File: MoveMath.cpp

package info (click to toggle)
spring 105.0.1%2Bdfsg-2
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 108,860 kB
  • sloc: cpp: 467,785; ansic: 302,607; python: 12,925; java: 12,201; awk: 5,889; sh: 2,371; xml: 655; perl: 405; php: 276; objc: 194; makefile: 75; sed: 2
file content (304 lines) | stat: -rw-r--r-- 11,079 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
/* 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/Misc/GlobalSynced.h"
#include "Sim/Misc/GroundBlockingObjectMap.h"
#include "Sim/MoveTypes/MoveDefHandler.h"
#include "Sim/MoveTypes/MoveType.h"
#include "Sim/Objects/SolidObject.h"
#include "Sim/Units/Unit.h"
#include "System/Platform/Threading.h"

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

static constexpr int FOOTPRINT_XSTEP = 2;
static constexpr int FOOTPRINT_ZSTEP = 2;


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 = std::max(xSquare - moveDef.xsizeh,                0);
	const int zmin = std::max(zSquare - moveDef.zsizeh,                0);
	const int xmax = std::min(xSquare + moveDef.xsizeh, mapDims.mapx - 1);
	const int zmax = std::min(zSquare + moveDef.zsizeh, mapDims.mapy - 1);

	BlockType ret = BLOCK_NONE;

	// footprints are point-symmetric around <xSquare, zSquare>
	// same as RangeIsBlocked but without anti-duplication test
	for (int z = zmin; z <= zmax; z += FOOTPRINT_ZSTEP) {
		const int zOffset = z * mapDims.mapx;

		for (int x = xmin; x <= xmax; x += FOOTPRINT_XSTEP) {
			const CGroundBlockingObjectMap::BlockingMapCell& cell = groundBlockingObjectMap.GetCellUnsafeConst(zOffset + x);

			for (size_t i = 0, n = cell.size(); i < n; i++) {
				const CSolidObject* collidee = cell[i];

				if (((ret |= ObjectBlockType(moveDef, collidee, collider)) & BLOCK_STRUCTURE) == 0)
					continue;

				return ret;
			}
		}
	}

	return ret;
}

CMoveMath::BlockType CMoveMath::IsBlockedNoSpeedModCheckThreadUnsafe(const MoveDef& moveDef, int xSquare, int zSquare, const CSolidObject* collider)
{
	assert(Threading::IsMainThread() || Threading::IsGameLoadThread());
	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
	//
	const bool colliderIsSub = colliderMD.isSubmarine;
	const bool collideeIsSub = collidee->moveDef != nullptr && collidee->moveDef->isSubmarine;

	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)
		return ((CrushResistant(moveDef, collidee))? BLOCK_STRUCTURE: BLOCK_NONE);

	// mobile obstacle, must be a unit
	const CUnit* u = static_cast<const CUnit*>(collidee);
	const AMoveType* mt = u->moveType;

	// if moving, unit is probably following a path
	if (u->IsMoving())
		return BLOCK_MOVING;

	// not moving and not pushable, treat as blocking
	if (mt->IsPushResistant())
		return BLOCK_STRUCTURE;

	// otherwise, unit is idling (no orders) or busy with a command
	// being-built units never count as idle, but should perhaps be
	// considered BLOCK_STRUCTURE
	return ((u->IsIdle())? BLOCK_MOBILE: BLOCK_MOBILE_BUSY);
}

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 CGroundBlockingObjectMap::BlockingMapCell& cell = groundBlockingObjectMap.GetCellUnsafeConst(zSquare * mapDims.mapx + xSquare);

	for (size_t i = 0, n = cell.size(); i < n; i++) {
		r |= ObjectBlockType(moveDef, cell[i], collider);
	}

	return r;
}

CMoveMath::BlockType CMoveMath::RangeIsBlocked(const MoveDef& moveDef, int xmin, int xmax, int zmin, int zmax, const CSolidObject* collider)
{
	xmin = std::max(xmin,                0);
	zmin = std::max(zmin,                0);
	xmax = std::min(xmax, mapDims.mapx - 1);
	zmax = std::min(zmax, mapDims.mapy - 1);

	BlockType ret = BLOCK_NONE;

	const int tempNum = gs->GetTempNum();

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

		for (int x = xmin; x <= xmax; x += FOOTPRINT_XSTEP) {
			const CGroundBlockingObjectMap::BlockingMapCell& cell = groundBlockingObjectMap.GetCellUnsafeConst(zOffset + x);

			for (size_t i = 0, n = cell.size(); i < n; i++) {
				CSolidObject* collidee = cell[i];

				if (collidee->tempNum == tempNum)
					continue;

				collidee->tempNum = tempNum;

				if (((ret |= ObjectBlockType(moveDef, collidee, collider)) & BLOCK_STRUCTURE) == 0)
					continue;

				return ret;
			}
		}
	}

	return ret;
}