forked from 0ad/0ad
657 lines
19 KiB
C++
657 lines
19 KiB
C++
// Entity state-machine processing code.
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#include "precompiled.h"
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#include "Entity.h"
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#include "BaseEntity.h"
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#include "Model.h"
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#include "ObjectEntry.h"
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#include "SkeletonAnim.h"
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#include "SkeletonAnimDef.h" // Animation duration
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#include "Unit.h"
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#include "ProductionQueue.h"
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#include "MathUtil.h"
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#include "Collision.h"
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#include "PathfindEngine.h"
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#include "Terrain.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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enum EGotoSituation
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{
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NORMAL = 0,
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ALREADY_AT_DESTINATION,
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REACHED_DESTINATION,
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COLLISION_WITH_DESTINATION,
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COLLISION_NEAR_DESTINATION,
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COLLISION_OVERLAPPING_OBJECTS,
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COLLISION_OTHER,
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WOULD_LEAVE_MAP
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};
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float CEntity::processChooseMovement( float distance )
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{
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// Should we run or walk
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if (m_shouldRun && m_staminaCurr > 0 && distance < m_run.m_MaxRange &&
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( distance > m_run.m_MinRange || m_isRunning ) )
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{
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if ( m_actor )
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{
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if ( !m_actor->IsPlayingAnimation( "run" ) )
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{
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m_actor->SetEntitySelection( L"run" );
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m_actor->SetRandomAnimation( "run", false, m_run.m_Speed );
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// Animation desync
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m_actor->GetModel()->Update( rand( 0, 1000 ) / 1000.0f );
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m_isRunning = true;
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}
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}
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return m_run.m_Speed;
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}
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else
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{
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if ( m_actor )
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{
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// Should we update animation?
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if ( !m_actor->IsPlayingAnimation( "walk" ) )
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{
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m_actor->SetEntitySelection( L"walk" );
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m_actor->SetRandomAnimation( "walk", false, m_speed );
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// Animation desync
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m_actor->GetModel()->Update( rand( 0, 1000 ) / 1000.0f );
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m_isRunning = false;
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}
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}
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return m_speed;
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}
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}
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// Does all the shared processing for line-of-sight gotos
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uint CEntity::processGotoHelper( CEntityOrder* current, size_t timestep_millis, HEntity& collide )
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{
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float timestep=timestep_millis/1000.0f;
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CVector2D delta;
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delta.x = (float)current->m_data[0].location.x - m_position.X;
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delta.y = (float)current->m_data[0].location.y - m_position.Z;
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float len = delta.length();
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if( len < 0.1f )
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return( ALREADY_AT_DESTINATION );
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// Curve smoothing.
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// Here there be trig.
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float scale = processChooseMovement( len ) * timestep;
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// Note: Easy optimization: flag somewhere that this unit
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// is already pointing the way, and don't do this
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// trig every time.right
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m_targetorientation = atan2( delta.x, delta.y );
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float deltatheta = m_targetorientation - (float)m_orientation;
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while( deltatheta > PI ) deltatheta -= 2 * PI;
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while( deltatheta < -PI ) deltatheta += 2 * PI;
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if( fabs( deltatheta ) > 0.01f )
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{
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if ( m_turningRadius != 0 )
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{
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float maxTurningSpeed = ( m_speed / m_turningRadius ) * timestep;
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deltatheta = clamp( deltatheta, -maxTurningSpeed, maxTurningSpeed );
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}
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m_orientation = m_orientation + deltatheta;
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m_ahead.x = sin( m_orientation );
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m_ahead.y = cos( m_orientation );
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// We can only really attempt to smooth paths the pathfinder
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// has flagged for us. If the turning-radius calculations are
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// applied to other types of waypoint, weirdness happens.
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// Things like an entity trying to walk to a point inside
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// his turning radius (which he can't do directly, so he'll
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// orbit the point indefinitely), or just massive deviations
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// making the paths we calculate useless.
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// It's also painful trying to watch two entities resolve their
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// collision when they're both bound by turning constraints.
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// So, as a compromise for the look of the thing, we'll just turn in
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// place until we're looking the right way. At least, that's what
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// seems logical. But in most cases that looks worse. So actually,
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// let's not.
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if( current->m_type != CEntityOrder::ORDER_GOTO_SMOOTHED )
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m_orientation = m_targetorientation;
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}
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else
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{
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m_ahead = delta / len;
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m_orientation = m_targetorientation;
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}
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float targetpitch = g_Game->GetWorld()->GetTerrain()->getSlopeAngleFace( m_position.X, m_position.Z, m_orientation );
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while( targetpitch > PI ) targetpitch -= 2 * PI;
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while( targetpitch < -PI ) targetpitch += 2 * PI;
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m_pitchOrientation = clamp( targetpitch, m_minActorPitch, m_maxActorPitch );
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if( m_bounds && m_bounds->m_type == CBoundingObject::BOUND_OABB )
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((CBoundingBox*)m_bounds)->setOrientation( m_ahead );
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EGotoSituation rc = NORMAL;
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if( scale > len )
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{
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scale = len;
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rc = REACHED_DESTINATION;
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}
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delta = m_ahead * scale;
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// What would happen if we moved forward a little?
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m_position.X += delta.x;
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m_position.Z += delta.y;
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if( m_bounds )
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{
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m_bounds->setPosition( m_position.X, m_position.Z );
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collide = getCollisionObject( this );
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if( collide )
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{
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// We'd hit something. Let's not.
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m_position.X -= delta.x;
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m_position.Z -= delta.y;
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m_bounds->m_pos -= delta;
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// Is it too late to avoid the collision?
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if( collide->m_bounds->intersects( m_bounds ) )
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{
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// Yes. Oh dear. That can't be good.
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// This really shouldn't happen in the current build.
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debug_assert( false && "Overlapping objects" );
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// Erm... do nothing?
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return( COLLISION_OVERLAPPING_OBJECTS );
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}
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// No. Is our destination within the obstacle?
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if( collide->m_bounds->contains( current->m_data[0].location ) )
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return( COLLISION_WITH_DESTINATION );
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// No. Are we nearing our destination, do we wish to stop there, and is it obstructed?
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if( ( m_orderQueue.size() == 1 ) && ( len <= 10.0f ) )
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{
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CBoundingCircle destinationObs( current->m_data[0].location.x, current->m_data[0].location.y, m_bounds->m_radius, 0.0f );
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if( getCollisionObject( &destinationObs ) )
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{
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// Yes. (Chances are a bunch of units were tasked to the same destination)
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return( COLLISION_NEAR_DESTINATION );
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}
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}
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// No?
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return( COLLISION_OTHER );
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}
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}
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// Will we step off the map?
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if( !g_Game->GetWorld()->GetTerrain()->isOnMap( m_position.X, m_position.Z ) )
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{
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// Yes. That's not a particularly good idea, either.
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m_position.X -= delta.x;
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m_position.Z -= delta.y;
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if( m_bounds )
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m_bounds->setPosition( m_position.X, m_position.Z );
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// All things being equal, we should only get here while on a collision path
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// (No destination should be off the map)
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return( WOULD_LEAVE_MAP );
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}
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// No. I suppose it's OK to go there, then. *disappointed*
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return( rc );
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}
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bool CEntity::processGotoNoPathing( CEntityOrder* current, size_t timestep_millis )
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{
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HEntity collide;
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switch( processGotoHelper( current, timestep_millis, collide ) )
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{
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case ALREADY_AT_DESTINATION:
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// If on a collision path; decide where to go next. Otherwise, proceed to the next waypoint.
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if( current->m_type == CEntityOrder::ORDER_GOTO_COLLISION )
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{
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repath();
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}
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else
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{
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m_orderQueue.pop_front();
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m_isRunning = false;
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m_shouldRun = false;
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}
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return( false );
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case COLLISION_OVERLAPPING_OBJECTS:
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return( false );
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case COLLISION_WITH_DESTINATION:
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// We're here...
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m_orderQueue.pop_front();
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m_isRunning = false;
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m_shouldRun = false;
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return( false );
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case COLLISION_NEAR_DESTINATION:
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{
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// Here's a weird idea: (I hope it works)
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// Spiral round the destination until a free point is found.
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CBoundingCircle destinationObs( current->m_data[0].location.x, current->m_data[0].location.y, m_bounds->m_radius, 0.0f );
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float interval = destinationObs.m_radius;
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float r = interval, theta = 0.0f, delta;
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float _x = current->m_data[0].location.x, _y = current->m_data[0].location.y;
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while( true )
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{
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delta = interval / r;
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theta += delta;
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r += ( interval * delta ) / ( 2 * PI );
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destinationObs.setPosition( _x + r * cosf( theta ), _y + r * sinf( theta ) );
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if( !getCollisionObject( &destinationObs ) ) break;
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}
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// Reset our destination
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current->m_data[0].location.x = _x + r * cosf( theta );
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current->m_data[0].location.y = _y + r * sinf( theta );
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return( false );
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}
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case COLLISION_OTHER:
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{
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// Path around it.
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CEntityOrder avoidance;
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avoidance.m_type = CEntityOrder::ORDER_GOTO_COLLISION;
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CVector2D right;
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right.x = m_ahead.y; right.y = -m_ahead.x;
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CVector2D avoidancePosition;
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// Which is the shortest diversion, going left or right?
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// (Weight a little towards the right, to stop both units dodging the same way)
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if( ( collide->m_bounds->m_pos - m_bounds->m_pos ).dot( right ) < 1 )
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{
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// Turn right.
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avoidancePosition = collide->m_bounds->m_pos + right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
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}
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else
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{
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// Turn left.
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avoidancePosition = collide->m_bounds->m_pos - right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
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}
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// Create a short path representing this detour
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avoidance.m_data[0].location = avoidancePosition;
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if( current->m_type == CEntityOrder::ORDER_GOTO_COLLISION )
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m_orderQueue.pop_front();
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m_orderQueue.push_front( avoidance );
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return( false );
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}
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case WOULD_LEAVE_MAP:
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// Just stop here, repath if necessary.
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m_orderQueue.pop_front();
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m_isRunning = false;
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m_shouldRun = false;
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return( false );
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default:
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return( false );
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}
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}
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// Handles processing common to (at the moment) gather and melee attack actions
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bool CEntity::processContactAction( CEntityOrder* current, size_t UNUSED(timestep_millis), int transition, SEntityAction* action )
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{
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if( !current->m_data[0].entity || !current->m_data[0].entity->m_extant )
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return( false );
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current->m_data[0].location = current->m_data[0].entity->m_position;
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float Distance = (current->m_data[0].location - m_position).length();
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if( Distance < action->m_MaxRange )
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{
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(int&)current->m_type = transition;
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m_isRunning = false;
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return( true );
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}
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processChooseMovement( Distance );
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// The pathfinder will push its result back into this unit's queue and
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// add back the current order at the end with the transition type.
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(int&)current->m_type = transition;
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g_Pathfinder.requestContactPath( me, current );
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return( true );
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}
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bool CEntity::processContactActionNoPathing( CEntityOrder* current, size_t timestep_millis, const CStr& animation, CScriptEvent* contactEvent, SEntityAction* action )
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{
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if( m_fsm_cyclepos != NOT_IN_CYCLE )
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{
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size_t nextpos = m_fsm_cyclepos + timestep_millis * 2;
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if( ( m_fsm_cyclepos <= m_fsm_anipos ) &&
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( nextpos > m_fsm_anipos ) )
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{
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// Start playing.
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// Start the animation. Actual damage/gather will be done in a
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// few hundred ms, at the 'action point' of the animation we're
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// now setting.
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m_isRunning = false;
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// TODO: this is set to be looping, because apparently it otherwise
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// plays one frame of 'idle' after e.g. attacks. But this way means
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// animations sometimes play ~1.5 times then repeat, which looks
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// broken too.
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//m_actor->GetModel()->SetAnimation( m_fsm_animation, true, 1000.0f * m_fsm_animation->m_AnimDef->GetDuration() / (float)action->m_Speed, m_actor->GetRandomAnimation( "idle" ) );
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m_actor->GetModel()->SetAnimation( m_fsm_animation, false, 1000.0f * m_fsm_animation->m_AnimDef->GetDuration() / (float)action->m_Speed );
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}
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if( ( m_fsm_cyclepos <= m_fsm_anipos2 ) &&
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( nextpos > m_fsm_anipos2 ) )
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{
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// Load the ammunition.
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m_actor->ShowAmmunition();
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}
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if( ( m_fsm_cyclepos <= action->m_Speed ) && ( nextpos > action->m_Speed ) )
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{
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m_actor->HideAmmunition();
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if(!DispatchEvent( contactEvent ))
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{
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// Cancel current order
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popOrder();
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m_isRunning = false;
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m_shouldRun = false;
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m_actor->SetEntitySelection( L"idle" );
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m_actor->SetRandomAnimation( "idle" );
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return( false );
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}
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}
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if( nextpos >= ( action->m_Speed * 2 ) )
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{
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// End of cycle.
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m_fsm_cyclepos = NOT_IN_CYCLE;
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return( false );
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}
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// Otherwise, increment position.
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m_fsm_cyclepos = nextpos;
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return( false );
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}
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// Target's dead (or exhausted), or we cancelled? Then our work here is done.
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if( !current->m_data[0].entity || !current->m_data[0].entity->m_extant )
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{
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//TODO: eventually when stances/formations are implemented, if applicable (e.g. not
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//heal or if defensive stance), the unit should expand and continue the order.
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popOrder();
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m_isRunning = false;
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m_shouldRun = false;
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return( false );
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}
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CVector2D delta = current->m_data[0].entity->m_position - m_position;
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float deltaLength = delta.length();
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float adjRange = action->m_MaxRange + m_bounds->m_radius + current->m_data[0].entity->m_bounds->m_radius;
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if( action->m_MinRange > 0.0f )
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{
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float adjMinRange = action->m_MinRange + m_bounds->m_radius + current->m_data[0].entity->m_bounds->m_radius;
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if( delta.within( adjMinRange ) )
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{
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// Too close... do nothing.
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m_isRunning = false;
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m_shouldRun = false;
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return( false );
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}
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}
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if( !delta.within( adjRange ) )
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{
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// Too far away at the moment, chase after the target...
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// We're aiming to end up at a location just inside our maximum range
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// (is this good enough?)
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delta = delta.normalize() * ( adjRange - m_bounds->m_radius );
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processChooseMovement(deltaLength);
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current->m_data[0].location = (CVector2D)current->m_data[0].entity->m_position - delta;
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HEntity collide;
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switch( processGotoHelper( current, timestep_millis, collide ) )
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{
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case ALREADY_AT_DESTINATION:
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case REACHED_DESTINATION:
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case COLLISION_WITH_DESTINATION:
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// Not too far any more...
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break;
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case NORMAL:
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// May or may not be close enough, check...
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// (Assuming the delta above will never take us within minimum range)
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delta = current->m_data[0].entity->m_position - m_position;
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if( delta.within( adjRange ) )
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break;
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// Otherwise, continue chasing
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return( false );
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default:
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// Path around it.
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CEntityOrder avoidance;
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avoidance.m_type = CEntityOrder::ORDER_GOTO_COLLISION;
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CVector2D right;
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right.x = m_ahead.y; right.y = -m_ahead.x;
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CVector2D avoidancePosition;
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// Which is the shortest diversion, going left or right?
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// (Weight a little towards the right, to stop both units dodging the same way)
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if( ( collide->m_bounds->m_pos - m_bounds->m_pos ).dot( right ) < 1 )
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{
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// Turn right.
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avoidancePosition = collide->m_bounds->m_pos + right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
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}
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else
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{
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// Turn left.
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avoidancePosition = collide->m_bounds->m_pos - right * ( collide->m_bounds->m_radius + m_bounds->m_radius * 2.5f );
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}
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// Create a short path representing this detour
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avoidance.m_data[0].location = avoidancePosition;
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if( current->m_type == CEntityOrder::ORDER_GOTO_COLLISION )
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m_orderQueue.pop_front();
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m_orderQueue.push_front( avoidance );
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return( false );
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}
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}
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else
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{
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// Close enough, but turn to face them.
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m_orientation = atan2( delta.x, delta.y );
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m_ahead = delta.normalize();
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m_isRunning = false;
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}
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// Pick our animation, calculate the time to play it, and start the timer.
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|
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( m_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 )
|
|
{
|
|
m_isRunning = false;
|
|
m_shouldRun = false;
|
|
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 )
|
|
{
|
|
m_isRunning = false;
|
|
m_shouldRun = false;
|
|
return( false );
|
|
}
|
|
|
|
processChooseMovement( Distance );
|
|
|
|
g_Pathfinder.requestLowLevelPath( me, path_to, contact );
|
|
|
|
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;
|
|
debug_printf("Trying to produce %d %ls\n", type, name.c_str() );
|
|
CEventStartProduction evt( type, name );
|
|
if( DispatchEvent( &evt ) && evt.GetTime() >= 0 )
|
|
{
|
|
debug_printf("Production started, time is %f\n", evt.GetTime());
|
|
m_productionQueue->AddItem( type, name, evt.GetTime() );
|
|
}
|
|
return( false );
|
|
}
|