1233 lines
38 KiB
C++
1233 lines
38 KiB
C++
/* Copyright (C) 2010 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 "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpUnitMotion.h"
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#include "ICmpObstruction.h"
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#include "ICmpObstructionManager.h"
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#include "ICmpPosition.h"
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#include "ICmpPathfinder.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/helpers/Geometry.h"
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#include "simulation2/helpers/Render.h"
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#include "simulation2/serialization/SerializeTemplates.h"
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#include "graphics/Overlay.h"
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#include "graphics/Terrain.h"
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#include "maths/FixedVector2D.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include "renderer/Scene.h"
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static const entity_pos_t WAYPOINT_ADVANCE_MIN = entity_pos_t::FromInt(CELL_SIZE*4);
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static const entity_pos_t WAYPOINT_ADVANCE_MAX = entity_pos_t::FromInt(CELL_SIZE*8);
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static const entity_pos_t SHORT_PATH_SEARCH_RANGE = entity_pos_t::FromInt(CELL_SIZE*10);
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static const entity_pos_t SHORT_PATH_GOAL_RADIUS = entity_pos_t::FromInt(CELL_SIZE*3/2);
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static const CColor OVERLAY_COLOUR_PATH(1, 1, 1, 1);
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static const CColor OVERLAY_COLOUR_PATH_ACTIVE(1, 1, 0, 1);
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static const CColor OVERLAY_COLOUR_SHORT_PATH(1, 0, 0, 1);
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static const CColor OVERLAY_COLOUR_DIRECT_PATH(1, 1, 0, 1);
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class CCmpUnitMotion : public ICmpUnitMotion
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Update_MotionFormation);
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componentManager.SubscribeToMessageType(MT_Update_MotionUnit);
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componentManager.SubscribeToMessageType(MT_RenderSubmit); // for debug overlays
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componentManager.SubscribeToMessageType(MT_PathResult);
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}
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DEFAULT_COMPONENT_ALLOCATOR(UnitMotion)
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bool m_DebugOverlayEnabled;
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std::vector<SOverlayLine> m_DebugOverlayLines;
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std::vector<SOverlayLine> m_DebugOverlayShortPathLines;
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// Template state:
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bool m_FormationController;
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fixed m_WalkSpeed; // in metres per second
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fixed m_RunSpeed;
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u8 m_PassClass;
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u8 m_CostClass;
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// Dynamic state:
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entity_pos_t m_Radius;
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enum State
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{
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STATE_IDLE, // not moving at all
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STATE_STOPPING, // will go IDLE next turn (this delay fixes animation timings)
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// Units that are members of a formation:
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// ('target' is m_TargetEntity plus m_TargetOffset)
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STATE_FORMATIONMEMBER_DIRECT, // trying to follow a straight line to target
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STATE_FORMATIONMEMBER_PATH_COMPUTING, // waiting for a path to target
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STATE_FORMATIONMEMBER_PATH_FOLLOWING, // following the computed path to target
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// Entities that represent individual units or formation controllers:
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// ('target' is m_FinalGoal)
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STATE_INDIVIDUAL_PATH_COMPUTING, // waiting for a path to target
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STATE_INDIVIDUAL_PATH_FOLLOWING, // following the computed path to target
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STATE_MAX
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};
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int m_State;
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u32 m_ExpectedPathTicket; // asynchronous request ID we're waiting for, or 0 if none
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entity_id_t m_TargetEntity;
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entity_pos_t m_TargetOffsetX, m_TargetOffsetZ;
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fixed m_Speed;
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ICmpPathfinder::Path m_LongPath;
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ICmpPathfinder::Path m_ShortPath;
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entity_pos_t m_ShortTargetX, m_ShortTargetZ;
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ICmpPathfinder::Goal m_FinalGoal;
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static std::string GetSchema()
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{
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return
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"<a:help>Provides the unit with the ability to move around the world by itself.</a:help>"
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"<a:example>"
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"<WalkSpeed>7.0</WalkSpeed>"
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"<PassabilityClass>default</PassabilityClass>"
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"<CostClass>infantry</CostClass>"
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"</a:example>"
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"<element name='FormationController'>"
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"<data type='boolean'/>"
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"</element>"
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"<element name='WalkSpeed' a:help='Basic movement speed (in metres per second)'>"
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"<ref name='positiveDecimal'/>"
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"</element>"
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"<optional>"
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"<element name='Run'>"
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"<interleave>"
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"<element name='Speed'><ref name='positiveDecimal'/></element>"
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"<element name='Range'><ref name='positiveDecimal'/></element>"
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"<element name='RangeMin'><ref name='nonNegativeDecimal'/></element>"
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"<element name='RegenTime'><ref name='positiveDecimal'/></element>"
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"<element name='DecayTime'><ref name='positiveDecimal'/></element>"
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"</interleave>"
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"</element>"
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"</optional>"
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"<element name='PassabilityClass' a:help='Identifies the terrain passability class (values are defined in special/pathfinder.xml)'>"
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"<text/>"
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"</element>"
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"<element name='CostClass' a:help='Identifies the movement speed/cost class (values are defined in special/pathfinder.xml)'>"
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"<text/>"
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"</element>";
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}
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/*
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* TODO: the running/charging thing needs to be designed and implemented
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*/
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virtual void Init(const CSimContext& context, const CParamNode& paramNode)
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{
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m_FormationController = paramNode.GetChild("FormationController").ToBool();
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m_WalkSpeed = paramNode.GetChild("WalkSpeed").ToFixed();
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m_Speed = m_WalkSpeed;
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if (paramNode.GetChild("Run").IsOk())
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{
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m_RunSpeed = paramNode.GetChild("Run").GetChild("Speed").ToFixed();
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}
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else
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{
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m_RunSpeed = m_WalkSpeed;
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}
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CmpPtr<ICmpPathfinder> cmpPathfinder(context, SYSTEM_ENTITY);
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if (!cmpPathfinder.null())
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{
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m_PassClass = cmpPathfinder->GetPassabilityClass(paramNode.GetChild("PassabilityClass").ToASCIIString());
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m_CostClass = cmpPathfinder->GetCostClass(paramNode.GetChild("CostClass").ToASCIIString());
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}
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CmpPtr<ICmpObstruction> cmpObstruction(context, GetEntityId());
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if (!cmpObstruction.null())
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m_Radius = cmpObstruction->GetUnitRadius();
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m_State = STATE_IDLE;
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m_ExpectedPathTicket = 0;
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m_TargetEntity = 0;
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m_FinalGoal.type = ICmpPathfinder::Goal::POINT;
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m_DebugOverlayEnabled = false;
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}
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virtual void Deinit(const CSimContext& UNUSED(context))
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{
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}
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virtual void Serialize(ISerializer& serialize)
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{
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serialize.NumberFixed_Unbounded("radius", m_Radius);
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serialize.NumberU8("state", m_State, 0, STATE_MAX-1);
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serialize.NumberU32_Unbounded("ticket", m_ExpectedPathTicket);
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serialize.NumberU32_Unbounded("target entity", m_TargetEntity);
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serialize.NumberFixed_Unbounded("target offset x", m_TargetOffsetX);
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serialize.NumberFixed_Unbounded("target offset z", m_TargetOffsetZ);
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serialize.NumberFixed_Unbounded("speed", m_Speed);
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SerializeVector<SerializeWaypoint>()(serialize, "long path", m_LongPath.m_Waypoints);
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SerializeVector<SerializeWaypoint>()(serialize, "short path", m_ShortPath.m_Waypoints);
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serialize.NumberFixed_Unbounded("short target x", m_ShortTargetX);
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serialize.NumberFixed_Unbounded("short target z", m_ShortTargetZ);
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SerializeGoal()(serialize, "goal", m_FinalGoal);
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}
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virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(context, paramNode);
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deserialize.NumberFixed_Unbounded("radius", m_Radius);
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u8 state;
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deserialize.NumberU8("state", state, 0, STATE_MAX-1);
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m_State = (State)state;
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deserialize.NumberU32_Unbounded("ticket", m_ExpectedPathTicket);
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deserialize.NumberU32_Unbounded("target entity", m_TargetEntity);
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deserialize.NumberFixed_Unbounded("target offset x", m_TargetOffsetX);
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deserialize.NumberFixed_Unbounded("target offset z", m_TargetOffsetZ);
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deserialize.NumberFixed_Unbounded("speed", m_Speed);
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SerializeVector<SerializeWaypoint>()(deserialize, "long path", m_LongPath.m_Waypoints);
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SerializeVector<SerializeWaypoint>()(deserialize, "short path", m_ShortPath.m_Waypoints);
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deserialize.NumberFixed_Unbounded("short target x", m_ShortTargetX);
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deserialize.NumberFixed_Unbounded("short target z", m_ShortTargetZ);
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SerializeGoal()(deserialize, "goal", m_FinalGoal);
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}
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virtual void HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_Update_MotionFormation:
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{
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if (m_FormationController)
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{
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fixed dt = static_cast<const CMessageUpdate_MotionFormation&> (msg).turnLength;
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Move(dt);
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}
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break;
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}
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case MT_Update_MotionUnit:
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{
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if (!m_FormationController)
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{
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fixed dt = static_cast<const CMessageUpdate_MotionUnit&> (msg).turnLength;
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Move(dt);
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}
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break;
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}
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case MT_RenderSubmit:
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{
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector);
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break;
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}
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case MT_PathResult:
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{
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const CMessagePathResult& msgData = static_cast<const CMessagePathResult&> (msg);
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PathResult(msgData.ticket, msgData.path);
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break;
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}
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}
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}
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virtual fixed GetWalkSpeed()
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{
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return m_WalkSpeed;
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}
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virtual fixed GetRunSpeed()
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{
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return m_RunSpeed;
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}
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virtual void SetSpeed(fixed speed)
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{
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m_Speed = speed;
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}
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virtual void SetDebugOverlay(bool enabled)
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{
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m_DebugOverlayEnabled = enabled;
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if (enabled)
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{
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RenderPath(m_LongPath, m_DebugOverlayLines, OVERLAY_COLOUR_PATH);
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RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOUR_SHORT_PATH);
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}
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}
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virtual bool MoveToPoint(entity_pos_t x, entity_pos_t z);
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virtual bool MoveToAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange);
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virtual bool IsInAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange);
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virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange);
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virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z);
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virtual void StopMoving()
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{
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m_State = STATE_STOPPING;
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}
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virtual void SetUnitRadius(fixed radius)
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{
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m_Radius = radius;
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}
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private:
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bool ShouldAvoidMovingUnits()
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{
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return !m_FormationController;
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}
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void SendMessageStartFailed()
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{
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CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), GetEntityId());
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if (!cmpObstruction.null())
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cmpObstruction->SetMovingFlag(false);
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CMessageMotionChanged msg(true, true);
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GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
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}
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void SendMessageStartSucceeded()
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{
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CMessageMotionChanged msg(true, false);
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GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
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}
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void SendMessageEndSucceeded()
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{
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CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), GetEntityId());
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if (!cmpObstruction.null())
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cmpObstruction->SetMovingFlag(false);
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CMessageMotionChanged msg(false, false);
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GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
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}
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/**
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* Do the per-turn movement and other updates
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*/
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void Move(fixed dt);
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void StopAndFaceGoal(CFixedVector2D pos);
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/**
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* Rotate to face towards the target point, given the current pos
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*/
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void FaceTowardsPoint(CFixedVector2D pos, entity_pos_t x, entity_pos_t z);
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bool ShouldTreatTargetAsCircle(entity_pos_t range, entity_pos_t hw, entity_pos_t hh, entity_pos_t circleRadius);
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/**
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* Recompute the whole path to the current goal.
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* Returns false on error or if the unit can't move anywhere at all.
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*/
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void RegeneratePath(CFixedVector2D pos);
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void RegenerateShortPath(CFixedVector2D pos, const ICmpPathfinder::Goal& goal, bool avoidMovingUnits);
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/**
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* Maybe select a new long waypoint if we're getting too close to the
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* current one.
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*/
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void MaybePickNextWaypoint(const CFixedVector2D& pos);
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/**
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* Select a next long waypoint, given the current unit position.
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* Also recomputes the short path to use that waypoint.
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* Returns false on error, or if there is no waypoint to pick.
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*/
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bool PickNextWaypoint(const CFixedVector2D& pos, bool avoidMovingUnits);
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/**
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* Select a new short waypoint as the current target,
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* which possibly involves first selecting a new long waypoint.
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* Returns false on error, or if there is no waypoint to pick.
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*/
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bool PickNextShortWaypoint(const CFixedVector2D& pos, bool avoidMovingUnits);
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/**
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* Convert a path into a renderable list of lines
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*/
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void RenderPath(const ICmpPathfinder::Path& path, std::vector<SOverlayLine>& lines, CColor color);
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void RenderSubmit(SceneCollector& collector);
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/**
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* Handle the result of an asynchronous path query
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*/
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void PathResult(u32 ticket, const ICmpPathfinder::Path& path);
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};
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REGISTER_COMPONENT_TYPE(UnitMotion)
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void CCmpUnitMotion::PathResult(u32 ticket, const ICmpPathfinder::Path& path)
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{
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// Ignore obsolete path requests
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if (ticket != m_ExpectedPathTicket)
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return;
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m_ExpectedPathTicket = 0; // we don't expect to get this result again
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if (m_State == STATE_FORMATIONMEMBER_PATH_COMPUTING)
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{
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m_LongPath.m_Waypoints.clear();
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m_ShortPath = path;
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if (m_DebugOverlayEnabled)
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RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOUR_SHORT_PATH);
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if (m_ShortPath.m_Waypoints.empty())
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{
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// Can't find any path - switch back to DIRECT so we try again later
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// when the formation's moved further on.
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// TODO: We should probably wait a while before trying again
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m_State = STATE_FORMATIONMEMBER_DIRECT;
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return;
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}
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// Now we're moving along the path
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
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if (cmpPosition.null() || !cmpPosition->IsInWorld())
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return;
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CFixedVector2D pos = cmpPosition->GetPosition2D();
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m_State = STATE_FORMATIONMEMBER_PATH_FOLLOWING;
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SendMessageStartSucceeded();
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PickNextShortWaypoint(pos, ShouldAvoidMovingUnits());
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return;
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}
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else if (m_State == STATE_INDIVIDUAL_PATH_COMPUTING)
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{
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m_LongPath = path;
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m_ShortPath.m_Waypoints.clear();
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if (m_DebugOverlayEnabled)
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RenderPath(m_LongPath, m_DebugOverlayLines, OVERLAY_COLOUR_PATH);
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// If there's no waypoints then we've stopped already, otherwise move to the first one
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if (m_LongPath.m_Waypoints.empty())
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{
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m_State = STATE_IDLE;
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SendMessageStartFailed();
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}
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else
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{
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
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if (cmpPosition.null() || !cmpPosition->IsInWorld())
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return;
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CFixedVector2D pos = cmpPosition->GetPosition2D();
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if (PickNextShortWaypoint(pos, ShouldAvoidMovingUnits()))
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{
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m_State = STATE_INDIVIDUAL_PATH_FOLLOWING;
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SendMessageStartSucceeded();
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}
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else
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{
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m_State = STATE_IDLE;
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SendMessageStartFailed();
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}
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}
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}
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else
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{
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LOGWARNING(L"unexpected PathResult (%d %d)", GetEntityId(), m_State);
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}
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}
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void CCmpUnitMotion::Move(fixed dt)
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{
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PROFILE("Move");
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switch (m_State)
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{
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case STATE_STOPPING:
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m_State = STATE_IDLE;
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SendMessageEndSucceeded();
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return;
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case STATE_IDLE:
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case STATE_FORMATIONMEMBER_PATH_COMPUTING:
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case STATE_INDIVIDUAL_PATH_COMPUTING:
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return;
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case STATE_FORMATIONMEMBER_DIRECT:
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case STATE_FORMATIONMEMBER_PATH_FOLLOWING:
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{
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CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
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if (cmpPathfinder.null())
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return;
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
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if (cmpPosition.null() || !cmpPosition->IsInWorld())
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return;
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CmpPtr<ICmpPosition> cmpTargetPosition(GetSimContext(), m_TargetEntity);
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if (cmpTargetPosition.null() || !cmpTargetPosition->IsInWorld())
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{
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// If the target has disappeared, give up on it
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StopMoving();
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|
return;
|
|
}
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
// We want to move (at most) m_Speed*dt units from pos towards the next waypoint
|
|
|
|
entity_angle_t targetAngle = cmpTargetPosition->GetRotation().Y;
|
|
CFixedVector2D targetOffset = CFixedVector2D(m_TargetOffsetX, m_TargetOffsetZ).Rotate(targetAngle);
|
|
|
|
while (dt > fixed::Zero())
|
|
{
|
|
CFixedVector2D target;
|
|
if (m_State == STATE_FORMATIONMEMBER_DIRECT)
|
|
{
|
|
target = cmpTargetPosition->GetPosition2D() + targetOffset;
|
|
|
|
if (m_DebugOverlayEnabled)
|
|
{
|
|
// Draw a path from our current location to the target
|
|
ICmpPathfinder::Path dummyPath;
|
|
ICmpPathfinder::Waypoint dummyWaypoint;
|
|
dummyWaypoint.x = pos.X;
|
|
dummyWaypoint.z = pos.Y;
|
|
dummyPath.m_Waypoints.push_back(dummyWaypoint);
|
|
dummyWaypoint.x = target.X;
|
|
dummyWaypoint.z = target.Y;
|
|
dummyPath.m_Waypoints.push_back(dummyWaypoint);
|
|
RenderPath(dummyPath, m_DebugOverlayShortPathLines, OVERLAY_COLOUR_DIRECT_PATH);
|
|
}
|
|
}
|
|
else // m_State == STATE_FORMATIONMEMBER_PATH_FOLLOWING
|
|
{
|
|
target = CFixedVector2D(m_ShortTargetX, m_ShortTargetZ);
|
|
}
|
|
|
|
CFixedVector2D offset = target - pos;
|
|
|
|
// Face towards the target
|
|
if (!offset.IsZero())
|
|
{
|
|
entity_angle_t angle = atan2_approx(offset.X, offset.Y);
|
|
cmpPosition->TurnTo(angle);
|
|
}
|
|
|
|
// 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)
|
|
fixed terrainSpeed = cmpPathfinder->GetMovementSpeed(pos.X, pos.Y, m_CostClass);
|
|
|
|
fixed maxSpeed = GetRunSpeed().Multiply(terrainSpeed); // TODO: fall back to walk speed if tired
|
|
|
|
// Work out how far we can travel in dt
|
|
fixed maxdist = maxSpeed.Multiply(dt);
|
|
|
|
// If the target is close, we can move there directly
|
|
fixed offsetLength = offset.Length();
|
|
if (offsetLength <= maxdist)
|
|
{
|
|
ControlGroupObstructionFilter filter(true, m_TargetEntity);
|
|
if (cmpPathfinder->CheckMovement(filter, pos.X, pos.Y, target.X, target.Y, m_Radius, m_PassClass))
|
|
{
|
|
// We can move directly with no obstructions
|
|
|
|
pos = target;
|
|
cmpPosition->MoveTo(pos.X, pos.Y);
|
|
|
|
if (m_State == STATE_FORMATIONMEMBER_DIRECT)
|
|
{
|
|
// We've caught up with the target. Match the target direction
|
|
// (but stay in TARGET_ENTITY_DIRECT mode since
|
|
// the target might move by the next turn and we should continue
|
|
// following it)
|
|
cmpPosition->TurnTo(targetAngle);
|
|
return;
|
|
}
|
|
else // m_State == STATE_FORMATIONMEMBER_PATH_FOLLOWING
|
|
{
|
|
// We were heading towards a waypoint on an obstruction-avoiding path.
|
|
// Spend the rest of the time heading towards the next waypoint
|
|
dt = dt - (offsetLength / maxSpeed);
|
|
if (PickNextShortWaypoint(pos, false))
|
|
{
|
|
// Got a new waypoint; use it in the next iteration
|
|
continue;
|
|
}
|
|
|
|
// We reached the end of the waypoints, so try going direct again
|
|
m_State = STATE_FORMATIONMEMBER_DIRECT;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Not close enough, so just move in the right direction
|
|
offset.Normalize(maxdist);
|
|
target = pos + offset;
|
|
|
|
ControlGroupObstructionFilter filter(true, m_TargetEntity);
|
|
if (cmpPathfinder->CheckMovement(filter, pos.X, pos.Y, target.X, target.Y, m_Radius, m_PassClass))
|
|
{
|
|
pos = target;
|
|
cmpPosition->MoveTo(pos.X, pos.Y);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Our movement was blocked before we reached the target/waypoint.
|
|
// Compute a new short path to the target, which we'll use on the next turn.
|
|
|
|
// TODO: if the target is a long way away, we should compute a long path
|
|
// or leave the formation or something.
|
|
|
|
m_State = STATE_FORMATIONMEMBER_PATH_COMPUTING;
|
|
|
|
ICmpPathfinder::Goal goal;
|
|
goal.type = ICmpPathfinder::Goal::POINT;
|
|
target = cmpTargetPosition->GetPosition2D() + targetOffset;
|
|
goal.x = target.X;
|
|
goal.z = target.Y;
|
|
|
|
RegenerateShortPath(pos, goal, true);
|
|
|
|
return;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
case STATE_INDIVIDUAL_PATH_FOLLOWING:
|
|
{
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder (GetSimContext(), SYSTEM_ENTITY);
|
|
if (cmpPathfinder.null())
|
|
return;
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
|
if (cmpPosition.null())
|
|
return;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
// We want to move (at most) m_Speed*dt units from pos towards the next waypoint
|
|
|
|
while (dt > fixed::Zero())
|
|
{
|
|
CFixedVector2D target(m_ShortTargetX, m_ShortTargetZ);
|
|
CFixedVector2D offset = target - pos;
|
|
|
|
// Face towards the target
|
|
entity_angle_t angle = atan2_approx(offset.X, offset.Y);
|
|
cmpPosition->TurnTo(angle);
|
|
|
|
// 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)
|
|
fixed terrainSpeed = cmpPathfinder->GetMovementSpeed(pos.X, pos.Y, m_CostClass);
|
|
|
|
fixed maxSpeed = m_Speed.Multiply(terrainSpeed); // TODO: running?
|
|
|
|
// Work out how far we can travel in dt
|
|
fixed maxdist = maxSpeed.Multiply(dt);
|
|
|
|
// If the target is close, we can move there directly
|
|
fixed offsetLength = offset.Length();
|
|
if (offsetLength <= maxdist)
|
|
{
|
|
ControlGroupObstructionFilter filter(ShouldAvoidMovingUnits(), GetEntityId());
|
|
if (cmpPathfinder->CheckMovement(filter, pos.X, pos.Y, target.X, target.Y, m_Radius, m_PassClass))
|
|
{
|
|
pos = target;
|
|
cmpPosition->MoveTo(pos.X, pos.Y);
|
|
|
|
// Spend the rest of the time heading towards the next waypoint
|
|
dt = dt - (offsetLength / maxSpeed);
|
|
MaybePickNextWaypoint(pos);
|
|
if (PickNextShortWaypoint(pos, ShouldAvoidMovingUnits()))
|
|
continue;
|
|
|
|
// We ran out of usable waypoints, so stop now
|
|
StopAndFaceGoal(pos);
|
|
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Not close enough, so just move in the right direction
|
|
offset.Normalize(maxdist);
|
|
target = pos + offset;
|
|
|
|
ControlGroupObstructionFilter filter(ShouldAvoidMovingUnits(), GetEntityId());
|
|
if (cmpPathfinder->CheckMovement(filter, pos.X, pos.Y, target.X, target.Y, m_Radius, m_PassClass))
|
|
{
|
|
pos = target;
|
|
cmpPosition->MoveTo(pos.X, pos.Y);
|
|
|
|
MaybePickNextWaypoint(pos);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// We got blocked
|
|
// Try finding a new path
|
|
m_State = STATE_INDIVIDUAL_PATH_COMPUTING;
|
|
RegeneratePath(pos);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCmpUnitMotion::StopAndFaceGoal(CFixedVector2D pos)
|
|
{
|
|
m_ExpectedPathTicket = 0;
|
|
m_State = STATE_STOPPING;
|
|
FaceTowardsPoint(pos, m_FinalGoal.x, m_FinalGoal.z);
|
|
|
|
// TODO: if the goal was a square building, we ought to point towards the
|
|
// nearest point on the square, not towards its center
|
|
}
|
|
|
|
void CCmpUnitMotion::FaceTowardsPoint(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(GetSimContext(), GetEntityId());
|
|
if (cmpPosition.null())
|
|
return;
|
|
cmpPosition->TurnTo(angle);
|
|
}
|
|
}
|
|
|
|
bool CCmpUnitMotion::MoveToPoint(entity_pos_t x, entity_pos_t z)
|
|
{
|
|
PROFILE("MoveToPoint");
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
|
if (cmpPosition.null() || !cmpPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
ICmpPathfinder::Goal goal;
|
|
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
|
|
if (cmpObstructionManager.null())
|
|
return false;
|
|
|
|
ControlGroupObstructionFilter filter(true, GetEntityId());
|
|
|
|
ICmpObstructionManager::ObstructionSquare obstruction;
|
|
if (cmpObstructionManager->FindMostImportantObstruction(filter, x, z, m_Radius, obstruction))
|
|
{
|
|
// If we're aiming inside a building, then aim for the outline of the building instead
|
|
// TODO: if we're aiming at a unit then maybe a circle would look nicer?
|
|
|
|
goal.type = ICmpPathfinder::Goal::SQUARE;
|
|
goal.x = obstruction.x;
|
|
goal.z = obstruction.z;
|
|
goal.u = obstruction.u;
|
|
goal.v = obstruction.v;
|
|
entity_pos_t delta = entity_pos_t::FromInt(1) / 4; // nudge the goal outwards so it doesn't intersect the building itself
|
|
goal.hw = obstruction.hw + m_Radius + delta;
|
|
goal.hh = obstruction.hh + m_Radius + delta;
|
|
}
|
|
else
|
|
{
|
|
// Unobstructed - head directly for the goal
|
|
goal.type = ICmpPathfinder::Goal::POINT;
|
|
goal.x = x;
|
|
goal.z = z;
|
|
}
|
|
|
|
m_State = STATE_INDIVIDUAL_PATH_COMPUTING;
|
|
m_FinalGoal = goal;
|
|
RegeneratePath(pos);
|
|
return true;
|
|
}
|
|
|
|
bool CCmpUnitMotion::ShouldTreatTargetAsCircle(entity_pos_t range, entity_pos_t hw, entity_pos_t hh, entity_pos_t circleRadius)
|
|
{
|
|
// 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.
|
|
// Choose the shape that will minimise the worst-case error:
|
|
|
|
// For a square, error is (sqrt(2)-1) * range at the corners
|
|
entity_pos_t errSquare = (entity_pos_t::FromInt(4142)/10000).Multiply(range);
|
|
|
|
// For a circle, error is radius-hw at the sides and radius-hh at the top/bottom
|
|
entity_pos_t errCircle = circleRadius - std::min(hw, hh);
|
|
|
|
return (errCircle < errSquare);
|
|
}
|
|
|
|
static const entity_pos_t g_GoalDelta = entity_pos_t::FromInt(CELL_SIZE)/4; // for extending the goal outwards/inwards a little bit
|
|
|
|
bool CCmpUnitMotion::MoveToAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
|
|
{
|
|
PROFILE("MoveToAttackRange");
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
|
if (cmpPosition.null() || !cmpPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
|
|
if (cmpObstructionManager.null())
|
|
return false;
|
|
|
|
ICmpObstructionManager::tag_t tag;
|
|
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), target);
|
|
if (!cmpObstruction.null())
|
|
tag = cmpObstruction->GetObstruction();
|
|
|
|
/*
|
|
* 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 center 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.)
|
|
*/
|
|
|
|
if (tag.valid())
|
|
{
|
|
ICmpObstructionManager::ObstructionSquare obstruction = cmpObstructionManager->GetObstruction(tag);
|
|
|
|
CFixedVector2D halfSize(obstruction.hw, obstruction.hh);
|
|
ICmpPathfinder::Goal 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);
|
|
|
|
if (distance < minRange)
|
|
{
|
|
// Too close to the square - need to move away
|
|
|
|
entity_pos_t goalDistance = minRange + g_GoalDelta;
|
|
|
|
goal.type = ICmpPathfinder::Goal::SQUARE;
|
|
goal.u = obstruction.u;
|
|
goal.v = obstruction.v;
|
|
entity_pos_t delta = std::max(goalDistance, m_Radius + entity_pos_t::FromInt(CELL_SIZE)/16); // ensure it's far enough to not intersect the building itself
|
|
goal.hw = obstruction.hw + delta;
|
|
goal.hh = obstruction.hh + delta;
|
|
}
|
|
else if (distance < maxRange)
|
|
{
|
|
// We're already in range - no need to move anywhere
|
|
FaceTowardsPoint(pos, goal.x, goal.z);
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// We might need to move closer:
|
|
|
|
// Circumscribe the square
|
|
entity_pos_t circleRadius = halfSize.Length();
|
|
|
|
if (ShouldTreatTargetAsCircle(maxRange, obstruction.hw, obstruction.hh, 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;
|
|
|
|
if (circleDistance < maxRange)
|
|
{
|
|
// We're already in range - no need to move anywhere
|
|
FaceTowardsPoint(pos, goal.x, goal.z);
|
|
return false;
|
|
}
|
|
|
|
entity_pos_t goalDistance = maxRange - g_GoalDelta;
|
|
|
|
goal.type = ICmpPathfinder::Goal::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 - g_GoalDelta)*2 / 3; // multiply by slightly less than 1/sqrt(2)
|
|
|
|
goal.type = ICmpPathfinder::Goal::SQUARE;
|
|
goal.u = obstruction.u;
|
|
goal.v = obstruction.v;
|
|
entity_pos_t delta = std::max(goalDistance, m_Radius + entity_pos_t::FromInt(CELL_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_COMPUTING;
|
|
m_FinalGoal = goal;
|
|
RegeneratePath(pos);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// The target didn't have an obstruction or obstruction shape, so treat it as a point instead
|
|
|
|
CmpPtr<ICmpPosition> cmpTargetPosition(GetSimContext(), target);
|
|
if (cmpTargetPosition.null() || !cmpTargetPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D targetPos = cmpTargetPosition->GetPosition2D();
|
|
|
|
return MoveToPointRange(targetPos.X, targetPos.Y, minRange, maxRange);
|
|
}
|
|
}
|
|
|
|
bool CCmpUnitMotion::MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange)
|
|
{
|
|
PROFILE("MoveToPointRange");
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
|
if (cmpPosition.null() || !cmpPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
entity_pos_t distance = (pos - CFixedVector2D(x, z)).Length();
|
|
|
|
entity_pos_t goalDistance;
|
|
if (distance < minRange)
|
|
{
|
|
goalDistance = minRange + g_GoalDelta;
|
|
}
|
|
else if (distance > maxRange)
|
|
{
|
|
goalDistance = maxRange - g_GoalDelta;
|
|
}
|
|
else
|
|
{
|
|
// We're already in range - no need to move anywhere
|
|
FaceTowardsPoint(pos, x, z);
|
|
return false;
|
|
}
|
|
|
|
// TODO: what happens if goalDistance < 0? (i.e. we probably can never get close enough to the target)
|
|
|
|
ICmpPathfinder::Goal goal;
|
|
goal.type = ICmpPathfinder::Goal::CIRCLE;
|
|
goal.x = x;
|
|
goal.z = z;
|
|
goal.hw = m_Radius + goalDistance;
|
|
|
|
m_State = STATE_INDIVIDUAL_PATH_COMPUTING;
|
|
m_FinalGoal = goal;
|
|
RegeneratePath(pos);
|
|
return true;
|
|
}
|
|
|
|
bool CCmpUnitMotion::IsInAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
|
|
{
|
|
// This function closely mirrors MoveToAttackRange - it needs to return true
|
|
// after that Move has completed
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
|
if (cmpPosition.null() || !cmpPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
|
|
if (cmpObstructionManager.null())
|
|
return false;
|
|
|
|
ICmpObstructionManager::tag_t tag;
|
|
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), target);
|
|
if (!cmpObstruction.null())
|
|
tag = cmpObstruction->GetObstruction();
|
|
|
|
entity_pos_t distance;
|
|
|
|
if (tag.valid())
|
|
{
|
|
ICmpObstructionManager::ObstructionSquare obstruction = cmpObstructionManager->GetObstruction(tag);
|
|
|
|
CFixedVector2D halfSize(obstruction.hw, obstruction.hh);
|
|
entity_pos_t distance = Geometry::DistanceToSquare(pos - CFixedVector2D(obstruction.x, obstruction.z), obstruction.u, obstruction.v, halfSize);
|
|
|
|
// See if we're too close to the target square
|
|
if (distance < minRange)
|
|
return false;
|
|
|
|
// See if we're close enough to the target square
|
|
if (distance <= maxRange)
|
|
return true;
|
|
|
|
entity_pos_t circleRadius = halfSize.Length();
|
|
|
|
if (ShouldTreatTargetAsCircle(maxRange, obstruction.hw, obstruction.hh, circleRadius))
|
|
{
|
|
// The target is small relative to our range, so pretend it's a circle
|
|
// and see if we're close enough to that
|
|
|
|
entity_pos_t circleDistance = (pos - CFixedVector2D(obstruction.x, obstruction.z)).Length() - circleRadius;
|
|
|
|
if (circleDistance <= maxRange)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
CmpPtr<ICmpPosition> cmpTargetPosition(GetSimContext(), target);
|
|
if (cmpTargetPosition.null() || !cmpTargetPosition->IsInWorld())
|
|
return false;
|
|
|
|
CFixedVector2D targetPos = cmpTargetPosition->GetPosition2D();
|
|
|
|
entity_pos_t distance = (pos - targetPos).Length();
|
|
|
|
if (minRange <= distance && distance <= maxRange)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void CCmpUnitMotion::MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z)
|
|
{
|
|
m_ExpectedPathTicket = 0;
|
|
m_State = STATE_FORMATIONMEMBER_DIRECT;
|
|
|
|
m_TargetEntity = target;
|
|
m_TargetOffsetX = x;
|
|
m_TargetOffsetZ = z;
|
|
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), GetEntityId());
|
|
if (!cmpObstruction.null())
|
|
cmpObstruction->SetMovingFlag(true);
|
|
}
|
|
|
|
|
|
|
|
void CCmpUnitMotion::RegeneratePath(CFixedVector2D pos)
|
|
{
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
|
|
if (cmpPathfinder.null())
|
|
return;
|
|
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), GetEntityId());
|
|
if (!cmpObstruction.null())
|
|
cmpObstruction->SetMovingFlag(true);
|
|
|
|
// TODO: if it's close then just do a short path, not a long path
|
|
cmpPathfinder->SetDebugPath(pos.X, pos.Y, m_FinalGoal, m_PassClass, m_CostClass);
|
|
m_ExpectedPathTicket = cmpPathfinder->ComputePathAsync(pos.X, pos.Y, m_FinalGoal, m_PassClass, m_CostClass, GetEntityId());
|
|
}
|
|
|
|
void CCmpUnitMotion::RegenerateShortPath(CFixedVector2D pos, const ICmpPathfinder::Goal& goal, bool avoidMovingUnits)
|
|
{
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
|
|
if (cmpPathfinder.null())
|
|
return;
|
|
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), GetEntityId());
|
|
if (!cmpObstruction.null())
|
|
cmpObstruction->SetMovingFlag(true);
|
|
|
|
m_ExpectedPathTicket = cmpPathfinder->ComputeShortPathAsync(pos.X, pos.Y, m_Radius, SHORT_PATH_SEARCH_RANGE, goal, m_PassClass, avoidMovingUnits, m_TargetEntity, GetEntityId());
|
|
}
|
|
|
|
void CCmpUnitMotion::MaybePickNextWaypoint(const CFixedVector2D& pos)
|
|
{
|
|
if (m_LongPath.m_Waypoints.empty())
|
|
return;
|
|
|
|
CFixedVector2D w(m_LongPath.m_Waypoints.back().x, m_LongPath.m_Waypoints.back().z);
|
|
if ((w - pos).Length() < WAYPOINT_ADVANCE_MIN)
|
|
PickNextWaypoint(pos, false); // TODO: handle failures?
|
|
}
|
|
|
|
bool CCmpUnitMotion::PickNextWaypoint(const CFixedVector2D& pos, bool avoidMovingUnits)
|
|
{
|
|
if (m_LongPath.m_Waypoints.empty())
|
|
return false;
|
|
|
|
// First try to get the immediate next waypoint
|
|
entity_pos_t targetX = m_LongPath.m_Waypoints.back().x;
|
|
entity_pos_t targetZ = m_LongPath.m_Waypoints.back().z;
|
|
m_LongPath.m_Waypoints.pop_back();
|
|
|
|
// To smooth the motion and avoid grid-constrained movement and allow dynamic obstacle avoidance,
|
|
// try skipping some more waypoints if they're close enough
|
|
|
|
while (!m_LongPath.m_Waypoints.empty())
|
|
{
|
|
CFixedVector2D w(m_LongPath.m_Waypoints.back().x, m_LongPath.m_Waypoints.back().z);
|
|
if ((w - pos).Length() > WAYPOINT_ADVANCE_MAX)
|
|
break;
|
|
targetX = m_LongPath.m_Waypoints.back().x;
|
|
targetZ = m_LongPath.m_Waypoints.back().z;
|
|
m_LongPath.m_Waypoints.pop_back();
|
|
}
|
|
|
|
// Highlight the targeted waypoint
|
|
if (m_DebugOverlayEnabled)
|
|
m_DebugOverlayLines[m_LongPath.m_Waypoints.size()].m_Color = OVERLAY_COLOUR_PATH_ACTIVE;
|
|
|
|
// Now we need to recompute a short path to the waypoint
|
|
m_ShortPath.m_Waypoints.clear();
|
|
|
|
ICmpPathfinder::Goal goal;
|
|
if (m_LongPath.m_Waypoints.empty())
|
|
{
|
|
// This was the last waypoint - head for the exact goal
|
|
goal = m_FinalGoal;
|
|
}
|
|
else
|
|
{
|
|
// Head for somewhere near the waypoint (but allow some leeway in case it's obstructed)
|
|
goal.type = ICmpPathfinder::Goal::CIRCLE;
|
|
goal.hw = SHORT_PATH_GOAL_RADIUS;
|
|
goal.x = targetX;
|
|
goal.z = targetZ;
|
|
}
|
|
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
|
|
if (cmpPathfinder.null())
|
|
return false;
|
|
|
|
// Set up the filter to avoid/ignore moving units
|
|
ControlGroupObstructionFilter filter(avoidMovingUnits, GetEntityId());
|
|
|
|
// TODO: this should be async
|
|
cmpPathfinder->ComputeShortPath(filter, pos.X, pos.Y, m_Radius, SHORT_PATH_SEARCH_RANGE, goal, m_PassClass, m_ShortPath);
|
|
|
|
if (m_DebugOverlayEnabled)
|
|
RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOUR_SHORT_PATH);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CCmpUnitMotion::PickNextShortWaypoint(const CFixedVector2D& pos, bool avoidMovingUnits)
|
|
{
|
|
// If we don't have a short path now
|
|
if (m_ShortPath.m_Waypoints.empty())
|
|
{
|
|
// Try to pick a new long waypoint (which will also recompute the short path)
|
|
if (!PickNextWaypoint(pos, avoidMovingUnits))
|
|
return false; // no waypoints left
|
|
|
|
if (m_ShortPath.m_Waypoints.empty())
|
|
return false; // we can't reach the next long waypoint or are already there
|
|
}
|
|
|
|
// Head towards the next short waypoint
|
|
m_ShortTargetX = m_ShortPath.m_Waypoints.back().x;
|
|
m_ShortTargetZ = m_ShortPath.m_Waypoints.back().z;
|
|
m_ShortPath.m_Waypoints.pop_back();
|
|
return true;
|
|
}
|
|
|
|
void CCmpUnitMotion::RenderPath(const ICmpPathfinder::Path& path, std::vector<SOverlayLine>& lines, CColor color)
|
|
{
|
|
bool floating = false;
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
|
|
if (!cmpPosition.null())
|
|
floating = cmpPosition->IsFloating();
|
|
|
|
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);
|
|
}
|
|
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;
|
|
|
|
for (size_t i = 0; i < m_DebugOverlayLines.size(); ++i)
|
|
collector.Submit(&m_DebugOverlayLines[i]);
|
|
|
|
for (size_t i = 0; i < m_DebugOverlayShortPathLines.size(); ++i)
|
|
collector.Submit(&m_DebugOverlayShortPathLines[i]);
|
|
}
|