251 lines
8.4 KiB
C++
251 lines
8.4 KiB
C++
/* Copyright (C) 2010 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_ICMPRANGEMANAGER
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#define INCLUDED_ICMPRANGEMANAGER
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#include "simulation2/system/Interface.h"
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#include "simulation2/helpers/Position.h"
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#include "graphics/Terrain.h" // for CELL_SIZE
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/**
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* Provides efficient range-based queries of the game world,
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* and also LOS-based effects (fog of war).
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*
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* (These are somewhat distinct concepts but they share a lot of the implementation,
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* so for efficiency they're combined into this class.)
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*
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* Possible use cases:
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* - combat units need to detect targetable enemies entering LOS, so they can choose
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* to auto-attack.
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* - auras let a unit have some effect on all units (or those of the same player, or of enemies)
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* within a certain range.
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* - capturable animals need to detect when a player-owned unit is nearby and no units of other
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* players are in range.
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* - scenario triggers may want to detect when units enter a given area.
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* - units gathering from a resource that is exhausted need to find a new resource of the
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* same type, near the old one and reachable.
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* - projectile weapons with splash damage need to find all units within some distance
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* of the target point.
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* - ...
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*
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* In most cases the users are event-based and want notifications when something
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* has entered or left the range, and the query can be set up once and rarely changed.
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* These queries have to be fast. It's fine to approximate an entity as a point.
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*
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* Current design:
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*
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* This class handles just the most common parts of range queries:
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* distance, target interface, and player ownership.
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* The caller can then apply any more complex filtering that it needs.
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*
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* There are two types of query:
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* Passive queries are performed by ExecuteQuery and immediately return the matching entities.
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* Active queries are set up by CreateActiveQuery, and then a CMessageRangeUpdate message will be
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* sent to the entity once per turn if anybody has entered or left the range since the last RangeUpdate.
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* Queries can be disabled, in which case no message will be sent.
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*/
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class ICmpRangeManager : public IComponent
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{
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public:
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/**
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* External identifiers for active queries.
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*/
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typedef u32 tag_t;
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/**
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* Set the bounds of the world.
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* Entities should not be outside the bounds (else efficiency will suffer).
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* @param x0,z0,x1,z1 Coordinates of the corners of the world
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* @param vertices Number of terrain vertices per side
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*/
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virtual void SetBounds(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, ssize_t vertices) = 0;
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/**
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* Execute a passive query.
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* @param source the entity around which the range will be computed.
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* @param maxRange maximum distance in metres (inclusive).
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* @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
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* @param requiredInterface if non-zero, an interface ID that matching entities must implement.
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* @return list of entities matching the query, ordered by increasing distance from the source entity.
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*/
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virtual std::vector<entity_id_t> ExecuteQuery(entity_id_t source, entity_pos_t maxRange, std::vector<int> owners, int requiredInterface) = 0;
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/**
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* Construct an active query. The query will be disabled by default.
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* @param source the entity around which the range will be computed.
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* @param maxRange maximum distance in metres (inclusive).
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* @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
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* @param requiredInterface if non-zero, an interface ID that matching entities must implement.
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* @return unique non-zero identifier of query.
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*/
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virtual tag_t CreateActiveQuery(entity_id_t source, entity_pos_t maxRange, std::vector<int> owners, int requiredInterface) = 0;
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/**
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* Destroy a query and clean up resources. This must be called when an entity no longer needs its
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* query (e.g. when the entity is destroyed).
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* @param tag identifier of query.
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*/
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virtual void DestroyActiveQuery(tag_t tag) = 0;
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/**
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* Re-enable the processing of a query.
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* @param tag identifier of query.
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*/
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virtual void EnableActiveQuery(tag_t tag) = 0;
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/**
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* Disable the processing of a query (no RangeUpdate messages will be sent).
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* @param tag identifier of query.
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*/
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virtual void DisableActiveQuery(tag_t tag) = 0;
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/**
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* Immediately execute a query, and re-enable it if disabled.
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* The next RangeUpdate message will say who has entered/left since this call,
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* so you won't miss any notifications.
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* @param tag identifier of query.
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* @return list of entities matching the query, ordered by increasing distance from the source entity.
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*/
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virtual std::vector<entity_id_t> ResetActiveQuery(tag_t tag) = 0;
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/**
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* Returns list of all entities for specific player.
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* (This is on this interface because it shares a lot of the implementation.
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* Maybe it should be extended to be more like ExecuteQuery without
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* the range parameter.)
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*/
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virtual std::vector<entity_id_t> GetEntitiesByPlayer(int playerId) = 0;
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/**
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* Toggle the rendering of debug info.
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*/
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virtual void SetDebugOverlay(bool enabled) = 0;
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// LOS interface:
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enum ELosState
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{
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LOS_UNEXPLORED = 0,
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LOS_EXPLORED = 1,
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LOS_VISIBLE = 2,
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LOS_MASK = 3
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};
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enum ELosVisibility
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{
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VIS_HIDDEN,
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VIS_FOGGED,
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VIS_VISIBLE
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};
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/**
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* Object providing efficient abstracted access to the LOS state.
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* This depends on some implementation details of CCmpRangeManager.
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*
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* This *ignores* the GetLosRevealAll flag - callers should check that explicitly.
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*/
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class CLosQuerier
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{
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private:
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friend class CCmpRangeManager;
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CLosQuerier(int player, const std::vector<u32>& data, ssize_t verticesPerSide) :
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m_Data(data), m_VerticesPerSide(verticesPerSide)
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{
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if (player > 0 && player <= 16)
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m_PlayerMask = LOS_MASK << (2*(player-1));
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else
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m_PlayerMask = 0;
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}
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const CLosQuerier& operator=(const CLosQuerier&); // not implemented
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public:
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/**
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* Returns whether the given vertex is visible (i.e. is within a unit's LOS).
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* i and j must be in the range [0, verticesPerSide).
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*/
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inline bool IsVisible(ssize_t i, ssize_t j)
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{
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#ifndef NDEBUG
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debug_assert(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide);
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#endif
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// Check high bit of each bit-pair
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if ((m_Data.at(j*m_VerticesPerSide + i) & m_PlayerMask) & 0xAAAAAAAAu)
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return true;
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else
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return false;
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}
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/**
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* Returns whether the given vertex is explored (i.e. was (or still is) within a unit's LOS).
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* i and j must be in the range [0, verticesPerSide).
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*/
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inline bool IsExplored(ssize_t i, ssize_t j)
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{
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#ifndef NDEBUG
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debug_assert(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide);
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#endif
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// Check low bit of each bit-pair
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if ((m_Data.at(j*m_VerticesPerSide + i) & m_PlayerMask) & 0x55555555u)
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return true;
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else
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return false;
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}
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private:
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u32 m_PlayerMask;
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const std::vector<u32>& m_Data;
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ssize_t m_VerticesPerSide;
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};
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/**
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* Returns a CLosQuerier for checking whether vertex positions are visible to the given player.
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*/
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virtual CLosQuerier GetLosQuerier(int player) = 0;
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/**
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* Returns the visibility status of the given entity, with respect to the given player.
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* Returns VIS_HIDDEN if the entity doesn't exist or is not in the world.
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* This respects the GetLosRevealAll flag.
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*/
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virtual ELosVisibility GetLosVisibility(entity_id_t ent, int player) = 0;
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/**
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* GetLosVisibility wrapped for script calls.
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* Returns "hidden", "fogged" or "visible".
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*/
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std::string GetLosVisibility_wrapper(entity_id_t ent, int player);
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/**
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* Set globally whether the whole map should be made visible.
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*/
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virtual void SetLosRevealAll(bool enabled) = 0;
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/**
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* Returns whether the whole map has been made visible to the given player.
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*/
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virtual bool GetLosRevealAll(int player) = 0;
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DECLARE_INTERFACE_TYPE(RangeManager)
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};
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#endif // INCLUDED_ICMPRANGEMANAGER
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