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refactor: decompose world map into modular component architecture
Break the monolithic 1360-line world_map.cpp into 16 focused modules under src/rendering/world_map/: Architecture: - world_map_facade: public API composing all components (PIMPL) - world_map_types: Vulkan-free domain types (Zone, ViewLevel, etc.) - data_repository: DBC zone loading, ZMP pixel map, POI/overlay storage - coordinate_projection: UV projection, zone/continent lookups - composite_renderer: Vulkan tile pipeline + off-screen compositing - exploration_state: server mask + local exploration tracking - view_state_machine: COSMIC→WORLD→CONTINENT→ZONE navigation - input_handler: keyboard/mouse input → InputAction mapping - overlay_renderer: layer-based ImGui overlay system (OCP) - map_resolver: cross-map navigation (Outland, Northrend, etc.) - zone_metadata: level ranges and faction data Overlay layers (each an IOverlayLayer): - player_marker, party_dot, taxi_node, poi_marker, quest_poi, corpse_marker, zone_highlight, coordinate_display, subzone_tooltip Fixes: - Player marker no longer bleeds across continents (only shown when player is in a zone belonging to the displayed continent) - Zone hover uses DBC-projected AABB rectangles (restored from original working behavior) - Exploration overlay rendering for zone view subzones Tests: - 6 new test files covering coordinate projection, exploration state, map resolver, view state machine, zone metadata, and integration Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
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55 changed files with 6335 additions and 1542 deletions
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include/rendering/world_map/exploration_state.hpp
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include/rendering/world_map/exploration_state.hpp
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// exploration_state.hpp — Fog of war / exploration tracking (pure domain logic).
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// Extracted from WorldMap::updateExploration (Phase 3 of refactoring plan).
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// No rendering or GPU dependencies — fully testable standalone.
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#pragma once
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#include "rendering/world_map/world_map_types.hpp"
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#include <glm/glm.hpp>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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namespace wowee {
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namespace rendering {
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namespace world_map {
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class ExplorationState {
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public:
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void setServerMask(const std::vector<uint32_t>& masks, bool hasData);
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bool hasServerMask() const { return hasServerMask_; }
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/// Recompute explored zones and overlays for given player position.
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/// @param zones All loaded zones
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/// @param playerRenderPos Player position in render-space
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/// @param currentZoneIdx Currently viewed zone index
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/// @param exploreFlagByAreaId AreaID → ExploreFlag mapping from AreaTable.dbc
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void update(const std::vector<Zone>& zones,
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const glm::vec3& playerRenderPos,
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int currentZoneIdx,
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const std::unordered_map<uint32_t, uint32_t>& exploreFlagByAreaId);
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const std::unordered_set<int>& exploredZones() const { return exploredZones_; }
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const std::unordered_set<int>& exploredOverlays() const { return exploredOverlays_; }
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/// Returns true if the explored overlay set changed since last update.
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bool overlaysChanged() const { return overlaysChanged_; }
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/// Clear accumulated local exploration data.
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void clearLocal() { locallyExploredZones_.clear(); }
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private:
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bool isBitSet(uint32_t bitIndex) const;
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std::vector<uint32_t> serverMask_;
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bool hasServerMask_ = false;
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std::unordered_set<int> exploredZones_;
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std::unordered_set<int> exploredOverlays_;
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std::unordered_set<int> locallyExploredZones_;
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bool overlaysChanged_ = false;
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};
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} // namespace world_map
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} // namespace rendering
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} // namespace wowee
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