forked from 0ad/0ad
historic_bruno
fc27a5c0ea
Fixes some warnings about files that don't end with newline. This was SVN commit r10991.
67 lines
2.9 KiB
C++
67 lines
2.9 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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#ifndef INCLUDED_TERRITORYBOUNDARY
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#define INCLUDED_TERRITORYBOUNDARY
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#include <vector>
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#include "maths/Vector2D.h"
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/helpers/Player.h"
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/**
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* Describes an outline of a territory, where the latter are understood to mean the largest sets of mutually connected tiles
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* ('connected' as in the mathematical sense from graph theory) that are either all reachable or all unreachable from a root
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* influence entity.
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*
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* Note that the latter property is also called the 'connected' flag in the territory manager terminology, because for tiles
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* to be reachable from a root influence entity they must in fact be mathematically connected. Hence, you should not confuse
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* the 'connected' flag with the pure mathematical concept of connectedness, because in the former it is implicitly
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* understood that the connection is to a root influence entity.
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*/
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struct STerritoryBoundary
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{
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/// Is the territory enclosed by this boundary mathematically connected to (i.e. reachable from) a root influence entity?
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bool connected;
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player_id_t owner;
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/// The boundary points, in clockwise order for inner boundaries and counter-clockwise order for outer boundaries.
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/// Note: if you need a way to explicitly find out which winding order these are in, you can have
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/// CTerritoryBoundCalculator::ComputeBoundaries set it during computation -- see its implementation for details.
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std::vector<CVector2D> points;
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};
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/**
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* Responsible for calculating territory boundaries, given an input territory map. Factored out for testing.
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*/
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class CTerritoryBoundaryCalculator
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{
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private:
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CTerritoryBoundaryCalculator(){} // private ctor
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public:
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/**
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* Computes and returns all territory boundaries on the provided territory map (see STerritoryBoundary for a definition).
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* The result includes both inner and outer territory boundaries. Outer boundaries have their points in CCW order, inner
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* boundaries have them in CW order (because this matches the winding orders needed by the renderer to offset them
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* inwards/outwards appropriately).
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*/
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static std::vector<STerritoryBoundary> ComputeBoundaries(const Grid<u8>* territories);
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};
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#endif // INCLUDED_TERRITORYBOUNDARY
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