bb
3484a3d483
Co-proposed By: Freagarach Reviewed By: Freagarach Test written By: Stan Comments By: vladislavbelov, stan, wraitii, Silier Depricates: D4356 Differential Revision: D3249 This was SVN commit r26392.
395 lines
16 KiB
C++
395 lines
16 KiB
C++
/* Copyright (C) 2022 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 "maths/FixedVector3D.h"
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#include "maths/FixedVector2D.h"
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#include "simulation2/system/Interface.h"
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#include "simulation2/helpers/Position.h"
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#include "simulation2/helpers/Player.h"
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#include <vector>
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class FastSpatialSubdivision;
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/**
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* Value assigned to a range we will always be in (caused by out of world or "too high" in parabolic ranges).
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* TODO Add this for minRanges too.
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*/
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const entity_pos_t ALWAYS_IN_RANGE = entity_pos_t::FromInt(-1);
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/**
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* Value assigned to a range we will never be in (caused by out of world or "too high" in parabolic ranges).
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* TODO Add this to range queries too.
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*/
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const entity_pos_t NEVER_IN_RANGE = entity_pos_t::FromInt(-2);
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/**
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* Since GetVisibility queries are run by the range manager
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* other code using these must include ICmpRangeManager.h anyways,
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* so define this enum here (Ideally, it'd be in its own header file,
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* but adding header file does incur its own compilation time increase).
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*/
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enum class LosVisibility : u8
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{
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HIDDEN = 0,
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FOGGED = 1,
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VISIBLE = 2
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};
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/**
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* The same principle applies to CLosQuerier, but to avoid recompiling TUs (a fortiori headers)
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* dependent on RangeManager but not CLosQuerier when CLosQuerier changes,
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* we define it in another file. Code using LOS will then explicitly include the LOS header
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* which makes sense anyways.
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*/
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class CLosQuerier;
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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. Entities are approximated as points or circles
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* (queries can be set up to ignore sizes because LOS currently ignores it, and mismatches are problematic).
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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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* Access the spatial subdivision kept by the range manager.
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* @return pointer to spatial subdivision structure.
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*/
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virtual FastSpatialSubdivision* GetSubdivision() = 0;
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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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*/
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virtual void SetBounds(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1) = 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 minRange non-negative minimum distance in metres (inclusive).
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* @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance.
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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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* @param accountForSize if true, compensate for source/target entity sizes.
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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 minRange, entity_pos_t maxRange,
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const std::vector<int>& owners, int requiredInterface, bool accountForSize) = 0;
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/**
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* Execute a passive query.
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* @param pos the position around which the range will be computed.
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* @param minRange non-negative minimum distance in metres (inclusive).
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* @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance.
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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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* @param accountForSize if true, compensate for source/target entity sizes.
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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> ExecuteQueryAroundPos(const CFixedVector2D& pos, entity_pos_t minRange, entity_pos_t maxRange,
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const std::vector<int>& owners, int requiredInterface, bool accountForSize) = 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 minRange non-negative minimum distance in metres (inclusive).
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* @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance.
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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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* @param flags if a entity in range has one of the flags set it will show up.
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* @param accountForSize if true, compensate for source/target entity sizes.
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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 minRange, entity_pos_t maxRange,
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const std::vector<int>& owners, int requiredInterface, u8 flags, bool accountForSize) = 0;
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/**
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* Construct an active query of a paraboloic form around the unit.
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* 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 minRange non-negative minimum horizontal distance in metres (inclusive). MinRange doesn't do parabolic checks.
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* @param maxRange non-negative maximum distance in metres (inclusive) for units on the same elevation;
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* or -1.0 to ignore distance.
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* For units on a different height positions, a physical correct paraboloid with height=maxRange/2 above the unit is used to query them
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* @param yOrigin extra bonus so the source can be placed higher and shoot further
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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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* @param flags if a entity in range has one of the flags set it will show up.
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* NB: this one has no accountForSize parameter (assumed true), because we currently can only have 7 arguments for JS functions.
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* @return unique non-zero identifier of query.
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*/
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virtual tag_t CreateActiveParabolicQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t yOrigin,
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const std::vector<int>& owners, int requiredInterface, u8 flags) = 0;
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/**
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* Get the effective range in a parablic range query.
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* @param source The entity id at the origin of the query.
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* @param target A target entity id.
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* @param range The distance to compare terrain height with.
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* @param yOrigin Height the source gains over the target by default.
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* @return a fixed number representing the effective range correcting parabolicly for the height difference. Returns -1 when the target is too high compared to the source to be in range.
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*/
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virtual entity_pos_t GetEffectiveParabolicRange(entity_id_t source, entity_id_t target, entity_pos_t range, entity_pos_t yOrigin) const = 0;
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/**
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* Get the average elevation over 8 points on distance range around the entity
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* @param id the entity id to look around
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* @param range the distance to compare terrain height with
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* @return a fixed number representing the average difference. It's positive when the entity is on average higher than the terrain surrounding it.
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*/
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virtual entity_pos_t GetElevationAdaptedRange(const CFixedVector3D& pos, const CFixedVector3D& rot, entity_pos_t range, entity_pos_t yOrigin, entity_pos_t angle) const = 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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* Check if the processing of a query is enabled.
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* @param tag identifier of a query.
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*/
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virtual bool IsActiveQueryEnabled(tag_t tag) const = 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 a list of all entities for a 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(player_id_t player) const = 0;
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/**
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* Returns a list of all entities of all players except gaia.
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*/
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virtual std::vector<entity_id_t> GetNonGaiaEntities() const = 0;
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/**
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* Returns a list of all entities owned by a player or gaia.
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*/
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virtual std::vector<entity_id_t> GetGaiaAndNonGaiaEntities() const = 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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/**
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* Returns the mask for the specified identifier.
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*/
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virtual u8 GetEntityFlagMask(const std::string& identifier) const = 0;
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/**
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* Set the flag specified by the identifier to the supplied value for the entity
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* @param ent the entity whose flags will be modified.
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* @param identifier the flag to be modified.
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* @param value to which the flag will be set.
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*/
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virtual void SetEntityFlag(entity_id_t ent, const std::string& identifier, bool value) = 0;
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//////////////////////////////////////////////////////////////////
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//// LOS interface below this line ////
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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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* (or other players it shares LOS with).
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*/
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virtual CLosQuerier GetLosQuerier(player_id_t player) const = 0;
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/**
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* Toggle the scripted Visibility component activation for entity ent.
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*/
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virtual void ActivateScriptedVisibility(entity_id_t ent, bool status) = 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 LosVisibility::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 LosVisibility GetLosVisibility(CEntityHandle ent, player_id_t player) const = 0;
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virtual LosVisibility GetLosVisibility(entity_id_t ent, player_id_t player) const = 0;
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/**
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* Returns the visibility status of the given position, with respect to the given player.
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* This respects the GetLosRevealAll flag.
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*/
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virtual LosVisibility GetLosVisibilityPosition(entity_pos_t x, entity_pos_t z, player_id_t player) const = 0;
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/**
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* Request the update of the visibility cache of ent at next turn.
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* Typically used for fogging.
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*/
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virtual void RequestVisibilityUpdate(entity_id_t ent) = 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, player_id_t player) const;
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/**
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* GetLosVisibilityPosition wrapped for script calls.
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* Returns "hidden", "fogged" or "visible".
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*/
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std::string GetLosVisibilityPosition_wrapper(entity_pos_t x, entity_pos_t z, player_id_t player) const;
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/**
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* Explore the map (but leave it in the FoW) for player p
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*/
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virtual void ExploreMap(player_id_t p) = 0;
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/**
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* Explore the tiles inside each player's territory.
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* This is done only at the beginning of the game.
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*/
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virtual void ExploreTerritories() = 0;
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/**
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* Reveal the shore for specified player p.
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* This works like for entities: if RevealShore is called multiple times with enabled, it
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* will be necessary to call it the same number of times with !enabled to make the shore
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* fall back into the FoW.
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*/
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virtual void RevealShore(player_id_t p, bool enable) = 0;
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/**
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* Set whether the whole map should be made visible to the given player.
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* If player is -1, the map will be made visible to all players.
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*/
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virtual void SetLosRevealAll(player_id_t player, 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(player_id_t player) const = 0;
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/**
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* Set the LOS to be restricted to a circular map.
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*/
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virtual void SetLosCircular(bool enabled) = 0;
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/**
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* Returns whether the LOS is restricted to a circular map.
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*/
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virtual bool GetLosCircular() const = 0;
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/**
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* Sets shared LOS data for player to the given list of players.
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*/
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virtual void SetSharedLos(player_id_t player, const std::vector<player_id_t>& players) = 0;
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/**
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* Returns shared LOS mask for player.
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*/
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virtual u32 GetSharedLosMask(player_id_t player) const = 0;
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/**
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* Get percent map explored statistics for specified player.
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*/
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virtual u8 GetPercentMapExplored(player_id_t player) const = 0;
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/**
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* Get percent map explored statistics for specified set of players.
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* Note: this function computes statistics from scratch and should not be called too often.
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*/
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virtual u8 GetUnionPercentMapExplored(const std::vector<player_id_t>& players) const = 0;
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/**
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* @return The number of LOS vertices.
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*/
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virtual size_t GetVerticesPerSide() const = 0;
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/**
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* Perform some internal consistency checks for testing/debugging.
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*/
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virtual void Verify() = 0;
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DECLARE_INTERFACE_TYPE(RangeManager)
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};
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#endif // INCLUDED_ICMPRANGEMANAGER
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