minimap_manager.cpp 12 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. bool MinimapManager::consume_dirty_flag() {
  21. bool was_dirty = m_dirty;
  22. m_dirty = false;
  23. return was_dirty;
  24. }
  25. void MinimapManager::generate_for_map(const Game::Map::MapDefinition &map_def) {
  26. Game::Map::Minimap::MinimapOrientation::instance().set_yaw_degrees(
  27. map_def.camera.yaw_deg);
  28. Game::Map::Minimap::MinimapGenerator generator;
  29. m_minimap_base_image = generator.generate(map_def);
  30. if (!m_minimap_base_image.isNull()) {
  31. qDebug() << "MinimapManager: Generated minimap of size"
  32. << m_minimap_base_image.width() << "x"
  33. << m_minimap_base_image.height();
  34. m_world_width = static_cast<float>(map_def.grid.width);
  35. m_world_height = static_cast<float>(map_def.grid.height);
  36. m_tile_size = map_def.grid.tile_size;
  37. m_minimap_fog_image = m_minimap_base_image.copy();
  38. m_minimap_image = m_minimap_fog_image.copy();
  39. m_unit_layer = std::make_unique<Game::Map::Minimap::UnitLayer>();
  40. m_unit_layer->init(m_minimap_base_image.width(),
  41. m_minimap_base_image.height(), m_world_width,
  42. m_world_height);
  43. qDebug() << "MinimapManager: Initialized unit layer for world"
  44. << m_world_width << "x" << m_world_height;
  45. m_camera_viewport_layer =
  46. std::make_unique<Game::Map::Minimap::CameraViewportLayer>();
  47. m_camera_viewport_layer->init(m_minimap_base_image.width(),
  48. m_minimap_base_image.height(), m_world_width,
  49. m_world_height);
  50. m_minimap_fog_version = 0;
  51. m_minimap_update_timer = MINIMAP_UPDATE_INTERVAL;
  52. update_fog(0.0F, 1);
  53. mark_dirty();
  54. } else {
  55. qWarning() << "MinimapManager: Failed to generate minimap";
  56. }
  57. }
  58. void MinimapManager::update_fog(float dt, int local_owner_id) {
  59. if (m_minimap_base_image.isNull()) {
  60. return;
  61. }
  62. m_minimap_update_timer += dt;
  63. if (m_minimap_update_timer < MINIMAP_UPDATE_INTERVAL) {
  64. return;
  65. }
  66. m_minimap_update_timer = 0.0F;
  67. auto &visibility_service = Game::Map::VisibilityService::instance();
  68. if (!visibility_service.is_initialized()) {
  69. if (m_minimap_fog_image.isNull() ||
  70. m_minimap_fog_image.size() != m_minimap_base_image.size()) {
  71. m_minimap_fog_image = m_minimap_base_image.copy();
  72. }
  73. return;
  74. }
  75. const auto current_version = visibility_service.version();
  76. if (current_version == m_minimap_fog_version &&
  77. !m_minimap_fog_image.isNull()) {
  78. return;
  79. }
  80. m_minimap_fog_version = current_version;
  81. mark_dirty();
  82. const int vis_width = visibility_service.getWidth();
  83. const int vis_height = visibility_service.getHeight();
  84. const auto cells = visibility_service.snapshotCells();
  85. if (cells.empty() || vis_width <= 0 || vis_height <= 0) {
  86. m_minimap_fog_image = m_minimap_base_image.copy();
  87. return;
  88. }
  89. m_minimap_fog_image = m_minimap_base_image.copy();
  90. const int img_width = m_minimap_fog_image.width();
  91. const int img_height = m_minimap_fog_image.height();
  92. const auto &orient = Game::Map::Minimap::MinimapOrientation::instance();
  93. const float k_inv_cos = orient.cos_yaw();
  94. const float k_inv_sin = -orient.sin_yaw();
  95. const float scale_x =
  96. static_cast<float>(vis_width) / static_cast<float>(img_width);
  97. const float scale_y =
  98. static_cast<float>(vis_height) / static_cast<float>(img_height);
  99. constexpr int FOG_R = 45;
  100. constexpr int FOG_G = 38;
  101. constexpr int FOG_B = 30;
  102. constexpr int ALPHA_UNSEEN = 180;
  103. constexpr int ALPHA_EXPLORED = 60;
  104. constexpr int ALPHA_VISIBLE = 0;
  105. constexpr float ALPHA_THRESHOLD = 0.5F;
  106. constexpr float ALPHA_SCALE = 1.0F / 255.0F;
  107. auto get_alpha = [&cells, vis_width, ALPHA_VISIBLE, ALPHA_EXPLORED,
  108. ALPHA_UNSEEN](int vx, int vy) -> float {
  109. const size_t idx = static_cast<size_t>(vy * vis_width + vx);
  110. if (idx >= cells.size()) {
  111. return static_cast<float>(ALPHA_UNSEEN);
  112. }
  113. const auto state = static_cast<Game::Map::VisibilityState>(cells[idx]);
  114. switch (state) {
  115. case Game::Map::VisibilityState::Visible:
  116. return static_cast<float>(ALPHA_VISIBLE);
  117. case Game::Map::VisibilityState::Explored:
  118. return static_cast<float>(ALPHA_EXPLORED);
  119. default:
  120. return static_cast<float>(ALPHA_UNSEEN);
  121. }
  122. };
  123. const float half_img_w = static_cast<float>(img_width) * 0.5F;
  124. const float half_img_h = static_cast<float>(img_height) * 0.5F;
  125. const float half_vis_w = static_cast<float>(vis_width) * 0.5F;
  126. const float half_vis_h = static_cast<float>(vis_height) * 0.5F;
  127. for (int y = 0; y < img_height; ++y) {
  128. auto *scanline = reinterpret_cast<QRgb *>(m_minimap_fog_image.scanLine(y));
  129. for (int x = 0; x < img_width; ++x) {
  130. const float centered_x = static_cast<float>(x) - half_img_w;
  131. const float centered_y = static_cast<float>(y) - half_img_h;
  132. const float world_x = centered_x * k_inv_cos - centered_y * k_inv_sin;
  133. const float world_y = centered_x * k_inv_sin + centered_y * k_inv_cos;
  134. const float vis_x = (world_x * scale_x) + half_vis_w;
  135. const float vis_y = (world_y * scale_y) + half_vis_h;
  136. const int vx0 = std::clamp(static_cast<int>(vis_x), 0, vis_width - 1);
  137. const int vx1 = std::clamp(vx0 + 1, 0, vis_width - 1);
  138. const float fx = vis_x - static_cast<float>(vx0);
  139. const int vy0 = std::clamp(static_cast<int>(vis_y), 0, vis_height - 1);
  140. const int vy1 = std::clamp(vy0 + 1, 0, vis_height - 1);
  141. const float fy = vis_y - static_cast<float>(vy0);
  142. const float a00 = get_alpha(vx0, vy0);
  143. const float a10 = get_alpha(vx1, vy0);
  144. const float a01 = get_alpha(vx0, vy1);
  145. const float a11 = get_alpha(vx1, vy1);
  146. const float alpha_top = a00 + (a10 - a00) * fx;
  147. const float alpha_bot = a01 + (a11 - a01) * fx;
  148. const float fog_alpha = alpha_top + (alpha_bot - alpha_top) * fy;
  149. if (fog_alpha > ALPHA_THRESHOLD) {
  150. const QRgb original = scanline[x];
  151. const int orig_r = qRed(original);
  152. const int orig_g = qGreen(original);
  153. const int orig_b = qBlue(original);
  154. const float blend = fog_alpha * ALPHA_SCALE;
  155. const float inv_blend = 1.0F - blend;
  156. const int new_r = static_cast<int>(orig_r * inv_blend + FOG_R * blend);
  157. const int new_g = static_cast<int>(orig_g * inv_blend + FOG_G * blend);
  158. const int new_b = static_cast<int>(orig_b * inv_blend + FOG_B * blend);
  159. scanline[x] = qRgba(new_r, new_g, new_b, 255);
  160. }
  161. }
  162. }
  163. }
  164. void MinimapManager::update_units(
  165. Engine::Core::World *world,
  166. Game::Systems::SelectionSystem *selection_system, int local_owner_id) {
  167. if (m_minimap_fog_image.isNull() || !m_unit_layer || !world) {
  168. return;
  169. }
  170. m_minimap_image = m_minimap_fog_image.copy();
  171. std::vector<Game::Map::Minimap::UnitMarker> markers;
  172. constexpr size_t EXPECTED_MAX_UNITS = 128;
  173. markers.reserve(EXPECTED_MAX_UNITS);
  174. std::unordered_set<Engine::Core::EntityID> selected_ids;
  175. if (selection_system) {
  176. const auto &sel = selection_system->get_selected_units();
  177. selected_ids.insert(sel.begin(), sel.end());
  178. }
  179. std::uint64_t unit_hash = 0;
  180. {
  181. const std::lock_guard<std::recursive_mutex> lock(world->get_entity_mutex());
  182. const auto &entities = world->get_entities();
  183. for (const auto &[entity_id, entity] : entities) {
  184. const auto *unit = entity->get_component<Engine::Core::UnitComponent>();
  185. if (!unit) {
  186. continue;
  187. }
  188. if (unit->health <= 0) {
  189. continue;
  190. }
  191. const auto *transform =
  192. entity->get_component<Engine::Core::TransformComponent>();
  193. if (!transform) {
  194. continue;
  195. }
  196. Game::Map::Minimap::UnitMarker marker;
  197. marker.world_x = transform->position.x;
  198. marker.world_z = transform->position.z;
  199. marker.owner_id = unit->owner_id;
  200. marker.is_selected = selected_ids.count(entity_id) > 0;
  201. marker.is_building = Game::Units::is_building_spawn(unit->spawn_type);
  202. markers.push_back(marker);
  203. unit_hash ^= static_cast<std::uint64_t>(entity_id);
  204. unit_hash ^=
  205. static_cast<std::uint64_t>(
  206. *reinterpret_cast<const std::uint32_t *>(&marker.world_x))
  207. << 1;
  208. unit_hash ^=
  209. static_cast<std::uint64_t>(
  210. *reinterpret_cast<const std::uint32_t *>(&marker.world_z))
  211. << 2;
  212. unit_hash ^= static_cast<std::uint64_t>(marker.is_selected) << 3;
  213. }
  214. }
  215. if (unit_hash != m_last_unit_hash) {
  216. m_last_unit_hash = unit_hash;
  217. mark_dirty();
  218. }
  219. auto &visibility_service = Game::Map::VisibilityService::instance();
  220. Game::Map::Minimap::VisibilityCheckFn visibility_check = nullptr;
  221. if (visibility_service.is_initialized()) {
  222. visibility_check = [&visibility_service](float world_x,
  223. float world_z) -> bool {
  224. return visibility_service.isVisibleWorld(world_x, world_z) ||
  225. visibility_service.isExploredWorld(world_x, world_z);
  226. };
  227. }
  228. m_unit_layer->update(markers, local_owner_id, visibility_check, nullptr);
  229. const QImage &unit_overlay = m_unit_layer->get_image();
  230. if (!unit_overlay.isNull()) {
  231. QPainter painter(&m_minimap_image);
  232. painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
  233. painter.drawImage(0, 0, unit_overlay);
  234. }
  235. }
  236. void MinimapManager::update_camera_viewport(const Render::GL::Camera *camera,
  237. float screen_width,
  238. float screen_height) {
  239. if (m_minimap_image.isNull() || !m_camera_viewport_layer || !camera) {
  240. return;
  241. }
  242. const QVector3D &target = camera->get_target();
  243. const float distance = camera->get_distance();
  244. const float fov_rad =
  245. camera->get_fov() * Game::Map::Minimap::Constants::k_degrees_to_radians;
  246. const float aspect = screen_width / std::max(screen_height, 1.0F);
  247. const float viewport_half_height = distance * std::tan(fov_rad * 0.5F);
  248. const float viewport_half_width = viewport_half_height * aspect;
  249. const float viewport_width = viewport_half_width * 2.0F / m_tile_size;
  250. const float viewport_height = viewport_half_height * 2.0F / m_tile_size;
  251. const float camera_x = target.x() / m_tile_size;
  252. const float camera_z = target.z() / m_tile_size;
  253. constexpr float EPSILON = 0.01F;
  254. if (std::abs(camera_x - m_last_camera_x) > EPSILON ||
  255. std::abs(camera_z - m_last_camera_z) > EPSILON ||
  256. std::abs(viewport_width - m_last_viewport_w) > EPSILON ||
  257. std::abs(viewport_height - m_last_viewport_h) > EPSILON) {
  258. m_last_camera_x = camera_x;
  259. m_last_camera_z = camera_z;
  260. m_last_viewport_w = viewport_width;
  261. m_last_viewport_h = viewport_height;
  262. mark_dirty();
  263. }
  264. m_camera_viewport_layer->update(camera_x, camera_z, viewport_width,
  265. viewport_height);
  266. const QImage &viewport_overlay = m_camera_viewport_layer->get_image();
  267. if (!viewport_overlay.isNull()) {
  268. QPainter painter(&m_minimap_image);
  269. painter.setCompositionMode(QPainter::CompositionMode_SourceOver);
  270. painter.drawImage(0, 0, viewport_overlay);
  271. }
  272. }