historic_bruno
08bd07ddd6
Changes some CmpPtr variable names for consistency. This was SVN commit r11036.
762 lines
24 KiB
C++
762 lines
24 KiB
C++
/* Copyright (C) 2012 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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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpTerritoryManager.h"
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#include "graphics/Overlay.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "graphics/TerritoryBoundary.h"
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#include "maths/MathUtil.h"
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#include "maths/Vector2D.h"
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#include "ps/Overlay.h"
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#include "renderer/Renderer.h"
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#include "renderer/Scene.h"
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#include "renderer/TerrainOverlay.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpObstruction.h"
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#include "simulation2/components/ICmpObstructionManager.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPathfinder.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpSettlement.h"
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#include "simulation2/components/ICmpTerrain.h"
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#include "simulation2/components/ICmpTerritoryInfluence.h"
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#include "simulation2/helpers/Geometry.h"
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/helpers/PriorityQueue.h"
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#include "simulation2/helpers/Render.h"
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class CCmpTerritoryManager;
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class TerritoryOverlay : public TerrainOverlay
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{
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NONCOPYABLE(TerritoryOverlay);
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public:
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CCmpTerritoryManager& m_TerritoryManager;
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TerritoryOverlay(CCmpTerritoryManager& manager);
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virtual void StartRender();
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virtual void ProcessTile(ssize_t i, ssize_t j);
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};
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class CCmpTerritoryManager : public ICmpTerritoryManager
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeGloballyToMessageType(MT_OwnershipChanged);
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componentManager.SubscribeGloballyToMessageType(MT_PositionChanged);
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componentManager.SubscribeToMessageType(MT_TerrainChanged);
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componentManager.SubscribeToMessageType(MT_Update);
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componentManager.SubscribeToMessageType(MT_Interpolate);
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componentManager.SubscribeToMessageType(MT_RenderSubmit);
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}
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DEFAULT_COMPONENT_ALLOCATOR(TerritoryManager)
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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u8 m_ImpassableCost;
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float m_BorderThickness;
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float m_BorderSeparation;
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// Player ID in lower 6 bits; connected flag in bit 7, processed flag in high bit
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Grid<u8>* m_Territories;
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// Set to true when territories change; will send a TerritoriesChanged message
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// during the Update phase
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bool m_TriggerEvent;
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struct SBoundaryLine
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{
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bool connected;
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CColor color;
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SOverlayTexturedLine overlay;
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};
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std::vector<SBoundaryLine> m_BoundaryLines;
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bool m_BoundaryLinesDirty;
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double m_AnimTime; // time since start of rendering, in seconds
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TerritoryOverlay* m_DebugOverlay;
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bool m_EnableLineDebugOverlays; ///< Enable node debugging overlays for boundary lines?
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std::vector<SOverlayLine> m_DebugBoundaryLineNodes;
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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m_Territories = NULL;
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m_DebugOverlay = NULL;
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// m_DebugOverlay = new TerritoryOverlay(*this);
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m_BoundaryLinesDirty = true;
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m_TriggerEvent = true;
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m_EnableLineDebugOverlays = false;
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m_DirtyID = 1;
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m_AnimTime = 0.0;
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CParamNode externalParamNode;
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CParamNode::LoadXML(externalParamNode, L"simulation/data/territorymanager.xml");
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int impassableCost = externalParamNode.GetChild("TerritoryManager").GetChild("ImpassableCost").ToInt();
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ENSURE(0 <= impassableCost && impassableCost <= 255);
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m_ImpassableCost = (u8)impassableCost;
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m_BorderThickness = externalParamNode.GetChild("TerritoryManager").GetChild("BorderThickness").ToFixed().ToFloat();
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m_BorderSeparation = externalParamNode.GetChild("TerritoryManager").GetChild("BorderSeparation").ToFixed().ToFloat();
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}
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virtual void Deinit()
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{
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SAFE_DELETE(m_Territories);
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SAFE_DELETE(m_DebugOverlay);
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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// Territory state can be recomputed as required, so we don't need to serialize any of it.
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// TODO: do we ever need to serialize m_TriggerEvent to prevent lost messages?
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(paramNode);
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_OwnershipChanged:
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{
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const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
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MakeDirtyIfRelevantEntity(msgData.entity);
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break;
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}
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case MT_PositionChanged:
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{
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const CMessagePositionChanged& msgData = static_cast<const CMessagePositionChanged&> (msg);
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MakeDirtyIfRelevantEntity(msgData.entity);
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break;
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}
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case MT_TerrainChanged:
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{
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MakeDirty();
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break;
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}
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case MT_Update:
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{
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if (m_TriggerEvent)
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{
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m_TriggerEvent = false;
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CMessageTerritoriesChanged msg;
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GetSimContext().GetComponentManager().BroadcastMessage(msg);
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}
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break;
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}
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case MT_Interpolate:
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{
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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Interpolate(msgData.frameTime, msgData.offset);
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break;
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}
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case MT_RenderSubmit:
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{
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector);
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break;
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}
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}
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}
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// Check whether the entity is either a settlement or territory influence;
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// ignore any others
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void MakeDirtyIfRelevantEntity(entity_id_t ent)
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{
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CmpPtr<ICmpSettlement> cmpSettlement(GetSimContext(), ent);
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if (cmpSettlement)
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MakeDirty();
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CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), ent);
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if (cmpTerritoryInfluence)
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MakeDirty();
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}
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virtual const Grid<u8>& GetTerritoryGrid()
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{
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CalculateTerritories();
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ENSURE(m_Territories);
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return *m_Territories;
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}
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virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z);
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virtual bool IsConnected(entity_pos_t x, entity_pos_t z);
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// To support lazy updates of territory render data,
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// we maintain a DirtyID here and increment it whenever territories change;
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// if a caller has a lower DirtyID then it needs to be updated.
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size_t m_DirtyID;
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void MakeDirty()
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{
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SAFE_DELETE(m_Territories);
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++m_DirtyID;
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m_BoundaryLinesDirty = true;
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m_TriggerEvent = true;
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}
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virtual bool NeedUpdate(size_t* dirtyID)
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{
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if (*dirtyID != m_DirtyID)
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{
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*dirtyID = m_DirtyID;
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return true;
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}
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return false;
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}
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void CalculateTerritories();
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/**
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* Updates @p grid based on the obstruction shapes of all entities with
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* a TerritoryInfluence component. Grid cells are 0 if no influence,
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* or 1+c if the influence have cost c (assumed between 0 and 254).
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*/
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void RasteriseInfluences(CComponentManager::InterfaceList& infls, Grid<u8>& grid);
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std::vector<STerritoryBoundary> ComputeBoundaries();
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void UpdateBoundaryLines();
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void Interpolate(float frameTime, float frameOffset);
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void RenderSubmit(SceneCollector& collector);
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};
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REGISTER_COMPONENT_TYPE(TerritoryManager)
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/*
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We compute the territory influence of an entity with a kind of best-first search,
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storing an 'open' list of tiles that have not yet been processed,
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then taking the highest-weight tile (closest to origin) and updating the weight
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of extending to each neighbour (based on radius-determining 'falloff' value,
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adjusted by terrain movement cost), and repeating until all tiles are processed.
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*/
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typedef PriorityQueueHeap<std::pair<u16, u16>, u32, std::greater<u32> > OpenQueue;
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static void ProcessNeighbour(u32 falloff, u16 i, u16 j, u32 pg, bool diagonal,
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Grid<u32>& grid, OpenQueue& queue, const Grid<u8>& costGrid)
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{
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u32 dg = falloff * costGrid.get(i, j);
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if (diagonal)
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dg = (dg * 362) / 256;
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// Stop if new cost g=pg-dg is not better than previous value for that tile
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// (arranged to avoid underflow if pg < dg)
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if (pg <= grid.get(i, j) + dg)
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return;
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u32 g = pg - dg; // cost to this tile = cost to predecessor - falloff from predecessor
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grid.set(i, j, g);
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OpenQueue::Item tile = { std::make_pair(i, j), g };
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queue.push(tile);
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}
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static void FloodFill(Grid<u32>& grid, Grid<u8>& costGrid, OpenQueue& openTiles, u32 falloff)
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{
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u16 tilesW = grid.m_W;
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u16 tilesH = grid.m_H;
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while (!openTiles.empty())
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{
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OpenQueue::Item tile = openTiles.pop();
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// Process neighbours (if they're not off the edge of the map)
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u16 x = tile.id.first;
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u16 z = tile.id.second;
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if (x > 0)
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ProcessNeighbour(falloff, (u16)(x-1), z, tile.rank, false, grid, openTiles, costGrid);
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if (x < tilesW-1)
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ProcessNeighbour(falloff, (u16)(x+1), z, tile.rank, false, grid, openTiles, costGrid);
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if (z > 0)
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ProcessNeighbour(falloff, x, (u16)(z-1), tile.rank, false, grid, openTiles, costGrid);
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if (z < tilesH-1)
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ProcessNeighbour(falloff, x, (u16)(z+1), tile.rank, false, grid, openTiles, costGrid);
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if (x > 0 && z > 0)
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ProcessNeighbour(falloff, (u16)(x-1), (u16)(z-1), tile.rank, true, grid, openTiles, costGrid);
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if (x > 0 && z < tilesH-1)
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ProcessNeighbour(falloff, (u16)(x-1), (u16)(z+1), tile.rank, true, grid, openTiles, costGrid);
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if (x < tilesW-1 && z > 0)
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ProcessNeighbour(falloff, (u16)(x+1), (u16)(z-1), tile.rank, true, grid, openTiles, costGrid);
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if (x < tilesW-1 && z < tilesH-1)
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ProcessNeighbour(falloff, (u16)(x+1), (u16)(z+1), tile.rank, true, grid, openTiles, costGrid);
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}
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}
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void CCmpTerritoryManager::CalculateTerritories()
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{
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if (m_Territories)
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return;
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PROFILE("CalculateTerritories");
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CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
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// If the terrain hasn't been loaded (e.g. this is called during map initialisation),
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// abort the computation (and assume callers can cope with m_Territories == NULL)
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if (!cmpTerrain->IsLoaded())
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return;
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u16 tilesW = cmpTerrain->GetTilesPerSide();
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u16 tilesH = cmpTerrain->GetTilesPerSide();
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m_Territories = new Grid<u8>(tilesW, tilesH);
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// Compute terrain-passability-dependent costs per tile
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Grid<u8> influenceGrid(tilesW, tilesH);
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CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
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ICmpPathfinder::pass_class_t passClassDefault = cmpPathfinder->GetPassabilityClass("default");
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ICmpPathfinder::pass_class_t passClassUnrestricted = cmpPathfinder->GetPassabilityClass("unrestricted");
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const Grid<u16>& passGrid = cmpPathfinder->GetPassabilityGrid();
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for (u16 j = 0; j < tilesH; ++j)
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{
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for (u16 i = 0; i < tilesW; ++i)
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{
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u16 g = passGrid.get(i, j);
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u8 cost;
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if (g & passClassUnrestricted)
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cost = 255; // off the world; use maximum cost
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else if (g & passClassDefault)
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cost = m_ImpassableCost;
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else
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cost = 1;
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influenceGrid.set(i, j, cost);
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}
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}
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// Find all territory influence entities
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CComponentManager::InterfaceList influences = GetSimContext().GetComponentManager().GetEntitiesWithInterface(IID_TerritoryInfluence);
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// Allow influence entities to override the terrain costs
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RasteriseInfluences(influences, influenceGrid);
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// Split influence entities into per-player lists, ignoring any with invalid properties
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std::map<player_id_t, std::vector<entity_id_t> > influenceEntities;
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std::vector<entity_id_t> rootInfluenceEntities;
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for (CComponentManager::InterfaceList::iterator it = influences.begin(); it != influences.end(); ++it)
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{
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// Ignore any with no weight or radius (to avoid divide-by-zero later)
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ICmpTerritoryInfluence* cmpTerritoryInfluence = static_cast<ICmpTerritoryInfluence*>(it->second);
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if (cmpTerritoryInfluence->GetWeight() == 0 || cmpTerritoryInfluence->GetRadius() == 0)
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continue;
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CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), it->first);
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if (!cmpOwnership)
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continue;
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// Ignore Gaia and unassigned
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player_id_t owner = cmpOwnership->GetOwner();
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if (owner <= 0)
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continue;
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// We only have so many bits to store tile ownership, so ignore unrepresentable players
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if (owner > TERRITORY_PLAYER_MASK)
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continue;
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// Ignore if invalid position
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), it->first);
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if (!cmpPosition || !cmpPosition->IsInWorld())
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continue;
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influenceEntities[owner].push_back(it->first);
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if (cmpTerritoryInfluence->IsRoot())
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rootInfluenceEntities.push_back(it->first);
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}
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// For each player, store the sum of influences on each tile
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std::vector<std::pair<player_id_t, Grid<u32> > > playerGrids;
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// TODO: this is a large waste of memory; we don't really need to store
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// all the intermediate grids
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for (std::map<player_id_t, std::vector<entity_id_t> >::iterator it = influenceEntities.begin(); it != influenceEntities.end(); ++it)
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{
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Grid<u32> playerGrid(tilesW, tilesH);
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std::vector<entity_id_t>& ents = it->second;
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for (std::vector<entity_id_t>::iterator eit = ents.begin(); eit != ents.end(); ++eit)
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{
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// Compute the influence map of the current entity, then add it to the player grid
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Grid<u32> entityGrid(tilesW, tilesH);
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), *eit);
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CFixedVector2D pos = cmpPosition->GetPosition2D();
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u16 i = (u16)clamp((pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesW-1);
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u16 j = (u16)clamp((pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesH-1);
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CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), *eit);
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u32 weight = cmpTerritoryInfluence->GetWeight();
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u32 radius = cmpTerritoryInfluence->GetRadius() / TERRAIN_TILE_SIZE;
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u32 falloff = weight / radius; // earlier check for GetRadius() == 0 prevents divide-by-zero
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// TODO: we should have some maximum value on weight, to avoid overflow
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// when doing all the sums
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// Initialise the tile under the entity
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entityGrid.set(i, j, weight);
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OpenQueue openTiles;
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OpenQueue::Item tile = { std::make_pair((u16)i, (i16)j), weight };
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openTiles.push(tile);
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// Expand influences outwards
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FloodFill(entityGrid, influenceGrid, openTiles, falloff);
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// TODO: we should do a sparse grid and only add the non-zero regions, for performance
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for (u16 j = 0; j < entityGrid.m_H; ++j)
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for (u16 i = 0; i < entityGrid.m_W; ++i)
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playerGrid.set(i, j, playerGrid.get(i, j) + entityGrid.get(i, j));
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}
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playerGrids.push_back(std::make_pair(it->first, playerGrid));
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}
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// Set m_Territories to the player ID with the highest influence for each tile
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for (u16 j = 0; j < tilesH; ++j)
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{
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for (u16 i = 0; i < tilesW; ++i)
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{
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u32 bestWeight = 0;
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for (size_t k = 0; k < playerGrids.size(); ++k)
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{
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u32 w = playerGrids[k].second.get(i, j);
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if (w > bestWeight)
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{
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player_id_t id = playerGrids[k].first;
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m_Territories->set(i, j, (u8)id);
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bestWeight = w;
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}
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}
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}
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}
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// Detect territories connected to a 'root' influence (typically a civ center)
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// belonging to their player, and mark them with the connected flag
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for (std::vector<entity_id_t>::iterator it = rootInfluenceEntities.begin(); it != rootInfluenceEntities.end(); ++it)
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{
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// (These components must be valid else the entities wouldn't be added to this list)
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CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), *it);
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), *it);
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
u16 i = (u16)clamp((pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesW-1);
|
|
u16 j = (u16)clamp((pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesH-1);
|
|
|
|
u8 owner = (u8)cmpOwnership->GetOwner();
|
|
|
|
if (m_Territories->get(i, j) != owner)
|
|
continue;
|
|
|
|
// TODO: would be nice to refactor some of the many flood fill
|
|
// algorithms in this component
|
|
|
|
Grid<u8>& grid = *m_Territories;
|
|
|
|
u16 maxi = (u16)(grid.m_W-1);
|
|
u16 maxj = (u16)(grid.m_H-1);
|
|
|
|
std::vector<std::pair<u16, u16> > tileStack;
|
|
|
|
#define MARK_AND_PUSH(i, j) STMT(grid.set(i, j, owner | TERRITORY_CONNECTED_MASK); tileStack.push_back(std::make_pair(i, j)); )
|
|
|
|
MARK_AND_PUSH(i, j);
|
|
while (!tileStack.empty())
|
|
{
|
|
int ti = tileStack.back().first;
|
|
int tj = tileStack.back().second;
|
|
tileStack.pop_back();
|
|
|
|
if (ti > 0 && grid.get(ti-1, tj) == owner)
|
|
MARK_AND_PUSH(ti-1, tj);
|
|
if (ti < maxi && grid.get(ti+1, tj) == owner)
|
|
MARK_AND_PUSH(ti+1, tj);
|
|
if (tj > 0 && grid.get(ti, tj-1) == owner)
|
|
MARK_AND_PUSH(ti, tj-1);
|
|
if (tj < maxj && grid.get(ti, tj+1) == owner)
|
|
MARK_AND_PUSH(ti, tj+1);
|
|
|
|
if (ti > 0 && tj > 0 && grid.get(ti-1, tj-1) == owner)
|
|
MARK_AND_PUSH(ti-1, tj-1);
|
|
if (ti > 0 && tj < maxj && grid.get(ti-1, tj+1) == owner)
|
|
MARK_AND_PUSH(ti-1, tj+1);
|
|
if (ti < maxi && tj > 0 && grid.get(ti+1, tj-1) == owner)
|
|
MARK_AND_PUSH(ti+1, tj-1);
|
|
if (ti < maxi && tj < maxj && grid.get(ti+1, tj+1) == owner)
|
|
MARK_AND_PUSH(ti+1, tj+1);
|
|
}
|
|
|
|
#undef MARK_AND_PUSH
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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 = (u16)clamp((x / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), 0, w-1);
|
|
j = (u16)clamp((z / (int)TERRAIN_TILE_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)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE/2);
|
|
z = entity_pos_t::FromInt(j*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE/2);
|
|
}
|
|
|
|
// TODO: would be nice not to duplicate those two functions from CCmpObstructionManager.cpp
|
|
|
|
|
|
void CCmpTerritoryManager::RasteriseInfluences(CComponentManager::InterfaceList& infls, Grid<u8>& grid)
|
|
{
|
|
for (CComponentManager::InterfaceList::iterator it = infls.begin(); it != infls.end(); ++it)
|
|
{
|
|
ICmpTerritoryInfluence* cmpTerritoryInfluence = static_cast<ICmpTerritoryInfluence*>(it->second);
|
|
|
|
i32 cost = cmpTerritoryInfluence->GetCost();
|
|
if (cost == -1)
|
|
continue;
|
|
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), it->first);
|
|
if (!cmpObstruction)
|
|
continue;
|
|
|
|
ICmpObstructionManager::ObstructionSquare square;
|
|
if (!cmpObstruction->GetObstructionSquare(square))
|
|
continue;
|
|
|
|
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, (u8)cost);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
std::vector<STerritoryBoundary> CCmpTerritoryManager::ComputeBoundaries()
|
|
{
|
|
PROFILE("ComputeBoundaries");
|
|
|
|
CalculateTerritories();
|
|
ENSURE(m_Territories);
|
|
|
|
return CTerritoryBoundaryCalculator::ComputeBoundaries(m_Territories);
|
|
}
|
|
|
|
void CCmpTerritoryManager::UpdateBoundaryLines()
|
|
{
|
|
PROFILE("update boundary lines");
|
|
|
|
m_BoundaryLines.clear();
|
|
m_DebugBoundaryLineNodes.clear();
|
|
|
|
if (!CRenderer::IsInitialised())
|
|
return;
|
|
|
|
std::vector<STerritoryBoundary> boundaries = ComputeBoundaries();
|
|
|
|
CTextureProperties texturePropsBase("art/textures/misc/territory_border.png");
|
|
texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
|
|
texturePropsBase.SetMaxAnisotropy(2.f);
|
|
CTexturePtr textureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
|
|
|
|
CTextureProperties texturePropsMask("art/textures/misc/territory_border_mask.png");
|
|
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
|
|
texturePropsMask.SetMaxAnisotropy(2.f);
|
|
CTexturePtr textureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
|
|
|
|
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
|
|
if (!cmpTerrain)
|
|
return;
|
|
CTerrain* terrain = cmpTerrain->GetCTerrain();
|
|
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSimContext(), SYSTEM_ENTITY);
|
|
if (!cmpPlayerManager)
|
|
return;
|
|
|
|
for (size_t i = 0; i < boundaries.size(); ++i)
|
|
{
|
|
if (boundaries[i].points.empty())
|
|
continue;
|
|
|
|
CColor color(1, 0, 1, 1);
|
|
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(boundaries[i].owner));
|
|
if (cmpPlayer)
|
|
color = cmpPlayer->GetColour();
|
|
|
|
m_BoundaryLines.push_back(SBoundaryLine());
|
|
m_BoundaryLines.back().connected = boundaries[i].connected;
|
|
m_BoundaryLines.back().color = color;
|
|
m_BoundaryLines.back().overlay.m_Terrain = terrain;
|
|
m_BoundaryLines.back().overlay.m_TextureBase = textureBase;
|
|
m_BoundaryLines.back().overlay.m_TextureMask = textureMask;
|
|
m_BoundaryLines.back().overlay.m_Color = color;
|
|
m_BoundaryLines.back().overlay.m_Thickness = m_BorderThickness;
|
|
m_BoundaryLines.back().overlay.m_Closed = true;
|
|
|
|
SimRender::SmoothPointsAverage(boundaries[i].points, m_BoundaryLines.back().overlay.m_Closed);
|
|
|
|
SimRender::InterpolatePointsRNS(boundaries[i].points, m_BoundaryLines.back().overlay.m_Closed, m_BorderSeparation);
|
|
|
|
std::vector<float>& points = m_BoundaryLines.back().overlay.m_Coords;
|
|
for (size_t j = 0; j < boundaries[i].points.size(); ++j)
|
|
{
|
|
points.push_back(boundaries[i].points[j].X);
|
|
points.push_back(boundaries[i].points[j].Y);
|
|
|
|
if (m_EnableLineDebugOverlays)
|
|
{
|
|
const size_t numHighlightNodes = 7; // highlight the X last nodes on either end to see where they meet (if closed)
|
|
SOverlayLine overlayNode;
|
|
if (j > boundaries[i].points.size() - 1 - numHighlightNodes)
|
|
overlayNode.m_Color = CColor(1.f, 0.f, 0.f, 1.f);
|
|
else if (j < numHighlightNodes)
|
|
overlayNode.m_Color = CColor(0.f, 1.f, 0.f, 1.f);
|
|
else
|
|
overlayNode.m_Color = CColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
overlayNode.m_Thickness = 1;
|
|
SimRender::ConstructCircleOnGround(GetSimContext(), boundaries[i].points[j].X, boundaries[i].points[j].Y, 0.1f, overlayNode, true);
|
|
m_DebugBoundaryLineNodes.push_back(overlayNode);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void CCmpTerritoryManager::Interpolate(float frameTime, float UNUSED(frameOffset))
|
|
{
|
|
m_AnimTime += frameTime;
|
|
|
|
if (m_BoundaryLinesDirty)
|
|
{
|
|
UpdateBoundaryLines();
|
|
m_BoundaryLinesDirty = false;
|
|
}
|
|
|
|
for (size_t i = 0; i < m_BoundaryLines.size(); ++i)
|
|
{
|
|
if (!m_BoundaryLines[i].connected)
|
|
{
|
|
CColor c = m_BoundaryLines[i].color;
|
|
c.a *= 0.2f + 0.8f * fabsf((float)cos(m_AnimTime * M_PI)); // TODO: should let artists tweak this
|
|
m_BoundaryLines[i].overlay.m_Color = c;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCmpTerritoryManager::RenderSubmit(SceneCollector& collector)
|
|
{
|
|
for (size_t i = 0; i < m_BoundaryLines.size(); ++i)
|
|
collector.Submit(&m_BoundaryLines[i].overlay);
|
|
|
|
for (size_t i = 0; i < m_DebugBoundaryLineNodes.size(); ++i)
|
|
collector.Submit(&m_DebugBoundaryLineNodes[i]);
|
|
|
|
}
|
|
|
|
player_id_t CCmpTerritoryManager::GetOwner(entity_pos_t x, entity_pos_t z)
|
|
{
|
|
u16 i, j;
|
|
CalculateTerritories();
|
|
if (!m_Territories)
|
|
return 0;
|
|
|
|
NearestTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
|
|
return m_Territories->get(i, j) & TERRITORY_PLAYER_MASK;
|
|
}
|
|
|
|
bool CCmpTerritoryManager::IsConnected(entity_pos_t x, entity_pos_t z)
|
|
{
|
|
u16 i, j;
|
|
CalculateTerritories();
|
|
if (!m_Territories)
|
|
return false;
|
|
|
|
NearestTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
|
|
return (m_Territories->get(i, j) & TERRITORY_CONNECTED_MASK) != 0;
|
|
}
|
|
|
|
TerritoryOverlay::TerritoryOverlay(CCmpTerritoryManager& manager)
|
|
: TerrainOverlay(manager.GetSimContext()), m_TerritoryManager(manager)
|
|
{ }
|
|
|
|
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((int) i, (int) j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK);
|
|
|
|
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;
|
|
}
|
|
}
|