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Fixed out of bounds memory access in Atlas due to always using global terrain in TerrainOverlay Fixed wrong player ID calculation in TerritoryOverlay This was SVN commit r10929.
761 lines
24 KiB
C++
761 lines
24 KiB
C++
/* Copyright (C) 2011 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 "maths/Vector2D.h"
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#include "ps/Overlay.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 "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpObstruction.h"
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#include "simulation2/components/ICmpObstructionManager.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/ICmpSettlement.h"
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#include "simulation2/components/ICmpTerrain.h"
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#include "simulation2/components/ICmpTerritoryInfluence.h"
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#include "simulation2/helpers/Geometry.h"
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/helpers/PriorityQueue.h"
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#include "simulation2/helpers/Render.h"
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class CCmpTerritoryManager;
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class TerritoryOverlay : public TerrainOverlay
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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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virtual void StartRender();
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virtual void ProcessTile(ssize_t i, ssize_t j);
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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_PositionChanged);
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componentManager.SubscribeToMessageType(MT_TerrainChanged);
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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 lower 6 bits; connected flag in bit 7, processed flag in high bit
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Grid<u8>* m_Territories;
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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 connected;
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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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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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m_Territories = 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_AnimTime = 0.0;
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CParamNode externalParamNode;
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CParamNode::LoadXML(externalParamNode, L"simulation/data/territorymanager.xml");
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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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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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virtual void Deinit()
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{
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SAFE_DELETE(m_Territories);
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SAFE_DELETE(m_DebugOverlay);
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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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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// TODO: do we ever need to serialize m_TriggerEvent to prevent lost messages?
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(paramNode);
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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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_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_TerrainChanged:
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{
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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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CMessageTerritoriesChanged msg;
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GetSimContext().GetComponentManager().BroadcastMessage(msg);
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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.frameTime, 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);
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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<ICmpSettlement> cmpSettlement(GetSimContext(), ent);
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if (!cmpSettlement.null())
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MakeDirty();
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CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), ent);
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if (!cmpTerritoryInfluence.null())
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MakeDirty();
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}
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virtual const Grid<u8>& GetTerritoryGrid()
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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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virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z);
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virtual bool IsConnected(entity_pos_t x, entity_pos_t z);
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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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size_t m_DirtyID;
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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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virtual bool NeedUpdate(size_t* dirtyID)
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{
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if (*dirtyID != m_DirtyID)
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{
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*dirtyID = m_DirtyID;
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return true;
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}
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return false;
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}
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void CalculateTerritories();
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/**
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* Updates @p grid based on the obstruction shapes of all entities with
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* a TerritoryInfluence component. Grid cells are 0 if no influence,
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* or 1+c if the influence have cost c (assumed between 0 and 254).
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*/
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void RasteriseInfluences(CComponentManager::InterfaceList& infls, Grid<u8>& grid);
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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);
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};
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REGISTER_COMPONENT_TYPE(TerritoryManager)
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/*
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We compute the territory influence of an entity with a kind of best-first search,
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storing an 'open' list of tiles that have not yet been processed,
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then taking the highest-weight tile (closest to origin) and updating the weight
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of extending to each neighbour (based on radius-determining 'falloff' value,
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adjusted by terrain movement cost), and repeating until all tiles are processed.
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*/
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typedef PriorityQueueHeap<std::pair<u16, u16>, u32, std::greater<u32> > OpenQueue;
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static void ProcessNeighbour(u32 falloff, u16 i, u16 j, u32 pg, bool diagonal,
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Grid<u32>& grid, OpenQueue& queue, const Grid<u8>& costGrid)
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{
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u32 dg = falloff * costGrid.get(i, j);
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if (diagonal)
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dg = (dg * 362) / 256;
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// Stop if new cost g=pg-dg is not better than previous value for that tile
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// (arranged to avoid underflow if pg < dg)
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if (pg <= grid.get(i, j) + dg)
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return;
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u32 g = pg - dg; // cost to this tile = cost to predecessor - falloff from predecessor
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grid.set(i, j, g);
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OpenQueue::Item tile = { std::make_pair(i, j), g };
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queue.push(tile);
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}
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static void FloodFill(Grid<u32>& grid, Grid<u8>& costGrid, OpenQueue& openTiles, u32 falloff)
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{
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u16 tilesW = grid.m_W;
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u16 tilesH = grid.m_H;
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while (!openTiles.empty())
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{
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OpenQueue::Item tile = openTiles.pop();
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// Process neighbours (if they're not off the edge of the map)
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u16 x = tile.id.first;
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u16 z = tile.id.second;
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if (x > 0)
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ProcessNeighbour(falloff, (u16)(x-1), z, tile.rank, false, grid, openTiles, costGrid);
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if (x < tilesW-1)
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ProcessNeighbour(falloff, (u16)(x+1), z, tile.rank, false, grid, openTiles, costGrid);
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if (z > 0)
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ProcessNeighbour(falloff, x, (u16)(z-1), tile.rank, false, grid, openTiles, costGrid);
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if (z < tilesH-1)
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ProcessNeighbour(falloff, x, (u16)(z+1), tile.rank, false, grid, openTiles, costGrid);
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if (x > 0 && z > 0)
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ProcessNeighbour(falloff, (u16)(x-1), (u16)(z-1), tile.rank, true, grid, openTiles, costGrid);
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if (x > 0 && z < tilesH-1)
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ProcessNeighbour(falloff, (u16)(x-1), (u16)(z+1), tile.rank, true, grid, openTiles, costGrid);
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if (x < tilesW-1 && z > 0)
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ProcessNeighbour(falloff, (u16)(x+1), (u16)(z-1), tile.rank, true, grid, openTiles, costGrid);
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if (x < tilesW-1 && z < tilesH-1)
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ProcessNeighbour(falloff, (u16)(x+1), (u16)(z+1), tile.rank, true, grid, openTiles, costGrid);
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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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CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
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// If the terrain 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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if (!cmpTerrain->IsLoaded())
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return;
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u16 tilesW = cmpTerrain->GetTilesPerSide();
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u16 tilesH = cmpTerrain->GetTilesPerSide();
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m_Territories = new Grid<u8>(tilesW, tilesH);
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// Compute terrain-passability-dependent costs per tile
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Grid<u8> influenceGrid(tilesW, tilesH);
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CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
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ICmpPathfinder::pass_class_t passClassDefault = cmpPathfinder->GetPassabilityClass("default");
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ICmpPathfinder::pass_class_t passClassUnrestricted = cmpPathfinder->GetPassabilityClass("unrestricted");
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const Grid<u16>& passGrid = cmpPathfinder->GetPassabilityGrid();
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for (u16 j = 0; j < tilesH; ++j)
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{
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for (u16 i = 0; i < tilesW; ++i)
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{
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u16 g = passGrid.get(i, j);
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u8 cost;
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if (g & passClassUnrestricted)
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cost = 255; // off the world; use maximum cost
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else if (g & passClassDefault)
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cost = m_ImpassableCost;
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else
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cost = 1;
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influenceGrid.set(i, j, cost);
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}
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}
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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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// Allow influence entities to override the terrain costs
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RasteriseInfluences(influences, influenceGrid);
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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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std::vector<entity_id_t> rootInfluenceEntities;
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for (CComponentManager::InterfaceList::iterator it = influences.begin(); it != influences.end(); ++it)
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{
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// Ignore any with no weight or radius (to avoid divide-by-zero later)
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ICmpTerritoryInfluence* cmpTerritoryInfluence = static_cast<ICmpTerritoryInfluence*>(it->second);
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if (cmpTerritoryInfluence->GetWeight() == 0 || cmpTerritoryInfluence->GetRadius() == 0)
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continue;
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CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), it->first);
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if (cmpOwnership.null())
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continue;
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// Ignore Gaia and unassigned
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player_id_t owner = cmpOwnership->GetOwner();
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if (owner <= 0)
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continue;
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// We only have so many bits to store tile ownership, so ignore unrepresentable players
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if (owner > TERRITORY_PLAYER_MASK)
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continue;
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// Ignore if invalid position
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), it->first);
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if (cmpPosition.null() || !cmpPosition->IsInWorld())
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continue;
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influenceEntities[owner].push_back(it->first);
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if (cmpTerritoryInfluence->IsRoot())
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rootInfluenceEntities.push_back(it->first);
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}
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// For each player, store the sum of influences on each tile
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std::vector<std::pair<player_id_t, Grid<u32> > > playerGrids;
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// TODO: this is a large waste of memory; we don't really need to store
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// all the intermediate grids
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for (std::map<player_id_t, std::vector<entity_id_t> >::iterator it = influenceEntities.begin(); it != influenceEntities.end(); ++it)
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{
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Grid<u32> playerGrid(tilesW, tilesH);
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std::vector<entity_id_t>& ents = it->second;
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for (std::vector<entity_id_t>::iterator eit = ents.begin(); eit != ents.end(); ++eit)
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{
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// Compute the influence map of the current entity, then add it to the player grid
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Grid<u32> entityGrid(tilesW, tilesH);
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), *eit);
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CFixedVector2D pos = cmpPosition->GetPosition2D();
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u16 i = (u16)clamp((pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesW-1);
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u16 j = (u16)clamp((pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesH-1);
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CmpPtr<ICmpTerritoryInfluence> cmpTerritoryInfluence(GetSimContext(), *eit);
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u32 weight = cmpTerritoryInfluence->GetWeight();
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u32 radius = cmpTerritoryInfluence->GetRadius() / TERRAIN_TILE_SIZE;
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u32 falloff = weight / radius; // earlier check for GetRadius() == 0 prevents divide-by-zero
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// TODO: we should have some maximum value on weight, to avoid overflow
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// when doing all the sums
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// Initialise the tile under the entity
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entityGrid.set(i, j, weight);
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OpenQueue openTiles;
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OpenQueue::Item tile = { std::make_pair((u16)i, (i16)j), weight };
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openTiles.push(tile);
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// Expand influences outwards
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FloodFill(entityGrid, influenceGrid, openTiles, falloff);
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// TODO: we should do a sparse grid and only add the non-zero regions, for performance
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for (u16 j = 0; j < entityGrid.m_H; ++j)
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for (u16 i = 0; i < entityGrid.m_W; ++i)
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playerGrid.set(i, j, playerGrid.get(i, j) + entityGrid.get(i, j));
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}
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playerGrids.push_back(std::make_pair(it->first, playerGrid));
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}
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// Set m_Territories to the player ID with the highest influence for each tile
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for (u16 j = 0; j < tilesH; ++j)
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{
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for (u16 i = 0; i < tilesW; ++i)
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{
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u32 bestWeight = 0;
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for (size_t k = 0; k < playerGrids.size(); ++k)
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{
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u32 w = playerGrids[k].second.get(i, j);
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if (w > bestWeight)
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{
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player_id_t id = playerGrids[k].first;
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m_Territories->set(i, j, (u8)id);
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bestWeight = w;
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}
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}
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}
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}
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// Detect territories connected to a 'root' influence (typically a civ center)
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// belonging to their player, and mark them with the connected flag
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for (std::vector<entity_id_t>::iterator it = rootInfluenceEntities.begin(); it != rootInfluenceEntities.end(); ++it)
|
|
{
|
|
// (These components must be valid else the entities wouldn't be added to this list)
|
|
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), *it);
|
|
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), *it);
|
|
|
|
CFixedVector2D pos = cmpPosition->GetPosition2D();
|
|
u16 i = (u16)clamp((pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesW-1);
|
|
u16 j = (u16)clamp((pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNegInfinity(), 0, tilesH-1);
|
|
|
|
u8 owner = (u8)cmpOwnership->GetOwner();
|
|
|
|
if (m_Territories->get(i, j) != owner)
|
|
continue;
|
|
|
|
// TODO: would be nice to refactor some of the many flood fill
|
|
// algorithms in this component
|
|
|
|
Grid<u8>& grid = *m_Territories;
|
|
|
|
u16 maxi = (u16)(grid.m_W-1);
|
|
u16 maxj = (u16)(grid.m_H-1);
|
|
|
|
std::vector<std::pair<u16, u16> > tileStack;
|
|
|
|
#define MARK_AND_PUSH(i, j) STMT(grid.set(i, j, owner | TERRITORY_CONNECTED_MASK); tileStack.push_back(std::make_pair(i, j)); )
|
|
|
|
MARK_AND_PUSH(i, j);
|
|
while (!tileStack.empty())
|
|
{
|
|
int ti = tileStack.back().first;
|
|
int tj = tileStack.back().second;
|
|
tileStack.pop_back();
|
|
|
|
if (ti > 0 && grid.get(ti-1, tj) == owner)
|
|
MARK_AND_PUSH(ti-1, tj);
|
|
if (ti < maxi && grid.get(ti+1, tj) == owner)
|
|
MARK_AND_PUSH(ti+1, tj);
|
|
if (tj > 0 && grid.get(ti, tj-1) == owner)
|
|
MARK_AND_PUSH(ti, tj-1);
|
|
if (tj < maxj && grid.get(ti, tj+1) == owner)
|
|
MARK_AND_PUSH(ti, tj+1);
|
|
|
|
if (ti > 0 && tj > 0 && grid.get(ti-1, tj-1) == owner)
|
|
MARK_AND_PUSH(ti-1, tj-1);
|
|
if (ti > 0 && tj < maxj && grid.get(ti-1, tj+1) == owner)
|
|
MARK_AND_PUSH(ti-1, tj+1);
|
|
if (ti < maxi && tj > 0 && grid.get(ti+1, tj-1) == owner)
|
|
MARK_AND_PUSH(ti+1, tj-1);
|
|
if (ti < maxi && tj < maxj && grid.get(ti+1, tj+1) == owner)
|
|
MARK_AND_PUSH(ti+1, tj+1);
|
|
}
|
|
|
|
#undef MARK_AND_PUSH
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Compute the tile indexes on the grid nearest to a given point
|
|
*/
|
|
static void NearestTile(entity_pos_t x, entity_pos_t z, u16& i, u16& j, u16 w, u16 h)
|
|
{
|
|
i = (u16)clamp((x / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), 0, w-1);
|
|
j = (u16)clamp((z / (int)TERRAIN_TILE_SIZE).ToInt_RoundToZero(), 0, h-1);
|
|
}
|
|
|
|
/**
|
|
* Returns the position of the center of the given tile
|
|
*/
|
|
static void TileCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z)
|
|
{
|
|
x = entity_pos_t::FromInt(i*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE/2);
|
|
z = entity_pos_t::FromInt(j*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE/2);
|
|
}
|
|
|
|
// TODO: would be nice not to duplicate those two functions from CCmpObstructionManager.cpp
|
|
|
|
|
|
void CCmpTerritoryManager::RasteriseInfluences(CComponentManager::InterfaceList& infls, Grid<u8>& grid)
|
|
{
|
|
for (CComponentManager::InterfaceList::iterator it = infls.begin(); it != infls.end(); ++it)
|
|
{
|
|
ICmpTerritoryInfluence* cmpTerritoryInfluence = static_cast<ICmpTerritoryInfluence*>(it->second);
|
|
|
|
i32 cost = cmpTerritoryInfluence->GetCost();
|
|
if (cost == -1)
|
|
continue;
|
|
|
|
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), it->first);
|
|
if (cmpObstruction.null())
|
|
continue;
|
|
|
|
ICmpObstructionManager::ObstructionSquare square;
|
|
if (!cmpObstruction->GetObstructionSquare(square))
|
|
continue;
|
|
|
|
CFixedVector2D halfSize(square.hw, square.hh);
|
|
CFixedVector2D halfBound = Geometry::GetHalfBoundingBox(square.u, square.v, halfSize);
|
|
|
|
u16 i0, j0, i1, j1;
|
|
NearestTile(square.x - halfBound.X, square.z - halfBound.Y, i0, j0, grid.m_W, grid.m_H);
|
|
NearestTile(square.x + halfBound.X, square.z + halfBound.Y, i1, j1, grid.m_W, grid.m_H);
|
|
for (u16 j = j0; j <= j1; ++j)
|
|
{
|
|
for (u16 i = i0; i <= i1; ++i)
|
|
{
|
|
entity_pos_t x, z;
|
|
TileCenter(i, j, x, z);
|
|
if (Geometry::PointIsInSquare(CFixedVector2D(x - square.x, z - square.z), square.u, square.v, halfSize))
|
|
grid.set(i, j, (u8)cost);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
std::vector<STerritoryBoundary> CCmpTerritoryManager::ComputeBoundaries()
|
|
{
|
|
PROFILE("ComputeBoundaries");
|
|
|
|
CalculateTerritories();
|
|
ENSURE(m_Territories);
|
|
|
|
return CTerritoryBoundaryCalculator::ComputeBoundaries(m_Territories);
|
|
}
|
|
|
|
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.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
|
|
texturePropsBase.SetMaxAnisotropy(2.f);
|
|
CTexturePtr textureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
|
|
|
|
CTextureProperties texturePropsMask("art/textures/misc/territory_border_mask.png");
|
|
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
|
|
texturePropsMask.SetMaxAnisotropy(2.f);
|
|
CTexturePtr textureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
|
|
|
|
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
|
|
if (cmpTerrain.null())
|
|
return;
|
|
CTerrain* terrain = cmpTerrain->GetCTerrain();
|
|
|
|
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSimContext(), SYSTEM_ENTITY);
|
|
if (cmpPlayerManager.null())
|
|
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.null())
|
|
color = cmpPlayer->GetColour();
|
|
|
|
m_BoundaryLines.push_back(SBoundaryLine());
|
|
m_BoundaryLines.back().connected = boundaries[i].connected;
|
|
m_BoundaryLines.back().color = color;
|
|
m_BoundaryLines.back().overlay.m_Terrain = terrain;
|
|
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<float>& 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].X);
|
|
points.push_back(boundaries[i].points[j].Y);
|
|
|
|
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 = 1;
|
|
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 UNUSED(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].connected)
|
|
{
|
|
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)
|
|
{
|
|
for (size_t i = 0; i < m_BoundaryLines.size(); ++i)
|
|
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;
|
|
CalculateTerritories();
|
|
if (!m_Territories)
|
|
return 0;
|
|
|
|
NearestTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
|
|
return m_Territories->get(i, j) & TERRITORY_PLAYER_MASK;
|
|
}
|
|
|
|
bool CCmpTerritoryManager::IsConnected(entity_pos_t x, entity_pos_t z)
|
|
{
|
|
u16 i, j;
|
|
CalculateTerritories();
|
|
if (!m_Territories)
|
|
return false;
|
|
|
|
NearestTile(x, z, i, j, m_Territories->m_W, m_Territories->m_H);
|
|
return (m_Territories->get(i, j) & TERRITORY_CONNECTED_MASK) != 0;
|
|
}
|
|
|
|
TerritoryOverlay::TerritoryOverlay(CCmpTerritoryManager& manager)
|
|
: TerrainOverlay(manager.GetSimContext()), m_TerritoryManager(manager)
|
|
{ }
|
|
|
|
void TerritoryOverlay::StartRender()
|
|
{
|
|
m_TerritoryManager.CalculateTerritories();
|
|
}
|
|
|
|
void TerritoryOverlay::ProcessTile(ssize_t i, ssize_t j)
|
|
{
|
|
if (!m_TerritoryManager.m_Territories)
|
|
return;
|
|
|
|
u8 id = (m_TerritoryManager.m_Territories->get((int) i, (int) j) & ICmpTerritoryManager::TERRITORY_PLAYER_MASK);
|
|
|
|
float a = 0.2f;
|
|
switch (id)
|
|
{
|
|
case 0: break;
|
|
case 1: RenderTile(CColor(1, 0, 0, a), false); break;
|
|
case 2: RenderTile(CColor(0, 1, 0, a), false); break;
|
|
case 3: RenderTile(CColor(0, 0, 1, a), false); break;
|
|
case 4: RenderTile(CColor(1, 1, 0, a), false); break;
|
|
case 5: RenderTile(CColor(0, 1, 1, a), false); break;
|
|
case 6: RenderTile(CColor(1, 0, 1, a), false); break;
|
|
default: RenderTile(CColor(1, 1, 1, a), false); break;
|
|
}
|
|
}
|