File: MoveMath.cpp

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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#include "MoveMath.h"

#include "Map/Ground.h"
#include "Map/MapInfo.h"
#include "Sim/Features/Feature.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/GroundBlockingObjectMap.h"
#include "Sim/MoveTypes/MoveDefHandler.h"
#include "Sim/Objects/SolidObject.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/CommandAI/CommandAI.h"
#include "System/Platform/Threading.h"

bool CMoveMath::noHoverWaterMove = false;
float CMoveMath::waterDamageCost = 0.0f;



float CMoveMath::yLevel(const MoveDef& moveDef, int xSqr, int zSqr)
{
	switch (moveDef.speedModClass) {
		case MoveDef::Tank: // fall-through
		case MoveDef::KBot:  { return (CGround::GetHeightReal      (xSqr * SQUARE_SIZE, zSqr * SQUARE_SIZE) + 10.0f); } break;
		case MoveDef::Hover: { return (CGround::GetHeightAboveWater(xSqr * SQUARE_SIZE, zSqr * SQUARE_SIZE) + 10.0f); } break;
		case MoveDef::Ship:  { return (                                                                        0.0f); } break;
	}

	return 0.0f;
}

float CMoveMath::yLevel(const MoveDef& moveDef, const float3& pos)
{
	switch (moveDef.speedModClass) {
		case MoveDef::Tank: // fall-through
		case MoveDef::KBot:  { return (CGround::GetHeightReal      (pos.x, pos.z) + 10.0f); } break;
		case MoveDef::Hover: { return (CGround::GetHeightAboveWater(pos.x, pos.z) + 10.0f); } break;
		case MoveDef::Ship:  { return (                                              0.0f); } break;
	}

	return 0.0f;
}



/* calculate the local speed-modifier for this MoveDef */
float CMoveMath::GetPosSpeedMod(const MoveDef& moveDef, unsigned xSquare, unsigned zSquare)
{
	if (xSquare >= mapDims.mapx || zSquare >= mapDims.mapy)
		return 0.0f;

	const int square = (xSquare >> 1) + ((zSquare >> 1) * mapDims.hmapx);
	const int squareTerrType = readMap->GetTypeMapSynced()[square];

	const float height  = readMap->GetMIPHeightMapSynced(1)[square];
	const float slope   = readMap->GetSlopeMapSynced()[square];

	const CMapInfo::TerrainType& tt = mapInfo->terrainTypes[squareTerrType];

	switch (moveDef.speedModClass) {
		case MoveDef::Tank:  { return (GroundSpeedMod(moveDef, height, slope) * tt.tankSpeed ); } break;
		case MoveDef::KBot:  { return (GroundSpeedMod(moveDef, height, slope) * tt.kbotSpeed ); } break;
		case MoveDef::Hover: { return ( HoverSpeedMod(moveDef, height, slope) * tt.hoverSpeed); } break;
		case MoveDef::Ship:  { return (  ShipSpeedMod(moveDef, height, slope) * tt.shipSpeed ); } break;
		default: {} break;
	}

	return 0.0f;
}

float CMoveMath::GetPosSpeedMod(const MoveDef& moveDef, unsigned xSquare, unsigned zSquare, float3 moveDir)
{
	if (xSquare >= mapDims.mapx || zSquare >= mapDims.mapy)
		return 0.0f;

	const int square = (xSquare >> 1) + ((zSquare >> 1) * mapDims.hmapx);
	const int squareTerrType = readMap->GetTypeMapSynced()[square];

	const float height = readMap->GetMIPHeightMapSynced(1)[square];
	const float slope  = readMap->GetSlopeMapSynced()[square];

	const CMapInfo::TerrainType& tt = mapInfo->terrainTypes[squareTerrType];

	const float3 sqrNormal = readMap->GetCenterNormals2DSynced()[xSquare + zSquare * mapDims.mapx];

	// with a flat normal, only consider the normalized xz-direction
	// (the actual steepness is represented by the "slope" variable)
	// we verify that it was normalized in advance
	assert(float3(moveDir).SafeNormalize2D() == moveDir);

	// note: moveDir is (or should be) a unit vector in the xz-plane, y=0
	// scale is negative for "downhill" slopes, positive for "uphill" ones
	const float dirSlopeMod = -moveDir.dot(sqrNormal);

	switch (moveDef.speedModClass) {
		case MoveDef::Tank:  { return (GroundSpeedMod(moveDef, height, slope, dirSlopeMod) * tt.tankSpeed ); } break;
		case MoveDef::KBot:  { return (GroundSpeedMod(moveDef, height, slope, dirSlopeMod) * tt.kbotSpeed ); } break;
		case MoveDef::Hover: { return ( HoverSpeedMod(moveDef, height, slope, dirSlopeMod) * tt.hoverSpeed); } break;
		case MoveDef::Ship:  { return (  ShipSpeedMod(moveDef, height, slope, dirSlopeMod) * tt.shipSpeed ); } break;
		default: {} break;
	}

	return 0.0f;
}

/* Check if a given square-position is accessable by the MoveDef footprint. */
CMoveMath::BlockType CMoveMath::IsBlockedNoSpeedModCheck(const MoveDef& moveDef, int xSquare, int zSquare, const CSolidObject* collider)
{
	const int xmin = xSquare - moveDef.xsizeh, xmax = xSquare + moveDef.xsizeh;
	const int zmin = zSquare - moveDef.zsizeh, zmax = zSquare + moveDef.zsizeh;

	if (xmin < 0 || xmax >= mapDims.mapx)
		return BLOCK_IMPASSABLE;
	if (zmin < 0 || zmax >= mapDims.mapy)
		return BLOCK_IMPASSABLE;

	BlockType ret = BLOCK_NONE;
	const int xstep = 2, zstep = 2;

	// (footprints are point-symmetric around <xSquare, zSquare>)
	for (int z = zmin; z <= zmax; z += zstep) {
		const int zOffset = z * mapDims.mapx;
		for (int x = xmin; x <= xmax; x += xstep) {
			const BlockingMapCell& cell = groundBlockingObjectMap->GetCellUnsafeConst(zOffset + x);
			for (const CSolidObject* collidee: cell) {
				ret |= ObjectBlockType(moveDef, collidee, collider);
				if (ret & BLOCK_STRUCTURE)
					return ret;
			}
		}
	}
	return ret;
}

CMoveMath::BlockType CMoveMath::IsBlockedNoSpeedModCheckThreadUnsafe(const MoveDef& moveDef, int xSquare, int zSquare, const CSolidObject* collider)
{
	assert(Threading::IsMainThread());
	return RangeIsBlocked(moveDef, xSquare - moveDef.xsizeh, xSquare + moveDef.xsizeh, zSquare - moveDef.zsizeh, zSquare + moveDef.zsizeh, collider);
}


bool CMoveMath::CrushResistant(const MoveDef& colliderMD, const CSolidObject* collidee)
{
	if (!collidee->HasCollidableStateBit(CSolidObject::CSTATE_BIT_SOLIDOBJECTS))
		return false;
	if (!collidee->crushable)
		return true;

	return (collidee->crushResistance > colliderMD.crushStrength);
}

bool CMoveMath::IsNonBlocking(const MoveDef& colliderMD, const CSolidObject* collidee, const CSolidObject* collider)
{
	if (collider == collidee)
		return true;
	if (!collidee->HasCollidableStateBit(CSolidObject::CSTATE_BIT_SOLIDOBJECTS))
		return true;
	// if obstacle is out of map bounds, it cannot block us
	if (!collidee->pos.IsInBounds())
		return true;
	// same if obstacle is not currently marked on blocking-map
	if (!collidee->IsBlocking())
		return true;

	if (collider != nullptr)
		return (IsNonBlocking(collidee, collider));

	// remaining conditions under which obstacle does NOT block unit
	// only reachable from stand-alone PE invocations or GameHelper
	//   1.
	//      unit is a submarine, obstacle sticks out above-water
	//      (and not itself flagged as a submarine) *OR* unit is
	//      not a submarine and obstacle is (fully under-water or
	//      flagged as a submarine)
	//
	//      NOTE:
	//        do we want to allow submarines to pass underneath
	//        any obstacle even if it is 99% submerged already?
	//
	//        will cause stacking for submarines that are *not*
	//        explicitly flagged as such in their MoveDefs
	//
	// note that these condition(s) can lead to a certain degree of
	// clipping: for full 3D accuracy the height of the MoveDef's
	// owner would need to be accessible, but the path-estimator
	// defs are not tied to any collider instances
	//
	#define IS_SUBMARINE(md) ((md) != nullptr && (md)->subMarine)
	const bool colliderIsSub = IS_SUBMARINE(&colliderMD);
	const bool collideeIsSub = IS_SUBMARINE(collidee->moveDef);
	#undef IS_SUBMARINE

	if (colliderIsSub)
		return (!collidee->IsUnderWater() && !collideeIsSub);

	return (collidee->IsUnderWater() || collideeIsSub);
}

bool CMoveMath::IsNonBlocking(const CSolidObject* collidee, const CSolidObject* collider)
{
	// simple case: if unit and obstacle have non-zero
	// vertical separation as measured by their (model)
	// heights, unit can in theory always pass obstacle
	//
	// this allows (units marked as) submarines to both
	// *pass* and *short-range path* underneath floating
	// DT, or ships to P&SRP over underwater structures
	//
	// specifically restricted to units *inside* water
	// because it can have the unwanted side-effect of
	// enabling the PFS to generate paths for units on
	// steep slopes *through* obstacles, either higher
	// up or lower down
	//
	if ((collider->pos.y + math::fabs(collider->height)) < collidee->pos.y)
		return (collider->IsInWater() && collidee->IsInWater());
	if ((collidee->pos.y + math::fabs(collidee->height)) < collider->pos.y)
		return (collider->IsInWater() && collidee->IsInWater());

	return false;
}

CMoveMath::BlockType CMoveMath::ObjectBlockType(const MoveDef& moveDef, const CSolidObject* collidee, const CSolidObject* collider)
{
	if (IsNonBlocking(moveDef, collidee, collider))
		return BLOCK_NONE;

	if (!collidee->immobile) {
		// mobile obstacle (must be a unit) --> if
		// moving, it is probably following a path
		if (collidee->IsMoving())
			return BLOCK_MOVING;

		// idling (no orders) mobile unit
		if ((static_cast<const CUnit*>(collidee))->IsIdle())
			return BLOCK_MOBILE;

		// busy mobile unit
		return BLOCK_MOBILE_BUSY;
	}

	if (CrushResistant(moveDef, collidee))
		return BLOCK_STRUCTURE;

	return BLOCK_NONE;
}

CMoveMath::BlockType CMoveMath::SquareIsBlocked(const MoveDef& moveDef, int xSquare, int zSquare, const CSolidObject* collider)
{
	if (static_cast<unsigned>(xSquare) >= mapDims.mapx || static_cast<unsigned>(zSquare) >= mapDims.mapy)
		return BLOCK_IMPASSABLE;

	BlockType r = BLOCK_NONE;

	const BlockingMapCell& cell = groundBlockingObjectMap->GetCellUnsafeConst(zSquare * mapDims.mapx + xSquare);

	for (const CSolidObject* collidee: cell) {
		r |= ObjectBlockType(moveDef, collidee, collider);
	}

	return r;
}

CMoveMath::BlockType CMoveMath::RangeIsBlocked(const MoveDef& moveDef, int xmin, int xmax, int zmin, int zmax, const CSolidObject* collider)
{
	if (xmin < 0 || xmax >= mapDims.mapx)
		return BLOCK_IMPASSABLE;

	if (zmin < 0 || zmax >= mapDims.mapy)
		return BLOCK_IMPASSABLE;

	BlockType ret = BLOCK_NONE;

	const int xstep = 2, zstep = 2;
	const int tempNum = gs->GetTempNum();

	// (footprints are point-symmetric around <xSquare, zSquare>)
	for (int z = zmin; z <= zmax; z += zstep) {
		const int zOffset = z * mapDims.mapx;

		for (int x = xmin; x <= xmax; x += xstep) {
			const BlockingMapCell& cell = groundBlockingObjectMap->GetCellUnsafeConst(zOffset + x);

			for (CSolidObject* collidee: cell) {
				if (collidee->tempNum == tempNum)
					continue;

				collidee->tempNum = tempNum;
				ret |= ObjectBlockType(moveDef, collidee, collider);

				if (ret & BLOCK_STRUCTURE)
					return ret;
			}
		}
	}

	return ret;
}