/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "simulation2/system/Component.h" #include "ICmpUnitMotion.h" #include "simulation2/components/ICmpObstruction.h" #include "simulation2/components/ICmpObstructionManager.h" #include "simulation2/components/ICmpOwnership.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpPathfinder.h" #include "simulation2/components/ICmpRangeManager.h" #include "simulation2/helpers/Geometry.h" #include "simulation2/helpers/Render.h" #include "simulation2/MessageTypes.h" #include "simulation2/serialization/SerializeTemplates.h" #include "graphics/Overlay.h" #include "graphics/Terrain.h" #include "maths/FixedVector2D.h" #include "ps/CLogger.h" #include "ps/Profile.h" #include "renderer/Scene.h" /** * When advancing along the long path, and picking a new waypoint to move * towards, we'll pick one that's up to this far from the unit's current * position (to minimise the effects of grid-constrained movement) */ static const entity_pos_t WAYPOINT_ADVANCE_MAX = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*8); /** * When advancing along the long path, we'll pick a new waypoint to move * towards if we expect to reach the end of our current short path within * this many turns (assuming constant speed and turn length). * (This could typically be 1, but we need some tolerance in case speeds * or turn lengths change.) */ static const int WAYPOINT_ADVANCE_LOOKAHEAD_TURNS = 4; /** * Maximum range to restrict short path queries to. (Larger ranges are slower, * smaller ranges might miss some legitimate routes around large obstacles.) */ static const entity_pos_t SHORT_PATH_SEARCH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*10); /** * When short-pathing to an intermediate waypoint, we aim for a circle of this radius * around the waypoint rather than expecting to reach precisely the waypoint itself * (since it might be inside an obstacle). */ static const entity_pos_t SHORT_PATH_GOAL_RADIUS = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*3/2); /** * If we are this close to our target entity/point, then think about heading * for it in a straight line instead of pathfinding. */ static const entity_pos_t DIRECT_PATH_RANGE = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*4); /** * If we're following a target entity, * we will recompute our path if the target has moved * more than this distance from where we last pathed to. */ static const entity_pos_t CHECK_TARGET_MOVEMENT_MIN_DELTA = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*4); /** * If we're following as part of a formation, * but can't move to our assigned target point in a straight line, * we will recompute our path if the target has moved * more than this distance from where we last pathed to. */ static const entity_pos_t CHECK_TARGET_MOVEMENT_MIN_DELTA_FORMATION = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*1); /** * If we're following something but it's more than this distance away along * our path, then don't bother trying to repath regardless of how much it has * moved, until we get this close to the end of our old path. */ static const entity_pos_t CHECK_TARGET_MOVEMENT_AT_MAX_DIST = entity_pos_t::FromInt(TERRAIN_TILE_SIZE*16); static const CColor OVERLAY_COLOUR_LONG_PATH(1, 1, 1, 1); static const CColor OVERLAY_COLOUR_SHORT_PATH(1, 0, 0, 1); static const entity_pos_t g_GoalDelta = entity_pos_t::FromInt(TERRAIN_TILE_SIZE)/4; // for extending the goal outwards/inwards a little bit class CCmpUnitMotion : public ICmpUnitMotion { public: static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeToMessageType(MT_Update_MotionFormation); componentManager.SubscribeToMessageType(MT_Update_MotionUnit); componentManager.SubscribeToMessageType(MT_RenderSubmit); // for debug overlays componentManager.SubscribeToMessageType(MT_PathResult); } DEFAULT_COMPONENT_ALLOCATOR(UnitMotion) bool m_DebugOverlayEnabled; std::vector m_DebugOverlayLongPathLines; std::vector m_DebugOverlayShortPathLines; // Template state: bool m_FormationController; fixed m_WalkSpeed; // in metres per second fixed m_RunSpeed; ICmpPathfinder::pass_class_t m_PassClass; ICmpPathfinder::cost_class_t m_CostClass; // Dynamic state: entity_pos_t m_Radius; bool m_Moving; enum State { /* * Not moving at all. */ STATE_IDLE, /* * Not moving at all. Will go to IDLE next turn. * (This one-turn delay is a hack to fix animation timings.) */ STATE_STOPPING, /* * Member of a formation. * Pathing to the target (depending on m_PathState). * Target is m_TargetEntity plus m_TargetOffset. */ STATE_FORMATIONMEMBER_PATH, /* * Individual unit or formation controller. * Pathing to the target (depending on m_PathState). * Target is m_TargetPos, m_TargetMinRange, m_TargetMaxRange; * if m_TargetEntity is not INVALID_ENTITY then m_TargetPos is tracking it. */ STATE_INDIVIDUAL_PATH, STATE_MAX }; u8 m_State; enum PathState { /* * There is no path. * (This should only happen in IDLE and STOPPING.) */ PATHSTATE_NONE, /* * We have an outstanding long path request. * No paths are usable yet, so we can't move anywhere. */ PATHSTATE_WAITING_REQUESTING_LONG, /* * We have an outstanding short path request. * m_LongPath is valid. * m_ShortPath is not yet valid, so we can't move anywhere. */ PATHSTATE_WAITING_REQUESTING_SHORT, /* * We are following our path, and have no path requests. * m_LongPath and m_ShortPath are valid. */ PATHSTATE_FOLLOWING, /* * We are following our path, and have an outstanding long path request. * (This is because our target moved a long way and we need to recompute * the whole path). * m_LongPath and m_ShortPath are valid. */ PATHSTATE_FOLLOWING_REQUESTING_LONG, /* * We are following our path, and have an outstanding short path request. * (This is because our target moved and we've got a new long path * which we need to follow). * m_LongPath is valid; m_ShortPath is valid but obsolete. */ PATHSTATE_FOLLOWING_REQUESTING_SHORT, /* * We are following our path, and have an outstanding short path request * to append to our current path. * (This is because we got near the end of our short path and need * to extend it to continue along the long path). * m_LongPath and m_ShortPath are valid. */ PATHSTATE_FOLLOWING_REQUESTING_SHORT_APPEND, PATHSTATE_MAX }; u8 m_PathState; u32 m_ExpectedPathTicket; // asynchronous request ID we're waiting for, or 0 if none entity_id_t m_TargetEntity; CFixedVector2D m_TargetPos; CFixedVector2D m_TargetOffset; entity_pos_t m_TargetMinRange; entity_pos_t m_TargetMaxRange; fixed m_Speed; // Current mean speed (over the last turn). fixed m_CurSpeed; // Currently active paths (storing waypoints in reverse order). // The last item in each path is the point we're currently heading towards. ICmpPathfinder::Path m_LongPath; ICmpPathfinder::Path m_ShortPath; ICmpPathfinder::Goal m_FinalGoal; static std::string GetSchema() { return "Provides the unit with the ability to move around the world by itself." "" "7.0" "default" "infantry" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" ""; } /* * TODO: the running/charging thing needs to be designed and implemented */ virtual void Init(const CParamNode& paramNode) { m_FormationController = paramNode.GetChild("FormationController").ToBool(); m_Moving = false; m_WalkSpeed = paramNode.GetChild("WalkSpeed").ToFixed(); m_Speed = m_WalkSpeed; m_CurSpeed = fixed::Zero(); if (paramNode.GetChild("Run").IsOk()) { m_RunSpeed = paramNode.GetChild("Run").GetChild("Speed").ToFixed(); } else { m_RunSpeed = m_WalkSpeed; } CmpPtr cmpPathfinder(GetSimContext(), SYSTEM_ENTITY); if (cmpPathfinder) { m_PassClass = cmpPathfinder->GetPassabilityClass(paramNode.GetChild("PassabilityClass").ToUTF8()); m_CostClass = cmpPathfinder->GetCostClass(paramNode.GetChild("CostClass").ToUTF8()); } CmpPtr cmpObstruction(GetSimContext(), GetEntityId()); if (cmpObstruction) m_Radius = cmpObstruction->GetUnitRadius(); m_State = STATE_IDLE; m_PathState = PATHSTATE_NONE; m_ExpectedPathTicket = 0; m_TargetEntity = INVALID_ENTITY; m_FinalGoal.type = ICmpPathfinder::Goal::POINT; m_DebugOverlayEnabled = false; } virtual void Deinit() { } template void SerializeCommon(S& serialize) { serialize.NumberFixed_Unbounded("radius", m_Radius); serialize.NumberU8("state", m_State, 0, STATE_MAX-1); serialize.NumberU8("path state", m_PathState, 0, PATHSTATE_MAX-1); serialize.NumberU32_Unbounded("ticket", m_ExpectedPathTicket); serialize.NumberU32_Unbounded("target entity", m_TargetEntity); serialize.NumberFixed_Unbounded("target pos x", m_TargetPos.X); serialize.NumberFixed_Unbounded("target pos y", m_TargetPos.Y); serialize.NumberFixed_Unbounded("target offset x", m_TargetOffset.X); serialize.NumberFixed_Unbounded("target offset y", m_TargetOffset.Y); serialize.NumberFixed_Unbounded("target min range", m_TargetMinRange); serialize.NumberFixed_Unbounded("target max range", m_TargetMaxRange); serialize.NumberFixed_Unbounded("speed", m_Speed); serialize.Bool("moving", m_Moving); SerializeVector()(serialize, "long path", m_LongPath.m_Waypoints); SerializeVector()(serialize, "short path", m_ShortPath.m_Waypoints); SerializeGoal()(serialize, "goal", m_FinalGoal); } virtual void Serialize(ISerializer& serialize) { SerializeCommon(serialize); } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) { Init(paramNode); SerializeCommon(deserialize); } virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) { switch (msg.GetType()) { case MT_Update_MotionFormation: { if (m_FormationController) { fixed dt = static_cast (msg).turnLength; Move(dt); } break; } case MT_Update_MotionUnit: { if (!m_FormationController) { fixed dt = static_cast (msg).turnLength; Move(dt); } break; } case MT_RenderSubmit: { const CMessageRenderSubmit& msgData = static_cast (msg); RenderSubmit(msgData.collector); break; } case MT_PathResult: { const CMessagePathResult& msgData = static_cast (msg); PathResult(msgData.ticket, msgData.path); break; } } } virtual bool IsMoving() { return m_Moving; } virtual fixed GetWalkSpeed() { return m_WalkSpeed; } virtual fixed GetRunSpeed() { return m_RunSpeed; } virtual ICmpPathfinder::pass_class_t GetPassabilityClass() { return m_PassClass; } virtual fixed GetCurrentSpeed() { return m_CurSpeed; } virtual void SetSpeed(fixed speed) { m_Speed = speed; } virtual void SetDebugOverlay(bool enabled) { m_DebugOverlayEnabled = enabled; } virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange); virtual bool IsInPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange); virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange); virtual bool IsInTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange); virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z); virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z); virtual void StopMoving() { m_Moving = false; m_ExpectedPathTicket = 0; m_State = STATE_STOPPING; m_PathState = PATHSTATE_NONE; m_LongPath.m_Waypoints.clear(); m_ShortPath.m_Waypoints.clear(); } virtual void SetUnitRadius(fixed radius) { m_Radius = radius; } private: bool ShouldAvoidMovingUnits() { return !m_FormationController; } bool IsFormationMember() { return m_State == STATE_FORMATIONMEMBER_PATH; } void StartFailed() { StopMoving(); m_State = STATE_IDLE; // don't go through the STOPPING state since we never even started CmpPtr cmpObstruction(GetSimContext(), GetEntityId()); if (cmpObstruction) cmpObstruction->SetMovingFlag(false); CMessageMotionChanged msg(true, true); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } void MoveFailed() { StopMoving(); CmpPtr cmpObstruction(GetSimContext(), GetEntityId()); if (cmpObstruction) cmpObstruction->SetMovingFlag(false); CMessageMotionChanged msg(false, true); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } void StartSucceeded() { CMessageMotionChanged msg(true, false); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } void MoveSucceeded() { m_Moving = false; CmpPtr cmpObstruction(GetSimContext(), GetEntityId()); if (cmpObstruction) cmpObstruction->SetMovingFlag(false); // No longer moving, so speed is 0. m_CurSpeed = fixed::Zero(); CMessageMotionChanged msg(false, false); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } /** * Handle the result of an asynchronous path query. */ void PathResult(u32 ticket, const ICmpPathfinder::Path& path); /** * Do the per-turn movement and other updates. */ void Move(fixed dt); /** * Decide whether to approximate the given range from a square target as a circle, * rather than as a square. */ bool ShouldTreatTargetAsCircle(entity_pos_t range, entity_pos_t hw, entity_pos_t hh, entity_pos_t circleRadius); /** * Computes the current location of our target entity (plus offset). * Returns false if no target entity or no valid position. */ bool ComputeTargetPosition(CFixedVector2D& out); /** * Attempts to replace the current path with a straight line to the target * entity, if it's close enough and the route is not obstructed. */ bool TryGoingStraightToTargetEntity(CFixedVector2D from); /** * Returns whether the target entity has moved more than minDelta since our * last path computations, and we're close enough to it to care. */ bool CheckTargetMovement(CFixedVector2D from, entity_pos_t minDelta); /** * Returns whether the length of the given path, plus the distance from * 'from' to the first waypoints, it shorter than minDistance. */ bool PathIsShort(const ICmpPathfinder::Path& path, CFixedVector2D from, entity_pos_t minDistance); /** * Rotate to face towards the target point, given the current pos */ void FaceTowardsPointFromPos(CFixedVector2D pos, entity_pos_t x, entity_pos_t z); /** * Returns an appropriate obstruction filter for use with path requests. */ ControlGroupMovementObstructionFilter GetObstructionFilter(bool forceAvoidMovingUnits = false); /** * Start moving to the given goal, from our current position 'from'. * Might go in a straight line immediately, or might start an asynchronous * path request. */ void BeginPathing(CFixedVector2D from, const ICmpPathfinder::Goal& goal); /** * Start an asynchronous long path query. */ void RequestLongPath(CFixedVector2D from, const ICmpPathfinder::Goal& goal); /** * Start an asynchronous short path query. */ void RequestShortPath(CFixedVector2D from, const ICmpPathfinder::Goal& goal, bool avoidMovingUnits); /** * Select a next long waypoint, given the current unit position. * Also recomputes the short path to use that waypoint. * Returns false on error, or if there is no waypoint to pick. */ bool PickNextLongWaypoint(const CFixedVector2D& pos, bool avoidMovingUnits); /** * Convert a path into a renderable list of lines */ void RenderPath(const ICmpPathfinder::Path& path, std::vector& lines, CColor color); void RenderSubmit(SceneCollector& collector); }; REGISTER_COMPONENT_TYPE(UnitMotion) void CCmpUnitMotion::PathResult(u32 ticket, const ICmpPathfinder::Path& path) { // Ignore obsolete path requests if (ticket != m_ExpectedPathTicket) return; m_ExpectedPathTicket = 0; // we don't expect to get this result again if (m_PathState == PATHSTATE_WAITING_REQUESTING_LONG) { m_LongPath = path; m_ShortPath.m_Waypoints.clear(); // If there's no waypoints then we couldn't get near the target. // Sort of hack: Just try going directly to the goal point instead // (via the short pathfinder), so if we're stuck and the user clicks // close enough to the unit then we can probably get unstuck if (m_LongPath.m_Waypoints.empty()) { ICmpPathfinder::Waypoint wp = { m_FinalGoal.x, m_FinalGoal.z }; m_LongPath.m_Waypoints.push_back(wp); } CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) { StartFailed(); return; } CFixedVector2D pos = cmpPosition->GetPosition2D(); if (!PickNextLongWaypoint(pos, ShouldAvoidMovingUnits())) { StartFailed(); return; } // We started a short path request to the next long path waypoint m_PathState = PATHSTATE_WAITING_REQUESTING_SHORT; } else if (m_PathState == PATHSTATE_WAITING_REQUESTING_SHORT) { m_ShortPath = path; // If there's no waypoints then we couldn't get near the target if (m_ShortPath.m_Waypoints.empty()) { if (!IsFormationMember()) { StartFailed(); return; } else { m_Moving = false; CMessageMotionChanged msg(true, true); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } } CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) { StartFailed(); return; } // Now we've got a short path that we can follow m_PathState = PATHSTATE_FOLLOWING; StartSucceeded(); } else if (m_PathState == PATHSTATE_FOLLOWING_REQUESTING_LONG) { m_LongPath = path; // Leave the old m_ShortPath - we'll carry on following it until the // new short path has been computed // If there's no waypoints then we couldn't get near the target. // Sort of hack: Just try going directly to the goal point instead // (via the short pathfinder), so if we're stuck and the user clicks // close enough to the unit then we can probably get unstuck if (m_LongPath.m_Waypoints.empty()) { ICmpPathfinder::Waypoint wp = { m_FinalGoal.x, m_FinalGoal.z }; m_LongPath.m_Waypoints.push_back(wp); } CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) { StopMoving(); return; } CFixedVector2D pos = cmpPosition->GetPosition2D(); if (!PickNextLongWaypoint(pos, ShouldAvoidMovingUnits())) { StopMoving(); return; } // We started a short path request to the next long path waypoint m_PathState = PATHSTATE_FOLLOWING_REQUESTING_SHORT; // (TODO: is this entirely safe? We might continue moving along our // old path while this request is active, so it'll be slightly incorrect // by the time the request has completed) } else if (m_PathState == PATHSTATE_FOLLOWING_REQUESTING_SHORT) { // Replace the current path with the new one m_ShortPath = path; // If there's no waypoints then we couldn't get near the target if (m_ShortPath.m_Waypoints.empty()) { // We should stop moving (unless we're in a formation, in which // case we should continue following it) if (!IsFormationMember()) { MoveFailed(); return; } else { m_Moving = false; CMessageMotionChanged msg(false, true); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } } m_PathState = PATHSTATE_FOLLOWING; } else if (m_PathState == PATHSTATE_FOLLOWING_REQUESTING_SHORT_APPEND) { // Append the new path onto our current one m_ShortPath.m_Waypoints.insert(m_ShortPath.m_Waypoints.begin(), path.m_Waypoints.begin(), path.m_Waypoints.end()); // If there's no waypoints then we couldn't get near the target // from the last intermediate long-path waypoint. But we can still // continue using the remainder of our current short path. So just // discard the now-useless long path. if (path.m_Waypoints.empty()) m_LongPath.m_Waypoints.clear(); m_PathState = PATHSTATE_FOLLOWING; } else { LOGWARNING(L"unexpected PathResult (%u %d %d)", GetEntityId(), m_State, m_PathState); } } void CCmpUnitMotion::Move(fixed dt) { PROFILE("Move"); if (m_State == STATE_STOPPING) { m_State = STATE_IDLE; MoveSucceeded(); return; } if (m_State == STATE_IDLE) { return; } switch (m_PathState) { case PATHSTATE_NONE: { // If we're not pathing, do nothing return; } case PATHSTATE_WAITING_REQUESTING_LONG: case PATHSTATE_WAITING_REQUESTING_SHORT: { // If we're waiting for a path and don't have one yet, do nothing return; } case PATHSTATE_FOLLOWING: case PATHSTATE_FOLLOWING_REQUESTING_SHORT: case PATHSTATE_FOLLOWING_REQUESTING_SHORT_APPEND: case PATHSTATE_FOLLOWING_REQUESTING_LONG: { // TODO: there's some asymmetry here when units look at other // units' positions - the result will depend on the order of execution. // Maybe we should split the updates into multiple phases to minimise // that problem. CmpPtr cmpPathfinder (GetSimContext(), SYSTEM_ENTITY); if (!cmpPathfinder) return; CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) return; CFixedVector2D initialPos = cmpPosition->GetPosition2D(); // If we're chasing a potentially-moving unit and are currently close // enough to its current position, and we can head in a straight line // to it, then throw away our current path and go straight to it if (m_PathState == PATHSTATE_FOLLOWING) TryGoingStraightToTargetEntity(initialPos); // Keep track of the current unit's position during the update CFixedVector2D pos = initialPos; // If in formation, run to keep up; otherwise just walk // (TODO: support stamina, charging, etc) fixed basicSpeed; if (IsFormationMember()) basicSpeed = GetRunSpeed(); else basicSpeed = m_Speed; // (typically but not always WalkSpeed) // 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 = basicSpeed.Multiply(terrainSpeed); bool wasObstructed = false; // We want to move (at most) maxSpeed*dt units from pos towards the next waypoint fixed timeLeft = dt; while (timeLeft > fixed::Zero()) { // If we ran out of short path, we have to stop if (m_ShortPath.m_Waypoints.empty()) break; CFixedVector2D target(m_ShortPath.m_Waypoints.back().x, m_ShortPath.m_Waypoints.back().z); CFixedVector2D offset = target - pos; // Face towards the target if (!offset.IsZero()) { entity_angle_t angle = atan2_approx(offset.X, offset.Y); cmpPosition->TurnTo(angle); } // Work out how far we can travel in timeLeft fixed maxdist = maxSpeed.Multiply(timeLeft); // If the target is close, we can move there directly fixed offsetLength = offset.Length(); if (offsetLength <= maxdist) { if (cmpPathfinder->CheckMovement(GetObstructionFilter(), pos.X, pos.Y, target.X, target.Y, m_Radius, m_PassClass)) { pos = target; // Spend the rest of the time heading towards the next waypoint timeLeft = timeLeft - (offsetLength / maxSpeed); m_ShortPath.m_Waypoints.pop_back(); continue; } else { // Error - path was obstructed wasObstructed = true; break; } } else { // Not close enough, so just move in the right direction offset.Normalize(maxdist); target = pos + offset; if (cmpPathfinder->CheckMovement(GetObstructionFilter(), pos.X, pos.Y, target.X, target.Y, m_Radius, m_PassClass)) { pos = target; break; } else { // Error - path was obstructed wasObstructed = true; break; } } } // Update the Position component after our movement (if we actually moved anywhere) if (pos != initialPos) cmpPosition->MoveTo(pos.X, pos.Y); // Calculate the mean speed over this past turn. m_CurSpeed = cmpPosition->GetDistanceTravelled() / dt; if (wasObstructed) { // Oops, we hit something (very likely another unit). // Stop, and recompute the whole path. // TODO: if the target has UnitMotion and is higher priority, // we should wait a little bit. RequestLongPath(pos, m_FinalGoal); m_PathState = PATHSTATE_WAITING_REQUESTING_LONG; return; } // We successfully moved along our path, until running out of // waypoints or time. if (m_PathState == PATHSTATE_FOLLOWING) { // If we're not currently computing any new paths: // If we are close to reaching the end of the short path // (or have reached it already), try to extend it entity_pos_t minDistance = basicSpeed.Multiply(dt) * WAYPOINT_ADVANCE_LOOKAHEAD_TURNS; if (PathIsShort(m_ShortPath, pos, minDistance)) { // Start the path extension from the end of this short path // (or our current position if no short path) CFixedVector2D from = pos; if (!m_ShortPath.m_Waypoints.empty()) from = CFixedVector2D(m_ShortPath.m_Waypoints[0].x, m_ShortPath.m_Waypoints[0].z); if (PickNextLongWaypoint(from, ShouldAvoidMovingUnits())) { m_PathState = PATHSTATE_FOLLOWING_REQUESTING_SHORT_APPEND; } else { // Failed (there were no long waypoints left). // If there's still some short path then continue following // it, else we've finished moving. if (m_ShortPath.m_Waypoints.empty()) { if (IsFormationMember()) { // We've reached our assigned position. If the controller // is idle, send a notification in case it should disband, // otherwise continue following the formation next turn. CmpPtr cmpUnitMotion(GetSimContext(), m_TargetEntity); if (cmpUnitMotion && !cmpUnitMotion->IsMoving()) { m_Moving = false; CMessageMotionChanged msg(false, false); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } } else { // Not in formation, so just finish moving StopMoving(); FaceTowardsPointFromPos(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 } } } } } // If we have a target entity, and we're not miles away from the end of // our current path, and the target moved enough, then recompute our // whole path if (m_PathState == PATHSTATE_FOLLOWING) { if (IsFormationMember()) CheckTargetMovement(pos, CHECK_TARGET_MOVEMENT_MIN_DELTA_FORMATION); else CheckTargetMovement(pos, CHECK_TARGET_MOVEMENT_MIN_DELTA); } } } } bool CCmpUnitMotion::ComputeTargetPosition(CFixedVector2D& out) { if (m_TargetEntity == INVALID_ENTITY) return false; CmpPtr cmpPosition(GetSimContext(), m_TargetEntity); if (!cmpPosition || !cmpPosition->IsInWorld()) return false; if (m_TargetOffset.IsZero()) { // No offset, just return the position directly out = cmpPosition->GetPosition2D(); } else { // There is an offset, so compute it relative to orientation entity_angle_t angle = cmpPosition->GetRotation().Y; CFixedVector2D offset = m_TargetOffset.Rotate(angle); out = cmpPosition->GetPosition2D() + offset; } return true; } bool CCmpUnitMotion::TryGoingStraightToTargetEntity(CFixedVector2D from) { CFixedVector2D targetPos; if (!ComputeTargetPosition(targetPos)) return false; // Fail if the target is too far away if ((targetPos - from).CompareLength(DIRECT_PATH_RANGE) > 0) return false; CmpPtr cmpPathfinder (GetSimContext(), SYSTEM_ENTITY); if (!cmpPathfinder) return false; // Move the goal to match the target entity's new position ICmpPathfinder::Goal goal = m_FinalGoal; goal.x = targetPos.X; goal.z = targetPos.Y; // (we ignore changes to the target's rotation, since only buildings are // square and buildings don't move) // Find the point on the goal shape that we should head towards CFixedVector2D goalPos = cmpPathfinder->GetNearestPointOnGoal(from, goal); // Check if there's any collisions on that route if (!cmpPathfinder->CheckMovement(GetObstructionFilter(), from.X, from.Y, goalPos.X, goalPos.Y, m_Radius, m_PassClass)) return false; // That route is okay, so update our path m_FinalGoal = goal; m_LongPath.m_Waypoints.clear(); m_ShortPath.m_Waypoints.clear(); ICmpPathfinder::Waypoint wp = { goalPos.X, goalPos.Y }; m_ShortPath.m_Waypoints.push_back(wp); return true; } bool CCmpUnitMotion::CheckTargetMovement(CFixedVector2D from, entity_pos_t minDelta) { CFixedVector2D targetPos; if (!ComputeTargetPosition(targetPos)) return false; // Fail unless the target has moved enough CFixedVector2D oldTargetPos(m_FinalGoal.x, m_FinalGoal.z); if ((targetPos - oldTargetPos).CompareLength(minDelta) < 0) return false; // Fail unless we're close enough to the target to care about its movement if (!PathIsShort(m_LongPath, from, CHECK_TARGET_MOVEMENT_AT_MAX_DIST)) return false; // Fail if the target is no longer visible to this entity's owner // (in which case we'll continue moving to its last known location, // unless it comes back into view before we reach that location) CmpPtr cmpOwnership(GetSimContext(), GetEntityId()); if (cmpOwnership) { CmpPtr cmpRangeManager(GetSimContext(), SYSTEM_ENTITY); if (cmpRangeManager) { if (cmpRangeManager->GetLosVisibility(m_TargetEntity, cmpOwnership->GetOwner()) == ICmpRangeManager::VIS_HIDDEN) return false; } } // The target moved and we need to update our current path; // change the goal here and expect our caller to start the path request m_FinalGoal.x = targetPos.X; m_FinalGoal.z = targetPos.Y; RequestLongPath(from, m_FinalGoal); m_PathState = PATHSTATE_FOLLOWING_REQUESTING_LONG; return true; } bool CCmpUnitMotion::PathIsShort(const ICmpPathfinder::Path& path, CFixedVector2D from, entity_pos_t minDistance) { CFixedVector2D pos = from; entity_pos_t distLeft = minDistance; for (ssize_t i = (ssize_t)path.m_Waypoints.size()-1; i >= 0; --i) { // Check if the next path segment is longer than the requested minimum CFixedVector2D waypoint(path.m_Waypoints[i].x, path.m_Waypoints[i].z); CFixedVector2D delta = waypoint - pos; if (delta.CompareLength(distLeft) > 0) return false; // Still short enough - prepare to check the next segment distLeft -= delta.Length(); pos = waypoint; } // Reached the end of the path before exceeding minDistance return true; } void CCmpUnitMotion::FaceTowardsPoint(entity_pos_t x, entity_pos_t z) { CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) return; CFixedVector2D pos = cmpPosition->GetPosition2D(); FaceTowardsPointFromPos(pos, x, z); } void CCmpUnitMotion::FaceTowardsPointFromPos(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 cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition) return; cmpPosition->TurnTo(angle); } } ControlGroupMovementObstructionFilter CCmpUnitMotion::GetObstructionFilter(bool forceAvoidMovingUnits) { entity_id_t group; if (IsFormationMember()) group = m_TargetEntity; else group = GetEntityId(); return ControlGroupMovementObstructionFilter(forceAvoidMovingUnits || ShouldAvoidMovingUnits(), group); } void CCmpUnitMotion::BeginPathing(CFixedVector2D from, const ICmpPathfinder::Goal& goal) { // Cancel any pending path requests m_ExpectedPathTicket = 0; // Update the unit's movement status. m_Moving = true; // Set our 'moving' flag, so other units pathfinding now will ignore us CmpPtr cmpObstruction(GetSimContext(), GetEntityId()); if (cmpObstruction) cmpObstruction->SetMovingFlag(true); // If we're aiming at a target entity and it's close and we can reach // it in a straight line, then we'll just go along the straight line // instead of computing a path. if (TryGoingStraightToTargetEntity(from)) { m_PathState = PATHSTATE_FOLLOWING; return; } // TODO: should go straight to non-entity points too // Otherwise we need to compute a path. // TODO: if it's close then just do a short path, not a long path // (But if it's close on the opposite side of a river then we really // need a long path, so we can't simply check linear distance) m_PathState = PATHSTATE_WAITING_REQUESTING_LONG; RequestLongPath(from, goal); } void CCmpUnitMotion::RequestLongPath(CFixedVector2D from, const ICmpPathfinder::Goal& goal) { CmpPtr cmpPathfinder(GetSimContext(), SYSTEM_ENTITY); if (!cmpPathfinder) return; cmpPathfinder->SetDebugPath(from.X, from.Y, goal, m_PassClass, m_CostClass); m_ExpectedPathTicket = cmpPathfinder->ComputePathAsync(from.X, from.Y, goal, m_PassClass, m_CostClass, GetEntityId()); } void CCmpUnitMotion::RequestShortPath(CFixedVector2D from, const ICmpPathfinder::Goal& goal, bool avoidMovingUnits) { CmpPtr cmpPathfinder(GetSimContext(), SYSTEM_ENTITY); if (!cmpPathfinder) return; m_ExpectedPathTicket = cmpPathfinder->ComputeShortPathAsync(from.X, from.Y, m_Radius, SHORT_PATH_SEARCH_RANGE, goal, m_PassClass, avoidMovingUnits, m_TargetEntity, GetEntityId()); } bool CCmpUnitMotion::PickNextLongWaypoint(const CFixedVector2D& pos, bool avoidMovingUnits) { // If there's no long path, we can't pick the next waypoint from it 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).CompareLength(WAYPOINT_ADVANCE_MAX) > 0) break; targetX = m_LongPath.m_Waypoints.back().x; targetZ = m_LongPath.m_Waypoints.back().z; m_LongPath.m_Waypoints.pop_back(); } // Now we need to recompute a short path to the waypoint 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 cmpPathfinder(GetSimContext(), SYSTEM_ENTITY); if (!cmpPathfinder) return false; m_ExpectedPathTicket = cmpPathfinder->ComputeShortPathAsync(pos.X, pos.Y, m_Radius, SHORT_PATH_SEARCH_RANGE, goal, m_PassClass, avoidMovingUnits, GetEntityId(), GetEntityId()); return true; } bool CCmpUnitMotion::MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) { PROFILE("MoveToPointRange"); CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) return false; CFixedVector2D pos = cmpPosition->GetPosition2D(); ICmpPathfinder::Goal goal; if (minRange.IsZero() && maxRange.IsZero()) { // Handle the non-ranged mode: // Check whether this point is in an obstruction CmpPtr cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY); if (!cmpObstructionManager) return false; ICmpObstructionManager::ObstructionSquare obstruction; if (cmpObstructionManager->FindMostImportantObstruction(GetObstructionFilter(true), 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; goal.hw = obstruction.hw + m_Radius + g_GoalDelta; // nudge the goal outwards so it doesn't intersect the building itself goal.hh = obstruction.hh + m_Radius + g_GoalDelta; } else { // Unobstructed - head directly for the goal goal.type = ICmpPathfinder::Goal::POINT; goal.x = x; goal.z = z; } } else { entity_pos_t distance = (pos - CFixedVector2D(x, z)).Length(); entity_pos_t goalDistance; if (distance < minRange) { goalDistance = minRange + g_GoalDelta; } else if (maxRange >= entity_pos_t::Zero() && distance > maxRange) { goalDistance = maxRange - g_GoalDelta; } else { // We're already in range - no need to move anywhere FaceTowardsPointFromPos(pos, x, z); return false; } // TODO: what happens if goalDistance < 0? (i.e. we probably can never get close enough to the target) goal.type = ICmpPathfinder::Goal::CIRCLE; goal.x = x; goal.z = z; // Formerly added m_Radius, but it seems better to go by the mid-point. goal.hw = goalDistance; } m_State = STATE_INDIVIDUAL_PATH; m_TargetEntity = INVALID_ENTITY; m_TargetOffset = CFixedVector2D(); m_TargetMinRange = minRange; m_TargetMaxRange = maxRange; m_FinalGoal = goal; BeginPathing(pos, goal); return true; } bool CCmpUnitMotion::IsInPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) { CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) return false; CFixedVector2D pos = cmpPosition->GetPosition2D(); bool hasObstruction = false; CmpPtr cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY); ICmpObstructionManager::ObstructionSquare obstruction; if (cmpObstructionManager) hasObstruction = cmpObstructionManager->FindMostImportantObstruction(GetObstructionFilter(true), x, z, m_Radius, obstruction); if (minRange.IsZero() && maxRange.IsZero() && hasObstruction) { // Handle the non-ranged mode: 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 (maxRange < entity_pos_t::Zero() || distance <= maxRange) return true; return false; } else { entity_pos_t distance = (pos - CFixedVector2D(x, z)).Length(); if (distance < minRange) { return false; } else if (maxRange >= entity_pos_t::Zero() && distance > maxRange) { return false; } else { 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); } bool CCmpUnitMotion::MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) { PROFILE("MoveToTargetRange"); CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) return false; CFixedVector2D pos = cmpPosition->GetPosition2D(); CmpPtr cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY); if (!cmpObstructionManager) return false; bool hasObstruction = false; ICmpObstructionManager::ObstructionSquare obstruction; CmpPtr cmpObstruction(GetSimContext(), target); if (cmpObstruction) hasObstruction = cmpObstruction->GetObstructionSquare(obstruction); /* * 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 (hasObstruction) { 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 // TODO: maybe we should do the ShouldTreatTargetAsCircle thing here? 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(TERRAIN_TILE_SIZE)/16); // ensure it's far enough to not intersect the building itself goal.hw = obstruction.hw + delta; goal.hh = obstruction.hh + delta; } else if (maxRange < entity_pos_t::Zero() || distance < maxRange) { // We're already in range - no need to move anywhere FaceTowardsPointFromPos(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 FaceTowardsPointFromPos(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(TERRAIN_TILE_SIZE)/16); // ensure it's far enough to not intersect the building itself goal.hw = obstruction.hw + delta; goal.hh = obstruction.hh + delta; } } m_State = STATE_INDIVIDUAL_PATH; m_TargetEntity = target; m_TargetOffset = CFixedVector2D(); m_TargetMinRange = minRange; m_TargetMaxRange = maxRange; m_FinalGoal = goal; BeginPathing(pos, goal); return true; } else { // The target didn't have an obstruction or obstruction shape, so treat it as a point instead CmpPtr cmpTargetPosition(GetSimContext(), target); if (!cmpTargetPosition || !cmpTargetPosition->IsInWorld()) return false; CFixedVector2D targetPos = cmpTargetPosition->GetPosition2D(); return MoveToPointRange(targetPos.X, targetPos.Y, minRange, maxRange); } } bool CCmpUnitMotion::IsInTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) { // This function closely mirrors MoveToTargetRange - it needs to return true // after that Move has completed CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) return false; CFixedVector2D pos = cmpPosition->GetPosition2D(); CmpPtr cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY); if (!cmpObstructionManager) return false; bool hasObstruction = false; ICmpObstructionManager::ObstructionSquare obstruction; CmpPtr cmpObstruction(GetSimContext(), target); if (cmpObstruction) hasObstruction = cmpObstruction->GetObstructionSquare(obstruction); if (hasObstruction) { 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 (maxRange < entity_pos_t::Zero() || 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 cmpTargetPosition(GetSimContext(), target); if (!cmpTargetPosition || !cmpTargetPosition->IsInWorld()) return false; CFixedVector2D targetPos = cmpTargetPosition->GetPosition2D(); entity_pos_t distance = (pos - targetPos).Length(); if (minRange <= distance && (maxRange < entity_pos_t::Zero() || distance <= maxRange)) return true; return false; } } void CCmpUnitMotion::MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z) { CmpPtr cmpPosition(GetSimContext(), target); if (!cmpPosition || !cmpPosition->IsInWorld()) return; CFixedVector2D pos = cmpPosition->GetPosition2D(); ICmpPathfinder::Goal goal; goal.type = ICmpPathfinder::Goal::POINT; goal.x = pos.X; goal.z = pos.Y; m_State = STATE_FORMATIONMEMBER_PATH; m_TargetEntity = target; m_TargetOffset = CFixedVector2D(x, z); m_TargetMinRange = entity_pos_t::Zero(); m_TargetMaxRange = entity_pos_t::Zero(); m_FinalGoal = goal; BeginPathing(pos, goal); } void CCmpUnitMotion::RenderPath(const ICmpPathfinder::Path& path, std::vector& lines, CColor color) { bool floating = false; CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (cmpPosition) floating = cmpPosition->IsFloating(); lines.clear(); std::vector 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; RenderPath(m_LongPath, m_DebugOverlayLongPathLines, OVERLAY_COLOUR_LONG_PATH); RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOUR_SHORT_PATH); for (size_t i = 0; i < m_DebugOverlayLongPathLines.size(); ++i) collector.Submit(&m_DebugOverlayLongPathLines[i]); for (size_t i = 0; i < m_DebugOverlayShortPathLines.size(); ++i) collector.Submit(&m_DebugOverlayShortPathLines[i]); }