protected override void OnSimulate() { if (!CanMove) { return; } if (IsMoving) { Agent.SetState(AnimState.Moving); if (CanPathfind) { if (DoPathfind) { DoPathfind = false; if (viableDestination) { if (Pathfinder.GetStartNode(cachedBody.Position, out currentNode)) { if (currentNode.DoesEqual(this.destinationNode)) { if (this.RepathTries >= 1) { this.Arrive(); } } else { if (straightPath) { if (Pathfinder.NeedsPath(currentNode, destinationNode, this.GridSize)) { if (Pathfinder.FindPath(Destination, currentNode, destinationNode, myPath, GridSize, GetNodeHash(destinationNode))) { hasPath = true; pathIndex = 0; } else { if (IsFormationMoving) { StartMove(MyMovementGroup.Destination); IsFormationMoving = false; } } straightPath = false; } else { } } else { if (Pathfinder.NeedsPath(currentNode, destinationNode, this.GridSize)) { if (Pathfinder.FindPath(Destination, currentNode, destinationNode, myPath, GridSize, GetNodeHash(destinationNode))) { hasPath = true; pathIndex = 0; } else { if (IsFormationMoving) { StartMove(MyMovementGroup.Destination); IsFormationMoving = false; } } } else { straightPath = true; } } } } else { } } else { hasPath = false; if (IsFormationMoving) { StartMove(MyMovementGroup.Destination); IsFormationMoving = false; } } } else { } if (straightPath) { targetPos = Destination; } else if (hasPath) { if (pathIndex >= myPath.Count) { targetPos = this.Destination; } else { targetPos = myPath[pathIndex]; } } else { targetPos = Destination; } } else { targetPos = Destination; } movementDirection = targetPos - cachedBody._position; movementDirection.Normalize(out distance); if (targetPos.x != lastTargetPos.x || targetPos.y != lastTargetPos.y) { lastTargetPos = targetPos; targetDirection = movementDirection; } bool movingToWaypoint = (this.hasPath && this.pathIndex < myPath.Count - 1); long stuckThreshold = 0; if (distance > closingDistance || movingToWaypoint) { desiredVelocity = (movementDirection); if (CanTurn) { CachedTurn.StartTurnDirection(movementDirection); } stuckThreshold = this.timescaledAcceleration / 4; } else { if (distance < FixedMath.Mul(closingDistance, StopMultiplier)) { Arrive(); return; } if (this.SlowArrival) { long closingSpeed = distance.Div(closingDistance); desiredVelocity = movementDirection * (closingSpeed); stuckThreshold = closingSpeed / 2; } else { desiredVelocity = (movementDirection); stuckThreshold = this.timescaledAcceleration / 2; } } //Temporary improvement to detecting stuck StuckTime++; stuckThreshold = stuckThreshold * 7 / 6; if (GetFullCanAutoStop() && (Agent.Body.Position - this.AveragePosition).FastMagnitude() < (stuckThreshold * stuckThreshold)) { if (StuckTime > StuckTimeThreshold) { if (movingToWaypoint) { this.pathIndex++; } else { if (RepathTries < StuckRepathTries) { DoPathfind = true; RepathTries++; } else { RepathTries = 0; this.Arrive(); } } StuckTime = 0; } } else { if (StuckTime > 0) { StuckTime -= 1; } RepathTries = 0; } if (movingToWaypoint) { if ( ( this.pathIndex >= 0 && distance < closingDistance && (movementDirection).Dot(waypointDirection) < 0 ) || distance < FixedMath.Mul(closingDistance, FixedMath.Half)) { this.pathIndex++; } } desiredVelocity *= Speed; cachedBody._velocity += GetAdjustVector(desiredVelocity); cachedBody.VelocityChanged = true; AutoStopPauser--; } else { if (cachedBody.VelocityFastMagnitude > 0) { cachedBody.Velocity += GetAdjustVector(Vector2d.zero); } StoppedTime++; } AveragePosition = AveragePosition.Lerped(Agent.Body.Position, FixedMath.One / 4); }
protected override void OnSimulate() { if (!CanMove) { return; } //TODO: Organize/split this function if (IsMoving) { Agent.SetState(AnimState.Moving); if (CanPathfind) { if (DoPathfind) { DoPathfind = false; if (viableDestination) { if (Pathfinder.GetStartNode(cachedBody.Position, out currentNode)) { if (currentNode.DoesEqual(this.destinationNode)) { if (this.RepathTries >= 1) { this.Arrive(); } } else { if (straightPath) { if (Pathfinder.NeedsPath(currentNode, destinationNode, this.GridSize)) { if (Pathfinder.FindPath(Destination, currentNode, destinationNode, myPath, GridSize, GetNodeHash(destinationNode))) { hasPath = true; pathIndex = 0; } else { if (IsFormationMoving) { StartMove(MyMovementGroup.Destination); IsFormationMoving = false; } } straightPath = false; } else { } } else { if (Pathfinder.NeedsPath(currentNode, destinationNode, this.GridSize)) { if (Pathfinder.FindPath(Destination, currentNode, destinationNode, myPath, GridSize, GetNodeHash(destinationNode))) { hasPath = true; pathIndex = 0; } else { if (IsFormationMoving) { StartMove(MyMovementGroup.Destination); IsFormationMoving = false; } } } else { straightPath = true; } } } } else { } } else { hasPath = false; if (IsFormationMoving) { StartMove(MyMovementGroup.Destination); IsFormationMoving = false; } } } else { } if (straightPath) { targetPos = Destination; } else if (hasPath) { if (pathIndex >= myPath.Count) { targetPos = this.Destination; } else { targetPos = myPath[pathIndex]; } } else { targetPos = Destination; } } else { targetPos = Destination; } movementDirection = targetPos - cachedBody._position; movementDirection.Normalize(out distance); if (targetPos.x != lastTargetPos.x || targetPos.y != lastTargetPos.y) { lastTargetPos = targetPos; targetDirection = movementDirection; } bool movingToWaypoint = (this.hasPath && this.pathIndex < myPath.Count - 1); long stuckThreshold = timescaledAcceleration / LockstepManager.FrameRate; long slowDistance = cachedBody.VelocityMagnitude.Div(timescaledDecceleration); if (distance > slowDistance || movingToWaypoint) { desiredVelocity = (movementDirection); if (CanTurn) { CachedTurn.StartTurnDirection(movementDirection); } } else { if (distance < FixedMath.Mul(closingDistance, StopMultiplier)) { Arrive(); //TODO: Don't skip this frame of slowing down return; } if (distance > closingDistance) { if (CanTurn) { CachedTurn.StartTurnDirection(movementDirection); } } if (distance <= slowDistance) { long closingSpeed = distance.Div(slowDistance); if (CanTurn) { CachedTurn.StartTurnDirection(movementDirection); } desiredVelocity = movementDirection * closingSpeed; decellerating = true; //Reduce occurence of units preventing other units from reaching destination stuckThreshold *= 4; } } //If unit has not moved stuckThreshold in a frame, it's stuck StuckTime++; if (GetCanAutoStop()) { if (Agent.Body.Position.FastDistance(AveragePosition) <= (stuckThreshold * stuckThreshold)) { if (StuckTime > StuckTimeThreshold) { if (movingToWaypoint) { this.pathIndex++; } else { if (RepathTries < StuckRepathTries) { DoPathfind = true; RepathTries++; } else { RepathTries = 0; this.Arrive(); } } StuckTime = 0; } } else { if (StuckTime > 0) { StuckTime -= 1; } RepathTries = 0; } } if (movingToWaypoint) { if ( ( this.pathIndex >= 0 && distance < closingDistance && (movementDirection).Dot(waypointDirection) < 0 ) || distance < FixedMath.Mul(closingDistance, FixedMath.Half)) { this.pathIndex++; } } desiredVelocity *= Speed; cachedBody._velocity += GetAdjustVector(desiredVelocity); cachedBody.VelocityChanged = true; } else { decellerating = true; //Slowin' down if (cachedBody.VelocityMagnitude > 0) { cachedBody.Velocity += GetAdjustVector(Vector2d.zero); } StoppedTime++; } decellerating = false; AutoStopPauser--; CollisionStopPauser--; StopPauseLooker--; AveragePosition = AveragePosition.Lerped(Agent.Body.Position, FixedMath.One / 2); }