/* Copyright (C) 2021 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 . */ #ifndef INCLUDED_CCMPUNITMOTIONMANAGER #define INCLUDED_CCMPUNITMOTIONMANAGER #include "simulation2/system/Component.h" #include "ICmpUnitMotionManager.h" #include "simulation2/MessageTypes.h" #include "simulation2/system/EntityMap.h" class CCmpUnitMotion; class CCmpUnitMotionManager : public ICmpUnitMotionManager { public: static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeToMessageType(MT_TurnStart); componentManager.SubscribeToMessageType(MT_Update_Final); componentManager.SubscribeToMessageType(MT_Update_MotionUnit); componentManager.SubscribeToMessageType(MT_Update_MotionFormation); } DEFAULT_COMPONENT_ALLOCATOR(UnitMotionManager) // Persisted state for each unit. struct MotionState { // Component references - these must be kept alive for the duration of motion. // NB: this is generally not something one should do, but because of the tight coupling here it's doable. CmpPtr cmpPosition; CCmpUnitMotion* cmpUnitMotion; // Position before units start moving CFixedVector2D initialPos; // Transient position during the movement. CFixedVector2D pos; fixed initialAngle; fixed angle; // If true, the entity needs to be handled during movement. bool needUpdate; // 'Leak' from UnitMotion. bool wentStraight; bool wasObstructed; }; EntityMap m_Units; EntityMap m_FormationControllers; // Temporary vector, reconstructed each turn (stored here to avoid memory reallocations). std::vector::iterator> m_MovingUnits; bool m_ComputingMotion; static std::string GetSchema() { return ""; } virtual void Init(const CParamNode& UNUSED(paramNode)) { m_MovingUnits.reserve(40); } virtual void Deinit() { } virtual void Serialize(ISerializer& UNUSED(serialize)) { } 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_TurnStart: { OnTurnStart(); break; } case MT_Update_MotionFormation: { fixed dt = static_cast(msg).turnLength; m_ComputingMotion = true; MoveFormations(dt); m_ComputingMotion = false; break; } case MT_Update_MotionUnit: { fixed dt = static_cast(msg).turnLength; m_ComputingMotion = true; MoveUnits(dt); m_ComputingMotion = false; break; } } } virtual void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController); virtual void Unregister(entity_id_t ent); virtual bool ComputingMotion() const { return m_ComputingMotion; } void OnTurnStart(); void MoveUnits(fixed dt); void MoveFormations(fixed dt); void Move(EntityMap& ents, fixed dt); }; REGISTER_COMPONENT_TYPE(UnitMotionManager) #endif // INCLUDED_CCMPUNITMOTIONMANAGER