250 lines
7.1 KiB
C++
250 lines
7.1 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include <vector>
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#include "graphics/Model.h"
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#include "graphics/Terrain.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "maths/MathUtil.h"
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#include "network/NetMessage.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/GameAttributes.h"
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#include "ps/Loader.h"
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#include "ps/LoaderThunks.h"
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#include "ps/Profile.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityFormation.h"
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#include "simulation/EntityManager.h"
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#include "simulation/EntityTemplateCollection.h"
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#include "simulation/LOSManager.h"
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#include "simulation/Scheduler.h"
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#include "simulation/Simulation.h"
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#include "simulation/TerritoryManager.h"
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#include "simulation/TriggerManager.h"
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#define LOG_CATEGORY L"simulation"
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CSimulation::CSimulation(CGame *pGame):
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m_pGame(pGame),
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m_pWorld(pGame->GetWorld()),
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m_DeltaTime(0),
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m_Time(0)
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{
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}
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CSimulation::~CSimulation()
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{
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}
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int CSimulation::Initialize(CGameAttributes* pAttribs)
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{
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m_Random.seed(0); // TODO: Store a random seed in CGameAttributes and synchronize it accross the network
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// Call the game startup script
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// TODO: Maybe don't do this if we're in Atlas
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// [2006-06-26 20ms]
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g_ScriptingHost.RunScript( L"scripts/game_startup.js" );
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// [2006-06-26 3647ms]
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// g_EntityManager.m_screenshotMode = pAttribs->m_ScreenshotMode;
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// g_EntityManager.InitializeAll();
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// [2006-06-26: 61ms]
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m_pWorld->GetLOSManager()->Initialize((ELOSSetting)pAttribs->m_LOSSetting, pAttribs->m_FogOfWar);
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m_pWorld->GetTerritoryManager()->Initialize();
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return 0;
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}
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void CSimulation::RegisterInit(CGameAttributes *pAttribs)
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{
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RegMemFun1(this, &CSimulation::Initialize, pAttribs, L"CSimulation", 3900);
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}
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bool CSimulation::Update(double UNUSED(frameTime))
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{
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bool ok = true;
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return ok;
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}
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void CSimulation::DiscardMissedUpdates()
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{
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if (m_DeltaTime > 0.0)
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m_DeltaTime = 0.0;
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}
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void CSimulation::Interpolate(double UNUSED(frameTime))
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{
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}
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void CSimulation::Interpolate(double frameTime, double offset)
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{
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PROFILE( "simulation interpolation" );
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const std::vector<CUnit*>& units = m_pWorld->GetUnitManager().GetUnits();
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for (size_t i = 0; i < units.size(); ++i)
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units[i]->UpdateModel((float)frameTime);
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// g_EntityManager.InterpolateAll(offset);
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}
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void CSimulation::Simulate()
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{
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}
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// Location randomizer, for group orders...
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// Having the group turn up at the destination with /some/ sort of cohesion is
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// good but tasking them all to the exact same point will leave them brawling
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// for it at the other end (it shouldn't, but the PASAP pathfinder is too
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// simplistic)
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// Task them all to a point within a radius of the target, radius depends upon
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// the number of units in the group.
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void RandomizeLocations(const CEntityOrder& order, const std::vector<HEntity> &entities, bool isQueued)
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{
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float radius = 2.0f * sqrt( (float)entities.size() - 1 );
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CSimulation* sim = g_Game->GetSimulation();
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for (std::vector<HEntity>::const_iterator it = entities.begin(); it < entities.end(); it++)
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{
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if(!*it)
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continue;
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float _x, _y;
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CEntityOrder randomizedOrder = order;
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do
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{
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_x = sim->RandFloat() * 2.0f - 1.0f;
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_y = sim->RandFloat() * 2.0f - 1.0f;
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}
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while( ( _x * _x ) + ( _y * _y ) > 1.0f );
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randomizedOrder.m_target_location.x += _x * radius;
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randomizedOrder.m_target_location.y += _y * radius;
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// Clamp it to within the map, just in case.
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float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
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randomizedOrder.m_target_location.x = clamp(randomizedOrder.m_target_location.x, 0.0f, mapsize);
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randomizedOrder.m_target_location.y = clamp(randomizedOrder.m_target_location.y, 0.0f, mapsize);
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if( !isQueued )
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(*it)->ClearOrders();
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(*it)->PushOrder( randomizedOrder );
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}
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}
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void FormationLocations(const CEntityOrder& order, const std::vector<HEntity> &entities, bool isQueued)
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{
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const CVector2D upvec(0.0f, 1.0f);
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const CEntityFormation* formation = entities.front()->GetFormation();
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for (std::vector<HEntity>::const_iterator it = entities.begin(); it != entities.end(); it++)
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{
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if(!*it)
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continue;
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CEntityOrder orderCopy = order;
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CVector2D posDelta = orderCopy.m_target_location - formation->GetPosition();
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CVector2D formDelta = formation->GetSlotPosition( (*it)->m_formationSlot );
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posDelta = posDelta.Normalize();
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//Rotate the slot position's offset vector according to the rotation of posDelta.
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CVector2D rotDelta;
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float deltaCos = posDelta.Dot(upvec);
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float deltaSin = sinf( acosf(deltaCos) );
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rotDelta.x = formDelta.x * deltaCos - formDelta.y * deltaSin;
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rotDelta.y = formDelta.x * deltaSin + formDelta.y * deltaCos;
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orderCopy.m_target_location += rotDelta;
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// Clamp it to within the map, just in case.
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float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
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orderCopy.m_target_location.x = clamp(orderCopy.m_target_location.x, 0.0f, mapsize);
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orderCopy.m_target_location.y = clamp(orderCopy.m_target_location.y, 0.0f, mapsize);
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if( !isQueued )
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(*it)->ClearOrders();
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(*it)->PushOrder( orderCopy );
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}
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}
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void QueueOrder(const CEntityOrder& order, const std::vector<HEntity> &entities, bool isQueued)
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{
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for (std::vector<HEntity>::const_iterator it = entities.begin(); it < entities.end(); it++)
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{
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if (!*it)
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continue;
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if( !isQueued )
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(*it)->ClearOrders();
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(*it)->PushOrder( order );
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}
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}
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size_t CSimulation::TranslateMessage(CNetMessage* pMsg, size_t clientMask, void* UNUSED(userdata))
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{
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return clientMask;
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}
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size_t CSimulation::GetMessageMask(CNetMessage* UNUSED(pMsg), size_t UNUSED(oldMask), void* UNUSED(userdata))
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{
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//CSimulation *pSimulation=(CSimulation *)userdata;
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// Pending a complete visibility/minimal-update implementation, we'll
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// simply select the first 32 connected clients ;-)
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return 0xFFFFFFFF;
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}
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void CSimulation::QueueLocalCommand(CNetMessage *pMsg)
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{
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}
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// Get a random integer between 0 and maxVal-1 from the simulation's random number generator
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int CSimulation::RandInt(int maxVal)
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{
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boost::uniform_smallint<int> distr(0, maxVal-1);
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return distr(m_Random);
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}
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// Get a random float in [0, 1) from the simulation's random number generator
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float CSimulation::RandFloat()
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{
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// Cannot use uniform_01 here because it is not a real distribution, but rather an
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// utility class that makes a copy of the generator, and therefore it would repeatedly
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// return the same values because it never modifies our copy of the generator.
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boost::uniform_real<float> distr(0.0f, 1.0f);
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return distr(m_Random);
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}
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