Implement methods to find the neighbour of a certain territory, and use it for territory decay. Fixes #3204

This was SVN commit r16676.
This commit is contained in:
sanderd17 2015-05-25 14:17:45 +00:00
parent c93c1c92eb
commit 0054486dba
10 changed files with 308 additions and 423 deletions

View File

@ -16,7 +16,6 @@ Capturable.prototype.Init = function()
// Cache this value
this.maxCp = +this.template.CapturePoints;
this.cp = [];
this.StartRegenTimer();
};
//// Interface functions ////
@ -56,6 +55,9 @@ Capturable.prototype.SetCapturePoints = function(capturePointsArray)
*/
Capturable.prototype.Reduce = function(amount, playerID)
{
if (amount <= 0)
return 0;
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == -1)
return 0;
@ -69,8 +71,7 @@ Capturable.prototype.Reduce = function(amount, playerID)
if (cmpFogging)
cmpFogging.Activate();
var enemiesFilter = function(v, i) { return v > 0 && cmpPlayerSource.IsEnemy(i); };
var numberOfEnemies = this.cp.filter(enemiesFilter).length;
var numberOfEnemies = this.cp.filter((v, i) => v > 0 && cmpPlayerSource.IsEnemy(i)).length;
if (numberOfEnemies == 0)
return 0;
@ -88,24 +89,11 @@ Capturable.prototype.Reduce = function(amount, playerID)
}
// give all cp taken to the player
var takenCp = this.maxCp - this.cp.reduce(function(a, b) { return a + b; });
var takenCp = this.maxCp - this.cp.reduce((a, b) => a + b);
this.cp[playerID] += takenCp;
this.StartRegenTimer();
Engine.PostMessage(this.entity, MT_CapturePointsChanged, { "capturePoints": this.cp })
if (this.cp[cmpOwnership.GetOwner()] > 0)
return takenCp;
// if all cp has been taken from the owner, convert it to the best player
var bestPlayer = 0;
for (let i in this.cp)
if (this.cp[i] >= this.cp[bestPlayer])
bestPlayer = +i;
cmpOwnership.SetOwner(bestPlayer);
this.CheckTimer();
this.RegisterCapturePointsChanged();
return takenCp;
};
@ -128,66 +116,104 @@ Capturable.prototype.CanCapture = function(playerID)
//// Private functions ////
/**
* this has to be called whenever the capture points are changed.
* It notifies other components of the change, and switches ownership when needed
*/
Capturable.prototype.RegisterCapturePointsChanged = function()
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return;
Engine.PostMessage(this.entity, MT_CapturePointsChanged, { "capturePoints": this.cp })
var owner = cmpOwnership.GetOwner();
if (owner == -1 || this.cp[owner] > 0)
return;
// if all cp has been taken from the owner, convert it to the best player
var bestPlayer = 0;
for (let i in this.cp)
if (this.cp[i] >= this.cp[bestPlayer])
bestPlayer = +i;
cmpOwnership.SetOwner(bestPlayer);
};
Capturable.prototype.GetRegenRate = function()
{
var regenRate = +this.template.RegenRate;
regenRate = ApplyValueModificationsToEntity("Capturable/RegenRate", regenRate, this.entity);
var cmpTerritoryDecay = Engine.QueryInterface(this.entity, IID_TerritoryDecay);
if (cmpTerritoryDecay && cmpTerritoryDecay.IsDecaying())
var territoryDecayRate = cmpTerritoryDecay.GetDecayRate();
else
var territoryDecayRate = 0;
var cmpGarrisonHolder = Engine.QueryInterface(this.entity, IID_GarrisonHolder);
if (cmpGarrisonHolder)
var garrisonRegenRate = this.GetGarrisonRegenRate() * cmpGarrisonHolder.GetEntities().length;
else
var garrisonRegenRate = 0;
return regenRate + garrisonRegenRate - territoryDecayRate;
return regenRate + garrisonRegenRate;
};
Capturable.prototype.RegenCapturePoints = function()
Capturable.prototype.TimerTick = function()
{
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership || cmpOwnership.GetOwner() == -1)
return;
var owner = cmpOwnership.GetOwner();
var modifiedCp = 0;
// special handle for the territory decay
// reduce cp from the owner in favour of all neighbours (also allies)
var cmpTerritoryDecay = Engine.QueryInterface(this.entity, IID_TerritoryDecay);
if (cmpTerritoryDecay && cmpTerritoryDecay.IsDecaying())
{
var neighbours = cmpTerritoryDecay.GetConnectedNeighbours();
var totalNeighbours = neighbours.reduce((a, b) => a + b);
var decay = Math.min(cmpTerritoryDecay.GetDecayRate(), this.cp[owner]);
this.cp[owner] -= decay;
modifiedCp += decay;
for (let p in neighbours)
this.cp[p] += decay * neighbours[p] / totalNeighbours;
this.RegisterCapturePointsChanged();
}
var regenRate = this.GetRegenRate();
if (regenRate < 0)
var takenCp = this.Reduce(-regenRate, 0);
else
var takenCp = this.Reduce(regenRate, cmpOwnership.GetOwner())
modifiedCp += this.Reduce(-regenRate, 0)
else if (regenRate > 0)
modifiedCp += this.Reduce(regenRate, owner)
if (takenCp > 0)
if (modifiedCp)
return;
// no capture points taken, stop the timer
// nothing changed, stop the timer
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
cmpTimer.CancelTimer(this.regenTimer);
this.regenTimer = 0;
Engine.PostMessage(this.entity, MT_CaptureRegenStateChanged, {"regenerating": false, "rate": 0});
cmpTimer.CancelTimer(this.timer);
this.timer = 0;
Engine.PostMessage(this.entity, MT_CaptureRegenStateChanged, {"regenerating": false, "regenRate": 0, "territoryDecay": 0});
};
/**
* Start the regeneration timer when no timer exists
* When nothing can be regenerated (f.e. because the
* rate is 0, or because it is fully regenerated),
* the timer stops automatically after one execution.
* Start the regeneration timer when no timer exists.
* When nothing can be modified (f.e. because it is fully regenerated), the
* timer stops automatically after one execution.
*/
Capturable.prototype.StartRegenTimer = function()
Capturable.prototype.CheckTimer = function()
{
if (this.regenTimer)
if (this.timer)
return;
var rate = this.GetRegenRate();
if (rate == 0)
var regenRate = this.GetRegenRate();
var cmpDecay = Engine.QueryInterface(this.entity, IID_TerritoryDecay);
var decay = cmpDecay && cmpDecay.IsDecaying() ? cmpDecay.GetDecayRate() : 0;
if (regenRate == 0 && decay == 0)
return;
var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
this.regenTimer = cmpTimer.SetInterval(this.entity, IID_Capturable, "RegenCapturePoints", 1000, 1000, null);
Engine.PostMessage(this.entity, MT_CaptureRegenStateChanged, {"regenerating": true, "rate": rate});
this.timer = cmpTimer.SetInterval(this.entity, IID_Capturable, "TimerTick", 1000, 1000, null);
Engine.PostMessage(this.entity, MT_CaptureRegenStateChanged, {"ticking": true, "regenRate": regenRate, "territoryDecay": decay});
};
//// Message Listeners ////
@ -206,23 +232,23 @@ Capturable.prototype.OnValueModification = function(msg)
for (let i in this.cp)
this.cp[i] *= scale;
Engine.PostMessage(this.entity, MT_CapturePointsChanged, { "capturePoints": this.cp });
this.StartRegenTimer();
this.CheckTimer();
};
Capturable.prototype.OnGarrisonedUnitsChanged = function(msg)
{
this.StartRegenTimer();
this.CheckTimer();
};
Capturable.prototype.OnTerritoryDecayChanged = function(msg)
{
if (msg.to)
this.StartRegenTimer();
this.CheckTimer();
};
Capturable.prototype.OnOwnershipChanged = function(msg)
{
this.StartRegenTimer();
this.CheckTimer();
// if the new owner has no capture points, it means that either
// * it's being initialised now, or

View File

@ -8,32 +8,39 @@ TerritoryDecay.prototype.Schema =
TerritoryDecay.prototype.Init = function()
{
this.decaying = false;
this.connectedNeighbours = [];
};
TerritoryDecay.prototype.IsConnected = function()
{
var numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
this.connectedNeighbours.fill(0, 0, numPlayers);
var cmpPosition = Engine.QueryInterface(this.entity, IID_Position);
if (!cmpPosition || !cmpPosition.IsInWorld())
return false;
var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
if (!cmpOwnership)
return false;
// Prevent special gaia buildings from decaying (e.g. fences, ruins)
if (cmpOwnership.GetOwner() == 0)
return true;
return true; // something without ownership can't decay
var cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
if (!cmpTerritoryManager)
return false;
var pos = cmpPosition.GetPosition2D();
var tileOwner = cmpTerritoryManager.GetOwner(pos.x, pos.y);
if (tileOwner != cmpOwnership.GetOwner())
{
this.connectedNeighbours[tileOwner] = 1;
return false;
}
return cmpTerritoryManager.IsConnected(pos.x, pos.y);
if (tileOwner == 0)
return true; // Gaia building on gaia ground -> don't decay
if (cmpTerritoryManager.IsConnected(pos.x, pos.y))
return true;
this.connectedNeighbours = cmpTerritoryManager.GetNeighbours(pos.x, pos.y, true);
return false;
};
TerritoryDecay.prototype.IsDecaying = function()
@ -49,6 +56,15 @@ TerritoryDecay.prototype.GetDecayRate = function()
this.entity);
};
/**
* Get the number of connected bordering tiles to this region
* Only valid when this.IsDecaying()
*/
TerritoryDecay.prototype.GetConnectedNeighbours = function()
{
return this.connectedNeighbours;
};
TerritoryDecay.prototype.UpdateDecayState = function()
{
if (this.IsConnected())
@ -58,7 +74,7 @@ TerritoryDecay.prototype.UpdateDecayState = function()
if (decaying === this.decaying)
return;
this.decaying = decaying;
Engine.PostMessage(this.entity, MT_TerritoryDecayChanged, { "entity": this.entity, "to": decaying });
Engine.PostMessage(this.entity, MT_TerritoryDecayChanged, { "entity": this.entity, "to": decaying, "rate": this.GetDecayRate() });
};
TerritoryDecay.prototype.OnTerritoriesChanged = function(msg)
@ -73,6 +89,8 @@ TerritoryDecay.prototype.OnTerritoryPositionChanged = function(msg)
TerritoryDecay.prototype.OnOwnershipChanged = function(msg)
{
// if it influences the territory, wait until we get a TerritoriesChanged message
if (!Engine.QueryInterface(this.entity, IID_TerritoryInfluence))
this.UpdateDecayState();
};

View File

@ -1,45 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity>
<Footprint>
<Square width="64" depth="8"/>
<Height>9.0</Height>
</Footprint>
<Obstruction>
<Static width="64" depth="8"/>
<Active>true</Active>
<BlockMovement>false</BlockMovement>
<BlockPathfinding>false</BlockPathfinding>
<BlockFoundation>false</BlockFoundation>
<BlockConstruction>false</BlockConstruction>
<DisableBlockMovement>false</DisableBlockMovement>
<DisableBlockPathfinding>false</DisableBlockPathfinding>
</Obstruction>
<Ownership/>
<Position>
<Altitude>0</Altitude>
<Anchor>upright</Anchor>
<Floating>false</Floating>
<TurnRate>6.0</TurnRate>
</Position>
<Selectable>
<EditorOnly/>
<Overlay>
<Texture>
<MainTexture>circle/128x128.png</MainTexture>
<MainTextureMask>circle/128x128_mask.png</MainTextureMask>
</Texture>
</Overlay>
</Selectable>
<TerritoryInfluence>
<OverrideCost>64</OverrideCost>
<Root>false</Root>
<Weight>0</Weight>
<Radius>0</Radius>
</TerritoryInfluence>
<VisualActor>
<SilhouetteDisplay>false</SilhouetteDisplay>
<SilhouetteOccluder>true</SilhouetteOccluder>
<Actor>structures/hellenes/wall_medium.xml</Actor>
<VisibleInAtlasOnly>true</VisibleInAtlasOnly>
</VisualActor>
</Entity>

View File

@ -1,19 +1,10 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity>
<Footprint>
<Square width="64" depth="8"/>
<Height>9.0</Height>
</Footprint>
<Obstruction>
<Static width="64" depth="8"/>
<Active>true</Active>
<BlockMovement>false</BlockMovement>
<BlockPathfinding>false</BlockPathfinding>
<BlockFoundation>false</BlockFoundation>
<BlockConstruction>false</BlockConstruction>
<DisableBlockMovement>false</DisableBlockMovement>
<DisableBlockPathfinding>false</DisableBlockPathfinding>
</Obstruction>
<Capturable>
<CapturePoints>5</CapturePoints>
<RegenRate>0</RegenRate>
<GarrisonRegenRate>0</GarrisonRegenRate>
</Capturable>
<Ownership/>
<Position>
<Altitude>0</Altitude>
@ -30,16 +21,18 @@
</Texture>
</Overlay>
</Selectable>
<TerritoryDecay>
<DecayRate>5</DecayRate>
</TerritoryDecay>
<TerritoryInfluence>
<OverrideCost>0</OverrideCost>
<Root>false</Root>
<Weight>0</Weight>
<Radius>0</Radius>
<Radius>32</Radius>
<Weight>30000</Weight>
</TerritoryInfluence>
<VisualActor>
<SilhouetteDisplay>false</SilhouetteDisplay>
<SilhouetteOccluder>true</SilhouetteOccluder>
<Actor>structures/hellenes/wall_medium.xml</Actor>
<Actor>props/special/common/waypoint_flag.xml</Actor>
<VisibleInAtlasOnly>true</VisibleInAtlasOnly>
</VisualActor>
</Entity>

View File

@ -33,26 +33,20 @@ public:
DEFAULT_COMPONENT_ALLOCATOR(TerritoryInfluence)
i32 m_Cost;
bool m_Root;
u32 m_Weight;
u16 m_Weight;
u32 m_Radius;
static std::string GetSchema()
{
return
"<optional>"
"<element name='OverrideCost'>"
"<data type='nonNegativeInteger'>"
"<param name='maxInclusive'>255</param>"
"</data>"
"</element>"
"</optional>"
"<element name='Root'>"
"<data type='boolean'/>"
"</element>"
"<element name='Weight'>"
"<data type='nonNegativeInteger'/>"
"<data type='nonNegativeInteger'>"
"<param name='maxInclusive'>65536</param>" // Max value 2^16
"</data>"
"</element>"
"<element name='Radius'>"
"<data type='nonNegativeInteger'/>"
@ -61,13 +55,8 @@ public:
virtual void Init(const CParamNode& paramNode)
{
if (paramNode.GetChild("OverrideCost").IsOk())
m_Cost = paramNode.GetChild("OverrideCost").ToInt();
else
m_Cost = -1;
m_Root = paramNode.GetChild("Root").ToBool();
m_Weight = paramNode.GetChild("Weight").ToInt();
m_Weight = (u16)paramNode.GetChild("Weight").ToInt();
m_Radius = paramNode.GetChild("Radius").ToInt();
}
@ -84,17 +73,12 @@ public:
Init(paramNode);
}
virtual i32 GetCost()
{
return m_Cost;
}
virtual bool IsRoot()
{
return m_Root;
}
virtual u32 GetWeight()
virtual u16 GetWeight()
{
return m_Weight;
}

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2012 Wildfire Games.
/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -25,24 +25,19 @@
#include "graphics/TextureManager.h"
#include "graphics/TerritoryBoundary.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "renderer/Renderer.h"
#include "renderer/Scene.h"
#include "renderer/TerrainOverlay.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpSettlement.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpTerritoryInfluence.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/helpers/PriorityQueue.h"
#include "simulation2/helpers/Render.h"
class CCmpTerritoryManager;
@ -207,10 +202,6 @@ public:
// ignore any others
void MakeDirtyIfRelevantEntity(entity_id_t ent)
{
CmpPtr<ICmpSettlement> cmpSettlement(GetSimContext(), ent);
if (cmpSettlement)
MakeDirty();
CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), ent);
if (cmpTerritoryInfluence)
MakeDirty();
@ -224,6 +215,7 @@ public:
}
virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z);
virtual std::vector<u32> GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected);
virtual bool IsConnected(entity_pos_t x, entity_pos_t z);
// To support lazy updates of territory render data,
@ -252,13 +244,6 @@ public:
void CalculateTerritories();
/**
* Updates @p grid based on the obstruction shapes of all entities with
* a TerritoryInfluence component. Grid cells are 0 if no influence,
* or 1+c if the influence have cost c (assumed between 0 and 254).
*/
void RasteriseInfluences(CComponentManager::InterfaceList& infls, Grid<u8>& grid);
std::vector<STerritoryBoundary> ComputeBoundaries();
void UpdateBoundaryLines();
@ -270,64 +255,51 @@ public:
REGISTER_COMPONENT_TYPE(TerritoryManager)
/*
We compute the territory influence of an entity with a kind of best-first search,
storing an 'open' list of tiles that have not yet been processed,
then taking the highest-weight tile (closest to origin) and updating the weight
of extending to each neighbour (based on radius-determining 'falloff' value,
adjusted by terrain movement cost), and repeating until all tiles are processed.
// Tile data type, for easier accessing of coordinates
struct Tile
{
Tile(u16 i, u16 j) : x(i), z(j) { }
u16 x, z;
};
// Floodfill templates that expand neighbours from a certain source onwards
// (x, z) are the coordinates of the currently expanded tile
// (nx, nz) are the coordinates of the current neighbour handled
// The user of this floodfill should use "continue" on every neighbour that
// shouldn't be expanded on its own. (without continue, an infinite loop will happen)
# define FLOODFILL(i, j, code)\
do {\
const int NUM_NEIGHBOURS = 8;\
const int NEIGHBOURS_X[NUM_NEIGHBOURS] = {1,-1, 0, 0, 1,-1, 1,-1};\
const int NEIGHBOURS_Z[NUM_NEIGHBOURS] = {0, 0, 1,-1, 1,-1,-1, 1};\
std::queue<Tile> openTiles;\
openTiles.emplace(i, j);\
while (!openTiles.empty())\
{\
u16 x = openTiles.front().x;\
u16 z = openTiles.front().z;\
openTiles.pop();\
for (int n = 0; n < NUM_NEIGHBOURS; ++n)\
{\
u16 nx = x + NEIGHBOURS_X[n];\
u16 nz = z + NEIGHBOURS_Z[n];\
/* Check the bounds, underflow will cause the values to be big again */\
if (nx >= tilesW || nz >= tilesH)\
continue;\
code\
openTiles.emplace(nx, nz);\
}\
}\
}\
while (false)
/**
* Compute the tile indexes on the grid nearest to a given point
*/
typedef PriorityQueueHeap<std::pair<u16, u16>, u32, std::greater<u32> > OpenQueue;
static void ProcessNeighbour(u32 falloff, u16 i, u16 j, u32 pg, bool diagonal,
Grid<u32>& grid, OpenQueue& queue, const Grid<u8>& costGrid)
static void NearestTile(entity_pos_t x, entity_pos_t z, u16& i, u16& j, u16 w, u16 h)
{
u32 dg = falloff * costGrid.get(i, j);
if (diagonal)
dg = (dg * 362) / 256;
// Stop if new cost g=pg-dg is not better than previous value for that tile
// (arranged to avoid underflow if pg < dg)
if (pg <= grid.get(i, j) + dg)
return;
u32 g = pg - dg; // cost to this tile = cost to predecessor - falloff from predecessor
grid.set(i, j, g);
OpenQueue::Item tile = { std::make_pair(i, j), g };
queue.push(tile);
}
static void FloodFill(Grid<u32>& grid, Grid<u8>& costGrid, OpenQueue& openTiles, u32 falloff)
{
u16 tilesW = grid.m_W;
u16 tilesH = grid.m_H;
while (!openTiles.empty())
{
OpenQueue::Item tile = openTiles.pop();
// Process neighbours (if they're not off the edge of the map)
u16 x = tile.id.first;
u16 z = tile.id.second;
if (x > 0)
ProcessNeighbour(falloff, (u16)(x-1), z, tile.rank, false, grid, openTiles, costGrid);
if (x < tilesW-1)
ProcessNeighbour(falloff, (u16)(x+1), z, tile.rank, false, grid, openTiles, costGrid);
if (z > 0)
ProcessNeighbour(falloff, x, (u16)(z-1), tile.rank, false, grid, openTiles, costGrid);
if (z < tilesH-1)
ProcessNeighbour(falloff, x, (u16)(z+1), tile.rank, false, grid, openTiles, costGrid);
if (x > 0 && z > 0)
ProcessNeighbour(falloff, (u16)(x-1), (u16)(z-1), tile.rank, true, grid, openTiles, costGrid);
if (x > 0 && z < tilesH-1)
ProcessNeighbour(falloff, (u16)(x-1), (u16)(z+1), tile.rank, true, grid, openTiles, costGrid);
if (x < tilesW-1 && z > 0)
ProcessNeighbour(falloff, (u16)(x+1), (u16)(z-1), tile.rank, true, grid, openTiles, costGrid);
if (x < tilesW-1 && z < tilesH-1)
ProcessNeighbour(falloff, (u16)(x+1), (u16)(z+1), tile.rank, true, grid, openTiles, costGrid);
}
i = (u16)clamp((x / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), 0, w-1);
j = (u16)clamp((z / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), 0, h-1);
}
void CCmpTerritoryManager::CalculateTerritories()
@ -344,254 +316,147 @@ void CCmpTerritoryManager::CalculateTerritories()
if (!cmpTerrain->IsLoaded())
return;
u16 tilesW = cmpTerrain->GetTilesPerSide();
u16 tilesH = cmpTerrain->GetTilesPerSide();
const u16 tilesW = cmpTerrain->GetTilesPerSide();
const u16 tilesH = tilesW;
m_Territories = new Grid<u8>(tilesW, tilesH);
// Compute terrain-passability-dependent costs per tile
Grid<u8> influenceGrid(tilesW, tilesH);
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
ICmpPathfinder::pass_class_t passClassDefault = cmpPathfinder->GetPassabilityClass("default");
ICmpPathfinder::pass_class_t passClassUnrestricted = cmpPathfinder->GetPassabilityClass("unrestricted");
const Grid<u16>& passGrid = cmpPathfinder->GetPassabilityGrid();
for (u16 j = 0; j < tilesH; ++j)
{
for (u16 i = 0; i < tilesW; ++i)
{
u16 g = passGrid.get(i, j);
u8 cost;
if (g & passClassUnrestricted)
cost = 255; // off the world; use maximum cost
else if (g & passClassDefault)
cost = m_ImpassableCost;
else
cost = 1;
influenceGrid.set(i, j, cost);
}
}
// Find all territory influence entities
CComponentManager::InterfaceList influences = GetSimContext().GetComponentManager().GetEntitiesWithInterface(IID_TerritoryInfluence);
// Allow influence entities to override the terrain costs
RasteriseInfluences(influences, influenceGrid);
// Split influence entities into per-player lists, ignoring any with invalid properties
std::map<player_id_t, std::vector<entity_id_t> > influenceEntities;
std::vector<entity_id_t> rootInfluenceEntities;
for (CComponentManager::InterfaceList::iterator it = influences.begin(); it != influences.end(); ++it)
for (const CComponentManager::InterfacePair& pair : influences)
{
// Ignore any with no weight or radius (to avoid divide-by-zero later)
ICmpTerritoryInfluence* cmpTerritoryInfluence = static_cast<ICmpTerritoryInfluence*>(it->second);
if (cmpTerritoryInfluence->GetWeight() == 0 || cmpTerritoryInfluence->GetRadius() == 0)
continue;
entity_id_t ent = pair.first;
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), it->first);
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), ent);
if (!cmpOwnership)
continue;
// Ignore Gaia and unassigned
// Ignore Gaia and unassigned or players we can't represent
player_id_t owner = cmpOwnership->GetOwner();
if (owner <= 0)
if (owner <= 0 || owner > TERRITORY_PLAYER_MASK)
continue;
// We only have so many bits to store tile ownership, so ignore unrepresentable players
if (owner > TERRITORY_PLAYER_MASK)
continue;
influenceEntities[owner].push_back(ent);
}
// Ignore if invalid position
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), it->first);
// Store the overall best weight for comparison
Grid<u32> bestWeightGrid(tilesW, tilesH);
// store the root influences to mark territory as connected
std::vector<entity_id_t> rootInfluenceEntities;
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
if (!cmpPathfinder)
return;
ICmpPathfinder::pass_class_t passClassDefault = cmpPathfinder->GetPassabilityClass("default");
ICmpPathfinder::pass_class_t passClassUnrestricted = cmpPathfinder->GetPassabilityClass("unrestricted");
const Grid<u16>& passibilityGrid = cmpPathfinder->GetPassabilityGrid();
for (const std::pair<player_id_t, std::vector<entity_id_t> >& pair : influenceEntities)
{
// entityGrid stores the weight for a single entity, and is reset per entity
Grid<u32> entityGrid(tilesW, tilesH);
// playerGrid stores the combined weight of all entities for this player
Grid<u32> playerGrid(tilesW, tilesH);
u8 owner = (u8)pair.first;
const std::vector<entity_id_t>& ents = pair.second;
// With 2^16 entities, we're safe against overflows as the weight is also limited to 2^16
ENSURE(ents.size() < 1 << 16);
// Compute the influence map of the current entity, then add it to the player grid
for (entity_id_t ent : ents)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), ent);
if (!cmpPosition || !cmpPosition->IsInWorld())
continue;
influenceEntities[owner].push_back(it->first);
if (cmpTerritoryInfluence->IsRoot())
rootInfluenceEntities.push_back(it->first);
}
// For each player, store the sum of influences on each tile
std::vector<std::pair<player_id_t, Grid<u32> > > playerGrids;
// TODO: this is a large waste of memory; we don't really need to store
// all the intermediate grids
for (std::map<player_id_t, std::vector<entity_id_t> >::iterator it = influenceEntities.begin(); it != influenceEntities.end(); ++it)
{
Grid<u32> playerGrid(tilesW, tilesH);
std::vector<entity_id_t>& ents = it->second;
for (std::vector<entity_id_t>::iterator eit = ents.begin(); eit != ents.end(); ++eit)
{
// Compute the influence map of the current entity, then add it to the player grid
Grid<u32> entityGrid(tilesW, tilesH);
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), *eit);
CFixedVector2D pos = cmpPosition->GetPosition2D();
u16 i = (u16)clamp((pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesW-1);
u16 j = (u16)clamp((pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesH-1);
CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), *eit);
CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), ent);
u32 weight = cmpTerritoryInfluence->GetWeight();
u32 radius = cmpTerritoryInfluence->GetRadius() / TERRAIN_TILE_SIZE;
u32 falloff = weight / radius; // earlier check for GetRadius() == 0 prevents divide-by-zero
if (weight == 0 || radius == 0)
continue;
u32 falloff = weight / radius;
// TODO: we should have some maximum value on weight, to avoid overflow
// when doing all the sums
CFixedVector2D pos = cmpPosition->GetPosition2D();
u16 i, j;
NearestTile(pos.X, pos.Y, i, j, tilesW, tilesH);
if (cmpTerritoryInfluence->IsRoot())
rootInfluenceEntities.push_back(ent);
// Initialise the tile under the entity
entityGrid.set(i, j, weight);
OpenQueue openTiles;
OpenQueue::Item tile = { std::make_pair((u16)i, (i16)j), weight };
openTiles.push(tile);
if (weight > bestWeightGrid.get(i, j))
{
bestWeightGrid.set(i, j, weight);
m_Territories->set(i, j, owner);
}
// Expand influences outwards
FloodFill(entityGrid, influenceGrid, openTiles, falloff);
FLOODFILL(i, j,
u32 dg = falloff;
// enlarge the falloff for unpassable tiles
u16 g = passibilityGrid.get(nx, nz);
if (g & passClassUnrestricted)
dg *= 255; // off the world; use maximum cost
else if (g & passClassDefault)
dg *= m_ImpassableCost;
// TODO: we should do a sparse grid and only add the non-zero regions, for performance
playerGrid.add(entityGrid);
}
// diagonal neighbour -> multiply with approx sqrt(2)
if (nx != x && nz != z)
dg = (dg * 362) / 256;
playerGrids.push_back(std::make_pair(it->first, playerGrid));
}
// Don't expand if new cost is not better than previous value for that tile
// (arranged to avoid underflow if entityGrid.get(x, z) < dg)
if (entityGrid.get(x, z) <= entityGrid.get(nx, nz) + dg)
continue;
// Set m_Territories to the player ID with the highest influence for each tile
for (u16 j = 0; j < tilesH; ++j)
// weight of this tile = weight of predecessor - falloff from predecessor
u32 newWeight = entityGrid.get(x, z) - dg;
u32 totalWeight = playerGrid.get(nx, nz) - entityGrid.get(nx, nz) + newWeight;
playerGrid.set(nx, nz, totalWeight);
entityGrid.set(nx, nz, newWeight);
// if this weight is better than the best thus far, set the owner
if (totalWeight > bestWeightGrid.get(nx, nz))
{
for (u16 i = 0; i < tilesW; ++i)
{
u32 bestWeight = 0;
for (size_t k = 0; k < playerGrids.size(); ++k)
{
u32 w = playerGrids[k].second.get(i, j);
if (w > bestWeight)
{
player_id_t id = playerGrids[k].first;
m_Territories->set(i, j, (u8)id);
bestWeight = w;
}
bestWeightGrid.set(nx, nz, totalWeight);
m_Territories->set(nx, nz, owner);
}
);
entityGrid.reset();
}
}
// Detect territories connected to a 'root' influence (typically a civ center)
// belonging to their player, and mark them with the connected flag
for (std::vector<entity_id_t>::iterator it = rootInfluenceEntities.begin(); it != rootInfluenceEntities.end(); ++it)
for (entity_id_t ent : rootInfluenceEntities)
{
// (These components must be valid else the entities wouldn't be added to this list)
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), *it);
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), *it);
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), ent);
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), ent);
CFixedVector2D pos = cmpPosition->GetPosition2D();
u16 i = (u16)clamp((pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesW-1);
u16 j = (u16)clamp((pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesH-1);
u16 i, j;
NearestTile(pos.X, pos.Y, i, j, tilesW, tilesH);
u8 owner = (u8)cmpOwnership->GetOwner();
if (m_Territories->get(i, j) != owner)
continue;
// TODO: would be nice to refactor some of the many flood fill
// algorithms in this component
m_Territories->set(i, j, owner | TERRITORY_CONNECTED_MASK);
Grid<u8>& grid = *m_Territories;
u16 maxi = (u16)(grid.m_W-1);
u16 maxj = (u16)(grid.m_H-1);
std::vector<std::pair<u16, u16> > tileStack;
#define MARK_AND_PUSH(i, j) STMT(grid.set(i, j, owner | TERRITORY_CONNECTED_MASK); tileStack.push_back(std::make_pair(i, j)); )
MARK_AND_PUSH(i, j);
while (!tileStack.empty())
{
int ti = tileStack.back().first;
int tj = tileStack.back().second;
tileStack.pop_back();
if (ti > 0 && grid.get(ti-1, tj) == owner)
MARK_AND_PUSH(ti-1, tj);
if (ti < maxi && grid.get(ti+1, tj) == owner)
MARK_AND_PUSH(ti+1, tj);
if (tj > 0 && grid.get(ti, tj-1) == owner)
MARK_AND_PUSH(ti, tj-1);
if (tj < maxj && grid.get(ti, tj+1) == owner)
MARK_AND_PUSH(ti, tj+1);
if (ti > 0 && tj > 0 && grid.get(ti-1, tj-1) == owner)
MARK_AND_PUSH(ti-1, tj-1);
if (ti > 0 && tj < maxj && grid.get(ti-1, tj+1) == owner)
MARK_AND_PUSH(ti-1, tj+1);
if (ti < maxi && tj > 0 && grid.get(ti+1, tj-1) == owner)
MARK_AND_PUSH(ti+1, tj-1);
if (ti < maxi && tj < maxj && grid.get(ti+1, tj+1) == owner)
MARK_AND_PUSH(ti+1, tj+1);
}
#undef MARK_AND_PUSH
}
}
/**
* Compute the tile indexes on the grid nearest to a given point
*/
static void NearestTile(entity_pos_t x, entity_pos_t z, u16& i, u16& j, u16 w, u16 h)
{
i = (u16)clamp((x / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), 0, w-1);
j = (u16)clamp((z / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), 0, h-1);
}
/**
* Returns the position of the center of the given tile
*/
static void TileCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z)
{
x = entity_pos_t::FromInt(i*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE/2);
z = entity_pos_t::FromInt(j*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE/2);
}
// TODO: would be nice not to duplicate those two functions from CCmpObstructionManager.cpp
void CCmpTerritoryManager::RasteriseInfluences(CComponentManager::InterfaceList& infls, Grid<u8>& grid)
{
for (CComponentManager::InterfaceList::iterator it = infls.begin(); it != infls.end(); ++it)
{
ICmpTerritoryInfluence* cmpTerritoryInfluence = static_cast<ICmpTerritoryInfluence*>(it->second);
i32 cost = cmpTerritoryInfluence->GetCost();
if (cost == -1)
FLOODFILL(i, j,
// Don't expand non-owner tiles, or tiles that already have a connected mask
if (m_Territories->get(nx, nz) != owner)
continue;
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), it->first);
if (!cmpObstruction)
continue;
ICmpObstructionManager::ObstructionSquare square;
if (!cmpObstruction->GetObstructionSquare(square))
continue;
CFixedVector2D halfSize(square.hw, square.hh);
CFixedVector2D halfBound = Geometry::GetHalfBoundingBox(square.u, square.v, halfSize);
u16 i0, j0, i1, j1;
NearestTile(square.x - halfBound.X, square.z - halfBound.Y, i0, j0, grid.m_W, grid.m_H);
NearestTile(square.x + halfBound.X, square.z + halfBound.Y, i1, j1, grid.m_W, grid.m_H);
for (u16 j = j0; j <= j1; ++j)
{
for (u16 i = i0; i <= i1; ++i)
{
entity_pos_t x, z;
TileCenter(i, j, x, z);
if (Geometry::PointIsInSquare(CFixedVector2D(x - square.x, z - square.z), square.u, square.v, halfSize))
grid.set(i, j, (u8)cost);
}
}
m_Territories->set(nx, nz, owner | TERRITORY_CONNECTED_MASK);
);
}
}
@ -722,6 +587,47 @@ player_id_t CCmpTerritoryManager::GetOwner(entity_pos_t x, entity_pos_t z)
return m_Territories->get(i, j) & TERRITORY_PLAYER_MASK;
}
std::vector<u32> CCmpTerritoryManager::GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected)
{
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity());
if (!cmpPlayerManager)
return std::vector<u32>();
std::vector<u32> ret(cmpPlayerManager->GetNumPlayers(), 0);
CalculateTerritories();
if (!m_Territories)
return ret;
u16 i, j;
NearestTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
// calculate the neighbours
player_id_t thisOwner = m_Territories->get(i, j) & TERRITORY_PLAYER_MASK;
u16 tilesW = m_Territories->m_W;
u16 tilesH = m_Territories->m_H;
// use a flood-fill algorithm that fills up to the borders and remembers the owners
Grid<bool> markerGrid(tilesW, tilesH);
markerGrid.set(i, j, true);
FLOODFILL(i, j,
if (markerGrid.get(nx, nz))
continue;
// mark the tile as visited in any case
markerGrid.set(nx, nz, true);
int owner = m_Territories->get(nx, nz) & TERRITORY_PLAYER_MASK;
if (owner != thisOwner)
{
if (owner == 0 || !filterConnected || (m_Territories->get(nx, nz) & TERRITORY_CONNECTED_MASK) != 0)
ret[owner]++; // add player to the neighbour list when requested
continue; // don't expand non-owner tiles further
}
);
return ret;
}
bool CCmpTerritoryManager::IsConnected(entity_pos_t x, entity_pos_t z)
{
u16 i, j;
@ -762,3 +668,5 @@ void TerritoryOverlay::ProcessTile(ssize_t i, ssize_t j)
default: RenderTile(CColor(1, 1, 1, a), false); break;
}
}
#undef FOODFILL

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2011 Wildfire Games.
/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -23,16 +23,9 @@
class ICmpTerritoryInfluence : public IComponent
{
public:
/**
* Returns either -1 to indicate no special terrain cost, or a value
* in [0, 255] to indicate overriding the normal cost of the terrain
* under the entity's obstruction.
*/
virtual i32 GetCost() = 0;
virtual bool IsRoot() = 0;
virtual u32 GetWeight() = 0;
virtual u16 GetWeight() = 0;
virtual u32 GetRadius() = 0;

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2011 Wildfire Games.
/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -23,5 +23,6 @@
BEGIN_INTERFACE_WRAPPER(TerritoryManager)
DEFINE_INTERFACE_METHOD_2("GetOwner", player_id_t, ICmpTerritoryManager, GetOwner, entity_pos_t, entity_pos_t)
DEFINE_INTERFACE_METHOD_3("GetNeighbours", std::vector<u32>, ICmpTerritoryManager, GetNeighbours, entity_pos_t, entity_pos_t, bool)
DEFINE_INTERFACE_METHOD_2("IsConnected", bool, ICmpTerritoryManager, IsConnected, entity_pos_t, entity_pos_t)
END_INTERFACE_WRAPPER(TerritoryManager)

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2011 Wildfire Games.
/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -46,6 +46,12 @@ public:
*/
virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z) = 0;
/**
* get the number of neighbour tiles for per player for the selected position
* @return A list with the number of neighbour tiles per player
*/
virtual std::vector<u32> GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected) = 0;
/**
* Get whether territory at given position is connected to a root object
* (civ center etc) owned by that territory's player.

View File

@ -269,7 +269,8 @@ public:
IComponent* QueryInterface(entity_id_t ent, InterfaceId iid) const;
typedef std::vector<std::pair<entity_id_t, IComponent*> > InterfaceList;
typedef std::pair<entity_id_t, IComponent*> InterfacePair;
typedef std::vector<InterfacePair> InterfaceList;
typedef boost::unordered_map<entity_id_t, IComponent*> InterfaceListUnordered;
InterfaceList GetEntitiesWithInterface(InterfaceId iid) const;