Line data Source code
1 : /* Copyright (C) 2022 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_ICMPRANGEMANAGER
19 : #define INCLUDED_ICMPRANGEMANAGER
20 :
21 : #include "maths/FixedVector3D.h"
22 : #include "maths/FixedVector2D.h"
23 :
24 : #include "simulation2/system/Interface.h"
25 : #include "simulation2/helpers/Position.h"
26 : #include "simulation2/helpers/Player.h"
27 :
28 : #include <vector>
29 :
30 : class FastSpatialSubdivision;
31 :
32 : /**
33 : * Value assigned to a range we will always be in (caused by out of world or "too high" in parabolic ranges).
34 : * TODO Add this for minRanges too.
35 : */
36 25 : const entity_pos_t ALWAYS_IN_RANGE = entity_pos_t::FromInt(-1);
37 :
38 : /**
39 : * Value assigned to a range we will never be in (caused by out of world or "too high" in parabolic ranges).
40 : * TODO Add this to range queries too.
41 : */
42 25 : const entity_pos_t NEVER_IN_RANGE = entity_pos_t::FromInt(-2);
43 :
44 : /**
45 : * Since GetVisibility queries are run by the range manager
46 : * other code using these must include ICmpRangeManager.h anyways,
47 : * so define this enum here (Ideally, it'd be in its own header file,
48 : * but adding header file does incur its own compilation time increase).
49 : */
50 : enum class LosVisibility : u8
51 : {
52 : HIDDEN = 0,
53 : FOGGED = 1,
54 : VISIBLE = 2
55 : };
56 :
57 : /**
58 : * The same principle applies to CLosQuerier, but to avoid recompiling TUs (a fortiori headers)
59 : * dependent on RangeManager but not CLosQuerier when CLosQuerier changes,
60 : * we define it in another file. Code using LOS will then explicitly include the LOS header
61 : * which makes sense anyways.
62 : */
63 : class CLosQuerier;
64 :
65 : /**
66 : * Provides efficient range-based queries of the game world,
67 : * and also LOS-based effects (fog of war).
68 : *
69 : * (These are somewhat distinct concepts but they share a lot of the implementation,
70 : * so for efficiency they're combined into this class.)
71 : *
72 : * Possible use cases:
73 : * - combat units need to detect targetable enemies entering LOS, so they can choose
74 : * to auto-attack.
75 : * - auras let a unit have some effect on all units (or those of the same player, or of enemies)
76 : * within a certain range.
77 : * - capturable animals need to detect when a player-owned unit is nearby and no units of other
78 : * players are in range.
79 : * - scenario triggers may want to detect when units enter a given area.
80 : * - units gathering from a resource that is exhausted need to find a new resource of the
81 : * same type, near the old one and reachable.
82 : * - projectile weapons with splash damage need to find all units within some distance
83 : * of the target point.
84 : * - ...
85 : *
86 : * In most cases the users are event-based and want notifications when something
87 : * has entered or left the range, and the query can be set up once and rarely changed.
88 : * These queries have to be fast. Entities are approximated as points or circles
89 : * (queries can be set up to ignore sizes because LOS currently ignores it, and mismatches are problematic).
90 : *
91 : * Current design:
92 : *
93 : * This class handles just the most common parts of range queries:
94 : * distance, target interface, and player ownership.
95 : * The caller can then apply any more complex filtering that it needs.
96 : *
97 : * There are two types of query:
98 : * Passive queries are performed by ExecuteQuery and immediately return the matching entities.
99 : * Active queries are set up by CreateActiveQuery, and then a CMessageRangeUpdate message will be
100 : * sent to the entity once per turn if anybody has entered or left the range since the last RangeUpdate.
101 : * Queries can be disabled, in which case no message will be sent.
102 : */
103 12 : class ICmpRangeManager : public IComponent
104 : {
105 : public:
106 : /**
107 : * External identifiers for active queries.
108 : */
109 : typedef u32 tag_t;
110 :
111 : /**
112 : * Access the spatial subdivision kept by the range manager.
113 : * @return pointer to spatial subdivision structure.
114 : */
115 : virtual FastSpatialSubdivision* GetSubdivision() = 0;
116 :
117 : /**
118 : * Set the bounds of the world.
119 : * Entities should not be outside the bounds (else efficiency will suffer).
120 : * @param x0,z0,x1,z1 Coordinates of the corners of the world
121 : */
122 : virtual void SetBounds(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1) = 0;
123 :
124 : /**
125 : * Execute a passive query.
126 : * @param source the entity around which the range will be computed.
127 : * @param minRange non-negative minimum distance in metres (inclusive).
128 : * @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance.
129 : * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
130 : * @param requiredInterface if non-zero, an interface ID that matching entities must implement.
131 : * @param accountForSize if true, compensate for source/target entity sizes.
132 : * @return list of entities matching the query, ordered by increasing distance from the source entity.
133 : */
134 : virtual std::vector<entity_id_t> ExecuteQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange,
135 : const std::vector<int>& owners, int requiredInterface, bool accountForSize) = 0;
136 :
137 : /**
138 : * Execute a passive query.
139 : * @param pos the position around which the range will be computed.
140 : * @param minRange non-negative minimum distance in metres (inclusive).
141 : * @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance.
142 : * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
143 : * @param requiredInterface if non-zero, an interface ID that matching entities must implement.
144 : * @param accountForSize if true, compensate for source/target entity sizes.
145 : * @return list of entities matching the query, ordered by increasing distance from the source entity.
146 : */
147 : virtual std::vector<entity_id_t> ExecuteQueryAroundPos(const CFixedVector2D& pos, entity_pos_t minRange, entity_pos_t maxRange,
148 : const std::vector<int>& owners, int requiredInterface, bool accountForSize) = 0;
149 :
150 : /**
151 : * Construct an active query. The query will be disabled by default.
152 : * @param source the entity around which the range will be computed.
153 : * @param minRange non-negative minimum distance in metres (inclusive).
154 : * @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance.
155 : * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
156 : * @param requiredInterface if non-zero, an interface ID that matching entities must implement.
157 : * @param flags if a entity in range has one of the flags set it will show up.
158 : * @param accountForSize if true, compensate for source/target entity sizes.
159 : * @return unique non-zero identifier of query.
160 : */
161 : virtual tag_t CreateActiveQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange,
162 : const std::vector<int>& owners, int requiredInterface, u8 flags, bool accountForSize) = 0;
163 :
164 : /**
165 : * Construct an active query of a paraboloic form around the unit.
166 : * The query will be disabled by default.
167 : * @param source the entity around which the range will be computed.
168 : * @param minRange non-negative minimum horizontal distance in metres (inclusive). MinRange doesn't do parabolic checks.
169 : * @param maxRange non-negative maximum distance in metres (inclusive) for units on the same elevation;
170 : * or -1.0 to ignore distance.
171 : * For units on a different height positions, a physical correct paraboloid with height=maxRange/2 above the unit is used to query them
172 : * @param yOrigin extra bonus so the source can be placed higher and shoot further
173 : * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner.
174 : * @param requiredInterface if non-zero, an interface ID that matching entities must implement.
175 : * @param flags if a entity in range has one of the flags set it will show up.
176 : * NB: this one has no accountForSize parameter (assumed true), because we currently can only have 7 arguments for JS functions.
177 : * @return unique non-zero identifier of query.
178 : */
179 : virtual tag_t CreateActiveParabolicQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t yOrigin,
180 : const std::vector<int>& owners, int requiredInterface, u8 flags) = 0;
181 :
182 :
183 : /**
184 : * Get the effective range in a parablic range query.
185 : * @param source The entity id at the origin of the query.
186 : * @param target A target entity id.
187 : * @param range The distance to compare terrain height with.
188 : * @param yOrigin Height the source gains over the target by default.
189 : * @return a fixed number representing the effective range correcting parabolicly for the height difference. Returns -1 when the target is too high compared to the source to be in range.
190 : */
191 : virtual entity_pos_t GetEffectiveParabolicRange(entity_id_t source, entity_id_t target, entity_pos_t range, entity_pos_t yOrigin) const = 0;
192 :
193 : /**
194 : * Get the average elevation over 8 points on distance range around the entity
195 : * @param id the entity id to look around
196 : * @param range the distance to compare terrain height with
197 : * @return a fixed number representing the average difference. It's positive when the entity is on average higher than the terrain surrounding it.
198 : */
199 : virtual entity_pos_t GetElevationAdaptedRange(const CFixedVector3D& pos, const CFixedVector3D& rot, entity_pos_t range, entity_pos_t yOrigin, entity_pos_t angle) const = 0;
200 :
201 : /**
202 : * Destroy a query and clean up resources. This must be called when an entity no longer needs its
203 : * query (e.g. when the entity is destroyed).
204 : * @param tag identifier of query.
205 : */
206 : virtual void DestroyActiveQuery(tag_t tag) = 0;
207 :
208 : /**
209 : * Re-enable the processing of a query.
210 : * @param tag identifier of query.
211 : */
212 : virtual void EnableActiveQuery(tag_t tag) = 0;
213 :
214 : /**
215 : * Disable the processing of a query (no RangeUpdate messages will be sent).
216 : * @param tag identifier of query.
217 : */
218 : virtual void DisableActiveQuery(tag_t tag) = 0;
219 :
220 : /**
221 : * Check if the processing of a query is enabled.
222 : * @param tag identifier of a query.
223 : */
224 : virtual bool IsActiveQueryEnabled(tag_t tag) const = 0;
225 :
226 : /**
227 : * Immediately execute a query, and re-enable it if disabled.
228 : * The next RangeUpdate message will say who has entered/left since this call,
229 : * so you won't miss any notifications.
230 : * @param tag identifier of query.
231 : * @return list of entities matching the query, ordered by increasing distance from the source entity.
232 : */
233 : virtual std::vector<entity_id_t> ResetActiveQuery(tag_t tag) = 0;
234 :
235 : /**
236 : * Returns a list of all entities for a specific player.
237 : * (This is on this interface because it shares a lot of the implementation.
238 : * Maybe it should be extended to be more like ExecuteQuery without
239 : * the range parameter.)
240 : */
241 : virtual std::vector<entity_id_t> GetEntitiesByPlayer(player_id_t player) const = 0;
242 :
243 : /**
244 : * Returns a list of all entities of all players except gaia.
245 : */
246 : virtual std::vector<entity_id_t> GetNonGaiaEntities() const = 0;
247 :
248 : /**
249 : * Returns a list of all entities owned by a player or gaia.
250 : */
251 : virtual std::vector<entity_id_t> GetGaiaAndNonGaiaEntities() const = 0;
252 :
253 : /**
254 : * Toggle the rendering of debug info.
255 : */
256 : virtual void SetDebugOverlay(bool enabled) = 0;
257 :
258 : /**
259 : * Returns the mask for the specified identifier.
260 : */
261 : virtual u8 GetEntityFlagMask(const std::string& identifier) const = 0;
262 :
263 : /**
264 : * Set the flag specified by the identifier to the supplied value for the entity
265 : * @param ent the entity whose flags will be modified.
266 : * @param identifier the flag to be modified.
267 : * @param value to which the flag will be set.
268 : */
269 : virtual void SetEntityFlag(entity_id_t ent, const std::string& identifier, bool value) = 0;
270 :
271 :
272 : //////////////////////////////////////////////////////////////////
273 : //// LOS interface below this line ////
274 : //////////////////////////////////////////////////////////////////
275 :
276 : /**
277 : * Returns a CLosQuerier for checking whether vertex positions are visible to the given player
278 : * (or other players it shares LOS with).
279 : */
280 : virtual CLosQuerier GetLosQuerier(player_id_t player) const = 0;
281 :
282 : /**
283 : * Toggle the scripted Visibility component activation for entity ent.
284 : */
285 : virtual void ActivateScriptedVisibility(entity_id_t ent, bool status) = 0;
286 :
287 : /**
288 : * Returns the visibility status of the given entity, with respect to the given player.
289 : * Returns LosVisibility::HIDDEN if the entity doesn't exist or is not in the world.
290 : * This respects the GetLosRevealAll flag.
291 : */
292 : virtual LosVisibility GetLosVisibility(CEntityHandle ent, player_id_t player) const = 0;
293 : virtual LosVisibility GetLosVisibility(entity_id_t ent, player_id_t player) const = 0;
294 :
295 : /**
296 : * Returns the visibility status of the given position, with respect to the given player.
297 : * This respects the GetLosRevealAll flag.
298 : */
299 : virtual LosVisibility GetLosVisibilityPosition(entity_pos_t x, entity_pos_t z, player_id_t player) const = 0;
300 :
301 : /**
302 : * Request the update of the visibility cache of ent at next turn.
303 : * Typically used for fogging.
304 : */
305 : virtual void RequestVisibilityUpdate(entity_id_t ent) = 0;
306 :
307 :
308 : /**
309 : * GetLosVisibility wrapped for script calls.
310 : * Returns "hidden", "fogged" or "visible".
311 : */
312 : std::string GetLosVisibility_wrapper(entity_id_t ent, player_id_t player) const;
313 :
314 : /**
315 : * GetLosVisibilityPosition wrapped for script calls.
316 : * Returns "hidden", "fogged" or "visible".
317 : */
318 : std::string GetLosVisibilityPosition_wrapper(entity_pos_t x, entity_pos_t z, player_id_t player) const;
319 :
320 : /**
321 : * Explore the map (but leave it in the FoW) for player p
322 : */
323 : virtual void ExploreMap(player_id_t p) = 0;
324 :
325 : /**
326 : * Explore the tiles inside each player's territory.
327 : * This is done only at the beginning of the game.
328 : */
329 : virtual void ExploreTerritories() = 0;
330 :
331 : /**
332 : * Reveal the shore for specified player p.
333 : * This works like for entities: if RevealShore is called multiple times with enabled, it
334 : * will be necessary to call it the same number of times with !enabled to make the shore
335 : * fall back into the FoW.
336 : */
337 : virtual void RevealShore(player_id_t p, bool enable) = 0;
338 :
339 : /**
340 : * Set whether the whole map should be made visible to the given player.
341 : * If player is -1, the map will be made visible to all players.
342 : */
343 : virtual void SetLosRevealAll(player_id_t player, bool enabled) = 0;
344 :
345 : /**
346 : * Returns whether the whole map has been made visible to the given player.
347 : */
348 : virtual bool GetLosRevealAll(player_id_t player) const = 0;
349 :
350 : /**
351 : * Set the LOS to be restricted to a circular map.
352 : */
353 : virtual void SetLosCircular(bool enabled) = 0;
354 :
355 : /**
356 : * Returns whether the LOS is restricted to a circular map.
357 : */
358 : virtual bool GetLosCircular() const = 0;
359 :
360 : /**
361 : * Sets shared LOS data for player to the given list of players.
362 : */
363 : virtual void SetSharedLos(player_id_t player, const std::vector<player_id_t>& players) = 0;
364 :
365 : /**
366 : * Returns shared LOS mask for player.
367 : */
368 : virtual u32 GetSharedLosMask(player_id_t player) const = 0;
369 :
370 : /**
371 : * Get percent map explored statistics for specified player.
372 : */
373 : virtual u8 GetPercentMapExplored(player_id_t player) const = 0;
374 :
375 : /**
376 : * Get percent map explored statistics for specified set of players.
377 : * Note: this function computes statistics from scratch and should not be called too often.
378 : */
379 : virtual u8 GetUnionPercentMapExplored(const std::vector<player_id_t>& players) const = 0;
380 :
381 : /**
382 : * @return The number of LOS vertices.
383 : */
384 : virtual size_t GetVerticesPerSide() const = 0;
385 :
386 : /**
387 : * Perform some internal consistency checks for testing/debugging.
388 : */
389 : virtual void Verify() = 0;
390 :
391 123 : DECLARE_INTERFACE_TYPE(RangeManager)
392 : };
393 :
394 : #endif // INCLUDED_ICMPRANGEMANAGER
|