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Pyrogenesis, a RTS Engine
ICmpTerritoryManager.h
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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
22
25
26#include <vector>
27
28template<typename T>
29class Grid;
30
32{
33public:
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 */
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 */
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 */
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 DECLARE_INTERFACE_TYPE(TerritoryManager)
109};
110
111#endif // INCLUDED_ICMPTERRITORYMANAGER
#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
A simple fixed-point number class.
Definition: Fixed.h:120
Basic 2D array, intended for storing tile data, plus support for lazy updates by ICmpObstructionManag...
Definition: Grid.h:38
Definition: ICmpTerritoryManager.h:32
virtual void SetVisibility(bool visible)=0
Enables or disables rendering of an territory borders.
virtual void SetTerritoryBlinking(entity_pos_t x, entity_pos_t z, bool enable)=0
Set a piece of territory to blinking.
virtual const Grid< u8 > & GetTerritoryGrid()=0
For each tile, the TERRITORY_PLAYER_MASK bits are player ID; TERRITORY_CONNECTED_MASK is set if the t...
virtual bool IsTerritoryBlinking(entity_pos_t x, entity_pos_t z)=0
Check if a piece of territory is blinking.
virtual player_id_t GetOwner(entity_pos_t x, entity_pos_t z)=0
Get owner of territory at given position.
static const int TERRITORY_PROCESSED_MASK
Definition: ICmpTerritoryManager.h:55
static const int TERRITORY_BLINKING_MASK
Definition: ICmpTerritoryManager.h:54
virtual bool NeedUpdateTexture(size_t *dirtyID)=0
Returns whether the territory texture needs to be updated.
static const int NAVCELLS_PER_TERRITORY_TILE
Number of pathfinder navcells per territory tile.
Definition: ICmpTerritoryManager.h:50
static const int TERRITORY_PLAYER_MASK
Definition: ICmpTerritoryManager.h:52
virtual u8 GetTerritoryPercentage(player_id_t player)=0
Returns the percentage of the world controlled by a given player as defined by the number of territor...
virtual bool IsConnected(entity_pos_t x, entity_pos_t z)=0
Get whether territory at given position is connected to a root object (civ center etc) owned by that ...
virtual std::vector< u32 > GetNeighbours(entity_pos_t x, entity_pos_t z, bool filterConnected)=0
get the number of neighbour tiles for per player for the selected position
virtual void UpdateColors()=0
Updates the boundary and territory colors.
static const int TERRITORY_CONNECTED_MASK
Definition: ICmpTerritoryManager.h:53
virtual bool NeedUpdateAI(size_t *dirtyID, size_t *dirtyBlinkingID) const =0
Returns whether the AI territory map needs to be updated.
Definition: IComponent.h:33
uint8_t u8
Definition: types.h:37