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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpRangeManager.h
Yves 1a66f510d0 Use const T& for parameters of some types in script-exposed native functions
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.

This was SVN commit r17696.
2016-01-23 15:17:56 +00:00

427 lines
15 KiB
C++

/* Copyright (C) 2016 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPRANGEMANAGER
#define INCLUDED_ICMPRANGEMANAGER
#include "maths/FixedVector3D.h"
#include "maths/FixedVector2D.h"
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/helpers/Player.h"
#include "graphics/Terrain.h" // for TERRAIN_TILE_SIZE
class FastSpatialSubdivision;
/**
* Provides efficient range-based queries of the game world,
* and also LOS-based effects (fog of war).
*
* (These are somewhat distinct concepts but they share a lot of the implementation,
* so for efficiency they're combined into this class.)
*
* Possible use cases:
* - combat units need to detect targetable enemies entering LOS, so they can choose
* to auto-attack.
* - auras let a unit have some effect on all units (or those of the same player, or of enemies)
* within a certain range.
* - capturable animals need to detect when a player-owned unit is nearby and no units of other
* players are in range.
* - scenario triggers may want to detect when units enter a given area.
* - units gathering from a resource that is exhausted need to find a new resource of the
* same type, near the old one and reachable.
* - projectile weapons with splash damage need to find all units within some distance
* of the target point.
* - ...
*
* In most cases the users are event-based and want notifications when something
* has entered or left the range, and the query can be set up once and rarely changed.
* These queries have to be fast. It's fine to approximate an entity as a point.
*
* Current design:
*
* This class handles just the most common parts of range queries:
* distance, target interface, and player ownership.
* The caller can then apply any more complex filtering that it needs.
*
* There are two types of query:
* Passive queries are performed by ExecuteQuery and immediately return the matching entities.
* Active queries are set up by CreateActiveQuery, and then a CMessageRangeUpdate message will be
* sent to the entity once per turn if anybody has entered or left the range since the last RangeUpdate.
* Queries can be disabled, in which case no message will be sent.
*/
class ICmpRangeManager : public IComponent
{
public:
/**
* External identifiers for active queries.
*/
typedef u32 tag_t;
/**
* Access the spatial subdivision kept by the range manager.
* @return pointer to spatial subdivision structure.
*/
virtual FastSpatialSubdivision* GetSubdivision() = 0;
/**
* Set the bounds of the world.
* Entities should not be outside the bounds (else efficiency will suffer).
* @param x0,z0,x1,z1 Coordinates of the corners of the world
* @param vertices Number of terrain vertices per side
*/
virtual void SetBounds(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, ssize_t vertices) = 0;
/**
* Execute a passive query.
* @param source the entity around which the range will be computed.
* @param minRange non-negative minimum distance in metres (inclusive).
* @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance.
* @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
* @param requiredInterface if non-zero, an interface ID that matching entities must implement.
* @return list of entities matching the query, ordered by increasing distance from the source entity.
*/
virtual std::vector<entity_id_t> ExecuteQuery(entity_id_t source,
entity_pos_t minRange, entity_pos_t maxRange, const std::vector<int>& owners, int requiredInterface) = 0;
/**
* Execute a passive query.
* @param pos the position around which the range will be computed.
* @param minRange non-negative minimum distance in metres (inclusive).
* @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance.
* @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
* @param requiredInterface if non-zero, an interface ID that matching entities must implement.
* @return list of entities matching the query, ordered by increasing distance from the source entity.
*/
virtual std::vector<entity_id_t> ExecuteQueryAroundPos(const CFixedVector2D& pos,
entity_pos_t minRange, entity_pos_t maxRange, const std::vector<int>& owners, int requiredInterface) = 0;
/**
* Construct an active query. The query will be disabled by default.
* @param source the entity around which the range will be computed.
* @param minRange non-negative minimum distance in metres (inclusive).
* @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance.
* @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
* @param requiredInterface if non-zero, an interface ID that matching entities must implement.
* @param flags if a entity in range has one of the flags set it will show up.
* @return unique non-zero identifier of query.
*/
virtual tag_t CreateActiveQuery(entity_id_t source,
entity_pos_t minRange, entity_pos_t maxRange, const std::vector<int>& owners, int requiredInterface, u8 flags) = 0;
/**
* Construct an active query of a paraboloic form around the unit.
* The query will be disabled by default.
* @param source the entity around which the range will be computed.
* @param minRange non-negative minimum horizontal distance in metres (inclusive). MinRange doesn't do parabolic checks.
* @param maxRange non-negative maximum distance in metres (inclusive) for units on the same elevation;
* or -1.0 to ignore distance.
* For units on a different elevation, a physical correct paraboloid with height=maxRange/2 above the unit is used to query them
* @param elevationBonus extra bonus so the source can be placed higher and shoot further
* @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
* @param requiredInterface if non-zero, an interface ID that matching entities must implement.
* @param flags if a entity in range has one of the flags set it will show up.
* @return unique non-zero identifier of query.
*/
virtual tag_t CreateActiveParabolicQuery(entity_id_t source,
entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t elevationBonus, const std::vector<int>& owners, int requiredInterface, u8 flags) = 0;
/**
* Get the average elevation over 8 points on distance range around the entity
* @param id the entity id to look around
* @param range the distance to compare terrain height with
* @return a fixed number representing the average difference. It's positive when the entity is on average higher than the terrain surrounding it.
*/
virtual entity_pos_t GetElevationAdaptedRange(const CFixedVector3D& pos, const CFixedVector3D& rot, entity_pos_t range, entity_pos_t elevationBonus, entity_pos_t angle) = 0;
/**
* Destroy a query and clean up resources. This must be called when an entity no longer needs its
* query (e.g. when the entity is destroyed).
* @param tag identifier of query.
*/
virtual void DestroyActiveQuery(tag_t tag) = 0;
/**
* Re-enable the processing of a query.
* @param tag identifier of query.
*/
virtual void EnableActiveQuery(tag_t tag) = 0;
/**
* Disable the processing of a query (no RangeUpdate messages will be sent).
* @param tag identifier of query.
*/
virtual void DisableActiveQuery(tag_t tag) = 0;
/**
* Check if the processing of a query is enabled.
* @param tag identifier of a query.
*/
virtual bool IsActiveQueryEnabled(tag_t tag) = 0;
/**
* Immediately execute a query, and re-enable it if disabled.
* The next RangeUpdate message will say who has entered/left since this call,
* so you won't miss any notifications.
* @param tag identifier of query.
* @return list of entities matching the query, ordered by increasing distance from the source entity.
*/
virtual std::vector<entity_id_t> ResetActiveQuery(tag_t tag) = 0;
/**
* Returns a list of all entities for a specific player.
* (This is on this interface because it shares a lot of the implementation.
* Maybe it should be extended to be more like ExecuteQuery without
* the range parameter.)
*/
virtual std::vector<entity_id_t> GetEntitiesByPlayer(player_id_t player) = 0;
/**
* Returns a list of all entities of all players except gaia.
*/
virtual std::vector<entity_id_t> GetNonGaiaEntities() = 0;
/**
* Toggle the rendering of debug info.
*/
virtual void SetDebugOverlay(bool enabled) = 0;
/**
* Returns the mask for the specified identifier.
*/
virtual u8 GetEntityFlagMask(const std::string& identifier) = 0;
/**
* Set the flag specified by the identifier to the supplied value for the entity
* @param ent the entity whose flags will be modified.
* @param identifier the flag to be modified.
* @param value to which the flag will be set.
*/
virtual void SetEntityFlag(entity_id_t ent, const std::string& identifier, bool value) = 0;
// LOS interface:
enum ELosState
{
LOS_UNEXPLORED = 0,
LOS_EXPLORED = 1,
LOS_VISIBLE = 2,
LOS_MASK = 3
};
enum ELosVisibility
{
VIS_HIDDEN = 0,
VIS_FOGGED = 1,
VIS_VISIBLE = 2
};
/**
* Object providing efficient abstracted access to the LOS state.
* This depends on some implementation details of CCmpRangeManager.
*
* This *ignores* the GetLosRevealAll flag - callers should check that explicitly.
*/
class CLosQuerier
{
private:
friend class CCmpRangeManager;
friend class TestLOSTexture;
CLosQuerier(u32 playerMask, const std::vector<u32>& data, ssize_t verticesPerSide) :
m_Data(&data[0]), m_PlayerMask(playerMask), m_VerticesPerSide(verticesPerSide)
{
}
const CLosQuerier& operator=(const CLosQuerier&); // not implemented
public:
/**
* Returns whether the given vertex is visible (i.e. is within a unit's LOS).
*/
inline bool IsVisible(ssize_t i, ssize_t j)
{
if (!(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide))
return false;
// Check high bit of each bit-pair
if ((m_Data[j*m_VerticesPerSide + i] & m_PlayerMask) & 0xAAAAAAAAu)
return true;
else
return false;
}
/**
* Returns whether the given vertex is explored (i.e. was (or still is) within a unit's LOS).
*/
inline bool IsExplored(ssize_t i, ssize_t j)
{
if (!(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide))
return false;
// Check low bit of each bit-pair
if ((m_Data[j*m_VerticesPerSide + i] & m_PlayerMask) & 0x55555555u)
return true;
else
return false;
}
/**
* Returns whether the given vertex is visible (i.e. is within a unit's LOS).
* i and j must be in the range [0, verticesPerSide), else behaviour is undefined.
*/
inline bool IsVisible_UncheckedRange(ssize_t i, ssize_t j)
{
#ifndef NDEBUG
ENSURE(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide);
#endif
// Check high bit of each bit-pair
if ((m_Data[j*m_VerticesPerSide + i] & m_PlayerMask) & 0xAAAAAAAAu)
return true;
else
return false;
}
/**
* Returns whether the given vertex is explored (i.e. was (or still is) within a unit's LOS).
* i and j must be in the range [0, verticesPerSide), else behaviour is undefined.
*/
inline bool IsExplored_UncheckedRange(ssize_t i, ssize_t j)
{
#ifndef NDEBUG
ENSURE(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide);
#endif
// Check low bit of each bit-pair
if ((m_Data[j*m_VerticesPerSide + i] & m_PlayerMask) & 0x55555555u)
return true;
else
return false;
}
private:
u32 m_PlayerMask;
const u32* m_Data;
ssize_t m_VerticesPerSide;
};
/**
* Returns a CLosQuerier for checking whether vertex positions are visible to the given player
* (or other players it shares LOS with).
*/
virtual CLosQuerier GetLosQuerier(player_id_t player) = 0;
/**
* Toggle the scripted Visibility component activation for entity ent.
*/
virtual void ActivateScriptedVisibility(entity_id_t ent, bool status) = 0;
/**
* Returns the visibility status of the given entity, with respect to the given player.
* Returns VIS_HIDDEN if the entity doesn't exist or is not in the world.
* This respects the GetLosRevealAll flag.
*/
virtual ELosVisibility GetLosVisibility(CEntityHandle ent, player_id_t player) = 0;
virtual ELosVisibility GetLosVisibility(entity_id_t ent, player_id_t player) = 0;
/**
* Request the update of the visibility cache of ent at next turn.
* Typically used for fogging.
*/
virtual void RequestVisibilityUpdate(entity_id_t ent) = 0;
/**
* GetLosVisibility wrapped for script calls.
* Returns "hidden", "fogged" or "visible".
*/
std::string GetLosVisibility_wrapper(entity_id_t ent, player_id_t player);
/**
* Explore all tiles (but leave them in the FoW) for player p
*/
virtual void ExploreAllTiles(player_id_t p) = 0;
/**
* Explore the tiles inside each player's territory.
* This is done only at the beginning of the game.
*/
virtual void ExploreTerritories() = 0;
/**
* Reveal the shore for specified player p.
* This works like for entities: if RevealShore is called multiple times with enabled, it
* will be necessary to call it the same number of times with !enabled to make the shore
* fall back into the FoW.
*/
virtual void RevealShore(player_id_t p, bool enable) = 0;
/**
* Set whether the whole map should be made visible to the given player.
* If player is -1, the map will be made visible to all players.
*/
virtual void SetLosRevealAll(player_id_t player, bool enabled) = 0;
/**
* Returns whether the whole map has been made visible to the given player.
*/
virtual bool GetLosRevealAll(player_id_t player) = 0;
/**
* Set the LOS to be restricted to a circular map.
*/
virtual void SetLosCircular(bool enabled) = 0;
/**
* Returns whether the LOS is restricted to a circular map.
*/
virtual bool GetLosCircular() = 0;
/**
* Sets shared LOS data for player to the given list of players.
*/
virtual void SetSharedLos(player_id_t player, const std::vector<player_id_t>& players) = 0;
/**
* Returns shared LOS mask for player.
*/
virtual u32 GetSharedLosMask(player_id_t player) = 0;
/**
* Get percent map explored statistics for specified player.
*/
virtual u8 GetPercentMapExplored(player_id_t player) = 0;
/**
* Get percent map explored statistics for specified set of players.
* Note: this function computes statistics from scratch and should not be called too often.
*/
virtual u8 GetUnionPercentMapExplored(const std::vector<player_id_t>& players) = 0;
/**
* Perform some internal consistency checks for testing/debugging.
*/
virtual void Verify() = 0;
DECLARE_INTERFACE_TYPE(RangeManager)
};
#endif // INCLUDED_ICMPRANGEMANAGER