0ad/source/simulation/EntityStateProcessing.cpp
Matei 44fe226dd2 # Housekeeping and pathfinder enhancements / optimization when dealing with ranged actions.
- Modified Xeromyces to no longer automatically convert element and
attribute names to lowercase, so that we can have camelCase names. We
should now be able to convert all the multi-word entity properties, like
pass_through_allies, to camelCase, like passThroughAllies, which is more
consistent with the rest of our JavaScript naming conventions. To
support the existing code that assumes lowercase element names, I made
the getElementID and getAttributeID methods (used in the EL and AT
macros) ignore case, and I changed any code that directly accessed
element names to use the right case. CEntityTemplate now converts
Names_LikeThis to names_likeThis (changing each separate "word" in the
name to camelCase). Changed the version letter in XMB filenames from A
to B to support this without requiring people to delete old XMBs.

- Enhanced the pathfinder's handling of contact paths, resulting in a
very large speedup for actions like attacking, construction, etc. The
problem was that the pathfinder used to not count a given state as the
goal unless it was exactly coincident with the target location. This is
fine when you order a unit to go exactly to a certain spot, but if
you're ordering a unit to build, gather or attack something, then the
target tile is impassable (because your target is there) and therefore
the pathfinder never declares a state final. As a result, the pathfinder
tries hundreds of extra tiles in case there is a long path that gets to
the goal, and after failing to find any path that reaches the goal, it
gives you one to the closest point it got to. To fix it, I made the
pathfinder take into account a radius around the goal in which it's OK
to be, which depends on the size of the target unit and the range of
your action.

This was SVN commit r4186.
2006-08-01 03:41:21 +00:00

675 lines
20 KiB
C++

// Entity state-machine processing code.
#include "precompiled.h"
#include "Entity.h"
#include "EntityTemplate.h"
#include "graphics/Model.h"
#include "graphics/ObjectEntry.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h" // Animation duration
#include "graphics/Unit.h"
#include "ProductionQueue.h"
#include "maths/MathUtil.h"
#include "Collision.h"
#include "PathfindEngine.h"
#include "graphics/Terrain.h"
#include "ps/Game.h"
#include "ps/World.h"
enum EGotoSituation
{
NORMAL = 0,
ALREADY_AT_DESTINATION,
REACHED_DESTINATION,
COLLISION_WITH_DESTINATION,
COLLISION_NEAR_DESTINATION,
COLLISION_OVERLAPPING_OBJECTS,
COLLISION_OTHER,
WOULD_LEAVE_MAP
};
bool CEntity::shouldRun(float distance)
{
if (!entf_get(ENTF_SHOULD_RUN))
return false;
// tired
if(m_staminaCurr <= 0)
return false;
if(distance >= m_runMaxRange)
return false;
// don't start running if less than minimum
if( distance <= m_runMinRange && !entf_get(ENTF_IS_RUNNING) )
return false;
return true;
}
float CEntity::processChooseMovement( float distance )
{
bool should_run = shouldRun(distance);
const float speed = should_run? m_runSpeed : m_speed;
const char* anim_name = should_run? "run" : "walk";
// TODO: the animation code requires unicode for now. will be changed to
// 8bit later (for consistency; note that filenames etc. need not be
// unicode), so remove this then.
const CStrW u_anim_name(anim_name);
if ( m_actor )
{
if ( !m_actor->IsPlayingAnimation( anim_name ) )
{
m_actor->SetEntitySelection( u_anim_name );
m_actor->SetRandomAnimation( anim_name, false, speed );
// Animation desync
m_actor->GetModel()->Update( rand( 0, 1000 ) / 1000.0f );
entf_set_to(ENTF_IS_RUNNING, should_run);
}
}
return speed;
}
// Does all the shared processing for line-of-sight gotos
uint CEntity::processGotoHelper( CEntityOrder* current, size_t timestep_millis, HEntity& collide )
{
float timestep=timestep_millis/1000.0f;
CVector2D delta;
delta.x = (float)current->m_data[0].location.x - m_position.X;
delta.y = (float)current->m_data[0].location.y - m_position.Z;
float len = delta.length();
if( len < 0.1f )
return( ALREADY_AT_DESTINATION );
// Curve smoothing.
// Here there be trig.
float scale = processChooseMovement( len ) * timestep;
// Note: Easy optimization: flag somewhere that this unit
// is already pointing the way, and don't do this
// trig every time.right
m_targetorientation = atan2( delta.x, delta.y );
float deltatheta = m_targetorientation - (float)m_orientation.Y;
while( deltatheta > PI ) deltatheta -= 2 * PI;
while( deltatheta < -PI ) deltatheta += 2 * PI;
if( fabs( deltatheta ) > 0.01f )
{
if ( m_turningRadius != 0 )
{
float maxTurningSpeed = ( m_speed / m_turningRadius ) * timestep;
deltatheta = clamp( deltatheta, -maxTurningSpeed, maxTurningSpeed );
}
m_orientation.Y = m_orientation.Y + deltatheta;
m_ahead.x = sin( m_orientation.Y );
m_ahead.y = cos( m_orientation.Y );
// We can only really attempt to smooth paths the pathfinder
// has flagged for us. If the turning-radius calculations are
// applied to other types of waypoint, weirdness happens.
// Things like an entity trying to walk to a point inside
// his turning radius (which he can't do directly, so he'll
// orbit the point indefinitely), or just massive deviations
// making the paths we calculate useless.
// It's also painful trying to watch two entities resolve their
// collision when they're both bound by turning constraints.
// So, as a compromise for the look of the thing, we'll just turn in
// place until we're looking the right way. At least, that's what
// seems logical. But in most cases that looks worse. So actually,
// let's not.
if( current->m_type != CEntityOrder::ORDER_GOTO_SMOOTHED )
m_orientation.Y = m_targetorientation;
}
else
{
m_ahead = delta / len;
m_orientation.Y = m_targetorientation;
}
CEntity* _this = this;
CVector2D targetXZ = g_Game->GetWorld()->GetTerrain()->getSlopeAngleFace( m_position.X, m_position.Z, _this );
while( targetXZ.x > PI ) targetXZ.x -= 2 * PI;
while( targetXZ.x < -PI ) targetXZ.x += 2 * PI;
while( targetXZ.y > PI ) targetXZ.y -= 2 * PI;
while( targetXZ.y < -PI ) targetXZ.y += 2 * PI;
float cX = m_base->m_anchorConformX, cZ = m_base->m_anchorConformZ;
m_orientation.X = clamp( targetXZ.x, -cX, cX );
m_orientation.Z = clamp( targetXZ.y, -cZ, cZ );
m_orientation_unclamped.x = targetXZ.x;
m_orientation_unclamped.y = targetXZ.y;
CMovementEvent evt( m_orientation_unclamped.x );
DispatchEvent(&evt);
if( m_bounds && m_bounds->m_type == CBoundingObject::BOUND_OABB )
((CBoundingBox*)m_bounds)->setOrientation( m_ahead );
EGotoSituation rc = NORMAL;
if( scale > len )
{
scale = len;
rc = REACHED_DESTINATION;
}
delta = m_ahead * scale;
// What would happen if we moved forward a little?
m_position.X += delta.x;
m_position.Z += delta.y;
if( m_bounds )
{
m_bounds->setPosition( m_position.X, m_position.Z );
collide = getCollisionObject( this );
if( collide )
{
// We'd hit something. Let's not.
m_position.X -= delta.x;
m_position.Z -= delta.y;
m_bounds->m_pos -= delta;
// Is it too late to avoid the collision?
if( collide->m_bounds->intersects( m_bounds ) )
{
// Yes. Oh dear. That can't be good.
// This really shouldn't happen in the current build.
debug_assert( false && "Overlapping objects" );
// Erm... do nothing?
return( COLLISION_OVERLAPPING_OBJECTS );
}
// No. Is our destination within the obstacle?
if( collide->m_bounds->contains( current->m_data[0].location ) )
return( COLLISION_WITH_DESTINATION );
// No. Are we nearing our destination, do we wish to stop there, and is it obstructed?
if( ( m_orderQueue.size() == 1 ) && ( len <= 10.0f ) )
{
CBoundingCircle destinationObs( current->m_data[0].location.x, current->m_data[0].location.y, m_bounds->m_radius, 0.0f );
if( getCollisionObject( &destinationObs ) )
{
// Yes. (Chances are a bunch of units were tasked to the same destination)
return( COLLISION_NEAR_DESTINATION );
}
}
// No?
return( COLLISION_OTHER );
}
}
// Will we step off the map?
if( !g_Game->GetWorld()->GetTerrain()->isOnMap( m_position.X, m_position.Z ) )
{
// Yes. That's not a particularly good idea, either.
m_position.X -= delta.x;
m_position.Z -= delta.y;
if( m_bounds )
m_bounds->setPosition( m_position.X, m_position.Z );
// All things being equal, we should only get here while on a collision path
// (No destination should be off the map)
return( WOULD_LEAVE_MAP );
}
// No. I suppose it's OK to go there, then. *disappointed*
return( rc );
}
bool CEntity::processGotoNoPathing( CEntityOrder* current, size_t timestep_millis )
{
HEntity collide;
switch( processGotoHelper( current, timestep_millis, collide ) )
{
case ALREADY_AT_DESTINATION:
// If on a collision path; decide where to go next. Otherwise, proceed to the next waypoint.
if( current->m_type == CEntityOrder::ORDER_GOTO_COLLISION )
{
repath();
}
else
{
m_orderQueue.pop_front();
//entf_clear(ENTF_IS_RUNNING);
//entf_clear(ENTF_SHOULD_RUN);
}
return( false );
case COLLISION_OVERLAPPING_OBJECTS:
return( false );
case COLLISION_WITH_DESTINATION:
// We're here...
m_orderQueue.pop_front();
//entf_clear(ENTF_IS_RUNNING);
//entf_clear(ENTF_SHOULD_RUN);
return( false );
case COLLISION_NEAR_DESTINATION:
{
// Here's a weird idea: (I hope it works)
// Spiral round the destination until a free point is found.
CBoundingCircle destinationObs( current->m_data[0].location.x, current->m_data[0].location.y, m_bounds->m_radius, 0.0f );
float interval = destinationObs.m_radius;
float r = interval, theta = 0.0f, delta;
float _x = current->m_data[0].location.x, _y = current->m_data[0].location.y;
while( true )
{
delta = interval / r;
theta += delta;
r += ( interval * delta ) / ( 2 * PI );
destinationObs.setPosition( _x + r * cosf( theta ), _y + r * sinf( theta ) );
if( !getCollisionObject( &destinationObs ) ) break;
}
// Reset our destination
current->m_data[0].location.x = _x + r * cosf( theta );
current->m_data[0].location.y = _y + r * sinf( theta );
return( false );
}
case COLLISION_OTHER:
{
// Path around it.
CEntityOrder avoidance;
avoidance.m_type = CEntityOrder::ORDER_GOTO_COLLISION;
CVector2D right;
right.x = m_ahead.y; right.y = -m_ahead.x;
CVector2D avoidancePosition;
// Which is the shortest diversion, going left or right?
// (Weight a little towards the right, to stop both units dodging the same way)
if( ( collide->m_bounds->m_pos - m_bounds->m_pos ).dot( right ) < 1 )
{
// Turn right.
avoidancePosition = collide->m_bounds->m_pos + right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
}
else
{
// Turn left.
avoidancePosition = collide->m_bounds->m_pos - right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
}
// Create a short path representing this detour
avoidance.m_data[0].location = avoidancePosition;
if( current->m_type == CEntityOrder::ORDER_GOTO_COLLISION )
m_orderQueue.pop_front();
m_orderQueue.push_front( avoidance );
return( false );
}
case WOULD_LEAVE_MAP:
// Just stop here, repath if necessary.
m_orderQueue.pop_front();
//entf_clear(ENTF_IS_RUNNING);
//entf_clear(ENTF_SHOULD_RUN);
return( false );
default:
return( false );
}
}
// Handles processing common to (at the moment) gather and melee attack actions
bool CEntity::processContactAction( CEntityOrder* current, size_t UNUSED(timestep_millis), int transition, SEntityAction* action )
{
if( !current->m_data[0].entity || !current->m_data[0].entity->m_extant )
return( false );
current->m_data[0].location = current->m_data[0].entity->m_position;
float Distance = (current->m_data[0].location - m_position).length();
if( Distance < action->m_MaxRange )
{
(int&)current->m_type = transition;
entf_clear(ENTF_IS_RUNNING);
return( true );
}
processChooseMovement( Distance );
// The pathfinder will push its result back into this unit's queue and
// add back the current order at the end with the transition type.
(int&)current->m_type = transition;
g_Pathfinder.requestContactPath( me, current, action->m_MaxRange );
return( true );
}
bool CEntity::processContactActionNoPathing( CEntityOrder* current, size_t timestep_millis, const CStr& animation, CScriptEvent* contactEvent, SEntityAction* action )
{
if( m_fsm_cyclepos != NOT_IN_CYCLE )
{
size_t nextpos = m_fsm_cyclepos + timestep_millis * 2;
if( ( m_fsm_cyclepos <= m_fsm_anipos ) &&
( nextpos > m_fsm_anipos ) )
{
// Start playing.
// Start the animation. Actual damage/gather will be done in a
// few hundred ms, at the 'action point' of the animation we're
// now setting.
entf_clear(ENTF_IS_RUNNING);
// TODO: this is set to be looping, because apparently it otherwise
// plays one frame of 'idle' after e.g. attacks. But this way means
// animations sometimes play ~1.5 times then repeat, which looks
// broken too.
//m_actor->GetModel()->SetAnimation( m_fsm_animation, true, 1000.0f * m_fsm_animation->m_AnimDef->GetDuration() / (float)action->m_Speed, m_actor->GetRandomAnimation( "idle" ) );
m_actor->GetModel()->SetAnimation( m_fsm_animation, false, 1000.0f * m_fsm_animation->m_AnimDef->GetDuration() / (float)action->m_Speed );
}
if( ( m_fsm_cyclepos <= m_fsm_anipos2 ) &&
( nextpos > m_fsm_anipos2 ) )
{
// Load the ammunition.
m_actor->ShowAmmunition();
}
if( ( m_fsm_cyclepos <= action->m_Speed ) && ( nextpos > action->m_Speed ) )
{
m_actor->HideAmmunition();
if(!DispatchEvent( contactEvent ))
{
// Cancel current order
popOrder();
entf_clear(ENTF_IS_RUNNING);
entf_clear(ENTF_SHOULD_RUN);
m_actor->SetEntitySelection( L"idle" );
m_actor->SetRandomAnimation( "idle" );
return( false );
}
}
if( nextpos >= ( action->m_Speed * 2 ) )
{
// End of cycle.
m_fsm_cyclepos = NOT_IN_CYCLE;
return( false );
}
// Otherwise, increment position.
m_fsm_cyclepos = nextpos;
return( false );
}
// Target's dead (or exhausted), or we cancelled? Then our work here is done.
if( !current->m_data[0].entity || !current->m_data[0].entity->m_extant )
{
//TODO: eventually when stances/formations are implemented, if applicable (e.g. not
//heal or if defensive stance), the unit should expand and continue the order.
popOrder();
entf_clear(ENTF_IS_RUNNING);
entf_clear(ENTF_SHOULD_RUN);
return( false );
}
CVector2D delta = current->m_data[0].entity->m_position - m_position;
float deltaLength = delta.length();
float adjRange = action->m_MaxRange + m_bounds->m_radius + current->m_data[0].entity->m_bounds->m_radius;
if( action->m_MinRange > 0.0f )
{
float adjMinRange = action->m_MinRange + m_bounds->m_radius + current->m_data[0].entity->m_bounds->m_radius;
if( delta.within( adjMinRange ) )
{
// Too close... do nothing.
entf_clear(ENTF_IS_RUNNING);
entf_clear(ENTF_SHOULD_RUN);
return( false );
}
}
if( !delta.within( adjRange ) )
{
// Too far away at the moment, chase after the target...
// We're aiming to end up at a location just inside our maximum range
// (is this good enough?)
delta = delta.normalize() * ( adjRange - m_bounds->m_radius );
processChooseMovement(deltaLength);
current->m_data[0].location = (CVector2D)current->m_data[0].entity->m_position - delta;
HEntity collide;
switch( processGotoHelper( current, timestep_millis, collide ) )
{
case ALREADY_AT_DESTINATION:
case REACHED_DESTINATION:
case COLLISION_WITH_DESTINATION:
// Not too far any more...
break;
case NORMAL:
// May or may not be close enough, check...
// (Assuming the delta above will never take us within minimum range)
delta = current->m_data[0].entity->m_position - m_position;
if( delta.within( adjRange ) )
break;
// Otherwise, continue chasing
return( false );
default:
// Path around it.
CEntityOrder avoidance;
avoidance.m_type = CEntityOrder::ORDER_GOTO_COLLISION;
CVector2D right;
right.x = m_ahead.y; right.y = -m_ahead.x;
CVector2D avoidancePosition;
// Which is the shortest diversion, going left or right?
// (Weight a little towards the right, to stop both units dodging the same way)
if( ( collide->m_bounds->m_pos - m_bounds->m_pos ).dot( right ) < 1 )
{
// Turn right.
avoidancePosition = collide->m_bounds->m_pos + right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
}
else
{
// Turn left.
avoidancePosition = collide->m_bounds->m_pos - right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
}
// Create a short path representing this detour
avoidance.m_data[0].location = avoidancePosition;
if( current->m_type == CEntityOrder::ORDER_GOTO_COLLISION )
m_orderQueue.pop_front();
m_orderQueue.push_front( avoidance );
return( false );
}
}
else
{
// Close enough, but turn to face them.
m_orientation.Y = atan2( delta.x, delta.y );
m_ahead = delta.normalize();
entf_clear(ENTF_IS_RUNNING);
}
// Pick our animation, calculate the time to play it, and start the timer.
m_actor->SetEntitySelection( animation );
m_fsm_animation = m_actor->GetRandomAnimation( animation );
// Here's the idea - we want to be at that animation's event point
// when the timer reaches action->m_Speed. The timer increments by 2 every millisecond.
// animation->m_actionpos is the time offset into that animation that event
// should happen. So...
m_fsm_anipos = (size_t)( action->m_Speed * ( 1.0f - 2 * m_fsm_animation->m_ActionPos ) );
// But...
if( m_fsm_anipos < 0 ) // (FIXME: m_fsm_anipos is unsigned, so this will never be true...)
{
// We ought to have started it in the past. Oh well.
// Here's what we'll do: play it now, and advance it to
// the point it should be by now.
m_actor->GetModel()->SetAnimation( m_fsm_animation, true, 1000.0f * m_fsm_animation->m_AnimDef->GetDuration() / (float)action->m_Speed, m_actor->GetRandomAnimation( "idle" ) );
m_actor->GetModel()->Update( action->m_Speed * ( m_fsm_animation->m_ActionPos / 1000.0f - 0.0005f ) );
}
else
{
// If we've just transitioned, play idle. Otherwise, let the previous animation complete, if it
// hasn't already.
if( entf_get(ENTF_TRANSITION) )
{
// (don't change actor's entity-selection)
m_actor->SetRandomAnimation( "idle" );
}
}
// Load time needs to be animation->m_ActionPos2 ms after the start of the animation.
m_fsm_anipos2 = m_fsm_anipos + (size_t)( action->m_Speed * m_fsm_animation->m_ActionPos2 * 2 );
if( m_fsm_anipos2 < 0 ) // (FIXME: m_fsm_anipos2 is unsigned, so this will never be true...)
{
// Load now.
m_actor->ShowAmmunition();
}
m_fsm_cyclepos = 0;
return( false );
}
bool CEntity::processGeneric( CEntityOrder* current, size_t timestep_millis )
{
int id = current->m_data[1].data;
if( m_actions.find( id ) == m_actions.end() )
{
return false; // we've been tasked as part of a group but we can't do this action
}
SEntityAction& action = m_actions[id];
return( processContactAction( current, timestep_millis, CEntityOrder::ORDER_GENERIC_NOPATHING, &action ) );
}
bool CEntity::processGenericNoPathing( CEntityOrder* current, size_t timestep_millis )
{
int id = current->m_data[1].data;
if( m_actions.find( id ) == m_actions.end() )
{
return false; // we've been tasked as part of a group but we can't do this action
}
SEntityAction& action = m_actions[id];
CEventGeneric evt( current->m_data[0].entity, id );
if( !m_actor ) return( false );
return( processContactActionNoPathing( current, timestep_millis, action.m_Animation, &evt, &action ) );
}
bool CEntity::processGoto( CEntityOrder* current, size_t UNUSED(timestep_millis) )
{
// float timestep=timestep_millis/1000.0f;
// janwas: currently unused
CVector2D pos( m_position.X, m_position.Z );
CVector2D path_to = current->m_data[0].location;
m_orderQueue.pop_front();
float Distance = ( path_to - pos ).length();
// Let's just check we're going somewhere...
if( Distance < 0.1f )
{
//entf_clear(ENTF_IS_RUNNING);
//entf_clear(ENTF_SHOULD_RUN);
return( false );
}
processChooseMovement( Distance );
// The pathfinder will push its result back into this unit's queue.
g_Pathfinder.requestPath( me, path_to );
return( true );
}
bool CEntity::processGotoWaypoint( CEntityOrder* current, size_t UNUSED(timestep_milli), bool contact )
{
CVector2D pos( m_position.X, m_position.Z );
CVector2D path_to = current->m_data[0].location;
m_orderQueue.pop_front();
float Distance = ( path_to - pos ).length();
// Let's just check we're going somewhere...
if( Distance < 0.1f )
{
entf_clear(ENTF_IS_RUNNING);
//entf_clear(ENTF_SHOULD_RUN);
return( false );
}
processChooseMovement( Distance );
float radius = *((float*)&current->m_data[0].data);
g_Pathfinder.requestLowLevelPath( me, path_to, contact, radius );
return( true );
}
bool CEntity::processPatrol( CEntityOrder* current, size_t UNUSED(timestep_millis) )
{
// float timestep=timestep_millis/1000.0f;
// janwas: currently unused
CEntityOrder this_segment;
CEntityOrder repeat_patrol;
// Duplicate the patrol order, push one copy onto the start of our order queue
// (that's the path we'll be taking next) and one copy onto the end of the
// queue (to keep us patrolling)
this_segment.m_type = CEntityOrder::ORDER_GOTO;
this_segment.m_data[0] = current->m_data[0];
repeat_patrol.m_type = CEntityOrder::ORDER_PATROL;
repeat_patrol.m_data[0] = current->m_data[0];
m_orderQueue.pop_front();
m_orderQueue.push_front( this_segment );
m_orderQueue.push_back( repeat_patrol );
return( true );
}
bool CEntity::processProduce( CEntityOrder* order )
{
int type = order->m_data[1].data;
CStrW name = order->m_data[0].string;
CEventStartProduction evt( type, name );
if( DispatchEvent( &evt ) && evt.GetTime() >= 0 )
{
m_productionQueue->AddItem( type, name, evt.GetTime() );
}
return( false );
}