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UnitAI constantly calls FaceTowardsTarget while attacking or gathering, broadcasting an MT_PositionChanged message each time even when the entity already faces the target. With many units fighting, that floods the message bus (range manager, obstruction, minimap, AI proxy, ...) every turn. This was attempted in080599442fby returning early from TurnTo, but MoveAndTurnTo relies on TurnTo to advertise the movement, so units walking in a straight line stopped advertising their position and LOS broke (#6844), which led to the revert in3fb7319df7. Instead, deduplicate in AdvertisePositionChanges itself: remember the data of the last message sent and skip the message when it wouldn't change anything. Since the comparison covers the whole message data, a movement with an unchanged angle is still advertised. Add a regression test covering both #7654 and the #6844 scenario. Fixes: #7654 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
324 lines
12 KiB
C++
324 lines
12 KiB
C++
/* Copyright (C) 2026 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 "lib/self_test.h"
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#include "maths/Fixed.h"
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#include "maths/FixedVector3D.h"
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#include "maths/Matrix3D.h"
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#include "maths/Vector3D.h"
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#include "ps/XML/Xeromyces.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include "simulation2/helpers/Position.h"
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#include "simulation2/system/Component.h"
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#include "simulation2/system/ComponentTest.h"
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#include "simulation2/system/Entity.h"
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#include <memory>
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#include <string>
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class MockWater : public ICmpWaterManager
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{
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public:
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DEFAULT_MOCK_COMPONENT()
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entity_pos_t GetWaterLevel(entity_pos_t /*x*/, entity_pos_t /*z*/) const override
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{
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return entity_pos_t::FromInt(100);
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}
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float GetExactWaterLevel(float /*x*/, float /*z*/) const override
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{
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return 100.f;
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}
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void RecomputeWaterData() override
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{
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}
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void SetWaterLevel(entity_pos_t /*h*/) override
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{
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}
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};
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class MockPositionChangedListener : public IComponent
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{
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public:
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DEFAULT_MOCK_COMPONENT()
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JS::HandleValue GetJSInstance() const override
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{
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return JS::UndefinedHandleValue;
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}
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bool NewJSObject(const ScriptInterface&, JS::MutableHandleObject) const override
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{
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return false;
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}
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int m_Count = 0;
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bool m_LastInWorld = false;
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entity_pos_t m_LastX, m_LastZ;
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entity_angle_t m_LastRotY;
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void HandleMessage(const CMessage& msg, bool /*global*/) override
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{
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if (msg.GetType() != MT_PositionChanged)
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return;
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const CMessagePositionChanged& msgData = static_cast<const CMessagePositionChanged&>(msg);
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++m_Count;
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m_LastInWorld = msgData.inWorld;
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m_LastX = msgData.x;
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m_LastZ = msgData.z;
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m_LastRotY = msgData.a;
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}
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};
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class TestCmpPosition : public CxxTest::TestSuite
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{
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public:
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static CFixedVector3D fixedvec(int x, int y, int z)
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{
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return CFixedVector3D(fixed::FromInt(x), fixed::FromInt(y), fixed::FromInt(z));
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}
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void test_basic()
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{
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CXeromycesEngine xeromycesEngine;
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ComponentTestHelper test(*g_ScriptContext);
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MockTerrain terrain;
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test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
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ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>23</Altitude><Floating>false</Floating>");
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// Defaults
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TS_ASSERT(!cmp->IsInWorld());
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetRotation(), fixedvec(0, 0, 0));
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// Change height offset
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cmp->SetHeightOffset(entity_pos_t::FromInt(10));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(10));
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// Move out of world, while currently out of world
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cmp->MoveOutOfWorld();
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TS_ASSERT(!cmp->IsInWorld());
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// Jump into world
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cmp->JumpTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
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TS_ASSERT(cmp->IsInWorld());
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// Move out of world, while currently in world
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cmp->MoveOutOfWorld();
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TS_ASSERT(!cmp->IsInWorld());
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// Move into world
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cmp->MoveTo(entity_pos_t::FromInt(100), entity_pos_t::FromInt(200));
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TS_ASSERT(cmp->IsInWorld());
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// Position computed from move plus terrain
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 60, 200));
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// Interpolated position should be constant
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(100, 60, 200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(100, 60, 200));
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// No TurnStart message, so this move doesn't affect the interpolation
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cmp->MoveTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
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// Move smoothly to new position
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cmp->MoveTo(entity_pos_t::FromInt(200), entity_pos_t::FromInt(0));
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// Position computed from move plus terrain
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(200, 60, 0));
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// Interpolated position should vary, from original move into world to new move
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(100, 60, 200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(150, 60, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(200, 60, 0));
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// Latch new position for interpolation
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CMessageTurnStart msg;
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test.HandleMessage(cmp, msg, false);
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// Move smoothly to new position
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cmp->MoveTo(entity_pos_t::FromInt(400), entity_pos_t::FromInt(300));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(200, 60, 0));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 150));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(400, 60, 300));
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// Jump to new position
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cmp->JumpTo(entity_pos_t::FromInt(300), entity_pos_t::FromInt(100));
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// Position computed from jump plus terrain
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(300, 60, 100));
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// Interpolated position should be constant after jump
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(300, 60, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(300, 60, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(300, 60, 100));
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// TODO: Test the rotation methods
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}
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void test_water()
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{
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CXeromycesEngine xeromycesEngine;
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ComponentTestHelper test(*g_ScriptContext);
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MockTerrain terrain;
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test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
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MockWater water;
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test.AddMock(SYSTEM_ENTITY, IID_WaterManager, water);
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ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>23</Altitude><Floating>true</Floating><FloatDepth>1</FloatDepth>");
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// Move into the world, the fixed height uses the water level minus the float depth as a base
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cmp->JumpTo(entity_pos_t::FromInt(0), entity_pos_t::FromInt(0));
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TS_ASSERT(cmp->IsInWorld());
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TS_ASSERT(cmp->CanFloat());
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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// Change height offset, the fixed height changes too
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cmp->SetHeightOffset(entity_pos_t::FromInt(11));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(11));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(110));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(0, 110, 0));
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// Move
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cmp->MoveTo(entity_pos_t::FromInt(100), entity_pos_t::FromInt(200));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.0f).GetTranslation(), CVector3D(0, 122, 0));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(0.5f).GetTranslation(), CVector3D(50, 116, 100));
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TS_ASSERT_EQUALS(cmp->GetInterpolatedTransform(1.0f).GetTranslation(), CVector3D(100, 110, 200));
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// Change fixed height, the height offset changes too
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cmp->SetHeightFixed(entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
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// The entity can't float anymore, the fixed height is computed from the terrain base
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cmp->SetFloating(false);
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TS_ASSERT(!cmp->CanFloat());
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(73));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 73, 200));
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// The entity can float again
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cmp->SetFloating(true);
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
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// Use non relative height, entity will not follow terrain/water height.
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TS_ASSERT(cmp->IsHeightRelative());
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cmp->SetHeightRelative(false);
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TS_ASSERT(!cmp->IsHeightRelative());
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cmp->SetHeightOffset(entity_pos_t::FromInt(11));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(11));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(110));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 110, 200));
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cmp->SetHeightFixed(entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(23));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
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// The entity can't float anymore and height is not relative, fixed height doesn't change
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cmp->SetFloating(false);
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TS_ASSERT(!cmp->CanFloat());
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TS_ASSERT_EQUALS(cmp->GetHeightFixed(), entity_pos_t::FromInt(122));
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TS_ASSERT_EQUALS(cmp->GetHeightOffset(), entity_pos_t::FromInt(72));
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TS_ASSERT_EQUALS(cmp->GetPosition(), fixedvec(100, 122, 200));
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}
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void test_advertise_position_changes()
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{
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CXeromycesEngine xeromycesEngine;
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ComponentTestHelper test(*g_ScriptContext);
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MockTerrain terrain;
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test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
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ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>0</Altitude><Floating>false</Floating>");
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MockPositionChangedListener listener;
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test.GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_PositionChanged, &listener, true);
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// Moving out of the world while already out of it doesn't send a message.
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cmp->MoveOutOfWorld();
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TS_ASSERT_EQUALS(listener.m_Count, 0);
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// Entering the world does.
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cmp->JumpTo(entity_pos_t::FromInt(100), entity_pos_t::FromInt(200));
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TS_ASSERT_EQUALS(listener.m_Count, 1);
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TS_ASSERT(listener.m_LastInWorld);
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TS_ASSERT_EQUALS(listener.m_LastX, entity_pos_t::FromInt(100));
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TS_ASSERT_EQUALS(listener.m_LastZ, entity_pos_t::FromInt(200));
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// Turning to a new angle sends a message.
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cmp->TurnTo(entity_angle_t::FromInt(1));
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TS_ASSERT_EQUALS(listener.m_Count, 2);
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TS_ASSERT_EQUALS(listener.m_LastRotY, entity_angle_t::FromInt(1));
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// Turning to the angle the entity already faces doesn't (#7654).
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cmp->TurnTo(entity_angle_t::FromInt(1));
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TS_ASSERT_EQUALS(listener.m_Count, 2);
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// Moving without turning still advertises the movement (#6844).
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cmp->MoveAndTurnTo(entity_pos_t::FromInt(110), entity_pos_t::FromInt(200), entity_angle_t::FromInt(1));
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TS_ASSERT_EQUALS(listener.m_Count, 3);
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TS_ASSERT_EQUALS(listener.m_LastX, entity_pos_t::FromInt(110));
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TS_ASSERT_EQUALS(listener.m_LastZ, entity_pos_t::FromInt(200));
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TS_ASSERT_EQUALS(listener.m_LastRotY, entity_angle_t::FromInt(1));
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// Moving to the position the entity already has doesn't send a message.
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cmp->MoveTo(entity_pos_t::FromInt(110), entity_pos_t::FromInt(200));
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TS_ASSERT_EQUALS(listener.m_Count, 3);
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// Leaving the world sends an out-of-world message, but only once.
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cmp->MoveOutOfWorld();
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TS_ASSERT_EQUALS(listener.m_Count, 4);
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TS_ASSERT(!listener.m_LastInWorld);
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cmp->MoveOutOfWorld();
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TS_ASSERT_EQUALS(listener.m_Count, 4);
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}
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void test_serialize()
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{
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CXeromycesEngine xeromycesEngine;
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ComponentTestHelper test(*g_ScriptContext);
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MockTerrain terrain;
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test.AddMock(SYSTEM_ENTITY, IID_Terrain, terrain);
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ICmpPosition* cmp = test.Add<ICmpPosition>(CID_Position, "<Anchor>upright</Anchor><Altitude>5</Altitude><Floating>false</Floating>");
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test.Roundtrip();
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cmp->SetHeightOffset(entity_pos_t::FromInt(20));
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cmp->SetXZRotation(entity_angle_t::FromInt(1), entity_angle_t::FromInt(2));
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cmp->SetYRotation(entity_angle_t::FromInt(3));
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test.Roundtrip();
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cmp->JumpTo(entity_pos_t::FromInt(10), entity_pos_t::FromInt(20));
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cmp->MoveTo(entity_pos_t::FromInt(123), entity_pos_t::FromInt(456));
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test.Roundtrip();
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}
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};
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