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#include "Headers/WarScene.h"
#include "Headers/WarSceneAIProcessor.h"

#include "GUI/Headers/GUIMessageBox.h"
#include "Managers/Headers/SceneManager.h"
#include "Core/Time/Headers/ApplicationTimer.h"
#include "Dynamics/Entities/Units/Headers/NPC.h"

#include "AI/PathFinding/NavMeshes/Headers/NavMesh.h"

namespace Divide {

namespace {
    bool g_navMeshStarted = false;
};

void WarScene::printMessage(U8 eventId, const stringImpl& unitName) {
    stringImpl eventName = "";
    switch (eventId) {
        case 0: {
            eventName = "Captured flag";
        } break;
        case 1: {
            eventName = "Recovered flag";
        } break;
    };

    U32 elapsedTimeMinutes = (Time::MicrosecondsToSeconds<U32>(_elapsedGameTime) / 60) % 60;
    U32 elapsedTimeSeconds = Time::MicrosecondsToSeconds<U32>(_elapsedGameTime) % 60;

    Console::d_printfn(Util::StringFormat("[GAME TIME: %d:%d][%s]: %s", elapsedTimeMinutes, elapsedTimeSeconds, eventName.c_str(), unitName.c_str()).c_str());
}

void WarScene::checkGameCompletion() {
    bool restartGame = false;
    bool timeReason = false;
    if (AI::WarSceneAIProcessor::getScore(0) == _scoreLimit ||
        AI::WarSceneAIProcessor::getScore(1) == _scoreLimit) {
        _elapsedGameTime = 0;
        if (_scoreLimit == 3) {
            _scoreLimit = 5;
            _timeLimitMinutes = 8;
            restartGame = true;
        } else if (_scoreLimit == 5) {
            _scoreLimit = 20;
            _timeLimitMinutes = 30;
            restartGame = true;
        }
        else if (_scoreLimit == 20) {
            if (_runCount == 1) {
                _scoreLimit = 3;
                _timeLimitMinutes = 5;
                _runCount = 2;
                restartGame = true;
            }
            else if (_runCount == 2) {
                Application::instance().RequestShutdown();
            }
        }
    }

    U32 elapsedTimeMinutes = (Time::MicrosecondsToSeconds<U32>(_elapsedGameTime) / 60) % 60;
    if (elapsedTimeMinutes >= _timeLimitMinutes) {
        timeReason = true;
        if (_timeLimitMinutes == 5) {
            _timeLimitMinutes = 8;
            _scoreLimit = 5;
        } else if (_timeLimitMinutes == 8) {
            _timeLimitMinutes = 30;
            _scoreLimit = 20;
        } else if (_timeLimitMinutes == 30) {
            if (_runCount == 1) {
                _timeLimitMinutes = 5;
                _scoreLimit = 3;
                _runCount = 2;
            }
            else if (_runCount == 2) {
                Application::instance().RequestShutdown();
            }
        }
        restartGame = true;
    }

    if (restartGame) {
        _elapsedGameTime = 0;
        Console::d_printfn(Util::StringFormat("\n\nRESTARTING GAME!. Reason: %s \n\n", (timeReason ? "TIME" : "SCORE")).c_str());
        AI::WarSceneAIProcessor::resetScore(0);
        AI::WarSceneAIProcessor::resetScore(1);
        if (timeReason) {
            _resetUnits = true;
            for (U8 i = 0; i < 2; ++i) {
                PhysicsComponent* flagPComp = _flag[i].lock()->get<PhysicsComponent>();
                flagPComp->popTransforms();
                _flag[i].lock()->setParent(_sceneGraph->getRoot());
                flagPComp->setPosition(vec3<F32>(25.0f, 0.1f, i == 0 ? -206.0f : 206.0f));
            }
            AI::WarSceneAIProcessor::reset();
            AI::WarSceneAIProcessor::registerFlags(_flag[0].lock(), _flag[1].lock());
        }
    }
}

void WarScene::registerPoint(U8 teamID, const stringImpl& unitName) {
    if (!_resetUnits) {
        _resetUnits = true;

        for (U8 i = 0; i < 2; ++i) {
            PhysicsComponent* flagPComp = _flag[i].lock()->get<PhysicsComponent>();
            WAIT_FOR_CONDITION(!flagPComp->popTransforms());
            _flag[i].lock()->setParent(_sceneGraph->getRoot());
            flagPComp->setPosition(vec3<F32>(25.0f, 0.1f, i == 0 ? -206.0f : 206.0f));
        }
        AI::WarSceneAIProcessor::reset();
        AI::WarSceneAIProcessor::incrementScore(teamID);
        AI::WarSceneAIProcessor::registerFlags(_flag[0].lock(), _flag[1].lock());

        U32 elapsedTimeMinutes = (Time::MicrosecondsToSeconds<U32>(_elapsedGameTime) / 60) % 60;
        U32 elapsedTimeSeconds = Time::MicrosecondsToSeconds<U32>(_elapsedGameTime) % 60;
        Console::d_printfn(Util::StringFormat("[GAME TIME: %d:%d][TEAM %s REGISTER POINT]: %s", elapsedTimeMinutes, elapsedTimeSeconds, (teamID == 0 ? "A" : "B"), unitName.c_str()).c_str());
        checkGameCompletion();
    }
}

bool WarScene::initializeAI(bool continueOnErrors) {
    //------------------------Artificial Intelligence------------------------//
    // Create 2 AI teams
    for (U8 i = 0; i < 2; ++i) {
        _faction[i] = MemoryManager_NEW AI::AITeam(i, *_aiManager);
    }
    // Make the teams fight each other
    _faction[0]->addEnemyTeam(_faction[1]->getTeamID());
    _faction[1]->addEnemyTeam(_faction[0]->getTeamID());

    bool state = addUnits();
    if (state || continueOnErrors) {
        Scene::initializeAI(continueOnErrors);
    }

    _sceneGraph->findNode("Soldier1").lock()->setActive(false);
    _sceneGraph->findNode("Soldier2").lock()->setActive(false);
    _sceneGraph->findNode("Soldier3").lock()->setActive(false);

    return state;
}

bool WarScene::removeUnits(bool removeNodesOnCall) {
    WAIT_FOR_CONDITION(!_aiManager->updating());

    for (U8 i = 0; i < 2; ++i) {
        for (AI::AIEntity* const entity : _army[i]) {
            _aiManager->unregisterEntity(entity);
        }

        MemoryManager::DELETE_VECTOR(_army[i]);
        MemoryManager::DELETE_VECTOR(_armyNPCs[i]);
    }

    for (U8 i = 0; i < 2; ++i) {
        for (NPC* npc : _armyNPCs[i]) {
            _sceneGraph->deleteNode(npc->getBoundNode(), removeNodesOnCall);
        }
    }

    return true;
}

bool WarScene::addUnits() {
    using namespace AI;

    // Go near the enemy flag.
    // The enemy flag will never be at the home base, because that is a scoring condition
    WarSceneAction approachEnemyFlag(ActionType::APPROACH_ENEMY_FLAG, "ApproachEnemyFlag");
    approachEnemyFlag.setPrecondition(GOAPFact(Fact::NEAR_ENEMY_FLAG), GOAPValue(false));
    approachEnemyFlag.setEffect(GOAPFact(Fact::NEAR_ENEMY_FLAG), GOAPValue(true));
    approachEnemyFlag.setEffect(GOAPFact(Fact::AT_HOME_BASE), GOAPValue(false));

    WarSceneAction protectFlagInBase(ActionType::APPROACH_ENEMY_FLAG, "ProtectFlagInBase");
    protectFlagInBase.setPrecondition(GOAPFact(Fact::NEAR_ENEMY_FLAG), GOAPValue(false));
    protectFlagInBase.setPrecondition(GOAPFact(Fact::AT_HOME_BASE), GOAPValue(true));
    protectFlagInBase.setEffect(GOAPFact(Fact::NEAR_ENEMY_FLAG), GOAPValue(true));

    // Grab the enemy flag only if we do not already have it and if we are near it
    // The enemy flag will never be at the home base, because that is a scoring condition
    WarSceneAction captureEnemyFlag(ActionType::CAPTURE_ENEMY_FLAG, "CaptureEnemyFlag");
    captureEnemyFlag.setPrecondition(GOAPFact(Fact::NEAR_ENEMY_FLAG), GOAPValue(true));
    captureEnemyFlag.setPrecondition(GOAPFact(Fact::HAS_ENEMY_FLAG), GOAPValue(false));
    captureEnemyFlag.setPrecondition(GOAPFact(Fact::AT_HOME_BASE), GOAPValue(false));
    captureEnemyFlag.setEffect(GOAPFact(Fact::HAS_ENEMY_FLAG), GOAPValue(true));

    // Kill the enemy flag carrier to recover our own flag and return it to base
    WarSceneAction recoverFlag(ActionType::RECOVER_FLAG, "RecoverFlag");
    recoverFlag.setPrecondition(GOAPFact(Fact::ENEMY_HAS_FLAG), GOAPValue(true));
    recoverFlag.setPrecondition(GOAPFact(Fact::ENEMY_DEAD), GOAPValue(true));
    recoverFlag.setEffect(GOAPFact(Fact::ENEMY_HAS_FLAG), GOAPValue(false));

    // A general purpose "go home" action
    WarSceneAction returnToBase(ActionType::RETURN_TO_BASE, "ReturnToBase");
    returnToBase.setPrecondition(GOAPFact(Fact::AT_HOME_BASE), GOAPValue(false));
    returnToBase.setEffect(GOAPFact(Fact::AT_HOME_BASE), GOAPValue(true));

    // We can only score if we and both flags are in the same base location
    WarSceneAction scoreEnemyFlag(ActionType::SCORE_FLAG, "ScoreEnemyFlag");
    scoreEnemyFlag.setPrecondition(GOAPFact(Fact::AT_HOME_BASE), GOAPValue(true));
    scoreEnemyFlag.setPrecondition(GOAPFact(Fact::HAS_ENEMY_FLAG), GOAPValue(true));
    scoreEnemyFlag.setPrecondition(GOAPFact(Fact::ENEMY_HAS_FLAG), GOAPValue(false));
    scoreEnemyFlag.setEffect(GOAPFact(Fact::HAS_ENEMY_FLAG), GOAPValue(false));

    // Do nothing, but do nothing at home
    WarSceneAction idleAction(ActionType::IDLE, "Idle");
    idleAction.setPrecondition(GOAPFact(Fact::AT_HOME_BASE), GOAPValue(true));
    idleAction.setEffect(GOAPFact(Fact::IDLING), GOAPFact(true));

    // Kill stuff in lack of a better occupation
    WarSceneAction attackAction(ActionType::ATTACK_ENEMY, "Attack");
    attackAction.setPrecondition(GOAPFact(Fact::ENEMY_DEAD), GOAPValue(false));
    attackAction.setEffect(GOAPFact(Fact::ENEMY_DEAD), GOAPValue(true));

    GOAPGoal recoverOwnFlag("Recover flag", to_const_uint(WarSceneOrder::WarOrder::RECOVER_FLAG));
    recoverOwnFlag.setVariable(GOAPFact(Fact::ENEMY_HAS_FLAG), GOAPValue(false));
    
    GOAPGoal captureFlag("Capture enemy flag", to_const_uint(WarSceneOrder::WarOrder::CAPTURE_ENEMY_FLAG));
    captureFlag.setVariable(GOAPFact(Fact::HAS_ENEMY_FLAG), GOAPValue(true));
    captureFlag.setVariable(GOAPFact(Fact::AT_HOME_BASE), GOAPValue(true));

    GOAPGoal scoreFlag("Score", to_const_uint(WarSceneOrder::WarOrder::SCORE_ENEMY_FLAG));
    scoreFlag.setVariable(GOAPFact(Fact::HAS_ENEMY_FLAG), GOAPValue(false));

    GOAPGoal idle("Idle", to_const_uint(WarSceneOrder::WarOrder::IDLE));
    idle.setVariable(GOAPFact(Fact::IDLING), GOAPValue(true));

    GOAPGoal killEnemy("Kill", to_const_uint(WarSceneOrder::WarOrder::KILL_ENEMY));
    killEnemy.setVariable(GOAPFact(Fact::ENEMY_DEAD), AI::GOAPValue(true));

    GOAPGoal protectFlagCarrier("Protect Flag Carrier", to_const_uint(WarSceneOrder::WarOrder::PROTECT_FLAG_CARRIER));
    protectFlagCarrier.setVariable(GOAPFact(Fact::NEAR_ENEMY_FLAG), GOAPValue(true));

    std::array<GOAPPackage,  to_const_uint(WarSceneAIProcessor::AIType::COUNT)> goapPackages;
    for (GOAPPackage& goapPackage : goapPackages) {
        goapPackage._worldState.setVariable(GOAPFact(Fact::AT_HOME_BASE), GOAPValue(true));
        goapPackage._worldState.setVariable(GOAPFact(Fact::ENEMY_DEAD), GOAPValue(false));
        goapPackage._worldState.setVariable(GOAPFact(Fact::ENEMY_HAS_FLAG), GOAPValue(false));
        goapPackage._worldState.setVariable(GOAPFact(Fact::HAS_ENEMY_FLAG), GOAPValue(false));
        goapPackage._worldState.setVariable(GOAPFact(Fact::IDLING), GOAPValue(true));
        goapPackage._worldState.setVariable(GOAPFact(Fact::NEAR_ENEMY_FLAG), GOAPValue(false));

        goapPackage._actionSet.push_back(idleAction);
        goapPackage._actionSet.push_back(attackAction);
        goapPackage._actionSet.push_back(recoverFlag);
        goapPackage._actionSet.push_back(protectFlagInBase);
        goapPackage._goalList.push_back(idle);
        goapPackage._goalList.push_back(killEnemy);
        goapPackage._goalList.push_back(recoverOwnFlag);
    }

    GOAPPackage& lightPackage = goapPackages[to_const_uint(WarSceneAIProcessor::AIType::LIGHT)];
    GOAPPackage& heavyPackage = goapPackages[to_const_uint(WarSceneAIProcessor::AIType::HEAVY)];

    heavyPackage._actionSet.push_back(approachEnemyFlag);
    heavyPackage._actionSet.push_back(captureEnemyFlag);
    heavyPackage._actionSet.push_back(returnToBase);
    heavyPackage._actionSet.push_back(scoreEnemyFlag);
    lightPackage._actionSet.push_back(approachEnemyFlag);

    heavyPackage._goalList.push_back(captureFlag);
    heavyPackage._goalList.push_back(scoreFlag);
    heavyPackage._goalList.push_back(protectFlagCarrier);
    lightPackage._goalList.push_back(protectFlagCarrier);

    SceneGraphNode_ptr lightNode(_sceneGraph->findNode("Soldier1").lock());
    SceneGraphNode_ptr animalNode(_sceneGraph->findNode("Soldier2").lock());
    SceneGraphNode_ptr heavyNode(_sceneGraph->findNode("Soldier3").lock());

    std::shared_ptr<SceneNode> lightNodeMesh = lightNode->getNode();
    std::shared_ptr<SceneNode> animalNodeMesh = animalNode->getNode();
    std::shared_ptr<SceneNode> heavyNodeMesh = heavyNode->getNode();
    assert(lightNodeMesh && animalNodeMesh && heavyNodeMesh);

    NPC* soldier = nullptr;
    AIEntity* aiSoldier = nullptr;
    std::shared_ptr<SceneNode> currentMesh;

    vec3<F32> currentScale;
    stringImpl currentName;

    static const U32 normalMask = to_const_uint(SGNComponent::ComponentType::NAVIGATION) |
                                  to_const_uint(SGNComponent::ComponentType::PHYSICS) |
                                  to_const_uint(SGNComponent::ComponentType::BOUNDS) |
                                  to_const_uint(SGNComponent::ComponentType::RENDERING);

    SceneGraphNode& root = _sceneGraph->getRoot();
    for (I32 k = 0; k < 2; ++k) {
        for (I32 i = 0; i < 15; ++i) {

            F32 speed = Metric::Base(-1.0f);
            F32 acc = Metric::Base(-1.0f);

            F32 zFactor = 0.0f;
            I32 damage = 5;
            AI::WarSceneAIProcessor::AIType type;
            if (IS_IN_RANGE_INCLUSIVE(i, 0, 4)) {
                currentMesh = lightNodeMesh;
                currentScale =
                    lightNode->get<PhysicsComponent>()->getScale();
                currentName = Util::StringFormat("Soldier_1_%d_%d", k, i);
                speed = Metric::Base(Random(6.5f, 9.5f));
                acc = Metric::Base(Random(4.5f, 8.0f));
                type = AI::WarSceneAIProcessor::AIType::LIGHT;
            } else if (IS_IN_RANGE_INCLUSIVE(i, 5, 9)) {
                currentMesh = animalNodeMesh;
                currentScale =
                    animalNode->get<PhysicsComponent>()->getScale();
                currentName = Util::StringFormat("Soldier_2_%d_%d", k, i % 5);
                speed = Metric::Base(Random(8.5f, 11.5f));
                acc = Metric::Base(Random(6.0f, 9.0f));
                zFactor = 1.0f;
                type = AI::WarSceneAIProcessor::AIType::ANIMAL;
                damage = 10;
            } else {
                currentMesh = heavyNodeMesh;
                currentScale =
                    heavyNode->get<PhysicsComponent>()->getScale();
                currentName = Util::StringFormat("Soldier_3_%d_%d", k, i % 10);
                speed = Metric::Base(Random(4.5f, 7.5f));
                acc = Metric::Base(Random(4.0f, 6.5f));
                zFactor = 2.0f;
                type = AI::WarSceneAIProcessor::AIType::HEAVY;
                damage = 15;
            }

            SceneGraphNode_ptr currentNode = root.addNode(currentMesh, normalMask, PhysicsGroup::GROUP_KINEMATIC, currentName);
            currentNode->setSelectable(true);

            PhysicsComponent* pComp =
                currentNode->get<PhysicsComponent>();
            pComp->setScale(currentScale);

            if (k == 0) {
                zFactor *= -25;
                zFactor -= 200;
                pComp->translateX(Metric::Base(-25.0f));
            } else {
                zFactor *= 25;
                zFactor += 200;
                pComp->rotateY(Angle::Degrees(180.0f));
                pComp->translateX(Metric::Base(100.0f));
                pComp->translateX(Metric::Base(25.0f));
            }

            pComp->setPosition(vec3<F32>(Metric::Base(-125.0f + 25 * (i % 5)),
                                         Metric::Base(-0.01f),
                                         Metric::Base(zFactor)));

            aiSoldier = MemoryManager_NEW AI::AIEntity(pComp->getPosition(),
                                                       currentNode->getName());
            aiSoldier->addSensor(AI::SensorType::VISUAL_SENSOR);
            currentNode->get<RenderingComponent>()->renderBoundingBox(k == 0);
			currentNode->get<RenderingComponent>()->renderSkeleton(k != 0);

            AI::WarSceneAIProcessor* brain = MemoryManager_NEW AI::WarSceneAIProcessor(type, *_aiManager);

            // GOAP
            brain->registerGOAPPackage(goapPackages[to_uint(type)]);
            aiSoldier->setAIProcessor(brain);
            soldier = MemoryManager_NEW NPC(currentNode, aiSoldier);
            soldier->setAttribute(to_const_uint(AI::UnitAttributes::HEALTH_POINTS), 100);
            soldier->setAttribute(to_const_uint(AI::UnitAttributes::DAMAGE), damage);
            soldier->setAttribute(to_const_uint(AI::UnitAttributes::ALIVE_FLAG), 1);
            soldier->setMovementSpeed(speed);
            soldier->setAcceleration(acc);

            _army[k].push_back(aiSoldier);
            _armyNPCs[k].push_back(soldier);
            
        }
    }

    //----------------------- AI controlled units ---------------------//
    for (U8 i = 0; i < 2; ++i) {
        for (U8 j = 0; j < _army[i].size(); ++j) {
            _aiManager->registerEntity(i, _army[i][j]);
        }
    }

    return !(_army[0].empty() || _army[1].empty());
}

AI::AIEntity* WarScene::findAI(SceneGraphNode_ptr node) {
    I64 targetGUID = node->getGUID();

    for (U8 i = 0; i < 2; ++i) {
        for (AI::AIEntity* entity : _army[i]) {
            if (entity->getUnitRef()->getBoundNode().lock()->getGUID() == targetGUID) {
                return entity;
            }
        }
    }

    return nullptr;
}

bool WarScene::resetUnits() {
    _aiManager->pauseUpdate(true);
    bool state = false;
    if (removeUnits(true)) {
       state = addUnits();
    }
    _aiManager->pauseUpdate(false);
    return state;
}

bool WarScene::deinitializeAI(bool continueOnErrors) {
    _aiManager->pauseUpdate(true);
    if (removeUnits(true)) {
        for (U8 i = 0; i < 2; ++i) {
            MemoryManager::DELETE(_faction[i]);
        }
        return Scene::deinitializeAI(continueOnErrors);
    }

    return false;
}

void WarScene::startSimulation(I64 btnGUID) {
    if (g_navMeshStarted) {
        return;
    }

    g_navMeshStarted = true;

    _aiManager->pauseUpdate(true);
    _infoBox->setTitle("NavMesh state");
    _infoBox->setMessageType(GUIMessageBox::MessageType::MESSAGE_INFO);
    bool previousMesh = false;
    bool loadedFromFile = true;
    U64 currentTime = Time::ElapsedMicroseconds(true);
    U64 diffTime = currentTime - _lastNavMeshBuildTime;
    if (_lastNavMeshBuildTime == 0UL ||
        diffTime > Time::SecondsToMicroseconds(10)) {
        AI::Navigation::NavigationMesh* navMesh = _aiManager->getNavMesh(_army[0][0]->getAgentRadiusCategory());
        if (navMesh) {
            previousMesh = true;
            _aiManager->destroyNavMesh(_army[0][0]->getAgentRadiusCategory());
        }
        navMesh = MemoryManager_NEW AI::Navigation::NavigationMesh();
        navMesh->setFileName(getName());

        if (!navMesh->load(_sceneGraph->getRoot())) {
            loadedFromFile = false;
            AI::AIEntity::PresetAgentRadius radius =
                _army[0][0]->getAgentRadiusCategory();
            navMesh->build(
                _sceneGraph->getRoot(),
                [&radius, this](AI::Navigation::NavigationMesh* navMesh) {
                _aiManager->toggleNavMeshDebugDraw(true);
                _aiManager->addNavMesh(radius, navMesh);
                g_navMeshStarted = false;
            });
        } else {
            _aiManager->addNavMesh(_army[0][0]->getAgentRadiusCategory(), navMesh);
            if (Config::Build::IS_DEBUG_BUILD) {
                navMesh->debugDraw(true);
            }

            renderState().enableOption(SceneRenderState::RenderOptions::RENDER_DEBUG_TARGET_LINES);
        }

        if (previousMesh) {
            if (loadedFromFile) {
                _infoBox->setMessage(
                    "Re-loaded the navigation mesh from file!");
            }
            else {
                _infoBox->setMessage(
                    "Re-building the navigation mesh in a background thread!");
            }
        }
        else {
            if (loadedFromFile) {
                _infoBox->setMessage("Navigation mesh loaded from file!");
            }
            else {
                _infoBox->setMessage(
                    "Navigation mesh building in a background thread!");
            }
        }
        //_infoBox->show();
        _lastNavMeshBuildTime = currentTime;
        for (U8 i = 0; i < 2; ++i) {
            _faction[i]->clearOrders();
            _faction[i]->addOrder(std::make_shared<AI::WarSceneOrder>(
                AI::WarSceneOrder::WarOrder::CAPTURE_ENEMY_FLAG));
            _faction[i]->addOrder(std::make_shared<AI::WarSceneOrder>(
                AI::WarSceneOrder::WarOrder::SCORE_ENEMY_FLAG));
            _faction[i]->addOrder(std::make_shared<AI::WarSceneOrder>(
                AI::WarSceneOrder::WarOrder::IDLE));
            _faction[i]->addOrder(std::make_shared<AI::WarSceneOrder>(
                AI::WarSceneOrder::WarOrder::KILL_ENEMY));
            _faction[i]->addOrder(std::make_shared<AI::WarSceneOrder>(
                AI::WarSceneOrder::WarOrder::PROTECT_FLAG_CARRIER));
            _faction[i]->addOrder(std::make_shared<AI::WarSceneOrder>(
                AI::WarSceneOrder::WarOrder::RECOVER_FLAG));
        }
    } else {
        stringImpl info(
            "Can't reload the navigation mesh this soon.\n Please wait \\[ ");
        info.append(
            to_stringImpl(Time::MicrosecondsToSeconds<I32>(diffTime)).c_str());
        info.append(" ] seconds more!");

        _infoBox->setMessage(info);
        _infoBox->setMessageType(GUIMessageBox::MessageType::MESSAGE_WARNING);
        _infoBox->show();
    }

    _aiManager->pauseUpdate(false);
}

};  // namespace Divide

Commits for Divide-Framework/trunk/Source Code/Scenes/WarScene/WarSceneAI.cpp

Diff revisions: vs.
Revision Author Commited Message
788 Diff Diff IonutCava picture IonutCava Fri 21 Oct, 2016 16:11:37 +0000

[IonutCava]
- Added support for the Arena Allocator by Mamasha Knows (http://www.codeproject.com/Articles/44850/Arena-Allocator-DTOR-and-Embedded-Preallocated-Buf)
— Used for GFX Related objects: Textures, shaders, etc

766 Diff Diff IonutCava picture IonutCava Mon 22 Aug, 2016 15:54:49 +0000

[IonutCava]
- Descriptor/State cleanup part 2/3: SceneState/SceneRenderState cleanup

762 Diff Diff IonutCava picture IonutCava Thu 11 Aug, 2016 16:18:35 +0000

[IonutCava]
- Removed a lot of high level GFX state and merged it back on a lower level:
— depth mask is now a framebuffer specific toggle controlled by the RenderPolicy
— rasterization is now a per-buffer draw switch toggled by a rendering flag in GenericDrawCommand
- Replaced old style GL texture binding code with DSA style glBindTextures and glBindSamplers even for single textures
— completely removed the concept of a active texture unit in the GL code
- Fixed some draw policy settings that were clearing the depth buffer in the PostFX passes
- More build type flag replacement of macros
- Render pass system bug fixing
- Add option to skip occlusion culling for certain nodes

711 Diff Diff IonutCava picture IonutCava Mon 23 May, 2016 14:31:55 +0000

[IonutCava]
- More scene change fixes: pending tasks, GUI elements, etc
- Singleton removal: AIManager is a per-scene member instead of a global singleton now

709 Diff Diff IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

[IonutCava]
- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

705 Diff Diff IonutCava picture IonutCava Thu 12 May, 2016 20:27:20 +0000

[IonutCava]
- Decouple asset loading from the active scene
— completely remove GET_ACTIVE_SCENE() method

704 Diff Diff IonutCava picture IonutCava Thu 12 May, 2016 16:24:17 +0000

[IonutCava]
- More work on the DefaultScene:
— Automatically list each available scene as a button that will load the actual desired scene

696 Diff Diff IonutCava picture IonutCava Mon 09 May, 2016 16:14:09 +0000

[IonutCava]
- More physics system preparation:
— Define specific px groups for nodes: static, kinematic, dynamic, ragdoll, etc

693 Diff Diff IonutCava picture IonutCava Thu 28 Apr, 2016 16:19:35 +0000

[IonutCava]
- Cleanup Time and Profiling code

674 IonutCava picture IonutCava Mon 11 Apr, 2016 16:17:10 +0000

[IonutCava]
- Some profile guided optimizations:
— Remove the task state hashmap and replace with flat array
— Allow PhysX to load collision meshes from a RAM cache first -> then file -> then recompute
- Improve memory logger output