Index: ps/trunk/binaries/data/mods/public/gui/session/input.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/input.js +++ ps/trunk/binaries/data/mods/public/gui/session/input.js @@ -346,6 +346,7 @@ "autocontinue": true, "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", {"entities": selection, "x": placementSupport.position.x, "z": placementSupport.position.z, "queued": queued}); Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] }); if (!queued) Index: ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js +++ ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js @@ -45,6 +45,13 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "x": target.x, + "z": target.z, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] @@ -85,6 +92,12 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_walk", "entity": selection[0] @@ -123,6 +136,12 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_attack", "entity": selection[0] @@ -169,6 +188,13 @@ "allowCapture": false }); + Engine.GuiInterfaceCall("DisplayWayPoint", + { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_attack", "entity": selection[0] @@ -229,6 +255,13 @@ "queued": queued, "allowCapture": false }); + + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_patrol", "entity": selection[0] }); return true; }, @@ -275,6 +308,12 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_heal", "entity": selection[0] @@ -326,6 +365,12 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] @@ -367,6 +412,12 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_repair", "entity": selection[0] @@ -438,6 +489,12 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] @@ -486,6 +543,12 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] @@ -547,6 +610,12 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_trade", "entity": selection[0] @@ -638,6 +707,12 @@ "queued": queued }); + Engine.GuiInterfaceCall("DisplayWayPoint", { + "entities": selection, + "target": action.target, + "queued": queued + }); + Engine.GuiInterfaceCall("PlaySound", { "name": "order_garrison", "entity": selection[0] Index: ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js +++ ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js @@ -32,6 +32,7 @@ this.timeNotificationID = 1; this.timeNotifications = []; this.entsRallyPointsDisplayed = []; + this.entsWayPointsDisplayed = []; this.entsWithAuraAndStatusBars = new Set(); this.enabledVisualRangeOverlayTypes = {}; }; @@ -959,43 +960,29 @@ GuiInterface.prototype.GetNonGaiaEntities = function() { - return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities(); + return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities(); }; -/** - * Displays the rally points of a given list of entities (carried in cmd.entities). - * - * The 'cmd' object may carry its own x/z coordinate pair indicating the location where the rally point should - * be rendered, in order to support instantaneously rendering a rally point marker at a specified location - * instead of incurring a delay while PostNetworkCommand processes the set-rallypoint command (see input.js). - * If cmd doesn't carry a custom location, then the position to render the marker at will be read from the - * RallyPoint component. - */ -GuiInterface.prototype.DisplayRallyPoint = function(player, cmd) + +GuiInterface.prototype.DisplayItineraryPoint = function (player, cmd, itineraryPointsDisplayed, IID) { - let cmpPlayer = QueryPlayerIDInterface(player); - - // If there are some rally points already displayed, first hide them - for (let ent of this.entsRallyPointsDisplayed) + for (let ent of itineraryPointsDisplayed) { - let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); - if (cmpRallyPointRenderer) - cmpRallyPointRenderer.SetDisplayed(false); + let cmpItineraryPointRenderer = Engine.QueryInterface(ent, IID); + if (cmpItineraryPointRenderer) + cmpItineraryPointRenderer.SetDisplayed(false); } - this.entsRallyPointsDisplayed = []; + itineraryPointsDisplayed = []; - // Show the rally points for the passed entities for (let ent of cmd.entities) { - let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer); - if (!cmpRallyPointRenderer) + let cmpItineraryPointRenderer = Engine.QueryInterface(ent, IID); + if (!cmpItineraryPointRenderer) continue; - // entity must have a rally point component to display a rally point marker - // (regardless of whether cmd specifies a custom location) - let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint); - if (!cmpRallyPoint) + let cmpItineraryPoint = Engine.QueryInterface(ent, IID); + if (!cmpItineraryPoint) continue; // Verify the owner @@ -1010,31 +997,60 @@ if (cmd.x && cmd.z) pos = cmd; else - pos = cmpRallyPoint.GetPositions()[0]; // may return undefined if no rally point is set + pos = cmpItineraryPoint.GetPositions()[0]; // may return undefined if no rally point is set - if (pos) - { - // Only update the position if we changed it (cmd.queued is set) - if ("queued" in cmd) - if (cmd.queued == true) - cmpRallyPointRenderer.AddPosition({ 'x': pos.x, 'y': pos.z }); // AddPosition takes a CFixedVector2D which has X/Y components, not X/Z - else - cmpRallyPointRenderer.SetPosition({ 'x': pos.x, 'y': pos.z }); // SetPosition takes a CFixedVector2D which has X/Y components, not X/Z + if (!pos) + continue; + + if ("queued" in cmd) + if (cmd.queued == true) + cmpItineraryPoint.AddPosition({ 'x': pos.x, 'y': pos.z }); // AddPosition takes a CFixedVector2D which has X/Y components, not X/Z + else + cmpItineraryPoint.SetPosition({ 'x': pos.x, 'y': pos.z }); // SetPosition takes a CFixedVector2D which has X/Y components, not X/Z - // rebuild the renderer when not set (when reading saved game or in case of building update) - else if (!cmpRallyPointRenderer.IsSet()) - for (let posi of cmpRallyPoint.GetPositions()) - cmpRallyPointRenderer.AddPosition({ 'x': posi.x, 'y': posi.z }); + else if (!cmpItineraryPointRenderer.IsSet()) + for (let posi of cmpRallyPoint.GetPositions()) + cmpItineraryPointRenderer.AddPosition({ 'x': posi.x, 'y': posi.z }); - cmpRallyPointRenderer.SetDisplayed(true); + cmpItineraryPointRenderer.SetDisplayed(true); + itineraryPointsDisplayed.push(ent); + } - // remember which entities have their rally points displayed so we can hide them again - this.entsRallyPointsDisplayed.push(ent); - } - } + return itineraryPointsDisplayed; +} + +/** + * Displays the rally points of a given list of entities (carried in cmd.entities). + * + * The 'cmd' object may carry its own x/z coordinate pair indicating the location where the rally point should + * be rendered, in order to support instantaneously rendering a rally point marker at a specified location + * instead of incurring a delay while PostNetworkCommand processes the set-rallypoint command (see input.js). + * If cmd doesn't carry a custom location, then the position to render the marker at will be read from the + * RallyPoint component. + */ +GuiInterface.prototype.DisplayRallyPoint = function(player, cmd) +{ + let cmpPlayer = QueryPlayerIDInterface(player); + this.entsRallyPointsDisplayed = DisplayItineraryPoint(cmpPlayer, cmd, this.entsRallyPointsDisplayed, IID_RallyPointRenderer) }; /** + * Displays the way points of a given list of entities (carried in cmd.entities). + * + * The 'cmd' object may carry its own x/z coordinate pair indicating the location where the way point should + * be rendered or a target to retrieve that location, in order to support instantaneously rendering a way point + * marker at a specified location instead of incurring a delay before PostNetworkCommand is processed. + * If cmd doesn't carry a custom location, then the position to render the marker at will be read from the + * WayPoint component. + */ +GuiInterface.prototype.DisplayWayPoint = function(player, cmd) +{ + let cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager); + let cmpPlayer = Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(player), IID_Player); + this.entsWayPointsDisplayed = DisplayItineraryPoint(cmpPlayer, cmd, this.entsWayPointsDisplayed, IID_WayPointRenderer) +}; + +/** * Display the building placement preview. * cmd.template is the name of the entity template, or "" to disable the preview. * cmd.x, cmd.z, cmd.angle give the location. @@ -1986,6 +2002,7 @@ "GetPlayerEntities": 1, "GetNonGaiaEntities": 1, "DisplayRallyPoint": 1, + "DisplayWayPoint": 1, "SetBuildingPlacementPreview": 1, "SetWallPlacementPreview": 1, "GetFoundationSnapData": 1, Index: ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js +++ ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js @@ -3687,6 +3687,16 @@ this.orderQueue.shift(); this.order = this.orderQueue[0]; + // Remove current waypoint + let cmpWayPoint = Engine.QueryInterface(this.entity, IID_WayPoint); + if (cmpWayPoint) + { + cmpWayPoint.Shift(); + let cmpWayPointRenderer = Engine.QueryInterface(this.entity, IID_WayPointRenderer); + if (cmpWayPointRenderer) + cmpWayPointRenderer.Shift(); + } + // TODO: Waypoints for formations if (this.orderQueue.length) { @@ -3738,6 +3748,9 @@ var order = { "type": type, "data": data }; this.orderQueue.push(order); + if (!data.force) + this.AddWayPoint(data); + // If we didn't already have an order, then process this new one if (this.orderQueue.length == 1) { @@ -3768,6 +3781,7 @@ { var cheeringOrder = this.orderQueue.shift(); this.orderQueue.unshift(cheeringOrder, order); + // TODO: AddWayPoint } else if (this.order && this.IsPacking()) { @@ -3778,6 +3792,9 @@ { this.orderQueue.unshift(order); this.order = order; + + this.AddWayPointFront(data); + let ret = this.UnitFsm.ProcessMessage(this, {"type": "Order."+this.order.type, "data": this.order.data} ); @@ -3791,6 +3808,8 @@ this.orderQueue.shift(); this.order = this.orderQueue[0]; } + + // TODO: WayPoints } Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() }); @@ -3849,15 +3868,88 @@ var order = { "type": type, "data": data }; var packingOrder = this.orderQueue.shift(); this.orderQueue = [packingOrder, order]; + + // TODO Waypoints } else { this.orderQueue = []; this.PushOrder(type, data); + + this.ReplaceWayPoint(data); } Engine.PostMessage(this.entity, MT_UnitAIOrderDataChanged, { "to": this.GetOrderData() }); }; +UnitAI.prototype.AddWayPointFront = function(data) +{ + let cmpWayPoint = Engine.QueryInterface(this.entity, IID_WayPoint); + + if(!cmpWayPoint) + return; + + let pos; + let cmpPosition = Engine.QueryInterface(data.target, IID_Position); + + if (data.target && cmpPosition) + pos = cmpPosition.GetPosition(); + else + pos = {'x': data.x, 'z': data.z }; + + cmpWayPoint.AddPositionFront(pos.x, pos.z); + + let cmpWayPointRenderer = Engine.QueryInterface(this.entity, IID_WayPointRenderer); + + // AddPositionFront takes a CFixedVector2D which has X/Y components, not X/Z + if (cmpWayPointRenderer) + cmpWayPointRenderer.AddPositionFront({'x': pos.x, 'y': pos.z}); +}; + +UnitAI.prototype.AddWayPoint = function(data) +{ + var cmpWayPoint = Engine.QueryInterface(this.entity, IID_WayPoint); + if (cmpWayPoint) + { + var pos; + var cmpPosition; + if (data.target && (cmpPosition = Engine.QueryInterface(data.target, IID_Position))) + pos = cmpPosition.GetPosition(); + else if (data.x && data.z) + pos = {'x': data.x, 'z': data.z}; + else + return; + cmpWayPoint.AddPosition(pos.x, pos.z); + var cmpWayPointRenderer = Engine.QueryInterface(this.entity, IID_WayPointRenderer); + if (cmpWayPointRenderer) + cmpWayPointRenderer.AddPosition({'x': pos.x, 'y': pos.z}); // AddPosition takes a CFixedVector2D which has X/Y components, not X/Z + } +}; + +UnitAI.prototype.ReplaceWayPoint = function(data) +{ + let cmpWayPoint = Engine.QueryInterface(this.entity, IID_WayPoint); + if (!cmpWayPoint) + return; + + let pos; + let cmpPosition; + + cmpWayPoint.Unset(); + + if (data.target && (cmpPosition = Engine.QueryInterface(data.target, IID_Position))) + pos = cmpPosition.GetPosition(); + else if (data.x && data.z) + pos = {'x': data.x, 'z': data.z}; + else + return; + + cmpWayPoint.AddPosition(pos.x, pos.z); + let cmpWayPointRenderer = Engine.QueryInterface(this.entity, IID_WayPointRenderer); + + // SetPosition takes a CFixedVector2D which has X/Y components, not X/Z + if (cmpWayPointRenderer) + cmpWayPointRenderer.SetPosition({'x': pos.x, 'y': pos.z}); } + UnitAI.prototype.GetOrders = function() { return this.orderQueue.slice(); @@ -5292,6 +5384,10 @@ var cmpTrader = Engine.QueryInterface(this.entity, IID_Trader); if (cmpTrader.HasBothMarkets()) { + + this.AddWayPoint({"target": cmpTrader.GetFirstMarket()}); + this.AddWayPoint({"target": cmpTrader.GetSecondMarket()}); + let data = { "target": cmpTrader.GetFirstMarket(), "route": route, @@ -5346,6 +5442,14 @@ UnitAI.prototype.MoveToMarket = function(targetMarket) { + let cmpWayPoint = Engine.QueryInterface(this.entity, IID_WayPoint); + if (cmpWayPoint) + { + cmpWayPoint.Shift(); + let cmpWayPointRenderer = Engine.QueryInterface(this.entity, IID_WayPointRenderer); + if (cmpWayPointRenderer) + cmpWayPointRenderer.Shift(); + } if (this.waypoints && this.waypoints.length > 1) { let point = this.waypoints.pop(); @@ -5361,11 +5465,13 @@ if (!this.CanTrade(currentMarket)) { this.StopTrading(); + // TODO clear waypoints return; } if (!this.CheckTargetRange(currentMarket, IID_Trader)) { + this.AddWayPoint({"target": currentMarket}); if (!this.MoveToMarket(currentMarket)) // If the current market is not reached try again this.StopTrading(); return; Index: ps/trunk/binaries/data/mods/public/simulation/components/WayPoint.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/WayPoint.js +++ ps/trunk/binaries/data/mods/public/simulation/components/WayPoint.js @@ -0,0 +1,41 @@ +function WayPoint() {} + +WayPoint.prototype.Schema = ""; + +WayPoint.prototype.Init = function() +{ + this.pos = []; +}; + +WayPoint.prototype.AddPosition = function(x, z) +{ + this.pos.push({ + 'x': x, + 'z': z + }); +}; + +WayPoint.prototype.AddPositionFront = function(x, z) +{ + this.pos.push({ + 'x': x, + 'z': z + }); +}; + +WayPoint.prototype.GetPositions = function() +{ + return this.pos; +}; + +WayPoint.prototype.Unset = function() +{ + this.pos = []; +}; + +WayPoint.prototype.Shift = function() +{ + this.pos.shift(); +}; + +Engine.RegisterComponentType(IID_WayPoint, "WayPoint", WayPoint); Index: ps/trunk/binaries/data/mods/public/simulation/components/interfaces/WayPoint.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/interfaces/WayPoint.js +++ ps/trunk/binaries/data/mods/public/simulation/components/interfaces/WayPoint.js @@ -0,0 +1 @@ +Engine.RegisterInterface("WayPoint"); Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_UnitAI.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_UnitAI.js +++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_UnitAI.js @@ -13,6 +13,7 @@ Engine.LoadComponentScript("interfaces/ResourceSupply.js"); Engine.LoadComponentScript("interfaces/Timer.js"); Engine.LoadComponentScript("interfaces/UnitAI.js"); +Engine.LoadComponentScript("interfaces/WayPoint.js"); Engine.LoadComponentScript("Formation.js"); Engine.LoadComponentScript("UnitAI.js"); Index: ps/trunk/binaries/data/mods/public/simulation/components/tests/test_WayPoint.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/tests/test_WayPoint.js +++ ps/trunk/binaries/data/mods/public/simulation/components/tests/test_WayPoint.js @@ -0,0 +1,14 @@ +Engine.LoadComponentScript("interfaces/WayPoint.js"); +Engine.LoadComponentScript("WayPoint.js"); + +let cmpWayPoint = ConstructComponent(ent, "Pack", {}); + +TS_ASSERT_UNEVAL_EQUALS(cmpWayPoint.GetPositions, []); +cmpWayPoint.AddPosition(10, 5); +TS_ASSERT_UNEVAL_EQUALS(cmpWayPoint.GetPositions, [{ 'x': 10, 'z': 5 }]); +cmpWayPoint.AddPosition(6, 8); +TS_ASSERT_UNEVAL_EQUALS(cmpWayPoint.GetPositions, [{ 'x': 10, 'z': 5 }, { 'x': 6, 'z': 8 }]); +cmpWayPoint.Shift(); +TS_ASSERT_UNEVAL_EQUALS(cmpWayPoint.GetPositions, [{ 'x': 6, 'z': 8 }]); +cmpWayPoint.Unset(); +TS_ASSERT_UNEVAL_EQUALS(cmpWayPoint.GetPositions, []); Index: ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js +++ ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js @@ -1284,6 +1284,11 @@ constructPieceCmd.obstructionControlGroup2 = cmpEndSnappedObstruction.GetControlGroup(); } + // Waypoints + let cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); + if (cmpGuiInterface) + cmpGuiInterface.DisplayWayPoint(player, constructPieceCmd); + var pieceEntityId = TryConstructBuilding(player, cmpPlayer, controlAllUnits, constructPieceCmd); if (pieceEntityId) { Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml +++ ps/trunk/binaries/data/mods/public/simulation/templates/template_unit.xml @@ -135,4 +135,17 @@ false false + + + special/rallypoint + art/textures/misc/rallypoint_line.png + art/textures/misc/rallypoint_line_mask.png + 0.2 + + + square + round + default + default + Index: ps/trunk/source/simulation2/TypeList.h =================================================================== --- ps/trunk/source/simulation2/TypeList.h +++ ps/trunk/source/simulation2/TypeList.h @@ -193,3 +193,6 @@ INTERFACE(WaterManager) COMPONENT(WaterManager) + +INTERFACE(WayPointRenderer) +COMPONENT(WayPointRenderer) Index: ps/trunk/source/simulation2/components/CCmpRallyPointRenderer.cpp =================================================================== --- ps/trunk/source/simulation2/components/CCmpRallyPointRenderer.cpp +++ ps/trunk/source/simulation2/components/CCmpRallyPointRenderer.cpp @@ -91,16 +91,16 @@ /// actual positions used in the simulation at any given time. In particular, we need this separate copy to support /// instantaneously rendering the rally point markers/lines when the user sets one in-game (instead of waiting until the /// network-synchronization code sets it on the RallyPoint component, which might take up to half a second). - std::vector m_RallyPoints; + std::deque m_RallyPoints; /// Full path to the rally points as returned by the pathfinder, with some post-processing applied to reduce zig/zagging. - std::vector > m_Path; + std::deque > m_Path; /// Visibility segments of the rally point paths; splits the path into SoD/non-SoD segments. std::deque > m_VisibilitySegments; bool m_Displayed; ///< Should we render the rally points and the path lines? (set from JS when e.g. the unit is selected/deselected) bool m_SmoothPath; ///< Smooth the path before rendering? - std::vector m_MarkerEntityIds; ///< Entity IDs of the rally point markers. + std::deque m_MarkerEntityIds; ///< Entity IDs of the rally point markers. size_t m_LastMarkerCount; player_id_t m_LastOwner; ///< Last seen owner of this entity (used to keep track of ownership changes). std::wstring m_MarkerTemplate; ///< Template name of the rally point markers. @@ -120,11 +120,11 @@ /// Textured overlay lines to be used for rendering the marker line. There can be multiple because we may need to render /// dashes for segments that are inside the SoD. - std::vector > m_TexturedOverlayLines; + std::list > m_TexturedOverlayLines; /// Draw little overlay circles to indicate where the exact path points are? bool m_EnableDebugNodeOverlay; - std::vector > m_DebugNodeOverlays; + std::deque > m_DebugNodeOverlays; public: @@ -238,7 +238,7 @@ break; case MT_Destroy: { - for (std::vector::iterator it = m_MarkerEntityIds.begin(); it < m_MarkerEntityIds.end(); ++it) + for (std::deque::iterator it = m_MarkerEntityIds.begin(); it < m_MarkerEntityIds.end(); ++it) { if (*it != INVALID_ENTITY) { @@ -742,11 +742,16 @@ // pass (which is only sensible). while (index >= m_TexturedOverlayLines.size()) { - std::vector tmp; + std::list tmp; m_TexturedOverlayLines.push_back(tmp); } - m_TexturedOverlayLines[index].clear(); + std::list >::iterator iter = m_TexturedOverlayLines.begin(); + size_t count = index; + while(count--) + iter++; + (*iter).clear(); + if (m_Path[index].size() < 2) return; @@ -785,7 +790,7 @@ overlayLine.m_Coords.push_back(m_Path[index][j].Y); } - m_TexturedOverlayLines[index].push_back(overlayLine); + (*iter).push_back(overlayLine); } else { @@ -857,7 +862,7 @@ dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].Y); } - m_TexturedOverlayLines[index].push_back(dashOverlay); + (*iter).push_back(dashOverlay); } } @@ -868,7 +873,7 @@ { while (index >= m_DebugNodeOverlays.size()) { - std::vector tmp; + std::deque tmp; m_DebugNodeOverlays.push_back(tmp); } for (size_t j = 0; j < m_Path[index].size(); ++j) @@ -1258,12 +1263,13 @@ void CCmpRallyPointRenderer::RenderSubmit(SceneCollector& collector) { // we only get here if the rally point is set and should be displayed - for (size_t i = 0; i < m_TexturedOverlayLines.size(); ++i) + for (std::list >::iterator it = m_TexturedOverlayLines.begin(); + it != m_TexturedOverlayLines.end(); ++it) { - for (size_t j = 0; j < m_TexturedOverlayLines[i].size(); ++j) + for (std::list::iterator iter = (*it).begin(); iter != (*it).end(); ++iter) { - if (!m_TexturedOverlayLines[i][j].m_Coords.empty()) - collector.Submit(&m_TexturedOverlayLines[i][j]); + if (!(*iter).m_Coords.empty()) + collector.Submit(&(*iter)); } } Index: ps/trunk/source/simulation2/components/CCmpWayPointRenderer.cpp =================================================================== --- ps/trunk/source/simulation2/components/CCmpWayPointRenderer.cpp +++ ps/trunk/source/simulation2/components/CCmpWayPointRenderer.cpp @@ -0,0 +1,903 @@ +/* Copyright (C) 2017 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 . + */ + +#include "precompiled.h" +#include "ICmpWayPointRenderer.h" + +#include "simulation2/MessageTypes.h" +#include "simulation2/components/ICmpFootprint.h" +#include "simulation2/components/ICmpObstructionManager.h" +#include "simulation2/components/ICmpOwnership.h" +#include "simulation2/components/ICmpPathfinder.h" +#include "simulation2/components/ICmpPlayer.h" +#include "simulation2/components/ICmpPlayerManager.h" +#include "simulation2/components/ICmpPosition.h" +#include "simulation2/components/ICmpRangeManager.h" +#include "simulation2/components/ICmpTerrain.h" +#include "simulation2/components/ICmpVisual.h" +#include "simulation2/components/ICmpWaterManager.h" +#include "simulation2/helpers/Render.h" +#include "simulation2/helpers/Geometry.h" +#include "simulation2/system/Component.h" +#include "ps/CLogger.h" +#include "graphics/Overlay.h" +#include "graphics/TextureManager.h" +#include "renderer/Renderer.h" +// TODO refactor +// Maybe create a common ancestor for this and RallyPointRenderer FlagPointRenderer +struct SVisibilitySegment +{ + bool m_Visible; + size_t m_StartIndex; + size_t m_EndIndex; // inclusive + SVisibilitySegment(bool visible, size_t startIndex, size_t endIndex) + : m_Visible(visible), m_StartIndex(startIndex), m_EndIndex(endIndex) + {} + bool operator==(const SVisibilitySegment& other) const + { + return (m_Visible == other.m_Visible && m_StartIndex == other.m_StartIndex && m_EndIndex == other.m_EndIndex); + } + bool operator!=(const SVisibilitySegment& other) const + { + return !(*this == other); + } + bool IsSinglePoint() + { + return (m_StartIndex == m_EndIndex); + } +}; +class CCmpWayPointRenderer : public ICmpWayPointRenderer +{ + // import some types for less verbosity + typedef ICmpRangeManager::CLosQuerier CLosQuerier; + typedef SOverlayTexturedLine::LineCapType LineCapType; +public: + static void ClassInit(CComponentManager& componentManager) + { + componentManager.SubscribeToMessageType(MT_RenderSubmit); + componentManager.SubscribeToMessageType(MT_OwnershipChanged); + componentManager.SubscribeToMessageType(MT_TurnStart); + componentManager.SubscribeToMessageType(MT_Destroy); + componentManager.SubscribeToMessageType(MT_PositionChanged); + } + + DEFAULT_COMPONENT_ALLOCATOR(WayPointRenderer) + +protected: + /// Display position of the way points. Note that this are merely the display positions; they not necessarily the same as the + /// actual positions used in the simulation at any given time. In particular, we need this separate copy to support + /// instantaneously rendering the way point markers/lines when the user sets one in-game (instead of waiting until the + /// network-synchronization code sets it on the WayPoint component, which might take up to half a second). + std::deque m_WayPoints; + // TODO are we using the pathfinder? / should we be using it that much? TODO wait for the pathfinder rewrite and use hopefully exported data + // from that to make a curved path that uses the same data as the moving unit. + /// Full path to the way points as returned by the pathfinder, with some post-processing applied to reduce zig/zagging. + std::deque > m_Path; + /// Visibility segments of the way point paths; splits the path into SoD/non-SoD segments. + std::deque > m_VisibilitySegments; + bool m_Displayed; ///< Should we render the way points and the path lines? (set from JS when e.g. the unit is selected/deselected) + std::deque m_MarkerEntityIds; ///< Entity IDs of the way point markers. + size_t m_LastMarkerCount; + player_id_t m_LastOwner; ///< Last seen owner of this entity (used to keep track of ownership changes). + std::wstring m_MarkerTemplate; ///< Template name of the way point markers. + /// Marker connector line settings (loaded from XML) + float m_LineThickness; + CColor m_LineColor; + CColor m_LineDashColor; + LineCapType m_LineStartCapType; + LineCapType m_LineEndCapType; + std::wstring m_LineTexturePath; + std::wstring m_LineTextureMaskPath; + std::string m_LinePassabilityClass; ///< Pathfinder passability class to use for computing the (long-range) marker line path. + std::string m_LineCostClass; ///< Pathfinder cost class to use for computing the (long-range) marker line path. + CTexturePtr m_Texture; + CTexturePtr m_TextureMask; + /// Textured overlay lines to be used for rendering the marker line. There can be multiple because we may need to render + /// dashes for segments that are inside the SoD. + std::list > m_TexturedOverlayLines; +public: + static std::string GetSchema() + { + return + "Displays a way point marker where units will go to when tasked to move" + "" + "special/WayPoint" + "0.75" + "round" + "square" + "" + "" + "default" + "default" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "" + "0255" + "" + "" + "0255" + "" + "" + "0255" + "" + "" + "" + "" + "0255" + "" + "" + "0255" + "" + "" + "0255" + "" + "" + "" + "" + "flat" + "round" + "sharp" + "square" + "" + "" + "" + "" + "flat" + "round" + "sharp" + "square" + "" + "" + "" + "" + "" + "" + "" + ""; + } + + virtual void Init(const CParamNode& paramNode); + + virtual void Deinit() + { + } + + virtual void Serialize(ISerializer& UNUSED(serialize)) + { + // do NOT serialize anything; this is a rendering-only component, it does not and should not affect simulation state + } + + virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) + { + Init(paramNode); + } + + virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) + { + switch (msg.GetType()) + { + case MT_RenderSubmit: + { + if (m_Displayed && IsSet()) + { + const CMessageRenderSubmit& msgData = static_cast (msg); + RenderSubmit(msgData.collector); + } + } + break; + case MT_OwnershipChanged: + { + UpdateMarkers(); // update marker variation to new player's civilization + } + break; + case MT_TurnStart: + { + UpdateOverlayLines(); // check for changes to the SoD and update the overlay lines accordingly + } + break; + case MT_Destroy: + { + for (std::deque::iterator it = m_MarkerEntityIds.begin(); it < m_MarkerEntityIds.end(); ++it) + { + if (*it != INVALID_ENTITY) + { + GetSimContext().GetComponentManager().DestroyComponentsSoon(*it); + *it = INVALID_ENTITY; + } + } + } + break; + case MT_PositionChanged: + { + RecomputeWayPointPath_wrapper(0); + } + break; + } + } + + virtual void AddPosition_wrapper(const CFixedVector2D& pos) + { + AddPosition(pos, false); + } + // Rename to Unshift??? + virtual void AddPositionFront(const CFixedVector2D& pos) + { + m_WayPoints.push_front(pos); + UpdateMarkers(); + // TODO don't recompute everything (maybe just shift everything one back? and recompute first only + RecomputeAllWayPointPaths(); + } + virtual void SetPosition(const CFixedVector2D& pos) + { + if (!(m_WayPoints.size() == 1 && m_WayPoints.front() == pos)) + { + m_WayPoints.clear(); + AddPosition(pos, true); + } + } + virtual void SetDisplayed(bool displayed) + { + if (m_Displayed != displayed) + { + m_Displayed = displayed; + // move the markers out of oblivion and back into the real world, or vice-versa + UpdateMarkers(); + + // Check for changes to the SoD and update the overlay lines accordingly. We need to do this here because this method + // only takes effect when the display flag is active; we need to pick up changes to the SoD that might have occurred + // while this way point was not being displayed. + UpdateOverlayLines(); + } + } + virtual void Shift() + { + LOGERROR("m_WayPoints %d \tm_Path %d \tm_VisibilitySegments %d \tm_TexturedOverlayLines %d\n",m_WayPoints.size(),m_Path.size(),m_VisibilitySegments.size(),m_TexturedOverlayLines.size()); + // Still not sure why size is sometimes <= 0 + if (m_WayPoints.size() > 0) + { + m_WayPoints.pop_front(); + m_Path.pop_front(); + m_VisibilitySegments.pop_front(); + m_TexturedOverlayLines.pop_front(); + // TODO should we skip this as this is already done on MT_PositionChanged? + RecomputeWayPointPath_wrapper(0); + UpdateMarkers(); + } + } +private: + /** + * Helper function for AddPosition_wrapper and SetPosition. + */ + void AddPosition(CFixedVector2D pos, bool recompute) + { + m_WayPoints.push_back(pos); + UpdateMarkers(); + if (recompute) + RecomputeAllWayPointPaths(); + else + RecomputeWayPointPath_wrapper(m_WayPoints.size()-1); + } + /** + * Returns true iff at least one display way point is set; i.e., if we have a point to render our marker/line at. + */ + bool IsSet() + { + return !m_WayPoints.empty(); + } + /** + * Repositions the way point markers; moves them outside of the world (ie. hides them), or positions them at the currently + * set way points. Also updates the actor's variation according to the entity's current owning player's civilization. + * + * Should be called whenever either the position of a way point changes (including whether it is set or not), or the display + * flag changes, or the ownership of the entity changes. + */ + void UpdateMarkers(); + /** + * Recomputes all the full paths from this entity to the way point and from the way point to the next, and does all the necessary + * post-processing to make them prettier. + * + * Should be called whenever all way points' position changes. + */ + void RecomputeAllWayPointPaths(); + /** + * Recomputes the full path for m_Path[ @p index], and does all the necessary post-processing to make it prettier. + * + * Should be called whenever either the starting position or the way point's position changes. + */ + void RecomputeWayPointPath_wrapper(size_t index); + /** + * Recomputes the full path from this entity/the previous way point to the next way point, and does all the necessary + * post-processing to make it prettier. This doesn't check if we have a valid position or if a way point is set. + * + * You shouldn't need to call this method directly. + */ + void RecomputeWayPointPath(size_t index, CmpPtr& cmpPosition, CmpPtr& cmpFootprint, CmpPtr cmpPathfinder); + /** + * Checks for changes to the SoD to the previously saved state, and reconstructs the visibility segments and overlay lines to + * match if necessary. Does nothing if the way point lines are not currently set to be displayed, or if no way point is set. + */ + void UpdateOverlayLines(); + /** + * Sets up all overlay lines for rendering according to the current full path and visibility segments. Splits the line into solid + * and dashed pieces (for the SoD). Should be called whenever the SoD has changed. If no full path is currently set, this method + * does nothing. + */ + void ConstructAllOverlayLines(); + /** + * Sets up the overlay lines for rendering according to the full path and visibility segments at @p index. Splits the line into + * solid and dashed pieces (for the SoD). Should be called whenever the SoD of the path at @p index has changed. + */ + void ConstructOverlayLines(size_t index); + /** + * Returns a list of indices of waypoints in the current path (m_Path[index]) where the LOS visibility changes, ordered from + * building/previous way point to way point. Used to construct the overlay line segments and track changes to the SoD. + */ + void GetVisibilitySegments(std::deque& out, size_t index); + /** + * Simplifies the path by removing waypoints that lie between two points that are visible from one another. This is primarily + * intended to reduce some unnecessary curviness of the path; the pathfinder returns a mathematically (near-)optimal path, which + * will happily curve and bend to reduce costs. Visually, it doesn't make sense for a way point path to curve and bend when it + * could just as well have gone in a straight line; that's why we have this, to make it look more natural. + * + * @p coords array of path coordinates to simplify + * @p maxSegmentLinks if non-zero, indicates the maximum amount of consecutive node-to-node links that can be joined into a + * single link. If this value is set to e.g. 1, then no reductions will be performed. A value of 3 means that + * at most 3 consecutive node links will be joined into a single link. + * @p floating whether to consider nodes who are under the water level as floating on top of the water + */ + void ReduceSegmentsByVisibility(std::deque& coords, unsigned maxSegmentLinks = 0, bool floating = true); + /** + * Helper function to GetVisibilitySegments, factored out for testing. Merges single-point segments with its neighbouring + * segments. You should not have to call this method directly. + */ + static void MergeVisibilitySegments(std::deque& segments); + void RenderSubmit(SceneCollector& collector); +}; + +REGISTER_COMPONENT_TYPE(WayPointRenderer) + +void CCmpWayPointRenderer::Init(const CParamNode& paramNode) +{ + m_Displayed = false; + m_LastOwner = INVALID_PLAYER; + m_LastMarkerCount = 0; + // --------------------------------------------------------------------------------------------- + // load some XML configuration data (schema guarantees that all these nodes are valid) + m_MarkerTemplate = paramNode.GetChild("MarkerTemplate").ToString(); + const CParamNode& lineColor = paramNode.GetChild("LineColour"); + m_LineColor = CColor( + lineColor.GetChild("@r").ToInt()/255.f, + lineColor.GetChild("@g").ToInt()/255.f, + lineColor.GetChild("@b").ToInt()/255.f, + 1.f + ); + const CParamNode& lineDashColor = paramNode.GetChild("LineDashColour"); + m_LineDashColor = CColor( + lineDashColor.GetChild("@r").ToInt()/255.f, + lineDashColor.GetChild("@g").ToInt()/255.f, + lineDashColor.GetChild("@b").ToInt()/255.f, + 1.f + ); + m_LineThickness = paramNode.GetChild("LineThickness").ToFixed().ToFloat(); + m_LineTexturePath = paramNode.GetChild("LineTexture").ToString(); + m_LineTextureMaskPath = paramNode.GetChild("LineTextureMask").ToString(); + m_LineStartCapType = SOverlayTexturedLine::StrToLineCapType(paramNode.GetChild("LineStartCap").ToString()); + m_LineEndCapType = SOverlayTexturedLine::StrToLineCapType(paramNode.GetChild("LineEndCap").ToString()); + m_LineCostClass = paramNode.GetChild("LineCostClass").ToUTF8(); + m_LinePassabilityClass = paramNode.GetChild("LinePassabilityClass").ToUTF8(); + // --------------------------------------------------------------------------------------------- + // load some textures + if (CRenderer::IsInitialised()) + { + CTextureProperties texturePropsBase(m_LineTexturePath); + texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE); + texturePropsBase.SetMaxAnisotropy(4.f); + m_Texture = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase); + CTextureProperties texturePropsMask(m_LineTextureMaskPath); + texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE); + texturePropsMask.SetMaxAnisotropy(4.f); + m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask); + } +} + +void CCmpWayPointRenderer::UpdateMarkers() +{ + player_id_t previousOwner = m_LastOwner; + for (size_t i = 0; i < m_WayPoints.size(); ++i) + { + if (i >= m_MarkerEntityIds.size()) + m_MarkerEntityIds.push_back(INVALID_ENTITY); + if (m_MarkerEntityIds[i] == INVALID_ENTITY) + { + // no marker exists yet, create one first + CComponentManager& componentMgr = GetSimContext().GetComponentManager(); + // allocate a new entity for the marker + if (!m_MarkerTemplate.empty()) + { + m_MarkerEntityIds[i] = componentMgr.AllocateNewLocalEntity(); + if (m_MarkerEntityIds[i] != INVALID_ENTITY) + m_MarkerEntityIds[i] = componentMgr.AddEntity(m_MarkerTemplate, m_MarkerEntityIds[i]); + } + } + // the marker entity should be valid at this point, otherwise something went wrong trying to allocate it + if (m_MarkerEntityIds[i] == INVALID_ENTITY) + LOGERROR("Failed to create way point marker entity"); + CmpPtr cmpPosition(GetSimContext(), m_MarkerEntityIds[i]); + if (cmpPosition) + { + if (m_Displayed && IsSet()) + { + cmpPosition->JumpTo(m_WayPoints[i].X, m_WayPoints[i].Y); + } + else + { + cmpPosition->MoveOutOfWorld(); // hide it + } + } + // set way point flag selection based on player civilization + CmpPtr cmpOwnership(GetSimContext(), GetEntityId()); + if (cmpOwnership) + { + player_id_t ownerId = cmpOwnership->GetOwner(); + if (ownerId != INVALID_PLAYER && (ownerId != previousOwner || m_LastMarkerCount <= i)) + { + m_LastOwner = ownerId; + CmpPtr cmpPlayerManager(GetSimContext(), SYSTEM_ENTITY); + // cmpPlayerManager should not be null as long as this method is called on-demand instead of at Init() time + // (we can't rely on component initialization order in Init()) + if (cmpPlayerManager) + { + CmpPtr cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(ownerId)); + if (cmpPlayer) + { + CmpPtr cmpVisualActor(GetSimContext(), m_MarkerEntityIds[i]); + if (cmpVisualActor) + { + cmpVisualActor->SetVariant("civ", CStrW(cmpPlayer->GetCiv()).ToUTF8()); + } + } + } + } + } + } + // Hide currently unused markers + for (size_t i = m_WayPoints.size(); i < m_LastMarkerCount; ++i) + { + CmpPtr cmpPosition(GetSimContext(), m_MarkerEntityIds[i]); + if (cmpPosition) + cmpPosition->MoveOutOfWorld(); + } + m_LastMarkerCount = m_WayPoints.size(); +} + +void CCmpWayPointRenderer::RecomputeAllWayPointPaths() +{ + m_Path.clear(); + m_VisibilitySegments.clear(); + m_TexturedOverlayLines.clear(); + if (!IsSet()) + return; // no use computing a path if the way point isn't set + CmpPtr cmpPosition(GetSimContext(), GetEntityId()); + if (!cmpPosition || !cmpPosition->IsInWorld()) + return; // no point going on if this entity doesn't have a position or is outside of the world + // Not used + CmpPtr cmpFootprint(GetSimContext(), GetEntityId()); + CmpPtr cmpPathfinder(GetSimContext(), SYSTEM_ENTITY); + for (size_t i = 0; i < m_WayPoints.size(); ++i) + { + RecomputeWayPointPath(i, cmpPosition, cmpFootprint, cmpPathfinder); + } +} + +void CCmpWayPointRenderer::RecomputeWayPointPath_wrapper(size_t index) +{ + if (!IsSet()) + return; // no use computing a path if the wayw point isn't set + CmpPtr cmpPosition(GetSimContext(), GetEntityId()); + if (!cmpPosition || !cmpPosition->IsInWorld()) + return; // no point going on if this entity doesn't have a position or is outside of the world + // Not used + CmpPtr cmpFootprint(GetSimContext(), GetEntityId()); + CmpPtr cmpPathfinder(GetSimContext(), SYSTEM_ENTITY); + RecomputeWayPointPath(index, cmpPosition, cmpFootprint, cmpPathfinder); +} + +void CCmpWayPointRenderer::RecomputeWayPointPath(size_t index, CmpPtr& cmpPosition, CmpPtr& UNUSED(cmpFootprint), CmpPtr UNUSED(cmpPathfinder)) +{ + while (index >= m_Path.size()) + { + std::deque tmp; + m_Path.push_back(tmp); + } + m_Path[index].clear(); + while (index >= m_VisibilitySegments.size()) + { + std::deque tmp; + m_VisibilitySegments.push_back(tmp); + } + m_VisibilitySegments[index].clear(); + entity_pos_t pathStartX; + entity_pos_t pathStartY; + if (index == 0) + { + pathStartX = cmpPosition->GetPosition2D().X; + pathStartY = cmpPosition->GetPosition2D().Y; + } + else + { + pathStartX = m_WayPoints[index-1].X; + pathStartY = m_WayPoints[index-1].Y; + } + // Find a long path to the goal point -- this uses the tile-based pathfinder, which will return a + // list of waypoints (i.e. a Path) from the building/previous way point to the goal, where each + // waypoint is centered at a tile. We'll have to do some post-processing on the path to get it smooth. + // TODO update comment + m_Path[index].push_back(CVector2D(m_WayPoints[index].X.ToFloat(), m_WayPoints[index].Y.ToFloat())); + m_Path[index].push_back(CVector2D(pathStartX.ToFloat(), pathStartY.ToFloat())); + // find which point is the last visible point before going into the SoD, so we have a point to compare to on the next turn + GetVisibilitySegments(m_VisibilitySegments[index], index); + // build overlay lines for the new path + ConstructOverlayLines(index); +} + +void CCmpWayPointRenderer::ConstructAllOverlayLines() +{ + m_TexturedOverlayLines.clear(); + for (size_t i = 0; i < m_Path.size(); ++i) + ConstructOverlayLines(i); +} + +void CCmpWayPointRenderer::ConstructOverlayLines(size_t index) +{ + // We need to create a new SOverlayTexturedLine every time we want to change the coordinates after having passed it to the + // renderer, because it does some fancy vertex buffering thing and caches them internally instead of recomputing them on every + // pass (which is only sensible). + while (index >= m_TexturedOverlayLines.size()) + { + std::list tmp; + m_TexturedOverlayLines.push_back(tmp); + } + std::list >::iterator iter = m_TexturedOverlayLines.begin(); + size_t count = index; + while(count--) + iter++; + (*iter).clear(); + if (m_Path[index].size() < 2) + return; + CmpPtr cmpTerrain(GetSimContext(), SYSTEM_ENTITY); + LineCapType dashesLineCapType = SOverlayTexturedLine::LINECAP_ROUND; // line caps to use for the dashed segments (and any other segment's edges that border it) + for (std::deque::const_iterator it = m_VisibilitySegments[index].begin(); it != m_VisibilitySegments[index].end(); ++it) + { + const SVisibilitySegment& segment = (*it); + if (segment.m_Visible) + { + // does this segment border on the building or way point flag on either side? + bool bordersBuilding = (segment.m_EndIndex == m_Path[index].size() - 1); + bool bordersFlag = (segment.m_StartIndex == 0); + // construct solid textured overlay line along a subset of the full path points from startPointIdx to endPointIdx + SOverlayTexturedLine overlayLine; + overlayLine.m_Thickness = m_LineThickness; + overlayLine.m_SimContext = &GetSimContext(); + overlayLine.m_TextureBase = m_Texture; + overlayLine.m_TextureMask = m_TextureMask; + overlayLine.m_Color = m_LineColor; + overlayLine.m_Closed = false; + // we should take care to only use m_LineXCap for the actual end points at the building and the way point; any intermediate + // end points (i.e., that border a dashed segment) should have the dashed cap + // the path line is actually in reverse order as well, so let's swap out the start and end caps + overlayLine.m_StartCapType = (bordersFlag ? m_LineEndCapType : dashesLineCapType); + overlayLine.m_EndCapType = (bordersBuilding ? m_LineStartCapType : dashesLineCapType); + overlayLine.m_AlwaysVisible = true; + // push overlay line coordinates + ENSURE(segment.m_EndIndex > segment.m_StartIndex); + for (size_t j = segment.m_StartIndex; j <= segment.m_EndIndex; ++j) // end index is inclusive here + { + overlayLine.m_Coords.push_back(m_Path[index][j].X); + overlayLine.m_Coords.push_back(m_Path[index][j].Y); + } + (*iter).push_back(overlayLine); + } + else + { + // construct dashed line from startPointIdx to endPointIdx; add textured overlay lines for it to the render list + std::vector straightLine; + straightLine.push_back(m_Path[index][segment.m_StartIndex]); + straightLine.push_back(m_Path[index][segment.m_EndIndex]); + // We always want to the dashed line to end at either point with a full dash (i.e. not a cleared space), so that the dashed + // area is visually obvious. This requires some calculations to see what size we should make the dashes and clears for them + // to fit exactly. + float maxDashSize = 3.f; + float maxClearSize = 3.f; + + float dashSize = maxDashSize; + float clearSize = maxClearSize; + float pairDashRatio = (dashSize / (dashSize + clearSize)); // ratio of the dash's length to a (dash + clear) pair's length + float distance = (m_Path[index][segment.m_StartIndex] - m_Path[index][segment.m_EndIndex]).Length(); // straight-line distance between the points + // See how many pairs (dash + clear) of unmodified size can fit into the distance. Then check the remaining distance; if it's not exactly + // a dash size's worth (which it probably won't be), then adjust the dash/clear sizes slightly so that it is. + int numFitUnmodified = floor(distance/(dashSize + clearSize)); + float remainderDistance = distance - (numFitUnmodified * (dashSize + clearSize)); + // Now we want to make remainderDistance equal exactly one dash size (i.e. maxDashSize) by scaling dashSize and clearSize slightly. + // We have (remainderDistance - maxDashSize) of space to distribute over numFitUnmodified instances of (dashSize + clearSize) to make + // it fit, so each (dashSize + clearSize) pair needs to adjust its length by (remainderDistance - maxDashSize)/numFitUnmodified + // (which will be positive or negative accordingly). This number can then be distributed further proportionally among the dash's + // length and the clear's length. + // we always want to have at least one dash/clear pair (i.e., "|===| |===|"); also, we need to avoid division by zero below. + numFitUnmodified = std::max(1, numFitUnmodified); + float pairwiseLengthDifference = (remainderDistance - maxDashSize)/numFitUnmodified; // can be either positive or negative + dashSize += pairDashRatio * pairwiseLengthDifference; + clearSize += (1 - pairDashRatio) * pairwiseLengthDifference; + // ------------------------------------------------------------------------------------------------ + SDashedLine dashedLine; + SimRender::ConstructDashedLine(straightLine, dashedLine, dashSize, clearSize); + // build overlay lines for dashes + size_t numDashes = dashedLine.m_StartIndices.size(); + for (size_t i=0; i < numDashes; i++) + { + SOverlayTexturedLine dashOverlay; + dashOverlay.m_Thickness = m_LineThickness; + dashOverlay.m_SimContext = &GetSimContext(); + dashOverlay.m_TextureBase = m_Texture; + dashOverlay.m_TextureMask = m_TextureMask; + dashOverlay.m_Color = m_LineDashColor; + dashOverlay.m_Closed = false; + dashOverlay.m_StartCapType = dashesLineCapType; + dashOverlay.m_EndCapType = dashesLineCapType; + dashOverlay.m_AlwaysVisible = true; + // TODO: maybe adjust the elevation of the dashes to be a little lower, so that it slides underneath the actual path + size_t dashStartIndex = dashedLine.m_StartIndices[i]; + size_t dashEndIndex = dashedLine.GetEndIndex(i); + ENSURE(dashEndIndex > dashStartIndex); + for (size_t n = dashStartIndex; n < dashEndIndex; n++) + { + dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].X); + dashOverlay.m_Coords.push_back(dashedLine.m_Points[n].Y); + } + (*iter).push_back(dashOverlay); + } + + } + } +} + +void CCmpWayPointRenderer::UpdateOverlayLines() +{ + // We should only do this if the way point is currently being displayed and set inside the world, otherwise it's a massive + // waste of time to calculate all this stuff (this method is called every turn) + if (!m_Displayed || !IsSet()) + return; + // see if there have been any changes to the SoD by grabbing the visibility edge points and comparing them to the previous ones + std::deque > newVisibilitySegments; + for (size_t i = 0; i < m_Path.size(); ++i) + { + std::deque tmp; + newVisibilitySegments.push_back(tmp); + GetVisibilitySegments(newVisibilitySegments[i], i); + } + // Check if the full path changed, then reconstruct all overlay lines, otherwise check if a segment changed and update that. + if (m_VisibilitySegments.size() != newVisibilitySegments.size()) + { + m_VisibilitySegments = newVisibilitySegments; // save the new visibility segments to compare against next time + ConstructAllOverlayLines(); + } + else + { + for (size_t i = 0; i < m_VisibilitySegments.size(); ++i) + { + if (m_VisibilitySegments[i] != newVisibilitySegments[i]) + { + // The visibility segments have changed, reconstruct the overlay lines to match. NOTE: The path itself doesn't + // change, only the overlay lines we construct from it. + m_VisibilitySegments[i] = newVisibilitySegments[i]; // save the new visibility segments to compare against next time + ConstructOverlayLines(i); + } + } + } +} +// TODO remove pathfinder?; or remove this as a whole? +void CCmpWayPointRenderer::ReduceSegmentsByVisibility(std::deque& coords, unsigned maxSegmentLinks, bool floating) +{ + CmpPtr cmpPathFinder(GetSimContext(), SYSTEM_ENTITY); + CmpPtr cmpTerrain(GetSimContext(), SYSTEM_ENTITY); + CmpPtr cmpWaterManager(GetSimContext(), SYSTEM_ENTITY); + ENSURE(cmpPathFinder && cmpTerrain && cmpWaterManager); + if (coords.size() < 3) + return; + // The basic idea is this: starting from a base node, keep checking each individual point along the path to see if there's a visible + // line between it and the base point. If so, keep going, otherwise, make the last visible point the new base node and start the same + // process from there on until the entire line is checked. The output is the array of base nodes. + std::deque newCoords; + StationaryOnlyObstructionFilter obstructionFilter; + entity_pos_t lineRadius = fixed::FromFloat(m_LineThickness); + pass_class_t passabilityClass = cmpPathFinder->GetPassabilityClass(m_LinePassabilityClass); + newCoords.push_back(coords[0]); // save the first base node + size_t baseNodeIdx = 0; + size_t curNodeIdx = 1; + + float baseNodeY; + entity_pos_t baseNodeX; + entity_pos_t baseNodeZ; + // set initial base node coords + baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X); + baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y); + baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y); + if (floating) + baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y)); + while (curNodeIdx < coords.size()) + { + ENSURE(curNodeIdx > baseNodeIdx); // this needs to be true at all times, otherwise we're checking visibility between a point and itself + entity_pos_t curNodeX = fixed::FromFloat(coords[curNodeIdx].X); + entity_pos_t curNodeZ = fixed::FromFloat(coords[curNodeIdx].Y); + float curNodeY = cmpTerrain->GetExactGroundLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y); + if (floating) + curNodeY = std::max(curNodeY, cmpWaterManager->GetExactWaterLevel(coords[curNodeIdx].X, coords[curNodeIdx].Y)); + // find out whether curNode is visible from baseNode (careful; this is in 2D only; terrain height differences are ignored!) + bool curNodeVisible = cmpPathFinder->CheckMovement(obstructionFilter, baseNodeX, baseNodeZ, curNodeX, curNodeZ, lineRadius, passabilityClass); + // since height differences are ignored by CheckMovement, let's call two points visible from one another only if they're at + // roughly the same terrain elevation + curNodeVisible = curNodeVisible && (fabsf(curNodeY - baseNodeY) < 3.f); // TODO: this could probably use some tuning + if (maxSegmentLinks > 0) + // max. amount of node-to-node links to be eliminated (unsigned subtraction is valid because curNodeIdx is always > baseNodeIdx) + curNodeVisible = curNodeVisible && ((curNodeIdx - baseNodeIdx) <= maxSegmentLinks); + if (!curNodeVisible) + { + // current node is not visible from the base node, so the previous one was the last visible point from baseNode and should + // hence become the new base node for further iterations. + // if curNodeIdx is adjacent to the current baseNode (which is possible due to steep height differences, e.g. hills), then + // we should take care not to stay stuck at the current base node + if (curNodeIdx > baseNodeIdx + 1) + { + baseNodeIdx = curNodeIdx - 1; + } + else + { + // curNodeIdx == baseNodeIdx + 1 + baseNodeIdx = curNodeIdx; + curNodeIdx++; // move the next candidate node one forward so that we don't test a point against itself in the next iteration + } + newCoords.push_back(coords[baseNodeIdx]); // add new base node to output list + // update base node coordinates + baseNodeX = fixed::FromFloat(coords[baseNodeIdx].X); + baseNodeZ = fixed::FromFloat(coords[baseNodeIdx].Y); + baseNodeY = cmpTerrain->GetExactGroundLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y); + if (floating) + baseNodeY = std::max(baseNodeY, cmpWaterManager->GetExactWaterLevel(coords[baseNodeIdx].X, coords[baseNodeIdx].Y)); + } + curNodeIdx++; + } + // we always need to add the last point back to the array; if e.g. all the points up to the last one are all visible from the current + // base node, then the loop above just ends and no endpoint is ever added to the list. + ENSURE(curNodeIdx == coords.size()); + newCoords.push_back(coords[coords.size() - 1]); + coords.swap(newCoords); +} + +void CCmpWayPointRenderer::GetVisibilitySegments(std::deque& out, size_t index) +{ + out.clear(); + if (m_Path[index].size() < 2) + return; + CmpPtr cmpRangeMgr(GetSimContext(), SYSTEM_ENTITY); + player_id_t currentPlayer = GetSimContext().GetCurrentDisplayedPlayer(); + CLosQuerier losQuerier(cmpRangeMgr->GetLosQuerier(currentPlayer)); + // go through the path node list, comparing each node's visibility with the previous one. If it changes, end the current segment and start + // a new one at the next point. + bool lastVisible = losQuerier.IsExplored( + (fixed::FromFloat(m_Path[index][0].X) / (int) TERRAIN_TILE_SIZE).ToInt_RoundToNearest(), + (fixed::FromFloat(m_Path[index][0].Y) / (int) TERRAIN_TILE_SIZE).ToInt_RoundToNearest() + ); + size_t curSegmentStartIndex = 0; // starting node index of the current segment + for (size_t k = 1; k < m_Path[index].size(); ++k) + { + // grab tile indices for this coord + int i = (fixed::FromFloat(m_Path[index][k].X) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); + int j = (fixed::FromFloat(m_Path[index][k].Y) / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); + bool nodeVisible = losQuerier.IsExplored(i, j); + if (nodeVisible != lastVisible) + { + // visibility changed; write out the segment that was just completed and get ready for the new one + out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, k - 1)); + //curSegmentStartIndex = k; // new segment starts here + curSegmentStartIndex = k - 1; + lastVisible = nodeVisible; + } + } + // terminate the last segment + out.push_back(SVisibilitySegment(lastVisible, curSegmentStartIndex, m_Path[index].size() - 1)); + MergeVisibilitySegments(out); +} + +void CCmpWayPointRenderer::MergeVisibilitySegments(std::deque& segments) +{ + // Scan for single-point segments; if they are inbetween two other segments, delete them and merge the surrounding segments. + // If they're at either end of the path, include them in their bordering segment (but only if those bordering segments aren't + // themselves single-point segments, because then we would want those to get absorbed by its surrounding ones first). + // first scan for absorptions of single-point surrounded segments (i.e. excluding edge segments) + size_t numSegments = segments.size(); + // WARNING: FOR LOOP TRICKERY AHEAD! + for (size_t i = 1; i < numSegments - 1;) + { + SVisibilitySegment& segment = segments[i]; + if (segment.IsSinglePoint()) + { + // since the segments' visibility alternates, the surrounding ones should have the same visibility + ENSURE(segments[i-1].m_Visible == segments[i+1].m_Visible); + segments[i-1].m_EndIndex = segments[i+1].m_EndIndex; // make previous segment span all the way across to the next + segments.erase(segments.begin() + i); // erase this segment ... + segments.erase(segments.begin() + i); // and the next (we removed [i], so [i+1] is now at position [i]) + numSegments -= 2; // we removed 2 segments, so update the loop condition + // in the next iteration, i should still point to the segment right after the one that got expanded, which is now + // at position i; so don't increment i here + } + else + { + ++i; + } + } + ENSURE(numSegments == segments.size()); + // check to see if the first segment needs to be merged with its neighbour + if (segments.size() >= 2 && segments[0].IsSinglePoint()) + { + int firstSegmentStartIndex = segments.front().m_StartIndex; + ENSURE(firstSegmentStartIndex == 0); + ENSURE(!segments[1].IsSinglePoint()); // at this point, the second segment should never be a single-point segment + + segments.erase(segments.begin()); + segments.front().m_StartIndex = firstSegmentStartIndex; + } + // check to see if the last segment needs to be merged with its neighbour + if (segments.size() >= 2 && segments[segments.size()-1].IsSinglePoint()) + { + int lastSegmentEndIndex = segments.back().m_EndIndex; + ENSURE(!segments[segments.size()-2].IsSinglePoint()); // at this point, the second-to-last segment should never be a single-point segment + segments.erase(segments.end()); + segments.back().m_EndIndex = lastSegmentEndIndex; + } + // -------------------------------------------------------------------------------------------------------- + // at this point, every segment should have at least 2 points + for (size_t i = 0; i < segments.size(); ++i) + { + ENSURE(!segments[i].IsSinglePoint()); + ENSURE(segments[i].m_EndIndex > segments[i].m_StartIndex); + } +} + +void CCmpWayPointRenderer::RenderSubmit(SceneCollector& collector) +{ + // we only get here if the way point is set and should be displayed + for (std::list >::iterator it = m_TexturedOverlayLines.begin(); + it != m_TexturedOverlayLines.end(); ++it) + { + for (std::list::iterator iter = (*it).begin(); iter != (*it).end(); ++iter) + { + if (!(*iter).m_Coords.empty()) + collector.Submit(&(*iter)); + } + } +} Index: ps/trunk/source/simulation2/components/ICmpRallyPointRenderer.h =================================================================== --- ps/trunk/source/simulation2/components/ICmpRallyPointRenderer.h +++ ps/trunk/source/simulation2/components/ICmpRallyPointRenderer.h @@ -24,7 +24,7 @@ /** * Rally Point. - * Holds the position of a unit's rally points, and renders them to screen. + * Holds the position(s) of a unit's rally points, and renders them to screen. */ class ICmpRallyPointRenderer : public IComponent { Index: ps/trunk/source/simulation2/components/ICmpWayPointRenderer.h =================================================================== --- ps/trunk/source/simulation2/components/ICmpWayPointRenderer.h +++ ps/trunk/source/simulation2/components/ICmpWayPointRenderer.h @@ -0,0 +1,48 @@ +/* Copyright (C) 2017 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_ICMPWAYPOINT +#define INCLUDED_ICMPWAYPOINT + +#include "maths/FixedVector2D.h" +#include "simulation2/helpers/Position.h" +#include "simulation2/system/Interface.h" + +/** + * Way Point. + * Holds the position(s) of a unit's way points, and renders them to screen. + */ +class ICmpWayPointRenderer : public IComponent +{ +public: + /// Sets whether the way point marker and line should be displayed. + virtual void SetDisplayed(bool displayed) = 0; + /// Sets the position at which the way point marker should be displayed. + /// Discards all previous positions + virtual void SetPosition(const CFixedVector2D& position) = 0; + /// Add another position at which a marker should be displayed, connected + /// to the previous one. + virtual void AddPosition_wrapper(const CFixedVector2D& position) = 0; + /// At a position at which a marker should be displayed, connected to + /// the previous first. + virtual void AddPositionFront(const CFixedVector2D& position) = 0; + /// Remove the first way point (as we have reached it) + virtual void Shift() = 0; + + DECLARE_INTERFACE_TYPE(WayPointRenderer) +}; +#endif // INCLUDED_ICMPWAYPOINT Index: ps/trunk/source/simulation2/components/ICmpWayPointRenderer.cpp =================================================================== --- ps/trunk/source/simulation2/components/ICmpWayPointRenderer.cpp +++ ps/trunk/source/simulation2/components/ICmpWayPointRenderer.cpp @@ -0,0 +1,31 @@ +/* Copyright (C) 2017 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 . + */ + +#include "precompiled.h" + +#include "ICmpWayPointRenderer.h" +#include "simulation2/system/InterfaceScripted.h" + +class CFixedVector2D; + +BEGIN_INTERFACE_WRAPPER(WayPointRenderer) +DEFINE_INTERFACE_METHOD_1("SetDisplayed", void, ICmpWayPointRenderer, SetDisplayed, bool) +DEFINE_INTERFACE_METHOD_1("SetPosition", void, ICmpWayPointRenderer, SetPosition, CFixedVector2D) +DEFINE_INTERFACE_METHOD_1("AddPosition", void, ICmpWayPointRenderer, AddPosition_wrapper, CFixedVector2D) +DEFINE_INTERFACE_METHOD_1("AddPositionFront", void, ICmpWayPointRenderer, AddPositionFront, CFixedVector2D) +DEFINE_INTERFACE_METHOD_0("Shift", void, ICmpWayPointRenderer, Shift) +END_INTERFACE_WRAPPER(WayPointRenderer)