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By adding a custom function in Grid, the code gets vectorised on both gcc and clang, resulting in much faster code and faster update times, sometimes substantially (on giant maps or when few chunks must be updated). Reviewed By: mimo Differential Revision: https://code.wildfiregames.com/D73 This was SVN commit r20630.
97 lines
3.2 KiB
C++
97 lines
3.2 KiB
C++
/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPTERRITORYMANAGER
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#define INCLUDED_ICMPTERRITORYMANAGER
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#include "simulation2/system/Interface.h"
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#include "simulation2/helpers/Player.h"
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#include "simulation2/components/ICmpPosition.h"
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template<typename T>
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class Grid;
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class ICmpTerritoryManager : public IComponent
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{
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public:
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virtual bool NeedUpdate(size_t* dirtyID) const = 0;
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virtual bool NeedUpdate(size_t* dirtyID, size_t* dirtyBlinkingID) const = 0;
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/**
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* Number of pathfinder navcells per territory tile.
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* Passability data is stored per navcell, but we probably don't need that much
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* resolution, and a lower resolution can make the boundary lines look prettier
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* and will take less memory, so we downsample the passability data.
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*/
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static const int NAVCELLS_PER_TERRITORY_TILE = 8;
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static const int TERRITORY_PLAYER_MASK = 0x1F;
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static const int TERRITORY_CONNECTED_MASK = 0x20;
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static const int TERRITORY_BLINKING_MASK = 0x40;
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static const int TERRITORY_PROCESSED_MASK = 0x80; //< For internal use; marks a tile as processed.
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/**
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* For each tile, the TERRITORY_PLAYER_MASK bits are player ID;
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* TERRITORY_CONNECTED_MASK is set if the tile is connected to a root object
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* (civ center etc).
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*/
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virtual const Grid<u8>& GetTerritoryGrid() = 0;
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/**
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* Get owner of territory at given position.
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* @return player ID of owner; 0 if neutral territory
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*/
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virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z) = 0;
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/**
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* get the number of neighbour tiles for per player for the selected position
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* @return A list with the number of neighbour tiles per player
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*/
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virtual std::vector<u32> GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected) = 0;
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/**
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* Get whether territory at given position is connected to a root object
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* (civ center etc) owned by that territory's player.
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*/
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virtual bool IsConnected(entity_pos_t x, entity_pos_t z) = 0;
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/**
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* Set a piece of territory to blinking. Must be updated on every territory calculation
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*/
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virtual void SetTerritoryBlinking(entity_pos_t x, entity_pos_t z, bool enable) = 0;
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/**
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* Check if a piece of territory is blinking.
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*/
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virtual bool IsTerritoryBlinking(entity_pos_t x, entity_pos_t z) = 0;
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/**
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* Returns the percentage of the world controlled by a given player as defined by
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* the number of territory cells the given player owns
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*/
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virtual u8 GetTerritoryPercentage(player_id_t player) = 0;
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/**
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* Enables or disables rendering of an territory borders.
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*/
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virtual void SetVisibility(bool visible) = 0;
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DECLARE_INTERFACE_TYPE(TerritoryManager)
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};
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#endif // INCLUDED_ICMPTERRITORYMANAGER
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