(offset.Length() / dt);
}
if (wasObstructed && HandleObstructedMove())
return;
if (m_PathState == PATHSTATE_FOLLOWING)
{
// 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 (IsFormationMember())
CheckTargetMovement(pos, CHECK_TARGET_MOVEMENT_MIN_DELTA_FORMATION);
else
CheckTargetMovement(pos, CHECK_TARGET_MOVEMENT_MIN_DELTA);
}
}
bool CCmpUnitMotion::PossiblyAtDestination() const
{
if (m_MoveRequest.m_Type == MoveRequest::NONE)
return false;
if (IsFormationMember())
{
// We've reached our assigned position. If the controller
// is idle, send a notification in case it should disband,
// otherwise continue following the formation next turn.
CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetSimContext(), m_MoveRequest.m_Entity);
return cmpUnitMotion && !cmpUnitMotion->IsMoving();
}
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)
{
CFixedVector2D targetPos;
ComputeTargetPosition(targetPos);
return cmpObstructionManager->IsInPointRange(GetEntityId(), m_MoveRequest.m_Position.X, m_MoveRequest.m_Position.Y, m_MoveRequest.m_MinRange, m_MoveRequest.m_MaxRange, false);
}
return false;
}
bool CCmpUnitMotion::PerformMove(fixed dt, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos) const
{
if (m_PathState != PATHSTATE_FOLLOWING &&
m_PathState != PATHSTATE_FOLLOWING_REQUESTING_SHORT &&
m_PathState != PATHSTATE_FOLLOWING_REQUESTING_LONG)
return false;
// 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());
if (!cmpPathfinder)
return false;
fixed basicSpeed = m_Speed;
// If in formation, run to keep up; otherwise just walk
if (IsFormationMember())
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);
// We want to move (at most) maxSpeed*dt units from pos towards the next waypoint
fixed timeLeft = dt;
fixed zero = fixed::Zero();
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;
// 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(), 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(), pos.X, pos.Y, target.X, target.Y, m_Clearance, m_PassClass))
pos = target;
else
return true;
break;
}
}
return false;
}
bool CCmpUnitMotion::HandleObstructedMove()
{
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return false;
CFixedVector2D pos = cmpPosition->GetPosition2D();
// Oops, we hit something (very likely another unit).
if (CloseEnoughFromDestinationToStop(pos))
{
// Pretend we're arrived in case other components agree and we end up stopping moving.
MoveSucceeded();
return true;
}
// If we still have long waypoints, try and compute a short path
// This will get us around units, amongst others.
// However in some cases a long waypoint will be in located in the obstruction of
// an idle unit. In that case, we need to scrap that waypoint or we might never be able to reach it.
// I am not sure why this happens but the following code seems to work.
if (!m_LongPath.m_Waypoints.empty())
{
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (cmpObstructionManager)
{
// create a fake obstruction to represent our waypoint.
ICmpObstructionManager::ObstructionSquare square;
square.hh = m_Clearance;
square.hw = m_Clearance;
square.u = CFixedVector2D(entity_pos_t::FromInt(1),entity_pos_t::FromInt(0));
square.v = CFixedVector2D(entity_pos_t::FromInt(0),entity_pos_t::FromInt(1));
square.x = m_LongPath.m_Waypoints.back().x;
square.z = m_LongPath.m_Waypoints.back().z;
std::vector<entity_id_t> unitOnGoal;
// don't ignore moving units as those might be units like us, ie not really moving.
cmpObstructionManager->GetUnitsOnObstruction(square, unitOnGoal, GetObstructionFilter());
if (!unitOnGoal.empty())
m_LongPath.m_Waypoints.pop_back();
}
if (!m_LongPath.m_Waypoints.empty())
{
PathGoal goal;
if (m_LongPath.m_Waypoints.size() > 1 || m_FinalGoal.DistanceToPoint(pos) > LONG_PATH_MIN_DIST)
goal = { PathGoal::POINT, m_LongPath.m_Waypoints.back().x, m_LongPath.m_Waypoints.back().z };
else
{
UpdateFinalGoal();
goal = m_FinalGoal;
m_LongPath.m_Waypoints.clear();
CFixedVector2D target = goal.NearestPointOnGoal(pos);
m_LongPath.m_Waypoints.emplace_back(Waypoint{ target.X, target.Y });
}
RequestShortPath(pos, goal, true);
m_PathState = PATHSTATE_WAITING_REQUESTING_SHORT;
return true;
}
}
// Else, just entirely recompute
UpdateFinalGoal();
BeginPathing(pos, m_FinalGoal);
// potential TODO: We could switch the short-range pathfinder for something else entirely.
return true;
}
bool CCmpUnitMotion::TargetHasValidPosition() const
{
if (m_MoveRequest.m_Type != MoveRequest::ENTITY)
return true;
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_MoveRequest.m_Entity);
return cmpPosition && cmpPosition->IsInWorld();
}
bool CCmpUnitMotion::ComputeTargetPosition(CFixedVector2D& out) const
{
if (m_MoveRequest.m_Type == MoveRequest::POINT)
{
out = CFixedVector2D(m_MoveRequest.m_Position.X, m_MoveRequest.m_Position.Y);
return true;
}
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), m_MoveRequest.m_Entity);
if (!cmpPosition || !cmpPosition->IsInWorld())
return false;
if (m_MoveRequest.m_Type == MoveRequest::OFFSET)
{
// There is an offset, so compute it relative to orientation
entity_angle_t angle = cmpPosition->GetRotation().Y;
CFixedVector2D offset = m_MoveRequest.GetOffset().Rotate(angle);
out = cmpPosition->GetPosition2D() + offset;
}
else
out = cmpPosition->GetPosition2D();
return true;
}
bool CCmpUnitMotion::TryGoingStraightToTarget(const CFixedVector2D& from)
{
CFixedVector2D targetPos;
if (!ComputeTargetPosition(targetPos))
return false;
// Fail if the target is too far away
if ((targetPos - from).CompareLength(DIRECT_PATH_RANGE) > 0)
return false;
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return false;
// Move the goal to match the target entity's new position
PathGoal goal = m_FinalGoal;
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);
// Check if there's any collisions on that route
if (!cmpPathfinder->CheckMovement(GetObstructionFilter(true), from.X, from.Y, goalPos.X, goalPos.Y, m_Clearance, m_PassClass))
return false;
// That route is okay, so update our path
m_FinalGoal = goal;
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::CheckTargetMovement(const CFixedVector2D& from, entity_pos_t minDelta)
{
CFixedVector2D targetPos;
if (!ComputeTargetPosition(targetPos))
return false;
// Fail unless the target has moved enough
CFixedVector2D oldTargetPos(m_FinalGoal.x, m_FinalGoal.z);
if ((targetPos - oldTargetPos).CompareLength(minDelta) < 0)
return false;
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return false;
CFixedVector2D pos = cmpPosition->GetPosition2D();
CFixedVector2D oldDir = (oldTargetPos - pos);
CFixedVector2D newDir = (targetPos - pos);
oldDir.Normalize();
newDir.Normalize();
// Fail unless we're close enough to the target to care about its movement
// and the angle between the (straight-line) directions of the previous and new target positions is small
if (oldDir.Dot(newDir) > CHECK_TARGET_MOVEMENT_MIN_COS && !PathIsShort(m_LongPath, from, CHECK_TARGET_MOVEMENT_AT_MAX_DIST))
return false;
// Fail if the target is no longer visible to this entity's owner
// (in which case we'll continue moving to its last known location,
// unless it comes back into view before we reach that location)
CmpPtr<ICmpOwnership> cmpOwnership(GetEntityHandle());
if (cmpOwnership)
{
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
if (cmpRangeManager && cmpRangeManager->GetLosVisibility(m_MoveRequest.m_Entity, cmpOwnership->GetOwner()) == ICmpRangeManager::VIS_HIDDEN)
return false;
}
// The target moved and we need to update our current path;
// change the goal here and expect our caller to start the path request
m_FinalGoal.x = targetPos.X;
m_FinalGoal.z = targetPos.Y;
RequestLongPath(from, m_FinalGoal);
m_PathState = PATHSTATE_FOLLOWING_REQUESTING_LONG;
return true;
}
void CCmpUnitMotion::UpdateFinalGoal()
{
if (m_MoveRequest.m_Type != MoveRequest::ENTITY || m_MoveRequest.m_Type != MoveRequest::OFFSET)
return;
CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetSimContext(), m_MoveRequest.m_Entity);
if (!cmpUnitMotion)
return;
if (IsFormationMember())
return;
CFixedVector2D targetPos;
if (!ComputeTargetPosition(targetPos))
return;
m_FinalGoal.x = targetPos.X;
m_FinalGoal.z = targetPos.Y;
}
bool CCmpUnitMotion::CloseEnoughFromDestinationToStop(const CFixedVector2D& from) const
{
if (m_MoveRequest.m_Type != MoveRequest::POINT || m_FinalGoal.DistanceToPoint(from) > SHORT_PATH_GOAL_RADIUS)
return false;
return true;
}
bool CCmpUnitMotion::PathIsShort(const WaypointPath& path, const CFixedVector2D& from, entity_pos_t minDistance) const
{
CFixedVector2D prev = from;
entity_pos_t distLeft = minDistance;
for (ssize_t i = (ssize_t)path.m_Waypoints.size()-1; i >= 0; --i)
{
// Check if the next path segment is longer than the requested minimum
CFixedVector2D waypoint(path.m_Waypoints[i].x, path.m_Waypoints[i].z);
CFixedVector2D delta = waypoint - prev;
if (delta.CompareLength(distLeft) > 0)
return false;
// Still short enough - prepare to check the next segment
distLeft -= delta.Length();
prev = waypoint;
}
// Reached the end of the path before exceeding minDistance
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);
}
}
ControlGroupMovementObstructionFilter CCmpUnitMotion::GetObstructionFilter(bool noTarget) const
{
entity_id_t group = noTarget ? m_MoveRequest.m_Entity : GetGroup();
return ControlGroupMovementObstructionFilter(ShouldAvoidMovingUnits(), group);
}
void CCmpUnitMotion::BeginPathing(const CFixedVector2D& from, const PathGoal& goal)
{
// reset our state for sanity.
m_ExpectedPathTicket = 0;
m_PathState = PATHSTATE_NONE;
#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 });
m_PathState = PATHSTATE_FOLLOWING;
return;
}
#endif
// If the target is close and we can reach it in a straight line,
// then we'll just go along the straight line instead of computing a path.
if (TryGoingStraightToTarget(from))
{
m_PathState = PATHSTATE_FOLLOWING;
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.
if (goal.DistanceToPoint(from) < LONG_PATH_MIN_DIST)
{
// add our final goal as a long range waypoint so we don't forget
// where we are going if the short-range pathfinder returns
// an aborted path.
m_LongPath.m_Waypoints.clear();
CFixedVector2D target = m_FinalGoal.NearestPointOnGoal(from);
m_LongPath.m_Waypoints.emplace_back(Waypoint{ target.X, target.Y });
m_PathState = PATHSTATE_WAITING_REQUESTING_SHORT;
RequestShortPath(from, goal, true);
}
else
{
m_PathState = PATHSTATE_WAITING_REQUESTING_LONG;
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 = cmpPathfinder->ComputePathAsync(from.X, from.Y, improvedGoal, m_PassClass, GetEntityId());
}
void CCmpUnitMotion::RequestShortPath(const CFixedVector2D &from, const PathGoal& goal, bool avoidMovingUnits)
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return;
// wrapping around on m_Tries isn't really a problem so don't check for overflow.
fixed searchRange = std::max(SHORT_PATH_MIN_SEARCH_RANGE * ++m_Tries, goal.DistanceToPoint(from));
if (goal.type != PathGoal::POINT && searchRange < goal.hw && searchRange < SHORT_PATH_MIN_SEARCH_RANGE * 2)
searchRange = std::min(goal.hw, SHORT_PATH_MIN_SEARCH_RANGE * 2);
if (searchRange > SHORT_PATH_MAX_SEARCH_RANGE)
searchRange = SHORT_PATH_MAX_SEARCH_RANGE;
m_ExpectedPathTicket = cmpPathfinder->ComputeShortPathAsync(from.X, from.Y, m_Clearance, searchRange, goal, m_PassClass, avoidMovingUnits, GetGroup(), GetEntityId());
}
bool CCmpUnitMotion::MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange)
{
return MoveToPointRange(x, z, minRange, maxRange, INVALID_ENTITY);
}
bool CCmpUnitMotion::MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange, entity_id_t target)
{
PROFILE("MoveToPointRange");
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return false;
CFixedVector2D pos = cmpPosition->GetPosition2D();
PathGoal goal;
goal.x = x;
goal.z = z;
if (minRange.IsZero() && maxRange.IsZero())
{
// Non-ranged movement:
// Head directly for the goal
goal.type = PathGoal::POINT;
}
else
{
// Ranged movement:
entity_pos_t distance = (pos - CFixedVector2D(x, z)).Length();
if (distance < minRange)
{
// Too close to target - move outwards to a circle
// that's slightly larger than the min range.
goal.type = PathGoal::INVERTED_CIRCLE;
// 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)
goal.hw = minRange + m_Clearance * 3 /2;
}
else if (maxRange >= entity_pos_t::Zero() && distance > maxRange)
{
// Too far from target - move inwards to a circle
// that's slightly smaller than the max range
goal.type = PathGoal::CIRCLE;
goal.hw = maxRange;
// If maxRange was abnormally small,
// collapse the circle into a point
if (goal.hw <= entity_pos_t::Zero())
goal.type = PathGoal::POINT;
}
}
m_State = STATE_INDIVIDUAL_PATH;
m_MoveRequest = MoveRequest(CFixedVector2D(x, z), minRange, maxRange);
m_FinalGoal = goal;
m_Tries = 0;
BeginPathing(pos, goal);
return true;
}
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::MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
{
PROFILE("MoveToTargetRange");
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
return false;
CFixedVector2D pos = cmpPosition->GetPosition2D();
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (!cmpObstructionManager)
return false;
bool hasObstruction = false;
ICmpObstructionManager::ObstructionSquare obstruction;
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), target);
if (cmpObstruction)
hasObstruction = cmpObstruction->GetObstructionSquare(obstruction);
if (!hasObstruction)
{
// The target didn't have an obstruction or obstruction shape, so treat it as a point instead
CmpPtr<ICmpPosition> cmpTargetPosition(GetSimContext(), target);
if (!cmpTargetPosition || !cmpTargetPosition->IsInWorld())
return false;
CFixedVector2D targetPos = cmpTargetPosition->GetPosition2D();
return MoveToPointRange(targetPos.X, targetPos.Y, minRange, maxRange);
}
/*
* If we're starting outside the maxRange, we need to move closer in.
* If we're starting inside the minRange, we need to move further out.
* These ranges are measured from the edge of this entity to the edge of the target;
* we add the goal range onto the size of the target shape to get the goal shape.
* (Then we extend it outwards/inwards by a little bit to be sure we'll end up
* within the right range, in case of minor numerical inaccuracies.)
*
* There's a bit of a problem with large square targets:
* the pathfinder only lets us move to goals that are squares, but the points an equal
* distance from the target make a rounded square shape instead.
*
* When moving closer, we could shrink the goal radius to 1/sqrt(2) so the goal shape fits entirely
* within the desired rounded square, but that gives an unfair advantage to attackers who approach
* the target diagonally.
*
* If the target is small relative to the range (e.g. archers attacking anything),
* then we cheat and pretend the target is actually a circle.
* (TODO: that probably looks rubbish for things like walls?)
*
* If the target is large relative to the range (e.g. melee units attacking buildings),
* then we multiply maxRange by approx 1/sqrt(2) to guarantee they'll always aim close enough.
* (Those units should set minRange to 0 so they'll never be considered *too* close.)
*/
CFixedVector2D halfSize(obstruction.hw, obstruction.hh);
PathGoal goal;
goal.x = obstruction.x;
goal.z = obstruction.z;
entity_pos_t distance = Geometry::DistanceToSquare(pos - CFixedVector2D(obstruction.x, obstruction.z), obstruction.u, obstruction.v, halfSize, true);
// Compare with previous obstruction
ICmpObstructionManager::ObstructionSquare previousObstruction;
cmpObstruction->GetPreviousObstructionSquare(previousObstruction);
entity_pos_t previousDistance = Geometry::DistanceToSquare(pos - CFixedVector2D(previousObstruction.x, previousObstruction.z), obstruction.u, obstruction.v, halfSize, true);
bool inside = distance.IsZero() && !Geometry::DistanceToSquare(pos - CFixedVector2D(obstruction.x, obstruction.z), obstruction.u, obstruction.v, halfSize).IsZero();
if ((distance < minRange && previousDistance < minRange) || inside)
{
// Too close to the square - need to move away
// Circumscribe the square
entity_pos_t circleRadius = halfSize.Length();
// 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 = minRange + m_Clearance * 3 /2;
if (ShouldTreatTargetAsCircle(minRange, circleRadius))
{
// The target is small relative to our range, so pretend it's a circle
goal.type = PathGoal::INVERTED_CIRCLE;
goal.hw = circleRadius + goalDistance;
}
else
{
goal.type = PathGoal::INVERTED_SQUARE;
goal.u = obstruction.u;
goal.v = obstruction.v;
goal.hw = obstruction.hw + goalDistance;
goal.hh = obstruction.hh + goalDistance;
}
}
else
{
// We might need to move closer:
// Circumscribe the square
entity_pos_t circleRadius = halfSize.Length();
if (ShouldTreatTargetAsCircle(maxRange, circleRadius))
{
// The target is small relative to our range, so pretend it's a circle
// Note that the distance to the circle will always be less than
// the distance to the square, so the previous "distance < maxRange"
// check is still valid (though not sufficient)
entity_pos_t circleDistance = (pos - CFixedVector2D(obstruction.x, obstruction.z)).Length() - circleRadius;
entity_pos_t previousCircleDistance = (pos - CFixedVector2D(previousObstruction.x, previousObstruction.z)).Length() - circleRadius;
entity_pos_t goalDistance = maxRange;
goal.type = PathGoal::CIRCLE;
goal.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 = maxRange * 2 / 3; // multiply by slightly less than 1/sqrt(2)
goal.type = PathGoal::SQUARE;
goal.u = obstruction.u;
goal.v = obstruction.v;
entity_pos_t delta = std::max(goalDistance, m_Clearance + entity_pos_t::FromInt(TERRAIN_TILE_SIZE)/16); // ensure it's far enough to not intersect the building itself
goal.hw = obstruction.hw + delta;
goal.hh = obstruction.hh + delta;
}
}
m_State = STATE_INDIVIDUAL_PATH;
m_MoveRequest = MoveRequest(target, minRange, maxRange);
m_FinalGoal = goal;
m_Tries = 0;
BeginPathing(pos, goal);
return true;
}
void CCmpUnitMotion::MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), target);
if (!cmpPosition || !cmpPosition->IsInWorld())
return;
CFixedVector2D pos = cmpPosition->GetPosition2D();
PathGoal goal;
goal.type = PathGoal::POINT;
goal.x = pos.X;
goal.z = pos.Y;
m_State = STATE_FORMATIONMEMBER_PATH;
m_MoveRequest = MoveRequest(target, CFixedVector2D(x, z));
m_FinalGoal = goal;
m_Tries = 0;
BeginPathing(pos, goal);
}
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]);
}