/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_ICMPRANGEMANAGER #define INCLUDED_ICMPRANGEMANAGER #include "maths/FixedVector3D.h" #include "maths/FixedVector2D.h" #include "simulation2/system/Interface.h" #include "simulation2/helpers/Position.h" #include "simulation2/helpers/Player.h" #include class FastSpatialSubdivision; /** * Value assigned to a range we will always be in (caused by out of world or "too high" in parabolic ranges). * TODO Add this for minRanges too. */ const entity_pos_t ALWAYS_IN_RANGE = entity_pos_t::FromInt(-1); /** * Value assigned to a range we will never be in (caused by out of world or "too high" in parabolic ranges). * TODO Add this to range queries too. */ const entity_pos_t NEVER_IN_RANGE = entity_pos_t::FromInt(-2); /** * Since GetVisibility queries are run by the range manager * other code using these must include ICmpRangeManager.h anyways, * so define this enum here (Ideally, it'd be in its own header file, * but adding header file does incur its own compilation time increase). */ enum class LosVisibility : u8 { HIDDEN = 0, FOGGED = 1, VISIBLE = 2 }; /** * The same principle applies to CLosQuerier, but to avoid recompiling TUs (a fortiori headers) * dependent on RangeManager but not CLosQuerier when CLosQuerier changes, * we define it in another file. Code using LOS will then explicitly include the LOS header * which makes sense anyways. */ class CLosQuerier; /** * Provides efficient range-based queries of the game world, * and also LOS-based effects (fog of war). * * (These are somewhat distinct concepts but they share a lot of the implementation, * so for efficiency they're combined into this class.) * * Possible use cases: * - combat units need to detect targetable enemies entering LOS, so they can choose * to auto-attack. * - auras let a unit have some effect on all units (or those of the same player, or of enemies) * within a certain range. * - capturable animals need to detect when a player-owned unit is nearby and no units of other * players are in range. * - scenario triggers may want to detect when units enter a given area. * - units gathering from a resource that is exhausted need to find a new resource of the * same type, near the old one and reachable. * - projectile weapons with splash damage need to find all units within some distance * of the target point. * - ... * * In most cases the users are event-based and want notifications when something * has entered or left the range, and the query can be set up once and rarely changed. * These queries have to be fast. Entities are approximated as points or circles * (queries can be set up to ignore sizes because LOS currently ignores it, and mismatches are problematic). * * Current design: * * This class handles just the most common parts of range queries: * distance, target interface, and player ownership. * The caller can then apply any more complex filtering that it needs. * * There are two types of query: * Passive queries are performed by ExecuteQuery and immediately return the matching entities. * Active queries are set up by CreateActiveQuery, and then a CMessageRangeUpdate message will be * sent to the entity once per turn if anybody has entered or left the range since the last RangeUpdate. * Queries can be disabled, in which case no message will be sent. */ class ICmpRangeManager : public IComponent { public: /** * External identifiers for active queries. */ typedef u32 tag_t; /** * Access the spatial subdivision kept by the range manager. * @return pointer to spatial subdivision structure. */ virtual FastSpatialSubdivision* GetSubdivision() = 0; /** * Set the bounds of the world. * Entities should not be outside the bounds (else efficiency will suffer). * @param x0,z0,x1,z1 Coordinates of the corners of the world */ virtual void SetBounds(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1) = 0; /** * Execute a passive query. * @param source the entity around which the range will be computed. * @param minRange non-negative minimum distance in metres (inclusive). * @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance. * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner. * @param requiredInterface if non-zero, an interface ID that matching entities must implement. * @param accountForSize if true, compensate for source/target entity sizes. * @return list of entities matching the query, ordered by increasing distance from the source entity. */ virtual std::vector ExecuteQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, const std::vector& owners, int requiredInterface, bool accountForSize) = 0; /** * Execute a passive query. * @param pos the position around which the range will be computed. * @param minRange non-negative minimum distance in metres (inclusive). * @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance. * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner. * @param requiredInterface if non-zero, an interface ID that matching entities must implement. * @param accountForSize if true, compensate for source/target entity sizes. * @return list of entities matching the query, ordered by increasing distance from the source entity. */ virtual std::vector ExecuteQueryAroundPos(const CFixedVector2D& pos, entity_pos_t minRange, entity_pos_t maxRange, const std::vector& owners, int requiredInterface, bool accountForSize) = 0; /** * Construct an active query. The query will be disabled by default. * @param source the entity around which the range will be computed. * @param minRange non-negative minimum distance in metres (inclusive). * @param maxRange non-negative maximum distance in metres (inclusive); or -1.0 to ignore distance. * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner. * @param requiredInterface if non-zero, an interface ID that matching entities must implement. * @param flags if a entity in range has one of the flags set it will show up. * @param accountForSize if true, compensate for source/target entity sizes. * @return unique non-zero identifier of query. */ virtual tag_t CreateActiveQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, const std::vector& owners, int requiredInterface, u8 flags, bool accountForSize) = 0; /** * Construct an active query of a paraboloic form around the unit. * The query will be disabled by default. * @param source the entity around which the range will be computed. * @param minRange non-negative minimum horizontal distance in metres (inclusive). MinRange doesn't do parabolic checks. * @param maxRange non-negative maximum distance in metres (inclusive) for units on the same elevation; * or -1.0 to ignore distance. * For units on a different height positions, a physical correct paraboloid with height=maxRange/2 above the unit is used to query them * @param yOrigin extra bonus so the source can be placed higher and shoot further * @param owners list of player IDs that matching entities may have; -1 matches entities with no owner. * @param requiredInterface if non-zero, an interface ID that matching entities must implement. * @param flags if a entity in range has one of the flags set it will show up. * NB: this one has no accountForSize parameter (assumed true), because we currently can only have 7 arguments for JS functions. * @return unique non-zero identifier of query. */ virtual tag_t CreateActiveParabolicQuery(entity_id_t source, entity_pos_t minRange, entity_pos_t maxRange, entity_pos_t yOrigin, const std::vector& owners, int requiredInterface, u8 flags) = 0; /** * Get the effective range in a parablic range query. * @param source The entity id at the origin of the query. * @param target A target entity id. * @param range The distance to compare terrain height with. * @param yOrigin Height the source gains over the target by default. * @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. */ 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 average elevation over 8 points on distance range around the entity * @param id the entity id to look around * @param range the distance to compare terrain height with * @return a fixed number representing the average difference. It's positive when the entity is on average higher than the terrain surrounding it. */ 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; /** * Destroy a query and clean up resources. This must be called when an entity no longer needs its * query (e.g. when the entity is destroyed). * @param tag identifier of query. */ virtual void DestroyActiveQuery(tag_t tag) = 0; /** * Re-enable the processing of a query. * @param tag identifier of query. */ virtual void EnableActiveQuery(tag_t tag) = 0; /** * Disable the processing of a query (no RangeUpdate messages will be sent). * @param tag identifier of query. */ virtual void DisableActiveQuery(tag_t tag) = 0; /** * Check if the processing of a query is enabled. * @param tag identifier of a query. */ virtual bool IsActiveQueryEnabled(tag_t tag) const = 0; /** * Immediately execute a query, and re-enable it if disabled. * The next RangeUpdate message will say who has entered/left since this call, * so you won't miss any notifications. * @param tag identifier of query. * @return list of entities matching the query, ordered by increasing distance from the source entity. */ virtual std::vector ResetActiveQuery(tag_t tag) = 0; /** * Returns a list of all entities for a specific player. * (This is on this interface because it shares a lot of the implementation. * Maybe it should be extended to be more like ExecuteQuery without * the range parameter.) */ virtual std::vector GetEntitiesByPlayer(player_id_t player) const = 0; /** * Returns a list of all entities of all players except gaia. */ virtual std::vector GetNonGaiaEntities() const = 0; /** * Returns a list of all entities owned by a player or gaia. */ virtual std::vector GetGaiaAndNonGaiaEntities() const = 0; /** * Toggle the rendering of debug info. */ virtual void SetDebugOverlay(bool enabled) = 0; /** * Returns the mask for the specified identifier. */ virtual u8 GetEntityFlagMask(const std::string& identifier) const = 0; /** * Set the flag specified by the identifier to the supplied value for the entity * @param ent the entity whose flags will be modified. * @param identifier the flag to be modified. * @param value to which the flag will be set. */ virtual void SetEntityFlag(entity_id_t ent, const std::string& identifier, bool value) = 0; ////////////////////////////////////////////////////////////////// //// LOS interface below this line //// ////////////////////////////////////////////////////////////////// /** * Returns a CLosQuerier for checking whether vertex positions are visible to the given player * (or other players it shares LOS with). */ virtual CLosQuerier GetLosQuerier(player_id_t player) const = 0; /** * Toggle the scripted Visibility component activation for entity ent. */ virtual void ActivateScriptedVisibility(entity_id_t ent, bool status) = 0; /** * Returns the visibility status of the given entity, with respect to the given player. * Returns LosVisibility::HIDDEN if the entity doesn't exist or is not in the world. * This respects the GetLosRevealAll flag. */ virtual LosVisibility GetLosVisibility(CEntityHandle ent, player_id_t player) const = 0; virtual LosVisibility GetLosVisibility(entity_id_t ent, player_id_t player) const = 0; /** * Returns the visibility status of the given position, with respect to the given player. * This respects the GetLosRevealAll flag. */ virtual LosVisibility GetLosVisibilityPosition(entity_pos_t x, entity_pos_t z, player_id_t player) const = 0; /** * Request the update of the visibility cache of ent at next turn. * Typically used for fogging. */ virtual void RequestVisibilityUpdate(entity_id_t ent) = 0; /** * GetLosVisibility wrapped for script calls. * Returns "hidden", "fogged" or "visible". */ std::string GetLosVisibility_wrapper(entity_id_t ent, player_id_t player) const; /** * GetLosVisibilityPosition wrapped for script calls. * Returns "hidden", "fogged" or "visible". */ std::string GetLosVisibilityPosition_wrapper(entity_pos_t x, entity_pos_t z, player_id_t player) const; /** * Explore the map (but leave it in the FoW) for player p */ virtual void ExploreMap(player_id_t p) = 0; /** * Explore the tiles inside each player's territory. * This is done only at the beginning of the game. */ virtual void ExploreTerritories() = 0; /** * Reveal the shore for specified player p. * This works like for entities: if RevealShore is called multiple times with enabled, it * will be necessary to call it the same number of times with !enabled to make the shore * fall back into the FoW. */ virtual void RevealShore(player_id_t p, bool enable) = 0; /** * Set whether the whole map should be made visible to the given player. * If player is -1, the map will be made visible to all players. */ virtual void SetLosRevealAll(player_id_t player, bool enabled) = 0; /** * Returns whether the whole map has been made visible to the given player. */ virtual bool GetLosRevealAll(player_id_t player) const = 0; /** * Set the LOS to be restricted to a circular map. */ virtual void SetLosCircular(bool enabled) = 0; /** * Returns whether the LOS is restricted to a circular map. */ virtual bool GetLosCircular() const = 0; /** * Sets shared LOS data for player to the given list of players. */ virtual void SetSharedLos(player_id_t player, const std::vector& players) = 0; /** * Returns shared LOS mask for player. */ virtual u32 GetSharedLosMask(player_id_t player) const = 0; /** * Get percent map explored statistics for specified player. */ virtual u8 GetPercentMapExplored(player_id_t player) const = 0; /** * Get percent map explored statistics for specified set of players. * Note: this function computes statistics from scratch and should not be called too often. */ virtual u8 GetUnionPercentMapExplored(const std::vector& players) const = 0; /** * @return The number of LOS vertices. */ virtual size_t GetVerticesPerSide() const = 0; /** * Perform some internal consistency checks for testing/debugging. */ virtual void Verify() = 0; DECLARE_INTERFACE_TYPE(RangeManager) }; #endif // INCLUDED_ICMPRANGEMANAGER