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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 "System/MemPool.h"
#include <list>
#include <map>
#include <vector>
class CGame;
class CUnit;
class CWeapon;
class CSolidObject;
class CFeature;
class CMobileCAI;
struct UnitDef;
struct MoveDef;
struct BuildInfo;
class IExplosionGenerator;
class CStdExplosionGenerator;
class CGameHelper
{
public:
enum {
TEST_ALLIED = 1,
TEST_NEUTRAL = 2,
};
enum BuildSquareStatus {
BUILDSQUARE_BLOCKED = 0,
BUILDSQUARE_OCCUPIED = 1,
BUILDSQUARE_RECLAIMABLE = 2,
BUILDSQUARE_OPEN = 3
};
struct ExplosionParams {
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;
};
CGameHelper();
~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 = NULL,
std::vector<float3>* featurepos = NULL,
std::vector<float3>* nobuildpos = NULL,
const std::vector<Command>* commands = NULL
);
static float GetBuildHeight(const float3& pos, const UnitDef* unitdef, bool synced = true);
static Command GetBuildCommand(const float3& pos, const float3& dir);
/**
* @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* lastTargetUnit, std::multimap<float, CUnit*>& targets);
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 ExplosionParams& params, const float expRad, const int weaponDefID);
void Explosion(const ExplosionParams& params);
private:
CStdExplosionGenerator* stdExplosionGenerator;
struct WaitingDamage {
#if !defined(SYNCIFY)
inline void* operator new(size_t size) {
return mempool.Alloc(size);
};
inline void operator delete(void* p, size_t size) {
mempool.Free(p, size);
};
#endif
WaitingDamage(int attacker, int target, const DamageArray& damage, const float3& impulse, const int _weaponID, const int _projectileID)
: target(target)
, attacker(attacker)
, weaponID(_weaponID)
, projectileID(_projectileID)
, damage(damage)
, impulse(impulse)
{}
int target;
int attacker;
int weaponID;
int projectileID;
DamageArray damage;
float3 impulse;
};
struct ObjectCache {
public:
ObjectCache() : numUnits(0), numFeatures(0) {}
bool Empty() const { return (units.empty() || features.empty()); }
void Init(unsigned int maxUnits, unsigned int maxFeatures) {
units.resize(maxUnits, NULL);
features.resize(maxFeatures, NULL);
numUnits = 0;
numFeatures = 0;
}
void Kill() {
units.clear();
features.clear();
}
void Reset(unsigned int _numUnits, unsigned int _numFeatures) {
numUnits = _numUnits;
numFeatures = _numFeatures;
units[numUnits] = NULL;
features[numFeatures] = NULL;
}
std::vector<CUnit*>& GetUnits() { return units; }
std::vector<CFeature*>& GetFeatures() { return features; }
unsigned int* GetNumUnitsPtr() { return &numUnits; }
unsigned int* GetNumFeaturesPtr() { return &numFeatures; }
private:
std::vector<CUnit*> units;
std::vector<CFeature*> features;
unsigned int numUnits;
unsigned int numFeatures;
};
std::vector< std::list<WaitingDamage*> > waitingDamageLists;
};
extern CGameHelper* helper;
#endif // GAME_HELPER_H
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