1
0
forked from 0ad/0ad
0ad/source/simulation2/components/ICmpTerritoryManager.h
wraitii 369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00

112 lines
3.5 KiB
C++

/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPTERRITORYMANAGER
#define INCLUDED_ICMPTERRITORYMANAGER
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/components/ICmpPosition.h"
#include <vector>
template<typename T>
class Grid;
class ICmpTerritoryManager : public IComponent
{
public:
/**
* Returns whether the territory texture needs to be updated.
*/
virtual bool NeedUpdateTexture(size_t* dirtyID) = 0;
/**
* Returns whether the AI territory map needs to be updated.
*/
virtual bool NeedUpdateAI(size_t* dirtyID, size_t* dirtyBlinkingID) const = 0;
/**
* Number of pathfinder navcells per territory tile.
* Passability data is stored per navcell, but we probably don't need that much
* resolution, and a lower resolution can make the boundary lines look prettier
* and will take less memory, so we downsample the passability data.
*/
static const int NAVCELLS_PER_TERRITORY_TILE = 8;
static const int TERRITORY_PLAYER_MASK = 0x1F;
static const int TERRITORY_CONNECTED_MASK = 0x20;
static const int TERRITORY_BLINKING_MASK = 0x40;
static const int TERRITORY_PROCESSED_MASK = 0x80; //< For internal use; marks a tile as processed.
/**
* For each tile, the TERRITORY_PLAYER_MASK bits are player ID;
* TERRITORY_CONNECTED_MASK is set if the tile is connected to a root object
* (civ center etc).
*/
virtual const Grid<u8>& GetTerritoryGrid() = 0;
/**
* Get owner of territory at given position.
* @return player ID of owner; 0 if neutral territory
*/
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.
*/
virtual bool IsConnected(entity_pos_t x, entity_pos_t z) = 0;
/**
* Set a piece of territory to blinking. Must be updated on every territory calculation
*/
virtual void SetTerritoryBlinking(entity_pos_t x, entity_pos_t z, bool enable) = 0;
/**
* Check if a piece of territory is blinking.
*/
virtual bool IsTerritoryBlinking(entity_pos_t x, entity_pos_t z) = 0;
/**
* Returns the percentage of the world controlled by a given player as defined by
* the number of territory cells the given player owns
*/
virtual u8 GetTerritoryPercentage(player_id_t player) = 0;
/**
* Enables or disables rendering of an territory borders.
*/
virtual void SetVisibility(bool visible) = 0;
/**
* Updates the boundary and territory colors.
*/
virtual void UpdateColors() = 0;
DECLARE_INTERFACE_TYPE(TerritoryManager)
};
#endif // INCLUDED_ICMPTERRITORYMANAGER