minimap_manager.cpp 9.7 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. m_minimap_fog_image = m_minimap_base_image.copy();
  31. m_minimap_image = m_minimap_fog_image.copy();
  32. m_unit_layer = std::make_unique<Game::Map::Minimap::UnitLayer>();
  33. m_unit_layer->init(m_minimap_base_image.width(),
  34. m_minimap_base_image.height(), m_world_width,
  35. m_world_height);
  36. qDebug() << "MinimapManager: Initialized unit layer for world"
  37. << m_world_width << "x" << m_world_height;
  38. m_camera_viewport_layer =
  39. std::make_unique<Game::Map::Minimap::CameraViewportLayer>();
  40. m_camera_viewport_layer->init(m_minimap_base_image.width(),
  41. m_minimap_base_image.height(), m_world_width,
  42. m_world_height);
  43. m_minimap_fog_version = 0;
  44. m_minimap_update_timer = MINIMAP_UPDATE_INTERVAL;
  45. update_fog(0.0F, 1);
  46. } else {
  47. qWarning() << "MinimapManager: Failed to generate minimap";
  48. }
  49. }
  50. void MinimapManager::update_fog(float dt, int local_owner_id) {
  51. if (m_minimap_base_image.isNull()) {
  52. return;
  53. }
  54. m_minimap_update_timer += dt;
  55. if (m_minimap_update_timer < MINIMAP_UPDATE_INTERVAL) {
  56. return;
  57. }
  58. m_minimap_update_timer = 0.0F;
  59. auto &visibility_service = Game::Map::VisibilityService::instance();
  60. if (!visibility_service.is_initialized()) {
  61. if (m_minimap_fog_image.isNull() ||
  62. m_minimap_fog_image.size() != m_minimap_base_image.size()) {
  63. m_minimap_fog_image = m_minimap_base_image.copy();
  64. }
  65. return;
  66. }
  67. const auto current_version = visibility_service.version();
  68. if (current_version == m_minimap_fog_version &&
  69. !m_minimap_fog_image.isNull()) {
  70. return;
  71. }
  72. m_minimap_fog_version = current_version;
  73. const int vis_width = visibility_service.getWidth();
  74. const int vis_height = visibility_service.getHeight();
  75. const auto cells = visibility_service.snapshotCells();
  76. if (cells.empty() || vis_width <= 0 || vis_height <= 0) {
  77. m_minimap_fog_image = m_minimap_base_image.copy();
  78. return;
  79. }
  80. m_minimap_fog_image = m_minimap_base_image.copy();
  81. const int img_width = m_minimap_fog_image.width();
  82. const int img_height = m_minimap_fog_image.height();
  83. constexpr float k_inv_cos = -0.70710678118F;
  84. constexpr float k_inv_sin = 0.70710678118F;
  85. const float scale_x =
  86. static_cast<float>(vis_width) / static_cast<float>(img_width);
  87. const float scale_y =
  88. static_cast<float>(vis_height) / static_cast<float>(img_height);
  89. constexpr int FOG_R = 45;
  90. constexpr int FOG_G = 38;
  91. constexpr int FOG_B = 30;
  92. constexpr int ALPHA_UNSEEN = 180;
  93. constexpr int ALPHA_EXPLORED = 60;
  94. constexpr int ALPHA_VISIBLE = 0;
  95. constexpr float ALPHA_THRESHOLD = 0.5F;
  96. constexpr float ALPHA_SCALE = 1.0F / 255.0F;
  97. auto get_alpha = [&cells, vis_width, ALPHA_VISIBLE, ALPHA_EXPLORED,
  98. ALPHA_UNSEEN](int vx, int vy) -> float {
  99. const size_t idx = static_cast<size_t>(vy * vis_width + vx);
  100. if (idx >= cells.size()) {
  101. return static_cast<float>(ALPHA_UNSEEN);
  102. }
  103. const auto state = static_cast<Game::Map::VisibilityState>(cells[idx]);
  104. switch (state) {
  105. case Game::Map::VisibilityState::Visible:
  106. return static_cast<float>(ALPHA_VISIBLE);
  107. case Game::Map::VisibilityState::Explored:
  108. return static_cast<float>(ALPHA_EXPLORED);
  109. default:
  110. return static_cast<float>(ALPHA_UNSEEN);
  111. }
  112. };
  113. const float half_img_w = static_cast<float>(img_width) * 0.5F;
  114. const float half_img_h = static_cast<float>(img_height) * 0.5F;
  115. const float half_vis_w = static_cast<float>(vis_width) * 0.5F;
  116. const float half_vis_h = static_cast<float>(vis_height) * 0.5F;
  117. for (int y = 0; y < img_height; ++y) {
  118. auto *scanline = reinterpret_cast<QRgb *>(m_minimap_fog_image.scanLine(y));
  119. for (int x = 0; x < img_width; ++x) {
  120. const float centered_x = static_cast<float>(x) - half_img_w;
  121. const float centered_y = static_cast<float>(y) - half_img_h;
  122. const float world_x = centered_x * k_inv_cos - centered_y * k_inv_sin;
  123. const float world_y = centered_x * k_inv_sin + centered_y * k_inv_cos;
  124. const float vis_x = (world_x * scale_x) + half_vis_w;
  125. const float vis_y = (world_y * scale_y) + half_vis_h;
  126. const int vx0 = std::clamp(static_cast<int>(vis_x), 0, vis_width - 1);
  127. const int vx1 = std::clamp(vx0 + 1, 0, vis_width - 1);
  128. const float fx = vis_x - static_cast<float>(vx0);
  129. const int vy0 = std::clamp(static_cast<int>(vis_y), 0, vis_height - 1);
  130. const int vy1 = std::clamp(vy0 + 1, 0, vis_height - 1);
  131. const float fy = vis_y - static_cast<float>(vy0);
  132. const float a00 = get_alpha(vx0, vy0);
  133. const float a10 = get_alpha(vx1, vy0);
  134. const float a01 = get_alpha(vx0, vy1);
  135. const float a11 = get_alpha(vx1, vy1);
  136. const float alpha_top = a00 + (a10 - a00) * fx;
  137. const float alpha_bot = a01 + (a11 - a01) * fx;
  138. const float fog_alpha = alpha_top + (alpha_bot - alpha_top) * fy;
  139. if (fog_alpha > ALPHA_THRESHOLD) {
  140. const QRgb original = scanline[x];
  141. const int orig_r = qRed(original);
  142. const int orig_g = qGreen(original);
  143. const int orig_b = qBlue(original);
  144. const float blend = fog_alpha * ALPHA_SCALE;
  145. const float inv_blend = 1.0F - blend;
  146. const int new_r = static_cast<int>(orig_r * inv_blend + FOG_R * blend);
  147. const int new_g = static_cast<int>(orig_g * inv_blend + FOG_G * blend);
  148. const int new_b = static_cast<int>(orig_b * inv_blend + FOG_B * blend);
  149. scanline[x] = qRgba(new_r, new_g, new_b, 255);
  150. }
  151. }
  152. }
  153. }
  154. void MinimapManager::update_units(
  155. Engine::Core::World *world,
  156. Game::Systems::SelectionSystem *selection_system) {
  157. if (m_minimap_fog_image.isNull() || !m_unit_layer || !world) {
  158. return;
  159. }
  160. m_minimap_image = m_minimap_fog_image.copy();
  161. std::vector<Game::Map::Minimap::UnitMarker> markers;
  162. constexpr size_t EXPECTED_MAX_UNITS = 128;
  163. markers.reserve(EXPECTED_MAX_UNITS);
  164. std::unordered_set<Engine::Core::EntityID> selected_ids;
  165. if (selection_system) {
  166. const auto &sel = selection_system->get_selected_units();
  167. selected_ids.insert(sel.begin(), sel.end());
  168. }
  169. {
  170. const std::lock_guard<std::recursive_mutex> lock(world->get_entity_mutex());
  171. const auto &entities = world->get_entities();
  172. for (const auto &[entity_id, entity] : entities) {
  173. const auto *unit = entity->get_component<Engine::Core::UnitComponent>();
  174. if (!unit) {
  175. continue;
  176. }
  177. if (unit->health <= 0) {
  178. continue;
  179. }
  180. const auto *transform =
  181. entity->get_component<Engine::Core::TransformComponent>();
  182. if (!transform) {
  183. continue;
  184. }
  185. Game::Map::Minimap::UnitMarker marker;
  186. marker.world_x = transform->position.x;
  187. marker.world_z = transform->position.z;
  188. marker.owner_id = unit->owner_id;
  189. marker.is_selected = selected_ids.count(entity_id) > 0;
  190. marker.is_building = Game::Units::is_building_spawn(unit->spawn_type);
  191. markers.push_back(marker);
  192. }
  193. }
  194. m_unit_layer->update(markers);
  195. const QImage &unit_overlay = m_unit_layer->get_image();
  196. if (!unit_overlay.isNull()) {
  197. QPainter painter(&m_minimap_image);
  198. painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
  199. painter.drawImage(0, 0, unit_overlay);
  200. }
  201. }
  202. void MinimapManager::update_camera_viewport(const Render::GL::Camera *camera,
  203. float screen_width,
  204. float screen_height) {
  205. if (m_minimap_image.isNull() || !m_camera_viewport_layer || !camera) {
  206. return;
  207. }
  208. const QVector3D &target = camera->get_target();
  209. const float distance = camera->get_distance();
  210. const float fov_rad =
  211. camera->get_fov() * Game::Map::Minimap::Constants::k_degrees_to_radians;
  212. const float aspect = screen_width / std::max(screen_height, 1.0F);
  213. const float viewport_half_height = distance * std::tan(fov_rad * 0.5F);
  214. const float viewport_half_width = viewport_half_height * aspect;
  215. const float viewport_width = viewport_half_width * 2.0F / m_tile_size;
  216. const float viewport_height = viewport_half_height * 2.0F / m_tile_size;
  217. m_camera_viewport_layer->update(target.x() / m_tile_size,
  218. target.z() / m_tile_size, viewport_width,
  219. viewport_height);
  220. const QImage &viewport_overlay = m_camera_viewport_layer->get_image();
  221. if (!viewport_overlay.isNull()) {
  222. QPainter painter(&m_minimap_image);
  223. painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
  224. painter.drawImage(0, 0, viewport_overlay);
  225. }
  226. }