void CoreScript::AddFlag(const Vector2I& _pos) { Vector2I pos = _pos; // A little UI fixup: set the flag to a porch // if we click on the switch. Chit* building = Context()->chitBag->QueryBuilding(IString(), pos, 0); if (building && (building->GetItem()->IName() == ISC::switchOn || building->GetItem()->IName() == ISC::switchOff)) { MapSpatialComponent* msc = GET_SUB_COMPONENT(building, SpatialComponent, MapSpatialComponent); if (msc) { pos = msc->PorchPos().min; } } Flag f = { pos, 0 }; if (flags.Find(f) < 0) { Chit* chit = Context()->chitBag->NewChit(); RenderComponent* rc = new RenderComponent("flag"); chit->Add(rc); ProcRenderInfo info; AssignProcedural(ISC::team, false, ParentChit()->GetItem()->ID(), ParentChit()->Team(), false, 0, 0, &info); rc->SetProcedural(0, info); chit->SetPosition(ToWorld3F(pos)); f.chitID = chit->ID(); flags.Push(f); } }
Chit* LumosChitBag::QueryPorch( const grinliz::Vector2I& pos ) { Vector2I sector = ToSector(pos); for( MapSpatialComponent* it = mapSpatialHash[SectorIndex(sector)]; it; it = it->nextBuilding ) { if ( it->PorchPos().Contains( pos )) { return it->ParentChit(); } } return 0; }
double EvalBuildingScript::EvalIndustrial( bool debugLog ) { Chit* building = ParentChit(); int hitB = 0, hitIBuilding = 0, hitNBuilding = 0, hitWater = 0, hitPlant = 0, hitRock = 0, hitWaterfall = 0; int hitShrub = 0; // doesn't terminate a ray. if (lastEval == 0 || (Context()->chitBag->AbsTime() - lastEval) > 2000) { lastEval = Context()->chitBag->AbsTime(); GameItem* item = building->GetItem(); GLASSERT(item); reachable = true; IString consume = item->keyValues.GetIString(ISC::zone); if (consume.empty()) { eval = 0; return eval; } MapSpatialComponent* msc = GET_SUB_COMPONENT(building, SpatialComponent, MapSpatialComponent); GLASSERT(msc); if (!msc) { eval = 0; return eval; } Rectangle2I porch = msc->PorchPos(); static const int RAD = 4; Rectangle2I bounds = porch; if (porch.min.x == 0) { // shouldn't happen, but be sure. GLASSERT(0); eval = 0; return eval; } bounds.Outset(RAD); Vector2I sector = ToSector(building->Position()); WorldMap* worldMap = Context()->worldMap; Rectangle2I mapBounds = worldMap->Bounds(); if (!mapBounds.Contains(bounds)) { eval = 0; return eval; // not worth dealing with edge of world } // Check if we can go from the core to the porch. // And make sure the core is inUse! CoreScript* cs = CoreScript::GetCore(ToSector(porch.min)); if (!cs || !cs->InUse()) reachable = false; if (reachable) { const SectorData& sd = worldMap->GetSectorData(ToSector(porch.min)); reachable = worldMap->CalcPath(ToWorld2F(sd.core), ToWorld2F(porch.min), 0, 0, false); } CChitArray arr; BuildingFilter buildingFilter; const FluidSim* fluidSim = Context()->physicsSims->GetFluidSim(sector); bool hasWaterfalls = fluidSim->NumWaterfalls() > 0; LumosChitBag* chitBag = Context()->chitBag; Rectangle2IEdgeIterator it(bounds); while (!it.Done()) { Vector2I pos = { it.Pos().x >= porch.max.x ? porch.max.x : porch.min.x, it.Pos().y >= porch.max.y ? porch.max.y : porch.min.y }; LineWalk walk(pos.x, pos.y, it.Pos().x, it.Pos().y); walk.Step(); // ignore where we are standing. while ( !walk.Done() ) { // non-intuitive iterator. See linewalk docs. // - building // - plant // - ice // - rock // - waterfall // - water // Buildings. Can be 2x2. Extend out beyond current check. bool hitBuilding = false; Vector2I p = walk.P(); // Don't count self as a hit, but stops the ray cast. // Also, use a larger radius because buildings can be 2x2 chitBag->QuerySpatialHash(&arr, ToWorld2F(p), 0.8f, 0, &buildingFilter); for (int i = 0; i < arr.Size(); ++i) { if (arr[i] != building) { MapSpatialComponent* buildingMSC = GET_SUB_COMPONENT(arr[i], SpatialComponent, MapSpatialComponent); GLASSERT(buildingMSC); if (buildingMSC->Bounds().Contains(p)) { hitBuilding = true; double thisSys = arr[i]->GetItem()->GetBuildingIndustrial(); hitB++; if (thisSys <= -0.5) hitNBuilding++; if (thisSys >= 0.5) hitIBuilding++; break; } } } if (hitBuilding) break; const WorldGrid& wg = worldMap->GetWorldGrid(p.x, p.y); if (wg.Plant()) { // int type = wg.Plant() - 1; int stage = wg.PlantStage(); if (stage >= 2) { ++hitPlant; break; } else { hitShrub++; } } if (wg.RockHeight()) { ++hitRock; break; } if (wg.IsWater()) { ++hitWater; break; } Rectangle2I wb; wb.min = wb.max = p; if (hasWaterfalls && fluidSim->ContainsWaterfalls(wb)) { ++hitWaterfall; break; } walk.Step(); } it.Next(); } // Note rock/ice isn't counted either way. int natural = hitNBuilding + hitWater + hitPlant + 10 * hitWaterfall + hitShrub / 4; // small plants don't add to rRays, so divide is okay. int industrial = hitIBuilding; int nRays = hitNBuilding + hitWater + hitPlant + hitWaterfall + hitIBuilding; eval = 0; if (nRays) { // With this system, that one ray (say from a distillery to plant) can be // hugely impactful. This may need tweaking: if (nRays < 2) nRays = 2; eval = double(industrial - natural) / double(nRays); } eval = Clamp(eval, -1.0, 1.0); if (debugLog) { Vector2I pos = ToWorld2I(building->Position()); GLOUTPUT(("Building %s at %d,%d eval=%.2f nRays=%d \n hit: Build=%d (I=%d N=%d) water=%d plant=%d rock=%d\n", building->GetItem()->Name(), pos.x, pos.y, eval, nRays, hitB, hitIBuilding, hitNBuilding, hitWater, hitPlant, hitRock)); (void)pos; } } return eval; }