/* 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 "ICmpFootprint.h" #include "simulation2/components/ICmpObstruction.h" #include "simulation2/components/ICmpObstructionManager.h" #include "simulation2/components/ICmpPathfinder.h" #include "simulation2/components/ICmpPosition.h" #include "simulation2/components/ICmpUnitMotion.h" #include "simulation2/MessageTypes.h" #include "graphics/Terrain.h" // For TERRAIN_TILE_SIZE #include "maths/FixedVector2D.h" class CCmpFootprint : public ICmpFootprint { public: static void ClassInit(CComponentManager& UNUSED(componentManager)) { } DEFAULT_COMPONENT_ALLOCATOR(Footprint) EShape m_Shape; entity_pos_t m_Size0; // width/radius entity_pos_t m_Size1; // height/radius entity_pos_t m_Height; static std::string GetSchema() { return "Approximation of the entity's shape, for collision detection and outline rendering. " "Shapes are flat horizontal squares or circles, extended vertically to a given height." "" "" "0.0" "" "" "" "0.0" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" ""; } virtual void Init(const CParamNode& paramNode) { if (paramNode.GetChild("Square").IsOk()) { m_Shape = SQUARE; m_Size0 = paramNode.GetChild("Square").GetChild("@width").ToFixed(); m_Size1 = paramNode.GetChild("Square").GetChild("@depth").ToFixed(); } else if (paramNode.GetChild("Circle").IsOk()) { m_Shape = CIRCLE; m_Size0 = m_Size1 = paramNode.GetChild("Circle").GetChild("@radius").ToFixed(); } else { // Error - pick some default m_Shape = CIRCLE; m_Size0 = m_Size1 = entity_pos_t::FromInt(1); } m_Height = paramNode.GetChild("Height").ToFixed(); } virtual void Deinit() { } virtual void Serialize(ISerializer& UNUSED(serialize)) { // No dynamic state to serialize } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) { Init(paramNode); } virtual void GetShape(EShape& shape, entity_pos_t& size0, entity_pos_t& size1, entity_pos_t& height) { shape = m_Shape; size0 = m_Size0; size1 = m_Size1; height = m_Height; } virtual CFixedVector3D PickSpawnPoint(entity_id_t spawned) { // Try to find a free space around the building's footprint. // (Note that we use the footprint, not the obstruction shape - this might be a bit dodgy // because the footprint might be inside the obstruction, but it hopefully gives us a nicer // shape.) const CFixedVector3D error(fixed::FromInt(-1), fixed::FromInt(-1), fixed::FromInt(-1)); CmpPtr cmpPosition(GetEntityHandle()); if (!cmpPosition || !cmpPosition->IsInWorld()) return error; CmpPtr cmpObstructionManager(GetSystemEntity()); if (!cmpObstructionManager) return error; entity_pos_t spawnedRadius; ICmpObstructionManager::tag_t spawnedTag; CmpPtr cmpSpawnedObstruction(GetSimContext(), spawned); if (cmpSpawnedObstruction) { spawnedRadius = cmpSpawnedObstruction->GetUnitRadius(); spawnedTag = cmpSpawnedObstruction->GetObstruction(); } // else use zero radius // Get passability class from UnitMotion CmpPtr cmpUnitMotion(GetSimContext(), spawned); if (!cmpUnitMotion) return error; pass_class_t spawnedPass = cmpUnitMotion->GetPassabilityClass(); CmpPtr cmpPathfinder(GetSystemEntity()); if (!cmpPathfinder) return error; CFixedVector2D initialPos = cmpPosition->GetPosition2D(); entity_angle_t initialAngle = cmpPosition->GetRotation().Y; // Max spawning distance in tiles const i32 maxSpawningDistance = 4; if (m_Shape == CIRCLE) { // Expand outwards from foundation for (i32 dist = 0; dist <= maxSpawningDistance; ++dist) { // The spawn point should be far enough from this footprint to fit the unit, plus a little gap entity_pos_t clearance = spawnedRadius + entity_pos_t::FromInt(2 + (int)TERRAIN_TILE_SIZE*dist); entity_pos_t radius = m_Size0 + clearance; // Try equally-spaced points around the circle in alternating directions, starting from the front const i32 numPoints = 31 + 2*dist; for (i32 i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2] { entity_angle_t angle = initialAngle + (entity_angle_t::Pi()*2).Multiply(entity_angle_t::FromInt(i)/(int)numPoints); fixed s, c; sincos_approx(angle, s, c); CFixedVector3D pos (initialPos.X + s.Multiply(radius), fixed::Zero(), initialPos.Y + c.Multiply(radius)); SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity if (cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Z, spawnedRadius, spawnedPass) == ICmpObstruction::FOUNDATION_CHECK_SUCCESS) return pos; // this position is okay, so return it } } } else { fixed s, c; sincos_approx(initialAngle, s, c); // Expand outwards from foundation for (i32 dist = 0; dist <= maxSpawningDistance; ++dist) { // The spawn point should be far enough from this footprint to fit the unit, plus a little gap entity_pos_t clearance = spawnedRadius + entity_pos_t::FromInt(2 + (int)TERRAIN_TILE_SIZE*dist); for (i32 edge = 0; edge < 4; ++edge) { // Try equally-spaced points along the edge in alternating directions, starting from the middle const i32 numPoints = 9 + 2*dist; // Compute the direction and length of the current edge CFixedVector2D dir; fixed sx, sy; switch (edge) { case 0: dir = CFixedVector2D(c, -s); sx = m_Size0; sy = m_Size1; break; case 1: dir = CFixedVector2D(-s, -c); sx = m_Size1; sy = m_Size0; break; case 2: dir = CFixedVector2D(s, c); sx = m_Size1; sy = m_Size0; break; case 3: dir = CFixedVector2D(-c, s); sx = m_Size0; sy = m_Size1; break; } CFixedVector2D center = initialPos - dir.Perpendicular().Multiply(sy/2 + clearance); dir = dir.Multiply((sx + clearance*2) / (int)(numPoints-1)); for (i32 i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2] { CFixedVector2D pos (center + dir*i); SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity if (cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Y, spawnedRadius, spawnedPass) == ICmpObstruction::FOUNDATION_CHECK_SUCCESS) return CFixedVector3D(pos.X, fixed::Zero(), pos.Y); // this position is okay, so return it } } } } return error; } virtual CFixedVector3D PickSpawnPointBothPass(entity_id_t spawned) { // Try to find a free space inside and around this footprint // at the intersection between the footprint passability and the unit passability. // (useful for example for destroyed ships where the spawning point should be in the intersection // of the unit and ship passabilities). // As the overlap between these passabilities regions may be narrow, we need a small step (1 meter) const CFixedVector3D error(fixed::FromInt(-1), fixed::FromInt(-1), fixed::FromInt(-1)); CmpPtr cmpPosition(GetEntityHandle()); if (!cmpPosition || !cmpPosition->IsInWorld()) return error; CmpPtr cmpObstructionManager(GetSystemEntity()); if (!cmpObstructionManager) return error; entity_pos_t spawnedRadius; ICmpObstructionManager::tag_t spawnedTag; CmpPtr cmpSpawnedObstruction(GetSimContext(), spawned); if (cmpSpawnedObstruction) { spawnedRadius = cmpSpawnedObstruction->GetUnitRadius(); spawnedTag = cmpSpawnedObstruction->GetObstruction(); } // else use zero radius // Get passability class from UnitMotion CmpPtr cmpUnitMotion(GetSimContext(), spawned); if (!cmpUnitMotion) return error; pass_class_t spawnedPass = cmpUnitMotion->GetPassabilityClass(); CmpPtr cmpPathfinder(GetSystemEntity()); if (!cmpPathfinder) return error; // Get the Footprint entity passability CmpPtr cmpEntityMotion(GetEntityHandle()); if (!cmpEntityMotion) return error; pass_class_t entityPass = cmpEntityMotion->GetPassabilityClass(); CFixedVector2D initialPos = cmpPosition->GetPosition2D(); entity_angle_t initialAngle = cmpPosition->GetRotation().Y; // Max spawning distance + 1 (in meters) const i32 maxSpawningDistance = 13; if (m_Shape == CIRCLE) { // Expand outwards from foundation with a fixed step of 1 meter for (i32 dist = 0; dist <= maxSpawningDistance; ++dist) { // The spawn point should be far enough from this footprint to fit the unit, plus a little gap entity_pos_t clearance = spawnedRadius + entity_pos_t::FromInt(1+dist); entity_pos_t radius = m_Size0 + clearance; // Try equally-spaced points around the circle in alternating directions, starting from the front const i32 numPoints = 31 + 2*dist; for (i32 i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2] { entity_angle_t angle = initialAngle + (entity_angle_t::Pi()*2).Multiply(entity_angle_t::FromInt(i)/(int)numPoints); fixed s, c; sincos_approx(angle, s, c); CFixedVector3D pos (initialPos.X + s.Multiply(radius), fixed::Zero(), initialPos.Y + c.Multiply(radius)); SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity if (cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Z, spawnedRadius, spawnedPass) == ICmpObstruction::FOUNDATION_CHECK_SUCCESS && cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Z, spawnedRadius, entityPass) == ICmpObstruction::FOUNDATION_CHECK_SUCCESS) return pos; // this position is okay, so return it } } } else { fixed s, c; sincos_approx(initialAngle, s, c); // Expand outwards from foundation with a fixed step of 1 meter for (i32 dist = 0; dist <= maxSpawningDistance; ++dist) { // The spawn point should be far enough from this footprint to fit the unit, plus a little gap entity_pos_t clearance = spawnedRadius + entity_pos_t::FromInt(1+dist); for (i32 edge = 0; edge < 4; ++edge) { // Compute the direction and length of the current edge CFixedVector2D dir; fixed sx, sy; switch (edge) { case 0: dir = CFixedVector2D(c, -s); sx = m_Size0; sy = m_Size1; break; case 1: dir = CFixedVector2D(-s, -c); sx = m_Size1; sy = m_Size0; break; case 2: dir = CFixedVector2D(s, c); sx = m_Size1; sy = m_Size0; break; case 3: dir = CFixedVector2D(-c, s); sx = m_Size0; sy = m_Size1; break; } sx = sx/2 + clearance; sy = sy/2 + clearance; // Try equally-spaced (1 meter) points along the edge in alternating directions, starting from the middle i32 numPoints = 1 + 2*sx.ToInt_RoundToNearest(); CFixedVector2D center = initialPos - dir.Perpendicular().Multiply(sy); for (i32 i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2] { CFixedVector2D pos (center + dir*i); SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity if (cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Y, spawnedRadius, spawnedPass) == ICmpObstruction::FOUNDATION_CHECK_SUCCESS && cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Y, spawnedRadius, entityPass) == ICmpObstruction::FOUNDATION_CHECK_SUCCESS) return CFixedVector3D(pos.X, fixed::Zero(), pos.Y); // this position is okay, so return it } } } } return error; } }; REGISTER_COMPONENT_TYPE(Footprint)