Pyrogenesis HEAD
Pyrogenesis, a RTS Engine
TerritoryBoundary.h
Go to the documentation of this file.
1/* Copyright (C) 2012 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_TERRITORYBOUNDARY
19#define INCLUDED_TERRITORYBOUNDARY
20
21#include <vector>
22
23#include "maths/Vector2D.h"
25
26template<typename T>
27class Grid;
28
29/**
30 * Describes an outline of a territory, where the latter are understood to mean the largest sets of mutually connected tiles
31 * ('connected' as in the mathematical sense from graph theory) that are either all reachable or all unreachable from a root
32 * influence entity.
33 *
34 * Note that the latter property is also called the 'connected' flag in the territory manager terminology, because for tiles
35 * to be reachable from a root influence entity they must in fact be mathematically connected. Hence, you should not confuse
36 * the 'connected' flag with the pure mathematical concept of connectedness, because in the former it is implicitly
37 * understood that the connection is to a root influence entity.
38 */
40{
41 /// Set if this boundary should blink
44 /// The boundary points, in clockwise order for inner boundaries and counter-clockwise order for outer boundaries.
45 /// Note: if you need a way to explicitly find out which winding order these are in, you can have
46 /// CTerritoryBoundCalculator::ComputeBoundaries set it during computation -- see its implementation for details.
47 std::vector<CVector2D> points;
48};
49
50/**
51 * Responsible for calculating territory boundaries, given an input territory map. Factored out for testing.
52 */
54{
55private:
56 CTerritoryBoundaryCalculator(){} // private ctor
57
58public:
59 /**
60 * Computes and returns all territory boundaries on the provided territory map (see STerritoryBoundary for a definition).
61 * The result includes both inner and outer territory boundaries. Outer boundaries have their points in CCW order, inner
62 * boundaries have them in CW order (because this matches the winding orders needed by the renderer to offset them
63 * inwards/outwards appropriately).
64 */
65 static std::vector<STerritoryBoundary> ComputeBoundaries(const Grid<u8>* territories);
66};
67
68#endif // INCLUDED_TERRITORYBOUNDARY
int32_t player_id_t
valid player IDs are non-negative (see ICmpOwnership)
Definition: Player.h:24
Responsible for calculating territory boundaries, given an input territory map.
Definition: TerritoryBoundary.h:54
static std::vector< STerritoryBoundary > ComputeBoundaries(const Grid< u8 > *territories)
Computes and returns all territory boundaries on the provided territory map (see STerritoryBoundary f...
Definition: TerritoryBoundary.cpp:28
CTerritoryBoundaryCalculator()
Definition: TerritoryBoundary.h:56
Basic 2D array, intended for storing tile data, plus support for lazy updates by ICmpObstructionManag...
Definition: Grid.h:38
Describes an outline of a territory, where the latter are understood to mean the largest sets of mutu...
Definition: TerritoryBoundary.h:40
std::vector< CVector2D > points
The boundary points, in clockwise order for inner boundaries and counter-clockwise order for outer bo...
Definition: TerritoryBoundary.h:47
player_id_t owner
Definition: TerritoryBoundary.h:43
bool blinking
Set if this boundary should blink.
Definition: TerritoryBoundary.h:42