0ad/source/simulation/Simulation.cpp

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#include "precompiled.h"
#include <vector>
#include "graphics/Model.h"
#include "graphics/Terrain.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "maths/MathUtil.h"
#include "network/NetMessage.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/GameAttributes.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "simulation/Entity.h"
#include "simulation/EntityFormation.h"
#include "simulation/EntityManager.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation/LOSManager.h"
#include "simulation/Projectile.h"
#include "simulation/Scheduler.h"
#include "simulation/Simulation.h"
#include "simulation/TerritoryManager.h"
#include "simulation/TurnManager.h"
#include "simulation/TriggerManager.h"
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* pAttribs)
{
m_Random.seed(0); // TODO: Store a random seed in CGameAttributes and synchronize it accross the network
m_pTurnManager->Initialize(m_pGame->GetNumPlayers());
// Call the game startup script
// TODO: Maybe don't do this if we're in Atlas
// [2006-06-26 20ms]
g_ScriptingHost.RunScript( "scripts/game_startup.js" );
// [2006-06-26 3647ms]
g_EntityManager.m_screenshotMode = pAttribs->m_ScreenshotMode;
g_EntityManager.InitializeAll();
// [2006-06-26: 61ms]
m_pWorld->GetLOSManager()->Initialize(pAttribs->m_LOSSetting, pAttribs->m_FogOfWar);
m_pWorld->GetTerritoryManager()->Initialize();
return 0;
}
void CSimulation::RegisterInit(CGameAttributes *pAttribs)
{
RegMemFun1(this, &CSimulation::Initialize, pAttribs, L"CSimulation", 3900);
}
bool CSimulation::Update(double frameTime)
{
bool ok = true;
m_DeltaTime += frameTime;
if (m_DeltaTime >= 0.0)
{
// A new simulation frame is required.
PROFILE( "simulation turn" );
Simulate();
double turnLength = m_pTurnManager->GetTurnLength() / 1000.0;
m_DeltaTime -= turnLength;
if (m_DeltaTime >= 0.0)
{
// The desired sim frame rate can't be achieved - we're being called
// with average(frameTime) > turnLength.
// Let the caller know we can't go fast enough - they should try
// cutting down on Interpolate and rendering, and call us a few times
// with frameTime == 0 to give us a chance to catch up.
ok = false;
}
}
return ok;
}
void CSimulation::DiscardMissedUpdates()
{
if (m_DeltaTime > 0.0)
m_DeltaTime = 0.0;
}
void CSimulation::Interpolate(double frameTime)
{
double turnLength = m_pTurnManager->GetTurnLength()/1000.0;
// 'offset' should be how far we are between the previous and next
// simulation frames.
// m_DeltaTime/turnLength will usually be between -1 and 0, indicating
// the time until the next frame, so we can use that easily.
// If the simulation is going too slowly and hasn't been giving a chance
// to catch up before Interpolate is called, then m_DeltaTime > 0, so we'll
// just clamp it to offset=1, which is alright.
Interpolate(frameTime, clamp(m_DeltaTime / turnLength + 1.0, 0.0, 1.0));
}
void CSimulation::Interpolate(double frameTime, double offset)
{
PROFILE( "simulation interpolation" );
const std::vector<CUnit*>& units = m_pWorld->GetUnitManager().GetUnits();
for (size_t i = 0; i < units.size(); ++i)
units[i]->UpdateModel((float)frameTime);
g_EntityManager.interpolateAll(offset);
m_pWorld->GetProjectileManager().InterpolateAll(offset);
g_Renderer.GetWaterManager()->m_WaterTexTimer += frameTime;
}
void CSimulation::Simulate()
{
uint time = m_pTurnManager->GetTurnLength();
PROFILE_START( "scheduler tick" );
g_Scheduler.update(time);
PROFILE_END( "scheduler tick" );
PROFILE_START( "entity updates" );
g_EntityManager.updateAll(time);
PROFILE_END( "entity updates" );
PROFILE_START( "projectile updates" );
m_pWorld->GetProjectileManager().UpdateAll(time);
PROFILE_END( "projectile updates" );
PROFILE_START( "los update" );
m_pWorld->GetLOSManager()->Update();
PROFILE_END( "los update" );
PROFILE_START("trigger update");
g_TriggerManager.Update(time);
PROFILE_END("trigger udpate");
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 std::vector<HEntity> &entities, bool isQueued)
{
std::vector<HEntity>::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;
CSimulation* sim = g_Game->GetSimulation();
do
{
_x = sim->RandFloat() * 2.0f - 1.0f;
_y = sim->RandFloat() * 2.0f - 1.0f;
}
while( ( _x * _x ) + ( _y * _y ) > 1.0f );
randomizedOrder.m_target_location.x += _x * radius;
randomizedOrder.m_target_location.y += _y * radius;
// Clamp it to within the map, just in case.
float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
randomizedOrder.m_target_location.x = clamp(randomizedOrder.m_target_location.x, 0.0f, mapsize);
randomizedOrder.m_target_location.y = clamp(randomizedOrder.m_target_location.y, 0.0f, mapsize);
if( !isQueued )
(*it)->clearOrders();
(*it)->pushOrder( randomizedOrder );
}
}
void FormationLocations(CEntityOrder order, const std::vector<HEntity> &entities, bool isQueued)
{
CVector2D upvec(0.0f, 1.0f);
std::vector<HEntity>::const_iterator it = entities.begin();
CEntityFormation* formation = (*it)->GetFormation();
for (; it != entities.end(); it++)
{
CEntityOrder orderCopy = order;
CVector2D posDelta = orderCopy.m_target_location - formation->GetPosition();
CVector2D formDelta = formation->GetSlotPosition( (*it)->m_formationSlot );
posDelta = posDelta.normalize();
//Rotate the slot position's offset vector according to the rotation of posDelta.
CVector2D rotDelta;
float deltaCos = posDelta.dot(upvec);
float deltaSin = sinf( acosf(deltaCos) );
rotDelta.x = formDelta.x * deltaCos - formDelta.y * deltaSin;
rotDelta.y = formDelta.x * deltaSin + formDelta.y * deltaCos;
orderCopy.m_target_location += rotDelta;
// Clamp it to within the map, just in case.
float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
orderCopy.m_target_location.x = clamp(orderCopy.m_target_location.x, 0.0f, mapsize);
orderCopy.m_target_location.y = clamp(orderCopy.m_target_location.y, 0.0f, mapsize);
if( !isQueued )
(*it)->clearOrders();
(*it)->pushOrder( orderCopy );
}
}
void QueueOrder(CEntityOrder order, const std::vector<HEntity> &entities, bool isQueued)
{
std::vector<HEntity>::const_iterator it;
for (it = entities.begin(); it < entities.end(); it++)
{
if( !isQueued )
(*it)->clearOrders();
(*it)->pushOrder( order );
}
}
uint CSimulation::TranslateMessage(CNetMessage* pMsg, uint clientMask, void* UNUSED(userdata))
{
CEntityOrder order;
bool isQueued = true;
#define ENTITY_POSITION(_msg, _order) \
do { \
_msg *msg=(_msg *)pMsg; \
isQueued = msg->m_IsQueued != 0; \
order.m_type=CEntityOrder::_order; \
order.m_target_location.x=(float)msg->m_TargetX; \
order.m_target_location.y=(float)msg->m_TargetY; \
RandomizeLocations(order, msg->m_Entities, isQueued); \
} while(0)
#define ENTITY_POSITION_FORM(_msg, _order) \
do { \
_msg *msg=(_msg *)pMsg; \
isQueued = msg->m_IsQueued != 0; \
order.m_type=CEntityOrder::_order; \
order.m_target_location.x=(float)msg->m_TargetX; \
order.m_target_location.y=(float)msg->m_TargetY; \
FormationLocations(order, msg->m_Entities, isQueued); \
} while(0)
#define ENTITY_ENTITY_INT(_msg, _order) \
do { \
_msg *msg=(_msg *)pMsg; \
isQueued = msg->m_IsQueued != 0; \
order.m_type=CEntityOrder::_order; \
order.m_target_entity=msg->m_Target; \
order.m_action=msg->m_Action; \
QueueOrder(order, msg->m_Entities, isQueued); \
} while(0)
#define ENTITY_INT_STRING(_msg, _order) \
do { \
_msg *msg=(_msg *)pMsg; \
isQueued = msg->m_IsQueued != 0; \
order.m_type=CEntityOrder::_order; \
order.m_produce_name=msg->m_Name; \
order.m_produce_type=msg->m_Type; \
QueueOrder(order, msg->m_Entities, isQueued); \
} while(0)
switch (pMsg->GetType())
{
case NMT_AddWaypoint:
{
CAddWaypoint *msg=(CAddWaypoint *)pMsg;
isQueued = msg->m_IsQueued != 0;
order.m_type=CEntityOrder::ORDER_LAST;
order.m_target_location.x=(float)msg->m_TargetX;
order.m_target_location.y=(float)msg->m_TargetY;
for(CEntityIt it = msg->m_Entities.begin(); it != msg->m_Entities.end(); ++it)
{
HEntity& hentity = *it;
const CEntityOrders& order_queue = hentity->m_orderQueue;
for(CEntityOrderCRIt ord_it = order_queue.rbegin(); ord_it != order_queue.rend(); ++ord_it)
{
if (ord_it->m_type == CEntityOrder::ORDER_PATH_END_MARKER)
{
order.m_type = CEntityOrder::ORDER_GOTO;
hentity->pushOrder(order);
break;
}
if (ord_it->m_type == CEntityOrder::ORDER_PATROL)
{
order.m_type = ord_it->m_type;
hentity->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_Run:
ENTITY_POSITION(CRun, ORDER_RUN);
break;
case NMT_Patrol:
ENTITY_POSITION(CPatrol, ORDER_PATROL);
break;
case NMT_FormationGoto:
ENTITY_POSITION_FORM(CFormationGoto, ORDER_GOTO);
break;
//TODO: make formation move to within range of target and then attack normally
case NMT_Generic:
ENTITY_ENTITY_INT(CGeneric, ORDER_GENERIC);
break;
case NMT_FormationGeneric:
ENTITY_ENTITY_INT(CFormationGeneric, ORDER_GENERIC);
break;
2006-02-13 04:32:15 +01:00
case NMT_NotifyRequest:
ENTITY_ENTITY_INT(CNotifyRequest, ORDER_NOTIFY_REQUEST);
break;
case NMT_Produce:
ENTITY_INT_STRING(CProduce, ORDER_PRODUCE);
break;
case NMT_PlaceObject:
{
CPlaceObject *msg = (CPlaceObject *) pMsg;
isQueued = msg->m_IsQueued != 0;
// Figure out the player
CPlayer* player = 0;
if(msg->m_Entities.size() > 0)
player = msg->m_Entities[0]->GetPlayer();
else
player = g_Game->GetLocalPlayer();
// Create the object
CVector3D pos(msg->m_X/1000.0f, msg->m_Y/1000.0f, msg->m_Z/1000.0f);
HEntity newObj = g_EntityManager.createFoundation( msg->m_Template, player, pos, msg->m_Angle/1000.0f );
newObj->m_actor->SetPlayerID(player->GetPlayerID());
if( newObj->Initialize() )
{
// Order all the selected units to work on the new object using the given action
order.m_type = CEntityOrder::ORDER_START_CONSTRUCTION;
order.m_new_obj = newObj;
QueueOrder(order, msg->m_Entities, isQueued);
}
}
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);
}
// Get a random integer between 0 and maxVal-1 from the simulation's random number generator
int CSimulation::RandInt(int maxVal)
{
boost::uniform_smallint<int> distr(0, maxVal-1);
return distr(m_Random);
}
// Get a random float in [0, 1) from the simulation's random number generator
float CSimulation::RandFloat()
{
// Cannot use uniform_01 here because it is not a real distribution, but rather an
// utility class that makes a copy of the generator, and therefore it would repeatedly
// return the same values because it never modifies our copy of the generator.
boost::uniform_real<float> distr(0.0f, 1.0f);
return distr(m_Random);
}