wraitii
1af9a4702d
Introduced in 592453c62f
.
Differential Revision: https://code.wildfiregames.com/D3815
This was SVN commit r25219.
183 lines
5.0 KiB
C++
183 lines
5.0 KiB
C++
/* Copyright (C) 2021 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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#ifndef INCLUDED_CCMPUNITMOTIONMANAGER
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#define INCLUDED_CCMPUNITMOTIONMANAGER
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#include "simulation2/system/Component.h"
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#include "ICmpUnitMotionManager.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpTerrain.h"
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/system/EntityMap.h"
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class CCmpUnitMotion;
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class CCmpUnitMotionManager : public ICmpUnitMotionManager
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_TerrainChanged);
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componentManager.SubscribeToMessageType(MT_TurnStart);
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componentManager.SubscribeToMessageType(MT_Update_Final);
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componentManager.SubscribeToMessageType(MT_Update_MotionUnit);
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componentManager.SubscribeToMessageType(MT_Update_MotionFormation);
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}
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DEFAULT_COMPONENT_ALLOCATOR(UnitMotionManager)
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// Persisted state for each unit.
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struct MotionState
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{
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MotionState(CmpPtr<ICmpPosition> cmpPos, CCmpUnitMotion* cmpMotion);
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// Component references - these must be kept alive for the duration of motion.
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// NB: this is generally not something one should do, but because of the tight coupling here it's doable.
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CmpPtr<ICmpPosition> cmpPosition;
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CCmpUnitMotion* cmpUnitMotion;
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// Position before units start moving
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CFixedVector2D initialPos;
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// Transient position during the movement.
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CFixedVector2D pos;
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// Accumulated "pushing" from nearby units.
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CFixedVector2D push;
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fixed initialAngle;
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fixed angle;
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// Used for formations - units with the same control group won't push at a distance.
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// (this is required because formations may be tight and large units may end up never settling.
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entity_id_t controlGroup = INVALID_ENTITY;
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// Meta-flag -> this entity won't push nor be pushed.
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// (used for entities that have their obstruction disabled).
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bool ignore = false;
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// If true, the entity needs to be handled during movement.
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bool needUpdate = false;
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bool wentStraight = false;
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bool wasObstructed = false;
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// Clone of the obstruction manager flag for efficiency
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bool isMoving = false;
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};
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EntityMap<MotionState> m_Units;
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EntityMap<MotionState> m_FormationControllers;
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// The vectors are cleared each frame.
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Grid<std::vector<EntityMap<MotionState>::iterator>> m_MovingUnits;
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bool m_ComputingMotion;
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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}
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(paramNode);
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ResetSubdivisions();
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_TerrainChanged:
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{
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CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
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if (cmpTerrain->GetVerticesPerSide() != m_MovingUnits.width())
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ResetSubdivisions();
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break;
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}
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case MT_TurnStart:
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{
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OnTurnStart();
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break;
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}
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case MT_Update_MotionFormation:
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{
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fixed dt = static_cast<const CMessageUpdate_MotionFormation&>(msg).turnLength;
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m_ComputingMotion = true;
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MoveFormations(dt);
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m_ComputingMotion = false;
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break;
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}
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case MT_Update_MotionUnit:
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{
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fixed dt = static_cast<const CMessageUpdate_MotionUnit&>(msg).turnLength;
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m_ComputingMotion = true;
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MoveUnits(dt);
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m_ComputingMotion = false;
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break;
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}
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}
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}
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virtual void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController);
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virtual void Unregister(entity_id_t ent);
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virtual bool ComputingMotion() const
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{
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return m_ComputingMotion;
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}
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private:
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void ResetSubdivisions();
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void OnTurnStart();
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void MoveUnits(fixed dt);
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void MoveFormations(fixed dt);
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void Move(EntityMap<MotionState>& ents, fixed dt);
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void Push(EntityMap<MotionState>::value_type& a, EntityMap<MotionState>::value_type& b, fixed dt);
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};
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void CCmpUnitMotionManager::ResetSubdivisions()
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{
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CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
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if (!cmpTerrain)
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return;
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size_t size = cmpTerrain->GetVerticesPerSide() - 1;
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u16 gridSquareSize = static_cast<u16>(size * TERRAIN_TILE_SIZE / 20 + 1);
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m_MovingUnits.resize(gridSquareSize, gridSquareSize);
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}
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REGISTER_COMPONENT_TYPE(UnitMotionManager)
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#endif // INCLUDED_CCMPUNITMOTIONMANAGER
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