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0ad/source/simulation2/MessageTypes.h

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/* Copyright (C) 2023 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_MESSAGETYPES
#define INCLUDED_MESSAGETYPES
#include "simulation2/system/Components.h"
#include "simulation2/system/Entity.h"
#include "simulation2/system/Message.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "maths/Vector3D.h"
#include "ps/CStr.h"
#define DEFAULT_MESSAGE_IMPL(name) \
virtual int GetType() const { return MT_##name; } \
virtual const char* GetScriptHandlerName() const { return "On" #name; } \
virtual const char* GetScriptGlobalHandlerName() const { return "OnGlobal" #name; } \
virtual JS::Value ToJSVal(const ScriptRequest& rq) const; \
static CMessage* FromJSVal(const ScriptRequest&, JS::HandleValue val);
class SceneCollector;
class CFrustum;
class CMessageTurnStart final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TurnStart)
CMessageTurnStart()
{
}
};
// The update process is split into a number of phases, in an attempt
// to cope with dependencies between components. Each phase is implemented
// as a separate message. Simulation2.cpp sends them in sequence.
/**
* Generic per-turn update message, for things that don't care much about ordering.
*/
class CMessageUpdate final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update)
CMessageUpdate(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Update phase for formation controller movement (must happen before individual
* units move to follow their formation).
*/
class CMessageUpdate_MotionFormation final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update_MotionFormation)
CMessageUpdate_MotionFormation(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Update phase for non-formation-controller unit movement.
*/
class CMessageUpdate_MotionUnit final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update_MotionUnit)
CMessageUpdate_MotionUnit(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Final update phase, after all other updates.
*/
class CMessageUpdate_Final final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update_Final)
CMessageUpdate_Final(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Prepare for rendering a new frame (set up model positions etc).
*/
class CMessageInterpolate final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Interpolate)
CMessageInterpolate(float deltaSimTime, float offset, float deltaRealTime) :
deltaSimTime(deltaSimTime), offset(offset), deltaRealTime(deltaRealTime)
{
}
/// Elapsed simulation time since previous interpolate, in seconds. This is similar to the elapsed real time, except
/// it is scaled by the current simulation rate (and might indeed be zero).
float deltaSimTime;
/// Range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns.
float offset;
/// Elapsed real time since previous interpolate, in seconds.
float deltaRealTime;
};
/**
* Add renderable objects to the scene collector.
* Called after CMessageInterpolate.
*/
class CMessageRenderSubmit final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(RenderSubmit)
CMessageRenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling) :
collector(collector), frustum(frustum), culling(culling)
{
}
SceneCollector& collector;
const CFrustum& frustum;
bool culling;
};
/**
* Handle progressive loading of resources.
* A component that listens to this message must do the following:
* - Increase *msg.total by the non-zero number of loading tasks this component can perform.
* - If *msg.progressed == true, return and do nothing.
* - If you've loaded everything, increase *msg.progress by the value you added to .total
* - Otherwise do some loading, set *msg.progressed = true, and increase *msg.progress by a
* value indicating how much progress you've made in total (0 <= p <= what you added to .total)
* In some situations these messages will never be sent - components must ensure they
* load all their data themselves before using it in that case.
*/
class CMessageProgressiveLoad final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(ProgressiveLoad)
CMessageProgressiveLoad(bool* progressed, int* total, int* progress) :
progressed(progressed), total(total), progress(progress)
{
}
bool* progressed;
int* total;
int* progress;
};
/**
* Broadcast after the entire simulation state has been deserialized.
* Components should do all their self-contained work in their Deserialize
* function when possible. But any reinitialisation that depends on other
* components or other entities, that might not be constructed until later
* in the deserialization process, may be done in response to this message
* instead.
*/
class CMessageDeserialized final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Deserialized)
CMessageDeserialized()
{
}
};
/**
* This is sent immediately after a new entity's components have all been created
* and initialised.
*/
class CMessageCreate final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Create)
CMessageCreate(entity_id_t entity) :
entity(entity)
{
}
entity_id_t entity;
};
/**
* This is sent immediately before a destroyed entity is flushed and really destroyed.
* (That is, after CComponentManager::DestroyComponentsSoon and inside FlushDestroyedComponents).
* The entity will still exist at the time this message is sent.
* It's possible for this message to be sent multiple times for one entity, but all its components
* will have been deleted after the first time.
*/
class CMessageDestroy final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Destroy)
CMessageDestroy(entity_id_t entity) :
entity(entity)
{
}
entity_id_t entity;
};
class CMessageOwnershipChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(OwnershipChanged)
CMessageOwnershipChanged(entity_id_t entity, player_id_t from, player_id_t to) :
entity(entity), from(from), to(to)
{
}
entity_id_t entity;
player_id_t from;
player_id_t to;
};
/**
* Sent by CCmpPosition whenever anything has changed that will affect the
* return value of GetPosition2D() or GetRotation().Y
*
* If @c inWorld is false, then the other fields are invalid and meaningless.
* Otherwise they represent the current position.
*/
class CMessagePositionChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(PositionChanged)
CMessagePositionChanged(entity_id_t entity, bool inWorld, entity_pos_t x, entity_pos_t z, entity_angle_t a) :
entity(entity), inWorld(inWorld), x(x), z(z), a(a)
{
}
entity_id_t entity;
bool inWorld;
entity_pos_t x, z;
entity_angle_t a;
};
/**
* Sent by CCmpPosition whenever anything has changed that will affect the
* return value of GetInterpolatedTransform()
*/
class CMessageInterpolatedPositionChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(InterpolatedPositionChanged)
CMessageInterpolatedPositionChanged(entity_id_t entity, bool inWorld, const CVector3D& pos0, const CVector3D& pos1) :
entity(entity), inWorld(inWorld), pos0(pos0), pos1(pos1)
{
}
entity_id_t entity;
bool inWorld;
CVector3D pos0;
CVector3D pos1;
};
/**
* Sent by CCmpUnitMotion during Update if an event happened that might interest other components.
*/
class CMessageMotionUpdate final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(MotionUpdate)
enum UpdateType {
LIKELY_SUCCESS, // UnitMotion considers it is arrived at destination.
LIKELY_FAILURE, // UnitMotion says it cannot reach the destination.
OBSTRUCTED, // UnitMotion was obstructed. This does not mean stuck, but can be a hint to run range checks.
VERY_OBSTRUCTED, // Sent when obstructed several time in a row.
LENGTH
};
static const std::array<const char*, UpdateType::LENGTH> UpdateTypeStr;
CMessageMotionUpdate(UpdateType ut) : updateType(ut)
{
}
UpdateType updateType;
};
/**
* Sent when water height has been changed.
*/
class CMessageWaterChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(WaterChanged)
CMessageWaterChanged()
{
}
};
/**
* Sent when terrain (texture or elevation) has been changed.
*/
class CMessageTerrainChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TerrainChanged)
CMessageTerrainChanged(int32_t i0, int32_t j0, int32_t i1, int32_t j1) :
i0(i0), j0(j0), i1(i1), j1(j1)
{
}
int32_t i0, j0, i1, j1; // inclusive lower bound, exclusive upper bound, in tiles
};
/**
* Sent, at most once per turn, when the visibility of an entity changed
*/
class CMessageVisibilityChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(VisibilityChanged)
CMessageVisibilityChanged(player_id_t player, entity_id_t ent, int oldVisibility, int newVisibility) :
player(player), ent(ent), oldVisibility(oldVisibility), newVisibility(newVisibility)
{
}
player_id_t player;
entity_id_t ent;
int oldVisibility;
int newVisibility;
};
/**
* Sent when then obstruction of an entity has changed in a manner
* that changes 'block movement' properties.
*/
class CMessageMovementObstructionChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(MovementObstructionChanged)
CMessageMovementObstructionChanged()
{
}
};
/**
* Sent when ObstructionManager's view of the shape of the world has changed
* (changing the TILE_OUTOFBOUNDS tiles returned by Rasterise).
*/
class CMessageObstructionMapShapeChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(ObstructionMapShapeChanged)
CMessageObstructionMapShapeChanged()
{
}
};
/**
* Sent when territory assignments have changed.
*/
class CMessageTerritoriesChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TerritoriesChanged)
CMessageTerritoriesChanged()
{
}
};
/**
* Sent by CCmpRangeManager at most once per turn, when an active range query
* has had matching units enter/leave the range since the last RangeUpdate.
*/
class CMessageRangeUpdate final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(RangeUpdate)
u32 tag;
std::vector<entity_id_t> added;
std::vector<entity_id_t> removed;
// CCmpRangeManager wants to store a vector of messages and wants to
// swap vectors instead of copying (to save on memory allocations),
// so add some constructors for it:
// don't init tag in empty ctor
CMessageRangeUpdate()
{
}
CMessageRangeUpdate(u32 tag) : tag(tag)
{
}
CMessageRangeUpdate(u32 tag, const std::vector<entity_id_t>& added, const std::vector<entity_id_t>& removed)
: tag(tag), added(added), removed(removed)
{
}
CMessageRangeUpdate(const CMessageRangeUpdate& other)
: CMessage(), tag(other.tag), added(other.added), removed(other.removed)
{
}
CMessageRangeUpdate& operator=(const CMessageRangeUpdate& other)
{
tag = other.tag;
added = other.added;
removed = other.removed;
return *this;
}
};
/**
* Sent by CCmpPathfinder after async path requests.
*/
class CMessagePathResult final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(PathResult)
CMessagePathResult(u32 ticket, const WaypointPath& path) :
ticket(ticket), path(path)
{
}
u32 ticket;
WaypointPath path;
};
/**
* Sent by aura manager when a value of a certain entity's component is changed
*/
class CMessageValueModification final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(ValueModification)
CMessageValueModification(const std::vector<entity_id_t>& entities, std::wstring component, const std::vector<std::wstring>& valueNames) :
entities(entities),
component(component),
valueNames(valueNames)
{
}
std::vector<entity_id_t> entities;
std::wstring component;
std::vector<std::wstring> valueNames;
};
/**
* Sent by atlas if the playercolor has been changed.
*/
class CMessagePlayerColorChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(PlayerColorChanged)
CMessagePlayerColorChanged(player_id_t player) :
player(player)
{
}
player_id_t player;
};
/**
* Sent by aura and tech managers when a value of a certain template's component is changed
*/
class CMessageTemplateModification final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TemplateModification)
CMessageTemplateModification(player_id_t player, std::wstring component, const std::vector<std::wstring>& valueNames) :
player(player),
component(component),
valueNames(valueNames)
{
}
player_id_t player;
std::wstring component;
std::vector<std::wstring> valueNames;
};
/**
* Sent by CCmpVision when an entity's vision range changes.
*/
class CMessageVisionRangeChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(VisionRangeChanged)
CMessageVisionRangeChanged(entity_id_t entity, entity_pos_t oldRange, entity_pos_t newRange) :
entity(entity), oldRange(oldRange), newRange(newRange)
{
}
entity_id_t entity;
entity_pos_t oldRange;
entity_pos_t newRange;
};
/**
* Sent by CCmpVision when an entity's vision sharing changes.
*/
class CMessageVisionSharingChanged final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(VisionSharingChanged)
CMessageVisionSharingChanged(entity_id_t entity, player_id_t player, bool add) :
entity(entity), player(player), add(add)
{
}
entity_id_t entity;
player_id_t player;
bool add;
};
/**
* Sent when an entity pings the minimap
*/
class CMessageMinimapPing final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(MinimapPing)
CMessageMinimapPing()
{
}
};
/**
* Cinematics events
*/
class CMessageCinemaPathEnded final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(CinemaPathEnded)
CMessageCinemaPathEnded(CStrW name) :
name(name)
{
}
CStrW name;
};
class CMessageCinemaQueueEnded final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(CinemaQueueEnded)
};
#endif // INCLUDED_MESSAGETYPES