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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpUnitMotion.cpp
Ykkrosh 8a98102195 Fix serialize/deserialize API asymmetry.
Add serialization support to more components.

This was SVN commit r8122.
2010-09-17 17:53:26 +00:00

1233 lines
38 KiB
C++

/* Copyright (C) 2010 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpUnitMotion.h"
#include "ICmpObstruction.h"
#include "ICmpObstructionManager.h"
#include "ICmpPosition.h"
#include "ICmpPathfinder.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Render.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"
static const entity_pos_t WAYPOINT_ADVANCE_MIN = entity_pos_t::FromInt(CELL_SIZE*4);
static const entity_pos_t WAYPOINT_ADVANCE_MAX = entity_pos_t::FromInt(CELL_SIZE*8);
static const entity_pos_t SHORT_PATH_SEARCH_RANGE = entity_pos_t::FromInt(CELL_SIZE*10);
static const entity_pos_t SHORT_PATH_GOAL_RADIUS = entity_pos_t::FromInt(CELL_SIZE*3/2);
static const CColor OVERLAY_COLOUR_PATH(1, 1, 1, 1);
static const CColor OVERLAY_COLOUR_PATH_ACTIVE(1, 1, 0, 1);
static const CColor OVERLAY_COLOUR_SHORT_PATH(1, 0, 0, 1);
static const CColor OVERLAY_COLOUR_DIRECT_PATH(1, 1, 0, 1);
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<SOverlayLine> m_DebugOverlayLines;
std::vector<SOverlayLine> m_DebugOverlayShortPathLines;
// Template state:
bool m_FormationController;
fixed m_WalkSpeed; // in metres per second
fixed m_RunSpeed;
u8 m_PassClass;
u8 m_CostClass;
// Dynamic state:
entity_pos_t m_Radius;
enum State
{
STATE_IDLE, // not moving at all
STATE_STOPPING, // will go IDLE next turn (this delay fixes animation timings)
// Units that are members of a formation:
// ('target' is m_TargetEntity plus m_TargetOffset)
STATE_FORMATIONMEMBER_DIRECT, // trying to follow a straight line to target
STATE_FORMATIONMEMBER_PATH_COMPUTING, // waiting for a path to target
STATE_FORMATIONMEMBER_PATH_FOLLOWING, // following the computed path to target
// Entities that represent individual units or formation controllers:
// ('target' is m_FinalGoal)
STATE_INDIVIDUAL_PATH_COMPUTING, // waiting for a path to target
STATE_INDIVIDUAL_PATH_FOLLOWING, // following the computed path to target
STATE_MAX
};
int m_State;
u32 m_ExpectedPathTicket; // asynchronous request ID we're waiting for, or 0 if none
entity_id_t m_TargetEntity;
entity_pos_t m_TargetOffsetX, m_TargetOffsetZ;
fixed m_Speed;
ICmpPathfinder::Path m_LongPath;
ICmpPathfinder::Path m_ShortPath;
entity_pos_t m_ShortTargetX, m_ShortTargetZ;
ICmpPathfinder::Goal m_FinalGoal;
static std::string GetSchema()
{
return
"<a:help>Provides the unit with the ability to move around the world by itself.</a:help>"
"<a:example>"
"<WalkSpeed>7.0</WalkSpeed>"
"<PassabilityClass>default</PassabilityClass>"
"<CostClass>infantry</CostClass>"
"</a:example>"
"<element name='FormationController'>"
"<data type='boolean'/>"
"</element>"
"<element name='WalkSpeed' a:help='Basic movement speed (in metres per second)'>"
"<ref name='positiveDecimal'/>"
"</element>"
"<optional>"
"<element name='Run'>"
"<interleave>"
"<element name='Speed'><ref name='positiveDecimal'/></element>"
"<element name='Range'><ref name='positiveDecimal'/></element>"
"<element name='RangeMin'><ref name='nonNegativeDecimal'/></element>"
"<element name='RegenTime'><ref name='positiveDecimal'/></element>"
"<element name='DecayTime'><ref name='positiveDecimal'/></element>"
"</interleave>"
"</element>"
"</optional>"
"<element name='PassabilityClass' a:help='Identifies the terrain passability class (values are defined in special/pathfinder.xml)'>"
"<text/>"
"</element>"
"<element name='CostClass' a:help='Identifies the movement speed/cost class (values are defined in special/pathfinder.xml)'>"
"<text/>"
"</element>";
}
/*
* TODO: the running/charging thing needs to be designed and implemented
*/
virtual void Init(const CSimContext& context, const CParamNode& paramNode)
{
m_FormationController = paramNode.GetChild("FormationController").ToBool();
m_WalkSpeed = paramNode.GetChild("WalkSpeed").ToFixed();
m_Speed = m_WalkSpeed;
if (paramNode.GetChild("Run").IsOk())
{
m_RunSpeed = paramNode.GetChild("Run").GetChild("Speed").ToFixed();
}
else
{
m_RunSpeed = m_WalkSpeed;
}
CmpPtr<ICmpPathfinder> cmpPathfinder(context, SYSTEM_ENTITY);
if (!cmpPathfinder.null())
{
m_PassClass = cmpPathfinder->GetPassabilityClass(paramNode.GetChild("PassabilityClass").ToASCIIString());
m_CostClass = cmpPathfinder->GetCostClass(paramNode.GetChild("CostClass").ToASCIIString());
}
CmpPtr<ICmpObstruction> cmpObstruction(context, GetEntityId());
if (!cmpObstruction.null())
m_Radius = cmpObstruction->GetUnitRadius();
m_State = STATE_IDLE;
m_ExpectedPathTicket = 0;
m_TargetEntity = 0;
m_FinalGoal.type = ICmpPathfinder::Goal::POINT;
m_DebugOverlayEnabled = false;
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.NumberFixed_Unbounded("radius", m_Radius);
serialize.NumberU8("state", m_State, 0, STATE_MAX-1);
serialize.NumberU32_Unbounded("ticket", m_ExpectedPathTicket);
serialize.NumberU32_Unbounded("target entity", m_TargetEntity);
serialize.NumberFixed_Unbounded("target offset x", m_TargetOffsetX);
serialize.NumberFixed_Unbounded("target offset z", m_TargetOffsetZ);
serialize.NumberFixed_Unbounded("speed", m_Speed);
SerializeVector<SerializeWaypoint>()(serialize, "long path", m_LongPath.m_Waypoints);
SerializeVector<SerializeWaypoint>()(serialize, "short path", m_ShortPath.m_Waypoints);
serialize.NumberFixed_Unbounded("short target x", m_ShortTargetX);
serialize.NumberFixed_Unbounded("short target z", m_ShortTargetZ);
SerializeGoal()(serialize, "goal", m_FinalGoal);
}
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(context, paramNode);
deserialize.NumberFixed_Unbounded("radius", m_Radius);
u8 state;
deserialize.NumberU8("state", state, 0, STATE_MAX-1);
m_State = (State)state;
deserialize.NumberU32_Unbounded("ticket", m_ExpectedPathTicket);
deserialize.NumberU32_Unbounded("target entity", m_TargetEntity);
deserialize.NumberFixed_Unbounded("target offset x", m_TargetOffsetX);
deserialize.NumberFixed_Unbounded("target offset z", m_TargetOffsetZ);
deserialize.NumberFixed_Unbounded("speed", m_Speed);
SerializeVector<SerializeWaypoint>()(deserialize, "long path", m_LongPath.m_Waypoints);
SerializeVector<SerializeWaypoint>()(deserialize, "short path", m_ShortPath.m_Waypoints);
deserialize.NumberFixed_Unbounded("short target x", m_ShortTargetX);
deserialize.NumberFixed_Unbounded("short target z", m_ShortTargetZ);
SerializeGoal()(deserialize, "goal", m_FinalGoal);
}
virtual void HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Update_MotionFormation:
{
if (m_FormationController)
{
fixed dt = static_cast<const CMessageUpdate_MotionFormation&> (msg).turnLength;
Move(dt);
}
break;
}
case MT_Update_MotionUnit:
{
if (!m_FormationController)
{
fixed dt = static_cast<const CMessageUpdate_MotionUnit&> (msg).turnLength;
Move(dt);
}
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
case MT_PathResult:
{
const CMessagePathResult& msgData = static_cast<const CMessagePathResult&> (msg);
PathResult(msgData.ticket, msgData.path);
break;
}
}
}
virtual fixed GetWalkSpeed()
{
return m_WalkSpeed;
}
virtual fixed GetRunSpeed()
{
return m_RunSpeed;
}
virtual void SetSpeed(fixed speed)
{
m_Speed = speed;
}
virtual void SetDebugOverlay(bool enabled)
{
m_DebugOverlayEnabled = enabled;
if (enabled)
{
RenderPath(m_LongPath, m_DebugOverlayLines, OVERLAY_COLOUR_PATH);
RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOUR_SHORT_PATH);
}
}
virtual bool MoveToPoint(entity_pos_t x, entity_pos_t z);
virtual bool MoveToAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange);
virtual bool IsInAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange);
virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, 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 StopMoving()
{
m_State = STATE_STOPPING;
}
virtual void SetUnitRadius(fixed radius)
{
m_Radius = radius;
}
private:
bool ShouldAvoidMovingUnits()
{
return !m_FormationController;
}
void SendMessageStartFailed()
{
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), GetEntityId());
if (!cmpObstruction.null())
cmpObstruction->SetMovingFlag(false);
CMessageMotionChanged msg(true, true);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
void SendMessageStartSucceeded()
{
CMessageMotionChanged msg(true, false);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
void SendMessageEndSucceeded()
{
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), GetEntityId());
if (!cmpObstruction.null())
cmpObstruction->SetMovingFlag(false);
CMessageMotionChanged msg(false, false);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
/**
* Do the per-turn movement and other updates
*/
void Move(fixed dt);
void StopAndFaceGoal(CFixedVector2D pos);
/**
* Rotate to face towards the target point, given the current pos
*/
void FaceTowardsPoint(CFixedVector2D pos, entity_pos_t x, entity_pos_t z);
bool ShouldTreatTargetAsCircle(entity_pos_t range, entity_pos_t hw, entity_pos_t hh, entity_pos_t circleRadius);
/**
* Recompute the whole path to the current goal.
* Returns false on error or if the unit can't move anywhere at all.
*/
void RegeneratePath(CFixedVector2D pos);
void RegenerateShortPath(CFixedVector2D pos, const ICmpPathfinder::Goal& goal, bool avoidMovingUnits);
/**
* Maybe select a new long waypoint if we're getting too close to the
* current one.
*/
void MaybePickNextWaypoint(const CFixedVector2D& pos);
/**
* 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 PickNextWaypoint(const CFixedVector2D& pos, bool avoidMovingUnits);
/**
* Select a new short waypoint as the current target,
* which possibly involves first selecting a new long waypoint.
* Returns false on error, or if there is no waypoint to pick.
*/
bool PickNextShortWaypoint(const CFixedVector2D& pos, bool avoidMovingUnits);
/**
* Convert a path into a renderable list of lines
*/
void RenderPath(const ICmpPathfinder::Path& path, std::vector<SOverlayLine>& lines, CColor color);
void RenderSubmit(SceneCollector& collector);
/**
* Handle the result of an asynchronous path query
*/
void PathResult(u32 ticket, const ICmpPathfinder::Path& path);
};
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_State == STATE_FORMATIONMEMBER_PATH_COMPUTING)
{
m_LongPath.m_Waypoints.clear();
m_ShortPath = path;
if (m_DebugOverlayEnabled)
RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOUR_SHORT_PATH);
if (m_ShortPath.m_Waypoints.empty())
{
// Can't find any path - switch back to DIRECT so we try again later
// when the formation's moved further on.
// TODO: We should probably wait a while before trying again
m_State = STATE_FORMATIONMEMBER_DIRECT;
return;
}
// Now we're moving along the path
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
if (cmpPosition.null() || !cmpPosition->IsInWorld())
return;
CFixedVector2D pos = cmpPosition->GetPosition2D();
m_State = STATE_FORMATIONMEMBER_PATH_FOLLOWING;
SendMessageStartSucceeded();
PickNextShortWaypoint(pos, ShouldAvoidMovingUnits());
return;
}
else if (m_State == STATE_INDIVIDUAL_PATH_COMPUTING)
{
m_LongPath = path;
m_ShortPath.m_Waypoints.clear();
if (m_DebugOverlayEnabled)
RenderPath(m_LongPath, m_DebugOverlayLines, OVERLAY_COLOUR_PATH);
// If there's no waypoints then we've stopped already, otherwise move to the first one
if (m_LongPath.m_Waypoints.empty())
{
m_State = STATE_IDLE;
SendMessageStartFailed();
}
else
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
if (cmpPosition.null() || !cmpPosition->IsInWorld())
return;
CFixedVector2D pos = cmpPosition->GetPosition2D();
if (PickNextShortWaypoint(pos, ShouldAvoidMovingUnits()))
{
m_State = STATE_INDIVIDUAL_PATH_FOLLOWING;
SendMessageStartSucceeded();
}
else
{
m_State = STATE_IDLE;
SendMessageStartFailed();
}
}
}
else
{
LOGWARNING(L"unexpected PathResult (%d %d)", GetEntityId(), m_State);
}
}
void CCmpUnitMotion::Move(fixed dt)
{
PROFILE("Move");
switch (m_State)
{
case STATE_STOPPING:
m_State = STATE_IDLE;
SendMessageEndSucceeded();
return;
case STATE_IDLE:
case STATE_FORMATIONMEMBER_PATH_COMPUTING:
case STATE_INDIVIDUAL_PATH_COMPUTING:
return;
case STATE_FORMATIONMEMBER_DIRECT:
case STATE_FORMATIONMEMBER_PATH_FOLLOWING:
{
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
if (cmpPathfinder.null())
return;
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
if (cmpPosition.null() || !cmpPosition->IsInWorld())
return;
CmpPtr<ICmpPosition> cmpTargetPosition(GetSimContext(), m_TargetEntity);
if (cmpTargetPosition.null() || !cmpTargetPosition->IsInWorld())
{
// If the target has disappeared, give up on it
StopMoving();
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]);
}