/
MoveType.h
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/
MoveType.h
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef MOVETYPE_H
#define MOVETYPE_H
#include "System/creg/creg_cond.h"
#include "System/Object.h"
#include "System/float3.h"
class CUnit;
class AMoveType : public CObject
{
CR_DECLARE(AMoveType)
public:
AMoveType(CUnit* owner);
virtual ~AMoveType() {}
virtual void StartMovingRaw(const float3 moveGoalPos, float moveGoalRadius) {}
virtual void StartMoving(float3 pos, float goalRadius) = 0;
virtual void StartMoving(float3 pos, float goalRadius, float speed) = 0;
virtual void KeepPointingTo(float3 pos, float distance, bool aggressive) = 0;
virtual void KeepPointingTo(CUnit* unit, float distance, bool aggressive);
virtual void StopMoving(bool callScript = false, bool hardStop = false) = 0;
virtual bool CanApplyImpulse(const float3&) { return false; }
virtual void LeaveTransport() {}
// generic setter for Lua-writable values
virtual bool SetMemberValue(unsigned int memberHash, void* memberValue);
virtual void SetGoal(const float3& pos, float distance = 0.0f) { goalPos = pos; }
// NOTE:
// SetMaxSpeed is ONLY called by LuaSyncedMoveCtrl now
// other code (CommandAI) modifies a unit's speed only
// through SetMaxWantedSpeed, via SET_WANTED_MAX_SPEED
// commands
// NOTE:
// clamped because too much code in the derived
// MoveType classes expects maxSpeed to be != 0
virtual void SetMaxSpeed(float speed) { maxSpeed = std::max(0.001f, speed); }
virtual void SetWantedMaxSpeed(float speed) { maxWantedSpeed = speed; }
virtual void SetManeuverLeash(float leashLength) { maneuverLeash = leashLength; }
virtual bool Update() = 0;
virtual void SlowUpdate();
virtual bool IsSkidding() const { return false; }
virtual bool IsFlying() const { return false; }
virtual bool IsReversing() const { return false; }
float GetMaxSpeed() const { return maxSpeed; }
float GetMaxSpeedDef() const { return maxSpeedDef; }
float GetMaxWantedSpeed() const { return maxWantedSpeed; }
float GetManeuverLeash() const { return maneuverLeash; }
// The distance the unit will move before stopping,
// starting from given speed and applying maximum
// brake rate.
float BrakingDistance(float speed, float rate) const {
const float time = speed / std::max(rate, 0.001f);
const float dist = 0.5f * rate * time * time;
return dist;
}
float CalcStaticTurnRadius() const;
public:
CUnit* owner;
float3 goalPos;
float3 oldPos; // owner position at last Update()
float3 oldSlowUpdatePos; // owner position at last SlowUpdate()
/// TODO: probably should move the code in CUnit that reads this into the movement classes
bool useHeading;
enum ProgressState {
Done = 0,
Active = 1,
Failed = 2
};
ProgressState progressState;
protected:
float maxSpeed; // current maximum speed owner is allowed to reach (changes with eg. guard orders)
float maxSpeedDef; // default maximum speed owner can reach (as defined by its UnitDef, never changes)
float maxWantedSpeed; // maximum speed (temporarily) set by a CMD_SET_WANTED_MAX_SPEED modifier command
float maneuverLeash; // maximum distance away a target can be and still be chased
};
#endif // MOVETYPE_H