0ad/source/simulation2/components/CCmpUnitMotion.cpp
Ykkrosh dff694f0f0 Fix units spawning on top of each other.
Add type-safety to prevent that kind of bug happening again.

This was SVN commit r7691.
2010-07-04 17:19:38 +00:00

942 lines
28 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 "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "maths/FixedVector2D.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*12);
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);
class CCmpUnitMotion : public ICmpUnitMotion
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Update);
componentManager.SubscribeToMessageType(MT_RenderSubmit); // for debug overlays
}
DEFAULT_COMPONENT_ALLOCATOR(UnitMotion)
bool m_DebugOverlayEnabled;
std::vector<SOverlayLine> m_DebugOverlayLines;
std::vector<SOverlayLine> m_DebugOverlayShortPathLines;
// Template state:
fixed m_Speed; // in metres per second
fixed m_RunSpeed;
entity_pos_t m_Radius;
u8 m_PassClass;
u8 m_CostClass;
// Dynamic state:
bool m_HasTarget; // whether we currently have valid paths and targets
// These values contain undefined junk if !HasTarget:
ICmpPathfinder::Path m_Path;
ICmpPathfinder::Path m_ShortPath;
entity_pos_t m_ShortTargetX, m_ShortTargetZ;
ICmpPathfinder::Goal m_FinalGoal;
enum
{
IDLE,
WALKING,
STOPPING
};
int m_State;
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='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_HasTarget = false;
m_Speed = paramNode.GetChild("WalkSpeed").ToFixed();
if (paramNode.GetChild("Run").IsOk())
{
m_RunSpeed = paramNode.GetChild("Run").GetChild("Speed").ToFixed();
}
else
{
m_RunSpeed = m_Speed;
}
CmpPtr<ICmpObstruction> cmpObstruction(context, GetEntityId());
if (!cmpObstruction.null())
m_Radius = cmpObstruction->GetUnitRadius();
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());
}
m_State = IDLE;
m_DebugOverlayEnabled = false;
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.Bool("has target", m_HasTarget);
if (m_HasTarget)
{
// TODO: m_Path
// TODO: m_FinalTargetAngle
}
// TODO: m_State
}
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(context, paramNode);
deserialize.Bool(m_HasTarget);
if (m_HasTarget)
{
}
}
virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Update:
{
fixed dt = static_cast<const CMessageUpdate&> (msg).turnLength;
if (m_State == STOPPING)
{
m_State = IDLE;
CMessageMotionChanged msg(fixed::Zero());
context.GetComponentManager().PostMessage(GetEntityId(), msg);
}
Move(dt);
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
}
}
virtual fixed GetSpeed()
{
return m_Speed;
}
virtual fixed GetRunSpeed()
{
return m_RunSpeed;
}
virtual void SetDebugOverlay(bool enabled)
{
m_DebugOverlayEnabled = enabled;
if (enabled)
{
RenderPath(m_Path, 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);
private:
/**
* Check whether moving from pos to target is safe (won't hit anything).
* If safe, returns true (the caller should do cmpPosition->MoveTo).
* Otherwise returns false, and either computes a new path to use on the
* next turn or makes the unit stop.
*/
bool CheckMovement(CFixedVector2D pos, CFixedVector2D target);
/**
* 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);
/**
* Change between idle/walking states; automatically sends MotionChanged messages when appropriate
*/
void SwitchState(int state);
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.
*/
bool RegeneratePath(CFixedVector2D pos, 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);
};
REGISTER_COMPONENT_TYPE(UnitMotion)
bool CCmpUnitMotion::CheckMovement(CFixedVector2D pos, CFixedVector2D target)
{
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
if (cmpObstructionManager.null())
return false;
NullObstructionFilter filter;
if (cmpObstructionManager->TestLine(filter, pos.X, pos.Y, target.X, target.Y, m_Radius))
{
// Oops, hit something
// TODO: we ought to wait for obstructions to move away instead of immediately throwing away the whole path
// TODO: actually a whole proper collision resolution thing needs to be designed and written
if (!RegeneratePath(pos, true))
{
// Oh dear, we can't find the path any more; give up
StopAndFaceGoal(pos);
return false;
}
// NOTE: it's theoretically possible that we will generate a waypoint we can reach without
// colliding with anything, but multiplying the movement vector by the timestep will result
// in a line that does collide (given numerical inaccuracies), so we'll get stuck in a loop
// of generating a new path and colliding whenever we try to follow it, and the unit will
// move nowhere.
// Hopefully this isn't common.
// Wait for the next Update before we try moving again
return false;
}
// NOTE: we ignore terrain here - we assume the pathfinder won't give us a path that crosses impassable
// terrain (which is a valid assumption) and that the terrain will never change (which is not).
// Probably not worth fixing since it'll happen very rarely.
return true;
}
void CCmpUnitMotion::Move(fixed dt)
{
PROFILE("Move");
if (!m_HasTarget)
return;
CmpPtr<ICmpPathfinder> cmpPathfinder (GetSimContext(), SYSTEM_ENTITY);
if (cmpPathfinder.null())
return;
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
if (cmpPosition.null())
return;
CFixedVector3D pos3 = cmpPosition->GetPosition();
CFixedVector2D pos (pos3.X, pos3.Z);
// 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);
// Work out how far we can travel in dt
fixed maxdist = m_Speed.Multiply(terrainSpeed).Multiply(dt);
// If the target is close, we can move there directly
fixed offsetLength = offset.Length();
if (offsetLength <= maxdist)
{
if (!CheckMovement(pos, target))
return;
pos = target;
cmpPosition->MoveTo(pos.X, pos.Y);
// Spend the rest of the time heading towards the next waypoint
dt = dt - (offset.Length() / m_Speed);
MaybePickNextWaypoint(pos);
if (PickNextShortWaypoint(pos, false))
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;
if (!CheckMovement(pos, target))
return;
pos = target;
cmpPosition->MoveTo(pos.X, pos.Y);
MaybePickNextWaypoint(pos);
return;
}
}
}
void CCmpUnitMotion::StopAndFaceGoal(CFixedVector2D pos)
{
SwitchState(IDLE);
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);
}
}
void CCmpUnitMotion::SwitchState(int state)
{
debug_assert(state == IDLE || state == WALKING);
if (state == IDLE)
m_HasTarget = false;
// IDLE -> IDLE -- no change
// IDLE -> WALKING -- send a MotionChanged(speed) message
// WALKING -> IDLE -- set to STOPPING, so we'll send MotionChanged(0) in the next Update
// WALKING -> WALKING -- send a MotionChanged(speed) message
// STOPPING -> IDLE -- stay in STOPPING
// STOPPING -> WALKING -- set to WALKING, send MotionChanged(speed)
if (state == WALKING)
{
CMessageMotionChanged msg(m_Speed);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
if (m_State == IDLE && state == WALKING)
{
m_State = WALKING;
return;
}
if (m_State == WALKING && state == IDLE)
{
m_State = STOPPING;
return;
}
if (m_State == STOPPING && state == IDLE)
{
return;
}
if (m_State == STOPPING && state == WALKING)
{
m_State = WALKING;
return;
}
}
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;
CFixedVector3D pos3 = cmpPosition->GetPosition();
CFixedVector2D pos (pos3.X, pos3.Z);
// Reset any current movement
m_HasTarget = false;
ICmpPathfinder::Goal goal;
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
if (cmpObstructionManager.null())
return false;
ICmpObstructionManager::ObstructionSquare obstruction;
if (cmpObstructionManager->FindMostImportantObstruction(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_FinalGoal = goal;
if (!RegeneratePath(pos, false))
return false;
SwitchState(WALKING);
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::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;
CFixedVector3D pos3 = cmpPosition->GetPosition();
CFixedVector2D pos (pos3.X, pos3.Z);
// Reset any current movement
m_HasTarget = false;
ICmpPathfinder::Goal goal;
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.)
*/
const entity_pos_t goalDelta = entity_pos_t::FromInt(CELL_SIZE)/4; // for extending the goal outwards/inwards a little bit
if (tag.valid())
{
ICmpObstructionManager::ObstructionSquare obstruction = cmpObstructionManager->GetObstruction(tag);
CFixedVector2D halfSize(obstruction.hw, obstruction.hh);
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 + 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 - 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 - 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;
}
}
}
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;
CFixedVector3D targetPos = cmpTargetPosition->GetPosition();
entity_pos_t distance = (pos - CFixedVector2D(targetPos.X, targetPos.Z)).Length();
entity_pos_t goalDistance;
if (distance < minRange)
{
goalDistance = minRange + goalDelta;
}
else if (distance > maxRange)
{
goalDistance = maxRange - goalDelta;
}
else
{
// We're already in range - no need to move anywhere
FaceTowardsPoint(pos, goal.x, goal.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 = targetPos.X;
goal.z = targetPos.Z;
goal.hw = m_Radius + goalDistance;
}
m_FinalGoal = goal;
if (!RegeneratePath(pos, false))
return false;
SwitchState(WALKING);
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;
CFixedVector3D pos3 = cmpPosition->GetPosition();
CFixedVector2D pos (pos3.X, pos3.Z);
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;
CFixedVector3D targetPos = cmpTargetPosition->GetPosition();
entity_pos_t distance = (pos - CFixedVector2D(targetPos.X, targetPos.Z)).Length();
if (minRange <= distance && distance <= maxRange)
return true;
return false;
}
}
bool CCmpUnitMotion::RegeneratePath(CFixedVector2D pos, bool avoidMovingUnits)
{
CmpPtr<ICmpPathfinder> cmpPathfinder (GetSimContext(), SYSTEM_ENTITY);
if (cmpPathfinder.null())
return false;
m_Path.m_Waypoints.clear();
m_ShortPath.m_Waypoints.clear();
// 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);
cmpPathfinder->ComputePath(pos.X, pos.Y, m_FinalGoal, m_PassClass, m_CostClass, m_Path);
if (m_DebugOverlayEnabled)
RenderPath(m_Path, m_DebugOverlayLines, OVERLAY_COLOUR_PATH);
// If there's no waypoints then we've stopped already, otherwise move to the first one
if (m_Path.m_Waypoints.empty())
{
m_HasTarget = false;
return false;
}
else
{
return PickNextShortWaypoint(pos, avoidMovingUnits);
}
}
void CCmpUnitMotion::MaybePickNextWaypoint(const CFixedVector2D& pos)
{
if (m_Path.m_Waypoints.empty())
return;
CFixedVector2D w(m_Path.m_Waypoints.back().x, m_Path.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_Path.m_Waypoints.empty())
return false;
// First try to get the immediate next waypoint
entity_pos_t targetX = m_Path.m_Waypoints.back().x;
entity_pos_t targetZ = m_Path.m_Waypoints.back().z;
m_Path.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_Path.m_Waypoints.empty())
{
CFixedVector2D w(m_Path.m_Waypoints.back().x, m_Path.m_Waypoints.back().z);
if ((w - pos).Length() > WAYPOINT_ADVANCE_MAX)
break;
targetX = m_Path.m_Waypoints.back().x;
targetZ = m_Path.m_Waypoints.back().z;
m_Path.m_Waypoints.pop_back();
}
// Highlight the targeted waypoint
if (m_DebugOverlayEnabled)
m_DebugOverlayLines[m_Path.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_Path.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 = entity_pos_t::FromInt(CELL_SIZE*3/2);
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
NullObstructionFilter filterNull;
StationaryObstructionFilter filterStationary;
const IObstructionTestFilter* filter;
if (avoidMovingUnits)
filter = &filterNull;
else
filter = &filterStationary;
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();
m_HasTarget = true;
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]);
}