85 lines
2.9 KiB
C++
85 lines
2.9 KiB
C++
/* Copyright (C) 2015 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_ICMPTERRITORYMANAGER
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#define INCLUDED_ICMPTERRITORYMANAGER
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#include "simulation2/system/Interface.h"
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/helpers/Player.h"
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#include "simulation2/components/ICmpPosition.h"
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class ICmpTerritoryManager : public IComponent
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{
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public:
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virtual bool NeedUpdate(size_t* dirtyID) = 0;
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/**
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* Number of pathfinder navcells per territory tile.
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* Passability data is stored per navcell, but we probably don't need that much
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* resolution, and a lower resolution can make the boundary lines look prettier
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* and will take less memory, so we downsample the passability data.
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*/
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static const int NAVCELLS_PER_TERRITORY_TILE = 8;
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static const int TERRITORY_PLAYER_MASK = 0x1F;
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static const int TERRITORY_CONNECTED_MASK = 0x20;
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static const int TERRITORY_BLINKING_MASK = 0x40;
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static const int TERRITORY_PROCESSED_MASK = 0x80; //< For internal use; marks a tile as processed.
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/**
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* For each tile, the TERRITORY_PLAYER_MASK bits are player ID;
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* TERRITORY_CONNECTED_MASK is set if the tile is connected to a root object
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* (civ center etc).
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*/
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virtual const Grid<u8>& GetTerritoryGrid() = 0;
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/**
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* Get owner of territory at given position.
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* @return player ID of owner; 0 if neutral territory
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*/
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virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z) = 0;
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/**
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* get the number of neighbour tiles for per player for the selected position
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* @return A list with the number of neighbour tiles per player
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*/
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virtual std::vector<u32> GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected) = 0;
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/**
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* Get whether territory at given position is connected to a root object
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* (civ center etc) owned by that territory's player.
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*/
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virtual bool IsConnected(entity_pos_t x, entity_pos_t z) = 0;
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/**
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* Set a piece of territory to blinking. Must be updated on every territory calculation
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*/
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virtual void SetTerritoryBlinking(entity_pos_t x, entity_pos_t z) = 0;
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/**
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* Returns the percentage of the world controlled by a given player as defined by
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* the number of territory cells the given player owns
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*/
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virtual u8 GetTerritoryPercentage(player_id_t player) = 0;
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DECLARE_INTERFACE_TYPE(TerritoryManager)
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};
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#endif // INCLUDED_ICMPTERRITORYMANAGER
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