command_service.cpp 35 KB

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  1. #include "command_service.h"
  2. #include "../core/component.h"
  3. #include "../core/world.h"
  4. #include "../units/troop_config.h"
  5. #include "pathfinding.h"
  6. #include "units/spawn_type.h"
  7. #include <QDebug>
  8. #include <QVector3D>
  9. #include <algorithm>
  10. #include <atomic>
  11. #include <cmath>
  12. #include <cstddef>
  13. #include <cstdint>
  14. #include <limits>
  15. #include <memory>
  16. #include <mutex>
  17. #include <qvectornd.h>
  18. #include <random>
  19. #include <unordered_map>
  20. #include <utility>
  21. #include <vector>
  22. namespace Game::Systems {
  23. namespace {
  24. constexpr float same_target_threshold_sq = 0.01F;
  25. constexpr float pathfinding_request_cooldown = 1.0F;
  26. constexpr float target_movement_threshold_sq = 4.0F;
  27. constexpr float kUnitRadiusThreshold = 0.5F;
  28. constexpr float kJitterDistance = 1.5F;
  29. auto are_all_surrounding_cells_invalid(const Point &position,
  30. const Pathfinding &pathfinder,
  31. float unit_radius) -> bool {
  32. for (int dy = -1; dy <= 1; ++dy) {
  33. for (int dx = -1; dx <= 1; ++dx) {
  34. if (dx == 0 && dy == 0) {
  35. continue;
  36. }
  37. int const check_x = position.x + dx;
  38. int const check_y = position.y + dy;
  39. if (unit_radius <= kUnitRadiusThreshold) {
  40. if (pathfinder.is_walkable(check_x, check_y)) {
  41. return false;
  42. }
  43. } else {
  44. if (pathfinder.is_walkable_with_radius(check_x, check_y, unit_radius)) {
  45. return false;
  46. }
  47. }
  48. }
  49. }
  50. return true;
  51. }
  52. } // namespace
  53. std::unique_ptr<Pathfinding> CommandService::s_pathfinder = nullptr;
  54. std::unordered_map<std::uint64_t, CommandService::PendingPathRequest>
  55. CommandService::s_pendingRequests;
  56. std::unordered_map<Engine::Core::EntityID, std::uint64_t>
  57. CommandService::s_entityToRequest;
  58. std::mutex CommandService::s_pendingMutex;
  59. std::atomic<std::uint64_t> CommandService::s_nextRequestId{1};
  60. void CommandService::initialize(int worldWidth, int worldHeight) {
  61. s_pathfinder = std::make_unique<Pathfinding>(worldWidth, worldHeight);
  62. {
  63. std::lock_guard<std::mutex> const lock(s_pendingMutex);
  64. s_pendingRequests.clear();
  65. s_entityToRequest.clear();
  66. }
  67. s_nextRequestId.store(1, std::memory_order_release);
  68. float const offset_x = -(worldWidth * 0.5F - 0.5F);
  69. float const offset_z = -(worldHeight * 0.5F - 0.5F);
  70. s_pathfinder->set_grid_offset(offset_x, offset_z);
  71. }
  72. auto CommandService::get_pathfinder() -> Pathfinding * {
  73. return s_pathfinder.get();
  74. }
  75. auto CommandService::world_to_grid(float world_x, float world_z) -> Point {
  76. if (s_pathfinder) {
  77. int const grid_x = static_cast<int>(
  78. std::round(world_x - s_pathfinder->get_grid_offset_x()));
  79. int const grid_z = static_cast<int>(
  80. std::round(world_z - s_pathfinder->get_grid_offset_z()));
  81. return {grid_x, grid_z};
  82. }
  83. return {static_cast<int>(std::round(world_x)),
  84. static_cast<int>(std::round(world_z))};
  85. }
  86. auto CommandService::grid_to_world(const Point &gridPos) -> QVector3D {
  87. if (s_pathfinder) {
  88. return {static_cast<float>(gridPos.x) + s_pathfinder->get_grid_offset_x(),
  89. 0.0F,
  90. static_cast<float>(gridPos.y) + s_pathfinder->get_grid_offset_z()};
  91. }
  92. return {static_cast<float>(gridPos.x), 0.0F, static_cast<float>(gridPos.y)};
  93. }
  94. auto CommandService::get_unit_radius(
  95. Engine::Core::World &world, Engine::Core::EntityID entity_id) -> float {
  96. auto *entity = world.get_entity(entity_id);
  97. if (entity == nullptr) {
  98. return 0.5F;
  99. }
  100. auto *unit_comp = entity->get_component<Engine::Core::UnitComponent>();
  101. if (unit_comp == nullptr) {
  102. return 0.5F;
  103. }
  104. float const selection_ring_size =
  105. Game::Units::TroopConfig::instance().getSelectionRingSize(
  106. unit_comp->spawn_type);
  107. return selection_ring_size * 0.5F;
  108. }
  109. void CommandService::clear_pending_request(Engine::Core::EntityID entity_id) {
  110. std::lock_guard<std::mutex> const lock(s_pendingMutex);
  111. auto it = s_entityToRequest.find(entity_id);
  112. if (it == s_entityToRequest.end()) {
  113. return;
  114. }
  115. std::uint64_t const request_id = it->second;
  116. s_entityToRequest.erase(it);
  117. auto pending_it = s_pendingRequests.find(request_id);
  118. if (pending_it == s_pendingRequests.end()) {
  119. return;
  120. }
  121. auto members = pending_it->second.group_members;
  122. s_pendingRequests.erase(pending_it);
  123. for (auto member_id : members) {
  124. auto member_entry = s_entityToRequest.find(member_id);
  125. if (member_entry != s_entityToRequest.end() &&
  126. member_entry->second == request_id) {
  127. s_entityToRequest.erase(member_entry);
  128. }
  129. }
  130. }
  131. void CommandService::move_units(
  132. Engine::Core::World &world,
  133. const std::vector<Engine::Core::EntityID> &units,
  134. const std::vector<QVector3D> &targets) {
  135. move_units(world, units, targets, MoveOptions{});
  136. }
  137. void CommandService::move_units(
  138. Engine::Core::World &world,
  139. const std::vector<Engine::Core::EntityID> &units,
  140. const std::vector<QVector3D> &targets, const MoveOptions &options) {
  141. if (units.size() != targets.size()) {
  142. return;
  143. }
  144. if (options.group_move && units.size() > 1) {
  145. move_group(world, units, targets, options);
  146. return;
  147. }
  148. for (size_t i = 0; i < units.size(); ++i) {
  149. auto *e = world.get_entity(units[i]);
  150. if (e == nullptr) {
  151. continue;
  152. }
  153. auto *hold_mode = e->get_component<Engine::Core::HoldModeComponent>();
  154. if ((hold_mode != nullptr) && hold_mode->active) {
  155. hold_mode->active = false;
  156. hold_mode->exit_cooldown = hold_mode->stand_up_duration;
  157. }
  158. auto *guard_mode = e->get_component<Engine::Core::GuardModeComponent>();
  159. if ((guard_mode != nullptr) && guard_mode->active &&
  160. !guard_mode->returning_to_guard_position) {
  161. guard_mode->active = false;
  162. }
  163. auto *formation_mode =
  164. e->get_component<Engine::Core::FormationModeComponent>();
  165. if ((formation_mode != nullptr) && formation_mode->active) {
  166. formation_mode->active = false;
  167. }
  168. auto *atk = e->get_component<Engine::Core::AttackComponent>();
  169. if ((atk != nullptr) && atk->in_melee_lock) {
  170. continue;
  171. }
  172. auto *transform = e->get_component<Engine::Core::TransformComponent>();
  173. if (transform == nullptr) {
  174. continue;
  175. }
  176. auto *mv = e->get_component<Engine::Core::MovementComponent>();
  177. if (mv == nullptr) {
  178. mv = e->add_component<Engine::Core::MovementComponent>();
  179. }
  180. if (mv == nullptr) {
  181. continue;
  182. }
  183. if (options.clear_attack_intent) {
  184. e->remove_component<Engine::Core::AttackTargetComponent>();
  185. }
  186. const float target_x = targets[i].x();
  187. const float target_z = targets[i].z();
  188. bool matched_pending = false;
  189. if (mv->path_pending) {
  190. std::lock_guard<std::mutex> const lock(s_pendingMutex);
  191. auto request_it = s_entityToRequest.find(units[i]);
  192. if (request_it != s_entityToRequest.end()) {
  193. auto pending_it = s_pendingRequests.find(request_it->second);
  194. if (pending_it != s_pendingRequests.end()) {
  195. float const pdx = pending_it->second.target.x() - target_x;
  196. float const pdz = pending_it->second.target.z() - target_z;
  197. if (pdx * pdx + pdz * pdz <= same_target_threshold_sq) {
  198. pending_it->second.options = options;
  199. matched_pending = true;
  200. }
  201. } else {
  202. s_entityToRequest.erase(request_it);
  203. }
  204. }
  205. }
  206. mv->goal_x = target_x;
  207. mv->goal_y = target_z;
  208. if (matched_pending) {
  209. continue;
  210. }
  211. bool should_suppress_path_request = false;
  212. if (mv->time_since_last_path_request < pathfinding_request_cooldown) {
  213. float const last_goal_dx = mv->last_goal_x - target_x;
  214. float const last_goal_dz = mv->last_goal_y - target_z;
  215. float const goal_movement_sq =
  216. last_goal_dx * last_goal_dx + last_goal_dz * last_goal_dz;
  217. if (goal_movement_sq < target_movement_threshold_sq) {
  218. should_suppress_path_request = true;
  219. if (mv->has_target || mv->path_pending) {
  220. continue;
  221. }
  222. }
  223. }
  224. if (!mv->path_pending) {
  225. bool const current_target_matches =
  226. mv->has_target && !mv->has_waypoints();
  227. if (current_target_matches) {
  228. float const dx = mv->target_x - target_x;
  229. float const dz = mv->target_y - target_z;
  230. if (dx * dx + dz * dz <= same_target_threshold_sq) {
  231. continue;
  232. }
  233. }
  234. if (!mv->path.empty()) {
  235. const auto &last_waypoint = mv->path.back();
  236. float const dx = last_waypoint.first - target_x;
  237. float const dz = last_waypoint.second - target_z;
  238. if (dx * dx + dz * dz <= same_target_threshold_sq) {
  239. continue;
  240. }
  241. }
  242. }
  243. if (s_pathfinder) {
  244. Point const start =
  245. world_to_grid(transform->position.x, transform->position.z);
  246. Point const end = world_to_grid(targets[i].x(), targets[i].z());
  247. if (start == end) {
  248. mv->target_x = target_x;
  249. mv->target_y = target_z;
  250. mv->has_target = true;
  251. mv->clear_path();
  252. mv->path_pending = false;
  253. mv->pending_request_id = 0;
  254. mv->vx = 0.0F;
  255. mv->vz = 0.0F;
  256. clear_pending_request(units[i]);
  257. continue;
  258. }
  259. int const dx = std::abs(end.x - start.x);
  260. int const dz = std::abs(end.y - start.y);
  261. bool use_direct_path = (dx + dz) <= CommandService::DIRECT_PATH_THRESHOLD;
  262. use_direct_path = false;
  263. if (use_direct_path) {
  264. mv->target_x = target_x;
  265. mv->target_y = target_z;
  266. mv->has_target = true;
  267. mv->clear_path();
  268. mv->path_pending = false;
  269. mv->pending_request_id = 0;
  270. mv->vx = 0.0F;
  271. mv->vz = 0.0F;
  272. clear_pending_request(units[i]);
  273. mv->time_since_last_path_request = 0.0F;
  274. mv->last_goal_x = target_x;
  275. mv->last_goal_y = target_z;
  276. } else {
  277. bool skip_new_request = false;
  278. {
  279. std::lock_guard<std::mutex> const lock(s_pendingMutex);
  280. auto existing_it = s_entityToRequest.find(units[i]);
  281. if (existing_it != s_entityToRequest.end()) {
  282. auto pending_it = s_pendingRequests.find(existing_it->second);
  283. if (pending_it != s_pendingRequests.end()) {
  284. float const dx = pending_it->second.target.x() - target_x;
  285. float const dz = pending_it->second.target.z() - target_z;
  286. if (dx * dx + dz * dz <= same_target_threshold_sq) {
  287. pending_it->second.options = options;
  288. skip_new_request = true;
  289. } else {
  290. s_pendingRequests.erase(pending_it);
  291. s_entityToRequest.erase(existing_it);
  292. }
  293. } else {
  294. s_entityToRequest.erase(existing_it);
  295. }
  296. }
  297. }
  298. if (skip_new_request) {
  299. continue;
  300. }
  301. mv->clear_path();
  302. mv->has_target = false;
  303. mv->vx = 0.0F;
  304. mv->vz = 0.0F;
  305. mv->path_pending = true;
  306. std::uint64_t const request_id =
  307. s_nextRequestId.fetch_add(1, std::memory_order_relaxed);
  308. mv->pending_request_id = request_id;
  309. float const unit_radius = 1.0F;
  310. {
  311. std::lock_guard<std::mutex> const lock(s_pendingMutex);
  312. PendingPathRequest pending;
  313. pending.entity_id = units[i];
  314. pending.target = targets[i];
  315. pending.options = options;
  316. pending.unit_radius = unit_radius;
  317. s_pendingRequests[request_id] = std::move(pending);
  318. s_entityToRequest[units[i]] = request_id;
  319. }
  320. s_pathfinder->submit_path_request(request_id, start, end, unit_radius);
  321. mv->time_since_last_path_request = 0.0F;
  322. mv->last_goal_x = target_x;
  323. mv->last_goal_y = target_z;
  324. }
  325. } else {
  326. mv->target_x = target_x;
  327. mv->target_y = target_z;
  328. mv->has_target = true;
  329. mv->clear_path();
  330. mv->path_pending = false;
  331. mv->pending_request_id = 0;
  332. mv->vx = 0.0F;
  333. mv->vz = 0.0F;
  334. clear_pending_request(units[i]);
  335. }
  336. }
  337. }
  338. void CommandService::move_group(
  339. Engine::Core::World &world,
  340. const std::vector<Engine::Core::EntityID> &units,
  341. const std::vector<QVector3D> &targets, const MoveOptions &options) {
  342. struct MemberInfo {
  343. Engine::Core::EntityID id;
  344. Engine::Core::Entity *entity;
  345. Engine::Core::TransformComponent *transform;
  346. Engine::Core::MovementComponent *movement;
  347. QVector3D target;
  348. bool is_engaged;
  349. float speed;
  350. Game::Units::SpawnType spawn_type;
  351. float distance_to_target;
  352. };
  353. std::vector<MemberInfo> members;
  354. members.reserve(units.size());
  355. for (size_t i = 0; i < units.size(); ++i) {
  356. auto *entity = world.get_entity(units[i]);
  357. if (entity == nullptr) {
  358. continue;
  359. }
  360. auto *hold_mode = entity->get_component<Engine::Core::HoldModeComponent>();
  361. if ((hold_mode != nullptr) && hold_mode->active) {
  362. hold_mode->active = false;
  363. hold_mode->exit_cooldown = hold_mode->stand_up_duration;
  364. }
  365. auto *guard_mode =
  366. entity->get_component<Engine::Core::GuardModeComponent>();
  367. if ((guard_mode != nullptr) && guard_mode->active &&
  368. !guard_mode->returning_to_guard_position) {
  369. guard_mode->active = false;
  370. }
  371. auto *formation_mode =
  372. entity->get_component<Engine::Core::FormationModeComponent>();
  373. if ((formation_mode != nullptr) && formation_mode->active) {
  374. formation_mode->active = false;
  375. }
  376. auto *transform = entity->get_component<Engine::Core::TransformComponent>();
  377. if (transform == nullptr) {
  378. continue;
  379. }
  380. auto *movement = entity->get_component<Engine::Core::MovementComponent>();
  381. if (movement == nullptr) {
  382. movement = entity->add_component<Engine::Core::MovementComponent>();
  383. }
  384. if (movement == nullptr) {
  385. continue;
  386. }
  387. bool engaged =
  388. entity->get_component<Engine::Core::AttackTargetComponent>() != nullptr;
  389. if (options.clear_attack_intent) {
  390. entity->remove_component<Engine::Core::AttackTargetComponent>();
  391. engaged = false;
  392. }
  393. auto *unit_component = entity->get_component<Engine::Core::UnitComponent>();
  394. float const member_speed = (unit_component != nullptr)
  395. ? std::max(0.1F, unit_component->speed)
  396. : 1.0F;
  397. Game::Units::SpawnType const spawn_type =
  398. (unit_component != nullptr) ? unit_component->spawn_type
  399. : Game::Units::SpawnType::Archer;
  400. members.push_back({units[i], entity, transform, movement, targets[i],
  401. engaged, member_speed, spawn_type, 0.0F});
  402. }
  403. if (members.empty()) {
  404. return;
  405. }
  406. if (members.size() == 1) {
  407. std::vector<Engine::Core::EntityID> const single_unit = {members[0].id};
  408. std::vector<QVector3D> const single_target = {members[0].target};
  409. MoveOptions single_options = options;
  410. single_options.group_move = false;
  411. move_units(world, single_unit, single_target, single_options);
  412. return;
  413. }
  414. std::vector<MemberInfo> moving_members;
  415. std::vector<MemberInfo> engaged_members;
  416. for (const auto &member : members) {
  417. if (member.is_engaged) {
  418. engaged_members.push_back(member);
  419. } else {
  420. moving_members.push_back(member);
  421. }
  422. }
  423. if (moving_members.empty()) {
  424. return;
  425. }
  426. if (s_pathfinder) {
  427. bool any_target_invalid = false;
  428. for (const auto &member : moving_members) {
  429. Point const target_grid =
  430. world_to_grid(member.target.x(), member.target.z());
  431. if (target_grid.x < 0 || target_grid.y < 0) {
  432. any_target_invalid = true;
  433. break;
  434. }
  435. if (!s_pathfinder->is_walkable(target_grid.x, target_grid.y)) {
  436. any_target_invalid = true;
  437. break;
  438. }
  439. }
  440. if (any_target_invalid) {
  441. return;
  442. }
  443. }
  444. members = moving_members;
  445. if (members.empty()) {
  446. return;
  447. }
  448. QVector3D target_centroid(0.0F, 0.0F, 0.0F);
  449. QVector3D position_centroid(0.0F, 0.0F, 0.0F);
  450. float speed_sum = 0.0F;
  451. for (auto &member : members) {
  452. target_centroid += member.target;
  453. position_centroid += QVector3D(member.transform->position.x, 0.0F,
  454. member.transform->position.z);
  455. speed_sum += member.speed;
  456. }
  457. target_centroid /= static_cast<float>(members.size());
  458. position_centroid /= static_cast<float>(members.size());
  459. float target_distance_sum = 0.0F;
  460. float max_target_distance = 0.0F;
  461. float centroid_distance_sum = 0.0F;
  462. for (auto &member : members) {
  463. QVector3D const current_pos(member.transform->position.x, 0.0F,
  464. member.transform->position.z);
  465. float const to_target = (current_pos - member.target).length();
  466. float const to_centroid = (current_pos - position_centroid).length();
  467. member.distance_to_target = to_target;
  468. target_distance_sum += to_target;
  469. centroid_distance_sum += to_centroid;
  470. max_target_distance = std::max(max_target_distance, to_target);
  471. }
  472. float const avg_target_distance =
  473. members.empty()
  474. ? 0.0F
  475. : target_distance_sum / static_cast<float>(members.size());
  476. float const avg_scatter =
  477. members.empty()
  478. ? 0.0F
  479. : centroid_distance_sum / static_cast<float>(members.size());
  480. float const avg_speed =
  481. members.empty() ? 0.0F : speed_sum / static_cast<float>(members.size());
  482. float const near_threshold =
  483. std::clamp(avg_target_distance * 0.5F, 4.0F, 12.0F);
  484. if (max_target_distance <= near_threshold) {
  485. MoveOptions direct_options = options;
  486. direct_options.group_move = false;
  487. std::vector<Engine::Core::EntityID> direct_ids;
  488. std::vector<QVector3D> direct_targets;
  489. direct_ids.reserve(members.size());
  490. direct_targets.reserve(members.size());
  491. for (const auto &member : members) {
  492. direct_ids.push_back(member.id);
  493. direct_targets.push_back(member.target);
  494. }
  495. move_units(world, direct_ids, direct_targets, direct_options);
  496. return;
  497. }
  498. float const scatter_threshold = std::max(avg_scatter, 2.5F);
  499. std::vector<MemberInfo> regroup_members;
  500. std::vector<MemberInfo> direct_members;
  501. regroup_members.reserve(members.size());
  502. direct_members.reserve(members.size());
  503. for (const auto &member : members) {
  504. QVector3D const current_pos(member.transform->position.x, 0.0F,
  505. member.transform->position.z);
  506. float const to_target = member.distance_to_target;
  507. float const to_centroid = (current_pos - position_centroid).length();
  508. bool const near_destination = to_target <= near_threshold;
  509. bool const far_from_group = to_centroid > scatter_threshold * 1.5F;
  510. bool const fast_unit =
  511. member.speed >= avg_speed + 0.5F ||
  512. member.spawn_type == Game::Units::SpawnType::MountedKnight;
  513. bool should_advance = near_destination;
  514. if (!should_advance && fast_unit && to_target <= near_threshold * 1.5F) {
  515. should_advance = true;
  516. }
  517. if (!should_advance && far_from_group &&
  518. to_target <= near_threshold * 2.0F) {
  519. should_advance = true;
  520. }
  521. if (should_advance) {
  522. direct_members.push_back(member);
  523. } else {
  524. regroup_members.push_back(member);
  525. }
  526. }
  527. if (!direct_members.empty()) {
  528. MoveOptions direct_options = options;
  529. direct_options.group_move = false;
  530. std::vector<Engine::Core::EntityID> direct_ids;
  531. std::vector<QVector3D> direct_targets;
  532. direct_ids.reserve(direct_members.size());
  533. direct_targets.reserve(direct_members.size());
  534. for (const auto &member : direct_members) {
  535. direct_ids.push_back(member.id);
  536. direct_targets.push_back(member.target);
  537. }
  538. move_units(world, direct_ids, direct_targets, direct_options);
  539. }
  540. if (regroup_members.size() <= 1) {
  541. if (!regroup_members.empty()) {
  542. MoveOptions direct_options = options;
  543. direct_options.group_move = false;
  544. std::vector<Engine::Core::EntityID> const single_ids = {
  545. regroup_members.front().id};
  546. std::vector<QVector3D> const single_targets = {
  547. regroup_members.front().target};
  548. move_units(world, single_ids, single_targets, direct_options);
  549. }
  550. return;
  551. }
  552. members = std::move(regroup_members);
  553. QVector3D average(0.0F, 0.0F, 0.0F);
  554. for (const auto &member : members) {
  555. average += member.target;
  556. }
  557. average /= static_cast<float>(members.size());
  558. std::size_t leader_index = 0;
  559. float best_dist_sq = std::numeric_limits<float>::infinity();
  560. for (std::size_t i = 0; i < members.size(); ++i) {
  561. float const dist_sq = (members[i].target - average).lengthSquared();
  562. if (dist_sq < best_dist_sq) {
  563. best_dist_sq = dist_sq;
  564. leader_index = i;
  565. }
  566. }
  567. auto &leader = members[leader_index];
  568. QVector3D const leader_target = leader.target;
  569. std::vector<MemberInfo *> units_needing_new_path;
  570. for (auto &member : members) {
  571. auto *mv = member.movement;
  572. mv->goal_x = member.target.x();
  573. mv->goal_y = member.target.z();
  574. clear_pending_request(member.id);
  575. mv->target_x = member.transform->position.x;
  576. mv->target_y = member.transform->position.z;
  577. mv->has_target = false;
  578. mv->vx = 0.0F;
  579. mv->vz = 0.0F;
  580. mv->clear_path();
  581. mv->path_pending = false;
  582. mv->pending_request_id = 0;
  583. units_needing_new_path.push_back(&member);
  584. }
  585. if (units_needing_new_path.empty()) {
  586. return;
  587. }
  588. if (!s_pathfinder) {
  589. for (auto *member : units_needing_new_path) {
  590. member->movement->target_x = member->target.x();
  591. member->movement->target_y = member->target.z();
  592. member->movement->has_target = true;
  593. }
  594. return;
  595. }
  596. Point const start =
  597. world_to_grid(leader.transform->position.x, leader.transform->position.z);
  598. Point const end = world_to_grid(leader_target.x(), leader_target.z());
  599. if (start == end) {
  600. for (auto *member : units_needing_new_path) {
  601. member->movement->target_x = member->target.x();
  602. member->movement->target_y = member->target.z();
  603. member->movement->has_target = true;
  604. }
  605. return;
  606. }
  607. int const dx = std::abs(end.x - start.x);
  608. int const dz = std::abs(end.y - start.y);
  609. bool use_direct_path = (dx + dz) <= CommandService::DIRECT_PATH_THRESHOLD;
  610. use_direct_path = false;
  611. if (use_direct_path) {
  612. for (auto *member : units_needing_new_path) {
  613. member->movement->target_x = member->target.x();
  614. member->movement->target_y = member->target.z();
  615. member->movement->has_target = true;
  616. member->movement->time_since_last_path_request = 0.0F;
  617. member->movement->last_goal_x = member->target.x();
  618. member->movement->last_goal_y = member->target.z();
  619. }
  620. return;
  621. }
  622. std::uint64_t const request_id =
  623. s_nextRequestId.fetch_add(1, std::memory_order_relaxed);
  624. for (auto *member : units_needing_new_path) {
  625. member->movement->path_pending = true;
  626. member->movement->pending_request_id = request_id;
  627. member->movement->time_since_last_path_request = 0.0F;
  628. member->movement->last_goal_x = member->target.x();
  629. member->movement->last_goal_y = member->target.z();
  630. }
  631. float const unit_radius = 1.0F;
  632. PendingPathRequest pending;
  633. pending.entity_id = leader.id;
  634. pending.target = leader_target;
  635. pending.options = options;
  636. pending.unit_radius = unit_radius;
  637. pending.group_members.reserve(units_needing_new_path.size());
  638. pending.group_targets.reserve(units_needing_new_path.size());
  639. for (const auto *member : units_needing_new_path) {
  640. pending.group_members.push_back(member->id);
  641. pending.group_targets.push_back(member->target);
  642. }
  643. {
  644. std::lock_guard<std::mutex> const lock(s_pendingMutex);
  645. s_pendingRequests[request_id] = std::move(pending);
  646. for (const auto *member : units_needing_new_path) {
  647. s_entityToRequest[member->id] = request_id;
  648. }
  649. }
  650. s_pathfinder->submit_path_request(request_id, start, end, unit_radius);
  651. }
  652. void CommandService::process_path_results(Engine::Core::World &world) {
  653. if (!s_pathfinder) {
  654. return;
  655. }
  656. auto results = s_pathfinder->fetch_completed_paths();
  657. if (results.empty()) {
  658. return;
  659. }
  660. for (auto &result : results) {
  661. PendingPathRequest request_info;
  662. bool found = false;
  663. {
  664. std::lock_guard<std::mutex> const lock(s_pendingMutex);
  665. auto pending_it = s_pendingRequests.find(result.request_id);
  666. if (pending_it != s_pendingRequests.end()) {
  667. request_info = pending_it->second;
  668. s_pendingRequests.erase(pending_it);
  669. found = true;
  670. }
  671. }
  672. if (!found) {
  673. continue;
  674. }
  675. const auto &path_points = result.path;
  676. const float skip_threshold_sq = CommandService::WAYPOINT_SKIP_THRESHOLD_SQ;
  677. const bool has_path = path_points.size() > 1;
  678. auto apply_to_member = [&](Engine::Core::EntityID member_id,
  679. const QVector3D &target,
  680. const QVector3D &offset) {
  681. auto *member_entity = world.get_entity(member_id);
  682. if (member_entity == nullptr) {
  683. return;
  684. }
  685. auto *movement_component =
  686. member_entity->get_component<Engine::Core::MovementComponent>();
  687. if (movement_component == nullptr) {
  688. return;
  689. }
  690. auto *member_transform =
  691. member_entity->get_component<Engine::Core::TransformComponent>();
  692. if (member_transform == nullptr) {
  693. return;
  694. }
  695. if (!movement_component->path_pending ||
  696. movement_component->pending_request_id != result.request_id) {
  697. movement_component->path_pending = false;
  698. movement_component->pending_request_id = 0;
  699. return;
  700. }
  701. movement_component->path_pending = false;
  702. movement_component->pending_request_id = 0;
  703. movement_component->clear_path();
  704. movement_component->goal_x = target.x();
  705. movement_component->goal_y = target.z();
  706. movement_component->vx = 0.0F;
  707. movement_component->vz = 0.0F;
  708. if (has_path) {
  709. movement_component->path.reserve(path_points.size() - 1);
  710. for (size_t idx = 1; idx < path_points.size(); ++idx) {
  711. QVector3D const world_pos = grid_to_world(path_points[idx]);
  712. movement_component->path.emplace_back(world_pos.x() + offset.x(),
  713. world_pos.z() + offset.z());
  714. }
  715. while (movement_component->has_waypoints()) {
  716. const auto &wp = movement_component->current_waypoint();
  717. float const dx = wp.first - member_transform->position.x;
  718. float const dz = wp.second - member_transform->position.z;
  719. if (dx * dx + dz * dz <= skip_threshold_sq) {
  720. movement_component->advance_waypoint();
  721. } else {
  722. break;
  723. }
  724. }
  725. if (movement_component->has_waypoints()) {
  726. const auto &wp = movement_component->current_waypoint();
  727. movement_component->target_x = wp.first;
  728. movement_component->target_y = wp.second;
  729. movement_component->has_target = true;
  730. return;
  731. }
  732. }
  733. if (!has_path && s_pathfinder) {
  734. Point const current_grid = world_to_grid(member_transform->position.x,
  735. member_transform->position.z);
  736. bool const current_cell_invalid =
  737. request_info.unit_radius <= kUnitRadiusThreshold
  738. ? !s_pathfinder->is_walkable(current_grid.x, current_grid.y)
  739. : !s_pathfinder->is_walkable_with_radius(
  740. current_grid.x, current_grid.y, request_info.unit_radius);
  741. if (current_cell_invalid) {
  742. constexpr int kNearestPointSearchRadius = 5;
  743. Point const nearest = Pathfinding::find_nearest_walkable_point(
  744. current_grid, kNearestPointSearchRadius, *s_pathfinder,
  745. request_info.unit_radius);
  746. if (!(nearest == current_grid)) {
  747. QVector3D safe_pos = grid_to_world(nearest);
  748. thread_local std::random_device rd;
  749. thread_local std::mt19937 gen(rd());
  750. std::uniform_real_distribution<float> dist(-kJitterDistance,
  751. kJitterDistance);
  752. float const jitter_x = dist(gen);
  753. float const jitter_z = dist(gen);
  754. member_transform->position.x = safe_pos.x() + jitter_x;
  755. member_transform->position.z = safe_pos.z() + jitter_z;
  756. } else {
  757. thread_local std::random_device rd;
  758. thread_local std::mt19937 gen(rd());
  759. std::uniform_real_distribution<float> dist(-kJitterDistance,
  760. kJitterDistance);
  761. member_transform->position.x += dist(gen);
  762. member_transform->position.z += dist(gen);
  763. }
  764. movement_component->has_target = false;
  765. movement_component->vx = 0.0F;
  766. movement_component->vz = 0.0F;
  767. return;
  768. }
  769. if (are_all_surrounding_cells_invalid(current_grid, *s_pathfinder,
  770. request_info.unit_radius)) {
  771. thread_local std::random_device rd;
  772. thread_local std::mt19937 gen(rd());
  773. std::uniform_real_distribution<float> dist(-kJitterDistance,
  774. kJitterDistance);
  775. float const jitter_x = dist(gen);
  776. float const jitter_z = dist(gen);
  777. member_transform->position.x += jitter_x;
  778. member_transform->position.z += jitter_z;
  779. movement_component->has_target = false;
  780. movement_component->vx = 0.0F;
  781. movement_component->vz = 0.0F;
  782. return;
  783. }
  784. }
  785. if (request_info.options.allow_direct_fallback) {
  786. movement_component->target_x = target.x();
  787. movement_component->target_y = target.z();
  788. movement_component->has_target = true;
  789. } else {
  790. movement_component->has_target = false;
  791. }
  792. };
  793. auto remove_entry = [&](Engine::Core::EntityID id) {
  794. auto entry = s_entityToRequest.find(id);
  795. if (entry != s_entityToRequest.end() &&
  796. entry->second == result.request_id) {
  797. s_entityToRequest.erase(entry);
  798. }
  799. };
  800. {
  801. std::lock_guard<std::mutex> const lock(s_pendingMutex);
  802. remove_entry(request_info.entity_id);
  803. for (auto member_id : request_info.group_members) {
  804. remove_entry(member_id);
  805. }
  806. }
  807. QVector3D leader_target = request_info.target;
  808. std::vector<Engine::Core::EntityID> processed;
  809. processed.reserve(request_info.group_members.size() + 1);
  810. auto add_member = [&](Engine::Core::EntityID id, const QVector3D &target) {
  811. if (std::find(processed.begin(), processed.end(), id) !=
  812. processed.end()) {
  813. return;
  814. }
  815. QVector3D const offset = target - leader_target;
  816. apply_to_member(id, target, offset);
  817. processed.push_back(id);
  818. };
  819. add_member(request_info.entity_id, leader_target);
  820. if (!request_info.group_members.empty()) {
  821. const std::size_t count = request_info.group_members.size();
  822. for (std::size_t idx = 0; idx < count; ++idx) {
  823. auto member_id = request_info.group_members[idx];
  824. QVector3D const target = (idx < request_info.group_targets.size())
  825. ? request_info.group_targets[idx]
  826. : leader_target;
  827. add_member(member_id, target);
  828. }
  829. }
  830. }
  831. }
  832. void CommandService::attack_target(
  833. Engine::Core::World &world,
  834. const std::vector<Engine::Core::EntityID> &units,
  835. Engine::Core::EntityID target_id, bool should_chase) {
  836. if (target_id == 0) {
  837. return;
  838. }
  839. for (auto unit_id : units) {
  840. auto *e = world.get_entity(unit_id);
  841. if (e == nullptr) {
  842. continue;
  843. }
  844. auto *hold_mode = e->get_component<Engine::Core::HoldModeComponent>();
  845. if ((hold_mode != nullptr) && hold_mode->active) {
  846. hold_mode->active = false;
  847. hold_mode->exit_cooldown = hold_mode->stand_up_duration;
  848. }
  849. auto *guard_mode = e->get_component<Engine::Core::GuardModeComponent>();
  850. if ((guard_mode != nullptr) && guard_mode->active) {
  851. guard_mode->active = false;
  852. }
  853. auto *formation_mode =
  854. e->get_component<Engine::Core::FormationModeComponent>();
  855. if ((formation_mode != nullptr) && formation_mode->active) {
  856. formation_mode->active = false;
  857. }
  858. auto *attack_target =
  859. e->get_component<Engine::Core::AttackTargetComponent>();
  860. if (attack_target == nullptr) {
  861. attack_target = e->add_component<Engine::Core::AttackTargetComponent>();
  862. }
  863. if (attack_target == nullptr) {
  864. continue;
  865. }
  866. attack_target->target_id = target_id;
  867. attack_target->should_chase = should_chase;
  868. if (!should_chase) {
  869. continue;
  870. }
  871. auto *target_ent = world.get_entity(target_id);
  872. if (target_ent == nullptr) {
  873. continue;
  874. }
  875. auto *t_trans =
  876. target_ent->get_component<Engine::Core::TransformComponent>();
  877. auto *att_trans = e->get_component<Engine::Core::TransformComponent>();
  878. if ((t_trans == nullptr) || (att_trans == nullptr)) {
  879. continue;
  880. }
  881. QVector3D const target_pos(t_trans->position.x, 0.0F, t_trans->position.z);
  882. QVector3D const attacker_pos(att_trans->position.x, 0.0F,
  883. att_trans->position.z);
  884. QVector3D desired_pos = target_pos;
  885. float range = 2.0F;
  886. bool is_ranged_unit = false;
  887. if (auto *atk = e->get_component<Engine::Core::AttackComponent>()) {
  888. range = std::max(0.1F, atk->range);
  889. if (atk->can_ranged && atk->range > atk->melee_range * 1.5F) {
  890. is_ranged_unit = true;
  891. }
  892. }
  893. QVector3D direction = target_pos - attacker_pos;
  894. float const distance = direction.length();
  895. if (distance > 0.001F) {
  896. direction /= distance;
  897. if (target_ent->has_component<Engine::Core::BuildingComponent>()) {
  898. float const scale_x = t_trans->scale.x;
  899. float const scale_z = t_trans->scale.z;
  900. float const target_radius = std::max(scale_x, scale_z) * 0.5F;
  901. float const desired_distance =
  902. target_radius + std::max(range - 0.2F, 0.2F);
  903. if (distance > desired_distance + 0.15F) {
  904. desired_pos = target_pos - direction * desired_distance;
  905. }
  906. } else {
  907. float desired_distance = std::max(range - 0.2F, 0.2F);
  908. if (is_ranged_unit) {
  909. desired_distance = range * 0.85F;
  910. }
  911. if (distance > desired_distance + 0.15F) {
  912. desired_pos = target_pos - direction * desired_distance;
  913. }
  914. }
  915. }
  916. CommandService::MoveOptions opts;
  917. opts.clear_attack_intent = false;
  918. opts.allow_direct_fallback = true;
  919. std::vector<Engine::Core::EntityID> const unit_ids = {unit_id};
  920. std::vector<QVector3D> const move_targets = {desired_pos};
  921. CommandService::move_units(world, unit_ids, move_targets, opts);
  922. auto *mv = e->get_component<Engine::Core::MovementComponent>();
  923. if (mv == nullptr) {
  924. mv = e->add_component<Engine::Core::MovementComponent>();
  925. }
  926. if (mv != nullptr) {
  927. mv->target_x = desired_pos.x();
  928. mv->target_y = desired_pos.z();
  929. mv->goal_x = desired_pos.x();
  930. mv->goal_y = desired_pos.z();
  931. mv->has_target = true;
  932. mv->clear_path();
  933. }
  934. }
  935. }
  936. } // namespace Game::Systems