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https://github.com/worldforge/cyphesis
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All IG code should use the interface of LocatedEntity when dealing with any entity, rather than sometimes requiring Entity. Add virtual functions to the interface where required, and modify all other interfaces to stop them using Entity. This makes the code way cleaner, and much better de-coupled.
159 lines
5.5 KiB
C++
159 lines
5.5 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000,2001 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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// $Id$
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#include "Pedestrian.h"
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#include "Domain.h"
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#include "LocatedEntity.h"
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#include "common/BaseWorld.h"
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#include "common/const.h"
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#include "common/debug.h"
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#include "common/log.h"
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#include "common/compose.hpp"
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#include "common/Tick.h"
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#include <wfmath/atlasconv.h>
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#include <Atlas/Objects/Operation.h>
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#include <Atlas/Objects/Anonymous.h>
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#include <iostream>
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using Atlas::Message::Element;
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using Atlas::Objects::Operation::Move;
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using Atlas::Objects::Entity::Anonymous;
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static const bool debug_flag = false;
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/// \brief Constructor
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///
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/// @param body the Entity this Movement is tracking.
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Pedestrian::Pedestrian(LocatedEntity & body) : Movement(body)
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{
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}
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Pedestrian::~Pedestrian()
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{
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}
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double Pedestrian::getTickAddition(const Point3D & coordinates,
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const Vector3D & velocity) const
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{
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// This may seem a little weird. Everything is handled in squares to
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// reduce the number of square roots that have to be calculated. In
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// this case only one is required.
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if (m_targetPos.isValid()) {
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WFMath::CoordType basic_square_distance = velocity.sqrMag()
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* consts::square_basic_tick;
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WFMath::CoordType square_distance = squareDistance(coordinates, m_targetPos);
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debug( std::cout << "basic_distance: " << basic_square_distance
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<< std::endl << std::flush;);
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debug( std::cout << "distance: " << square_distance << std::endl
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<< std::flush;);
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if (basic_square_distance > square_distance) {
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debug( std::cout << "\tshortened tick" << std::endl << std::flush;);
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return std::sqrt(square_distance / basic_square_distance)
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* consts::basic_tick;
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}
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}
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return consts::basic_tick;
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}
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/// \brief Calculate the updated position of the entity since the last
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/// move operation.
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///
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/// The does not modify the entity, but determines a new Location based
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/// on the velocity of the entity, time elapsed, whether any collision
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/// occurs, and whether the entity has reached its target.
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/// @return 1 if no update was made, or 0 otherwise
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int Pedestrian::getUpdatedLocation(Location & return_location)
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{
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WFMath::CoordType time_diff = (WFMath::CoordType)(BaseWorld::instance().getTime() - m_body.m_location.timeStamp());
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if (!updateNeeded(m_body.m_location)) {
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debug( std::cout << "No update" << std::endl << std::flush;);
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return 1;
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}
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Location new_location(m_body.m_location);
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// Update location
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Point3D new_coords = m_body.m_location.pos();
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new_coords += (m_body.m_location.velocity() * time_diff);
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if (m_targetPos.isValid()) {
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Point3D new_coords2 = new_coords;
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new_coords2 += (m_body.m_location.velocity() * (consts::basic_tick / 10.f));
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// The values returned by squareDistance are squares, so
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// cannot be used except for comparison
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WFMath::CoordType dist = squareDistance(m_targetPos, new_coords);
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WFMath::CoordType dist2 = squareDistance(m_targetPos, new_coords2);
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debug( std::cout << "dist: " << dist << "," << dist2 << std::endl
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<< std::flush;);
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if (dist2 > dist) {
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// If dist2 is larger than dist, then further movement
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// is away from m_targetPos, so we know we have arrived.
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debug( std::cout << "m_targetPos achieved";);
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new_location.m_pos = m_targetPos;
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// We have arrived at our target position and must
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// stop, or be deflected
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// Arrived at intended destination
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reset();
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new_location.m_velocity = Vector3D(0,0,0);
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} else {
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new_location.m_pos = new_coords;
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}
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} else {
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new_location.m_pos = new_coords;
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}
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// FIXME Use the movement_domain to apply the constraints.
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float z = m_body.getMovementDomain()->constrainHeight(new_location.m_loc,
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new_location.m_pos,
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"standing");
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debug(std::cout << "Height adjustment " << z << " " << new_location.m_pos.z()
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<< std::endl << std::flush;);
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new_location.m_pos.z() = z;
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return_location = new_location;
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return 0;
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}
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Operation Pedestrian::generateMove(const Location & new_location)
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{
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// Create move operation
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Move moveOp;
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moveOp->setTo(m_body.getId());
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// Set up argument for operation
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Anonymous move_arg;
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move_arg->setId(m_body.getId());
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// FIXME Query from the movement_domain what the constraints are.
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// On water, on land or falling?
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new_location.addToEntity(move_arg);
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moveOp->setArgs1(move_arg);
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return moveOp;
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}
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