/* 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