/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_CCMPUNITMOTIONMANAGER #define INCLUDED_CCMPUNITMOTIONMANAGER #include "simulation2/system/Component.h" #include "ICmpUnitMotionManager.h" #include "simulation2/MessageTypes.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/helpers/Grid.h" #include "simulation2/system/EntityMap.h" class CCmpUnitMotion; class CCmpUnitMotionManager final : public ICmpUnitMotionManager { public: static void ClassInit(CComponentManager& componentManager); DEFAULT_COMPONENT_ALLOCATOR(UnitMotionManager) /** * Maximum value for pushing pressure. */ static constexpr int MAX_PRESSURE = 255; // Persisted state for each unit. struct MotionState { MotionState(ICmpPosition* cmpPos, CCmpUnitMotion* cmpMotion); // Component references - these must be kept alive for the duration of motion. // NB: this is generally a super dangerous thing to do, // but the tight coupling with CCmpUnitMotion makes it workable. // NB: this assumes that components do _not_ move in memory, // which is currently a fair assumption but might change in the future. ICmpPosition* cmpPosition; CCmpUnitMotion* cmpUnitMotion; // Position before units start moving CFixedVector2D initialPos; // Transient position during the movement. CFixedVector2D pos; // Accumulated "pushing" from nearby units. CFixedVector2D push; fixed speed; fixed initialAngle; fixed angle; // Used for formations - units with the same control group won't push at a distance. // (this is required because formations may be tight and large units may end up never settling. entity_id_t controlGroup = INVALID_ENTITY; // This is a ad-hoc counter to store under how much pushing 'pressure' an entity is. // More pressure will slow the unit down and make it harder to push, // which effectively bogs down groups of colliding units. uint8_t pushingPressure = 0; // Meta-flag -> this entity won't push nor be pushed. // (used for entities that have their obstruction disabled). bool ignore = false; // If true, the entity needs to be handled during movement. bool needUpdate = false; bool wentStraight = false; bool wasObstructed = false; // Clone of the obstruction manager flag for efficiency bool isMoving = false; }; // "Template" state, not serialized (cannot be changed mid-game). // The maximal distance at which units push each other is the combined unit clearances, multipled by this factor, // itself pre-multiplied by the circle-square correction factor. entity_pos_t m_PushingRadiusMultiplier; // Additive modifiers to the maximum pushing distance for moving units and idle units respectively. entity_pos_t m_MovingPushExtension; entity_pos_t m_StaticPushExtension; // Multiplier for the pushing 'spread'. // This should be understand as the % of the maximum distance where pushing will be "in full force". entity_pos_t m_MovingPushingSpread; entity_pos_t m_StaticPushingSpread; // Pushing forces below this value are ignored - this prevents units moving forever by very small increments. entity_pos_t m_MinimalPushing; // Multiplier for pushing pressure strength. entity_pos_t m_PushingPressureStrength; // Per-turn reduction in pushing pressure. entity_pos_t m_PushingPressureDecay; // These vectors are reconstructed on deserialization. EntityMap m_Units; EntityMap m_FormationControllers; // Turn-local state below, not serialised. Grid::iterator>> m_MovingUnits; bool m_ComputingMotion; static std::string GetSchema() { return ""; } void Init(const CParamNode& UNUSED(paramNode)) override; void Deinit() override { } void Serialize(ISerializer& serialize) override; void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) override; void HandleMessage(const CMessage& msg, bool global) override; void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController) override; void Unregister(entity_id_t ent) override; bool ComputingMotion() const override { return m_ComputingMotion; } bool IsPushingActivated() const override { return m_PushingRadiusMultiplier != entity_pos_t::Zero(); } private: void OnDeserialized(); void ResetSubdivisions(); void OnTurnStart(); void MoveUnits(fixed dt); void MoveFormations(fixed dt); void Move(EntityMap& ents, fixed dt); void Push(EntityMap::value_type& a, EntityMap::value_type& b, fixed dt); }; REGISTER_COMPONENT_TYPE(UnitMotionManager) #endif // INCLUDED_CCMPUNITMOTIONMANAGER