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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef GAME_HELPER_H
#define GAME_HELPER_H
#include "Sim/Misc/DamageArray.h"
#include "Sim/Projectiles/ExplosionListener.h"
#include "Sim/Units/CommandAI/Command.h"
#include "System/float3.h"
#include "System/type2.h"
#include <array>
#include <vector>
class CUnit;
class CWeapon;
class CSolidObject;
class CFeature;
class CMobileCAI;
struct UnitDef;
struct MoveDef;
struct BuildInfo;
struct CExplosionParams {
const float3 pos;
const float3 dir;
const DamageArray& damages;
const WeaponDef* weaponDef;
CUnit* owner;
CUnit* hitUnit;
CFeature* hitFeature;
float craterAreaOfEffect;
float damageAreaOfEffect; // radius
float edgeEffectiveness;
float explosionSpeed;
float gfxMod;
bool impactOnly;
bool ignoreOwner;
bool damageGround;
unsigned int projectileID;
};
class CGameHelper
{
public:
enum {
TEST_ALLIED = 1,
TEST_NEUTRAL = 2,
};
enum BuildSquareStatus {
BUILDSQUARE_BLOCKED = 0,
BUILDSQUARE_OCCUPIED = 1,
BUILDSQUARE_RECLAIMABLE = 2,
BUILDSQUARE_OPEN = 3
};
CGameHelper() {}
CGameHelper(const CGameHelper&) = delete; // no-copy
static void GetEnemyUnits(const float3& pos, float searchRadius, int searchAllyteam, std::vector<int>& found);
static void GetEnemyUnitsNoLosTest(const float3& pos, float searchRadius, int searchAllyteam, std::vector<int>& found);
static CUnit* GetClosestUnit(const float3& pos, float searchRadius);
static CUnit* GetClosestEnemyUnit(const CUnit* excludeUnit, const float3& pos, float searchRadius, int searchAllyteam);
static CUnit* GetClosestValidTarget(const float3& pos, float radius, int searchAllyteam, const CMobileCAI* cai);
static CUnit* GetClosestEnemyUnitNoLosTest(
const CUnit* excludeUnit,
const float3& pos,
float searchRadius,
int searchAllyteam,
bool sphere,
bool canBeBlind
);
static CUnit* GetClosestFriendlyUnit(const CUnit* excludeUnit, const float3& pos, float searchRadius, int searchAllyteam);
static CUnit* GetClosestEnemyAircraft(const CUnit* excludeUnit, const float3& pos, float searchRadius, int searchAllyteam);
static void BuggerOff(float3 pos, float radius, bool spherical, bool forced, int teamId, CUnit* exclude);
static float3 Pos2BuildPos(const BuildInfo& buildInfo, bool synced);
///< test a single mapsquare for build possibility
static BuildSquareStatus TestBuildSquare(
const float3& pos,
const int2& xrange,
const int2& zrange,
const UnitDef* unitDef,
const MoveDef* moveDef,
CFeature*& feature,
int allyteam,
bool synced
);
///< test if a unit can be built at specified position
static BuildSquareStatus TestUnitBuildSquare(
const BuildInfo&,
CFeature*&,
int allyteam,
bool synced,
std::vector<float3>* canbuildpos = nullptr,
std::vector<float3>* featurepos = nullptr,
std::vector<float3>* nobuildpos = nullptr,
const std::vector<Command>* commands = nullptr
);
static float GetBuildHeight(const float3& pos, const UnitDef* unitdef, bool synced = true);
static Command GetBuildCommand(const float3& pos, const float3& dir);
static bool CheckTerrainConstraints(
const UnitDef* unitDef,
const MoveDef* moveDef,
float wantedHeight,
float groundHeight,
float groundSlope,
float* clampedHeight = nullptr
);
/**
* @param minDist measured in 1/(SQUARE_SIZE * 2) = 1/16 of full map resolution.
*/
static float3 ClosestBuildSite(int team, const UnitDef* unitDef, float3 pos, float searchRadius, int minDist, int facing = 0);
static void GenerateWeaponTargets(const CWeapon* weapon, const CUnit* avoidUnit, std::vector<std::pair<float, CUnit*>>& targets);
void Init();
void Update();
static float CalcImpulseScale(const DamageArray& damages, const float expDistanceMod);
void DoExplosionDamage(
CUnit* unit,
CUnit* owner,
const float3& expPos,
const float expRadius,
const float expSpeed,
const float expEdgeEffect,
const bool ignoreOwner,
const DamageArray& damages,
const int weaponDefID,
const int projectileID
);
void DoExplosionDamage(
CFeature* feature,
CUnit* owner,
const float3& expPos,
const float expRadius,
const float expEdgeEffect,
const DamageArray& damages,
const int weaponDefID,
const int projectileID
);
void DamageObjectsInExplosionRadius(const CExplosionParams& params, const float expRad, const int weaponDefID);
void Explosion(const CExplosionParams& params);
private:
struct WaitingDamage {
WaitingDamage(const DamageArray& _damage, const float3& _impulse, int _attackerID, int _targetID, int _weaponID, int _projectileID)
: attackerID(_attackerID)
, targetID(_targetID)
, weaponID(_weaponID)
, projectileID(_projectileID)
, damage(_damage)
, impulse(_impulse)
{}
int attackerID;
int targetID;
int weaponID;
int projectileID;
DamageArray damage;
float3 impulse;
};
// note: size must be a power of two
std::array<std::vector<WaitingDamage>, 128> waitingDamages;
};
extern CGameHelper* helper;
#endif // GAME_HELPER_H
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