/* Copyright (C) 2015 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 . */ #ifndef INCLUDED_ICMPRANGEMANAGER #define INCLUDED_ICMPRANGEMANAGER #include "maths/FixedVector3D.h" #include "maths/FixedVector2D.h" #include "simulation2/system/Interface.h" #include "simulation2/helpers/Position.h" #include "simulation2/helpers/Player.h" #include "simulation2/helpers/Spatial.h" #include "graphics/Terrain.h" // for TERRAIN_TILE_SIZE /** * Provides efficient range-based queries of the game world, * and also LOS-based effects (fog of war). * * (These are somewhat distinct concepts but they share a lot of the implementation, * so for efficiency they're combined into this class.) * * Possible use cases: * - combat units need to detect targetable enemies entering LOS, so they can choose * to auto-attack. * - auras let a unit have some effect on all units (or those of the same player, or of enemies) * within a certain range. * - capturable animals need to detect when a player-owned unit is nearby and no units of other * players are in range. * - scenario triggers may want to detect when units enter a given area. * - units gathering from a resource that is exhausted need to find a new resource of the * same type, near the old one and reachable. * - projectile weapons with splash damage need to find all units within some distance * of the target point. * - ... * * In most cases the users are event-based and want notifications when something * has entered or left the range, and the query can be set up once and rarely changed. * These queries have to be fast. It's fine to approximate an entity as a point. * * Current design: * * This class handles just the most common parts of range queries: * distance, target interface, and player ownership. * The caller can then apply any more complex filtering that it needs. * * There are two types of query: * Passive queries are performed by ExecuteQuery and immediately return the matching entities. * Active queries are set up by CreateActiveQuery, and then a CMessageRangeUpdate message will be * sent to the entity once per turn if anybody has entered or left the range since the last RangeUpdate. * Queries can be disabled, in which case no message will be sent. */ class ICmpRangeManager : public IComponent { public: /** * External identifiers for active queries. */ typedef u32 tag_t; /** * Access the spatial subdivision kept by the range manager. * @return pointer to spatial subdivision structure. */ virtual FastSpatialSubdivision* GetSubdivision() = 0; /** * Set the bounds of the world. * Entities should not be outside the bounds (else efficiency will suffer). * @param x0,z0,x1,z1 Coordinates of the corners of the world * @param vertices Number of terrain vertices per side */ virtual void SetBounds(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, ssize_t vertices) = 0; /** * Execute a passive query. * @param source the entity around which the range will be computed. * @param minRange non-negative minimum distance in metres (inclusive). * @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance. * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner. * @param requiredInterface if non-zero, an interface ID that matching entities must implement. * @return list of entities matching the query, ordered by increasing distance from the source entity. */ virtual std::vector ExecuteQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, std::vector owners, int requiredInterface) = 0; /** * Execute a passive query. * @param pos the position around which the range will be computed. * @param minRange non-negative minimum distance in metres (inclusive). * @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance. * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner. * @param requiredInterface if non-zero, an interface ID that matching entities must implement. * @return list of entities matching the query, ordered by increasing distance from the source entity. */ virtual std::vector ExecuteQueryAroundPos(CFixedVector2D pos, entity_pos_t minRange, entity_pos_t maxRange, std::vector owners, int requiredInterface) = 0; /** * Construct an active query. The query will be disabled by default. * @param source the entity around which the range will be computed. * @param minRange non-negative minimum distance in metres (inclusive). * @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance. * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner. * @param requiredInterface if non-zero, an interface ID that matching entities must implement. * @param flags if a entity in range has one of the flags set it will show up. * @return unique non-zero identifier of query. */ virtual tag_t CreateActiveQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, std::vector owners, int requiredInterface, u8 flags) = 0; /** * Construct an active query of a paraboloic form around the unit. * The query will be disabled by default. * @param source the entity around which the range will be computed. * @param minRange non-negative minimum horizontal distance in metres (inclusive). MinRange doesn't do parabolic checks. * @param maxRange non-negative maximum distance in metres (inclusive) for units on the same elevation; * or -1.0 to ignore distance. * For units on a different elevation, a physical correct paraboloid with height=maxRange/2 above the unit is used to query them * @param elevationBonus extra bonus so the source can be placed higher and shoot further * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner. * @param requiredInterface if non-zero, an interface ID that matching entities must implement. * @param flags if a entity in range has one of the flags set it will show up. * @return unique non-zero identifier of query. */ virtual tag_t CreateActiveParabolicQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t elevationBonus, std::vector owners, int requiredInterface, u8 flags) = 0; /** * Get the average elevation over 8 points on distance range around the entity * @param id the entity id to look around * @param range the distance to compare terrain height with * @return a fixed number representing the average difference. It's positive when the entity is on average higher than the terrain surrounding it. */ virtual entity_pos_t GetElevationAdaptedRange(CFixedVector3D pos, CFixedVector3D rot, entity_pos_t range, entity_pos_t elevationBonus, entity_pos_t angle) = 0; /** * Destroy a query and clean up resources. This must be called when an entity no longer needs its * query (e.g. when the entity is destroyed). * @param tag identifier of query. */ virtual void DestroyActiveQuery(tag_t tag) = 0; /** * Re-enable the processing of a query. * @param tag identifier of query. */ virtual void EnableActiveQuery(tag_t tag) = 0; /** * Disable the processing of a query (no RangeUpdate messages will be sent). * @param tag identifier of query. */ virtual void DisableActiveQuery(tag_t tag) = 0; /** * Check if the processing of a query is enabled. * @param tag identifier of a query. */ virtual bool IsActiveQueryEnabled(tag_t tag) = 0; /** * Immediately execute a query, and re-enable it if disabled. * The next RangeUpdate message will say who has entered/left since this call, * so you won't miss any notifications. * @param tag identifier of query. * @return list of entities matching the query, ordered by increasing distance from the source entity. */ virtual std::vector ResetActiveQuery(tag_t tag) = 0; /** * Returns list of all entities for specific player. * (This is on this interface because it shares a lot of the implementation. * Maybe it should be extended to be more like ExecuteQuery without * the range parameter.) */ virtual std::vector GetEntitiesByPlayer(player_id_t player) = 0; /** * Toggle the rendering of debug info. */ virtual void SetDebugOverlay(bool enabled) = 0; /** * Returns the mask for the specified identifier. */ virtual u8 GetEntityFlagMask(std::string identifier) = 0; /** * Set the flag specified by the identifier to the supplied value for the entity * @param ent the entity whose flags will be modified. * @param identifier the flag to be modified. * @param value to which the flag will be set. */ virtual void SetEntityFlag(entity_id_t ent, std::string identifier, bool value) = 0; // LOS interface: enum ELosState { LOS_UNEXPLORED = 0, LOS_EXPLORED = 1, LOS_VISIBLE = 2, LOS_MASK = 3 }; enum ELosVisibility { VIS_HIDDEN = 0, VIS_FOGGED = 1, VIS_VISIBLE = 2 }; /** * Object providing efficient abstracted access to the LOS state. * This depends on some implementation details of CCmpRangeManager. * * This *ignores* the GetLosRevealAll flag - callers should check that explicitly. */ class CLosQuerier { private: friend class CCmpRangeManager; friend class TestLOSTexture; CLosQuerier(u32 playerMask, const std::vector& data, ssize_t verticesPerSide) : m_Data(&data[0]), m_PlayerMask(playerMask), m_VerticesPerSide(verticesPerSide) { } const CLosQuerier& operator=(const CLosQuerier&); // not implemented public: /** * Returns whether the given vertex is visible (i.e. is within a unit's LOS). */ inline bool IsVisible(ssize_t i, ssize_t j) { if (!(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide)) return false; // Check high bit of each bit-pair if ((m_Data[j*m_VerticesPerSide + i] & m_PlayerMask) & 0xAAAAAAAAu) return true; else return false; } /** * Returns whether the given vertex is explored (i.e. was (or still is) within a unit's LOS). */ inline bool IsExplored(ssize_t i, ssize_t j) { if (!(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide)) return false; // Check low bit of each bit-pair if ((m_Data[j*m_VerticesPerSide + i] & m_PlayerMask) & 0x55555555u) return true; else return false; } /** * Returns whether the given vertex is visible (i.e. is within a unit's LOS). * i and j must be in the range [0, verticesPerSide), else behaviour is undefined. */ inline bool IsVisible_UncheckedRange(ssize_t i, ssize_t j) { #ifndef NDEBUG ENSURE(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide); #endif // Check high bit of each bit-pair if ((m_Data[j*m_VerticesPerSide + i] & m_PlayerMask) & 0xAAAAAAAAu) return true; else return false; } /** * Returns whether the given vertex is explored (i.e. was (or still is) within a unit's LOS). * i and j must be in the range [0, verticesPerSide), else behaviour is undefined. */ inline bool IsExplored_UncheckedRange(ssize_t i, ssize_t j) { #ifndef NDEBUG ENSURE(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide); #endif // Check low bit of each bit-pair if ((m_Data[j*m_VerticesPerSide + i] & m_PlayerMask) & 0x55555555u) return true; else return false; } private: u32 m_PlayerMask; const u32* m_Data; ssize_t m_VerticesPerSide; }; /** * Returns a CLosQuerier for checking whether vertex positions are visible to the given player * (or other players it shares LOS with). */ virtual CLosQuerier GetLosQuerier(player_id_t player) = 0; /** * Toggle the scripted Visibility component activation for entity ent. */ virtual void ActivateScriptedVisibility(entity_id_t ent, bool status) = 0; /** * Returns the visibility status of the given entity, with respect to the given player. * Returns VIS_HIDDEN if the entity doesn't exist or is not in the world. * This respects the GetLosRevealAll flag. */ virtual ELosVisibility GetLosVisibility(CEntityHandle ent, player_id_t player) = 0; virtual ELosVisibility GetLosVisibility(entity_id_t ent, player_id_t player) = 0; /** * Request the update of the visibility cache of ent at next turn. * Typically used for fogging. */ virtual void RequestVisibilityUpdate(entity_id_t ent) = 0; /** * GetLosVisibility wrapped for script calls. * Returns "hidden", "fogged" or "visible". */ std::string GetLosVisibility_wrapper(entity_id_t ent, player_id_t player); /** * Explore all tiles (but leave them in the FoW) for player p */ virtual void ExploreAllTiles(player_id_t p) = 0; /** * Explore the tiles inside each player's territory. * This is done only at the beginning of the game. */ virtual void ExploreTerritories() = 0; /** * Reveal the shore for specified player p. * This works like for entities: if RevealShore is called multiple times with enabled, it * will be necessary to call it the same number of times with !enabled to make the shore * fall back into the FoW. */ virtual void RevealShore(player_id_t p, bool enable) = 0; /** * Set whether the whole map should be made visible to the given player. * If player is -1, the map will be made visible to all players. */ virtual void SetLosRevealAll(player_id_t player, bool enabled) = 0; /** * Returns whether the whole map has been made visible to the given player. */ virtual bool GetLosRevealAll(player_id_t player) = 0; /** * Set the LOS to be restricted to a circular map. */ virtual void SetLosCircular(bool enabled) = 0; /** * Returns whether the LOS is restricted to a circular map. */ virtual bool GetLosCircular() = 0; /** * Sets shared LOS data for player to the given list of players. */ virtual void SetSharedLos(player_id_t player, std::vector players) = 0; /** * Returns shared LOS mask for player. */ virtual u32 GetSharedLosMask(player_id_t player) = 0; /** * Get percent map explored statistics for specified player. */ virtual u8 GetPercentMapExplored(player_id_t player) = 0; /** * Get percent map explored statistics for specified set of players. * Note: this function computes statistics from scratch and should not be called too often. */ virtual u8 GetUnionPercentMapExplored(std::vector players) = 0; /** * Perform some internal consistency checks for testing/debugging. */ virtual void Verify() = 0; DECLARE_INTERFACE_TYPE(RangeManager) }; #endif // INCLUDED_ICMPRANGEMANAGER