cyphesis/rulesets/Pedestrian.cpp
Erik Ogenvik d7bf27d180 Take plantable adjustment into account.
When an entity which is "planted" is adjusted, we also look
for if there's any offset specified for the height adjustment.
2016-06-26 19:08:54 +02:00

163 lines
5.7 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 Alistair Riddoch
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
#include "Pedestrian.h"
#include "Domain.h"
#include "LocatedEntity.h"
#include "common/BaseWorld.h"
#include "common/const.h"
#include "common/debug.h"
#include "common/log.h"
#include "common/compose.hpp"
#include "common/Tick.h"
#include <wfmath/atlasconv.h>
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
#include <iostream>
using Atlas::Message::Element;
using Atlas::Objects::Operation::Move;
using Atlas::Objects::Entity::Anonymous;
static const bool debug_flag = false;
/// \brief Constructor
///
/// @param body the Entity this Movement is tracking.
Pedestrian::Pedestrian(LocatedEntity & body) : Movement(body)
{
}
Pedestrian::~Pedestrian()
{
}
double Pedestrian::getTickAddition(const Point3D & coordinates,
const Vector3D & velocity) const
{
// This may seem a little weird. Everything is handled in squares to
// reduce the number of square roots that have to be calculated. In
// this case only one is required.
if (m_targetPos.isValid()) {
WFMath::CoordType basic_square_distance = velocity.sqrMag()
* consts::square_basic_tick;
WFMath::CoordType square_distance = squareDistance(coordinates, m_targetPos);
debug( std::cout << "basic_distance: " << basic_square_distance
<< std::endl << std::flush;);
debug( std::cout << "distance: " << square_distance << std::endl
<< std::flush;);
if (basic_square_distance > square_distance) {
debug( std::cout << "\tshortened tick" << std::endl << std::flush;);
return std::sqrt(square_distance / basic_square_distance)
* consts::basic_tick;
}
}
return consts::basic_tick;
}
/// \brief Calculate the updated position of the entity since the last
/// move operation.
///
/// The does not modify the entity, but determines a new Location based
/// on the velocity of the entity, time elapsed, whether any collision
/// occurs, and whether the entity has reached its target.
/// @return 1 if no update was made, or 0 otherwise
int Pedestrian::getUpdatedLocation(Location & return_location)
{
WFMath::CoordType time_diff = (WFMath::CoordType)(BaseWorld::instance().getTime() - m_body.m_location.timeStamp());
if (!updateNeeded(m_body.m_location)) {
debug( std::cout << "No update" << std::endl << std::flush;);
return 1;
}
Location new_location(m_body.m_location);
// Update location
Point3D new_coords = m_body.m_location.pos();
new_coords += (m_body.m_location.velocity() * time_diff);
if (m_targetPos.isValid()) {
Point3D new_coords2 = new_coords;
new_coords2 += (m_body.m_location.velocity() * (consts::basic_tick / 10.f));
// The values returned by squareDistance are squares, so
// cannot be used except for comparison
WFMath::CoordType dist = squareDistance(m_targetPos, new_coords);
WFMath::CoordType dist2 = squareDistance(m_targetPos, new_coords2);
debug( std::cout << "dist: " << dist << "," << dist2 << std::endl
<< std::flush;);
if (dist2 > dist) {
// If dist2 is larger than dist, then further movement
// is away from m_targetPos, so we know we have arrived.
debug( std::cout << "m_targetPos achieved";);
new_location.m_pos = m_targetPos;
// We have arrived at our target position and must
// stop, or be deflected
// Arrived at intended destination
reset();
new_location.m_velocity = Vector3D::ZERO();
} else {
new_location.m_pos = new_coords;
}
} else {
new_location.m_pos = new_coords;
}
// FIXME Use the movement_domain to apply the constraints.
if (m_body.m_location.m_loc) {
auto domain = m_body.m_location.m_loc->getMovementDomain();
if (domain) {
float z = domain->constrainHeight(m_body, new_location.m_loc,
new_location.m_pos,
"standing");
debug(std::cout << "Height adjustment " << z << " " << new_location.m_pos.z()
<< std::endl << std::flush;);
new_location.m_pos.z() = z;
}
}
return_location = new_location;
return 0;
}
Operation Pedestrian::generateMove(const Location & new_location)
{
// Create move operation
Move moveOp;
moveOp->setTo(m_body.getId());
moveOp->setSeconds(BaseWorld::instance().getTime());
// Set up argument for operation
Anonymous move_arg;
move_arg->setId(m_body.getId());
// FIXME Query from the movement_domain what the constraints are.
// On water, on land or falling?
new_location.addToEntity(move_arg);
moveOp->setArgs1(move_arg);
return moveOp;
}