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)