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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpUnitMotionManager.h
wraitii 1af9a4702d Fix MSVC warning.
Introduced in 592453c62f.

Differential Revision: https://code.wildfiregames.com/D3815
This was SVN commit r25219.
2021-04-09 08:13:14 +00:00

183 lines
5.0 KiB
C++

/* Copyright (C) 2021 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/>.
*/
#ifndef INCLUDED_CCMPUNITMOTIONMANAGER
#define INCLUDED_CCMPUNITMOTIONMANAGER
#include "simulation2/system/Component.h"
#include "ICmpUnitMotionManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/system/EntityMap.h"
class CCmpUnitMotion;
class CCmpUnitMotionManager : public ICmpUnitMotionManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_TerrainChanged);
componentManager.SubscribeToMessageType(MT_TurnStart);
componentManager.SubscribeToMessageType(MT_Update_Final);
componentManager.SubscribeToMessageType(MT_Update_MotionUnit);
componentManager.SubscribeToMessageType(MT_Update_MotionFormation);
}
DEFAULT_COMPONENT_ALLOCATOR(UnitMotionManager)
// Persisted state for each unit.
struct MotionState
{
MotionState(CmpPtr<ICmpPosition> cmpPos, CCmpUnitMotion* cmpMotion);
// Component references - these must be kept alive for the duration of motion.
// NB: this is generally not something one should do, but because of the tight coupling here it's doable.
CmpPtr<ICmpPosition> cmpPosition;
CCmpUnitMotion* cmpUnitMotion;
// Position before units start moving
CFixedVector2D initialPos;
// Transient position during the movement.
CFixedVector2D pos;
// Accumulated "pushing" from nearby units.
CFixedVector2D push;
fixed initialAngle;
fixed angle;
// Used for formations - units with the same control group won't push at a distance.
// (this is required because formations may be tight and large units may end up never settling.
entity_id_t controlGroup = INVALID_ENTITY;
// Meta-flag -> this entity won't push nor be pushed.
// (used for entities that have their obstruction disabled).
bool ignore = false;
// If true, the entity needs to be handled during movement.
bool needUpdate = false;
bool wentStraight = false;
bool wasObstructed = false;
// Clone of the obstruction manager flag for efficiency
bool isMoving = false;
};
EntityMap<MotionState> m_Units;
EntityMap<MotionState> m_FormationControllers;
// The vectors are cleared each frame.
Grid<std::vector<EntityMap<MotionState>::iterator>> m_MovingUnits;
bool m_ComputingMotion;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
ResetSubdivisions();
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_TerrainChanged:
{
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (cmpTerrain->GetVerticesPerSide() != m_MovingUnits.width())
ResetSubdivisions();
break;
}
case MT_TurnStart:
{
OnTurnStart();
break;
}
case MT_Update_MotionFormation:
{
fixed dt = static_cast<const CMessageUpdate_MotionFormation&>(msg).turnLength;
m_ComputingMotion = true;
MoveFormations(dt);
m_ComputingMotion = false;
break;
}
case MT_Update_MotionUnit:
{
fixed dt = static_cast<const CMessageUpdate_MotionUnit&>(msg).turnLength;
m_ComputingMotion = true;
MoveUnits(dt);
m_ComputingMotion = false;
break;
}
}
}
virtual void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController);
virtual void Unregister(entity_id_t ent);
virtual bool ComputingMotion() const
{
return m_ComputingMotion;
}
private:
void ResetSubdivisions();
void OnTurnStart();
void MoveUnits(fixed dt);
void MoveFormations(fixed dt);
void Move(EntityMap<MotionState>& ents, fixed dt);
void Push(EntityMap<MotionState>::value_type& a, EntityMap<MotionState>::value_type& b, fixed dt);
};
void CCmpUnitMotionManager::ResetSubdivisions()
{
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (!cmpTerrain)
return;
size_t size = cmpTerrain->GetVerticesPerSide() - 1;
u16 gridSquareSize = static_cast<u16>(size * TERRAIN_TILE_SIZE / 20 + 1);
m_MovingUnits.resize(gridSquareSize, gridSquareSize);
}
REGISTER_COMPONENT_TYPE(UnitMotionManager)
#endif // INCLUDED_CCMPUNITMOTIONMANAGER