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/* Copyright (C) 2012 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpTerritoryManager.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "graphics/TerritoryBoundary.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "ps/Overlay.h"
#include "renderer/Renderer.h"
#include "renderer/Scene.h"
#include "renderer/TerrainOverlay.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpSettlement.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpTerritoryInfluence.h"
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/helpers/PriorityQueue.h"
#include "simulation2/helpers/Render.h"
class CCmpTerritoryManager;
class TerritoryOverlay : public TerrainOverlay
{
NONCOPYABLE(TerritoryOverlay);
public:
CCmpTerritoryManager& m_TerritoryManager;
TerritoryOverlay(CCmpTerritoryManager& manager);
virtual void StartRender();
virtual void ProcessTile(ssize_t i, ssize_t j);
};
class CCmpTerritoryManager : public ICmpTerritoryManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeGloballyToMessageType(MT_OwnershipChanged);
componentManager.SubscribeGloballyToMessageType(MT_PositionChanged);
componentManager.SubscribeGloballyToMessageType(MT_ValueModification);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
componentManager.SubscribeToMessageType(MT_WaterChanged);
componentManager.SubscribeToMessageType(MT_Update);
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_RenderSubmit);
}
DEFAULT_COMPONENT_ALLOCATOR(TerritoryManager)
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
u8 m_ImpassableCost;
float m_BorderThickness;
float m_BorderSeparation;
// Player ID in bits 0-5 (TERRITORY_PLAYER_MASK);
// connected flag in bit 6 (TERRITORY_CONNECTED_MASK);
// processed flag in bit 7 (TERRITORY_PROCESSED_MASK)
Grid<u8>* m_Territories;
// Set to true when territories change; will send a TerritoriesChanged message
// during the Update phase
bool m_TriggerEvent;
struct SBoundaryLine
{
bool connected;
CColor color;
SOverlayTexturedLine overlay;
};
std::vector<SBoundaryLine> m_BoundaryLines;
bool m_BoundaryLinesDirty;
double m_AnimTime; // time since start of rendering, in seconds
TerritoryOverlay* m_DebugOverlay;
bool m_EnableLineDebugOverlays; ///< Enable node debugging overlays for boundary lines?
std::vector<SOverlayLine> m_DebugBoundaryLineNodes;
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_Territories = NULL;
m_DebugOverlay = NULL;
// m_DebugOverlay = new TerritoryOverlay(*this);
m_BoundaryLinesDirty = true;
m_TriggerEvent = true;
m_EnableLineDebugOverlays = false;
m_DirtyID = 1;
m_AnimTime = 0.0;
CParamNode externalParamNode;
CParamNode::LoadXML(externalParamNode, L"simulation/data/territorymanager.xml");
int impassableCost = externalParamNode.GetChild("TerritoryManager").GetChild("ImpassableCost").ToInt();
ENSURE(0 <= impassableCost && impassableCost <= 255);
m_ImpassableCost = (u8)impassableCost;
m_BorderThickness = externalParamNode.GetChild("TerritoryManager").GetChild("BorderThickness").ToFixed().ToFloat();
m_BorderSeparation = externalParamNode.GetChild("TerritoryManager").GetChild("BorderSeparation").ToFixed().ToFloat();
}
virtual void Deinit()
{
SAFE_DELETE(m_Territories);
SAFE_DELETE(m_DebugOverlay);
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// Territory state can be recomputed as required, so we don't need to serialize any of it.
// TODO: do we ever need to serialize m_TriggerEvent to prevent lost messages?
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(paramNode);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_OwnershipChanged:
{
const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
MakeDirtyIfRelevantEntity(msgData.entity);
break;
}
case MT_PositionChanged:
{
const CMessagePositionChanged& msgData = static_cast<const CMessagePositionChanged&> (msg);
MakeDirtyIfRelevantEntity(msgData.entity);
break;
}
case MT_ValueModification:
{
const CMessageValueModification& msgData = static_cast<const CMessageValueModification&> (msg);
if (msgData.component == L"TerritoryInfluence")
MakeDirty();
break;
}
case MT_TerrainChanged:
case MT_WaterChanged:
{
MakeDirty();
break;
}
case MT_Update:
{
if (m_TriggerEvent)
{
m_TriggerEvent = false;
CMessageTerritoriesChanged msg;
GetSimContext().GetComponentManager().BroadcastMessage(msg);
}
break;
}
case MT_Interpolate:
{
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
Interpolate(msgData.deltaSimTime, msgData.offset);
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
}
}
// Check whether the entity is either a settlement or territory influence;
// ignore any others
void MakeDirtyIfRelevantEntity(entity_id_t ent)
{
CmpPtr<ICmpSettlement> cmpSettlement(GetSimContext(), ent);
if (cmpSettlement)
MakeDirty();
CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), ent);
if (cmpTerritoryInfluence)
MakeDirty();
}
virtual const Grid<u8>& GetTerritoryGrid()
{
CalculateTerritories();
ENSURE(m_Territories);
return *m_Territories;
}
virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z);
virtual bool IsConnected(entity_pos_t x, entity_pos_t z);
// To support lazy updates of territory render data,
// we maintain a DirtyID here and increment it whenever territories change;
// if a caller has a lower DirtyID then it needs to be updated.
size_t m_DirtyID;
void MakeDirty()
{
SAFE_DELETE(m_Territories);
++m_DirtyID;
m_BoundaryLinesDirty = true;
m_TriggerEvent = true;
}
virtual bool NeedUpdate(size_t* dirtyID)
{
if (*dirtyID != m_DirtyID)
{
*dirtyID = m_DirtyID;
return true;
}
return false;
}
void CalculateTerritories();
/**
* Updates @p grid based on the obstruction shapes of all entities with
* a TerritoryInfluence component. Grid cells are 0 if no influence,
* or 1+c if the influence have cost c (assumed between 0 and 254).
*/
void RasteriseInfluences(CComponentManager::InterfaceList& infls, Grid<u8>& grid);
std::vector<STerritoryBoundary> ComputeBoundaries();
void UpdateBoundaryLines();
void Interpolate(float frameTime, float frameOffset);
void RenderSubmit(SceneCollector& collector);
};
REGISTER_COMPONENT_TYPE(TerritoryManager)
/*
We compute the territory influence of an entity with a kind of best-first search,
storing an 'open' list of tiles that have not yet been processed,
then taking the highest-weight tile (closest to origin) and updating the weight
of extending to each neighbour (based on radius-determining 'falloff' value,
adjusted by terrain movement cost), and repeating until all tiles are processed.
*/
typedef PriorityQueueHeap<std::pair<u16, u16>, u32, std::greater<u32> > OpenQueue;
static void ProcessNeighbour(u32 falloff, u16 i, u16 j, u32 pg, bool diagonal,
Grid<u32>& grid, OpenQueue& queue, const Grid<u8>& costGrid)
{
u32 dg = falloff * costGrid.get(i, j);
if (diagonal)
dg = (dg * 362) / 256;
// Stop if new cost g=pg-dg is not better than previous value for that tile
// (arranged to avoid underflow if pg < dg)
if (pg <= grid.get(i, j) + dg)
return;
u32 g = pg - dg; // cost to this tile = cost to predecessor - falloff from predecessor
grid.set(i, j, g);
OpenQueue::Item tile = { std::make_pair(i, j), g };
queue.push(tile);
}
static void FloodFill(Grid<u32>& grid, Grid<u8>& costGrid, OpenQueue& openTiles, u32 falloff)
{
u16 tilesW = grid.m_W;
u16 tilesH = grid.m_H;
while (!openTiles.empty())
{
OpenQueue::Item tile = openTiles.pop();
// Process neighbours (if they're not off the edge of the map)
u16 x = tile.id.first;
u16 z = tile.id.second;
if (x > 0)
ProcessNeighbour(falloff, (u16)(x-1), z, tile.rank, false, grid, openTiles, costGrid);
if (x < tilesW-1)
ProcessNeighbour(falloff, (u16)(x+1), z, tile.rank, false, grid, openTiles, costGrid);
if (z > 0)
ProcessNeighbour(falloff, x, (u16)(z-1), tile.rank, false, grid, openTiles, costGrid);
if (z < tilesH-1)
ProcessNeighbour(falloff, x, (u16)(z+1), tile.rank, false, grid, openTiles, costGrid);
if (x > 0 && z > 0)
ProcessNeighbour(falloff, (u16)(x-1), (u16)(z-1), tile.rank, true, grid, openTiles, costGrid);
if (x > 0 && z < tilesH-1)
ProcessNeighbour(falloff, (u16)(x-1), (u16)(z+1), tile.rank, true, grid, openTiles, costGrid);
if (x < tilesW-1 && z > 0)
ProcessNeighbour(falloff, (u16)(x+1), (u16)(z-1), tile.rank, true, grid, openTiles, costGrid);
if (x < tilesW-1 && z < tilesH-1)
ProcessNeighbour(falloff, (u16)(x+1), (u16)(z+1), tile.rank, true, grid, openTiles, costGrid);
}
}
void CCmpTerritoryManager::CalculateTerritories()
{
if (m_Territories)
return;
PROFILE("CalculateTerritories");
CmpPtr<ICmpTerrain> cmpTerrain(GetSystemEntity());
// If the terrain hasn't been loaded (e.g. this is called during map initialisation),
// abort the computation (and assume callers can cope with m_Territories == NULL)
if (!cmpTerrain->IsLoaded())
return;
u16 tilesW = cmpTerrain->GetTilesPerSide();
u16 tilesH = cmpTerrain->GetTilesPerSide();
m_Territories = new Grid<u8>(tilesW, tilesH);
// Compute terrain-passability-dependent costs per tile
Grid<u8> influenceGrid(tilesW, tilesH);
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
ICmpPathfinder::pass_class_t passClassDefault = cmpPathfinder->GetPassabilityClass("default");
ICmpPathfinder::pass_class_t passClassUnrestricted = cmpPathfinder->GetPassabilityClass("unrestricted");
const Grid<u16>& passGrid = cmpPathfinder->GetPassabilityGrid();
for (u16 j = 0; j < tilesH; ++j)
{
for (u16 i = 0; i < tilesW; ++i)
{
u16 g = passGrid.get(i, j);
u8 cost;
if (g & passClassUnrestricted)
cost = 255; // off the world; use maximum cost
else if (g & passClassDefault)
cost = m_ImpassableCost;
else
cost = 1;
influenceGrid.set(i, j, cost);
}
}
// Find all territory influence entities
CComponentManager::InterfaceList influences = GetSimContext().GetComponentManager().GetEntitiesWithInterface(IID_TerritoryInfluence);
// Allow influence entities to override the terrain costs
RasteriseInfluences(influences, influenceGrid);
// Split influence entities into per-player lists, ignoring any with invalid properties
std::map<player_id_t, std::vector<entity_id_t> > influenceEntities;
std::vector<entity_id_t> rootInfluenceEntities;
for (CComponentManager::InterfaceList::iterator it = influences.begin(); it != influences.end(); ++it)
{
// Ignore any with no weight or radius (to avoid divide-by-zero later)
ICmpTerritoryInfluence* cmpTerritoryInfluence = static_cast<ICmpTerritoryInfluence*>(it->second);
if (cmpTerritoryInfluence->GetWeight() == 0 || cmpTerritoryInfluence->GetRadius() == 0)
continue;
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), it->first);
if (!cmpOwnership)
continue;
// Ignore Gaia and unassigned
player_id_t owner = cmpOwnership->GetOwner();
if (owner <= 0)
continue;
// We only have so many bits to store tile ownership, so ignore unrepresentable players
if (owner > TERRITORY_PLAYER_MASK)
continue;
// Ignore if invalid position
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), it->first);
if (!cmpPosition || !cmpPosition->IsInWorld())
continue;
influenceEntities[owner].push_back(it->first);
if (cmpTerritoryInfluence->IsRoot())
rootInfluenceEntities.push_back(it->first);
}
// For each player, store the sum of influences on each tile
std::vector<std::pair<player_id_t, Grid<u32> > > playerGrids;
// TODO: this is a large waste of memory; we don't really need to store
// all the intermediate grids
for (std::map<player_id_t, std::vector<entity_id_t> >::iterator it = influenceEntities.begin(); it != influenceEntities.end(); ++it)
{
Grid<u32> playerGrid(tilesW, tilesH);
std::vector<entity_id_t>& ents = it->second;
for (std::vector<entity_id_t>::iterator eit = ents.begin(); eit != ents.end(); ++eit)
{
// Compute the influence map of the current entity, then add it to the player grid
Grid<u32> entityGrid(tilesW, tilesH);
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), *eit);
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);
CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), *eit);
u32 weight = cmpTerritoryInfluence->GetWeight();
u32 radius = cmpTerritoryInfluence->GetRadius() / TERRAIN_TILE_SIZE;
u32 falloff = weight / radius; // earlier check for GetRadius() == 0 prevents divide-by-zero
// TODO: we should have some maximum value on weight, to avoid overflow
// when doing all the sums
// Initialise the tile under the entity
entityGrid.set(i, j, weight);
OpenQueue openTiles;
OpenQueue::Item tile = { std::make_pair((u16)i, (i16)j), weight };
openTiles.push(tile);
// Expand influences outwards
FloodFill(entityGrid, influenceGrid, openTiles, falloff);
// TODO: we should do a sparse grid and only add the non-zero regions, for performance
playerGrid.add(entityGrid);
}
playerGrids.push_back(std::make_pair(it->first, playerGrid));
}
// Set m_Territories to the player ID with the highest influence for each tile
for (u16 j = 0; j < tilesH; ++j)
{
for (u16 i = 0; i < tilesW; ++i)
{
u32 bestWeight = 0;
for (size_t k = 0; k < playerGrids.size(); ++k)
{
u32 w = playerGrids[k].second.get(i, j);
if (w > bestWeight)
{
player_id_t id = playerGrids[k].first;
m_Territories->set(i, j, (u8)id);
bestWeight = w;
}
}
}
}
// Detect territories connected to a 'root' influence (typically a civ center)
// belonging to their player, and mark them with the connected flag
for (std::vector<entity_id_t>::iterator it = rootInfluenceEntities.begin(); it != rootInfluenceEntities.end(); ++it)
{
// (These components must be valid else the entities wouldn't be added to this list)
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<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity());
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_SimContext = &GetSimContext();
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;
}
}
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