Kelsidavis-WoWee/include/rendering/world_map/exploration_state.hpp
Pavel Okhlopkov fff06fc932 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>
2026-04-12 09:52:51 +03:00

53 lines
1.9 KiB
C++

// exploration_state.hpp — Fog of war / exploration tracking (pure domain logic).
// Extracted from WorldMap::updateExploration (Phase 3 of refactoring plan).
// No rendering or GPU dependencies — fully testable standalone.
#pragma once
#include "rendering/world_map/world_map_types.hpp"
#include <glm/glm.hpp>
#include <unordered_map>
#include <unordered_set>
#include <vector>
namespace wowee {
namespace rendering {
namespace world_map {
class ExplorationState {
public:
void setServerMask(const std::vector<uint32_t>& masks, bool hasData);
bool hasServerMask() const { return hasServerMask_; }
/// Recompute explored zones and overlays for given player position.
/// @param zones All loaded zones
/// @param playerRenderPos Player position in render-space
/// @param currentZoneIdx Currently viewed zone index
/// @param exploreFlagByAreaId AreaID → ExploreFlag mapping from AreaTable.dbc
void update(const std::vector<Zone>& zones,
const glm::vec3& playerRenderPos,
int currentZoneIdx,
const std::unordered_map<uint32_t, uint32_t>& exploreFlagByAreaId);
const std::unordered_set<int>& exploredZones() const { return exploredZones_; }
const std::unordered_set<int>& exploredOverlays() const { return exploredOverlays_; }
/// Returns true if the explored overlay set changed since last update.
bool overlaysChanged() const { return overlaysChanged_; }
/// Clear accumulated local exploration data.
void clearLocal() { locallyExploredZones_.clear(); }
private:
bool isBitSet(uint32_t bitIndex) const;
std::vector<uint32_t> serverMask_;
bool hasServerMask_ = false;
std::unordered_set<int> exploredZones_;
std::unordered_set<int> exploredOverlays_;
std::unordered_set<int> locallyExploredZones_;
bool overlaysChanged_ = false;
};
} // namespace world_map
} // namespace rendering
} // namespace wowee