1
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forked from 0ad/0ad

UnitMotion pushing improvements

The main change is the introduction of a 'pushing pressure' counter on
units. This counter increases when units get pushed around, and
decreases over time. In essence, units under high pressure move slower &
are harder to push around.
The major effect is that units can now get bogged down when very dense
groups start colliding. This makes movement more realistic, makes unit
movement more 'chokepointy', and generally improves the mathematical
soundness of the system (lower values are easier to handle for our 200ms
turns).

Other changes:
- The logic to detect units crossing each other's path has been
reworked. Units that run towards each other should not more obviously
avoid each other.
- New parameters: 'Spread' is a measure of how strong the pushing effect
is based on distance. With the current settings, static-pushing is
rather 'on/off', whereas moving-pushing is more gradual (and thus the
max influence distance was increased when moving).
- Default values have been tweaked for lower overlap.
- Units only looked at other units within their grid region. This led to
overlap near grid-borders. Units now look at neighboring grid elements,
which largely removes this issue. While this may be slower, the
performance of pushing was largely negligible before, so it is unlikely
to become a main cause of lag (and overlap was generally disliked by
players).
- Units no longer orient in the direction of pushing, but instead keep
facing their target. This can look slightly odd under very heavy pushing
forces, but vastly improves behaviour of very slow units such as rams
(since they spend much less time turning around). As a side-effect,
clean up angle code following acc780bcbb .

Engine changes:
- Add a debug rendering mode at compile-time to help understand what is
happening.
- Make it possible to constexpr initialise fractional fixed numbers by
using FromFraction

The 'pressure' change was inspired by alre's suggestion at
https://wildfiregames.com/forum/topic/56436-for-a-better-unit-movement/#comment-461987

Refs #6127

Differential Revision: https://code.wildfiregames.com/D4439
This was SVN commit r26245.
This commit is contained in:
wraitii 2022-01-24 15:36:13 +00:00
parent 026a7b1699
commit 158cf8ea8d
8 changed files with 727 additions and 222 deletions

View File

@ -110,6 +110,16 @@ experiments.units_superdense_forest_of_units = {
}
};
experiments.units_superdense_forest_of_fast_units = {
"spawn": (gx, gy) => {
for (let i = -12; i <= 12; i += 2)
for (let j = -12; j <= 12; j += 2)
QuickSpawn(gx + i, gy + 50 + j, FAST_UNIT_TEMPLATE);
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy, FAST_UNIT_TEMPLATE));
WalkTo(gx, gy + 100, true, QuickSpawn(gx, gy-10, LARGE_UNIT_TEMPLATE));
}
};
experiments.building = {
"spawn": (gx, gy) => {
let target = QuickSpawn(gx + 20, gy + 20, "foundation|structures/athen/storehouse");
@ -146,6 +156,63 @@ experiments.collecting_tree = {
}
};
experiments.multicrossing = {
"spawn": (gx, gy) => {
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy+70, false, QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE));
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy, false, QuickSpawn(gx + i, gy + j + 70, REG_UNIT_TEMPLATE));
}
};
// Same as above but not as aligned.
experiments.multicrossing_spaced = {
"spawn": (gx, gy) => {
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy+70, false, QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE));
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10 + 5, gy, false, QuickSpawn(gx + i + 5, gy + j + 70, REG_UNIT_TEMPLATE));
}
};
// Same as above but not as aligned.
experiments.multicrossing_spaced_2 = {
"spawn": (gx, gy) => {
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy+70, false, QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE));
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10 - 5, gy, false, QuickSpawn(gx + i - 5, gy + j + 70, REG_UNIT_TEMPLATE));
}
};
experiments.crossing_perpendicular = {
"spawn": (gx, gy) => {
for (let i = 0; i < 20; i += 4)
for (let j = 0; j < 20; j += 4)
WalkTo(gx+10, gy+70, false, QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE));
for (let i = 0; i < 20; i += 4)
for (let j = 0; j < 20; j += 4)
WalkTo(gx - 35, gy + 35, false, QuickSpawn(gx + i + 35, gy + j + 35, REG_UNIT_TEMPLATE));
}
};
experiments.elephant_formation = {
"spawn": (gx, gy) => {
let ents = [];
for (let i = 0; i < 20; i += 4)
for (let j = 0; j < 20; j += 4)
ents.push(QuickSpawn(gx + i, gy + j, ELE_TEMPLATE));
FormationWalkTo(gx, gy+10, false, ents);
}
};
experiments.sep1 = {
"spawn": (gx, gy) => {}
};
@ -170,27 +237,8 @@ experiments.overlapping = {
"spawn": (gx, gy) => {
for (let i = 0; i < 20; ++i)
QuickSpawn(gx, gy, REG_UNIT_TEMPLATE);
}
};
experiments.multicrossing = {
"spawn": (gx, gy) => {
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy+70, false, QuickSpawn(gx + i, gy + j, REG_UNIT_TEMPLATE));
for (let i = 0; i < 20; i += 2)
for (let j = 0; j < 20; j += 2)
WalkTo(gx+10, gy, false, QuickSpawn(gx + i, gy + j + 70, REG_UNIT_TEMPLATE));
}
};
experiments.elephant_formation = {
"spawn": (gx, gy) => {
let ents = [];
for (let i = 0; i < 20; i += 4)
for (let j = 0; j < 20; j += 4)
ents.push(QuickSpawn(gx + i, gy + j, ELE_TEMPLATE));
FormationWalkTo(gx, gy+10, false, ents);
for (let i = 0; i < 20; ++i)
QuickSpawn(gx+15, gy+15, REG_UNIT_TEMPLATE);
}
};
@ -200,8 +248,8 @@ var perf_experiments = {};
perf_experiments.Idle = {
"spawn": () => {
const spacing = 12;
for (let x = 0; x < 20*16*4 - 20; x += spacing)
for (let z = 0; z < 20*16*4 - 20; z += spacing)
for (let x = 0; x < 20*4*4 - 20; x += spacing)
for (let z = 0; z < 20*4*4 - 20; z += spacing)
QuickSpawn(x, z, REG_UNIT_TEMPLATE);
}
};
@ -278,6 +326,7 @@ perf_experiments.LotsaLocalCollisions = {
}
};
var woodcutting = (gx, gy) => {
let dropsite = QuickSpawn(gx + 50, gy, "structures/athen/storehouse");
let cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager);
@ -318,14 +367,15 @@ Trigger.prototype.Setup = function()
for (let key in experiments)
{
experiments[key].spawn(gx, gy);
gx += 60;
gx += 90;
if (gx > 20*16*4-20)
{
gx = 20;
gy += 100;
gx = 100;
gy += 150;
}
}
/**/
//perf_experiments.LotsaLocalCollisions.spawn();
/*
let time = 0;
for (let key in perf_experiments)

View File

@ -15,9 +15,21 @@
<element name="MovingExtension">
<data type="decimal"/>
</element>
<element name="StaticSpread">
<data type="decimal"/>
</element>
<element name="MovingSpread">
<data type="decimal"/>
</element>
<element name="MinimalForce">
<data type="decimal"/>
</element>
<element name="PressureStrength">
<data type="decimal"/>
</element>
<element name="PressureDecay">
<data type="decimal"/>
</element>
</interleave>
</element>
<element name="PassabilityClasses">

View File

@ -9,18 +9,27 @@
<!-- Setting the value to 0 disables unit pushing entirely. -->
<!-- Note that values above 2-3 are likely to start behaving weirdly. -->
<!-- You can also tweaks extensions below. -->
<Radius>1.6</Radius>
<Radius>1.4</Radius>
<!-- Actual pushing radius for non-moving units is: -->
<!-- Clearance * PushingRadius + StaticPushExtension -->
<!-- NB: Once idle units start being pushed, they become moving units, -->
<!-- so this should be understood as the maximum unit density. -->
<StaticExtension>2</StaticExtension>
<!-- This mostly controls the maximum unit density-->
<StaticExtension>1.5</StaticExtension>
<!-- Actual pushing radius for moving units is: -->
<!-- Clearance * PushingRadius + MovingPushExtension -->
<!-- This is the factor that has the largest influence on actual sparsity. -->
<MovingExtension>2.5</MovingExtension>
<MovingExtension>4.0</MovingExtension>
<!-- Pushing force depends on the distance between units. -->
<!-- This controls that effect. A value of 1 means pushing -->
<!-- is always FULL or OFF. A value of 1 / (Radius + Extensions) means -->
<!-- "normal force" when units are touching, and stronger force -->
<!-- when units are overlapping. -->
<!-- In general, Spread * (Radius + Extensions) ought to be slightly higher than 1 -->
<!-- to compensate somewhat for unit clearances (defined below) -->
<!-- being somewhat smaller than the units' actual footprints. -->
<StaticSpread>0.9</StaticSpread>
<MovingSpread>0.4</MovingSpread>
<!-- After the combined pushing force of all neighboring units is calculated, -->
<!-- if the value is below this number, treat it as effectively zero. -->
@ -29,6 +38,14 @@
<!-- NB: If this is 0.25 or above, then pairs of units will overlap -->
<!-- See MAX_DISTANCE_FACTOR in CCmpUnitMotion_System.cpp for details.-->
<MinimalForce>0.2</MinimalForce>
<!-- Multiplier for the pushing pressure units exert on each other. -->
<!-- Pushing pressure is a measure of 'how pushed' a unit is. -->
<!-- It will slow down units and make movement more realistic, but slower. -->
<PressureStrength>0.5</PressureStrength>
<!-- This controls the decay rate, 1 never decays, 0 decays entirely every turn. -->
<PressureDecay>0.6</PressureDecay>
</Pushing>
<PassabilityClasses>

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@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -142,6 +142,12 @@ public:
return CFixed(n << fract_bits);
}
// TODO C++20: this won't be necessary when operator/(int) can be made constexpr.
static constexpr CFixed FromFraction(int n, int d)
{
return CFixed(static_cast<int>(static_cast<unsigned int>(n) << fract_bits) / d);
}
static constexpr CFixed FromFloat(float n)
{
if (!std::isfinite(n))

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -42,6 +42,8 @@
#include "ps/Profile.h"
#include "renderer/Scene.h"
#include <algorithm>
// NB: this implementation of ICmpUnitMotion is very tightly coupled with UnitMotionManager.
// As such, both are compiled in the same TU.
@ -424,8 +426,6 @@ public:
case MT_Deserialized:
{
OnValueModification();
if (!ENTITY_IS_LOCAL(GetEntityId()))
CmpPtr<ICmpUnitMotionManager>(GetSystemEntity())->Register(this, GetEntityId(), m_IsFormationController);
break;
}
}
@ -483,7 +483,7 @@ public:
WaypointPath shortPath = m_ShortPath;
WaypointPath longPath = m_LongPath;
PerformMove(dt, cmpPosition->GetTurnRate(), shortPath, longPath, pos, speed, angle);
PerformMove(dt, cmpPosition->GetTurnRate(), shortPath, longPath, pos, speed, angle, 0);
return pos;
}
@ -753,7 +753,7 @@ private:
* This does not send actually change the position.
* @returns true if the move was obstructed.
*/
bool PerformMove(fixed dt, const fixed& turnRate, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos, fixed& speed, entity_angle_t& angle) const;
bool PerformMove(fixed dt, const fixed& turnRate, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos, fixed& speed, entity_angle_t& angle, uint8_t pushingPressure) const;
/**
* Update other components on our speed.
@ -1049,7 +1049,7 @@ void CCmpUnitMotion::Move(CCmpUnitMotionManager::MotionState& state, fixed dt)
// to it, then throw away our current path and go straight to it.
state.wentStraight = TryGoingStraightToTarget(state.initialPos, true);
state.wasObstructed = PerformMove(dt, state.cmpPosition->GetTurnRate(), m_ShortPath, m_LongPath, state.pos, state.speed, state.angle);
state.wasObstructed = PerformMove(dt, state.cmpPosition->GetTurnRate(), m_ShortPath, m_LongPath, state.pos, state.speed, state.angle, state.pushingPressure);
}
void CCmpUnitMotion::PostMove(CCmpUnitMotionManager::MotionState& state, fixed dt)
@ -1065,11 +1065,6 @@ void CCmpUnitMotion::PostMove(CCmpUnitMotionManager::MotionState& state, fixed d
{
// Update the Position component after our movement (if we actually moved anywhere)
CFixedVector2D offset = state.pos - state.initialPos;
// When moving always set the angle in the direction of the movement,
// if we are not trying to move, assume this is pushing-related movement,
// and maintain the current angle instead.
if (IsMoveRequested())
state.angle = atan2_approx(offset.X, offset.Y);
state.cmpPosition->MoveAndTurnTo(state.pos.X, state.pos.Y, state.angle);
// Calculate the mean speed over this past turn.
@ -1126,7 +1121,7 @@ bool CCmpUnitMotion::PossiblyAtDestination() const
return false;
}
bool CCmpUnitMotion::PerformMove(fixed dt, const fixed& turnRate, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos, fixed& speed, entity_angle_t& angle) const
bool CCmpUnitMotion::PerformMove(fixed dt, const fixed& turnRate, WaypointPath& shortPath, WaypointPath& longPath, CFixedVector2D& pos, fixed& speed, entity_angle_t& angle, uint8_t pushingPressure) const
{
// If there are no waypoint, behave as though we were obstructed and let HandleObstructedMove handle it.
if (shortPath.m_Waypoints.empty() && longPath.m_Waypoints.empty())
@ -1138,11 +1133,6 @@ bool CCmpUnitMotion::PerformMove(fixed dt, const fixed& turnRate, WaypointPath&
while (angle < -entity_angle_t::Pi())
angle += entity_angle_t::Pi() * 2;
// TODO: there's some asymmetry here when units look at other
// units' positions - the result will depend on the order of execution.
// Maybe we should split the updates into multiple phases to minimise
// that problem.
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
ENSURE(cmpPathfinder);
@ -1151,6 +1141,28 @@ bool CCmpUnitMotion::PerformMove(fixed dt, const fixed& turnRate, WaypointPath&
if (IsMovingAsFormation())
basicSpeed = m_Speed.Multiply(m_RunMultiplier);
// If pushing pressure is applied, slow the unit down.
if (pushingPressure)
{
// Values below this pressure don't slow the unit down (avoids slowing groups down).
constexpr int pressureMinThreshold = 10;
// Lower speed up to a floor to prevent units from getting stopped.
// This helped pushing particularly for fast units, since they'll end up slowing down.
constexpr int maxPressure = CCmpUnitMotionManager::MAX_PRESSURE - pressureMinThreshold - 80;
constexpr entity_pos_t floorSpeed = entity_pos_t::FromFraction(3, 2);
static_assert(maxPressure > 0);
uint8_t slowdown = maxPressure - std::min(maxPressure, std::max(0, pushingPressure - pressureMinThreshold));
basicSpeed = basicSpeed.Multiply(fixed::FromInt(slowdown) / maxPressure);
// NB: lowering this too much will make the units behave a lot like viscous fluid
// when the density becomes extreme. While perhaps realistic (and kind of neat),
// it's not very helpful for gameplay. Empirically, a value of 1.5 avoids most of the effect
// while still slowing down movement significantly, and seems like a good balance.
// Min with the template speed to allow units that are explicitly absurdly slow.
basicSpeed = std::max(std::min(m_TemplateWalkSpeed, floorSpeed), basicSpeed);
}
// Find the speed factor of the underlying terrain.
// (We only care about the tile we start on - it doesn't matter if we're moving
// partially onto a much slower/faster tile).
@ -1184,18 +1196,19 @@ bool CCmpUnitMotion::PerformMove(fixed dt, const fixed& turnRate, WaypointPath&
CFixedVector2D offset = target - pos;
fixed angleDiff = angle - atan2_approx(offset.X, offset.Y);
fixed absoluteAngleDiff = angleDiff.Absolute();
if (absoluteAngleDiff > entity_angle_t::Pi())
absoluteAngleDiff = entity_angle_t::Pi() * 2 - absoluteAngleDiff;
// We only rotate to the instantTurnAngle angle. The rest we rotate during movement.
if (absoluteAngleDiff > m_InstantTurnAngle)
if (turnRate > zero && !offset.IsZero())
{
// Stop moving when rotating this far.
speed = zero;
if (turnRate > zero && !offset.IsZero())
fixed angleDiff = angle - atan2_approx(offset.X, offset.Y);
fixed absoluteAngleDiff = angleDiff.Absolute();
if (absoluteAngleDiff > entity_angle_t::Pi())
absoluteAngleDiff = entity_angle_t::Pi() * 2 - absoluteAngleDiff;
// We only rotate to the instantTurnAngle angle. The rest we rotate during movement.
if (absoluteAngleDiff > m_InstantTurnAngle)
{
// Stop moving when rotating this far.
speed = zero;
fixed maxRotation = turnRate.Multiply(timeLeft);
// Figure out whether rotating will increase or decrease the angle, and how far we need to rotate in that direction.
@ -1213,13 +1226,14 @@ bool CCmpUnitMotion::PerformMove(fixed dt, const fixed& turnRate, WaypointPath&
angle = atan2_approx(offset.X, offset.Y);
timeLeft = std::min(maxRotation, maxRotation - absoluteAngleDiff + m_InstantTurnAngle) / turnRate;
}
}
else
{
// Modify the speed depending on the angle difference.
fixed sin, cos;
sincos_approx(angleDiff, sin, cos);
speed = speed.Multiply(cos);
else
{
// Modify the speed depending on the angle difference.
fixed sin, cos;
sincos_approx(angleDiff, sin, cos);
speed = speed.Multiply(cos);
angle = atan2_approx(offset.X, offset.Y);
}
}
// Work out how far we can travel in timeLeft.
@ -1792,7 +1806,7 @@ void CCmpUnitMotion::RequestShortPath(const CFixedVector2D &from, const PathGoal
}
m_ExpectedPathTicket.m_Type = Ticket::SHORT_PATH;
m_ExpectedPathTicket.m_Ticket = cmpPathfinder->ComputeShortPathAsync(from.X, from.Y, m_Clearance, searchRange, goal, m_PassClass, true, GetGroup(), GetEntityId());
m_ExpectedPathTicket.m_Ticket = cmpPathfinder->ComputeShortPathAsync(from.X, from.Y, m_Clearance, searchRange, goal, m_PassClass, ShouldCollideWithMovingUnits(), GetGroup(), GetEntityId());
}
bool CCmpUnitMotion::MoveTo(MoveRequest request)

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -31,25 +31,26 @@ 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);
}
static void ClassInit(CComponentManager& componentManager);
DEFAULT_COMPONENT_ALLOCATOR(UnitMotionManager)
/**
* Maximum value for pushing pressure.
*/
static constexpr int MAX_PRESSURE = 255;
// Persisted state for each unit.
struct MotionState
{
MotionState(CmpPtr<ICmpPosition> cmpPos, CCmpUnitMotion* cmpMotion);
MotionState(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;
// NB: this is generally a super dangerous thing to do,
// but the tight coupling with CCmpUnitMotion makes it workable.
// NB: this assumes that components do _not_ move in memory,
// which is currently a fair assumption but might change in the future.
ICmpPosition* cmpPosition;
CCmpUnitMotion* cmpUnitMotion;
// Position before units start moving
@ -69,6 +70,11 @@ public:
// (this is required because formations may be tight and large units may end up never settling.
entity_id_t controlGroup = INVALID_ENTITY;
// This is a ad-hoc counter to store under how much pushing 'pressure' an entity is.
// More pressure will slow the unit down and make it harder to push,
// which effectively bogs down groups of colliding units.
uint8_t pushingPressure = 0;
// Meta-flag -> this entity won't push nor be pushed.
// (used for entities that have their obstruction disabled).
bool ignore = false;
@ -85,14 +91,25 @@ public:
// "Template" state, not serialized (cannot be changed mid-game).
// Multiplier for the pushing radius. Pre-multiplied by the circle-square correction factor.
entity_pos_t m_PushingRadius;
// Additive modifiers to the pushing radius for moving units and idle units respectively.
// The maximal distance at which units push each other is the combined unit clearances, multipled by this factor,
// itself pre-multiplied by the circle-square correction factor.
entity_pos_t m_PushingRadiusMultiplier;
// Additive modifiers to the maximum pushing distance for moving units and idle units respectively.
entity_pos_t m_MovingPushExtension;
entity_pos_t m_StaticPushExtension;
// Multiplier for the pushing 'spread'.
// This should be understand as the % of the maximum distance where pushing will be "in full force".
entity_pos_t m_MovingPushingSpread;
entity_pos_t m_StaticPushingSpread;
// Pushing forces below this value are ignored - this prevents units moving forever by very small increments.
entity_pos_t m_MinimalPushing;
// Multiplier for pushing pressure strength.
entity_pos_t m_PushingPressureStrength;
// Per-turn reduction in pushing pressure.
entity_pos_t m_PushingPressureDecay;
// These vectors are reconstructed on deserialization.
EntityMap<MotionState> m_Units;
@ -114,50 +131,10 @@ public:
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
}
virtual void Serialize(ISerializer& serialize);
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize);
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 HandleMessage(const CMessage& msg, bool global);
virtual void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController);
virtual void Unregister(entity_id_t ent);
@ -169,10 +146,11 @@ public:
virtual bool IsPushingActivated() const
{
return m_PushingRadius != entity_pos_t::Zero();
return m_PushingRadiusMultiplier != entity_pos_t::Zero();
}
private:
void OnDeserialized();
void ResetSubdivisions();
void OnTurnStart();
@ -183,17 +161,6 @@ private:
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->GetMapSize();
u16 gridSquareSize = static_cast<u16>(size / 20 + 1);
m_MovingUnits.resize(gridSquareSize, gridSquareSize);
}
REGISTER_COMPONENT_TYPE(UnitMotionManager)
#endif // INCLUDED_CCMPUNITMOTIONMANAGER

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -24,7 +24,14 @@
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include <algorithm>
#include <limits>
#include <unordered_set>
#include <vector>
#define DEBUG_STATS 0
#define DEBUG_RENDER 0
#define DEBUG_RENDER_ALL_PUSH 0
// NB: this TU contains the CCmpUnitMotion/CCmpUnitMotionManager couple.
// In practice, UnitMotionManager functions need access to the full implementation of UnitMotion,
@ -32,38 +39,138 @@
// To avoid inclusion issues, implementation of UnitMotionManager that uses UnitMotion is here.
namespace {
/**
* Units push only within their own grid square. This is the size of each square (in arbitrary units).
* TODO: check other values.
*/
static const int PUSHING_GRID_SIZE = 20;
/**
* Units push within their square and neighboring squares (except diagonals). This is the size of each square (in meters).
* I have tested grid sizes from 10 up to 80 and overall it made little difference to the performance,
* mostly, I suspect, because pushing is generally dwarfed by regular motion costs.
* However, the algorithm remains n^2 in comparisons so it's probably best to err on the side of smaller grids, which will have lower spikes.
* The balancing act is between comparisons, unordered_set insertions and unordered_set iterations.
* For these reasons, a value of 20 which is rather small but not overly so was chosen.
*/
constexpr int PUSHING_GRID_SIZE = 20;
/**
* For pushing, treat the clearances as a circle - they're defined as squares,
* so we'll take the circumscribing square (approximately).
* Clerances are also full-width instead of half, so we want to divide by two. sqrt(2)/2 is about 0.71 < 5/7.
*/
static const entity_pos_t PUSHING_CORRECTION = entity_pos_t::FromInt(5) / 7;
/**
* For pushing, treat the clearances as a circle - they're defined as squares,
* so we'll take the circumscribing square (approximately).
* Clerances are also full-width instead of half, so we want to divide by two. sqrt(2)/2 is about 0.71 < 5/7.
*/
constexpr entity_pos_t PUSHING_CORRECTION = entity_pos_t::FromFraction(5, 7);
/**
* Arbitrary constant used to reduce pushing to levels that won't break physics for our turn length.
*/
static const int PUSHING_REDUCTION_FACTOR = 2;
/**
* Arbitrary constant used to reduce pushing to levels that won't break physics for our turn length.
*/
constexpr int PUSHING_REDUCTION_FACTOR = 2;
/**
* Maximum distance multiplier.
* NB: this value interacts with the "minimal pushing" force,
* as two perfectly overlapping units exert MAX_DISTANCE_FACTOR * Turn length in ms / REDUCTION_FACTOR
* of force on each other each turn. If this is below the minimal pushing force, any 2 units can entirely overlap.
*/
static const entity_pos_t MAX_DISTANCE_FACTOR = entity_pos_t::FromInt(5) / 2;
/**
* Maximum distance-related multiplier.
* NB: this value interacts with the "minimal pushing" force,
* as two perfectly overlapping units exert MAX_DISTANCE_FACTOR * Turn length in ms / REDUCTION_FACTOR
* of force on each other each turn. If this is below the minimal pushing force, any 2 units can entirely overlap.
*/
constexpr entity_pos_t MAX_DISTANCE_FACTOR = entity_pos_t::FromFraction(5, 2);
/**
* When two units collide, if their movement dot product is below this value, give them a perpendicular nudge instead of trying to push in the regular way.
*/
constexpr entity_pos_t PERPENDICULAR_NUDGE_THRESHOLD = entity_pos_t::FromFraction(-1, 10);
/**
* Pushing is dampened by pushing pressure, but this is capped so that units still get pushed.
*/
constexpr int MAX_PUSH_DAMPING_PRESSURE = 160;
static_assert(MAX_PUSH_DAMPING_PRESSURE < CCmpUnitMotionManager::MAX_PRESSURE);
/**
* When units are obstructed because they're being pushed away from where they want to go,
* raise the pushing pressure to at least this value.
*/
constexpr int MIN_PRESSURE_IF_OBSTRUCTED = 80;
/**
* These two numbers are used to calculate pushing pressure between two units.
*/
constexpr entity_pos_t PRESSURE_STATIC_FACTOR = entity_pos_t::FromInt(2);
constexpr int PRESSURE_DISTANCE_FACTOR = 5;
}
CCmpUnitMotionManager::MotionState::MotionState(CmpPtr<ICmpPosition> cmpPos, CCmpUnitMotion* cmpMotion)
#if DEBUG_RENDER
#include "maths/Frustum.h"
void RenderDebugOverlay(SceneCollector& collector, const CFrustum& frustum, bool culling);
struct SDebugData {
std::vector<SOverlaySphere> m_Spheres;
std::vector<SOverlayLine> m_Lines;
std::vector<SOverlayQuad> m_Quads;
} debugDataMotionMgr;
#endif
CCmpUnitMotionManager::MotionState::MotionState(ICmpPosition* cmpPos, CCmpUnitMotion* cmpMotion)
: cmpPosition(cmpPos), cmpUnitMotion(cmpMotion)
{
static_assert(MAX_PRESSURE <= std::numeric_limits<decltype(pushingPressure)>::max(), "MAX_PRESSURE is higher than the maximum value of the underlying type.");
}
void CCmpUnitMotionManager::ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Deserialized);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
componentManager.SubscribeToMessageType(MT_TurnStart);
componentManager.SubscribeToMessageType(MT_Update_Final);
componentManager.SubscribeToMessageType(MT_Update_MotionUnit);
componentManager.SubscribeToMessageType(MT_Update_MotionFormation);
#if DEBUG_RENDER
componentManager.SubscribeToMessageType(MT_RenderSubmit);
#endif
}
void CCmpUnitMotionManager::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;
}
case MT_Deserialized:
{
OnDeserialized();
break;
}
#if DEBUG_RENDER
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderDebugOverlay(msgData.collector, msgData.frustum, msgData.culling);
break;
}
#endif
}
}
void CCmpUnitMotionManager::Init(const CParamNode&)
{
// Load some data - see CCmpPathfinder.xml.
@ -76,19 +183,43 @@ void CCmpUnitMotionManager::Init(const CParamNode&)
// NB: all values are given sane default, but they are not treated as optional in the schema,
// so the XML file is the reference.
{
const CParamNode spread = pushingNode.GetChild("MovingSpread");
if (spread.IsOk())
{
m_MovingPushingSpread = Clamp(spread.ToFixed(), entity_pos_t::Zero(), entity_pos_t::FromInt(1));
if (m_MovingPushingSpread != spread.ToFixed())
LOGWARNING("Moving pushing spread was clamped to the 0-1 range.");
}
else
m_MovingPushingSpread = entity_pos_t::FromInt(5) / 8;
}
{
const CParamNode spread = pushingNode.GetChild("StaticSpread");
if (spread.IsOk())
{
m_StaticPushingSpread = Clamp(spread.ToFixed(), entity_pos_t::Zero(), entity_pos_t::FromInt(1));
if (m_StaticPushingSpread != spread.ToFixed())
LOGWARNING("Static pushing spread was clamped to the 0-1 range.");
}
else
m_StaticPushingSpread = entity_pos_t::FromInt(5) / 8;
}
const CParamNode radius = pushingNode.GetChild("Radius");
if (radius.IsOk())
{
m_PushingRadius = radius.ToFixed();
if (m_PushingRadius < entity_pos_t::Zero())
m_PushingRadiusMultiplier = radius.ToFixed();
if (m_PushingRadiusMultiplier < entity_pos_t::Zero())
{
LOGWARNING("Pushing radius cannot be below 0. De-activating pushing but 'pathfinder.xml' should be updated.");
m_PushingRadius = entity_pos_t::Zero();
LOGWARNING("Pushing radius multiplier cannot be below 0. De-activating pushing but 'pathfinder.xml' should be updated.");
m_PushingRadiusMultiplier = entity_pos_t::Zero();
}
// No upper value, but things won't behave sanely if values are too high.
}
else
m_PushingRadius = entity_pos_t::FromInt(8) / 5;
m_PushingRadiusMultiplier = entity_pos_t::FromInt(8) / 5;
const CParamNode minForce = pushingNode.GetChild("MinimalForce");
if (minForce.IsOk())
@ -108,11 +239,126 @@ void CCmpUnitMotionManager::Init(const CParamNode&)
m_MovingPushExtension = entity_pos_t::FromInt(5) / 2;
m_StaticPushExtension = entity_pos_t::FromInt(2);
}
const CParamNode pressureStrength = pushingNode.GetChild("PressureStrength");
if (pressureStrength.IsOk())
{
m_PushingPressureStrength = pressureStrength.ToFixed();
if (m_PushingPressureStrength < entity_pos_t::Zero())
{
LOGWARNING("Pushing pressure strength cannot be below 0. 'pathfinder.xml' should be updated.");
m_PushingPressureStrength = entity_pos_t::Zero();
}
// No upper value, but things won't behave sanely if values are too high.
}
else
m_PushingPressureStrength = entity_pos_t::FromInt(1);
const CParamNode pushingPressure = pushingNode.GetChild("PressureDecay");
if (pushingPressure.IsOk())
{
m_PushingPressureDecay = Clamp(pushingPressure.ToFixed(), entity_pos_t::Zero(), entity_pos_t::FromInt(1));
if (m_PushingPressureDecay != pushingPressure.ToFixed())
LOGWARNING("Pushing pressure decay was clamped to the 0-1 range.");
}
else
m_PushingPressureDecay = entity_pos_t::FromInt(6) / 10;
}
template<>
struct SerializeHelper<CCmpUnitMotionManager::MotionState>
{
template<typename S>
void operator()(S& serialize, const char* UNUSED(name), Serialize::qualify<S, CCmpUnitMotionManager::MotionState> value)
{
Serializer(serialize, "pushing pressure", value.pushingPressure);
}
};
template<>
struct SerializeHelper<EntityMap<CCmpUnitMotionManager::MotionState>>
{
void operator()(ISerializer& serialize, const char* UNUSED(name), EntityMap<CCmpUnitMotionManager::MotionState>& value)
{
// Serialize manually, we don't have a default-constructor for deserialization.
Serializer(serialize, "size", static_cast<u32>(value.size()));
for (EntityMap<CCmpUnitMotionManager::MotionState>::iterator it = value.begin(); it != value.end(); ++it)
{
Serializer(serialize, "ent id", it->first);
Serializer(serialize, "state", it->second);
}
}
void operator()(IDeserializer& deserialize, const char* UNUSED(name), EntityMap<CCmpUnitMotionManager::MotionState>& value)
{
u32 units = 0;
Serializer(deserialize, "size", units);
for (u32 i = 0; i < units; ++i)
{
entity_id_t ent = INVALID_ENTITY;
Serializer(deserialize, "ent id", ent);
// Insert an invalid motion state, will be cleared up in MT_Deserialized.
CCmpUnitMotionManager::MotionState state(nullptr, nullptr);
Serializer(deserialize, "state", state);
value.insert(ent, state);
}
}
};
void CCmpUnitMotionManager::Serialize(ISerializer& serialize)
{
Serializer(serialize, "m_Units", m_Units);
Serializer(serialize, "m_FormationControllers", m_FormationControllers);
}
void CCmpUnitMotionManager::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
ResetSubdivisions();
Serializer(deserialize, "m_Units", m_Units);
Serializer(deserialize, "m_FormationControllers", m_FormationControllers);
}
/**
* This deserialization process is rather ugly, but it's required to store some data in the motion states.
* Ideally, the motion state would actually be CCmpUnitMotion themselves, but for data locality
* (because our components are stored randomly on the heap right now) they're not.
* If we ever change the simulation so that components could be registered by their managers and exposed,
* then we could just use CCmpUnitMotion directly and clean this code uglyness.
*/
void CCmpUnitMotionManager::OnDeserialized()
{
// Fetch the components now that they exist.
// The rest of the data was already deserialized or will be reconstructed.
for (EntityMap<MotionState>::iterator it = m_Units.begin(); it != m_Units.end(); ++it)
{
it->second.cmpPosition = static_cast<ICmpPosition*>(QueryInterface(GetSimContext(), it->first, IID_Position));
// We can know for a fact that these are CCmpUnitMotion because those are the ones registering with us
// (and to ensure that they pass a CCmpUnitMotion pointer when registering).
it->second.cmpUnitMotion = static_cast<CCmpUnitMotion*>(static_cast<ICmpUnitMotion*>(QueryInterface(GetSimContext(), it->first, IID_UnitMotion)));
}
for (EntityMap<MotionState>::iterator it = m_FormationControllers.begin(); it != m_FormationControllers.end(); ++it)
{
it->second.cmpPosition = static_cast<ICmpPosition*>(QueryInterface(GetSimContext(), it->first, IID_Position));
it->second.cmpUnitMotion = static_cast<CCmpUnitMotion*>(static_cast<ICmpUnitMotion*>(QueryInterface(GetSimContext(), it->first, IID_UnitMotion)));
}
}
void CCmpUnitMotionManager::ResetSubdivisions()
{
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
if (!cmpTerrain)
return;
size_t size = cmpTerrain->GetMapSize();
u16 gridSquareSize = static_cast<u16>(size / PUSHING_GRID_SIZE + 1);
m_MovingUnits.resize(gridSquareSize, gridSquareSize);
}
void CCmpUnitMotionManager::Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController)
{
MotionState state(CmpPtr<ICmpPosition>(GetSimContext(), ent), component);
MotionState state(static_cast<ICmpPosition*>(QueryInterface(GetSimContext(), ent, IID_Position)), component);
if (!formationController)
m_Units.insert(ent, state);
else
@ -153,6 +399,16 @@ void CCmpUnitMotionManager::MoveFormations(fixed dt)
void CCmpUnitMotionManager::Move(EntityMap<MotionState>& ents, fixed dt)
{
#if DEBUG_RENDER
debugDataMotionMgr.m_Spheres.clear();
debugDataMotionMgr.m_Lines.clear();
debugDataMotionMgr.m_Quads.clear();
#endif
#if DEBUG_STATS
int comparisons = 0;
double start = timer_Time();
#endif
PROFILE2("MotionMgr_Move");
std::unordered_set<std::vector<EntityMap<MotionState>::iterator>*> assigned;
for (EntityMap<MotionState>::iterator it = ents.begin(); it != ents.end(); ++it)
@ -180,33 +436,108 @@ void CCmpUnitMotionManager::Move(EntityMap<MotionState>& ents, fixed dt)
}
for (std::vector<EntityMap<MotionState>::iterator>* vec : assigned)
{
#if DEBUG_RENDER
{
SOverlayLine gridL;
auto it = (*vec)[0];
gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE,
it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE));
gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE + PUSHING_GRID_SIZE,
it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE));
gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE + PUSHING_GRID_SIZE,
it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE + PUSHING_GRID_SIZE));
gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE,
it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE + PUSHING_GRID_SIZE));
gridL.PushCoords(CVector3D(it->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE,
it->second.cmpPosition->GetHeightFixed().ToDouble() + 2.f,
it->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE * PUSHING_GRID_SIZE));
gridL.m_Color = CColor(1, 1, 0, 1);
debugDataMotionMgr.m_Lines.push_back(gridL);
}
#endif
for (EntityMap<MotionState>::iterator& it : *vec)
{
if (it->second.needUpdate)
it->second.cmpUnitMotion->Move(it->second, dt);
// Decay pressure after moving so we can get the full 0-MAX_PRESSURE range of values.
it->second.pushingPressure = (m_PushingPressureDecay * it->second.pushingPressure).ToInt_RoundToZero();
}
}
// Skip pushing entirely if the radius is 0
if (&ents == &m_Units && m_PushingRadius != entity_pos_t::Zero())
if (&ents == &m_Units && IsPushingActivated())
{
PROFILE2("MotionMgr_Pushing");
for (std::vector<EntityMap<MotionState>::iterator>* vec : assigned)
{
ENSURE(!vec->empty());
std::vector< std::vector<EntityMap<MotionState>::iterator>* > consider = { vec };
std::vector<EntityMap<MotionState>::iterator>::iterator cit1 = vec->begin();
do
int x = (*vec)[0]->second.pos.X.ToInt_RoundToZero() / PUSHING_GRID_SIZE;
int z = (*vec)[0]->second.pos.Y.ToInt_RoundToZero() / PUSHING_GRID_SIZE;
if (x + 1 < m_MovingUnits.width())
consider.push_back(&m_MovingUnits.get(x + 1, z));
if (x > 0)
consider.push_back(&m_MovingUnits.get(x - 1, z));
if (z + 1 < m_MovingUnits.height())
consider.push_back(&m_MovingUnits.get(x, z + 1));
if (z > 0)
consider.push_back(&m_MovingUnits.get(x, z - 1));
for (EntityMap<MotionState>::iterator& it : *vec)
{
if ((*cit1)->second.ignore)
if (it->second.ignore)
continue;
std::vector<EntityMap<MotionState>::iterator>::iterator cit2 = cit1;
while(++cit2 != vec->end())
if (!(*cit2)->second.ignore)
Push(**cit1, **cit2, dt);
#if DEBUG_RENDER
// Plop a sphere at the unit end-pos.
{
SOverlaySphere sph;
sph.m_Center = CVector3D(it->second.pos.X.ToDouble(), it->second.cmpPosition->GetHeightFixed().ToDouble() + 13.f, it->second.pos.Y.ToDouble());
sph.m_Radius = it->second.cmpUnitMotion->m_Clearance.Multiply(PUSHING_CORRECTION).ToDouble();
// Color the sphere: the redder, the more 'bogged down' it is.
sph.m_Color = CColor(it->second.pushingPressure / static_cast<float>(MAX_PRESSURE), 0, 0, 1);
debugDataMotionMgr.m_Spheres.push_back(sph);
}
/* Show the pushing sphere, kinda unreadable.
{
SOverlaySphere sph;
sph.m_Center = CVector3D(it->second.pos.X.ToDouble(), it->second.cmpPosition->GetHeightFixed().ToDouble() + 13.f, it->second.pos.Y.ToDouble());
sph.m_Radius = (it->second.cmpUnitMotion->m_Clearance.Multiply(PUSHING_CORRECTION).Multiply(m_PushingRadiusMultiplier) + (it->second.isMoving ? m_StaticPushExtension : m_MovingPushExtension)).ToDouble();
// Color the sphere: the redder, the more 'bogged down' it is.
sph.m_Color = CColor(it->second.pushingPressure / static_cast<float>(MAX_PRESSURE), 0, 0, 0.1);
debugDataMotionMgr.m_Spheres.push_back(sph);
}*/
// Show the travel over this turn.
SOverlayLine line;
line.PushCoords(CVector3D(it->second.initialPos.X.ToDouble(),
it->second.cmpPosition->GetHeightFixed().ToDouble() + 13.f,
it->second.initialPos.Y.ToDouble()));
line.PushCoords(CVector3D(it->second.pos.X.ToDouble(),
it->second.cmpPosition->GetHeightFixed().ToDouble() + 13.f,
it->second.pos.Y.ToDouble()));
line.m_Color = CColor(1, 0, 1, 0.5);
debugDataMotionMgr.m_Lines.push_back(line);
#endif
for (std::vector<EntityMap<MotionState>::iterator>* vec2 : consider)
for (EntityMap<MotionState>::iterator& it2 : *vec2)
if (it->first < it2->first && !it2->second.ignore)
{
#if DEBUG_STATS
++comparisons;
#endif
Push(*it, *it2, dt);
}
}
while(++cit1 != vec->end());
}
}
if (m_PushingRadius != entity_pos_t::Zero())
if (IsPushingActivated())
{
PROFILE2("MotionMgr_PushAdjust");
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
@ -218,6 +549,50 @@ void CCmpUnitMotionManager::Move(EntityMap<MotionState>& ents, fixed dt)
if (!it->second.needUpdate || it->second.ignore)
continue;
#if DEBUG_RENDER
SOverlayLine line;
line.PushCoords(CVector3D(it->second.pos.X.ToDouble(),
it->second.cmpPosition->GetHeightFixed().ToDouble() + 15.1f ,
it->second.pos.Y.ToDouble()));
line.PushCoords(CVector3D(it->second.pos.X.ToDouble() + it->second.push.X.ToDouble() * 10.f,
it->second.cmpPosition->GetHeightFixed().ToDouble() + 15.1f ,
it->second.pos.Y.ToDouble() + it->second.push.Y.ToDouble() * 10.f));
line.m_Thickness = 0.05f;
#endif
// Only apply pushing if the effect is significant enough.
if (it->second.push.CompareLength(m_MinimalPushing) <= 0)
{
#if DEBUG_RENDER
line.m_Color = CColor(1, 1, 0, 0.6);
debugDataMotionMgr.m_Lines.push_back(line);
#endif
it->second.push = CFixedVector2D();
continue;
}
// If there was an attempt at movement, and we're getting pushed significantly and
// away from where we'd like to go (measured by a low dot product)
// then mark the unit as obstructed, but push anyways.
// (this helps units stop earlier in many situations in a realistic-ish manner).
if (it->second.pos != it->second.initialPos
&& (it->second.pos - it->second.initialPos).Dot(it->second.pos + it->second.push - it->second.initialPos) < entity_pos_t::FromInt(1)/2 && it->second.pushingPressure > 30)
{
it->second.wasObstructed = true;
it->second.pushingPressure = std::max<uint8_t>(MIN_PRESSURE_IF_OBSTRUCTED, it->second.pushingPressure);
// Push anyways.
}
#if DEBUG_RENDER
if (it->second.wasObstructed)
line.m_Color = CColor(1, 0, 0, 1);
else
line.m_Color = CColor(0, 1, 0, 1);
debugDataMotionMgr.m_Lines.push_back(line);
#endif
// Dampen the pushing by the current pushing pressure
// (but prevent full dampening so that clumped units still get unclumped).
it->second.push = it->second.push * (MAX_PRESSURE - std::min<uint8_t>(MAX_PUSH_DAMPING_PRESSURE, it->second.pushingPressure)) / MAX_PRESSURE;
// Prevent pushed units from crossing uncrossable boundaries
// (we can assume that normal movement didn't push units into impassable terrain).
if ((it->second.push.X != entity_pos_t::Zero() || it->second.push.Y != entity_pos_t::Zero()) &&
@ -232,22 +607,9 @@ void CCmpUnitMotionManager::Move(EntityMap<MotionState>& ents, fixed dt)
it->second.wasObstructed = true;
it->second.wentStraight = false;
it->second.push = CFixedVector2D();
continue;
}
// Only apply pushing if the effect is significant enough.
if (it->second.push.CompareLength(m_MinimalPushing) > 0)
{
// If there was an attempt at movement, and the pushed movement is in a sufficiently different direction
// (measured by an extremely arbitrary dot product)
// then mark the unit as obstructed still.
if (it->second.pos != it->second.initialPos &&
(it->second.pos - it->second.initialPos).Dot(it->second.pos + it->second.push - it->second.initialPos) < entity_pos_t::FromInt(1)/2)
{
it->second.wasObstructed = true;
it->second.wentStraight = false;
// Push anyways.
}
it->second.pos += it->second.push;
}
it->second.pos += it->second.push;
it->second.push = CFixedVector2D();
}
}
@ -261,6 +623,14 @@ void CCmpUnitMotionManager::Move(EntityMap<MotionState>& ents, fixed dt)
data.second.cmpUnitMotion->PostMove(data.second, dt);
}
}
#if DEBUG_STATS
int size = 0;
for (std::vector<EntityMap<MotionState>::iterator>* vec : assigned)
size += vec->size();
double time = timer_Time() - start;
if (comparisons > 0)
printf(">> %i comparisons over %li grids, %f units per grid in %f secs\n", comparisons, assigned.size(), size / (float)(assigned.size()), time);
#endif
for (std::vector<EntityMap<MotionState>::iterator>* vec : assigned)
vec->clear();
}
@ -287,44 +657,81 @@ void CCmpUnitMotionManager::Push(EntityMap<MotionState>::value_type& a, EntityMa
entity_pos_t combinedClearance = (a.second.cmpUnitMotion->m_Clearance + b.second.cmpUnitMotion->m_Clearance).Multiply(PUSHING_CORRECTION);
entity_pos_t maxDist = combinedClearance;
if (!sameControlGroup)
maxDist = combinedClearance.Multiply(m_PushingRadius) + (movingPush ? m_MovingPushExtension : m_StaticPushExtension);
maxDist = combinedClearance.Multiply(m_PushingRadiusMultiplier) + (movingPush ? m_MovingPushExtension : m_StaticPushExtension);
combinedClearance = maxDist.Multiply(movingPush ? m_MovingPushingSpread : m_StaticPushingSpread);
CFixedVector2D offset = a.second.pos - b.second.pos;
// Compare the average position of the two units over the turn - this makes overall behaviour better,
// as we really care more about units that end up either crossing paths or staying together.
CFixedVector2D offset = ((a.second.pos + a.second.initialPos) - (b.second.pos + b.second.initialPos)) / 2;
#if DEBUG_RENDER
SOverlayLine line;
line.PushCoords(CVector3D(a.second.pos.X.ToDouble(),
a.second.cmpPosition->GetHeightFixed().ToDouble() + 8,
a.second.pos.Y.ToDouble()));
line.PushCoords(CVector3D(b.second.pos.X.ToDouble(),
b.second.cmpPosition->GetHeightFixed().ToDouble() + 8,
b.second.pos.Y.ToDouble()));
if (offset.CompareLength(maxDist) > 0)
{
#if DEBUG_RENDER_ALL_PUSH
line.m_Thickness = 0.01f;
line.m_Color = CColor(0, 0, 1, 0.4);
debugDataMotionMgr.m_Lines.push_back(line);
// then will return
#endif
}
#endif
if (offset.CompareLength(maxDist) > 0)
return;
entity_pos_t offsetLength = offset.Length();
// If the offset is small enough that precision would be problematic, pick an arbitrary vector instead.
if (offsetLength <= entity_pos_t::Epsilon() * 10)
entity_pos_t offsetLength;
// If the units appear to have crossed paths, give them a strong perpendicular nudge.
// Ideally, this will make them look like they avoided each other.
// Worst case, either the collision detection isn't picked up or they'll end up bogged down.
// NB: the dot product mostly works because we used average positions earlier.
// NB: this kinda works only because our turn lengths are large enough to make this relevant.
// In an ideal world, we'd anticipate here instead.
// Turn it off for formations - our current 'reforming' code is bad and leads to bad behaviour.
if (!sameControlGroup && (a.second.pos - b.second.pos).Dot(a.second.initialPos - b.second.initialPos) < PERPENDICULAR_NUDGE_THRESHOLD)
{
// Throw in some 'randomness' so that clumped units unclump more naturally.
bool dir = a.first % 2;
offset.X = entity_pos_t::FromInt(dir ? 1 : 0);
offset.Y = entity_pos_t::FromInt(dir ? 0 : 1);
offsetLength = entity_pos_t::Epsilon() * 10;
CFixedVector2D posDelta = (a.second.pos - b.second.pos) - (a.second.initialPos - b.second.initialPos);
CFixedVector2D perp = posDelta.Perpendicular();
// Pick the best direction to avoid the target.
if (offset.Dot(perp) < (-offset).Dot(perp))
offset = -perp;
else
offset = perp;
offsetLength = offset.Length();
if (offsetLength > entity_pos_t::Epsilon() * 10)
{
// This needs to be a strong effect or it won't really work.
offset.X = offset.X / offsetLength * 3;
offset.Y = offset.Y / offsetLength * 3;
}
offsetLength = entity_pos_t::Zero();
}
else
{
offset.X = offset.X / offsetLength;
offset.Y = offset.Y / offsetLength;
offsetLength = offset.Length();
// If the offset is small enough that precision would be problematic, pick an arbitrary vector instead.
if (offsetLength <= entity_pos_t::Epsilon() * 10)
{
// Throw in some 'randomness' so that clumped units unclump more naturaslly.
bool dir = a.first % 2;
offset.X = entity_pos_t::FromInt(dir ? 1 : 0);
offset.Y = entity_pos_t::FromInt(dir ? 0 : 1);
offsetLength = entity_pos_t::Epsilon() * 10;
}
else
{
offset.X = offset.X / offsetLength;
offset.Y = offset.Y / offsetLength;
}
}
// If the units are moving in opposite direction, check if they might have phased through each other.
// If it looks like yes, move them perpendicularily so it looks like they avoid each other.
// NB: this isn't very precise, nor will it catch 100% of intersections - it's meant as a cheap improvement.
if (movingPush && (a.second.pos - a.second.initialPos).Dot(b.second.pos - b.second.initialPos) < entity_pos_t::Zero())
// Perform some finer checking.
if (Geometry::TestRayAASquare(a.second.initialPos - b.second.initialPos, a.second.pos - b.second.initialPos,
CFixedVector2D(combinedClearance, combinedClearance))
||
Geometry::TestRayAASquare(a.second.initialPos - b.second.pos, a.second.pos - b.second.pos,
CFixedVector2D(combinedClearance, combinedClearance)))
{
offset = offset.Perpendicular();
offsetLength = fixed::Zero();
}
// The pushing distance factor is 1 if the edges are touching, >1 up to MAX if the units overlap, < 1 otherwise.
// The pushing distance factor is 1 at the spread-modified combined clearance, >1 up to MAX if the units 'overlap', < 1 otherwise.
entity_pos_t distanceFactor = maxDist - combinedClearance;
// Force units that overlap a lot to have the maximum factor.
if (distanceFactor <= entity_pos_t::Zero() || offsetLength < combinedClearance / 2)
@ -341,4 +748,35 @@ void CCmpUnitMotionManager::Push(EntityMap<MotionState>::value_type& a, EntityMa
// Divide by an arbitrary constant to avoid pushing too much.
a.second.push += pushingDir.Multiply(dt / PUSHING_REDUCTION_FACTOR);
b.second.push -= pushingDir.Multiply(dt / PUSHING_REDUCTION_FACTOR);
// Use a constant factor to get a more general slowdown in crowded area.
// The distance factor heavily dampens units that are overlapping.
int addedPressure = std::max(0, (PRESSURE_STATIC_FACTOR + (distanceFactor + entity_pos_t::FromInt(-2)/3) * PRESSURE_DISTANCE_FACTOR).Multiply(m_PushingPressureStrength).ToInt_RoundToZero());
a.second.pushingPressure = std::min(MAX_PRESSURE, a.second.pushingPressure + addedPressure);
b.second.pushingPressure = std::min(MAX_PRESSURE, b.second.pushingPressure + addedPressure);
#if DEBUG_RENDER
// Make the lines thicker if the force is stronger.
line.m_Thickness = distanceFactor.ToDouble() / 10.0;
line.m_Color = CColor(1, addedPressure / 20.f, 0, 0.8);
debugDataMotionMgr.m_Lines.push_back(line);
#endif
}
#if DEBUG_RENDER
void RenderDebugOverlay(SceneCollector& collector, const CFrustum& frustum, bool UNUSED(culling))
{
for (SOverlaySphere& sph: debugDataMotionMgr.m_Spheres)
if (frustum.IsSphereVisible(sph.m_Center, sph.m_Radius))
collector.Submit(&sph);
for (SOverlayLine& l: debugDataMotionMgr.m_Lines)
if (frustum.IsPointVisible(l.m_Coords[0]) || frustum.IsPointVisible(l.m_Coords[1]))
collector.Submit(&l);
for (SOverlayQuad& quad: debugDataMotionMgr.m_Quads)
collector.Submit(&quad);
}
#endif
#undef DEBUG_STATS
#undef DEBUG_RENDER
#undef DEBUG_RENDER_ALL_PUSH

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2021 Wildfire Games.
/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -728,6 +728,7 @@ IComponent* CComponentManager::ConstructComponent(CEntityHandle ent, ComponentTy
}
// Construct the new component
// NB: The unit motion manager relies on components not moving in memory once constructed.
IComponent* component = ct.alloc(m_ScriptInterface, obj);
ENSURE(component);