package squidpony.squidai; import squidpony.annotation.GwtIncompatible; import squidpony.squidgrid.FOVCache; import squidpony.squidgrid.Radius; import squidpony.squidmath.Coord; import squidpony.squidmath.OrderedMap; import java.util.ArrayList; import java.util.Collection; /** * Area of Effect interface meant to be implemented by various specific burst, line, flowing, and user-made AOE types. * Created by Tommy Ettinger on 5/8/2015. */ public interface AOE { /** * After an AOE has been constructed, it may need to have the affected area shifted over to a different position * without changing any other properties of the AOE. Some AOE implementations may have an origin where the AOE * starts emanating from, but the origin will not be affected by this method; instead the cell specified by target * must be enough on its own to select a different target area without the producer of the AOE needing to move. * @param aim a that will be used to change the location of the AOE without its producer needing to move */ void shift(Coord aim); /** * Given a Set of Points that the producer of the AOE wants to include in the region of this AOE, this method does * a quick approximation to see if there is any possibility that the AOE as currently configured might include one * of those Points within itself. It does not do a full, detailed scan, nor does it count how many opponents might * be included. It does not check the map to verify that there is any sort of path to a target. It is recommended * that the Set of Points consist only of enemies that are within FOV, which cuts down a lot on the amount of checks * this needs to make; if the game doesn't restrict the player's FOV, this is still recommended (just with a larger * FOV radius) because it prevents checking enemies on the other side of the map and through multiple walls. * @param targets a Collection (usually a Set) of Points that are desirable targets to include in this AOE * @return true if there could be at least one target within the AOE, false otherwise. Very approximate. */ boolean mayContainTarget(Collection<Coord> targets); /** * Returns a OrderedMap of Coord keys and ArrayList of Coord values, where each Coord key is an ideal location to * hit as many of the Points in targets as possible without hitting any Points in requiredExclusions, and each value * is the collection of targets that will be hit if the associated key is used. The length of any ArrayList in the * returned collection's values will be the number of targets likely to be affected by the AOE when shift() is * called with the Coord key as an argument; all of the ArrayLists should have the same length. The second argument * may be null, in which case this will initialize it to an empty Set of Coord and disregard it. * * With complex maps and varied arrangements of obstacles and desirable targets, calculating the best points to * evaluate for AI can be computationally difficult. This method provides a way to calculate with good accuracy * the best Points to pass to shift(Coord) before calling findArea(). For "blackened thrash industrial death metal" * levels of brutality for the AI, the results of this can be used verbatim, but for more reasonable AI levels, you * can intentionally alter the best options to simulate imperfect aim or environmental variance on the AOE. * * Beast-like creatures that do not need devious AI should probably not use this method at all and instead use * shift(Coord) with the location of some enemy (probably the closest) as its argument. * @param targets a Set of Points that are desirable targets to include in this AOE * @param requiredExclusions a Set of Points that this tries strongly to avoid including in this AOE * @return a OrderedMap of Coord keys and ArrayList of Coord values where keys are ideal locations and values are the target points that will be hit when that key is used. */ OrderedMap<Coord, ArrayList<Coord>> idealLocations(Collection<Coord> targets, Collection<Coord> requiredExclusions); /** * A variant of idealLocations that takes two groups of desirable targets, and will rate locations by how many * priorityTargets are in the AOE, then by how many lesserTargets are in the AOE, and will only consider locations * that do not affect a Coord in requiredExclusions. Unlike the variant of idealLocations that only takes one group * of targets, this variant can return a collection with ArrayList values where the same Coord appears four times * in the same ArrayList; this is done only for priorityTargets that are affected by the target Coord at the * associated key, and is done so that the length of each similar-quality ArrayList should be identical (since a * priorityTarget is worth four times what a lesserTarget is worth in the calculation this uses). * @param priorityTargets A Set of Points that are the most-wanted targets to include in this AOE * @param lesserTargets A Set of Points that are the less-wanted targets to include in this AOE, should not overlap with priorityTargets * @param requiredExclusions a Set of Points that this tries strongly to avoid including in this AOE * @return a OrderedMap of Coord keys and ArrayList of Coord values where keys are ideal locations and values are the target points that will be hit when that key is used. */ OrderedMap<Coord, ArrayList<Coord>> idealLocations(Collection<Coord> priorityTargets, Collection<Coord> lesserTargets, Collection<Coord> requiredExclusions); /** * This must be called before any other methods, and takes a char[][] with '#' for walls, anything else for floors. * It must be bounded with walls, which DungeonGenerator does automatically. * @param map width first, height second, 2D char array. */ void setMap(char[][] map); /** * This is how an AOE interacts with anything that uses it. It expects a map to have already been set with setMap, * with '#' for walls, '.' for floors and potentially other chars that implementors can use if they are present in * the map. The map must be bounded by walls, which DungeonGenerator does automatically and other generators can * easily add with two loops. * * This returns an OrderedMap of Coord keys to Double values; if a cell is 100% affected by the AOE then the value * should be 1.0; if it is 50% affected it should be 0.5, if unaffected should be 0.0, etc. The Coord keys should * have the same x and y as the x,y map positions they correspond to. * @return an OrderedMap of Coord keys to Double values from 1.0 (fully affected) to 0.0 (unaffected). */ OrderedMap<Coord, Double> findArea(); /** * Get the position from which the AOE originates, which may be related to the location of the AOE's effect, as for * lines, cones, and other emitted effects, or may be unrelated except for determining which enemies can be seen * or targeted from a given origin point (as for distant effects that radiate from a chosen central point, but * have a maxRange at which they can deliver that effect). */ Coord getOrigin(); /** * Set the position from which the AOE originates, which may be related to the location of the AOE's effect, as for * lines, cones, and other emitted effects, or may be unrelated except for determining which enemies can be seen * or targeted from a given origin point (as for distant effects that radiate from a chosen central point, but * have a maxRange at which they can deliver that effect). */ void setOrigin(Coord origin); /** * Gets the AimLimit enum that can be used to restrict points this checks (defaults to null if not set). * You can use limitType to restrict any Points that might be processed based on the given origin (which will be * used as the geometric origin for any calculations this makes) with AimLimit values having the following meanings: * * <ul> * <li>AimLimit.FREE makes no restrictions; it is equivalent here to passing null for limit.</li> * <li>AimLimit.EIGHT_WAY will only consider Points to be valid targets * if they are along a straight line with an angle that is a multiple of 45 degrees, relative to the positive x * axis. Essentially, this limits the points to those a queen could move to in chess.</li> * <li>AimLimit.ORTHOGONAL will cause the AOE to only consider Points to be valid targets if * they are along a straight line with an angle that is a multiple of 90 degrees, relative to the positive x * axis. Essentially, this limits the points to those a rook could move to in chess.</li> * <li>AimLimit.DIAGONAL will cause the AOE to only consider Points to be valid targets if they are along a * straight line with an angle that is 45 degrees greater than a multiple of 90 degrees, relative to the * positive x axis. Essentially, this limits the points to those a bishop could move to in chess.</li> * <li>null will cause the AOE to consider all points.</li> * </ul> */ AimLimit getLimitType(); /** * The minimum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType. */ int getMinRange(); /** * The maximum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType. */ int getMaxRange(); /** * Used to determine distance from origin for the purposes of selecting a target location that is within the bounds * of minRange and maxRange. Not necessarily used for the implementation of the AOE (randomized-floodfill-based AOE * should almost always use Manhattan distance for its spread due to how the algorithm works, but the positioning of * where that floodfill should be allowed to start should likely follow the same distance measurement as the rest of * the game, like Radius.SQUARE for Chebyshev distance/8-way movement). */ Radius getMetric(); /** * Gets the same values returned by getLimitType(), getMinRange(), getMaxRange(), and getMetric() bundled into one * Reach object. * @return a non-null Reach object. */ Reach getReach(); /** * You can use limitType to restrict any Points that might be processed based on the given origin (which will be * used as the geometric origin for any calculations this makes) with AimLimit values having the following meanings: * * <ul> * <li>AimLimit.FREE makes no restrictions; it is equivalent here to passing null for limit.</li> * <li>AimLimit.EIGHT_WAY will only consider Points to be valid targets * if they are along a straight line with an angle that is a multiple of 45 degrees, relative to the positive x * axis. Essentially, this limits the points to those a queen could move to in chess.</li> * <li>AimLimit.ORTHOGONAL will cause the AOE to only consider Points to be valid targets if * they are along a straight line with an angle that is a multiple of 90 degrees, relative to the positive x * axis. Essentially, this limits the points to those a rook could move to in chess.</li> * <li>AimLimit.DIAGONAL will cause the AOE to only consider Points to be valid targets if they are along a * straight line with an angle that is 45 degrees greater than a multiple of 90 degrees, relative to the * positive x axis. Essentially, this limits the points to those a bishop could move to in chess.</li> * </ul> * * Points that are not valid for this limit will simply not be considered. * @param limitType an AimLimit enum */ void setLimitType(AimLimit limitType); /** * The minimum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType. */ void setMinRange(int minRange); /** * The maximum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType. */ void setMaxRange(int maxRange); /** * Used to determine distance from origin for the purposes of selecting a target location that is within the bounds * of minRange and maxRange. Not necessarily used for the implementation of the AOE (randomized-floodfill-based AOE * should almost always use Manhattan distance for its spread due to how the algorithm works, but the positioning of * where that floodfill should be allowed to start should likely follow the same distance measurement as the rest of * the game, like Radius.SQUARE for Chebyshev distance/8-way movement). */ void setMetric(Radius metric); /** * Sets the same values as setLimitType(), setMinRange(), setMaxRange(), and setMetric() using one Reach object. * @param reach a non-null Reach object. */ void setReach(Reach reach); /** * If you use FOVCache to pre-compute FOV maps for a level, you can share the speedup from using the cache with * some AOE implementations that rely on FOV. Not all implementations need to actually make use of the cache, but * those that use FOV for calculations should benefit. The cache parameter this receives should have completed its * calculations, which can be confirmed by calling awaitCache(). Ideally, the FOVCache will have done its initial * calculations in another thread while the previous level or menu was being displayed, and awaitCache() will only * be a formality. * @param cache The FOVCache for the current level; can be null to stop using the cache */ @GwtIncompatible void setCache(FOVCache cache); }