#include "precompiled.h" #include #include #include "Profile.h" #include "Simulation.h" #include "TurnManager.h" #include "Game.h" #include "EntityManager.h" #include "Projectile.h" #include "Scheduler.h" #include "Network/NetMessage.h" #include "CLogger.h" #include "CConsole.h" #include "Unit.h" #include "Model.h" #include "Loader.h" #include "LoaderThunks.h" #include "gui/CGUI.h" using namespace std; extern CConsole *g_Console; CSimulation::CSimulation(CGame *pGame): m_pGame(pGame), m_pWorld(pGame->GetWorld()), m_pTurnManager((g_SinglePlayerTurnManager=new CSinglePlayerTurnManager())), m_DeltaTime(0) {} CSimulation::~CSimulation() { delete g_SinglePlayerTurnManager; g_SinglePlayerTurnManager=NULL; } int CSimulation::Initialize(CGameAttributes* UNUSED(pAttribs)) { m_pTurnManager->Initialize(m_pGame->GetNumPlayers()); g_EntityManager.InitializeAll(); return 0; } void CSimulation::RegisterInit(CGameAttributes *pAttribs) { RegMemFun1(this, &CSimulation::Initialize, pAttribs, L"CSimulation", 50); } void CSimulation::Update(double frameTime) { m_DeltaTime += frameTime; if( m_DeltaTime >= 0.0 ) { PROFILE( "simulation turn" ); // A new simulation frame is required. MICROLOG( L"calculate simulation" ); Simulate(); m_DeltaTime -= (m_pTurnManager->GetTurnLength()/1000.0); if( m_DeltaTime >= 0.0 ) { // The desired sim frame rate can't be achieved. Settle for process & render // frames as fast as possible. m_DeltaTime = 0.0; } /* // TODO Remove // Fountain of arrows CObjectEntry* arrow = g_ObjMan.FindObject( "props/weapon/weap_arrow_front.xml" ); debug_assert( arrow ); float mapsize = (float)( m_pWorld->GetTerrain()->GetVerticesPerSide() * 4 ); CVector3D here( mapsize / 2, m_pWorld->GetTerrain()->getExactGroundLevel( mapsize / 2, mapsize / 2 ), mapsize / 2 ); float x = ( rand() % 1000 ) * mapsize / 1000.0f; float y = ( rand() % 1000 ) * mapsize / 1000.0f; CVector3D there( x, m_pWorld->GetTerrain()->getExactGroundLevel( x, y ), y ); g_ProjectileManager.AddProjectile( arrow->m_Model, here, there, 0.006f, NULL ); */ } PROFILE_START( "simulation interpolation" ); Interpolate(frameTime, ((1000.0*m_DeltaTime) / (float)m_pTurnManager->GetTurnLength()) + 1.0); PROFILE_END( "simulation interpolation" ); } void CSimulation::Interpolate(double frameTime, double offset) { const std::vector& units=m_pWorld->GetUnitManager()->GetUnits(); for (uint i=0;iGetModel()->Update((float)frameTime); g_EntityManager.interpolateAll( (float)offset ); g_ProjectileManager.InterpolateAll( (float)offset ); } void CSimulation::Simulate() { PROFILE_START( "scheduler tick" ); g_Scheduler.update(m_pTurnManager->GetTurnLength()); PROFILE_END( "scheduler tick" ); PROFILE_START( "entity updates" ); g_EntityManager.updateAll( m_pTurnManager->GetTurnLength() ); PROFILE_END( "entity updates" ); PROFILE_START( "projectile updates" ); g_ProjectileManager.UpdateAll( m_pTurnManager->GetTurnLength() ); PROFILE_END( "projectile updates" ); PROFILE_START( "turn manager update" ); m_pTurnManager->NewTurn(); m_pTurnManager->IterateBatch(0, TranslateMessage, this); PROFILE_END( "turn manager update" ); } // Location randomizer, for group orders... // Having the group turn up at the destination with /some/ sort of cohesion is // good but tasking them all to the exact same point will leave them brawling // for it at the other end (it shouldn't, but the PASAP pathfinder is too // simplistic) // Task them all to a point within a radius of the target, radius depends upon // the number of units in the group. void RandomizeLocations(CEntityOrder order, const vector &entities, bool clearQueue) { vector::const_iterator it; float radius = 2.0f * sqrt( (float)entities.size() - 1 ); for (it = entities.begin(); it < entities.end(); it++) { float _x, _y; CEntityOrder randomizedOrder = order; do { _x = (float)( rand() % 20000 ) / 10000.0f - 1.0f; _y = (float)( rand() % 20000 ) / 10000.0f - 1.0f; } while( ( _x * _x ) + ( _y * _y ) > 1.0f ); randomizedOrder.m_data[0].location.x += _x * radius; randomizedOrder.m_data[0].location.y += _y * radius; // Clamp it to within the map, just in case. float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE; if( randomizedOrder.m_data[0].location.x < 0.0f ) randomizedOrder.m_data[0].location.x = 0.0f; if( randomizedOrder.m_data[0].location.x >= mapsize ) randomizedOrder.m_data[0].location.x = mapsize; if( randomizedOrder.m_data[0].location.y < 0.0f ) randomizedOrder.m_data[0].location.y = 0.0f; if( randomizedOrder.m_data[0].location.y >= mapsize ) randomizedOrder.m_data[0].location.y = mapsize; if( clearQueue ) (*it)->clearOrders(); (*it)->pushOrder( randomizedOrder ); } } void QueueOrder(CEntityOrder order, const vector &entities, bool clearQueue) { vector::const_iterator it; for (it = entities.begin(); it < entities.end(); it++) { if( clearQueue ) (*it)->clearOrders(); (*it)->pushOrder( order ); } } uint CSimulation::TranslateMessage(CNetMessage* pMsg, uint clientMask, void* UNUSED(userdata)) { CEntityOrder order; bool clearQueue = true; #define ENTITY_POSITION(_msg, _order) do\ { \ _msg *msg=(_msg *)pMsg; \ order.m_type=CEntityOrder::_order; \ order.m_data[0].location.x=(float)msg->m_TargetX; \ order.m_data[0].location.y=(float)msg->m_TargetY; \ RandomizeLocations(order, msg->m_Entities, clearQueue); \ } while(0) #define ENTITY_ENTITY(_msg, _order) do\ { \ _msg *msg=(_msg *)pMsg; \ order.m_type=CEntityOrder::_order; \ order.m_data[0].entity=msg->m_Target; \ QueueOrder(order, msg->m_Entities, clearQueue); \ } while(0) switch (pMsg->GetType()) { case NMT_AddWaypoint: { CAddWaypoint *msg=(CAddWaypoint *)pMsg; order.m_type=CEntityOrder::ORDER_LAST; order.m_data[0].location.x=(float)msg->m_TargetX; order.m_data[0].location.y=(float)msg->m_TargetY; vector::iterator it = msg->m_Entities.begin(); for (;it != msg->m_Entities.end(); ++it) { deque::const_iterator ord_it; ord_it=(*it)->m_orderQueue.end() - 1; for (;ord_it >= (*it)->m_orderQueue.begin();--ord_it) { if (ord_it->m_type == CEntityOrder::ORDER_PATH_END_MARKER) { order.m_type = CEntityOrder::ORDER_GOTO; (*it)->pushOrder(order); break; } if (ord_it->m_type == CEntityOrder::ORDER_PATROL) { order.m_type = ord_it->m_type; (*it)->pushOrder(order); break; } } if (order.m_type == CEntityOrder::ORDER_LAST) { LOG(ERROR, "simulation", "Got an AddWaypoint message for an entity that isn't moving."); } } break; } case NMT_Goto: ENTITY_POSITION(CGoto, ORDER_GOTO); break; case NMT_Patrol: ENTITY_POSITION(CPatrol, ORDER_PATROL); break; case NMT_AttackMelee: ENTITY_ENTITY(CAttackMelee, ORDER_ATTACK_MELEE); break; case NMT_Gather: ENTITY_ENTITY(CGather, ORDER_GATHER); break; } return clientMask; } uint CSimulation::GetMessageMask(CNetMessage* UNUSED(pMsg), uint UNUSED(oldMask), void* UNUSED(userdata)) { //CSimulation *pSimulation=(CSimulation *)userdata; // Pending a complete visibility/minimal-update implementation, we'll // simply select the first 32 connected clients ;-) return 0xffffffff; } void CSimulation::QueueLocalCommand(CNetMessage *pMsg) { m_pTurnManager->QueueLocalCommand(pMsg); }