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forked from 0ad/0ad
0ad/source/simulation2/MessageTypes.h
wraitii 592453c62f Add a simple 'pushing' logic to unit motion to improve movement.
This implements a form of crowd movement that I've generally called
'unit pushing' in the last few years.
Essentially, any two units will push each other away when they're too
close. This makes it possible to ignore unit-unit obstructions, and thus
makes movement much smoother in crowds.
This first iteration of this system only allows pushing between idle
units and between moving units (i.e. a moving unit does not affect an
idle one).
This is because the unitMotion logic to detect it is stuck & needs to
use the pathfinders starts breaking: units can fail to move because they
are pushed away from their intended movement, and the current logic
fails to handle this gracefully.
Thankfully, the most value of this patch in terms of player experience
is found in the improvements to group movements and shuttling.

Other impacts:
- As the short pathfinder is called less often, we can increase the
starting search range & reduce the # of max turns, both improving
collision recovery.
- The performance of idle units is slightly worsened, as they must be
checked for idle-idle collisions. If needed a 'sleeping' system, as used
in physics engine, could be implemented.
- In general, however, expect slight performance improvements, as fewer
short paths are computed.
- Gathering efficiency should increase slightly, since shuttling times
are likely reduced slightly.
- As a sanity change to improve some edge cases (units that say they're
moving, i.e. pushable, but don't actually move), the 'going straight'
logic is turned off if a short path has been computed. This requires a
few cascading changes to work correctly.

Technical notes:
- To reduce the cost of the n^2 comparisons that pushing requires, units
are only compared within a small square on a grid which is lazily
reconstructed each turn. The overhead seems rather small, and this is
much simpler than keeping an up-to-date grid.
- The design is intended to be parallelisable if needed someday.
- The pathfinder's CheckMovement ignores moving units in UnitMotion, as
that is now the spec. Idle units are not ignored, which is required for
the 'collision' detection to work correctly (see above).

Refs #3442 (not fixed - idle units are not pushed by moving units).
Fixes #5084 (the overlap can still happen, but units will push each
other away).

Differential Revision: https://code.wildfiregames.com/D1490
This was SVN commit r25182.
2021-04-02 16:30:59 +00:00

622 lines
14 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_MESSAGETYPES
#define INCLUDED_MESSAGETYPES
#include "simulation2/system/Components.h"
#include "simulation2/system/Entity.h"
#include "simulation2/system/Message.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "maths/Vector3D.h"
#include "ps/CStr.h"
#define DEFAULT_MESSAGE_IMPL(name) \
virtual int GetType() const { return MT_##name; } \
virtual const char* GetScriptHandlerName() const { return "On" #name; } \
virtual const char* GetScriptGlobalHandlerName() const { return "OnGlobal" #name; } \
virtual JS::Value ToJSVal(const ScriptInterface& scriptInterface) const; \
static CMessage* FromJSVal(const ScriptInterface&, JS::HandleValue val);
class SceneCollector;
class CFrustum;
class CMessageTurnStart : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TurnStart)
CMessageTurnStart()
{
}
};
// The update process is split into a number of phases, in an attempt
// to cope with dependencies between components. Each phase is implemented
// as a separate message. Simulation2.cpp sends them in sequence.
/**
* Generic per-turn update message, for things that don't care much about ordering.
*/
class CMessageUpdate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update)
CMessageUpdate(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Update phase for formation controller movement (must happen before individual
* units move to follow their formation).
*/
class CMessageUpdate_MotionFormation : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update_MotionFormation)
CMessageUpdate_MotionFormation(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Update phase for non-formation-controller unit movement.
*/
class CMessageUpdate_MotionUnit : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update_MotionUnit)
CMessageUpdate_MotionUnit(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Final update phase, after all other updates.
*/
class CMessageUpdate_Final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update_Final)
CMessageUpdate_Final(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Prepare for rendering a new frame (set up model positions etc).
*/
class CMessageInterpolate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Interpolate)
CMessageInterpolate(float deltaSimTime, float offset, float deltaRealTime) :
deltaSimTime(deltaSimTime), offset(offset), deltaRealTime(deltaRealTime)
{
}
/// Elapsed simulation time since previous interpolate, in seconds. This is similar to the elapsed real time, except
/// it is scaled by the current simulation rate (and might indeed be zero).
float deltaSimTime;
/// Range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns.
float offset;
/// Elapsed real time since previous interpolate, in seconds.
float deltaRealTime;
};
/**
* Add renderable objects to the scene collector.
* Called after CMessageInterpolate.
*/
class CMessageRenderSubmit : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(RenderSubmit)
CMessageRenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling) :
collector(collector), frustum(frustum), culling(culling)
{
}
SceneCollector& collector;
const CFrustum& frustum;
bool culling;
};
/**
* Handle progressive loading of resources.
* A component that listens to this message must do the following:
* - Increase *msg.total by the non-zero number of loading tasks this component can perform.
* - If *msg.progressed == true, return and do nothing.
* - If you've loaded everything, increase *msg.progress by the value you added to .total
* - Otherwise do some loading, set *msg.progressed = true, and increase *msg.progress by a
* value indicating how much progress you've made in total (0 <= p <= what you added to .total)
* In some situations these messages will never be sent - components must ensure they
* load all their data themselves before using it in that case.
*/
class CMessageProgressiveLoad : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(ProgressiveLoad)
CMessageProgressiveLoad(bool* progressed, int* total, int* progress) :
progressed(progressed), total(total), progress(progress)
{
}
bool* progressed;
int* total;
int* progress;
};
/**
* Broadcast after the entire simulation state has been deserialized.
* Components should do all their self-contained work in their Deserialize
* function when possible. But any reinitialisation that depends on other
* components or other entities, that might not be constructed until later
* in the deserialization process, may be done in response to this message
* instead.
*/
class CMessageDeserialized : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Deserialized)
CMessageDeserialized()
{
}
};
/**
* This is sent immediately after a new entity's components have all been created
* and initialised.
*/
class CMessageCreate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Create)
CMessageCreate(entity_id_t entity) :
entity(entity)
{
}
entity_id_t entity;
};
/**
* This is sent immediately before a destroyed entity is flushed and really destroyed.
* (That is, after CComponentManager::DestroyComponentsSoon and inside FlushDestroyedComponents).
* The entity will still exist at the time this message is sent.
* It's possible for this message to be sent multiple times for one entity, but all its components
* will have been deleted after the first time.
*/
class CMessageDestroy : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Destroy)
CMessageDestroy(entity_id_t entity) :
entity(entity)
{
}
entity_id_t entity;
};
class CMessageOwnershipChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(OwnershipChanged)
CMessageOwnershipChanged(entity_id_t entity, player_id_t from, player_id_t to) :
entity(entity), from(from), to(to)
{
}
entity_id_t entity;
player_id_t from;
player_id_t to;
};
/**
* Sent by CCmpPosition whenever anything has changed that will affect the
* return value of GetPosition2D() or GetRotation().Y
*
* If @c inWorld is false, then the other fields are invalid and meaningless.
* Otherwise they represent the current position.
*/
class CMessagePositionChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(PositionChanged)
CMessagePositionChanged(entity_id_t entity, bool inWorld, entity_pos_t x, entity_pos_t z, entity_angle_t a) :
entity(entity), inWorld(inWorld), x(x), z(z), a(a)
{
}
entity_id_t entity;
bool inWorld;
entity_pos_t x, z;
entity_angle_t a;
};
/**
* Sent by CCmpPosition whenever anything has changed that will affect the
* return value of GetInterpolatedTransform()
*/
class CMessageInterpolatedPositionChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(InterpolatedPositionChanged)
CMessageInterpolatedPositionChanged(entity_id_t entity, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) :
entity(entity), inWorld(inWorld), pos0(pos0), pos1(pos1)
{
}
entity_id_t entity;
bool inWorld;
CVector3D pos0;
CVector3D pos1;
};
/*Sent whenever the territory type (neutral,own,enemy) differs from the former type*/
class CMessageTerritoryPositionChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TerritoryPositionChanged)
CMessageTerritoryPositionChanged(entity_id_t entity, player_id_t newTerritory) :
entity(entity), newTerritory(newTerritory)
{
}
entity_id_t entity;
player_id_t newTerritory;
};
/**
* Sent by CCmpUnitMotion during Update if an event happened that might interest other components.
*/
class CMessageMotionUpdate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(MotionUpdate)
enum UpdateType {
LIKELY_SUCCESS, // UnitMotion considers it is arrived at destination.
LIKELY_FAILURE, // UnitMotion says it cannot reach the destination.
OBSTRUCTED, // UnitMotion was obstructed. This does not mean stuck, but can be a hint to run range checks.
VERY_OBSTRUCTED, // Sent when obstructed several time in a row.
LENGTH
};
static const std::array<const char*, UpdateType::LENGTH> UpdateTypeStr;
CMessageMotionUpdate(UpdateType ut) : updateType(ut)
{
}
UpdateType updateType;
};
/**
* Sent when water height has been changed.
*/
class CMessageWaterChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(WaterChanged)
CMessageWaterChanged()
{
}
};
/**
* Sent when terrain (texture or elevation) has been changed.
*/
class CMessageTerrainChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TerrainChanged)
CMessageTerrainChanged(int32_t i0, int32_t j0, int32_t i1, int32_t j1) :
i0(i0), j0(j0), i1(i1), j1(j1)
{
}
int32_t i0, j0, i1, j1; // inclusive lower bound, exclusive upper bound, in tiles
};
/**
* Sent, at most once per turn, when the visibility of an entity changed
*/
class CMessageVisibilityChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(VisibilityChanged)
CMessageVisibilityChanged(player_id_t player, entity_id_t ent, int oldVisibility, int newVisibility) :
player(player), ent(ent), oldVisibility(oldVisibility), newVisibility(newVisibility)
{
}
player_id_t player;
entity_id_t ent;
int oldVisibility;
int newVisibility;
};
/**
* Sent when then obstruction of an entity has changed in a manner
* that changes 'block movement' properties.
*/
class CMessageMovementObstructionChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(MovementObstructionChanged)
CMessageMovementObstructionChanged()
{
}
};
/**
* Sent when ObstructionManager's view of the shape of the world has changed
* (changing the TILE_OUTOFBOUNDS tiles returned by Rasterise).
*/
class CMessageObstructionMapShapeChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(ObstructionMapShapeChanged)
CMessageObstructionMapShapeChanged()
{
}
};
/**
* Sent when territory assignments have changed.
*/
class CMessageTerritoriesChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TerritoriesChanged)
CMessageTerritoriesChanged()
{
}
};
/**
* Sent by CCmpRangeManager at most once per turn, when an active range query
* has had matching units enter/leave the range since the last RangeUpdate.
*/
class CMessageRangeUpdate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(RangeUpdate)
u32 tag;
std::vector<entity_id_t> added;
std::vector<entity_id_t> removed;
// CCmpRangeManager wants to store a vector of messages and wants to
// swap vectors instead of copying (to save on memory allocations),
// so add some constructors for it:
// don't init tag in empty ctor
CMessageRangeUpdate()
{
}
CMessageRangeUpdate(u32 tag) : tag(tag)
{
}
CMessageRangeUpdate(u32 tag, const std::vector<entity_id_t>& added, const std::vector<entity_id_t>& removed)
: tag(tag), added(added), removed(removed)
{
}
CMessageRangeUpdate(const CMessageRangeUpdate& other)
: CMessage(), tag(other.tag), added(other.added), removed(other.removed)
{
}
CMessageRangeUpdate& operator=(const CMessageRangeUpdate& other)
{
tag = other.tag;
added = other.added;
removed = other.removed;
return *this;
}
};
/**
* Sent by CCmpPathfinder after async path requests.
*/
class CMessagePathResult : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(PathResult)
CMessagePathResult(u32 ticket, const WaypointPath& path) :
ticket(ticket), path(path)
{
}
u32 ticket;
WaypointPath path;
};
/**
* Sent by aura manager when a value of a certain entity's component is changed
*/
class CMessageValueModification : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(ValueModification)
CMessageValueModification(const std::vector<entity_id_t>& entities, std::wstring component, const std::vector<std::wstring>& valueNames) :
entities(entities),
component(component),
valueNames(valueNames)
{
}
std::vector<entity_id_t> entities;
std::wstring component;
std::vector<std::wstring> valueNames;
};
/**
* Sent by atlas if the playercolor has been changed.
*/
class CMessagePlayerColorChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(PlayerColorChanged)
CMessagePlayerColorChanged(player_id_t player) :
player(player)
{
}
player_id_t player;
};
/**
* Sent by aura and tech managers when a value of a certain template's component is changed
*/
class CMessageTemplateModification : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TemplateModification)
CMessageTemplateModification(player_id_t player, std::wstring component, const std::vector<std::wstring>& valueNames) :
player(player),
component(component),
valueNames(valueNames)
{
}
player_id_t player;
std::wstring component;
std::vector<std::wstring> valueNames;
};
/**
* Sent by CCmpVision when an entity's vision range changes.
*/
class CMessageVisionRangeChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(VisionRangeChanged)
CMessageVisionRangeChanged(entity_id_t entity, entity_pos_t oldRange, entity_pos_t newRange) :
entity(entity), oldRange(oldRange), newRange(newRange)
{
}
entity_id_t entity;
entity_pos_t oldRange;
entity_pos_t newRange;
};
/**
* Sent by CCmpVision when an entity's vision sharing changes.
*/
class CMessageVisionSharingChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(VisionSharingChanged)
CMessageVisionSharingChanged(entity_id_t entity, player_id_t player, bool add) :
entity(entity), player(player), add(add)
{
}
entity_id_t entity;
player_id_t player;
bool add;
};
/**
* Sent when an entity pings the minimap
*/
class CMessageMinimapPing : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(MinimapPing)
CMessageMinimapPing()
{
}
};
/**
* Cinematics events
*/
class CMessageCinemaPathEnded : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(CinemaPathEnded)
CMessageCinemaPathEnded(CStrW name) :
name(name)
{
}
CStrW name;
};
class CMessageCinemaQueueEnded : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(CinemaQueueEnded)
};
#endif // INCLUDED_MESSAGETYPES