forked from 0ad/0ad
Matei
207d1367ec
- The server will no longer send a new turn until the previous one has been "acknowledged". (TODO: this may create lag between turns in its current form; investigate and possibly allow executing two turns while the third is being negotiated). - Mutexes are now being used in NetServer and NetClient to ensure commands go into the right batches. - Commented out some orders in the GUI code that should not be there and are not 100% working anyway (they were part of the follow/formation system). - Units that spawn or are created by scripts now have net-safe position and orientation. - Added a debug flag that can be turned on to print details about when commands are received and executed (DEBUG_SYNCHRONIZATION). This is especially useful if you diff the stdouts of two running games. There should be no differences if everything is in synch. This was SVN commit r5463.
444 lines
13 KiB
C++
444 lines
13 KiB
C++
#include "precompiled.h"
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#include <vector>
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#include "graphics/Model.h"
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#include "graphics/Terrain.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "maths/MathUtil.h"
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#include "network/NetMessage.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/GameAttributes.h"
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#include "ps/Loader.h"
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#include "ps/LoaderThunks.h"
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#include "ps/Profile.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityFormation.h"
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#include "simulation/EntityManager.h"
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#include "simulation/EntityTemplateCollection.h"
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#include "simulation/LOSManager.h"
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#include "simulation/Projectile.h"
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#include "simulation/Scheduler.h"
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#include "simulation/Simulation.h"
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#include "simulation/TerritoryManager.h"
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#include "simulation/TurnManager.h"
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#include "simulation/TriggerManager.h"
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CSimulation::CSimulation(CGame *pGame):
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m_pGame(pGame),
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m_pWorld(pGame->GetWorld()),
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m_pTurnManager((g_SinglePlayerTurnManager=new CSinglePlayerTurnManager())),
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m_DeltaTime(0),
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m_Time(0)
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{
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}
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CSimulation::~CSimulation()
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{
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delete g_SinglePlayerTurnManager;
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g_SinglePlayerTurnManager=NULL;
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}
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int CSimulation::Initialize(CGameAttributes* pAttribs)
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{
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m_Random.seed(0); // TODO: Store a random seed in CGameAttributes and synchronize it accross the network
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m_pTurnManager->Initialize(m_pGame->GetNumPlayers());
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// Call the game startup script
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// TODO: Maybe don't do this if we're in Atlas
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// [2006-06-26 20ms]
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g_ScriptingHost.RunScript( "scripts/game_startup.js" );
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// [2006-06-26 3647ms]
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g_EntityManager.m_screenshotMode = pAttribs->m_ScreenshotMode;
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g_EntityManager.InitializeAll();
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// [2006-06-26: 61ms]
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m_pWorld->GetLOSManager()->Initialize(pAttribs->m_LOSSetting, pAttribs->m_FogOfWar);
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m_pWorld->GetTerritoryManager()->Initialize();
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return 0;
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}
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void CSimulation::RegisterInit(CGameAttributes *pAttribs)
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{
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RegMemFun1(this, &CSimulation::Initialize, pAttribs, L"CSimulation", 3900);
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}
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bool CSimulation::Update(double frameTime)
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{
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bool ok = true;
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m_DeltaTime += frameTime;
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if (m_DeltaTime >= 0.0)
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{
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// A new simulation frame is required.
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if (m_pTurnManager->NewTurnReady())
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{
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PROFILE( "simulation turn" );
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Simulate();
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double turnLength = m_pTurnManager->GetTurnLength() / 1000.0;
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m_DeltaTime -= turnLength;
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if (m_DeltaTime >= 0.0)
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{
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// The desired sim frame rate can't be achieved - we're being called
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// with average(frameTime) > turnLength.
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// Let the caller know we can't go fast enough - they should try
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// cutting down on Interpolate and rendering, and call us a few times
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// with frameTime == 0 to give us a chance to catch up.
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ok = false;
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debug_printf("WARNING: missing a simulation turn due to low FPS\n");
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}
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}
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else
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{
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// The network is lagging behind the simulation rate.
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// Set delta time back to zero so we don't jump into the middle
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// of the next simulation frame when we get the next turn.
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// This creates "lag" on the client rather than just jumpiness.
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m_DeltaTime = 0;
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}
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}
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return ok;
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}
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void CSimulation::DiscardMissedUpdates()
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{
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if (m_DeltaTime > 0.0)
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m_DeltaTime = 0.0;
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}
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void CSimulation::Interpolate(double frameTime)
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{
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double turnLength = m_pTurnManager->GetTurnLength()/1000.0;
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// 'offset' should be how far we are between the previous and next
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// simulation frames.
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// m_DeltaTime/turnLength will usually be between -1 and 0, indicating
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// the time until the next frame, so we can use that easily.
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// If the simulation is going too slowly and hasn't been giving a chance
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// to catch up before Interpolate is called, then m_DeltaTime > 0, so we'll
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// just clamp it to offset=1, which is alright.
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Interpolate(frameTime, clamp(m_DeltaTime / turnLength + 1.0, 0.0, 1.0));
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}
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void CSimulation::Interpolate(double frameTime, double offset)
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{
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PROFILE( "simulation interpolation" );
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const std::vector<CUnit*>& units = m_pWorld->GetUnitManager().GetUnits();
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for (size_t i = 0; i < units.size(); ++i)
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units[i]->UpdateModel((float)frameTime);
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g_EntityManager.InterpolateAll(offset);
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m_pWorld->GetProjectileManager().InterpolateAll(offset);
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g_Renderer.GetWaterManager()->m_WaterTexTimer += frameTime;
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}
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void CSimulation::Simulate()
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{
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uint time = m_pTurnManager->GetTurnLength();
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m_Time += time / 1000.0f;
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#ifdef DEBUG_SYNCHRONIZATION
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debug_printf("Simulation turn: %.3lf\n", m_Time);
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#endif
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PROFILE_START( "scheduler tick" );
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g_Scheduler.Update(time);
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PROFILE_END( "scheduler tick" );
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PROFILE_START( "entity updates" );
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g_EntityManager.UpdateAll(time);
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PROFILE_END( "entity updates" );
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PROFILE_START( "projectile updates" );
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m_pWorld->GetProjectileManager().UpdateAll(time);
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PROFILE_END( "projectile updates" );
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PROFILE_START( "los update" );
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m_pWorld->GetLOSManager()->Update();
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PROFILE_END( "los update" );
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PROFILE_START("trigger update");
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g_TriggerManager.Update(time);
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PROFILE_END("trigger udpate");
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PROFILE_START( "turn manager update" );
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m_pTurnManager->NewTurn();
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m_pTurnManager->IterateBatch(0, TranslateMessage, this);
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PROFILE_END( "turn manager update" );
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#ifdef DEBUG_SYNCHRONIZATION
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debug_printf("End turn\n", m_Time);
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#endif
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}
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// Location randomizer, for group orders...
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// Having the group turn up at the destination with /some/ sort of cohesion is
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// good but tasking them all to the exact same point will leave them brawling
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// for it at the other end (it shouldn't, but the PASAP pathfinder is too
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// simplistic)
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// Task them all to a point within a radius of the target, radius depends upon
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// the number of units in the group.
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void RandomizeLocations(CEntityOrder order, const std::vector<HEntity> &entities, bool isQueued)
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{
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std::vector<HEntity>::const_iterator it;
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float radius = 2.0f * sqrt( (float)entities.size() - 1 );
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for (it = entities.begin(); it < entities.end(); it++)
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{
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float _x, _y;
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CEntityOrder randomizedOrder = order;
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CSimulation* sim = g_Game->GetSimulation();
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do
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{
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_x = sim->RandFloat() * 2.0f - 1.0f;
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_y = sim->RandFloat() * 2.0f - 1.0f;
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}
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while( ( _x * _x ) + ( _y * _y ) > 1.0f );
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randomizedOrder.m_target_location.x += _x * radius;
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randomizedOrder.m_target_location.y += _y * radius;
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// Clamp it to within the map, just in case.
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float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
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randomizedOrder.m_target_location.x = clamp(randomizedOrder.m_target_location.x, 0.0f, mapsize);
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randomizedOrder.m_target_location.y = clamp(randomizedOrder.m_target_location.y, 0.0f, mapsize);
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if( !isQueued )
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(*it)->ClearOrders();
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(*it)->PushOrder( randomizedOrder );
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}
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}
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void FormationLocations(CEntityOrder order, const std::vector<HEntity> &entities, bool isQueued)
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{
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CVector2D upvec(0.0f, 1.0f);
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std::vector<HEntity>::const_iterator it = entities.begin();
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CEntityFormation* formation = (*it)->GetFormation();
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for (; it != entities.end(); it++)
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{
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CEntityOrder orderCopy = order;
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CVector2D posDelta = orderCopy.m_target_location - formation->GetPosition();
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CVector2D formDelta = formation->GetSlotPosition( (*it)->m_formationSlot );
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posDelta = posDelta.Normalize();
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//Rotate the slot position's offset vector according to the rotation of posDelta.
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CVector2D rotDelta;
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float deltaCos = posDelta.Dot(upvec);
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float deltaSin = sinf( acosf(deltaCos) );
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rotDelta.x = formDelta.x * deltaCos - formDelta.y * deltaSin;
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rotDelta.y = formDelta.x * deltaSin + formDelta.y * deltaCos;
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orderCopy.m_target_location += rotDelta;
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// Clamp it to within the map, just in case.
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float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
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orderCopy.m_target_location.x = clamp(orderCopy.m_target_location.x, 0.0f, mapsize);
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orderCopy.m_target_location.y = clamp(orderCopy.m_target_location.y, 0.0f, mapsize);
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if( !isQueued )
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(*it)->ClearOrders();
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(*it)->PushOrder( orderCopy );
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}
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}
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void QueueOrder(CEntityOrder order, const std::vector<HEntity> &entities, bool isQueued)
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{
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std::vector<HEntity>::const_iterator it;
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for (it = entities.begin(); it < entities.end(); it++)
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{
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if( !isQueued )
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(*it)->ClearOrders();
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(*it)->PushOrder( order );
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}
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}
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uint CSimulation::TranslateMessage(CNetMessage* pMsg, uint clientMask, void* UNUSED(userdata))
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{
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CEntityOrder order;
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bool isQueued = true;
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#define ENTITY_POSITION(_msg, _order) \
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do { \
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_msg *msg=(_msg *)pMsg; \
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isQueued = msg->m_IsQueued != 0; \
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order.m_type=CEntityOrder::_order; \
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order.m_target_location.x=(float)msg->m_TargetX; \
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order.m_target_location.y=(float)msg->m_TargetY; \
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RandomizeLocations(order, msg->m_Entities, isQueued); \
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} while(0)
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#define ENTITY_POSITION_FORM(_msg, _order) \
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do { \
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_msg *msg=(_msg *)pMsg; \
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isQueued = msg->m_IsQueued != 0; \
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order.m_type=CEntityOrder::_order; \
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order.m_target_location.x=(float)msg->m_TargetX; \
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order.m_target_location.y=(float)msg->m_TargetY; \
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FormationLocations(order, msg->m_Entities, isQueued); \
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} while(0)
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#define ENTITY_ENTITY_INT(_msg, _order) \
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do { \
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_msg *msg=(_msg *)pMsg; \
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isQueued = msg->m_IsQueued != 0; \
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order.m_type=CEntityOrder::_order; \
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order.m_target_entity=msg->m_Target; \
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order.m_action=msg->m_Action; \
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QueueOrder(order, msg->m_Entities, isQueued); \
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} while(0)
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#define ENTITY_INT_STRING(_msg, _order) \
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do { \
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_msg *msg=(_msg *)pMsg; \
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isQueued = msg->m_IsQueued != 0; \
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order.m_type=CEntityOrder::_order; \
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order.m_produce_name=msg->m_Name; \
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order.m_produce_type=msg->m_Type; \
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QueueOrder(order, msg->m_Entities, isQueued); \
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} while(0)
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switch (pMsg->GetType())
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{
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case NMT_AddWaypoint:
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{
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CAddWaypoint *msg=(CAddWaypoint *)pMsg;
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isQueued = msg->m_IsQueued != 0;
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order.m_type=CEntityOrder::ORDER_LAST;
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order.m_target_location.x=(float)msg->m_TargetX;
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order.m_target_location.y=(float)msg->m_TargetY;
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for(CEntityIt it = msg->m_Entities.begin(); it != msg->m_Entities.end(); ++it)
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{
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HEntity& hentity = *it;
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const CEntityOrders& order_queue = hentity->m_orderQueue;
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for(CEntityOrderCRIt ord_it = order_queue.rbegin(); ord_it != order_queue.rend(); ++ord_it)
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{
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if (ord_it->m_type == CEntityOrder::ORDER_PATH_END_MARKER)
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{
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order.m_type = CEntityOrder::ORDER_GOTO;
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hentity->PushOrder(order);
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break;
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}
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if (ord_it->m_type == CEntityOrder::ORDER_PATROL)
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{
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order.m_type = ord_it->m_type;
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hentity->PushOrder(order);
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break;
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}
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}
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if (order.m_type == CEntityOrder::ORDER_LAST)
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{
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LOG(ERROR, "simulation", "Got an AddWaypoint message for an entity that isn't moving.");
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}
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}
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break;
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}
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case NMT_Goto:
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ENTITY_POSITION(CGoto, ORDER_GOTO);
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break;
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case NMT_Run:
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ENTITY_POSITION(CRun, ORDER_RUN);
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break;
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case NMT_Patrol:
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ENTITY_POSITION(CPatrol, ORDER_PATROL);
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break;
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case NMT_FormationGoto:
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ENTITY_POSITION_FORM(CFormationGoto, ORDER_GOTO);
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break;
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//TODO: make formation move to within range of target and then attack normally
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case NMT_Generic:
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ENTITY_ENTITY_INT(CGeneric, ORDER_GENERIC);
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break;
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case NMT_FormationGeneric:
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ENTITY_ENTITY_INT(CFormationGeneric, ORDER_GENERIC);
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break;
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case NMT_NotifyRequest:
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ENTITY_ENTITY_INT(CNotifyRequest, ORDER_NOTIFY_REQUEST);
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break;
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case NMT_Produce:
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ENTITY_INT_STRING(CProduce, ORDER_PRODUCE);
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break;
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case NMT_PlaceObject:
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{
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CPlaceObject *msg = (CPlaceObject *) pMsg;
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isQueued = msg->m_IsQueued != 0;
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// Figure out the player
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CPlayer* player = 0;
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if(msg->m_Entities.size() > 0)
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player = msg->m_Entities[0]->GetPlayer();
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else
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player = g_Game->GetLocalPlayer();
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// Create the object
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CVector3D pos(msg->m_X/1000.0f, msg->m_Y/1000.0f, msg->m_Z/1000.0f);
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HEntity newObj = g_EntityManager.CreateFoundation( msg->m_Template, player, pos, msg->m_Angle/1000.0f );
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newObj->m_actor->SetPlayerID(player->GetPlayerID());
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if( newObj->Initialize() )
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{
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// Order all the selected units to work on the new object using the given action
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order.m_type = CEntityOrder::ORDER_START_CONSTRUCTION;
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order.m_new_obj = newObj;
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QueueOrder(order, msg->m_Entities, isQueued);
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}
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}
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break;
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}
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return clientMask;
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}
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uint CSimulation::GetMessageMask(CNetMessage* UNUSED(pMsg), uint UNUSED(oldMask), void* UNUSED(userdata))
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{
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//CSimulation *pSimulation=(CSimulation *)userdata;
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// Pending a complete visibility/minimal-update implementation, we'll
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// simply select the first 32 connected clients ;-)
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return 0xFFFFFFFF;
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}
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void CSimulation::QueueLocalCommand(CNetMessage *pMsg)
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{
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m_pTurnManager->QueueLocalCommand(pMsg);
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}
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// Get a random integer between 0 and maxVal-1 from the simulation's random number generator
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int CSimulation::RandInt(int maxVal)
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{
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boost::uniform_smallint<int> distr(0, maxVal-1);
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return distr(m_Random);
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}
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// Get a random float in [0, 1) from the simulation's random number generator
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float CSimulation::RandFloat()
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{
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// Cannot use uniform_01 here because it is not a real distribution, but rather an
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// utility class that makes a copy of the generator, and therefore it would repeatedly
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// return the same values because it never modifies our copy of the generator.
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boost::uniform_real<float> distr(0.0f, 1.0f);
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return distr(m_Random);
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}
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