Unify the magic number indicating the number of impassable tiles at the map edge redundant in the Pathfinder, RangeManager and MapGenerator.
Refs #4034, #4636. Differential Revision: https://code.wildfiregames.com/D2061 Reviewed By: wraitii This was SVN commit r22459.
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@ -21,11 +21,6 @@ const TERRAIN_SEPARATOR = "|";
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const SEA_LEVEL = 20.0;
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const HEIGHT_UNITS_PER_METRE = 92;
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/**
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* Number of impassable, unexplorable tiles at the map border.
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*/
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const MAP_BORDER_WIDTH = 3;
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const g_DamageTypes = new DamageTypes();
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/**
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@ -49,6 +49,7 @@ The blurred bitmap is then uploaded into a GL texture for use by the renderer.
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// Blur with a NxN filter, where N = g_BlurSize must be an odd number.
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// Keep it in relation to the number of impassable tiles in MAP_EDGE_TILES.
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static const size_t g_BlurSize = 7;
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// Alignment (in bytes) of the pixel data passed into glTexSubImage2D.
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@ -34,6 +34,7 @@
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#include "scriptinterface/ScriptRuntime.h"
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#include "scriptinterface/ScriptConversions.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/helpers/MapEdgeTiles.h"
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#include <string>
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#include <vector>
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@ -142,6 +143,7 @@ bool CMapGeneratorWorker::Run()
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m_ScriptInterface->RegisterFunction<std::vector<std::string>, std::string, bool, CMapGeneratorWorker::FindTemplates>("FindTemplates");
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m_ScriptInterface->RegisterFunction<std::vector<std::string>, std::string, bool, CMapGeneratorWorker::FindActorTemplates>("FindActorTemplates");
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m_ScriptInterface->RegisterFunction<int, CMapGeneratorWorker::GetTerrainTileSize>("GetTerrainTileSize");
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m_ScriptInterface->SetGlobal("MAP_BORDER_WIDTH", static_cast<int>(MAP_EDGE_TILES));
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// Globalscripts may use VFS script functions
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m_ScriptInterface->LoadGlobalScripts();
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@ -36,6 +36,7 @@
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#include "simulation2/components/ICmpWaterManager.h"
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#include "simulation2/helpers/HierarchicalPathfinder.h"
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#include "simulation2/helpers/LongPathfinder.h"
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#include "simulation2/helpers/MapEdgeTiles.h"
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#include "simulation2/helpers/Rasterize.h"
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#include "simulation2/helpers/VertexPathfinder.h"
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#include "simulation2/serialization/SerializeTemplates.h"
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@ -637,8 +638,7 @@ void CCmpPathfinder::TerrainUpdateHelper(bool expandPassability/* = true */)
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}
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// Compute off-world passability
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// WARNING: CCmpRangeManager::LosIsOffWorld needs to be kept in sync with this
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const int edgeSize = 3 * Pathfinding::NAVCELLS_PER_TILE; // number of tiles around the edge that will be off-world
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const int edgeSize = MAP_EDGE_TILES * Pathfinding::NAVCELLS_PER_TILE;
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NavcellData edgeMask = 0;
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for (PathfinderPassability& passability : m_PassClasses)
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@ -1,4 +1,4 @@
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/* Copyright (C) 2018 Wildfire Games.
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -32,6 +32,7 @@
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#include "simulation2/components/ICmpVisibility.h"
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#include "simulation2/components/ICmpVision.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include "simulation2/helpers/MapEdgeTiles.h"
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#include "simulation2/helpers/Render.h"
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#include "simulation2/helpers/Spatial.h"
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@ -2020,9 +2021,6 @@ public:
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*/
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inline bool LosIsOffWorld(ssize_t i, ssize_t j) const
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{
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// WARNING: CCmpPathfinder::UpdateGrid needs to be kept in sync with this
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const ssize_t edgeSize = 3; // number of vertexes around the edge that will be off-world
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if (m_LosCircular)
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{
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// With a circular map, vertex is off-world if hypot(i - size/2, j - size/2) >= size/2:
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@ -2030,7 +2028,7 @@ public:
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ssize_t dist2 = (i - m_TerrainVerticesPerSide/2)*(i - m_TerrainVerticesPerSide/2)
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+ (j - m_TerrainVerticesPerSide/2)*(j - m_TerrainVerticesPerSide/2);
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ssize_t r = m_TerrainVerticesPerSide/2 - edgeSize + 1;
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ssize_t r = m_TerrainVerticesPerSide / 2 - MAP_EDGE_TILES + 1;
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// subtract a bit from the radius to ensure nice
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// SoD blurring around the edges of the map
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@ -2040,8 +2038,9 @@ public:
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{
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// With a square map, the outermost edge of the map should be off-world,
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// so the SoD texture blends out nicely
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return (i < edgeSize || j < edgeSize || i >= m_TerrainVerticesPerSide-edgeSize || j >= m_TerrainVerticesPerSide-edgeSize);
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return i < MAP_EDGE_TILES || j < MAP_EDGE_TILES ||
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i >= m_TerrainVerticesPerSide - MAP_EDGE_TILES ||
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j >= m_TerrainVerticesPerSide - MAP_EDGE_TILES;
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}
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}
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@ -2439,3 +2438,6 @@ public:
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};
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REGISTER_COMPONENT_TYPE(RangeManager)
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#undef LOS_TILES_RATIO
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#undef DEBUG_RANGE_MANAGER_BOUNDS
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27
source/simulation2/helpers/MapEdgeTiles.h
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27
source/simulation2/helpers/MapEdgeTiles.h
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@ -0,0 +1,27 @@
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_MAP_EDGE_TILES
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#define INCLUDED_MAP_EDGE_TILES
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/**
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* Number of impassable, unexplorable tiles at the map border.
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* Keep it in relation to the shadow blur size in CLOSTexture.
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*/
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static const ssize_t MAP_EDGE_TILES = 3;
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#endif // INCLUDED_MAP_EDGE_TILES
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