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0ad/source/simulation2/components/CCmpTerritoryManager.cpp

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/* Copyright (C) 2011 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/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpTerritoryManager.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "ps/Overlay.h"
#include "renderer/TerrainOverlay.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpSettlement.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpTerritoryInfluence.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/helpers/PriorityQueue.h"
class CCmpTerritoryManager;
class TerritoryOverlay : public TerrainOverlay
{
NONCOPYABLE(TerritoryOverlay);
public:
CCmpTerritoryManager& m_TerritoryManager;
TerritoryOverlay(CCmpTerritoryManager& manager) : m_TerritoryManager(manager) { }
virtual void StartRender();
virtual void ProcessTile(ssize_t i, ssize_t j);
};
class CCmpTerritoryManager : public ICmpTerritoryManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeGloballyToMessageType(MT_OwnershipChanged);
componentManager.SubscribeGloballyToMessageType(MT_PositionChanged);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
}
DEFAULT_COMPONENT_ALLOCATOR(TerritoryManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
Grid<u8>* m_Territories;
TerritoryOverlay* m_DebugOverlay;
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_Territories = NULL;
m_DebugOverlay = NULL;
// m_DebugOverlay = new TerritoryOverlay(*this);
m_DirtyID = 1;
}
virtual void Deinit()
{
SAFE_DELETE(m_Territories);
SAFE_DELETE(m_DebugOverlay);
}
virtual void Serialize(ISerializer& serialize)
{
// TODO
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_OwnershipChanged:
{
const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
MakeDirtyIfRelevantEntity(msgData.entity);
break;
}
case MT_PositionChanged:
{
const CMessagePositionChanged& msgData = static_cast<const CMessagePositionChanged&> (msg);
MakeDirtyIfRelevantEntity(msgData.entity);
break;
}
case MT_TerrainChanged:
{
MakeDirty();
break;
}
}
}
// Check whether the entity is either a settlement or territory influence;
// ignore any others
void MakeDirtyIfRelevantEntity(entity_id_t ent)
{
CmpPtr<ICmpSettlement> cmpSettlement(GetSimContext(), ent);
if (!cmpSettlement.null())
MakeDirty();
CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), ent);
if (!cmpTerritoryInfluence.null())
MakeDirty();
}
virtual const Grid<u8>& GetTerritoryGrid()
{
CalculateTerritories();
return *m_Territories;
}
// To support lazy updates of territory render data,
// we maintain a DirtyID here and increment it whenever territories change;
// if a caller has a lower DirtyID then it needs to be updated.
size_t m_DirtyID;
void MakeDirty()
{
SAFE_DELETE(m_Territories);
++m_DirtyID;
}
virtual bool NeedUpdate(size_t* dirtyID)
{
ENSURE(*dirtyID <= m_DirtyID);
if (*dirtyID < m_DirtyID)
{
*dirtyID = m_DirtyID;
return true;
}
return false;
}
void CalculateTerritories();
/**
* Updates @p grid based on the obstruction shapes of all entities with
* a TerritoryInfluence component. Grid cells are 0 if no influence,
* or 1+c if the influence have cost c (assumed between 0 and 254).
*/
void RasteriseInfluences(Grid<u8>& grid);
};
REGISTER_COMPONENT_TYPE(TerritoryManager)
/*
We compute territory influences with a kind of best-first search:
1) Initialise an 'open' list with tiles that contain settlements (annotated with
territory ID) with initial cost 0
2) Pick the lowest cost tile from 'item'
3) For each neighbour which has not already been assigned to a territory,
assign it to this territory and compute its new cost (effectively the
distance from the associated settlement) and add to 'open'
4) Go to 2 until 'open' is empty
*/
typedef PriorityQueueHeap<std::pair<u16, u16>, u32> OpenQueue;
static void ProcessNeighbour(u8 pid, u16 i, u16 j, u32 pg, bool diagonal,
Grid<u8>& grid, OpenQueue& queue, const Grid<u8>& influenceGrid)
{
// Ignore tiles that are already claimed
u8 id = grid.get(i, j);
if (id)
return;
// Base cost for moving onto this tile
u32 dg = diagonal ? 362 : 256;
// Adjust cost based on this tile's influences
dg *= influenceGrid.get(i, j);
u32 g = pg + dg; // cost to this tile = cost to predecessor + delta from predecessor
grid.set(i, j, pid);
OpenQueue::Item tile = { std::make_pair(i, j), g };
queue.push(tile);
}
void CCmpTerritoryManager::CalculateTerritories()
{
PROFILE("CalculateTerritories");
if (m_Territories)
return;
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
uint32_t tilesW = cmpTerrain->GetVerticesPerSide() - 1;
uint32_t tilesH = cmpTerrain->GetVerticesPerSide() - 1;
Grid<u8> influenceGrid(tilesW, tilesH);
RasteriseInfluences(influenceGrid);
SAFE_DELETE(m_Territories);
m_Territories = new Grid<u8>(tilesW, tilesH);
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
ICmpPathfinder::pass_class_t passClass = cmpPathfinder->GetPassabilityClass("default");
const Grid<u16>& passGrid = cmpPathfinder->GetPassabilityGrid();
// Adjust influenceGrid so it contains terrain-passability-dependent costs,
// unless overridden by existing values in influenceGrid
for (u32 j = 0; j < tilesH; ++j)
{
for (u32 i = 0; i < tilesW; ++i)
{
u8 cost;
u8 inflCost = influenceGrid.get(i, j);
if (inflCost)
{
cost = inflCost-1; // undo RasteriseInfluences's offset
}
else
{
if (passGrid.get(i, j) & passClass)
cost = 100;
else
cost = 1;
}
influenceGrid.set(i, j, cost);
}
}
OpenQueue openTiles;
// Initialise open list with all settlements
CComponentManager::InterfaceList settlements = GetSimContext().GetComponentManager().GetEntitiesWithInterface(IID_Settlement);
u8 id = 1;
for (CComponentManager::InterfaceList::iterator it = settlements.begin(); it != settlements.end(); ++it)
{
entity_id_t settlement = it->first;
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), settlement);
if (cmpPosition.null() || !cmpPosition->IsInWorld())
continue;
// TODO: maybe we need to ignore settlements with owner -1,
// since they're probably destroyed
CFixedVector2D pos = cmpPosition->GetPosition2D();
int i = clamp((pos.X / (int)CELL_SIZE).ToInt_RoundToNegInfinity(), 0, (int)tilesW-1);
int j = clamp((pos.Y / (int)CELL_SIZE).ToInt_RoundToNegInfinity(), 0, (int)tilesH-1);
// Must avoid duplicates in the priority queue; ignore the settlement
// if there's already one on that tile
if (!m_Territories->get(i, j))
{
m_Territories->set(i, j, id);
OpenQueue::Item tile = { std::make_pair((u16)i, (i16)j), 0 };
openTiles.push(tile);
}
id += 1;
}
while (!openTiles.empty())
{
OpenQueue::Item tile = openTiles.pop();
// Get current tile's territory ID
u8 tid = m_Territories->get(tile.id.first, tile.id.second);
// Process neighbours (if they're not off the edge of the map)
u16 x = tile.id.first;
u16 z = tile.id.second;
if (x > 0)
ProcessNeighbour(tid, x-1, z, tile.rank, false, *m_Territories, openTiles, influenceGrid);
if (x < tilesW-1)
ProcessNeighbour(tid, x+1, z, tile.rank, false, *m_Territories, openTiles, influenceGrid);
if (z > 0)
ProcessNeighbour(tid, x, z-1, tile.rank, false, *m_Territories, openTiles, influenceGrid);
if (z < tilesH-1)
ProcessNeighbour(tid, x, z+1, tile.rank, false, *m_Territories, openTiles, influenceGrid);
if (x > 0 && z > 0)
ProcessNeighbour(tid, x-1, z-1, tile.rank, true, *m_Territories, openTiles, influenceGrid);
if (x > 0 && z < tilesH-1)
ProcessNeighbour(tid, x-1, z+1, tile.rank, true, *m_Territories, openTiles, influenceGrid);
if (x < tilesW-1 && z > 0)
ProcessNeighbour(tid, x+1, z-1, tile.rank, true, *m_Territories, openTiles, influenceGrid);
if (x < tilesW-1 && z < tilesH-1)
ProcessNeighbour(tid, x+1, z+1, tile.rank, true, *m_Territories, openTiles, influenceGrid);
}
}
/**
* Compute the tile indexes on the grid nearest to a given point
*/
static void NearestTile(entity_pos_t x, entity_pos_t z, u16& i, u16& j, u16 w, u16 h)
{
i = clamp((x / (int)CELL_SIZE).ToInt_RoundToZero(), 0, w-1);
j = clamp((z / (int)CELL_SIZE).ToInt_RoundToZero(), 0, h-1);
}
/**
* Returns the position of the center of the given tile
*/
static void TileCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z)
{
x = entity_pos_t::FromInt(i*(int)CELL_SIZE + CELL_SIZE/2);
z = entity_pos_t::FromInt(j*(int)CELL_SIZE + CELL_SIZE/2);
}
// TODO: would be nice not to duplicate those two functions from CCmpObstructionManager.cpp
void CCmpTerritoryManager::RasteriseInfluences(Grid<u8>& grid)
{
CComponentManager::InterfaceList infls = GetSimContext().GetComponentManager().GetEntitiesWithInterface(IID_TerritoryInfluence);
for (CComponentManager::InterfaceList::iterator it = infls.begin(); it != infls.end(); ++it)
{
ICmpTerritoryInfluence* cmpTerritoryInfluence = static_cast<ICmpTerritoryInfluence*>(it->second);
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), it->first);
if (cmpObstruction.null())
continue;
ICmpObstructionManager::ObstructionSquare square;
if (!cmpObstruction->GetObstructionSquare(square))
continue;
u8 cost = cmpTerritoryInfluence->GetCost();
CFixedVector2D halfSize(square.hw, square.hh);
CFixedVector2D halfBound = Geometry::GetHalfBoundingBox(square.u, square.v, halfSize);
u16 i0, j0, i1, j1;
NearestTile(square.x - halfBound.X, square.z - halfBound.Y, i0, j0, grid.m_W, grid.m_H);
NearestTile(square.x + halfBound.X, square.z + halfBound.Y, i1, j1, grid.m_W, grid.m_H);
for (u16 j = j0; j <= j1; ++j)
{
for (u16 i = i0; i <= i1; ++i)
{
entity_pos_t x, z;
TileCenter(i, j, x, z);
if (Geometry::PointIsInSquare(CFixedVector2D(x - square.x, z - square.z), square.u, square.v, halfSize))
grid.set(i, j, cost+1);
}
}
}
}
void TerritoryOverlay::StartRender()
{
m_TerritoryManager.CalculateTerritories();
}
void TerritoryOverlay::ProcessTile(ssize_t i, ssize_t j)
{
if (!m_TerritoryManager.m_Territories)
return;
u8 id = m_TerritoryManager.m_Territories->get(i, j);
float a = 0.2f;
switch (id)
{
case 0: break;
case 1: RenderTile(CColor(1, 0, 0, a), false); break;
case 2: RenderTile(CColor(0, 1, 0, a), false); break;
case 3: RenderTile(CColor(0, 0, 1, a), false); break;
case 4: RenderTile(CColor(1, 1, 0, a), false); break;
case 5: RenderTile(CColor(0, 1, 1, a), false); break;
case 6: RenderTile(CColor(1, 0, 1, a), false); break;
default: RenderTile(CColor(1, 1, 1, a), false); break;
}
}