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Targeting Optimizations #1364

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5 changes: 5 additions & 0 deletions CREDITS.md
Original file line number Diff line number Diff line change
Expand Up @@ -367,6 +367,11 @@ This page lists all the individual contributions to the project by their author.
- Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode
- Skirmish AI "gather when MCV deploy" behavior dehardcode
- Global value of `RepairBaseNodes` and `MCVRedeploys`
- Target scanning delay customization (code)
- Skip target scanning function calling for unarmed technos (code)
- **solar-III (凤九歌)**
- Target scanning delay customization (documentation)
- Skip target scanning function calling for unarmed technos (documentation)
- **Ares developers**
- YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares
- unfinished RadTypes code
Expand Down
20 changes: 20 additions & 0 deletions docs/Fixed-or-Improved-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -170,6 +170,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
- Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast.
- Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn in unit palette will now have cell lighting changes applied on them (by Starkku)
- Fixed Nuke & Dominator Level lighting not applying to AircraftTypes.
- Skip target scanning function calling for unarmed technos.

## Fixes / interactions with other extensions

Expand Down Expand Up @@ -1391,6 +1392,25 @@ In `rulesmd.ini`:
IsSingleColor=false ; boolean
```

### Target scanning delay optimization

- In vanilla, the game used 'NormalTargetingDelay' and 'GuardAreaTargetingDelay' to globally control the target searching intervals. Increasing these values would make units stupid, while decreasing them would cause game lag.
- Now, you can define them per techno, also allowing different values for AI and players. The default values are the same as those originally defined by the vanilla flags.

In `rulesmd.ini`:
```ini
[General]
AINormalTargetingDelay= ; integer, game frames
PlayerNormalTargetingDelay= ; integer, game frames
AIGuardAreaTargetingDelay= ; integer, game frames
PlayerGuardAreaTargetingDelay= ; integer, game frames

[SOMETECHNO] ; TechnoType
AINormalTargetingDelay= ; integer, game frames
PlayerNormalTargetingDelay= ; integer, game frames
AIGuardAreaTargetingDelay= ; integer, game frames
PlayerGuardAreaTargetingDelay= ; integer, game frames

### Toggle-able ElectricBolt visuals

![image](_static/images/ebolt.gif)
Expand Down
1 change: 1 addition & 0 deletions docs/Whats-New.md
Original file line number Diff line number Diff line change
Expand Up @@ -529,6 +529,7 @@ Vanilla fixes:
- Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi)
- Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn in unit palette will now have cell lighting changes applied on them (by Starkku)
- Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by Starkku)
- Skip target scanning function calling for unarmed technos (by TaranDahl and solar-III)

Phobos fixes:
- Fixed a few errors of calling for superweapon launch by `LaunchSW` or building infiltration (by Trsdy)
Expand Down
9 changes: 9 additions & 0 deletions src/Ext/Rules/Body.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -202,6 +202,11 @@ void RulesExt::ExtData::LoadBeforeTypeData(RulesClass* pThis, CCINIClass* pINI)
this->RepairBaseNodes.Read(exINI, GameStrings::General, "RepairBaseNodes");
this->MCVRedeploysInCampaign.Read(exINI, GameStrings::General, "MCVRedeploysInCampaign");

this->AINormalTargetingDelay.Read(exINI, GameStrings::General, "AINormalTargetingDelay");
this->PlayerNormalTargetingDelay.Read(exINI, GameStrings::General, "PlayerNormalTargetingDelay");
this->AIGuardAreaTargetingDelay.Read(exINI, GameStrings::General, "AIGuardAreaTargetingDelay");
this->PlayerGuardAreaTargetingDelay.Read(exINI, GameStrings::General, "PlayerGuardAreaTargetingDelay");

// Section AITargetTypes
int itemsCount = pINI->GetKeyCount("AITargetTypes");
for (int i = 0; i < itemsCount; ++i)
Expand Down Expand Up @@ -381,6 +386,10 @@ void RulesExt::ExtData::Serialize(T& Stm)
.Process(this->AIAllToHunt)
.Process(this->RepairBaseNodes)
.Process(this->MCVRedeploysInCampaign)
.Process(this->AINormalTargetingDelay)
.Process(this->PlayerNormalTargetingDelay)
.Process(this->AIGuardAreaTargetingDelay)
.Process(this->PlayerGuardAreaTargetingDelay)
;
}

Expand Down
9 changes: 9 additions & 0 deletions src/Ext/Rules/Body.h
Original file line number Diff line number Diff line change
Expand Up @@ -161,6 +161,11 @@ class RulesExt
ValueableVector<bool> RepairBaseNodes;
Valueable<bool> MCVRedeploysInCampaign;

Nullable<int> AINormalTargetingDelay;
Nullable<int> PlayerNormalTargetingDelay;
Nullable<int> AIGuardAreaTargetingDelay;
Nullable<int> PlayerGuardAreaTargetingDelay;

ExtData(RulesClass* OwnerObject) : Extension<RulesClass>(OwnerObject)
, Storage_TiberiumIndex { -1 }
, InfantryGainSelfHealCap {}
Expand Down Expand Up @@ -277,6 +282,10 @@ class RulesExt
, AIAllToHunt { true }
, RepairBaseNodes {}
, MCVRedeploysInCampaign { false }
, AINormalTargetingDelay {}
, PlayerNormalTargetingDelay {}
, AIGuardAreaTargetingDelay {}
, PlayerGuardAreaTargetingDelay {}
{ }

virtual ~ExtData() = default;
Expand Down
60 changes: 60 additions & 0 deletions src/Ext/Techno/Hooks.Misc.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -108,3 +108,63 @@ DEFINE_HOOK(0x739920, UnitClass_TryToDeploy_DisableRegroupAtNewConYard, 0x6)

return pRules->GatherWhenMCVDeploy ? DoNotSkipRegroup : SkipRegroup;
}

DEFINE_HOOK(0x6FA697, TechnoClass_Update_DontScanIfUnarmed, 0x6)
{
enum { SkipTargeting = 0x6FA6F5, DoTargeting = 0 };

GET(TechnoClass*, pThis, ESI);

if (pThis->IsArmed())
return DoTargeting;
else
return SkipTargeting;
}

DEFINE_HOOK(0x709866, TechnoClass_TargetAndEstimateDamage_ScanDelayGuardArea, 0x6)
{
GET(TechnoClass*, pThis, ESI);

auto const pTypeExt = TechnoTypeExt::ExtMap.Find(pThis->GetTechnoType());
auto const pOwner = pThis->Owner;
auto const pRulesExt = RulesExt::Global();
auto const pRules = RulesClass::Instance();
int delay = 1;

if (pOwner->IsHumanPlayer || pOwner->IsControlledByHuman())
{
delay = pTypeExt->PlayerGuardAreaTargetingDelay.Get(pRulesExt->PlayerGuardAreaTargetingDelay.Get(pRules->GuardAreaTargetingDelay));
}
else
{
delay = pTypeExt->AIGuardAreaTargetingDelay.Get(pRulesExt->AIGuardAreaTargetingDelay.Get(pRules->GuardAreaTargetingDelay));
}

R->ECX(delay);

return 0;
}

DEFINE_HOOK(0x70989C, TechnoClass_TargetAndEstimateDamage_ScanDelayNormal, 0x6)
{
GET(TechnoClass*, pThis, ESI);

auto const pTypeExt = TechnoTypeExt::ExtMap.Find(pThis->GetTechnoType());
auto const pOwner = pThis->Owner;
auto const pRulesExt = RulesExt::Global();
auto const pRules = RulesClass::Instance();
int delay = ScenarioClass::Instance->Random.RandomRanged(0, 2);

if (pOwner->IsHumanPlayer || pOwner->IsControlledByHuman())
{
delay += pTypeExt->PlayerNormalTargetingDelay.Get(pRulesExt->PlayerNormalTargetingDelay.Get(pRules->NormalTargetingDelay));
}
else
{
delay += pTypeExt->AINormalTargetingDelay.Get(pRulesExt->AINormalTargetingDelay.Get(pRules->NormalTargetingDelay));
}

R->ECX(delay);

return 0;
}
9 changes: 9 additions & 0 deletions src/Ext/TechnoType/Body.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -318,6 +318,10 @@ void TechnoTypeExt::ExtData::LoadFromINIFile(CCINIClass* const pINI)
this->Wake.Read(exINI, pSection, "Wake");
this->Wake_Grapple.Read(exINI, pSection, "Wake.Grapple");
this->Wake_Sinking.Read(exINI, pSection, "Wake.Sinking");
this->AINormalTargetingDelay.Read(exINI, pSection, "AINormalTargetingDelay");
this->PlayerNormalTargetingDelay.Read(exINI, pSection, "PlayerNormalTargetingDelay");
this->AIGuardAreaTargetingDelay.Read(exINI, pSection, "AIGuardAreaTargetingDelay");
this->PlayerGuardAreaTargetingDelay.Read(exINI, pSection, "PlayerGuardAreaTargetingDelay");

// Ares 0.2
this->RadarJamRadius.Read(exINI, pSection, "RadarJamRadius");
Expand Down Expand Up @@ -688,6 +692,11 @@ void TechnoTypeExt::ExtData::Serialize(T& Stm)
.Process(this->Wake)
.Process(this->Wake_Grapple)
.Process(this->Wake_Sinking)

.Process(this->AINormalTargetingDelay)
.Process(this->PlayerNormalTargetingDelay)
.Process(this->AIGuardAreaTargetingDelay)
.Process(this->PlayerGuardAreaTargetingDelay)
;
}
void TechnoTypeExt::ExtData::LoadFromStream(PhobosStreamReader& Stm)
Expand Down
10 changes: 10 additions & 0 deletions src/Ext/TechnoType/Body.h
Original file line number Diff line number Diff line change
Expand Up @@ -233,6 +233,11 @@ class TechnoTypeExt
Nullable<AnimTypeClass*> Wake_Grapple;
Nullable<AnimTypeClass*> Wake_Sinking;

Nullable<int> AINormalTargetingDelay;
Nullable<int> PlayerNormalTargetingDelay;
Nullable<int> AIGuardAreaTargetingDelay;
Nullable<int> PlayerGuardAreaTargetingDelay;

struct LaserTrailDataEntry
{
ValueableIdx<LaserTrailTypeClass> idxType;
Expand Down Expand Up @@ -461,6 +466,11 @@ class TechnoTypeExt
, Wake { }
, Wake_Grapple { }
, Wake_Sinking { }

, AINormalTargetingDelay {}
, PlayerNormalTargetingDelay {}
, AIGuardAreaTargetingDelay {}
, PlayerGuardAreaTargetingDelay {}
{ }

virtual ~ExtData() = default;
Expand Down
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