0ad/source/simulation/EntityOrders.h
Matei 207d1367ec # A number of network synchronization fixes.
- The server will no longer send a new turn until the previous one has
been "acknowledged". (TODO: this may create lag between turns in its
current form; investigate and possibly allow executing two turns while
the third is being negotiated).
- Mutexes are now being used in NetServer and NetClient to ensure
commands go into the right batches.
- Commented out some orders in the GUI code that should not be there and
are not 100% working anyway (they were part of the follow/formation
system).
- Units that spawn or are created by scripts now have net-safe position
and orientation.
- Added a debug flag that can be turned on to print details about when
commands are received and executed (DEBUG_SYNCHRONIZATION). This is
especially useful if you diff the stdouts of two running games. There
should be no differences if everything is in synch.

This was SVN commit r5463.
2007-11-18 09:09:06 +00:00

151 lines
4.1 KiB
C++

// EntityOrders.h
//
// Entity orders structure.
//
// Usage: All orders at this point use the location component of the union.
// Orders are: ORDER_GOTO_NOPATHING: Attempts to reach the given destination via a line-of-sight
// ORDER_GOTO_SMOOTED: system. Do not create an order of these types directly; it is
// used to return a path of line segments from the pathfinder.
// _SMOOTHED flags to the entity state-control that it's OK to
// smooth the corner between segments. _NOPATHING just does
// zero-radius turns.
// ORDER_GOTO_COLLISION: When the coldet system is trying to get us out of a collision,
// it generates these intermediate waypoints. We don't really have
// any reason to go to this specific point, so if a better way
// comes along, this order can be deleted.
// ORDER_GOTO: Attempts to reach the given destination. Uses the pathfinder
// to... er... find the path.
// Create this order when a standard movement or movement waypoint
// order is required.
// ORDER_PATROL: As ORDER_GOTO, but pushes the patrol order onto the back of the
// order queue after it's executed. In this way, the entity will
// circle round a list of patrol points.
// Create this order when a standard patrol order is required.
// ORDER_GENERIC: Generic ranged action. Move towards target entity, then start
// performing an action (call a JS event handler every few seconds).
// If we collide with something (=> line-of-sight tracking no longer
// sufficient) spawns a ORDER_GOTO to target's location and pushes it
// immediately in front of this order.
//
// Entities which exhaust all orders from their queue go to idle status; there is no specific order
// type for this status.
#ifndef INCLUDED_ENTITYORDERS
#define INCLUDED_ENTITYORDERS
#define ORDER_MAX_DATA 2
#include "EntityHandles.h"
#include "ps/Vector2D.h"
#include <deque>
// An order data field, which could represent different things depending on the type of order.
struct SOrderData
{
CVector2D location;
HEntity entity;
CStrW string;
u64 data; // could be recast as a double or int
};
class CEntityListener
{
public:
enum EType
{
NOTIFY_NONE = 0x00,
NOTIFY_GOTO = 0x01,
NOTIFY_RUN = 0x02,
NOTIFY_FOLLOW = 0x03, //GOTO | RUN
NOTIFY_ATTACK = 0x04,
NOTIFY_DAMAGE = 0x08,
NOTIFY_COMBAT = 0x0C, //ATTACK | DAMAGE
NOTIFY_ESCORT = 0x0F, //GOTO | ATTACK | DAMAGE
NOTIFY_HEAL = 0x10,
NOTIFY_GATHER = 0x20,
NOTIFY_IDLE = 0x40,
NOTIFY_ORDER_CHANGE = 0x80, //this isn't counted in NOTIFY_ALL
NOTIFY_ALL = 0x7F
} m_type;
CEntity* m_sender;
};
class CEntityOrder
{
public:
enum EOrderType
{
ORDER_INVALID, // 0
ORDER_GOTO_NOPATHING, // 1
ORDER_GOTO_SMOOTHED, // 2
ORDER_GOTO_COLLISION, // 3
ORDER_GOTO_WAYPOINT, // 4
ORDER_GOTO_WAYPOINT_CONTACT,// 5
ORDER_GOTO, // 6
ORDER_RUN, // 7
ORDER_PATROL, // 8
ORDER_PATH_END_MARKER, // 9
ORDER_GENERIC, // 10
ORDER_GENERIC_NOPATHING, // 11
ORDER_PRODUCE, // 12
ORDER_START_CONSTRUCTION, // 13
ORDER_NOTIFY_REQUEST, // 14
ORDER_LAST // 15
};
EOrderType m_type;
enum EOrderSource
{
SOURCE_PLAYER,
SOURCE_UNIT_AI,
SOURCE_TRIGGERS
};
EOrderSource m_source;
// all commands involving pathfinder (i.e. all :P)
float m_pathfinder_radius;
// NMT_PlaceObject
HEntity m_new_obj;
// NMT_Goto
// NMT_FormationGoto
// NMT_Run
// NMT_Patrol
// NMT_AddWaypoint
CVector2D m_target_location;
// NMT_Generic
// NMT_FormationGeneric
// NMT_NotifyRequest
HEntity m_target_entity;
int m_action;
// NMT_Produce
CStrW m_produce_name;
int m_produce_type;
//SOrderData m_data[ORDER_MAX_DATA];
CEntityOrder(): m_type(ORDER_INVALID), m_source(SOURCE_PLAYER) {}
CEntityOrder(EOrderType type, EOrderSource source=SOURCE_PLAYER)
: m_type(type), m_source(source) {}
};
typedef std::deque<CEntityOrder> CEntityOrders;
typedef CEntityOrders::iterator CEntityOrderIt;
typedef CEntityOrders::const_iterator CEntityOrderCIt;
typedef CEntityOrders::const_reverse_iterator CEntityOrderCRIt;
#endif