Line data Source code
1 : /* Copyright (C) 2020 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_ICMPTERRITORYMANAGER
19 : #define INCLUDED_ICMPTERRITORYMANAGER
20 :
21 : #include "simulation2/system/Interface.h"
22 :
23 : #include "simulation2/helpers/Player.h"
24 : #include "simulation2/components/ICmpPosition.h"
25 :
26 : #include <vector>
27 :
28 : template<typename T>
29 : class Grid;
30 :
31 6 : class ICmpTerritoryManager : public IComponent
32 : {
33 : public:
34 : /**
35 : * Returns whether the territory texture needs to be updated.
36 : */
37 : virtual bool NeedUpdateTexture(size_t* dirtyID) = 0;
38 :
39 : /**
40 : * Returns whether the AI territory map needs to be updated.
41 : */
42 : virtual bool NeedUpdateAI(size_t* dirtyID, size_t* dirtyBlinkingID) const = 0;
43 :
44 : /**
45 : * Number of pathfinder navcells per territory tile.
46 : * Passability data is stored per navcell, but we probably don't need that much
47 : * resolution, and a lower resolution can make the boundary lines look prettier
48 : * and will take less memory, so we downsample the passability data.
49 : */
50 : static const int NAVCELLS_PER_TERRITORY_TILE = 8;
51 :
52 : static const int TERRITORY_PLAYER_MASK = 0x1F;
53 : static const int TERRITORY_CONNECTED_MASK = 0x20;
54 : static const int TERRITORY_BLINKING_MASK = 0x40;
55 : static const int TERRITORY_PROCESSED_MASK = 0x80; //< For internal use; marks a tile as processed.
56 :
57 : /**
58 : * For each tile, the TERRITORY_PLAYER_MASK bits are player ID;
59 : * TERRITORY_CONNECTED_MASK is set if the tile is connected to a root object
60 : * (civ center etc).
61 : */
62 : virtual const Grid<u8>& GetTerritoryGrid() = 0;
63 :
64 : /**
65 : * Get owner of territory at given position.
66 : * @return player ID of owner; 0 if neutral territory
67 : */
68 : virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z) = 0;
69 :
70 : /**
71 : * get the number of neighbour tiles for per player for the selected position
72 : * @return A list with the number of neighbour tiles per player
73 : */
74 : virtual std::vector<u32> GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected) = 0;
75 :
76 : /**
77 : * Get whether territory at given position is connected to a root object
78 : * (civ center etc) owned by that territory's player.
79 : */
80 : virtual bool IsConnected(entity_pos_t x, entity_pos_t z) = 0;
81 :
82 : /**
83 : * Set a piece of territory to blinking. Must be updated on every territory calculation
84 : */
85 : virtual void SetTerritoryBlinking(entity_pos_t x, entity_pos_t z, bool enable) = 0;
86 :
87 : /**
88 : * Check if a piece of territory is blinking.
89 : */
90 : virtual bool IsTerritoryBlinking(entity_pos_t x, entity_pos_t z) = 0;
91 :
92 : /**
93 : * Returns the percentage of the world controlled by a given player as defined by
94 : * the number of territory cells the given player owns
95 : */
96 : virtual u8 GetTerritoryPercentage(player_id_t player) = 0;
97 :
98 : /**
99 : * Enables or disables rendering of an territory borders.
100 : */
101 : virtual void SetVisibility(bool visible) = 0;
102 :
103 : /**
104 : * Updates the boundary and territory colors.
105 : */
106 : virtual void UpdateColors() = 0;
107 :
108 122 : DECLARE_INTERFACE_TYPE(TerritoryManager)
109 : };
110 :
111 : #endif // INCLUDED_ICMPTERRITORYMANAGER
|