#include "precompiled.h" #include #include "EntityFormation.h" #include "EntityManager.h" #include "LOSManager.h" #include "Projectile.h" #include "Scheduler.h" #include "Simulation.h" #include "TurnManager.h" #include "graphics/Model.h" #include "graphics/Terrain.h" #include "graphics/Unit.h" #include "graphics/UnitManager.h" #include "lib/timer.h" #include "ps/CLogger.h" #include "ps/Game.h" #include "ps/GameAttributes.h" #include "ps/Loader.h" #include "ps/LoaderThunks.h" #include "network/NetMessage.h" #include "ps/Profile.h" #include "renderer/Renderer.h" #include "renderer/WaterManager.h" #include "simulation/Entity.h" #include "simulation/LOSManager.h" #include "simulation/TerritoryManager.h" #include "simulation/EntityTemplateCollection.h" #include "gui/CGUI.h" CSimulation::CSimulation(CGame *pGame): m_pGame(pGame), m_pWorld(pGame->GetWorld()), m_pTurnManager((g_SinglePlayerTurnManager=new CSinglePlayerTurnManager())), m_DeltaTime(0) { } CSimulation::~CSimulation() { delete g_SinglePlayerTurnManager; g_SinglePlayerTurnManager=NULL; } int CSimulation::Initialize(CGameAttributes* pAttribs) { m_Random.seed(0); // TODO: Store a random seed in CGameAttributes and synchronize it accross the network m_pTurnManager->Initialize(m_pGame->GetNumPlayers()); // Call the game startup script // TODO: Maybe don't do this if we're in Atlas // [2006-06-26 20ms] g_ScriptingHost.RunScript( "scripts/game_startup.js" ); // [2006-06-26 3647ms] g_EntityManager.InitializeAll(); // [2006-06-26: 61ms] m_pWorld->GetLOSManager()->Initialize(pAttribs->m_LOSSetting); m_pWorld->GetTerritoryManager()->Initialize(); return 0; } void CSimulation::RegisterInit(CGameAttributes *pAttribs) { RegMemFun1(this, &CSimulation::Initialize, pAttribs, L"CSimulation", 3900); } void CSimulation::Update(double frameTime) { m_DeltaTime += frameTime; if( m_DeltaTime >= 0.0 && frameTime ) { PROFILE( "simulation turn" ); // A new simulation frame is required. MICROLOG( L"calculate simulation" ); Simulate(); m_DeltaTime -= (m_pTurnManager->GetTurnLength()/1000.0); if( m_DeltaTime >= 0.0 ) { // The desired sim frame rate can't be achieved. Settle for process & render // frames as fast as possible. frameTime -= m_DeltaTime; // so the animation stays in sync with the sim m_DeltaTime = 0.0; } } PROFILE_START( "simulation interpolation" ); Interpolate(frameTime, ((1000.0*m_DeltaTime) / (float)m_pTurnManager->GetTurnLength()) + 1.0); PROFILE_END( "simulation interpolation" ); } void CSimulation::Interpolate(double frameTime, double offset) { const std::vector& units=m_pWorld->GetUnitManager()->GetUnits(); for (uint i=0;iGetModel()->Update((float)frameTime); g_EntityManager.interpolateAll( (float)offset ); g_ProjectileManager.InterpolateAll( (float)offset ); g_Renderer.GetWaterManager()->m_WaterTexTimer += frameTime; } void CSimulation::Simulate() { PROFILE_START( "scheduler tick" ); g_Scheduler.update(m_pTurnManager->GetTurnLength()); PROFILE_END( "scheduler tick" ); PROFILE_START( "entity updates" ); g_EntityManager.updateAll( m_pTurnManager->GetTurnLength() ); PROFILE_END( "entity updates" ); PROFILE_START( "projectile updates" ); g_ProjectileManager.UpdateAll( m_pTurnManager->GetTurnLength() ); PROFILE_END( "projectile updates" ); PROFILE_START( "los update" ); m_pWorld->GetLOSManager()->Update(); PROFILE_END( "los update" ); PROFILE_START( "turn manager update" ); m_pTurnManager->NewTurn(); m_pTurnManager->IterateBatch(0, TranslateMessage, this); PROFILE_END( "turn manager update" ); } // Location randomizer, for group orders... // Having the group turn up at the destination with /some/ sort of cohesion is // good but tasking them all to the exact same point will leave them brawling // for it at the other end (it shouldn't, but the PASAP pathfinder is too // simplistic) // Task them all to a point within a radius of the target, radius depends upon // the number of units in the group. void RandomizeLocations(CEntityOrder order, const std::vector &entities, bool isQueued) { std::vector::const_iterator it; float radius = 2.0f * sqrt( (float)entities.size() - 1 ); for (it = entities.begin(); it < entities.end(); it++) { float _x, _y; CEntityOrder randomizedOrder = order; CSimulation* sim = g_Game->GetSimulation(); do { _x = sim->RandFloat() * 2.0f - 1.0f; _y = sim->RandFloat() * 2.0f - 1.0f; } while( ( _x * _x ) + ( _y * _y ) > 1.0f ); randomizedOrder.m_data[0].location.x += _x * radius; randomizedOrder.m_data[0].location.y += _y * radius; // Clamp it to within the map, just in case. float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE; if( randomizedOrder.m_data[0].location.x < 0.0f ) randomizedOrder.m_data[0].location.x = 0.0f; if( randomizedOrder.m_data[0].location.x >= mapsize ) randomizedOrder.m_data[0].location.x = mapsize; if( randomizedOrder.m_data[0].location.y < 0.0f ) randomizedOrder.m_data[0].location.y = 0.0f; if( randomizedOrder.m_data[0].location.y >= mapsize ) randomizedOrder.m_data[0].location.y = mapsize; if( !isQueued ) (*it)->clearOrders(); (*it)->pushOrder( randomizedOrder ); } } void FormationLocations(CEntityOrder order, const std::vector &entities, bool isQueued) { CVector2D upvec(0.0f, 1.0f); std::vector::const_iterator it = entities.begin(); CEntityFormation* formation = (*it)->GetFormation(); for (; it != entities.end(); it++) { CEntityOrder orderCopy = order; CVector2D posDelta = orderCopy.m_data[0].location - formation->GetPosition(); CVector2D formDelta = formation->GetSlotPosition( (*it)->m_formationSlot ); posDelta = posDelta.normalize(); //Rotate the slot position's offset vector according to the rotation of posDelta. CVector2D rotDelta; float deltaCos = posDelta.dot(upvec); float deltaSin = sinf( acosf(deltaCos) ); rotDelta.x = formDelta.x * deltaCos - formDelta.y * deltaSin; rotDelta.y = formDelta.x * deltaSin + formDelta.y * deltaCos; orderCopy.m_data[0].location += rotDelta; // Clamp it to within the map, just in case. float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE; if( orderCopy.m_data[0].location.x < 0.0f ) orderCopy.m_data[0].location.x = 0.0f; if( orderCopy.m_data[0].location.x >= mapsize ) orderCopy.m_data[0].location.x = mapsize; if( orderCopy.m_data[0].location.y < 0.0f ) orderCopy.m_data[0].location.y = 0.0f; if( orderCopy.m_data[0].location.y >= mapsize ) orderCopy.m_data[0].location.y = mapsize; if( !isQueued ) (*it)->clearOrders(); (*it)->pushOrder( orderCopy ); } } void QueueOrder(CEntityOrder order, const std::vector &entities, bool isQueued) { std::vector::const_iterator it; for (it = entities.begin(); it < entities.end(); it++) { if( !isQueued ) (*it)->clearOrders(); (*it)->pushOrder( order ); } } uint CSimulation::TranslateMessage(CNetMessage* pMsg, uint clientMask, void* UNUSED(userdata)) { CEntityOrder order; bool isQueued = true; #define ENTITY_POSITION(_msg, _order) do\ { \ _msg *msg=(_msg *)pMsg; \ isQueued = msg->m_IsQueued != 0; \ order.m_type=CEntityOrder::_order; \ order.m_data[0].location.x=(float)msg->m_TargetX; \ order.m_data[0].location.y=(float)msg->m_TargetY; \ RandomizeLocations(order, msg->m_Entities, isQueued); \ } while(0) #define ENTITY_POSITION_FORM(_msg, _order) do\ { \ _msg *msg=(_msg *)pMsg; \ isQueued = msg->m_IsQueued != 0; \ order.m_type=CEntityOrder::_order; \ order.m_data[0].location.x=(float)msg->m_TargetX; \ order.m_data[0].location.y=(float)msg->m_TargetY; \ FormationLocations(order, msg->m_Entities, isQueued); \ } while(0) #define ENTITY_ENTITY(_msg, _order) do\ { \ _msg *msg=(_msg *)pMsg; \ isQueued = msg->m_IsQueued != 0; \ order.m_type=CEntityOrder::_order; \ order.m_data[0].entity=msg->m_Target; \ QueueOrder(order, msg->m_Entities, isQueued); \ } while(0) #define ENTITY_ENTITY_INT(_msg, _order) do\ { \ _msg *msg=(_msg *)pMsg; \ isQueued = msg->m_IsQueued != 0; \ order.m_type=CEntityOrder::_order; \ order.m_data[0].entity=msg->m_Target; \ order.m_data[1].data=msg->m_Action; \ QueueOrder(order, msg->m_Entities, isQueued); \ } while(0) #define ENTITY_INT_STRING(_msg, _order) do\ { \ _msg *msg=(_msg *)pMsg; \ isQueued = msg->m_IsQueued != 0; \ order.m_type=CEntityOrder::_order; \ order.m_data[0].string=msg->m_Name; \ order.m_data[1].data=msg->m_Type; \ QueueOrder(order, msg->m_Entities, isQueued); \ } while(0) switch (pMsg->GetType()) { case NMT_AddWaypoint: { CAddWaypoint *msg=(CAddWaypoint *)pMsg; isQueued = msg->m_IsQueued != 0; order.m_type=CEntityOrder::ORDER_LAST; order.m_data[0].location.x=(float)msg->m_TargetX; order.m_data[0].location.y=(float)msg->m_TargetY; std::vector::iterator it = msg->m_Entities.begin(); for (;it != msg->m_Entities.end(); ++it) { std::deque::const_iterator ord_it; ord_it=(*it)->m_orderQueue.end() - 1; for (;ord_it >= (*it)->m_orderQueue.begin();--ord_it) { if (ord_it->m_type == CEntityOrder::ORDER_PATH_END_MARKER) { order.m_type = CEntityOrder::ORDER_GOTO; (*it)->pushOrder(order); break; } if (ord_it->m_type == CEntityOrder::ORDER_PATROL) { order.m_type = ord_it->m_type; (*it)->pushOrder(order); break; } } if (order.m_type == CEntityOrder::ORDER_LAST) { LOG(ERROR, "simulation", "Got an AddWaypoint message for an entity that isn't moving."); } } break; } case NMT_Goto: ENTITY_POSITION(CGoto, ORDER_GOTO); break; case NMT_FormationGoto: ENTITY_POSITION_FORM(CFormationGoto, ORDER_GOTO); break; //TODO: make formation move to within range of target and then attack normally case NMT_FormationGeneric: ENTITY_ENTITY_INT(CFormationGeneric, ORDER_GENERIC); break; case NMT_Run: ENTITY_POSITION(CRun, ORDER_RUN); break; case NMT_Patrol: ENTITY_POSITION(CPatrol, ORDER_PATROL); break; case NMT_Generic: ENTITY_ENTITY_INT(CGeneric, ORDER_GENERIC); break; case NMT_Produce: ENTITY_INT_STRING(CProduce, ORDER_PRODUCE); break; case NMT_NotifyRequest: ENTITY_ENTITY_INT(CNotifyRequest, ORDER_NOTIFY_REQUEST); break; case NMT_PlaceObject: { CPlaceObject *msg = (CPlaceObject *) pMsg; isQueued = msg->m_IsQueued != 0; // Figure out the player CPlayer* player = 0; if(msg->m_Entities.size() > 0) player = msg->m_Entities[0]->GetPlayer(); else player = g_Game->GetLocalPlayer(); // Create the object CVector3D pos(msg->m_X/1000.0f, msg->m_Y/1000.0f, msg->m_Z/1000.0f); HEntity newObj = g_EntityManager.createFoundation( msg->m_Template, player, pos, msg->m_Angle/1000.0f ); newObj->m_actor->SetPlayerID(player->GetPlayerID()); if( newObj->Initialize() ) { // Order all the selected units to work on the new object using the given action order.m_type = CEntityOrder::ORDER_START_CONSTRUCTION; order.m_data[0].entity = newObj; QueueOrder(order, msg->m_Entities, false); } } while(0) break; } return clientMask; } uint CSimulation::GetMessageMask(CNetMessage* UNUSED(pMsg), uint UNUSED(oldMask), void* UNUSED(userdata)) { //CSimulation *pSimulation=(CSimulation *)userdata; // Pending a complete visibility/minimal-update implementation, we'll // simply select the first 32 connected clients ;-) return 0xffffffff; } void CSimulation::QueueLocalCommand(CNetMessage *pMsg) { m_pTurnManager->QueueLocalCommand(pMsg); } // Get a random integer between 0 and maxVal-1 from the simulation's random number generator int CSimulation::RandInt(int maxVal) { boost::uniform_smallint distr(0, maxVal-1); return distr(m_Random); } // Get a random float in [0, 1) from the simulation's random number generator float CSimulation::RandFloat() { // Cannot use uniform_01 here because it is not a real distribution, but rather an // utility class that makes a copy of the generator, and therefore it would repeatedly // return the same values because it never modifies our copy of the generator. boost::uniform_real distr(0.0f, 1.0f); return distr(m_Random); }