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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpRangeManager.cpp

1339 lines
41 KiB
C++

/* Copyright (C) 2012 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/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpRangeManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/components/ICmpVision.h"
#include "simulation2/helpers/Render.h"
#include "simulation2/helpers/Spatial.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "lib/timer.h"
#include "maths/FixedVector2D.h"
#include "ps/CLogger.h"
#include "ps/Overlay.h"
#include "ps/Profile.h"
#include "renderer/Scene.h"
#define DEBUG_RANGE_MANAGER_BOUNDS 0
/**
* Representation of a range query.
*/
struct Query
{
bool enabled;
entity_id_t source;
entity_pos_t minRange;
entity_pos_t maxRange;
u32 ownersMask;
i32 interface;
std::vector<entity_id_t> lastMatch;
};
/**
* Convert an owner ID (-1 = unowned, 0 = gaia, 1..30 = players)
* into a 32-bit mask for quick set-membership tests.
*/
static u32 CalcOwnerMask(i32 owner)
{
if (owner >= -1 && owner < 31)
return 1 << (1+owner);
else
return 0; // owner was invalid
}
/**
* Representation of an entity, with the data needed for queries.
*/
struct EntityData
{
EntityData() : retainInFog(0), owner(-1), inWorld(0) { }
entity_pos_t x, z;
entity_pos_t visionRange;
u8 retainInFog; // boolean
i8 owner;
u8 inWorld; // boolean
};
cassert(sizeof(EntityData) == 16);
/**
* Serialization helper template for Query
*/
struct SerializeQuery
{
template<typename S>
void operator()(S& serialize, const char* UNUSED(name), Query& value)
{
serialize.Bool("enabled", value.enabled);
serialize.NumberU32_Unbounded("source", value.source);
serialize.NumberFixed_Unbounded("min range", value.minRange);
serialize.NumberFixed_Unbounded("max range", value.maxRange);
serialize.NumberU32_Unbounded("owners mask", value.ownersMask);
serialize.NumberI32_Unbounded("interface", value.interface);
SerializeVector<SerializeU32_Unbounded>()(serialize, "last match", value.lastMatch);
}
};
/**
* Serialization helper template for EntityData
*/
struct SerializeEntityData
{
template<typename S>
void operator()(S& serialize, const char* UNUSED(name), EntityData& value)
{
serialize.NumberFixed_Unbounded("x", value.x);
serialize.NumberFixed_Unbounded("z", value.z);
serialize.NumberFixed_Unbounded("vision", value.visionRange);
serialize.NumberU8("retain in fog", value.retainInFog, 0, 1);
serialize.NumberI8_Unbounded("owner", value.owner);
serialize.NumberU8("in world", value.inWorld, 0, 1);
}
};
/**
* Functor for sorting entities by distance from a source point.
* It must only be passed entities that are in 'entities'
* and are currently in the world.
*/
struct EntityDistanceOrdering
{
EntityDistanceOrdering(const std::map<entity_id_t, EntityData>& entities, const CFixedVector2D& source) :
m_EntityData(entities), m_Source(source)
{
}
bool operator()(entity_id_t a, entity_id_t b)
{
const EntityData& da = m_EntityData.find(a)->second;
const EntityData& db = m_EntityData.find(b)->second;
CFixedVector2D vecA = CFixedVector2D(da.x, da.z) - m_Source;
CFixedVector2D vecB = CFixedVector2D(db.x, db.z) - m_Source;
return (vecA.CompareLength(vecB) < 0);
}
const std::map<entity_id_t, EntityData>& m_EntityData;
CFixedVector2D m_Source;
private:
EntityDistanceOrdering& operator=(const EntityDistanceOrdering&);
};
/**
* Range manager implementation.
* Maintains a list of all entities (and their positions and owners), which is used for
* queries.
*
* LOS implementation is based on the model described in GPG2.
* (TODO: would be nice to make it cleverer, so e.g. mountains and walls
* can block vision)
*/
class CCmpRangeManager : public ICmpRangeManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeGloballyToMessageType(MT_Create);
componentManager.SubscribeGloballyToMessageType(MT_PositionChanged);
componentManager.SubscribeGloballyToMessageType(MT_OwnershipChanged);
componentManager.SubscribeGloballyToMessageType(MT_Destroy);
componentManager.SubscribeToMessageType(MT_Update);
componentManager.SubscribeToMessageType(MT_RenderSubmit); // for debug overlays
}
DEFAULT_COMPONENT_ALLOCATOR(RangeManager)
bool m_DebugOverlayEnabled;
bool m_DebugOverlayDirty;
std::vector<SOverlayLine> m_DebugOverlayLines;
// World bounds (entities are expected to be within this range)
entity_pos_t m_WorldX0;
entity_pos_t m_WorldZ0;
entity_pos_t m_WorldX1;
entity_pos_t m_WorldZ1;
// Range query state:
tag_t m_QueryNext; // next allocated id
std::map<tag_t, Query> m_Queries;
std::map<entity_id_t, EntityData> m_EntityData;
SpatialSubdivision<entity_id_t> m_Subdivision; // spatial index of m_EntityData
// LOS state:
std::map<player_id_t, bool> m_LosRevealAll;
bool m_LosCircular;
i32 m_TerrainVerticesPerSide;
size_t m_TerritoriesDirtyID;
// Counts of units seeing vertex, per vertex, per player (starting with player 0).
// Use u16 to avoid overflows when we have very large (but not infeasibly large) numbers
// of units in a very small area.
// (Note we use vertexes, not tiles, to better match the renderer.)
// Lazily constructed when it's needed, to save memory in smaller games.
std::vector<std::vector<u16> > m_LosPlayerCounts;
// 2-bit ELosState per player, starting with player 1 (not 0!) up to player MAX_LOS_PLAYER_ID (inclusive)
std::vector<u32> m_LosState;
static const player_id_t MAX_LOS_PLAYER_ID = 16;
// Special static visibility data for the "reveal whole map" mode
// (TODO: this is usually a waste of memory)
std::vector<u32> m_LosStateRevealed;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_QueryNext = 1;
m_DebugOverlayEnabled = false;
m_DebugOverlayDirty = true;
m_WorldX0 = m_WorldZ0 = m_WorldX1 = m_WorldZ1 = entity_pos_t::Zero();
// Initialise with bogus values (these will get replaced when
// SetBounds is called)
ResetSubdivisions(entity_pos_t::FromInt(1), entity_pos_t::FromInt(1));
// The whole map should be visible to Gaia by default, else e.g. animals
// will get confused when trying to run from enemies
m_LosRevealAll[0] = true;
m_LosCircular = false;
m_TerrainVerticesPerSide = 0;
m_TerritoriesDirtyID = 0;
}
virtual void Deinit()
{
}
template<typename S>
void SerializeCommon(S& serialize)
{
serialize.NumberFixed_Unbounded("world x0", m_WorldX0);
serialize.NumberFixed_Unbounded("world z0", m_WorldZ0);
serialize.NumberFixed_Unbounded("world x1", m_WorldX1);
serialize.NumberFixed_Unbounded("world z1", m_WorldZ1);
serialize.NumberU32_Unbounded("query next", m_QueryNext);
SerializeMap<SerializeU32_Unbounded, SerializeQuery>()(serialize, "queries", m_Queries);
SerializeMap<SerializeU32_Unbounded, SerializeEntityData>()(serialize, "entity data", m_EntityData);
SerializeMap<SerializeI32_Unbounded, SerializeBool>()(serialize, "los reveal all", m_LosRevealAll);
serialize.Bool("los circular", m_LosCircular);
serialize.NumberI32_Unbounded("terrain verts per side", m_TerrainVerticesPerSide);
// We don't serialize m_Subdivision or m_LosPlayerCounts
// since they can be recomputed from the entity data when deserializing;
// m_LosState must be serialized since it depends on the history of exploration
SerializeVector<SerializeU32_Unbounded>()(serialize, "los state", m_LosState);
}
virtual void Serialize(ISerializer& serialize)
{
SerializeCommon(serialize);
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
SerializeCommon(deserialize);
// Reinitialise subdivisions and LOS data
ResetDerivedData(true);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Create:
{
const CMessageCreate& msgData = static_cast<const CMessageCreate&> (msg);
entity_id_t ent = msgData.entity;
// Ignore local entities - we shouldn't let them influence anything
if (ENTITY_IS_LOCAL(ent))
break;
// Ignore non-positional entities
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), ent);
if (!cmpPosition)
break;
// The newly-created entity will have owner -1 and position out-of-world
// (any initialisation of those values will happen later), so we can just
// use the default-constructed EntityData here
EntityData entdata;
// Store the LOS data, if any
CmpPtr<ICmpVision> cmpVision(GetSimContext(), ent);
if (cmpVision)
{
entdata.visionRange = cmpVision->GetRange();
entdata.retainInFog = (cmpVision->GetRetainInFog() ? 1 : 0);
}
// Remember this entity
m_EntityData.insert(std::make_pair(ent, entdata));
break;
}
case MT_PositionChanged:
{
const CMessagePositionChanged& msgData = static_cast<const CMessagePositionChanged&> (msg);
entity_id_t ent = msgData.entity;
std::map<u32, EntityData>::iterator it = m_EntityData.find(ent);
// Ignore if we're not already tracking this entity
if (it == m_EntityData.end())
break;
if (msgData.inWorld)
{
if (it->second.inWorld)
{
CFixedVector2D from(it->second.x, it->second.z);
CFixedVector2D to(msgData.x, msgData.z);
m_Subdivision.Move(ent, from, to);
LosMove(it->second.owner, it->second.visionRange, from, to);
}
else
{
CFixedVector2D to(msgData.x, msgData.z);
m_Subdivision.Add(ent, to);
LosAdd(it->second.owner, it->second.visionRange, to);
}
it->second.inWorld = 1;
it->second.x = msgData.x;
it->second.z = msgData.z;
}
else
{
if (it->second.inWorld)
{
CFixedVector2D from(it->second.x, it->second.z);
m_Subdivision.Remove(ent, from);
LosRemove(it->second.owner, it->second.visionRange, from);
}
it->second.inWorld = 0;
it->second.x = entity_pos_t::Zero();
it->second.z = entity_pos_t::Zero();
}
break;
}
case MT_OwnershipChanged:
{
const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
entity_id_t ent = msgData.entity;
std::map<u32, EntityData>::iterator it = m_EntityData.find(ent);
// Ignore if we're not already tracking this entity
if (it == m_EntityData.end())
break;
if (it->second.inWorld)
{
CFixedVector2D pos(it->second.x, it->second.z);
LosRemove(it->second.owner, it->second.visionRange, pos);
LosAdd(msgData.to, it->second.visionRange, pos);
}
ENSURE(-128 <= msgData.to && msgData.to <= 127);
it->second.owner = (i8)msgData.to;
break;
}
case MT_Destroy:
{
const CMessageDestroy& msgData = static_cast<const CMessageDestroy&> (msg);
entity_id_t ent = msgData.entity;
std::map<u32, EntityData>::iterator it = m_EntityData.find(ent);
// Ignore if we're not already tracking this entity
if (it == m_EntityData.end())
break;
if (it->second.inWorld)
m_Subdivision.Remove(ent, CFixedVector2D(it->second.x, it->second.z));
// This will be called after Ownership's OnDestroy, so ownership will be set
// to -1 already and we don't have to do a LosRemove here
ENSURE(it->second.owner == -1);
m_EntityData.erase(it);
break;
}
case MT_Update:
{
m_DebugOverlayDirty = true;
UpdateTerritoriesLos();
ExecuteActiveQueries();
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
}
}
virtual void SetBounds(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, ssize_t vertices)
{
m_WorldX0 = x0;
m_WorldZ0 = z0;
m_WorldX1 = x1;
m_WorldZ1 = z1;
m_TerrainVerticesPerSide = (i32)vertices;
ResetDerivedData(false);
}
virtual void Verify()
{
// Ignore if map not initialised yet
if (m_WorldX1.IsZero())
return;
// Check that calling ResetDerivedData (i.e. recomputing all the state from scratch)
// does not affect the incrementally-computed state
std::vector<std::vector<u16> > oldPlayerCounts = m_LosPlayerCounts;
std::vector<u32> oldStateRevealed = m_LosStateRevealed;
SpatialSubdivision<entity_id_t> oldSubdivision = m_Subdivision;
ResetDerivedData(true);
if (oldPlayerCounts != m_LosPlayerCounts)
{
for (size_t i = 0; i < oldPlayerCounts.size(); ++i)
{
debug_printf(L"%d: ", (int)i);
for (size_t j = 0; j < oldPlayerCounts[i].size(); ++j)
debug_printf(L"%d ", oldPlayerCounts[i][j]);
debug_printf(L"\n");
}
for (size_t i = 0; i < m_LosPlayerCounts.size(); ++i)
{
debug_printf(L"%d: ", (int)i);
for (size_t j = 0; j < m_LosPlayerCounts[i].size(); ++j)
debug_printf(L"%d ", m_LosPlayerCounts[i][j]);
debug_printf(L"\n");
}
debug_warn(L"inconsistent player counts");
}
if (oldStateRevealed != m_LosStateRevealed)
debug_warn(L"inconsistent revealed");
if (oldSubdivision != m_Subdivision)
debug_warn(L"inconsistent subdivs");
}
// Reinitialise subdivisions and LOS data, based on entity data
void ResetDerivedData(bool skipLosState)
{
ENSURE(m_WorldX0.IsZero() && m_WorldZ0.IsZero()); // don't bother implementing non-zero offsets yet
ResetSubdivisions(m_WorldX1, m_WorldZ1);
m_LosPlayerCounts.clear();
m_LosPlayerCounts.resize(MAX_LOS_PLAYER_ID+1);
if (!skipLosState)
{
m_LosState.clear();
m_LosState.resize(m_TerrainVerticesPerSide*m_TerrainVerticesPerSide);
}
m_LosStateRevealed.clear();
m_LosStateRevealed.resize(m_TerrainVerticesPerSide*m_TerrainVerticesPerSide);
for (std::map<entity_id_t, EntityData>::const_iterator it = m_EntityData.begin(); it != m_EntityData.end(); ++it)
{
if (it->second.inWorld)
LosAdd(it->second.owner, it->second.visionRange, CFixedVector2D(it->second.x, it->second.z));
}
for (ssize_t j = 0; j < m_TerrainVerticesPerSide; ++j)
for (ssize_t i = 0; i < m_TerrainVerticesPerSide; ++i)
m_LosStateRevealed[i + j*m_TerrainVerticesPerSide] = LosIsOffWorld(i, j) ? 0 : 0xFFFFFFFFu;
}
void ResetSubdivisions(entity_pos_t x1, entity_pos_t z1)
{
// Use 8x8 tile subdivisions
// (TODO: find the optimal number instead of blindly guessing)
m_Subdivision.Reset(x1, z1, entity_pos_t::FromInt(8*TERRAIN_TILE_SIZE));
for (std::map<entity_id_t, EntityData>::const_iterator it = m_EntityData.begin(); it != m_EntityData.end(); ++it)
{
if (it->second.inWorld)
m_Subdivision.Add(it->first, CFixedVector2D(it->second.x, it->second.z));
}
}
virtual tag_t CreateActiveQuery(entity_id_t source,
entity_pos_t minRange, entity_pos_t maxRange,
std::vector<int> owners, int requiredInterface)
{
tag_t id = m_QueryNext++;
m_Queries[id] = ConstructQuery(source, minRange, maxRange, owners, requiredInterface);
return id;
}
virtual void DestroyActiveQuery(tag_t tag)
{
if (m_Queries.find(tag) == m_Queries.end())
{
LOGERROR(L"CCmpRangeManager: DestroyActiveQuery called with invalid tag %u", tag);
return;
}
m_Queries.erase(tag);
}
virtual void EnableActiveQuery(tag_t tag)
{
std::map<tag_t, Query>::iterator it = m_Queries.find(tag);
if (it == m_Queries.end())
{
LOGERROR(L"CCmpRangeManager: EnableActiveQuery called with invalid tag %u", tag);
return;
}
Query& q = it->second;
q.enabled = true;
}
virtual void DisableActiveQuery(tag_t tag)
{
std::map<tag_t, Query>::iterator it = m_Queries.find(tag);
if (it == m_Queries.end())
{
LOGERROR(L"CCmpRangeManager: DisableActiveQuery called with invalid tag %u", tag);
return;
}
Query& q = it->second;
q.enabled = false;
}
virtual std::vector<entity_id_t> ExecuteQuery(entity_id_t source,
entity_pos_t minRange, entity_pos_t maxRange,
std::vector<int> owners, int requiredInterface)
{
PROFILE("ExecuteQuery");
Query q = ConstructQuery(source, minRange, maxRange, owners, requiredInterface);
std::vector<entity_id_t> r;
CmpPtr<ICmpPosition> cmpSourcePosition(GetSimContext(), q.source);
if (!cmpSourcePosition || !cmpSourcePosition->IsInWorld())
{
// If the source doesn't have a position, then the result is just the empty list
return r;
}
PerformQuery(q, r);
// Return the list sorted by distance from the entity
CFixedVector2D pos = cmpSourcePosition->GetPosition2D();
std::stable_sort(r.begin(), r.end(), EntityDistanceOrdering(m_EntityData, pos));
return r;
}
virtual std::vector<entity_id_t> ResetActiveQuery(tag_t tag)
{
PROFILE("ResetActiveQuery");
std::vector<entity_id_t> r;
std::map<tag_t, Query>::iterator it = m_Queries.find(tag);
if (it == m_Queries.end())
{
LOGERROR(L"CCmpRangeManager: ResetActiveQuery called with invalid tag %u", tag);
return r;
}
Query& q = it->second;
q.enabled = true;
CmpPtr<ICmpPosition> cmpSourcePosition(GetSimContext(), q.source);
if (!cmpSourcePosition || !cmpSourcePosition->IsInWorld())
{
// If the source doesn't have a position, then the result is just the empty list
q.lastMatch = r;
return r;
}
PerformQuery(q, r);
q.lastMatch = r;
// Return the list sorted by distance from the entity
CFixedVector2D pos = cmpSourcePosition->GetPosition2D();
std::stable_sort(r.begin(), r.end(), EntityDistanceOrdering(m_EntityData, pos));
return r;
}
virtual std::vector<entity_id_t> GetEntitiesByPlayer(player_id_t player)
{
std::vector<entity_id_t> entities;
u32 ownerMask = CalcOwnerMask(player);
for (std::map<entity_id_t, EntityData>::const_iterator it = m_EntityData.begin(); it != m_EntityData.end(); ++it)
{
// Check owner and add to list if it matches
if (CalcOwnerMask(it->second.owner) & ownerMask)
entities.push_back(it->first);
}
return entities;
}
virtual void SetDebugOverlay(bool enabled)
{
m_DebugOverlayEnabled = enabled;
m_DebugOverlayDirty = true;
if (!enabled)
m_DebugOverlayLines.clear();
}
/**
* Update all currently-enabled active queries.
*/
void ExecuteActiveQueries()
{
PROFILE3("ExecuteActiveQueries");
// Store a queue of all messages before sending any, so we can assume
// no entities will move until we've finished checking all the ranges
std::vector<std::pair<entity_id_t, CMessageRangeUpdate> > messages;
for (std::map<tag_t, Query>::iterator it = m_Queries.begin(); it != m_Queries.end(); ++it)
{
Query& q = it->second;
if (!q.enabled)
continue;
CmpPtr<ICmpPosition> cmpSourcePosition(GetSimContext(), q.source);
if (!cmpSourcePosition || !cmpSourcePosition->IsInWorld())
continue;
std::vector<entity_id_t> r;
r.reserve(q.lastMatch.size());
PerformQuery(q, r);
// Compute the changes vs the last match
std::vector<entity_id_t> added;
std::vector<entity_id_t> removed;
std::set_difference(r.begin(), r.end(), q.lastMatch.begin(), q.lastMatch.end(), std::back_inserter(added));
std::set_difference(q.lastMatch.begin(), q.lastMatch.end(), r.begin(), r.end(), std::back_inserter(removed));
if (added.empty() && removed.empty())
continue;
// Return the 'added' list sorted by distance from the entity
// (Don't bother sorting 'removed' because they might not even have positions or exist any more)
CFixedVector2D pos = cmpSourcePosition->GetPosition2D();
std::stable_sort(added.begin(), added.end(), EntityDistanceOrdering(m_EntityData, pos));
messages.push_back(std::make_pair(q.source, CMessageRangeUpdate(it->first)));
messages.back().second.added.swap(added);
messages.back().second.removed.swap(removed);
it->second.lastMatch.swap(r);
}
for (size_t i = 0; i < messages.size(); ++i)
GetSimContext().GetComponentManager().PostMessage(messages[i].first, messages[i].second);
}
/**
* Returns whether the given entity matches the given query (ignoring maxRange)
*/
bool TestEntityQuery(const Query& q, entity_id_t id, const EntityData& entity)
{
// Quick filter to ignore entities with the wrong owner
if (!(CalcOwnerMask(entity.owner) & q.ownersMask))
return false;
// Ignore entities not present in the world
if (!entity.inWorld)
return false;
// Ignore self
if (id == q.source)
return false;
// Ignore if it's missing the required interface
if (q.interface && !GetSimContext().GetComponentManager().QueryInterface(id, q.interface))
return false;
return true;
}
/**
* Returns a list of distinct entity IDs that match the given query, sorted by ID.
*/
void PerformQuery(const Query& q, std::vector<entity_id_t>& r)
{
CmpPtr<ICmpPosition> cmpSourcePosition(GetSimContext(), q.source);
if (!cmpSourcePosition || !cmpSourcePosition->IsInWorld())
return;
CFixedVector2D pos = cmpSourcePosition->GetPosition2D();
// Special case: range -1.0 means check all entities ignoring distance
if (q.maxRange == entity_pos_t::FromInt(-1))
{
for (std::map<entity_id_t, EntityData>::const_iterator it = m_EntityData.begin(); it != m_EntityData.end(); ++it)
{
if (!TestEntityQuery(q, it->first, it->second))
continue;
r.push_back(it->first);
}
}
else
{
// Get a quick list of entities that are potentially in range
std::vector<entity_id_t> ents = m_Subdivision.GetNear(pos, q.maxRange);
for (size_t i = 0; i < ents.size(); ++i)
{
std::map<entity_id_t, EntityData>::const_iterator it = m_EntityData.find(ents[i]);
ENSURE(it != m_EntityData.end());
if (!TestEntityQuery(q, it->first, it->second))
continue;
// Restrict based on precise distance
int distVsMax = (CFixedVector2D(it->second.x, it->second.z) - pos).CompareLength(q.maxRange);
if (distVsMax > 0)
continue;
if (!q.minRange.IsZero())
{
int distVsMin = (CFixedVector2D(it->second.x, it->second.z) - pos).CompareLength(q.minRange);
if (distVsMin < 0)
continue;
}
r.push_back(it->first);
}
}
}
Query ConstructQuery(entity_id_t source,
entity_pos_t minRange, entity_pos_t maxRange,
const std::vector<int>& owners, int requiredInterface)
{
// Min range must be non-negative
if (minRange < entity_pos_t::Zero())
LOGWARNING(L"CCmpRangeManager: Invalid min range %f in query for entity %u", minRange.ToDouble(), source);
// Max range must be non-negative, or else -1
if (maxRange < entity_pos_t::Zero() && maxRange != entity_pos_t::FromInt(-1))
LOGWARNING(L"CCmpRangeManager: Invalid max range %f in query for entity %u", maxRange.ToDouble(), source);
Query q;
q.enabled = false;
q.source = source;
q.minRange = minRange;
q.maxRange = maxRange;
q.ownersMask = 0;
for (size_t i = 0; i < owners.size(); ++i)
q.ownersMask |= CalcOwnerMask(owners[i]);
q.interface = requiredInterface;
return q;
}
void RenderSubmit(SceneCollector& collector)
{
if (!m_DebugOverlayEnabled)
return;
CColor enabledRingColour(0, 1, 0, 1);
CColor disabledRingColour(1, 0, 0, 1);
CColor rayColour(1, 1, 0, 0.2f);
if (m_DebugOverlayDirty)
{
m_DebugOverlayLines.clear();
for (std::map<tag_t, Query>::iterator it = m_Queries.begin(); it != m_Queries.end(); ++it)
{
Query& q = it->second;
CmpPtr<ICmpPosition> cmpSourcePosition(GetSimContext(), q.source);
if (!cmpSourcePosition || !cmpSourcePosition->IsInWorld())
continue;
CFixedVector2D pos = cmpSourcePosition->GetPosition2D();
// Draw the max range circle
m_DebugOverlayLines.push_back(SOverlayLine());
m_DebugOverlayLines.back().m_Color = (q.enabled ? enabledRingColour : disabledRingColour);
SimRender::ConstructCircleOnGround(GetSimContext(), pos.X.ToFloat(), pos.Y.ToFloat(), q.maxRange.ToFloat(), m_DebugOverlayLines.back(), true);
// Draw the min range circle
if (!q.minRange.IsZero())
{
m_DebugOverlayLines.push_back(SOverlayLine());
m_DebugOverlayLines.back().m_Color = (q.enabled ? enabledRingColour : disabledRingColour);
SimRender::ConstructCircleOnGround(GetSimContext(), pos.X.ToFloat(), pos.Y.ToFloat(), q.minRange.ToFloat(), m_DebugOverlayLines.back(), true);
}
// Draw a ray from the source to each matched entity
for (size_t i = 0; i < q.lastMatch.size(); ++i)
{
CmpPtr<ICmpPosition> cmpTargetPosition(GetSimContext(), q.lastMatch[i]);
if (!cmpTargetPosition || !cmpTargetPosition->IsInWorld())
continue;
CFixedVector2D targetPos = cmpTargetPosition->GetPosition2D();
std::vector<float> coords;
coords.push_back(pos.X.ToFloat());
coords.push_back(pos.Y.ToFloat());
coords.push_back(targetPos.X.ToFloat());
coords.push_back(targetPos.Y.ToFloat());
m_DebugOverlayLines.push_back(SOverlayLine());
m_DebugOverlayLines.back().m_Color = rayColour;
SimRender::ConstructLineOnGround(GetSimContext(), coords, m_DebugOverlayLines.back(), true);
}
}
m_DebugOverlayDirty = false;
}
for (size_t i = 0; i < m_DebugOverlayLines.size(); ++i)
collector.Submit(&m_DebugOverlayLines[i]);
}
// ****************************************************************
// LOS implementation:
virtual CLosQuerier GetLosQuerier(player_id_t player)
{
if (GetLosRevealAll(player))
return CLosQuerier(player, m_LosStateRevealed, m_TerrainVerticesPerSide);
else
return CLosQuerier(player, m_LosState, m_TerrainVerticesPerSide);
}
virtual ELosVisibility GetLosVisibility(entity_id_t ent, player_id_t player, bool forceRetainInFog)
{
// (We can't use m_EntityData since this needs to handle LOCAL entities too)
// Entities not with positions in the world are never visible
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), ent);
if (!cmpPosition || !cmpPosition->IsInWorld())
return VIS_HIDDEN;
CFixedVector2D pos = cmpPosition->GetPosition2D();
int i = (pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest();
int j = (pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest();
// Reveal flag makes all positioned entities visible
if (GetLosRevealAll(player))
{
if (LosIsOffWorld(i, j))
return VIS_HIDDEN;
else
return VIS_VISIBLE;
}
// Visible if within a visible region
CLosQuerier los(player, m_LosState, m_TerrainVerticesPerSide);
if (los.IsVisible(i, j))
return VIS_VISIBLE;
// Fogged if the 'retain in fog' flag is set, and in a non-visible explored region
if (los.IsExplored(i, j))
{
CmpPtr<ICmpVision> cmpVision(GetSimContext(), ent);
if (forceRetainInFog || (cmpVision && cmpVision->GetRetainInFog()))
return VIS_FOGGED;
}
// Otherwise not visible
return VIS_HIDDEN;
}
virtual void SetLosRevealAll(player_id_t player, bool enabled)
{
m_LosRevealAll[player] = enabled;
}
virtual bool GetLosRevealAll(player_id_t player)
{
std::map<player_id_t, bool>::const_iterator it;
// Special player value can force reveal-all for every player
it = m_LosRevealAll.find(-1);
if (it != m_LosRevealAll.end() && it->second)
return true;
// Otherwise check the player-specific flag
it = m_LosRevealAll.find(player);
if (it != m_LosRevealAll.end() && it->second)
return true;
return false;
}
virtual void SetLosCircular(bool enabled)
{
m_LosCircular = enabled;
ResetDerivedData(false);
}
virtual bool GetLosCircular()
{
return m_LosCircular;
}
void UpdateTerritoriesLos()
{
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSimContext(), SYSTEM_ENTITY);
if (!cmpTerritoryManager || !cmpTerritoryManager->NeedUpdate(&m_TerritoriesDirtyID))
return;
const Grid<u8>& grid = cmpTerritoryManager->GetTerritoryGrid();
ENSURE(grid.m_W == m_TerrainVerticesPerSide-1 && grid.m_H == m_TerrainVerticesPerSide-1);
// For each tile, if it is owned by a valid player then update the LOS
// for every vertex around that tile, to mark them as explored
for (u16 j = 0; j < grid.m_H; ++j)
{
for (u16 i = 0; i < grid.m_W; ++i)
{
u8 p = grid.get(i, j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK;
if (p > 0 && p <= MAX_LOS_PLAYER_ID)
{
m_LosState[i + j*m_TerrainVerticesPerSide] |= (LOS_EXPLORED << (2*(p-1)));
m_LosState[i+1 + j*m_TerrainVerticesPerSide] |= (LOS_EXPLORED << (2*(p-1)));
m_LosState[i + (j+1)*m_TerrainVerticesPerSide] |= (LOS_EXPLORED << (2*(p-1)));
m_LosState[i+1 + (j+1)*m_TerrainVerticesPerSide] |= (LOS_EXPLORED << (2*(p-1)));
}
}
}
}
/**
* Returns whether the given vertex is outside the normal bounds of the world
* (i.e. outside the range of a circular map)
*/
inline bool LosIsOffWorld(ssize_t i, ssize_t j)
{
// WARNING: CCmpObstructionManager::Rasterise needs to be kept in sync with this
const ssize_t edgeSize = 3; // number of vertexes around the edge that will be off-world
if (m_LosCircular)
{
// With a circular map, vertex is off-world if hypot(i - size/2, j - size/2) >= size/2:
ssize_t dist2 = (i - m_TerrainVerticesPerSide/2)*(i - m_TerrainVerticesPerSide/2)
+ (j - m_TerrainVerticesPerSide/2)*(j - m_TerrainVerticesPerSide/2);
ssize_t r = m_TerrainVerticesPerSide/2 - edgeSize + 1;
// subtract a bit from the radius to ensure nice
// SoD blurring around the edges of the map
return (dist2 >= r*r);
}
else
{
// With a square map, the outermost edge of the map should be off-world,
// so the SoD texture blends out nicely
return (i < edgeSize || j < edgeSize || i >= m_TerrainVerticesPerSide-edgeSize || j >= m_TerrainVerticesPerSide-edgeSize);
}
}
/**
* Update the LOS state of tiles within a given horizontal strip (i0,j) to (i1,j) (inclusive).
*/
inline void LosAddStripHelper(u8 owner, i32 i0, i32 i1, i32 j, u16* counts)
{
if (i1 < i0)
return;
i32 idx0 = j*m_TerrainVerticesPerSide + i0;
i32 idx1 = j*m_TerrainVerticesPerSide + i1;
for (i32 idx = idx0; idx <= idx1; ++idx)
{
// Increasing from zero to non-zero - move from unexplored/explored to visible+explored
if (counts[idx] == 0)
{
i32 i = i0 + idx - idx0;
if (!LosIsOffWorld(i, j))
m_LosState[idx] |= ((LOS_VISIBLE | LOS_EXPLORED) << (2*(owner-1)));
}
ASSERT(counts[idx] < 65535);
counts[idx] = (u16)(counts[idx] + 1); // ignore overflow; the player should never have 64K units
}
}
/**
* Update the LOS state of tiles within a given horizontal strip (i0,j) to (i1,j) (inclusive).
*/
inline void LosRemoveStripHelper(u8 owner, i32 i0, i32 i1, i32 j, u16* counts)
{
if (i1 < i0)
return;
i32 idx0 = j*m_TerrainVerticesPerSide + i0;
i32 idx1 = j*m_TerrainVerticesPerSide + i1;
for (i32 idx = idx0; idx <= idx1; ++idx)
{
ASSERT(counts[idx] > 0);
counts[idx] = (u16)(counts[idx] - 1);
// Decreasing from non-zero to zero - move from visible+explored to explored
if (counts[idx] == 0)
{
// (If LosIsOffWorld then this is a no-op, so don't bother doing the check)
m_LosState[idx] &= ~(LOS_VISIBLE << (2*(owner-1)));
}
}
}
/**
* Update the LOS state of tiles within a given circular range,
* either adding or removing visibility depending on the template parameter.
* Assumes owner is in the valid range.
*/
template<bool adding>
void LosUpdateHelper(u8 owner, entity_pos_t visionRange, CFixedVector2D pos)
{
if (m_TerrainVerticesPerSide == 0) // do nothing if not initialised yet
return;
PROFILE("LosUpdateHelper");
std::vector<u16>& counts = m_LosPlayerCounts.at(owner);
// Lazy initialisation of counts:
if (counts.empty())
counts.resize(m_TerrainVerticesPerSide*m_TerrainVerticesPerSide);
u16* countsData = &counts[0];
// Compute the circular region as a series of strips.
// Rather than quantise pos to vertexes, we do more precise sub-tile computations
// to get smoother behaviour as a unit moves rather than jumping a whole tile
// at once.
// To avoid the cost of sqrt when computing the outline of the circle,
// we loop from the bottom to the top and estimate the width of the current
// strip based on the previous strip, then adjust each end of the strip
// inwards or outwards until it's the widest that still falls within the circle.
// Compute top/bottom coordinates, and clamp to exclude the 1-tile border around the map
// (so that we never render the sharp edge of the map)
i32 j0 = ((pos.Y - visionRange)/(int)TERRAIN_TILE_SIZE).ToInt_RoundToInfinity();
i32 j1 = ((pos.Y + visionRange)/(int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity();
i32 j0clamp = std::max(j0, 1);
i32 j1clamp = std::min(j1, m_TerrainVerticesPerSide-2);
// Translate world coordinates into fractional tile-space coordinates
entity_pos_t x = pos.X / (int)TERRAIN_TILE_SIZE;
entity_pos_t y = pos.Y / (int)TERRAIN_TILE_SIZE;
entity_pos_t r = visionRange / (int)TERRAIN_TILE_SIZE;
entity_pos_t r2 = r.Square();
// Compute the integers on either side of x
i32 xfloor = (x - entity_pos_t::Epsilon()).ToInt_RoundToNegInfinity();
i32 xceil = (x + entity_pos_t::Epsilon()).ToInt_RoundToInfinity();
// Initialise the strip (i0, i1) to a rough guess
i32 i0 = xfloor;
i32 i1 = xceil;
for (i32 j = j0clamp; j <= j1clamp; ++j)
{
// Adjust i0 and i1 to be the outermost values that don't exceed
// the circle's radius (i.e. require dy^2 + dx^2 <= r^2).
// When moving the points inwards, clamp them to xceil+1 or xfloor-1
// so they don't accidentally shoot off in the wrong direction forever.
entity_pos_t dy = entity_pos_t::FromInt(j) - y;
entity_pos_t dy2 = dy.Square();
while (dy2 + (entity_pos_t::FromInt(i0-1) - x).Square() <= r2)
--i0;
while (i0 < xceil && dy2 + (entity_pos_t::FromInt(i0) - x).Square() > r2)
++i0;
while (dy2 + (entity_pos_t::FromInt(i1+1) - x).Square() <= r2)
++i1;
while (i1 > xfloor && dy2 + (entity_pos_t::FromInt(i1) - x).Square() > r2)
--i1;
#if DEBUG_RANGE_MANAGER_BOUNDS
if (i0 <= i1)
{
ENSURE(dy2 + (entity_pos_t::FromInt(i0) - x).Square() <= r2);
ENSURE(dy2 + (entity_pos_t::FromInt(i1) - x).Square() <= r2);
}
ENSURE(dy2 + (entity_pos_t::FromInt(i0 - 1) - x).Square() > r2);
ENSURE(dy2 + (entity_pos_t::FromInt(i1 + 1) - x).Square() > r2);
#endif
// Clamp the strip to exclude the 1-tile border,
// then add or remove the strip as requested
i32 i0clamp = std::max(i0, 1);
i32 i1clamp = std::min(i1, m_TerrainVerticesPerSide-2);
if (adding)
LosAddStripHelper(owner, i0clamp, i1clamp, j, countsData);
else
LosRemoveStripHelper(owner, i0clamp, i1clamp, j, countsData);
}
}
/**
* Update the LOS state of tiles within a given circular range,
* by removing visibility around the 'from' position
* and then adding visibility around the 'to' position.
*/
void LosUpdateHelperIncremental(u8 owner, entity_pos_t visionRange, CFixedVector2D from, CFixedVector2D to)
{
if (m_TerrainVerticesPerSide == 0) // do nothing if not initialised yet
return;
PROFILE("LosUpdateHelperIncremental");
std::vector<u16>& counts = m_LosPlayerCounts.at(owner);
// Lazy initialisation of counts:
if (counts.empty())
counts.resize(m_TerrainVerticesPerSide*m_TerrainVerticesPerSide);
u16* countsData = &counts[0];
// See comments in LosUpdateHelper.
// This does exactly the same, except computing the strips for
// both circles simultaneously.
// (The idea is that the circles will be heavily overlapping,
// so we can compute the difference between the removed/added strips
// and only have to touch tiles that have a net change.)
i32 j0_from = ((from.Y - visionRange)/(int)TERRAIN_TILE_SIZE).ToInt_RoundToInfinity();
i32 j1_from = ((from.Y + visionRange)/(int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity();
i32 j0_to = ((to.Y - visionRange)/(int)TERRAIN_TILE_SIZE).ToInt_RoundToInfinity();
i32 j1_to = ((to.Y + visionRange)/(int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity();
i32 j0clamp = std::max(std::min(j0_from, j0_to), 1);
i32 j1clamp = std::min(std::max(j1_from, j1_to), m_TerrainVerticesPerSide-2);
entity_pos_t x_from = from.X / (int)TERRAIN_TILE_SIZE;
entity_pos_t y_from = from.Y / (int)TERRAIN_TILE_SIZE;
entity_pos_t x_to = to.X / (int)TERRAIN_TILE_SIZE;
entity_pos_t y_to = to.Y / (int)TERRAIN_TILE_SIZE;
entity_pos_t r = visionRange / (int)TERRAIN_TILE_SIZE;
entity_pos_t r2 = r.Square();
i32 xfloor_from = (x_from - entity_pos_t::Epsilon()).ToInt_RoundToNegInfinity();
i32 xceil_from = (x_from + entity_pos_t::Epsilon()).ToInt_RoundToInfinity();
i32 xfloor_to = (x_to - entity_pos_t::Epsilon()).ToInt_RoundToNegInfinity();
i32 xceil_to = (x_to + entity_pos_t::Epsilon()).ToInt_RoundToInfinity();
i32 i0_from = xfloor_from;
i32 i1_from = xceil_from;
i32 i0_to = xfloor_to;
i32 i1_to = xceil_to;
for (i32 j = j0clamp; j <= j1clamp; ++j)
{
entity_pos_t dy_from = entity_pos_t::FromInt(j) - y_from;
entity_pos_t dy2_from = dy_from.Square();
while (dy2_from + (entity_pos_t::FromInt(i0_from-1) - x_from).Square() <= r2)
--i0_from;
while (i0_from < xceil_from && dy2_from + (entity_pos_t::FromInt(i0_from) - x_from).Square() > r2)
++i0_from;
while (dy2_from + (entity_pos_t::FromInt(i1_from+1) - x_from).Square() <= r2)
++i1_from;
while (i1_from > xfloor_from && dy2_from + (entity_pos_t::FromInt(i1_from) - x_from).Square() > r2)
--i1_from;
entity_pos_t dy_to = entity_pos_t::FromInt(j) - y_to;
entity_pos_t dy2_to = dy_to.Square();
while (dy2_to + (entity_pos_t::FromInt(i0_to-1) - x_to).Square() <= r2)
--i0_to;
while (i0_to < xceil_to && dy2_to + (entity_pos_t::FromInt(i0_to) - x_to).Square() > r2)
++i0_to;
while (dy2_to + (entity_pos_t::FromInt(i1_to+1) - x_to).Square() <= r2)
++i1_to;
while (i1_to > xfloor_to && dy2_to + (entity_pos_t::FromInt(i1_to) - x_to).Square() > r2)
--i1_to;
#if DEBUG_RANGE_MANAGER_BOUNDS
if (i0_from <= i1_from)
{
ENSURE(dy2_from + (entity_pos_t::FromInt(i0_from) - x_from).Square() <= r2);
ENSURE(dy2_from + (entity_pos_t::FromInt(i1_from) - x_from).Square() <= r2);
}
ENSURE(dy2_from + (entity_pos_t::FromInt(i0_from - 1) - x_from).Square() > r2);
ENSURE(dy2_from + (entity_pos_t::FromInt(i1_from + 1) - x_from).Square() > r2);
if (i0_to <= i1_to)
{
ENSURE(dy2_to + (entity_pos_t::FromInt(i0_to) - x_to).Square() <= r2);
ENSURE(dy2_to + (entity_pos_t::FromInt(i1_to) - x_to).Square() <= r2);
}
ENSURE(dy2_to + (entity_pos_t::FromInt(i0_to - 1) - x_to).Square() > r2);
ENSURE(dy2_to + (entity_pos_t::FromInt(i1_to + 1) - x_to).Square() > r2);
#endif
// Check whether this strip moved at all
if (!(i0_to == i0_from && i1_to == i1_from))
{
i32 i0clamp_from = std::max(i0_from, 1);
i32 i1clamp_from = std::min(i1_from, m_TerrainVerticesPerSide-2);
i32 i0clamp_to = std::max(i0_to, 1);
i32 i1clamp_to = std::min(i1_to, m_TerrainVerticesPerSide-2);
// Check whether one strip is negative width,
// and we can just add/remove the entire other strip
if (i1clamp_from < i0clamp_from)
{
LosAddStripHelper(owner, i0clamp_to, i1clamp_to, j, countsData);
}
else if (i1clamp_to < i0clamp_to)
{
LosRemoveStripHelper(owner, i0clamp_from, i1clamp_from, j, countsData);
}
else
{
// There are four possible regions of overlap between the two strips
// (remove before add, remove after add, add before remove, add after remove).
// Process each of the regions as its own strip.
// (If this produces negative-width strips then they'll just get ignored
// which is fine.)
// (If the strips don't actually overlap (which is very rare with normal unit
// movement speeds), the region between them will be both added and removed,
// so we have to do the add first to avoid overflowing to -1 and triggering
// assertion failures.)
LosAddStripHelper(owner, i0clamp_to, i0clamp_from-1, j, countsData);
LosAddStripHelper(owner, i1clamp_from+1, i1clamp_to, j, countsData);
LosRemoveStripHelper(owner, i0clamp_from, i0clamp_to-1, j, countsData);
LosRemoveStripHelper(owner, i1clamp_to+1, i1clamp_from, j, countsData);
}
}
}
}
void LosAdd(player_id_t owner, entity_pos_t visionRange, CFixedVector2D pos)
{
if (visionRange.IsZero() || owner <= 0 || owner > MAX_LOS_PLAYER_ID)
return;
LosUpdateHelper<true>((u8)owner, visionRange, pos);
}
void LosRemove(player_id_t owner, entity_pos_t visionRange, CFixedVector2D pos)
{
if (visionRange.IsZero() || owner <= 0 || owner > MAX_LOS_PLAYER_ID)
return;
LosUpdateHelper<false>((u8)owner, visionRange, pos);
}
void LosMove(player_id_t owner, entity_pos_t visionRange, CFixedVector2D from, CFixedVector2D to)
{
if (visionRange.IsZero() || owner <= 0 || owner > MAX_LOS_PLAYER_ID)
return;
if ((from - to).CompareLength(visionRange) > 0)
{
// If it's a very large move, then simply remove and add to the new position
LosUpdateHelper<false>((u8)owner, visionRange, from);
LosUpdateHelper<true>((u8)owner, visionRange, to);
}
else
{
// Otherwise use the version optimised for mostly-overlapping circles
LosUpdateHelperIncremental((u8)owner, visionRange, from, to);
}
}
virtual i32 GetPercentMapExplored(player_id_t player)
{
i32 exploredVertices = 0;
i32 overallVisibleVertices = 0;
CLosQuerier los(player, m_LosState, m_TerrainVerticesPerSide);
for (i32 j = 0; j < m_TerrainVerticesPerSide; j++)
{
for (i32 i = 0; i < m_TerrainVerticesPerSide; i++)
{
if (!LosIsOffWorld(i, j))
{
overallVisibleVertices++;
exploredVertices += (i32)los.IsExplored_UncheckedRange(i, j);
}
}
}
return exploredVertices * 100 / overallVisibleVertices;
}
};
REGISTER_COMPONENT_TYPE(RangeManager)