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Combine Goal computation logic from MoveToPoint and MoveToTarget
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Authored by wraitii on Jun 15 2019, 9:46 PM.

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rP22450: Unit Motion - combine Goal computation logic from MoveToPoint and MoveToTarget
Summary

MoveToPoint and MoveToTarget both compute a goal from a move request. They can be combined.

This allows using ComputeGoal everywhere a goal is needed, which lets us remove m_FinalGoal downstream.

NB: this commit is more dangerous than others since mistakes here could lead to stuck units easily.

Test Plan

Review the merge, compile, test in game.

Diff Detail

Event Timeline

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/differential/1736/display/redirect

Stan added a subscriber: Stan.Jun 15 2019, 11:52 PM
Stan added inline comments.
source/simulation2/components/CCmpUnitMotion.cpp
1193

Can be moved at line 1214, right?

wraitii updated this revision to Diff 8783.Jul 8 2019, 8:29 PM

Rebased for jenkins (maybe - might conflict)

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/differential/1947/display/redirect

wraitii updated this revision to Diff 8804.Jul 9 2019, 10:00 PM

This time it should patch and work correctly.

I'll probably add some tests before committing this

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/11/display/redirect

wraitii added inline comments.Jul 10 2019, 10:41 AM
source/simulation2/components/CCmpUnitMotion.cpp
1283

I think this bit here might be related to #5454 and I think it could safely be removed, I'll test.

wraitii added inline comments.Jul 10 2019, 11:56 AM
source/simulation2/components/CCmpUnitMotion.cpp
1283

er actually no because this is max range, not min range. Still it might be removed safely.

Rescinding the test comment, it's quite annoying to test a component right now, particularly when one wants to test things that aren't exposed to the interface. That _would_ require additional work which I might do later, but not right now.

source/simulation2/components/CCmpUnitMotion.cpp
1283

As said on the ticket, turned out to be completely unrelated.
The reason why this was there - I believe - is that units aren't supposed to go to building edges directly since that's likely to make the long-range pathfinder choke. However since I'm now adding the clearance, it can safely be removed.

It was added in rP7484.

wraitii updated this revision to Diff 8820.Jul 10 2019, 8:31 PM

Comment touch-ups.

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/22/display/redirect

This revision was not accepted when it landed; it landed in state Needs Review.Jul 10 2019, 8:42 PM
This revision was automatically updated to reflect the committed changes.