minimap_manager.cpp 10 KB

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  1. #include "minimap_manager.h"
  2. #include "game/core/component.h"
  3. #include "game/core/world.h"
  4. #include "game/map/map_loader.h"
  5. #include "game/map/minimap/camera_viewport_layer.h"
  6. #include "game/map/minimap/minimap_generator.h"
  7. #include "game/map/minimap/minimap_utils.h"
  8. #include "game/map/minimap/unit_layer.h"
  9. #include "game/map/visibility_service.h"
  10. #include "game/systems/selection_system.h"
  11. #include "game/units/troop_type.h"
  12. #include "render/gl/camera.h"
  13. #include <QDebug>
  14. #include <QPainter>
  15. #include <algorithm>
  16. #include <cmath>
  17. #include <unordered_set>
  18. MinimapManager::MinimapManager() = default;
  19. MinimapManager::~MinimapManager() = default;
  20. void MinimapManager::generate_for_map(const Game::Map::MapDefinition &map_def) {
  21. Game::Map::Minimap::MinimapGenerator generator;
  22. m_minimap_base_image = generator.generate(map_def);
  23. if (!m_minimap_base_image.isNull()) {
  24. qDebug() << "MinimapManager: Generated minimap of size"
  25. << m_minimap_base_image.width() << "x"
  26. << m_minimap_base_image.height();
  27. m_world_width = static_cast<float>(map_def.grid.width);
  28. m_world_height = static_cast<float>(map_def.grid.height);
  29. m_tile_size = map_def.grid.tile_size;
  30. // Initialize fog image with a copy of the base image
  31. m_minimap_fog_image = m_minimap_base_image.copy();
  32. m_minimap_image = m_minimap_fog_image.copy();
  33. m_unit_layer = std::make_unique<Game::Map::Minimap::UnitLayer>();
  34. m_unit_layer->init(m_minimap_base_image.width(),
  35. m_minimap_base_image.height(), m_world_width,
  36. m_world_height);
  37. qDebug() << "MinimapManager: Initialized unit layer for world"
  38. << m_world_width << "x" << m_world_height;
  39. m_camera_viewport_layer =
  40. std::make_unique<Game::Map::Minimap::CameraViewportLayer>();
  41. m_camera_viewport_layer->init(m_minimap_base_image.width(),
  42. m_minimap_base_image.height(), m_world_width,
  43. m_world_height);
  44. m_minimap_fog_version = 0;
  45. m_minimap_update_timer = MINIMAP_UPDATE_INTERVAL;
  46. update_fog(0.0F, 1);
  47. } else {
  48. qWarning() << "MinimapManager: Failed to generate minimap";
  49. }
  50. }
  51. void MinimapManager::update_fog(float dt, int local_owner_id) {
  52. if (m_minimap_base_image.isNull()) {
  53. return;
  54. }
  55. m_minimap_update_timer += dt;
  56. if (m_minimap_update_timer < MINIMAP_UPDATE_INTERVAL) {
  57. return;
  58. }
  59. m_minimap_update_timer = 0.0F;
  60. auto &visibility_service = Game::Map::VisibilityService::instance();
  61. if (!visibility_service.is_initialized()) {
  62. if (m_minimap_fog_image.isNull() ||
  63. m_minimap_fog_image.size() != m_minimap_base_image.size()) {
  64. m_minimap_fog_image = m_minimap_base_image.copy();
  65. }
  66. return;
  67. }
  68. const auto current_version = visibility_service.version();
  69. if (current_version == m_minimap_fog_version &&
  70. !m_minimap_fog_image.isNull()) {
  71. return;
  72. }
  73. m_minimap_fog_version = current_version;
  74. const int vis_width = visibility_service.getWidth();
  75. const int vis_height = visibility_service.getHeight();
  76. const auto cells = visibility_service.snapshotCells();
  77. if (cells.empty() || vis_width <= 0 || vis_height <= 0) {
  78. m_minimap_fog_image = m_minimap_base_image.copy();
  79. return;
  80. }
  81. m_minimap_fog_image = m_minimap_base_image.copy();
  82. const int img_width = m_minimap_fog_image.width();
  83. const int img_height = m_minimap_fog_image.height();
  84. constexpr float k_inv_cos = -0.70710678118F;
  85. constexpr float k_inv_sin = 0.70710678118F;
  86. const float scale_x =
  87. static_cast<float>(vis_width) / static_cast<float>(img_width);
  88. const float scale_y =
  89. static_cast<float>(vis_height) / static_cast<float>(img_height);
  90. constexpr int FOG_R = 45;
  91. constexpr int FOG_G = 38;
  92. constexpr int FOG_B = 30;
  93. constexpr int ALPHA_UNSEEN = 180;
  94. constexpr int ALPHA_EXPLORED = 60;
  95. constexpr int ALPHA_VISIBLE = 0;
  96. constexpr float ALPHA_THRESHOLD = 0.5F;
  97. constexpr float ALPHA_SCALE = 1.0F / 255.0F;
  98. auto get_alpha = [&cells, vis_width, ALPHA_VISIBLE, ALPHA_EXPLORED,
  99. ALPHA_UNSEEN](int vx, int vy) -> float {
  100. const size_t idx = static_cast<size_t>(vy * vis_width + vx);
  101. if (idx >= cells.size()) {
  102. return static_cast<float>(ALPHA_UNSEEN);
  103. }
  104. const auto state = static_cast<Game::Map::VisibilityState>(cells[idx]);
  105. switch (state) {
  106. case Game::Map::VisibilityState::Visible:
  107. return static_cast<float>(ALPHA_VISIBLE);
  108. case Game::Map::VisibilityState::Explored:
  109. return static_cast<float>(ALPHA_EXPLORED);
  110. default:
  111. return static_cast<float>(ALPHA_UNSEEN);
  112. }
  113. };
  114. const float half_img_w = static_cast<float>(img_width) * 0.5F;
  115. const float half_img_h = static_cast<float>(img_height) * 0.5F;
  116. const float half_vis_w = static_cast<float>(vis_width) * 0.5F;
  117. const float half_vis_h = static_cast<float>(vis_height) * 0.5F;
  118. for (int y = 0; y < img_height; ++y) {
  119. auto *scanline = reinterpret_cast<QRgb *>(m_minimap_fog_image.scanLine(y));
  120. for (int x = 0; x < img_width; ++x) {
  121. const float centered_x = static_cast<float>(x) - half_img_w;
  122. const float centered_y = static_cast<float>(y) - half_img_h;
  123. const float world_x = centered_x * k_inv_cos - centered_y * k_inv_sin;
  124. const float world_y = centered_x * k_inv_sin + centered_y * k_inv_cos;
  125. const float vis_x = (world_x * scale_x) + half_vis_w;
  126. const float vis_y = (world_y * scale_y) + half_vis_h;
  127. const int vx0 = std::clamp(static_cast<int>(vis_x), 0, vis_width - 1);
  128. const int vx1 = std::clamp(vx0 + 1, 0, vis_width - 1);
  129. const float fx = vis_x - static_cast<float>(vx0);
  130. const int vy0 = std::clamp(static_cast<int>(vis_y), 0, vis_height - 1);
  131. const int vy1 = std::clamp(vy0 + 1, 0, vis_height - 1);
  132. const float fy = vis_y - static_cast<float>(vy0);
  133. const float a00 = get_alpha(vx0, vy0);
  134. const float a10 = get_alpha(vx1, vy0);
  135. const float a01 = get_alpha(vx0, vy1);
  136. const float a11 = get_alpha(vx1, vy1);
  137. const float alpha_top = a00 + (a10 - a00) * fx;
  138. const float alpha_bot = a01 + (a11 - a01) * fx;
  139. const float fog_alpha = alpha_top + (alpha_bot - alpha_top) * fy;
  140. if (fog_alpha > ALPHA_THRESHOLD) {
  141. const QRgb original = scanline[x];
  142. const int orig_r = qRed(original);
  143. const int orig_g = qGreen(original);
  144. const int orig_b = qBlue(original);
  145. const float blend = fog_alpha * ALPHA_SCALE;
  146. const float inv_blend = 1.0F - blend;
  147. const int new_r = static_cast<int>(orig_r * inv_blend + FOG_R * blend);
  148. const int new_g = static_cast<int>(orig_g * inv_blend + FOG_G * blend);
  149. const int new_b = static_cast<int>(orig_b * inv_blend + FOG_B * blend);
  150. scanline[x] = qRgba(new_r, new_g, new_b, 255);
  151. }
  152. }
  153. }
  154. }
  155. void MinimapManager::update_units(
  156. Engine::Core::World *world,
  157. Game::Systems::SelectionSystem *selection_system) {
  158. if (m_minimap_fog_image.isNull() || !m_unit_layer || !world) {
  159. return;
  160. }
  161. // Always start with a fresh copy of the fog-processed base image
  162. // to prevent overlays (units, camera viewport) from accumulating
  163. m_minimap_image = m_minimap_fog_image.copy();
  164. std::vector<Game::Map::Minimap::UnitMarker> markers;
  165. constexpr size_t EXPECTED_MAX_UNITS = 128;
  166. markers.reserve(EXPECTED_MAX_UNITS);
  167. std::unordered_set<Engine::Core::EntityID> selected_ids;
  168. if (selection_system) {
  169. const auto &sel = selection_system->get_selected_units();
  170. selected_ids.insert(sel.begin(), sel.end());
  171. }
  172. {
  173. const std::lock_guard<std::recursive_mutex> lock(world->get_entity_mutex());
  174. const auto &entities = world->get_entities();
  175. for (const auto &[entity_id, entity] : entities) {
  176. const auto *unit = entity->get_component<Engine::Core::UnitComponent>();
  177. if (!unit) {
  178. continue;
  179. }
  180. // Skip dead units - they should not appear on the minimap
  181. if (unit->health <= 0) {
  182. continue;
  183. }
  184. const auto *transform =
  185. entity->get_component<Engine::Core::TransformComponent>();
  186. if (!transform) {
  187. continue;
  188. }
  189. Game::Map::Minimap::UnitMarker marker;
  190. marker.world_x = transform->position.x;
  191. marker.world_z = transform->position.z;
  192. marker.owner_id = unit->owner_id;
  193. marker.is_selected = selected_ids.count(entity_id) > 0;
  194. marker.is_building = Game::Units::is_building_spawn(unit->spawn_type);
  195. markers.push_back(marker);
  196. }
  197. }
  198. m_unit_layer->update(markers);
  199. const QImage &unit_overlay = m_unit_layer->get_image();
  200. if (!unit_overlay.isNull()) {
  201. QPainter painter(&m_minimap_image);
  202. painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
  203. painter.drawImage(0, 0, unit_overlay);
  204. }
  205. }
  206. void MinimapManager::update_camera_viewport(const Render::GL::Camera *camera,
  207. float screen_width,
  208. float screen_height) {
  209. if (m_minimap_image.isNull() || !m_camera_viewport_layer || !camera) {
  210. return;
  211. }
  212. // Get camera target position (where the camera is looking)
  213. const QVector3D &target = camera->get_target();
  214. // Estimate the visible world area based on camera distance and FOV
  215. const float distance = camera->get_distance();
  216. const float fov_rad =
  217. camera->get_fov() * Game::Map::Minimap::Constants::k_degrees_to_radians;
  218. const float aspect = screen_width / std::max(screen_height, 1.0F);
  219. // Calculate approximate viewport dimensions in world space
  220. // Based on the vertical FOV and camera distance
  221. const float viewport_half_height = distance * std::tan(fov_rad * 0.5F);
  222. const float viewport_half_width = viewport_half_height * aspect;
  223. // Convert from world units to tile units for the minimap
  224. const float viewport_width = viewport_half_width * 2.0F / m_tile_size;
  225. const float viewport_height = viewport_half_height * 2.0F / m_tile_size;
  226. // Update the camera viewport layer
  227. m_camera_viewport_layer->update(target.x() / m_tile_size,
  228. target.z() / m_tile_size, viewport_width,
  229. viewport_height);
  230. // Draw the camera viewport overlay on the minimap
  231. const QImage &viewport_overlay = m_camera_viewport_layer->get_image();
  232. if (!viewport_overlay.isNull()) {
  233. QPainter painter(&m_minimap_image);
  234. painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
  235. painter.drawImage(0, 0, viewport_overlay);
  236. }
  237. }