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Make include-what-you-use happy with some files in source/renderer and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
896 lines
28 KiB
C++
896 lines
28 KiB
C++
/* Copyright (C) 2025 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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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpTerritoryManager.h"
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#include "graphics/Overlay.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "graphics/TerritoryBoundary.h"
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#include "maths/MathUtil.h"
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#include "ps/Profile.h"
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#include "ps/XML/Xeromyces.h"
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#include "renderer/Renderer.h"
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#include "renderer/Scene.h"
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#include "renderer/TerrainOverlay.h"
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#include "renderer/backend/Sampler.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPathfinder.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpTerritoryDecayManager.h"
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#include "simulation2/components/ICmpTerritoryInfluence.h"
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/helpers/Render.h"
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#include <queue>
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class CCmpTerritoryManager;
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class TerritoryOverlay final : public TerrainTextureOverlay
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{
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NONCOPYABLE(TerritoryOverlay);
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public:
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CCmpTerritoryManager& m_TerritoryManager;
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TerritoryOverlay(CCmpTerritoryManager& manager);
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void BuildTextureRGBA(u8* data, size_t w, size_t h) override;
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};
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class CCmpTerritoryManager : public ICmpTerritoryManager
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeGloballyToMessageType(MT_OwnershipChanged);
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componentManager.SubscribeGloballyToMessageType(MT_PlayerColorChanged);
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componentManager.SubscribeGloballyToMessageType(MT_PositionChanged);
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componentManager.SubscribeGloballyToMessageType(MT_ValueModification);
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componentManager.SubscribeToMessageType(MT_ObstructionMapShapeChanged);
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componentManager.SubscribeToMessageType(MT_TerrainChanged);
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componentManager.SubscribeToMessageType(MT_WaterChanged);
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componentManager.SubscribeToMessageType(MT_Update);
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componentManager.SubscribeToMessageType(MT_Interpolate);
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componentManager.SubscribeToMessageType(MT_RenderSubmit);
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}
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DEFAULT_COMPONENT_ALLOCATOR(TerritoryManager)
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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u8 m_ImpassableCost;
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float m_BorderThickness;
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float m_BorderSeparation;
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// Player ID in bits 0-4 (TERRITORY_PLAYER_MASK)
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// connected flag in bit 5 (TERRITORY_CONNECTED_MASK)
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// blinking flag in bit 6 (TERRITORY_BLINKING_MASK)
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// processed flag in bit 7 (TERRITORY_PROCESSED_MASK)
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Grid<u8>* m_Territories;
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std::vector<u16> m_TerritoryCellCounts;
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u16 m_TerritoryTotalPassableCellCount;
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// Saves the cost per tile (to stop territory on impassable tiles)
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Grid<u8>* m_CostGrid;
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// Set to true when territories change; will send a TerritoriesChanged message
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// during the Update phase
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bool m_TriggerEvent;
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struct SBoundaryLine
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{
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bool blinking;
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player_id_t owner;
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CColor color;
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SOverlayTexturedLine overlay;
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};
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std::vector<SBoundaryLine> m_BoundaryLines;
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bool m_BoundaryLinesDirty;
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double m_AnimTime; // time since start of rendering, in seconds
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TerritoryOverlay* m_DebugOverlay;
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bool m_EnableLineDebugOverlays; ///< Enable node debugging overlays for boundary lines?
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std::vector<SOverlayLine> m_DebugBoundaryLineNodes;
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void Init(const CParamNode&) override
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{
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m_Territories = NULL;
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m_CostGrid = NULL;
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m_DebugOverlay = NULL;
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// m_DebugOverlay = new TerritoryOverlay(*this);
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m_BoundaryLinesDirty = true;
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m_TriggerEvent = true;
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m_EnableLineDebugOverlays = false;
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m_DirtyID = 1;
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m_DirtyBlinkingID = 1;
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m_ColorChanged = false;
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m_AnimTime = 0.0;
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m_TerritoryTotalPassableCellCount = 0;
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// Register Relax NG validator
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g_Xeromyces.AddValidator(g_VFS, "territorymanager", "simulation/data/territorymanager.rng");
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CParamNode externalParamNode;
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CParamNode::LoadXML(externalParamNode, L"simulation/data/territorymanager.xml", "territorymanager");
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int impassableCost = externalParamNode.GetChild("TerritoryManager").GetChild("ImpassableCost").ToInt();
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ENSURE(0 <= impassableCost && impassableCost <= 255);
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m_ImpassableCost = (u8)impassableCost;
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const std::string& visibilityStatus = externalParamNode.GetChild("TerritoryManager").GetChild("VisibilityStatus").ToString();
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m_Enabled = visibilityStatus != "off";
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m_Visible = m_Enabled && visibilityStatus == "visible";
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m_BorderThickness = externalParamNode.GetChild("TerritoryManager").GetChild("BorderThickness").ToFixed().ToFloat();
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m_BorderSeparation = externalParamNode.GetChild("TerritoryManager").GetChild("BorderSeparation").ToFixed().ToFloat();
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}
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void Deinit() override
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{
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SAFE_DELETE(m_Territories);
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SAFE_DELETE(m_CostGrid);
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SAFE_DELETE(m_DebugOverlay);
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}
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void Serialize(ISerializer& serialize) override
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{
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// Territory state can be recomputed as required, so we don't need to serialize any of it.
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serialize.Bool("trigger event", m_TriggerEvent);
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}
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void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) override
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{
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Init(paramNode);
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deserialize.Bool("trigger event", m_TriggerEvent);
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}
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void HandleMessage(const CMessage& msg, bool /*global*/) override
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{
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switch (msg.GetType())
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{
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case MT_OwnershipChanged:
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{
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const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
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MakeDirtyIfRelevantEntity(msgData.entity);
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break;
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}
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case MT_PlayerColorChanged:
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{
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MakeDirty();
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break;
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}
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case MT_PositionChanged:
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{
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const CMessagePositionChanged& msgData = static_cast<const CMessagePositionChanged&> (msg);
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MakeDirtyIfRelevantEntity(msgData.entity);
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break;
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}
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case MT_ValueModification:
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{
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const CMessageValueModification& msgData = static_cast<const CMessageValueModification&> (msg);
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if (msgData.component == L"TerritoryInfluence")
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MakeDirty();
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break;
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}
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case MT_ObstructionMapShapeChanged:
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case MT_TerrainChanged:
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case MT_WaterChanged:
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{
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// also recalculate the cost grid to support atlas changes
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SAFE_DELETE(m_CostGrid);
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MakeDirty();
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break;
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}
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case MT_Update:
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{
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if (m_TriggerEvent)
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{
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m_TriggerEvent = false;
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GetSimContext().GetComponentManager().BroadcastMessage(CMessageTerritoriesChanged());
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}
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break;
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}
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case MT_Interpolate:
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{
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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Interpolate(msgData.deltaSimTime, msgData.offset);
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break;
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}
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case MT_RenderSubmit:
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{
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector, msgData.frustum, msgData.culling);
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break;
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}
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}
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}
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// Check whether the entity is either a settlement or territory influence;
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// ignore any others
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void MakeDirtyIfRelevantEntity(entity_id_t ent)
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{
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CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), ent);
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if (cmpTerritoryInfluence)
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MakeDirty();
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}
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const Grid<u8>& GetTerritoryGrid() override
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{
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CalculateTerritories();
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ENSURE(m_Territories);
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return *m_Territories;
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}
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player_id_t GetOwner(entity_pos_t x, entity_pos_t z) override;
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std::vector<u32> GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected) override;
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bool IsConnected(entity_pos_t x, entity_pos_t z) override;
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void SetTerritoryBlinking(entity_pos_t x, entity_pos_t z, bool enable) override;
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bool IsTerritoryBlinking(entity_pos_t x, entity_pos_t z) override;
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// To support lazy updates of territory render data,
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// we maintain a DirtyID here and increment it whenever territories change;
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// if a caller has a lower DirtyID then it needs to be updated.
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// We also do the same thing for blinking updates using DirtyBlinkingID.
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size_t m_DirtyID;
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size_t m_DirtyBlinkingID;
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bool m_ColorChanged;
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void MakeDirty()
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{
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SAFE_DELETE(m_Territories);
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++m_DirtyID;
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m_BoundaryLinesDirty = true;
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m_TriggerEvent = true;
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}
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bool NeedUpdateTexture(size_t* dirtyID) override
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{
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if (*dirtyID == m_DirtyID && !m_ColorChanged)
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return false;
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*dirtyID = m_DirtyID;
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m_ColorChanged = false;
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return true;
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}
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bool NeedUpdateAI(size_t* dirtyID, size_t* dirtyBlinkingID) const override
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{
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if (*dirtyID == m_DirtyID && *dirtyBlinkingID == m_DirtyBlinkingID)
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return false;
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*dirtyID = m_DirtyID;
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*dirtyBlinkingID = m_DirtyBlinkingID;
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return true;
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}
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void CalculateCostGrid();
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void CalculateTerritories();
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u8 GetTerritoryPercentage(player_id_t player) override;
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std::vector<STerritoryBoundary> ComputeBoundaries();
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void UpdateBoundaryLines();
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void Interpolate(float frameTime, float frameOffset);
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void RenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling);
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void SetVisibility(bool visible) override
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{
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if (!m_Enabled)
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return;
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m_Visible = visible;
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}
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bool IsVisible() const override
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{
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return m_Enabled && m_Visible;
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}
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void UpdateColors() override;
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private:
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bool m_Visible;
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bool m_Enabled;
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};
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REGISTER_COMPONENT_TYPE(TerritoryManager)
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// Tile data type, for easier accessing of coordinates
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struct Tile
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{
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Tile(u16 i, u16 j) : x(i), z(j) { }
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u16 x, z;
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};
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/**
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* Queue based eight directional floodfill algorithm.
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*
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* @param origin Where to start the floodfill. In the first iteration it is
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* passed as the second argument to the @see decider and the floodfill only
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* continues when the invocation returns @c true.
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* @param gridSize Tiles outside the boundary are never exteded. The
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* @see decider isn't called with thous tiles.
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* @param decider It is called with a tile wich was already added as the first
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* argument and a neighbour as the second argument. The invocation shall
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* return whether to extend the wavefront to the neighbour (if allways
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* @c true is returned, an infinite loop will occur). In the first iteration
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* the @see decider is invoked with a null pointer as the first argument and
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* @see origin as the second argument.
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*/
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template<typename Decider>
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void Floodfill(const Tile& origin, const Tile& gridSize, Decider decider)
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{
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static_assert(std::is_invocable_r_v<bool, Decider, const Tile*, const Tile&>);
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constexpr std::array<std::array<int, 2>, 8> neighbours{{{1, 0}, {-1, 0}, {0, 1}, {0, -1}, {1, 1},
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{-1, -1}, {1, -1}, {-1, 1}}};
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std::queue<Tile> openTiles;
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const auto emplaceIfRequested = [decider = std::move(decider), &openTiles](
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const Tile* currentTile, const Tile& neighbourTile)
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{
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if (decider(currentTile, neighbourTile))
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openTiles.emplace(neighbourTile);
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};
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emplaceIfRequested(nullptr, origin);
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while (!openTiles.empty())
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{
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const Tile currentTile{openTiles.front()};
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openTiles.pop();
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for (const std::array<int, 2>& neighbour : neighbours)
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{
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const Tile neighbourTile{static_cast<u16>(currentTile.x + std::get<0>(neighbour)),
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static_cast<u16>(currentTile.z + std::get<1>(neighbour))};
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// Check the bounds, underflow will cause the values to be big again.
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if (neighbourTile.x < gridSize.x && neighbourTile.z < gridSize.z)
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emplaceIfRequested(¤tTile, neighbourTile);
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}
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}
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}
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/**
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* Compute the tile indexes on the grid nearest to a given point
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*/
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static void NearestTerritoryTile(entity_pos_t x, entity_pos_t z, u16& i, u16& j, u16 w, u16 h)
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{
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entity_pos_t scale = Pathfinding::NAVCELL_SIZE * ICmpTerritoryManager::NAVCELLS_PER_TERRITORY_TILE;
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i = Clamp((x / scale).ToInt_RoundToNegInfinity(), 0, w - 1);
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j = Clamp((z / scale).ToInt_RoundToNegInfinity(), 0, h - 1);
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}
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void CCmpTerritoryManager::CalculateCostGrid()
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{
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if (m_CostGrid)
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return;
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CmpPtr<ICmpPathfinder> cmpPathfinder(GetSystemEntity());
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if (!cmpPathfinder)
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return;
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pass_class_t passClassTerritory = cmpPathfinder->GetPassabilityClass("default-terrain-only");
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pass_class_t passClassUnrestricted = cmpPathfinder->GetPassabilityClass("unrestricted");
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const Grid<NavcellData>& passGrid = cmpPathfinder->GetPassabilityGrid();
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int tilesW = passGrid.m_W / NAVCELLS_PER_TERRITORY_TILE;
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int tilesH = passGrid.m_H / NAVCELLS_PER_TERRITORY_TILE;
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m_CostGrid = new Grid<u8>(tilesW, tilesH);
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m_TerritoryTotalPassableCellCount = 0;
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for (int i = 0; i < tilesW; ++i)
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{
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for (int j = 0; j < tilesH; ++j)
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{
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NavcellData c = 0;
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for (u16 di = 0; di < NAVCELLS_PER_TERRITORY_TILE; ++di)
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for (u16 dj = 0; dj < NAVCELLS_PER_TERRITORY_TILE; ++dj)
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c |= passGrid.get(
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i * NAVCELLS_PER_TERRITORY_TILE + di,
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j * NAVCELLS_PER_TERRITORY_TILE + dj);
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if (!IS_PASSABLE(c, passClassTerritory))
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m_CostGrid->set(i, j, m_ImpassableCost);
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else if (!IS_PASSABLE(c, passClassUnrestricted))
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m_CostGrid->set(i, j, 255); // off the world; use maximum cost
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else
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{
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m_CostGrid->set(i, j, 1);
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++m_TerritoryTotalPassableCellCount;
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}
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}
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}
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}
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void CCmpTerritoryManager::CalculateTerritories()
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{
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if (m_Territories)
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return;
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PROFILE("CalculateTerritories");
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// If the pathfinder hasn't been loaded (e.g. this is called during map initialisation),
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// abort the computation (and assume callers can cope with m_Territories == NULL)
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CalculateCostGrid();
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if (!m_CostGrid)
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return;
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const u16 tilesW = m_CostGrid->m_W;
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const u16 tilesH = m_CostGrid->m_H;
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m_Territories = new Grid<u8>(tilesW, tilesH);
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// Reset territory counts for all players
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CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity());
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if (cmpPlayerManager && (size_t)cmpPlayerManager->GetNumPlayers() != m_TerritoryCellCounts.size())
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m_TerritoryCellCounts.resize(cmpPlayerManager->GetNumPlayers());
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for (u16& count : m_TerritoryCellCounts)
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count = 0;
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// Find all territory influence entities
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CComponentManager::InterfaceList influences = GetSimContext().GetComponentManager().GetEntitiesWithInterface(IID_TerritoryInfluence);
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// Split influence entities into per-player lists, ignoring any with invalid properties
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std::map<player_id_t, std::vector<entity_id_t> > influenceEntities;
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for (const CComponentManager::InterfacePair& pair : influences)
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{
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entity_id_t ent = pair.first;
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CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), ent);
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if (!cmpOwnership)
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continue;
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// Ignore Gaia and unassigned or players we can't represent
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player_id_t owner = cmpOwnership->GetOwner();
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if (owner <= 0 || owner > TERRITORY_PLAYER_MASK)
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continue;
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influenceEntities[owner].push_back(ent);
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}
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// Store the overall best weight for comparison
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Grid<u32> bestWeightGrid(tilesW, tilesH);
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// store the root influences to mark territory as connected
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std::vector<entity_id_t> rootInfluenceEntities;
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for (const std::pair<const player_id_t, std::vector<entity_id_t>>& pair : influenceEntities)
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{
|
|
// entityGrid stores the weight for a single entity, and is reset per entity
|
|
Grid<u32> entityGrid(tilesW, tilesH);
|
|
// playerGrid stores the combined weight of all entities for this player
|
|
Grid<u32> playerGrid(tilesW, tilesH);
|
|
|
|
u8 owner = static_cast<u8>(pair.first);
|
|
const std::vector<entity_id_t>& ents = pair.second;
|
|
// With 2^16 entities, we're safe against overflows as the weight is also limited to 2^16
|
|
ENSURE(ents.size() < 1 << 16);
|
|
// Compute the influence map of the current entity, then add it to the player grid
|
|
for (entity_id_t ent : ents)
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), ent);
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
continue;
|
|
|
|
CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), ent);
|
|
const u32 originWeight = cmpTerritoryInfluence->GetWeight();
|
|
u32 radius = cmpTerritoryInfluence->GetRadius();
|
|
if (originWeight == 0 || radius == 0)
|
|
continue;
|
|
const u32 relativeFalloff = originWeight *
|
|
(Pathfinding::NAVCELL_SIZE * NAVCELLS_PER_TERRITORY_TILE)
|
|
.ToInt_RoundToNegInfinity() / radius;
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
u16 i, j;
|
|
NearestTerritoryTile(pos.X, pos.Y, i, j, tilesW, tilesH);
|
|
|
|
if (cmpTerritoryInfluence->IsRoot())
|
|
rootInfluenceEntities.push_back(ent);
|
|
|
|
// Expand influences outwards
|
|
Floodfill({i, j}, {tilesW, tilesH}, [&](const Tile* current, const Tile& neighbour)
|
|
{
|
|
const bool diagonalProgression{current && neighbour.x != current->x &&
|
|
neighbour.z != current->z};
|
|
|
|
const u32 falloffPerTile{relativeFalloff *
|
|
m_CostGrid->get(neighbour.x, neighbour.z)};
|
|
// diagonal neighbour -> multiply with approx sqrt(2)
|
|
const u32 falloff{diagonalProgression ? (falloffPerTile * 362) / 256 :
|
|
falloffPerTile};
|
|
|
|
// Don't expand if new cost is not better than previous value for that tile
|
|
// (arranged to avoid underflow if entityGrid.get(x, z) < falloff)
|
|
if (current &&
|
|
entityGrid.get(current->x, current->z) <=
|
|
entityGrid.get(neighbour.x, neighbour.z) + falloff)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// weight of this tile = weight of predecessor - falloff from predecessor
|
|
const u32 weight{current ? entityGrid.get(current->x, current->z) - falloff :
|
|
originWeight};
|
|
const u32 totalWeight{weight + (current ?
|
|
playerGrid.get(neighbour.x, neighbour.z) -
|
|
entityGrid.get(neighbour.x, neighbour.z) : 0)};
|
|
|
|
playerGrid.set(neighbour.x, neighbour.z, totalWeight);
|
|
entityGrid.set(neighbour.x, neighbour.z, weight);
|
|
// if this weight is better than the best thus far, set the owner
|
|
if (totalWeight > bestWeightGrid.get(neighbour.x, neighbour.z))
|
|
{
|
|
bestWeightGrid.set(neighbour.x, neighbour.z, totalWeight);
|
|
m_Territories->set(neighbour.x, neighbour.z, owner);
|
|
}
|
|
return true;
|
|
});
|
|
entityGrid.reset();
|
|
}
|
|
}
|
|
|
|
// Detect territories connected to a 'root' influence (typically a civ center)
|
|
// belonging to their player, and mark them with the connected flag
|
|
for (entity_id_t ent : rootInfluenceEntities)
|
|
{
|
|
// (These components must be valid else the entities wouldn't be added to this list)
|
|
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), ent);
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), ent);
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
u16 i, j;
|
|
NearestTerritoryTile(pos.X, pos.Y, i, j, tilesW, tilesH);
|
|
|
|
u8 owner = (u8)cmpOwnership->GetOwner();
|
|
|
|
Floodfill({i, j}, {tilesW, tilesH}, [&](const Tile*, const Tile& neighbour)
|
|
{
|
|
// Don't expand non-owner tiles, or tiles that already have a connected mask
|
|
if (m_Territories->get(neighbour.x, neighbour.z) != owner)
|
|
return false;
|
|
m_Territories->set(neighbour.x, neighbour.z, owner | TERRITORY_CONNECTED_MASK);
|
|
if (m_CostGrid->get(neighbour.x, neighbour.z) < m_ImpassableCost)
|
|
++m_TerritoryCellCounts[owner];
|
|
return true;
|
|
});
|
|
}
|
|
|
|
// Then recomputes the blinking tiles
|
|
CmpPtr<ICmpTerritoryDecayManager> cmpTerritoryDecayManager(GetSystemEntity());
|
|
if (cmpTerritoryDecayManager)
|
|
{
|
|
size_t dirtyBlinkingID = m_DirtyBlinkingID;
|
|
cmpTerritoryDecayManager->SetBlinkingEntities();
|
|
m_DirtyBlinkingID = dirtyBlinkingID;
|
|
}
|
|
}
|
|
|
|
std::vector<STerritoryBoundary> CCmpTerritoryManager::ComputeBoundaries()
|
|
{
|
|
PROFILE("ComputeBoundaries");
|
|
|
|
CalculateTerritories();
|
|
ENSURE(m_Territories);
|
|
|
|
return CTerritoryBoundaryCalculator::ComputeBoundaries(m_Territories);
|
|
}
|
|
|
|
u8 CCmpTerritoryManager::GetTerritoryPercentage(player_id_t player)
|
|
{
|
|
if (player <= 0 || (m_Territories && static_cast<size_t>(player) >= m_TerritoryCellCounts.size()))
|
|
return 0;
|
|
|
|
CalculateTerritories();
|
|
|
|
// Territories may have been recalculated, check whether player is still there.
|
|
if (m_TerritoryTotalPassableCellCount == 0 || static_cast<size_t>(player) >= m_TerritoryCellCounts.size())
|
|
return 0;
|
|
|
|
u8 percentage = (m_TerritoryCellCounts[player] * 100) / m_TerritoryTotalPassableCellCount;
|
|
ENSURE(percentage <= 100);
|
|
return percentage;
|
|
}
|
|
|
|
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.SetAddressMode(
|
|
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER,
|
|
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
|
|
texturePropsBase.SetAnisotropicFilter(true);
|
|
CTexturePtr textureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
|
|
|
|
CTextureProperties texturePropsMask("art/textures/misc/territory_border_mask.png");
|
|
texturePropsMask.SetAddressMode(
|
|
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER,
|
|
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
|
|
texturePropsMask.SetAnisotropicFilter(true);
|
|
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->GetDisplayedColor();
|
|
|
|
m_BoundaryLines.push_back(SBoundaryLine());
|
|
m_BoundaryLines.back().blinking = boundaries[i].blinking;
|
|
m_BoundaryLines.back().owner = boundaries[i].owner;
|
|
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<CVector2D>& 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]);
|
|
|
|
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 = 0.1f;
|
|
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 /*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].blinking)
|
|
{
|
|
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, const CFrustum& frustum, bool culling)
|
|
{
|
|
if (!IsVisible())
|
|
return;
|
|
|
|
for (size_t i = 0; i < m_BoundaryLines.size(); ++i)
|
|
{
|
|
if (culling && !m_BoundaryLines[i].overlay.IsVisibleInFrustum(frustum))
|
|
continue;
|
|
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;
|
|
if (!m_Territories)
|
|
{
|
|
CalculateTerritories();
|
|
if (!m_Territories)
|
|
return 0;
|
|
}
|
|
|
|
NearestTerritoryTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
|
|
return m_Territories->get(i, j) & TERRITORY_PLAYER_MASK;
|
|
}
|
|
|
|
std::vector<u32> CCmpTerritoryManager::GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected)
|
|
{
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity());
|
|
if (!cmpPlayerManager)
|
|
return std::vector<u32>();
|
|
|
|
std::vector<u32> ret(cmpPlayerManager->GetNumPlayers(), 0);
|
|
CalculateTerritories();
|
|
if (!m_Territories)
|
|
return ret;
|
|
|
|
u16 i, j;
|
|
NearestTerritoryTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
|
|
|
|
// calculate the neighbours
|
|
player_id_t thisOwner = m_Territories->get(i, j) & TERRITORY_PLAYER_MASK;
|
|
|
|
u16 tilesW = m_Territories->m_W;
|
|
u16 tilesH = m_Territories->m_H;
|
|
|
|
// use a flood-fill algorithm that fills up to the borders and remembers the owners
|
|
Grid<bool> markerGrid(tilesW, tilesH);
|
|
|
|
Floodfill({i, j}, {tilesW, tilesH}, [&](const Tile*, const Tile& neighbour)
|
|
{
|
|
if (markerGrid.get(neighbour.x, neighbour.z))
|
|
return false;
|
|
// mark the tile as visited in any case
|
|
markerGrid.set(neighbour.x, neighbour.z, true);
|
|
int owner = m_Territories->get(neighbour.x, neighbour.z) & TERRITORY_PLAYER_MASK;
|
|
if (owner != thisOwner)
|
|
{
|
|
if (owner == 0 || !filterConnected || (m_Territories->get(neighbour.x, neighbour.z) & TERRITORY_CONNECTED_MASK) != 0)
|
|
ret[owner]++; // add player to the neighbour list when requested
|
|
return false; // don't expand non-owner tiles further
|
|
}
|
|
return true;
|
|
});
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CCmpTerritoryManager::IsConnected(entity_pos_t x, entity_pos_t z)
|
|
{
|
|
u16 i, j;
|
|
CalculateTerritories();
|
|
if (!m_Territories)
|
|
return false;
|
|
|
|
NearestTerritoryTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
|
|
return (m_Territories->get(i, j) & TERRITORY_CONNECTED_MASK) != 0;
|
|
}
|
|
|
|
void CCmpTerritoryManager::SetTerritoryBlinking(entity_pos_t x, entity_pos_t z, bool enable)
|
|
{
|
|
CalculateTerritories();
|
|
if (!m_Territories)
|
|
return;
|
|
|
|
u16 i, j;
|
|
NearestTerritoryTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
|
|
|
|
u16 tilesW = m_Territories->m_W;
|
|
u16 tilesH = m_Territories->m_H;
|
|
|
|
player_id_t thisOwner = m_Territories->get(i, j) & TERRITORY_PLAYER_MASK;
|
|
|
|
Floodfill({i, j}, {tilesW, tilesH}, [&](const Tile*, const Tile& neighbour)
|
|
{
|
|
const u8 bitmask{m_Territories->get(neighbour.x, neighbour.z)};
|
|
if ((bitmask & TERRITORY_PLAYER_MASK) != thisOwner)
|
|
return false;
|
|
const bool blinking{(bitmask & TERRITORY_BLINKING_MASK) != 0};
|
|
if (enable != blinking)
|
|
{
|
|
m_Territories->set(neighbour.x, neighbour.z, enable ?
|
|
bitmask | TERRITORY_BLINKING_MASK : bitmask & ~TERRITORY_BLINKING_MASK);
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
++m_DirtyBlinkingID;
|
|
m_BoundaryLinesDirty = true;
|
|
}
|
|
|
|
bool CCmpTerritoryManager::IsTerritoryBlinking(entity_pos_t x, entity_pos_t z)
|
|
{
|
|
CalculateTerritories();
|
|
if (!m_Territories)
|
|
return false;
|
|
|
|
u16 i, j;
|
|
NearestTerritoryTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
|
|
return (m_Territories->get(i, j) & TERRITORY_BLINKING_MASK) != 0;
|
|
}
|
|
|
|
void CCmpTerritoryManager::UpdateColors()
|
|
{
|
|
m_ColorChanged = true;
|
|
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity());
|
|
if (!cmpPlayerManager)
|
|
return;
|
|
|
|
for (SBoundaryLine& boundaryLine : m_BoundaryLines)
|
|
{
|
|
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(boundaryLine.owner));
|
|
if (!cmpPlayer)
|
|
continue;
|
|
|
|
boundaryLine.color = cmpPlayer->GetDisplayedColor();
|
|
boundaryLine.overlay.m_Color = boundaryLine.color;
|
|
}
|
|
}
|
|
|
|
TerritoryOverlay::TerritoryOverlay(CCmpTerritoryManager& manager) :
|
|
TerrainTextureOverlay((float)Pathfinding::NAVCELLS_PER_TERRAIN_TILE / ICmpTerritoryManager::NAVCELLS_PER_TERRITORY_TILE),
|
|
m_TerritoryManager(manager)
|
|
{ }
|
|
|
|
void TerritoryOverlay::BuildTextureRGBA(u8* data, size_t w, size_t h)
|
|
{
|
|
for (size_t j = 0; j < h; ++j)
|
|
{
|
|
for (size_t i = 0; i < w; ++i)
|
|
{
|
|
SColor4ub color;
|
|
u8 id = (m_TerritoryManager.m_Territories->get((int)i, (int)j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK);
|
|
color = GetColor(id, 64);
|
|
*data++ = color.R;
|
|
*data++ = color.G;
|
|
*data++ = color.B;
|
|
*data++ = color.A;
|
|
}
|
|
}
|
|
}
|