Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
CCmpUnitMotionManager.h
Go to the documentation of this file.
1/* Copyright (C) 2022 Wildfire Games.
2 * This file is part of 0 A.D.
3 *
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
8 *
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18#ifndef INCLUDED_CCMPUNITMOTIONMANAGER
19#define INCLUDED_CCMPUNITMOTIONMANAGER
20
23
28
29class CCmpUnitMotion;
30
32{
33public:
34 static void ClassInit(CComponentManager& componentManager);
35
36 DEFAULT_COMPONENT_ALLOCATOR(UnitMotionManager)
37
38 /**
39 * Maximum value for pushing pressure.
40 */
41 static constexpr int MAX_PRESSURE = 255;
42
43 // Persisted state for each unit.
45 {
46 MotionState(ICmpPosition* cmpPos, CCmpUnitMotion* cmpMotion);
47
48 // Component references - these must be kept alive for the duration of motion.
49 // NB: this is generally a super dangerous thing to do,
50 // but the tight coupling with CCmpUnitMotion makes it workable.
51 // NB: this assumes that components do _not_ move in memory,
52 // which is currently a fair assumption but might change in the future.
55
56 // Position before units start moving
58 // Transient position during the movement.
60
61 // Accumulated "pushing" from nearby units.
63
65
68
69 // Used for formations - units with the same control group won't push at a distance.
70 // (this is required because formations may be tight and large units may end up never settling.
72
73 // This is a ad-hoc counter to store under how much pushing 'pressure' an entity is.
74 // More pressure will slow the unit down and make it harder to push,
75 // which effectively bogs down groups of colliding units.
76 uint8_t pushingPressure = 0;
77
78 // Meta-flag -> this entity won't push nor be pushed.
79 // (used for entities that have their obstruction disabled).
80 bool ignore = false;
81
82 // If true, the entity needs to be handled during movement.
83 bool needUpdate = false;
84
85 bool wentStraight = false;
86 bool wasObstructed = false;
87
88 // Clone of the obstruction manager flag for efficiency
89 bool isMoving = false;
90 };
91
92 // "Template" state, not serialized (cannot be changed mid-game).
93
94 // The maximal distance at which units push each other is the combined unit clearances, multipled by this factor,
95 // itself pre-multiplied by the circle-square correction factor.
97 // Additive modifiers to the maximum pushing distance for moving units and idle units respectively.
100 // Multiplier for the pushing 'spread'.
101 // This should be understand as the % of the maximum distance where pushing will be "in full force".
104
105 // Pushing forces below this value are ignored - this prevents units moving forever by very small increments.
107
108 // Multiplier for pushing pressure strength.
110 // Per-turn reduction in pushing pressure.
112
113 // These vectors are reconstructed on deserialization.
114
117
118 // Turn-local state below, not serialised.
119
122
123 static std::string GetSchema()
124 {
125 return "<a:component type='system'/><empty/>";
126 }
127
128 void Init(const CParamNode& UNUSED(paramNode)) override;
129
130 void Deinit() override
131 {
132 }
133
134 void Serialize(ISerializer& serialize) override;
135 void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) override;
136
137 void HandleMessage(const CMessage& msg, bool global) override;
138
139 void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController) override;
140 void Unregister(entity_id_t ent) override;
141
142 bool ComputingMotion() const override
143 {
144 return m_ComputingMotion;
145 }
146
147 bool IsPushingActivated() const override
148 {
150 }
151
152private:
153 void OnDeserialized();
154 void ResetSubdivisions();
155 void OnTurnStart();
156
157 void MoveUnits(fixed dt);
158 void MoveFormations(fixed dt);
159 void Move(EntityMap<MotionState>& ents, fixed dt);
160
162};
163
164REGISTER_COMPONENT_TYPE(UnitMotionManager)
165
166#endif // INCLUDED_CCMPUNITMOTIONMANAGER
#define DEFAULT_COMPONENT_ALLOCATOR(cname)
Definition: Component.h:39
#define REGISTER_COMPONENT_TYPE(cname)
Definition: Component.h:32
Definition: CCmpUnitMotionManager.h:32
entity_pos_t m_StaticPushingSpread
Definition: CCmpUnitMotionManager.h:103
entity_pos_t m_MovingPushExtension
Definition: CCmpUnitMotionManager.h:98
void HandleMessage(const CMessage &msg, bool global) override
Definition: CCmpUnitMotion_System.cpp:133
void Deserialize(const CParamNode &paramNode, IDeserializer &deserialize) override
Definition: CCmpUnitMotion_System.cpp:321
entity_pos_t m_PushingRadiusMultiplier
Definition: CCmpUnitMotionManager.h:96
static void ClassInit(CComponentManager &componentManager)
Definition: CCmpUnitMotion_System.cpp:120
void Push(EntityMap< MotionState >::value_type &a, EntityMap< MotionState >::value_type &b, fixed dt)
Definition: CCmpUnitMotion_System.cpp:645
entity_pos_t m_PushingPressureStrength
Definition: CCmpUnitMotionManager.h:109
static std::string GetSchema()
Definition: CCmpUnitMotionManager.h:123
void OnDeserialized()
This deserialization process is rather ugly, but it's required to store some data in the motion state...
Definition: CCmpUnitMotion_System.cpp:336
EntityMap< MotionState > m_Units
Definition: CCmpUnitMotionManager.h:115
bool IsPushingActivated() const override
Definition: CCmpUnitMotionManager.h:147
static constexpr int MAX_PRESSURE
Maximum value for pushing pressure.
Definition: CCmpUnitMotionManager.h:41
void Move(EntityMap< MotionState > &ents, fixed dt)
Definition: CCmpUnitMotion_System.cpp:406
void MoveUnits(fixed dt)
Definition: CCmpUnitMotion_System.cpp:396
void Serialize(ISerializer &serialize) override
Definition: CCmpUnitMotion_System.cpp:315
entity_pos_t m_MovingPushingSpread
Definition: CCmpUnitMotionManager.h:102
void MoveFormations(fixed dt)
Definition: CCmpUnitMotion_System.cpp:401
Grid< std::vector< EntityMap< MotionState >::iterator > > m_MovingUnits
Definition: CCmpUnitMotionManager.h:120
bool m_ComputingMotion
Definition: CCmpUnitMotionManager.h:121
void ResetSubdivisions()
Definition: CCmpUnitMotion_System.cpp:354
void Deinit() override
Definition: CCmpUnitMotionManager.h:130
entity_pos_t m_StaticPushExtension
Definition: CCmpUnitMotionManager.h:99
void Unregister(entity_id_t ent) override
Definition: CCmpUnitMotion_System.cpp:374
entity_pos_t m_PushingPressureDecay
Definition: CCmpUnitMotionManager.h:111
bool ComputingMotion() const override
True if entities are currently in the "Move" phase.
Definition: CCmpUnitMotionManager.h:142
void Register(CCmpUnitMotion *component, entity_id_t ent, bool formationController) override
Definition: CCmpUnitMotion_System.cpp:365
EntityMap< MotionState > m_FormationControllers
Definition: CCmpUnitMotionManager.h:116
entity_pos_t m_MinimalPushing
Definition: CCmpUnitMotionManager.h:106
void OnTurnStart()
Definition: CCmpUnitMotion_System.cpp:387
void Init(const CParamNode &paramNode) override
Definition: CCmpUnitMotion_System.cpp:180
Definition: CCmpUnitMotion.h:133
Definition: ComponentManager.h:40
Definition: FixedVector2D.h:25
A simple fixed-point number class.
Definition: Fixed.h:120
static CFixed Zero()
Definition: Fixed.h:131
Definition: Message.h:26
An entity initialisation parameter node.
Definition: ParamNode.h:151
A fast replacement for map<entity_id_t, T>.
Definition: EntityMap.h:32
Basic 2D array, intended for storing tile data, plus support for lazy updates by ICmpObstructionManag...
Definition: Grid.h:38
Represents an entity's position in the world (plus its orientation).
Definition: ICmpPosition.h:61
UnitMotionManager - handles motion for CCmpUnitMotion.
Definition: ICmpUnitMotionManager.h:31
Deserialization interface; see serialization overview.
Definition: IDeserializer.h:35
Serialization interface; see serialization overview.
Definition: ISerializer.h:121
#define UNUSED(param)
mark a function parameter as unused and avoid the corresponding compiler warning.
Definition: code_annotation.h:40
const entity_id_t INVALID_ENTITY
Invalid entity ID.
Definition: Entity.h:35
u32 entity_id_t
Entity ID type.
Definition: Entity.h:29
Definition: CCmpUnitMotionManager.h:45
CFixedVector2D push
Definition: CCmpUnitMotionManager.h:62
ICmpPosition * cmpPosition
Definition: CCmpUnitMotionManager.h:53
fixed speed
Definition: CCmpUnitMotionManager.h:64
CFixedVector2D initialPos
Definition: CCmpUnitMotionManager.h:57
fixed angle
Definition: CCmpUnitMotionManager.h:67
CCmpUnitMotion * cmpUnitMotion
Definition: CCmpUnitMotionManager.h:54
fixed initialAngle
Definition: CCmpUnitMotionManager.h:66
CFixedVector2D pos
Definition: CCmpUnitMotionManager.h:59
Definition: EntityMap.h:40
unsigned char uint8_t
Definition: wposix_types.h:51