2015-05-25 16:17:45 +02:00
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/* Copyright (C) 2015 Wildfire Games.
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2011-07-20 21:48:06 +02:00
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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_ICMPTERRITORYMANAGER
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#define INCLUDED_ICMPTERRITORYMANAGER
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2011-08-06 10:11:05 +02:00
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#include "simulation2/system/Interface.h"
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2011-08-18 22:28:53 +02:00
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/helpers/Player.h"
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2011-08-06 10:11:05 +02:00
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#include "simulation2/components/ICmpPosition.h"
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2011-07-20 21:48:06 +02:00
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class ICmpTerritoryManager : public IComponent
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{
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public:
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virtual bool NeedUpdate(size_t* dirtyID) = 0;
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New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 20:58:24 +02:00
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/**
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* Number of pathfinder navcells per territory tile.
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* Passability data is stored per navcell, but we probably don't need that much
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* resolution, and a lower resolution can make the boundary lines look prettier
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* and will take less memory, so we downsample the passability data.
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*/
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static const int NAVCELLS_PER_TERRITORY_TILE = 8;
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2015-05-29 09:02:16 +02:00
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static const int TERRITORY_PLAYER_MASK = 0x1F;
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static const int TERRITORY_CONNECTED_MASK = 0x20;
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static const int TERRITORY_BLINKING_MASK = 0x40;
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2012-01-18 22:22:58 +01:00
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static const int TERRITORY_PROCESSED_MASK = 0x80; //< For internal use; marks a tile as processed.
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2011-08-18 22:28:53 +02:00
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/**
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* For each tile, the TERRITORY_PLAYER_MASK bits are player ID;
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* TERRITORY_CONNECTED_MASK is set if the tile is connected to a root object
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* (civ center etc).
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*/
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2011-07-20 21:48:06 +02:00
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virtual const Grid<u8>& GetTerritoryGrid() = 0;
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2011-08-06 10:11:05 +02:00
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/**
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2011-08-18 22:28:53 +02:00
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* Get owner of territory at given position.
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2011-08-06 10:11:05 +02:00
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* @return player ID of owner; 0 if neutral territory
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*/
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2011-08-18 22:28:53 +02:00
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virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z) = 0;
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2015-05-25 16:17:45 +02:00
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/**
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* get the number of neighbour tiles for per player for the selected position
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* @return A list with the number of neighbour tiles per player
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*/
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virtual std::vector<u32> GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected) = 0;
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2011-08-18 22:28:53 +02:00
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/**
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* Get whether territory at given position is connected to a root object
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* (civ center etc) owned by that territory's player.
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*/
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virtual bool IsConnected(entity_pos_t x, entity_pos_t z) = 0;
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2011-08-06 10:11:05 +02:00
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2015-05-29 09:02:16 +02:00
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/**
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* Set a piece of territory to blinking. Must be updated on every territory calculation
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*/
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virtual void SetTerritoryBlinking(entity_pos_t x, entity_pos_t z) = 0;
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2015-08-23 19:44:37 +02:00
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/**
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* Returns the percentage of the world controlled by a given player as defined by
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* the number of territory cells the given player owns
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*/
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virtual u8 GetTerritoryPercentage(player_id_t player) = 0;
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2011-07-20 21:48:06 +02:00
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DECLARE_INTERFACE_TYPE(TerritoryManager)
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};
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#endif // INCLUDED_ICMPTERRITORYMANAGER
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