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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
"
void
CBasicMapDamage::Init
()
{
mapHardness = mapInfo->
map
.
hardness
;
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
) * (math::
PI
+
0
.
3f
));
const
float
c2 =
math::cos
(
std::max
(
0
.
0f
, r *
3
.
0f
-
2
.
0f
) * math::
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) {
TerrainTypeHardnessChanged
(a);
}
//
3x3 smoothing kernel
weightTable[
0
] =
1
.
0f
/
16
.
0f
;
weightTable[
1
] =
2
.
0f
/
16
.
0f
;
weightTable[
2
] =
1
.
0f
/
16
.
0f
;
weightTable[
3
] =
2
.
0f
/
16
.
0f
;
weightTable[
4
] =
4
.
0f
/
16
.
0f
;
weightTable[
5
] =
2
.
0f
/
16
.
0f
;
weightTable[
6
] =
1
.
0f
/
16
.
0f
;
weightTable[
7
] =
2
.
0f
/
16
.
0f
;
weightTable[
8
] =
1
.
0f
/
16
.
0f
;
explSquaresPoolIdx =
0
;
explUpdateQueueIdx =
0
;
explosionSquaresPool.
clear
();
explosionSquaresPool.
resize
(
4
*
1024
*
1024
);
explosionUpdateQueue.
clear
();
explosionUpdateQueue.
reserve
(
64
);
std::fill
(explosionSquaresPool.
begin
(), explosionSquaresPool.
end
(),
0
.
0f
);
}
void
CBasicMapDamage::TerrainTypeHardnessChanged
(
int
ttIndex)
{
//
table should contain only positive or only negative values, never both
rawHardness[ttIndex] = mapHardness *
std::max
(
0
.
001f
, mapInfo->
terrainTypes
[ttIndex].
hardness
);
invHardness[ttIndex] =
1
.
0f
/ rawHardness[ttIndex];
}
void
CBasicMapDamage::TerrainTypeSpeedModChanged
(
int
ttIndex)
{
const
unsigned
char
* typeMap = readMap->
GetTypeMapSynced
();
//
update all map-squares that reference this terrain-type (slow)
for
(
int
tz =
0
; tz < mapDims.
hmapy
; tz++) {
for
(
int
tx =
0
; tx < mapDims.
hmapx
; tx++) {
if
(typeMap[tz * mapDims.
hmapx
+ tx] != ttIndex)
continue
;
pathManager->
TerrainChange
((tx <<
1
), (tz <<
1
), (tx <<
1
) +
1
, (tz <<
1
) +
1
,
TERRAINCHANGE_TYPEMAP_SPEED_VALUES
);
}
}
}
void
CBasicMapDamage::Explosion
(
const
float3& pos,
float
strength,
float
radius)
{
if
(!pos.
IsInMap
())
return
;
if
(strength <
10
.
0f
|| radius <
8
.
0f
)
return
;
explosionUpdateQueue.
emplace_back
();
Explo& e = explosionUpdateQueue.
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.
idx
= explSquaresPoolIdx;
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
.
0f
;
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
) {
SetExplosionSquare
(
0
.
0f
);
continue
;
}
//
calculate the distance and normalize it
const
float
expDist = pos.
distance2D
(
float3
(x *
SQUARE_SIZE
,
0
.
0f
, 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 >> 1) * mapDims.hmapx + (x >> 1)];
//
prevent formation of spikes from isolated "soft spots"
//
(one or two random squares with extremely low hardness
//
surrounded by high-strength terrain)
float
sumRawHardness =
0
.
0f
;
float
avgInvHardness =
0
.
0f
;
for
(
int
j = -
1
; j <=
1
; j++) {
for
(
int
i = -
1
; i <=
1
; i++) {
const
int
tmz =
Clamp
((y >>
1
) + j,
0
, mapDims.
hmapy
-
1
);
const
int
tmx =
Clamp
((x >>
1
) + i,
0
, mapDims.
hmapx
-
1
);
const
int
tti = typeMap[tmz * mapDims.
hmapx
+ tmx];
sumRawHardness += (rawHardness[tti] * weightTable[(j +
1
) *
3
+ (i +
1
)]);
}
}
avgInvHardness =
1
.
0f
/ sumRawHardness;
//
FIXME: compensate for flattened ground under dead buildings
const
float
prevDif = curHeightMap[y * mapDims.
mapxp1
+ x] - orgHeightMap[y * mapDims.
mapxp1
+ x];
float
explDif = baseStrength;
explDif *= craterTable[tableIdx];
explDif *= avgInvHardness;
//
explDif *= invHardness[ttypeIdx];
if
((prevDif * explDif) >
0
.
0f
)
explDif /= ((
math::fabs
(prevDif) /
EXPLOSION_LIFETIME
) +
1
);
if
(explDif < -
0
.
3f
&& strength >
200
.
0f
)
grassDrawer->
RemoveGrass
(
float3
(x *
SQUARE_SIZE
,
0
.
0f
, y *
SQUARE_SIZE
));
SetExplosionSquare
(explDif);
}
}
QuadFieldQuery qfQuery;
quadField.
GetUnitsExact
(qfQuery, 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: *qfQuery.
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 >>
1
) * mapDims.
hmapx
+ (x >>
1
)];
const
float
prevDif = curHeightMap[z * mapDims.
mapxp1
+ x] - orgHeightMap[z * mapDims.
mapxp1
+ x];
float
explDif = baseStrength;
explDif *= craterTable[tableIdx];
explDif *= invHardness[ttypeIdx];
if
((prevDif * explDif) >
0
.
0f
)
explDif /= ((
math::fabs
(prevDif) /
EXPLOSION_LIFETIME
) +
1
);
totalDif += explDif;
}
}
if
(totalDif !=
0
.
0f
) {
e.
buildings
.
emplace_back
();
ExploBuilding& eb = e.
buildings
.
back
();
eb.
id
= unit->
id
;
eb.
dif
= totalDif / (unit->
xsize
* unit->
zsize
);
eb.
tx1
= unit->
mapPos
.
x
;
eb.
tx2
= unit->
mapPos
.
x
+ unit->
xsize
;
eb.
tz1
= unit->
mapPos
.
y
;
eb.
tz2
= unit->
mapPos
.
y
+ unit->
zsize
;
}
}
}
void
CBasicMapDamage::RecalcArea
(
int
x1,
int
x2,
int
y1,
int
y2)
{
readMap->
UpdateHeightMapSynced
(
SRectangle
(x1, y1, x2, y2));
featureHandler.
TerrainChanged
(x1, y1, x2, y2);
{
SCOPED_TIMER
(
"
Sim::BasicMapDamage::Los
"
);
losHandler->
UpdateHeightMapSynced
(
SRectangle
(x1, y1, x2, y2));
}
{
SCOPED_TIMER
(
"
Sim::BasicMapDamage::Path
"
);
pathManager->
TerrainChange
(x1, y1, x2, y2,
TERRAINCHANGE_DAMAGE_RECALCULATION
);
}
}
void
CBasicMapDamage::Update
()
{
SCOPED_TIMER
(
"
Sim::BasicMapDamage
"
);
for
(
unsigned
int
i = explUpdateQueueIdx, n = explosionUpdateQueue.
size
(); i < n; i++) {
Explo& e = explosionUpdateQueue[i];
if
((e.
ttl
--) <=
0
)
continue
;
unsigned
int
expSquarePoolIdx = e.
idx
;
for
(
int
y = e.
y1
; y <= e.
y2
; ++y) {
for
(
int
x = e.
x1
; x <= e.
x2
; ++x) {
readMap->
AddHeight
(y * mapDims.
mapxp1
+ x, explosionSquaresPool[ (expSquarePoolIdx++) % explosionSquaresPool.
size
() ]);
}
}
for
(
const
ExploBuilding& b: e.
buildings
) {
CUnit* unit = unitHandler.
GetUnit
(b.
id
);
if
(unit ==
nullptr
)
continue
;
//
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
)
continue
;
RecalcArea
(e.
x1
-
1
, e.
x2
+
1
, e.
y1
-
1
, e.
y2
+
1
);
}
//
pop explosions that are no longer being processed
while
(explUpdateQueueIdx < explosionUpdateQueue.
size
()) {
if
(explosionUpdateQueue[explUpdateQueueIdx].
ttl
>
0
)
return
;
explUpdateQueueIdx +=
1
;
}
//
no more explosions left to process, clear queue for real
explosionUpdateQueue.
clear
();
explUpdateQueueIdx =
0
;
}
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