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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "MoveMath.h"
#include "Map/MapInfo.h"
#include "Sim/Features/Feature.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"
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, int xSquare, int zSquare)
{
if (xSquare < 0 || zSquare < 0 || xSquare >= gs->mapx || zSquare >= gs->mapy)
return 0.0f;
const int square = (xSquare >> 1) + ((zSquare >> 1) * gs->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, int xSquare, int zSquare, const float3& moveDir)
{
if (xSquare < 0 || zSquare < 0 || xSquare >= gs->mapx || zSquare >= gs->mapy)
return 0.0f;
const int square = (xSquare >> 1) + ((zSquare >> 1) * gs->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];
float3 sqrNormal = readMap->GetCenterNormalsSynced()[xSquare + zSquare * gs->mapx];
#if 1
// with a flat normal, only consider the normalized xz-direction
// (the actual steepness is represented by the "slope" variable)
sqrNormal.SafeNormalize2D();
#endif
// 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);
//
// treat every move-direction as either fully uphill or fully downhill
// (otherwise units are still able to move orthogonally across vertical
// faces --> fixed)
// const float dirSlopeMod = -Sign(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)
{
BlockType ret = BLOCK_NONE;
const int xmin = xSquare - moveDef.xsizeh, xmax = xSquare + moveDef.xsizeh;
const int zmin = zSquare - moveDef.zsizeh, zmax = zSquare + moveDef.zsizeh;
const int xstep = 2, zstep = 2;
// (footprints are point-symmetric around <xSquare, zSquare>)
for (int z = zmin; z <= zmax; z += zstep) {
for (int x = xmin; x <= xmax; x += xstep) {
ret |= SquareIsBlocked(moveDef, x, z, collider);
if (ret & BLOCK_STRUCTURE) return ret;
}
}
return ret;
}
/* Optimized function to check if the square at the given position has a structure block,
provided that the square at (xSquare - 1, zSquare) did not have a structure block */
bool CMoveMath::IsBlockedStructureXmax(const MoveDef& moveDef, int xSquare, int zSquare, const CSolidObject* collider)
{
const int xmax = xSquare + moveDef.xsizeh;
const int zmin = zSquare - moveDef.zsizeh, zmax = zSquare + moveDef.zsizeh;
const int zstep = 2;
// (footprints are point-symmetric around <xSquare, zSquare>)
for (int z = zmin; z <= zmax; z += zstep) {
if (SquareIsBlocked(moveDef, xmax, z, collider) & BLOCK_STRUCTURE)
return true;
}
return false;
}
/* Optimized function to check if the square at the given position has a structure block,
provided that the square at (xSquare, zSquare - 1) did not have a structure block */
bool CMoveMath::IsBlockedStructureZmax(const MoveDef& moveDef, int xSquare, int zSquare, const CSolidObject* collider)
{
const int xmin = xSquare - moveDef.xsizeh, xmax = xSquare + moveDef.xsizeh;
const int zmax = zSquare + moveDef.zsizeh;
const int xstep = 2;
// (footprints are point-symmetric around <xSquare, zSquare>)
for (int x = xmin; x <= xmax; x += xstep) {
if (SquareIsBlocked(moveDef, x, zmax, collider) & BLOCK_STRUCTURE)
return true;
}
return false;
}
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 != NULL)
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 aren't tied to any collider instances) --> add extra
// "clearance" parameter to MoveDef?
//
#define IS_SUBMARINE(md) ((md) != NULL && (md)->subMarine)
if (IS_SUBMARINE(&colliderMD)) {
return (!collidee->IsUnderWater() && !IS_SUBMARINE(collidee->moveDef));
} else {
return ( collidee->IsUnderWater() || IS_SUBMARINE(collidee->moveDef));
}
#undef IS_SUBMARINE
return false;
}
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 always pass obstacle
//
// note: in many cases separation is not sufficient
// even when it logically should be (submarines vs.
// floating DT in shallow water eg.)
// note: if unit and obstacle are on a steep slope,
// this can return true even when their horizontal
// separation points to a collision
if ((collider->pos.y + math::fabs(collider->height)) < collidee->pos.y) return true;
if ((collidee->pos.y + math::fabs(collidee->height)) < collider->pos.y) return true;
return false;
}
CMoveMath::BlockType CMoveMath::SquareIsBlocked(const MoveDef& moveDef, int xSquare, int zSquare, const CSolidObject* collider)
{
if ((unsigned)xSquare >= gs->mapx || (unsigned)zSquare >= gs->mapy)
return BLOCK_IMPASSABLE;
BlockType r = BLOCK_NONE;
const BlockingMapCell& c = groundBlockingObjectMap->GetCell(zSquare * gs->mapx + xSquare);
for (BlockingMapCellIt it = c.begin(); it != c.end(); ++it) {
const CSolidObject* collidee = it->second;
if (IsNonBlocking(moveDef, collidee, collider))
continue;
if (!collidee->immobile) {
// mobile obstacle (must be a unit) --> if
// moving, it is probably following a path
if (collidee->IsMoving()) {
r |= BLOCK_MOVING;
} else {
if ((static_cast<const CUnit*>(collidee))->IsIdle()) {
// idling (no orders) mobile unit
r |= BLOCK_MOBILE;
} else {
// busy mobile unit
r |= BLOCK_MOBILE_BUSY;
}
}
} else {
if (CrushResistant(moveDef, collidee)) {
r |= BLOCK_STRUCTURE;
}
}
}
return r;
}
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