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Pyrogenesis, a RTS Engine
ICmpRangeManager.h
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1/* Copyright (C) 2022 Wildfire Games.
2 * This file is part of 0 A.D.
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16 */
17
18#ifndef INCLUDED_ICMPRANGEMANAGER
19#define INCLUDED_ICMPRANGEMANAGER
20
21#include "maths/FixedVector3D.h"
22#include "maths/FixedVector2D.h"
23
27
28#include <vector>
29
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 */
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 */
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 */
50enum 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 */
63class 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 */
104{
105public:
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 */
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 */
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 */
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 */
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 */
294
295 /**
296 * Returns the visibility status of the given position, with respect to the given player.
297 * This respects the GetLosRevealAll flag.
298 */
300
301 /**
302 * Request the update of the visibility cache of ent at next turn.
303 * Typically used for fogging.
304 */
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 */
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 DECLARE_INTERFACE_TYPE(RangeManager)
392};
393
394#endif // INCLUDED_ICMPRANGEMANAGER
LosVisibility
Since GetVisibility queries are run by the range manager other code using these must include ICmpRang...
Definition: ICmpRangeManager.h:51
const entity_pos_t NEVER_IN_RANGE
Value assigned to a range we will never be in (caused by out of world or "too high" in parabolic rang...
Definition: ICmpRangeManager.h:42
const entity_pos_t ALWAYS_IN_RANGE
Value assigned to a range we will always be in (caused by out of world or "too high" in parabolic ran...
Definition: ICmpRangeManager.h:36
#define DECLARE_INTERFACE_TYPE(iname)
Definition: Interface.h:23
int32_t player_id_t
valid player IDs are non-negative (see ICmpOwnership)
Definition: Player.h:24
Entity coordinate types.
Object wrapping an entity_id_t, with a SEntityComponentCache to support fast QueryInterface() / CmpPt...
Definition: Entity.h:80
Definition: FixedVector2D.h:25
Definition: FixedVector3D.h:25
A simple fixed-point number class.
Definition: Fixed.h:120
static constexpr CFixed FromInt(int n)
Definition: Fixed.h:140
Object providing efficient abstracted access to the LOS state.
Definition: Los.h:47
A basic square subdivision scheme for finding entities in range More efficient than SpatialSubdivisio...
Definition: Spatial.h:367
Provides efficient range-based queries of the game world, and also LOS-based effects (fog of war).
Definition: ICmpRangeManager.h:104
virtual std::vector< entity_id_t > GetGaiaAndNonGaiaEntities() const =0
Returns a list of all entities owned by a player or gaia.
std::string GetLosVisibilityPosition_wrapper(entity_pos_t x, entity_pos_t z, player_id_t player) const
GetLosVisibilityPosition wrapped for script calls.
Definition: ICmpRangeManager.cpp:42
virtual void SetLosRevealAll(player_id_t player, bool enabled)=0
Set whether the whole map should be made visible to the given player.
virtual entity_pos_t GetEffectiveParabolicRange(entity_id_t source, entity_id_t target, entity_pos_t range, entity_pos_t yOrigin) const =0
Get the effective range in a parablic range query.
virtual u8 GetEntityFlagMask(const std::string &identifier) const =0
Returns the mask for the specified identifier.
virtual void EnableActiveQuery(tag_t tag)=0
Re-enable the processing of a query.
virtual void ActivateScriptedVisibility(entity_id_t ent, bool status)=0
Toggle the scripted Visibility component activation for entity ent.
virtual u8 GetUnionPercentMapExplored(const std::vector< player_id_t > &players) const =0
Get percent map explored statistics for specified set of players.
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
Get the average elevation over 8 points on distance range around the entity.
virtual bool GetLosRevealAll(player_id_t player) const =0
Returns whether the whole map has been made visible to the given player.
virtual CLosQuerier GetLosQuerier(player_id_t player) const =0
Returns a CLosQuerier for checking whether vertex positions are visible to the given player (or other...
virtual void SetSharedLos(player_id_t player, const std::vector< player_id_t > &players)=0
Sets shared LOS data for player to the given list of players.
virtual std::vector< entity_id_t > GetEntitiesByPlayer(player_id_t player) const =0
Returns a list of all entities for a specific player.
virtual void Verify()=0
Perform some internal consistency checks for testing/debugging.
virtual bool IsActiveQueryEnabled(tag_t tag) const =0
Check if the processing of a query is enabled.
virtual tag_t CreateActiveParabolicQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t yOrigin, const std::vector< int > &owners, int requiredInterface, u8 flags)=0
Construct an active query of a paraboloic form around the unit.
virtual void DisableActiveQuery(tag_t tag)=0
Disable the processing of a query (no RangeUpdate messages will be sent).
virtual LosVisibility GetLosVisibilityPosition(entity_pos_t x, entity_pos_t z, player_id_t player) const =0
Returns the visibility status of the given position, with respect to the given player.
virtual tag_t CreateActiveQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, const std::vector< int > &owners, int requiredInterface, u8 flags, bool accountForSize)=0
Construct an active query.
virtual std::vector< entity_id_t > ResetActiveQuery(tag_t tag)=0
Immediately execute a query, and re-enable it if disabled.
virtual std::vector< entity_id_t > GetNonGaiaEntities() const =0
Returns a list of all entities of all players except gaia.
virtual u8 GetPercentMapExplored(player_id_t player) const =0
Get percent map explored statistics for specified player.
virtual bool GetLosCircular() const =0
Returns whether the LOS is restricted to a circular map.
virtual void SetBounds(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1)=0
Set the bounds of the world.
virtual void RequestVisibilityUpdate(entity_id_t ent)=0
Request the update of the visibility cache of ent at next turn.
virtual void RevealShore(player_id_t p, bool enable)=0
Reveal the shore for specified player p.
u32 tag_t
External identifiers for active queries.
Definition: ICmpRangeManager.h:109
virtual LosVisibility GetLosVisibility(CEntityHandle ent, player_id_t player) const =0
Returns the visibility status of the given entity, with respect to the given player.
virtual std::vector< entity_id_t > ExecuteQueryAroundPos(const CFixedVector2D &pos, entity_pos_t minRange, entity_pos_t maxRange, const std::vector< int > &owners, int requiredInterface, bool accountForSize)=0
Execute a passive query.
virtual std::vector< entity_id_t > ExecuteQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, const std::vector< int > &owners, int requiredInterface, bool accountForSize)=0
Execute a passive query.
virtual void SetLosCircular(bool enabled)=0
Set the LOS to be restricted to a circular map.
virtual void ExploreMap(player_id_t p)=0
Explore the map (but leave it in the FoW) for player p.
virtual size_t GetVerticesPerSide() const =0
std::string GetLosVisibility_wrapper(entity_id_t ent, player_id_t player) const
GetLosVisibility wrapped for script calls.
Definition: ICmpRangeManager.cpp:37
virtual u32 GetSharedLosMask(player_id_t player) const =0
Returns shared LOS mask for player.
virtual LosVisibility GetLosVisibility(entity_id_t ent, player_id_t player) const =0
virtual void ExploreTerritories()=0
Explore the tiles inside each player's territory.
virtual void SetEntityFlag(entity_id_t ent, const std::string &identifier, bool value)=0
Set the flag specified by the identifier to the supplied value for the entity.
virtual FastSpatialSubdivision * GetSubdivision()=0
Access the spatial subdivision kept by the range manager.
virtual void SetDebugOverlay(bool enabled)=0
Toggle the rendering of debug info.
virtual void DestroyActiveQuery(tag_t tag)=0
Destroy a query and clean up resources.
Definition: IComponent.h:33
u32 entity_id_t
Entity ID type.
Definition: Entity.h:29
uint8_t u8
Definition: types.h:37
uint32_t u32
Definition: types.h:39