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Copy pathBasicMapDamage.cpp
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212 lines (162 loc) · 5.89 KB
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "BasicMapDamage.h"
#include "ReadMap.h"
#include "MapInfo.h"
#include "Rendering/Env/GrassDrawer.h"
#include "Sim/Misc/GroundBlockingObjectMap.h"
#include "Sim/Misc/LosHandler.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Path/IPathManager.h"
#include "Sim/Features/FeatureHandler.h"
#include "System/TimeProfiler.h"
CBasicMapDamage::CBasicMapDamage()
{
for (int a = 0; a <= CRATER_TABLE_SIZE; ++a) {
const float r = a / float(CRATER_TABLE_SIZE);
const float c1 = math::cos((r - 0.1f) * (PI + 0.3f));
const float c2 = math::cos(std::max(0.0f, r * 3.0f - 2.0f) * PI);
// faked Sombrero hat, cut in half
craterTable[a] = c1 * (1.0f - r) * (0.5f + 0.5f * c2);
}
for (int a = 0; a < CMapInfo::NUM_TERRAIN_TYPES; ++a) {
invHardness[a] = 1.0f / mapInfo->terrainTypes[a].hardness;
}
mapHardness = mapInfo->map.hardness;
disabled = false;
}
void CBasicMapDamage::Explosion(const float3& pos, float strength, float radius)
{
if (!pos.IsInMap())
return;
if (strength < 10.0f || radius < 8.0f)
return;
explosions.emplace_back();
Explo& e = explosions.back();
e.pos = pos;
e.strength = strength;
e.radius = radius;
e.ttl = EXPLOSION_LIFETIME;
e.x1 = Clamp<int>((pos.x - radius) / SQUARE_SIZE, 1, mapDims.mapxm1);
e.x2 = Clamp<int>((pos.x + radius) / SQUARE_SIZE, 1, mapDims.mapxm1);
e.y1 = Clamp<int>((pos.z - radius) / SQUARE_SIZE, 1, mapDims.mapym1);
e.y2 = Clamp<int>((pos.z + radius) / SQUARE_SIZE, 1, mapDims.mapym1);
e.squares.reserve((e.y2 - e.y1 + 1) * (e.x2 - e.x1 + 1));
const float* curHeightMap = readMap->GetCornerHeightMapSynced();
const float* orgHeightMap = readMap->GetOriginalHeightMapSynced();
const unsigned char* typeMap = readMap->GetTypeMapSynced();
const float baseStrength = -math::pow(strength, 0.6f) * 3 / mapHardness;
const float invRadius = 1.0f / radius;
// figure out how much height to add to each square
for (int y = e.y1; y <= e.y2; ++y) {
for (int x = e.x1; x <= e.x2; ++x) {
const CSolidObject* so = groundBlockingObjectMap->GroundBlockedUnsafe(y * mapDims.mapx + x);
// do not change squares with buildings on them here
if (so != nullptr && so->blockHeightChanges) {
e.squares.push_back(0.0f);
continue;
}
// calculate the distance and normalize it
const float expDist = pos.distance2D(float3(x * SQUARE_SIZE, 0, y * SQUARE_SIZE));
const float relDist = std::min(1.0f, expDist * invRadius);
const unsigned int tableIdx = relDist * CRATER_TABLE_SIZE;
const unsigned int ttypeIdx = typeMap[(y / 2) * mapDims.hmapx + x / 2];
float dif = baseStrength;
dif *= craterTable[tableIdx];
dif *= invHardness[ttypeIdx];
// FIXME: compensate for flattened ground under dead buildings
const float prevDif =
curHeightMap[y * mapDims.mapxp1 + x] -
orgHeightMap[y * mapDims.mapxp1 + x];
if ((prevDif * dif) > 0.0f)
dif /= ((math::fabs(prevDif) / EXPLOSION_LIFETIME) + 1);
if (dif < -0.3f && strength > 200.0f)
grassDrawer->RemoveGrass(float3(x * SQUARE_SIZE, 0.0f, y * SQUARE_SIZE));
e.squares.push_back(dif);
}
}
const std::vector<CUnit*>& units = quadField->GetUnitsExact(pos, radius);
// calculate how much to raise or lower buildings in the explosion radius
// (while still keeping the ground below them flat)
for (const CUnit* unit: units) {
if (!unit->blockHeightChanges)
continue;
if (!unit->IsBlocking())
continue;
float totalDif = 0.0f;
for (int z = unit->mapPos.y; z < unit->mapPos.y + unit->zsize; z++) {
for (int x = unit->mapPos.x; x < unit->mapPos.x + unit->xsize; x++) {
// calculate the distance and normalize it
const float expDist = pos.distance2D(float3(x * SQUARE_SIZE, 0.0f, z * SQUARE_SIZE));
const float relDist = std::min(1.0f, expDist * invRadius);
const unsigned int tableIdx = relDist * CRATER_TABLE_SIZE;
const unsigned int ttypeIdx = typeMap[(z / 2) * mapDims.hmapx + x / 2];
float dif = baseStrength;
dif *= craterTable[tableIdx];
dif *= invHardness[ttypeIdx];
const float prevDif =
curHeightMap[z * mapDims.mapxp1 + x] -
orgHeightMap[z * mapDims.mapxp1 + x];
if ((prevDif * dif) > 0.0f)
dif /= ((math::fabs(prevDif) / EXPLOSION_LIFETIME) + 1);
totalDif += dif;
}
}
totalDif /= (unit->xsize * unit->zsize);
if (totalDif != 0.0f) {
e.buildings.emplace_back();
ExploBuilding& eb = e.buildings.back();
eb.id = unit->id;
eb.dif = totalDif;
eb.tx1 = unit->mapPos.x;
eb.tx2 = unit->mapPos.x + unit->xsize;
eb.tz1 = unit->mapPos.y;
eb.tz2 = unit->mapPos.y + unit->zsize;
}
}
explosions.push_back(e);
}
void CBasicMapDamage::RecalcArea(int x1, int x2, int y1, int y2)
{
readMap->UpdateHeightMapSynced(SRectangle(x1, y1, x2, y2));
featureHandler->TerrainChanged(x1, y1, x2, y2);
losHandler->UpdateHeightMapSynced(SRectangle(x1, y1, x2, y2));
pathManager->TerrainChange(x1, y1, x2, y2, TERRAINCHANGE_DAMAGE_RECALCULATION);
}
void CBasicMapDamage::Update()
{
SCOPED_TIMER("BasicMapDamage::Update");
for (Explo& e: explosions) {
if (e.ttl <= 0)
continue;
--e.ttl;
auto si = e.squares.cbegin();
for (int y = e.y1; y <= e.y2; ++y) {
for (int x = e.x1; x <= e.x2; ++x) {
readMap->AddHeight(y * mapDims.mapxp1 + x, *(si++));
}
}
for (const ExploBuilding& b: e.buildings) {
CUnit* unit = unitHandler->GetUnit(b.id);
if (unit != nullptr) {
// only change ground level if building is still here
for (int z = b.tz1; z < b.tz2; z++) {
for (int x = b.tx1; x < b.tx2; x++) {
readMap->AddHeight(z * mapDims.mapxp1 + x, b.dif);
}
}
unit->Move(UpVector * b.dif, true);
}
}
if (e.ttl == 0) {
RecalcArea(e.x1 - 1, e.x2 + 1, e.y1 - 1, e.y2 + 1);
}
}
while (!explosions.empty()) {
const Explo& explosion = explosions.front();
if (explosion.ttl > 0)
break;
explosions.pop_front();
}
}