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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "BasicMapDamage.h"
#include "ReadMap.h"
#include "MapInfo.h"
#include "Rendering/Env/GrassDrawer.h"
#include "Sim/Misc/GroundBlockingObjectMap.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Path/IPathManager.h"
#include "Sim/Features/FeatureHandler.h"
#include "System/TimeProfiler.h"
void CBasicMapDamage::Init()
{
mapHardness = mapInfo->map.hardness;
for (int a = 0; a <= CRATER_TABLE_SIZE; ++a) {
const float r = a / float(CRATER_TABLE_SIZE);
const float c1 = math::cos((r - 0.1f) * (math::PI + 0.3f));
const float c2 = math::cos(std::max(0.0f, r * 3.0f - 2.0f) * math::PI);
// faked Sombrero hat, cut in half
craterTable[a] = c1 * (1.0f - r) * (0.5f + 0.5f * c2);
}
for (int a = 0; a < CMapInfo::NUM_TERRAIN_TYPES; ++a) {
TerrainTypeHardnessChanged(a);
}
// 3x3 smoothing kernel
weightTable[0] = 1.0f / 16.0f;
weightTable[1] = 2.0f / 16.0f;
weightTable[2] = 1.0f / 16.0f;
weightTable[3] = 2.0f / 16.0f;
weightTable[4] = 4.0f / 16.0f;
weightTable[5] = 2.0f / 16.0f;
weightTable[6] = 1.0f / 16.0f;
weightTable[7] = 2.0f / 16.0f;
weightTable[8] = 1.0f / 16.0f;
explSquaresPoolIdx = 0;
explUpdateQueueIdx = 0;
explosionSquaresPool.clear();
explosionSquaresPool.resize(4 * 1024 * 1024);
explosionUpdateQueue.clear();
explosionUpdateQueue.reserve(64);
std::fill(explosionSquaresPool.begin(), explosionSquaresPool.end(), 0.0f);
}
void CBasicMapDamage::TerrainTypeHardnessChanged(int ttIndex)
{
// table should contain only positive or only negative values, never both
rawHardness[ttIndex] = mapHardness * std::max(0.001f, mapInfo->terrainTypes[ttIndex].hardness);
invHardness[ttIndex] = 1.0f / rawHardness[ttIndex];
}
void CBasicMapDamage::TerrainTypeSpeedModChanged(int ttIndex)
{
const unsigned char* typeMap = readMap->GetTypeMapSynced();
// update all map-squares that reference this terrain-type (slow)
for (int tz = 0; tz < mapDims.hmapy; tz++) {
for (int tx = 0; tx < mapDims.hmapx; tx++) {
if (typeMap[tz * mapDims.hmapx + tx] != ttIndex)
continue;
pathManager->TerrainChange((tx << 1), (tz << 1), (tx << 1) + 1, (tz << 1) + 1, TERRAINCHANGE_TYPEMAP_SPEED_VALUES);
}
}
}
void CBasicMapDamage::Explosion(const float3& pos, float strength, float radius)
{
if (!pos.IsInMap())
return;
if (strength < 10.0f || radius < 8.0f)
return;
explosionUpdateQueue.emplace_back();
Explo& e = explosionUpdateQueue.back();
e.pos = pos;
e.strength = strength;
e.radius = radius;
e.ttl = EXPLOSION_LIFETIME;
e.x1 = Clamp<int>((pos.x - radius) / SQUARE_SIZE, 1, mapDims.mapxm1);
e.x2 = Clamp<int>((pos.x + radius) / SQUARE_SIZE, 1, mapDims.mapxm1);
e.y1 = Clamp<int>((pos.z - radius) / SQUARE_SIZE, 1, mapDims.mapym1);
e.y2 = Clamp<int>((pos.z + radius) / SQUARE_SIZE, 1, mapDims.mapym1);
e.idx = explSquaresPoolIdx;
const float* curHeightMap = readMap->GetCornerHeightMapSynced();
const float* orgHeightMap = readMap->GetOriginalHeightMapSynced();
const unsigned char* typeMap = readMap->GetTypeMapSynced();
const float baseStrength = -math::pow(strength, 0.6f) * 3.0f;
const float invRadius = 1.0f / radius;
// figure out how much height to add to each square
for (int y = e.y1; y <= e.y2; ++y) {
for (int x = e.x1; x <= e.x2; ++x) {
const CSolidObject* so = groundBlockingObjectMap.GroundBlockedUnsafe(y * mapDims.mapx + x);
// do not change squares with buildings on them here
if (so != nullptr && so->blockHeightChanges) {
SetExplosionSquare(0.0f);
continue;
}
// calculate the distance and normalize it
const float expDist = pos.distance2D(float3(x * SQUARE_SIZE, 0.0f, y * SQUARE_SIZE));
const float relDist = std::min(1.0f, expDist * invRadius);
const unsigned int tableIdx = relDist * CRATER_TABLE_SIZE;
// const unsigned int ttypeIdx = typeMap[(y >> 1) * mapDims.hmapx + (x >> 1)];
// prevent formation of spikes from isolated "soft spots"
// (one or two random squares with extremely low hardness
// surrounded by high-strength terrain)
float sumRawHardness = 0.0f;
float avgInvHardness = 0.0f;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
const int tmz = Clamp((y >> 1) + j, 0, mapDims.hmapy - 1);
const int tmx = Clamp((x >> 1) + i, 0, mapDims.hmapx - 1);
const int tti = typeMap[tmz * mapDims.hmapx + tmx];
sumRawHardness += (rawHardness[tti] * weightTable[(j + 1) * 3 + (i + 1)]);
}
}
avgInvHardness = 1.0f / sumRawHardness;
// FIXME: compensate for flattened ground under dead buildings
const float prevDif = curHeightMap[y * mapDims.mapxp1 + x] - orgHeightMap[y * mapDims.mapxp1 + x];
float explDif = baseStrength;
explDif *= craterTable[tableIdx];
explDif *= avgInvHardness;
// explDif *= invHardness[ttypeIdx];
if ((prevDif * explDif) > 0.0f)
explDif /= ((math::fabs(prevDif) / EXPLOSION_LIFETIME) + 1);
if (explDif < -0.3f && strength > 200.0f)
grassDrawer->RemoveGrass(float3(x * SQUARE_SIZE, 0.0f, y * SQUARE_SIZE));
SetExplosionSquare(explDif);
}
}
QuadFieldQuery qfQuery;
quadField.GetUnitsExact(qfQuery, pos, radius);
// calculate how much to raise or lower buildings in the explosion radius
// (while still keeping the ground below them flat)
for (const CUnit* unit: *qfQuery.units) {
if (!unit->blockHeightChanges)
continue;
if (!unit->IsBlocking())
continue;
float totalDif = 0.0f;
for (int z = unit->mapPos.y; z < unit->mapPos.y + unit->zsize; z++) {
for (int x = unit->mapPos.x; x < unit->mapPos.x + unit->xsize; x++) {
// calculate the distance and normalize it
const float expDist = pos.distance2D(float3(x * SQUARE_SIZE, 0.0f, z * SQUARE_SIZE));
const float relDist = std::min(1.0f, expDist * invRadius);
const unsigned int tableIdx = relDist * CRATER_TABLE_SIZE;
const unsigned int ttypeIdx = typeMap[(z >> 1) * mapDims.hmapx + (x >> 1)];
const float prevDif = curHeightMap[z * mapDims.mapxp1 + x] - orgHeightMap[z * mapDims.mapxp1 + x];
float explDif = baseStrength;
explDif *= craterTable[tableIdx];
explDif *= invHardness[ttypeIdx];
if ((prevDif * explDif) > 0.0f)
explDif /= ((math::fabs(prevDif) / EXPLOSION_LIFETIME) + 1);
totalDif += explDif;
}
}
if (totalDif != 0.0f) {
e.buildings.emplace_back();
ExploBuilding& eb = e.buildings.back();
eb.id = unit->id;
eb.dif = totalDif / (unit->xsize * unit->zsize);
eb.tx1 = unit->mapPos.x;
eb.tx2 = unit->mapPos.x + unit->xsize;
eb.tz1 = unit->mapPos.y;
eb.tz2 = unit->mapPos.y + unit->zsize;
}
}
}
void CBasicMapDamage::RecalcArea(int x1, int x2, int y1, int y2)
{
readMap->UpdateHeightMapSynced(SRectangle(x1, y1, x2, y2));
featureHandler.TerrainChanged(x1, y1, x2, y2);
{
SCOPED_TIMER("Sim::BasicMapDamage::Los");
losHandler->UpdateHeightMapSynced(SRectangle(x1, y1, x2, y2));
}
{
SCOPED_TIMER("Sim::BasicMapDamage::Path");
pathManager->TerrainChange(x1, y1, x2, y2, TERRAINCHANGE_DAMAGE_RECALCULATION);
}
}
void CBasicMapDamage::Update()
{
SCOPED_TIMER("Sim::BasicMapDamage");
for (unsigned int i = explUpdateQueueIdx, n = explosionUpdateQueue.size(); i < n; i++) {
Explo& e = explosionUpdateQueue[i];
if ((e.ttl--) <= 0)
continue;
unsigned int expSquarePoolIdx = e.idx;
for (int y = e.y1; y <= e.y2; ++y) {
for (int x = e.x1; x <= e.x2; ++x) {
readMap->AddHeight(y * mapDims.mapxp1 + x, explosionSquaresPool[ (expSquarePoolIdx++) % explosionSquaresPool.size() ]);
}
}
for (const ExploBuilding& b: e.buildings) {
CUnit* unit = unitHandler.GetUnit(b.id);
if (unit == nullptr)
continue;
// only change ground level if building is still here
for (int z = b.tz1; z < b.tz2; z++) {
for (int x = b.tx1; x < b.tx2; x++) {
readMap->AddHeight(z * mapDims.mapxp1 + x, b.dif);
}
}
unit->Move(UpVector * b.dif, true);
}
if (e.ttl != 0)
continue;
RecalcArea(e.x1 - 1, e.x2 + 1, e.y1 - 1, e.y2 + 1);
}
// pop explosions that are no longer being processed
while (explUpdateQueueIdx < explosionUpdateQueue.size()) {
if (explosionUpdateQueue[explUpdateQueueIdx].ttl > 0)
return;
explUpdateQueueIdx += 1;
}
// no more explosions left to process, clear queue for real
explosionUpdateQueue.clear();
explUpdateQueueIdx = 0;
}
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