/* Copyright (C) 2015 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 .
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpDecay.h"
#include "simulation2/MessageTypes.h"
#include "ICmpPosition.h"
#include "ICmpTerrain.h"
#include "ICmpVisual.h"
/**
* Fairly basic decay implementation, for units and buildings etc.
* The decaying entity remains stationary for some time period, then falls downwards
* with some initial speed and some acceleration, until it has fully sunk.
* The sinking depth is determined from the actor's bounding box and the terrain.
*
* This currently doesn't work with entities whose ICmpPosition has an initial Y offset.
*
* This isn't very efficient (we'll store data and iterate every frame for every entity,
* not just for corpse entities) - it could be designed more optimally if that's a real problem.
*
* Eventually we might want to adjust the decay rate based on user configuration (low-spec
* machines could have fewer corpses), number of corpses, etc.
*
* Must not be used on network-synchronised entities, unless \ is present.
*/
class CCmpDecay : public ICmpDecay
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(Decay)
bool m_Active;
bool m_ShipSink;
float m_DelayTime;
float m_SinkRate;
float m_SinkAccel;
entity_pos_t m_InitialXRotation;
entity_pos_t m_InitialZRotation;
// Used to randomize ship-like sinking
float m_SinkingAngleX;
float m_SinkingAngleZ;
float m_CurrentTime;
float m_TotalSinkDepth; // distance we need to sink (derived from bounding box), or -1 if undetermined
static std::string GetSchema()
{
return
""
""
""
""
""
""
""
""
""
""
""
""
""
""
"";
}
virtual void Init(const CParamNode& paramNode)
{
m_Active = paramNode.GetChild("Active").ToBool();
m_ShipSink = paramNode.GetChild("SinkingAnim").ToBool();
m_DelayTime = paramNode.GetChild("DelayTime").ToFixed().ToFloat();
m_SinkRate = paramNode.GetChild("SinkRate").ToFixed().ToFloat();
m_SinkAccel = paramNode.GetChild("SinkAccel").ToFixed().ToFloat();
m_CurrentTime = 0.f;
m_TotalSinkDepth = -1.f;
// Detect unsafe misconfiguration
if (m_Active && !ENTITY_IS_LOCAL(GetEntityId()))
{
debug_warn(L"CCmpDecay must not be used on non-local (network-synchronised) entities");
m_Active = false;
}
if (m_Active)
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, true);
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// This component isn't network-synchronised, so don't serialize anything
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Interpolate:
{
PROFILE3("Decay::Interpolate");
if (!m_Active)
break;
const CMessageInterpolate& msgData = static_cast (msg);
CmpPtr cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
{
// If there's no position (this usually shouldn't happen), destroy the unit immediately
GetSimContext().GetComponentManager().DestroyComponentsSoon(GetEntityId());
break;
}
// Compute the depth the first time this is called
// (This is a bit of an ugly place to do it but at least we'll be sure
// the actor component was loaded already)
if (m_TotalSinkDepth < 0.f)
{
m_TotalSinkDepth = 1.f; // minimum so we always sink at least a little
CmpPtr cmpVisual(GetEntityHandle());
if (cmpVisual)
{
CBoundingBoxAligned bound = cmpVisual->GetBounds();
m_TotalSinkDepth = std::max(m_TotalSinkDepth, bound[1].Y - bound[0].Y);
}
// If this is a floating unit, we want it to sink all the way under the terrain,
// so find the difference between its current position and the terrain
CFixedVector3D pos = cmpPosition->GetPosition();
CmpPtr cmpTerrain(GetSystemEntity());
if (cmpTerrain)
{
fixed ground = cmpTerrain->GetGroundLevel(pos.X, pos.Z);
m_TotalSinkDepth += std::max(0.f, (pos.Y - ground).ToFloat());
}
// Sink it further down if it sinks like a ship, as it will rotate.
if (m_ShipSink)
{
// lacking randomness we'll trick
m_SinkingAngleX = (pos.X.ToInt_RoundToNearest() % 30 - 15) / 15.0;
m_SinkingAngleZ = (pos.Z.ToInt_RoundToNearest() % 30) / 40.0;
m_TotalSinkDepth += 10.f;
}
// probably 0 in both cases but we'll remember it anyway.
m_InitialXRotation = cmpPosition->GetRotation().X;
m_InitialZRotation = cmpPosition->GetRotation().Z;
}
m_CurrentTime += msgData.deltaSimTime;
if (m_CurrentTime >= m_DelayTime)
{
float t = m_CurrentTime - m_DelayTime;
float depth = (m_SinkRate * t) + (m_SinkAccel * t * t);
if (m_ShipSink)
{
// exponential sinking with tilting
float tilt_time = t > 5.f ? 5.f : t;
float tiltSink = tilt_time * tilt_time / 5.f;
entity_pos_t RotX = entity_pos_t::FromFloat(((m_InitialXRotation.ToFloat() * (5.f - tiltSink)) + (m_SinkingAngleX * tiltSink)) / 5.f);
entity_pos_t RotZ = entity_pos_t::FromFloat(((m_InitialZRotation.ToFloat() * (3.f - tilt_time)) + (m_SinkingAngleZ * tilt_time)) / 3.f);
cmpPosition->SetXZRotation(RotX,RotZ);
depth = m_SinkRate * (exp(t - 1.f) - 0.54881163609f) + (m_SinkAccel * exp(t - 4.f) - 0.01831563888f);
if (depth < 0.f)
depth = 0.f;
}
cmpPosition->SetHeightOffset(entity_pos_t::FromFloat(-depth));
if (depth > m_TotalSinkDepth)
GetSimContext().GetComponentManager().DestroyComponentsSoon(GetEntityId());
}
break;
}
}
}
};
REGISTER_COMPONENT_TYPE(Decay)