/* 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