Interface AOE

All Superinterfaces:
Serializable
All Known Implementing Classes:
BeamAOE, BlastAOE, BurstAOE, CloudAOE, ConeAOE, LineAOE, PointAOE

public interface AOE
extends Serializable
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.
  • Method Summary

    Modifier and Type Method Description
    OrderedMap<Coord,​Double> findArea()
    This is how an AOE interacts with anything that uses it.
    AimLimit getLimitType()
    Gets the AimLimit enum that can be used to restrict points this checks (defaults to null if not set).
    int getMaxRange()
    The maximum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType.
    Radius getMetric()
    Used to determine distance from origin for the purposes of selecting a target location that is within the bounds of minRange and maxRange.
    int getMinRange()
    The minimum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType.
    Coord getOrigin()
    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).
    Reach getReach()
    Gets the same values returned by getLimitType(), getMinRange(), getMaxRange(), and getMetric() bundled into one Reach object.
    OrderedMap<Coord,​ArrayList<Coord>> idealLocations​(Collection<Coord> targets, Collection<Coord> requiredExclusions)
    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.
    OrderedMap<Coord,​ArrayList<Coord>> idealLocations​(Collection<Coord> priorityTargets, Collection<Coord> lesserTargets, 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.
    boolean mayContainTarget​(Collection<Coord> targets)
    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.
    void setLimitType​(AimLimit limitType)
    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: AimLimit.FREE makes no restrictions; it is equivalent here to passing null for limit. 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.
    void setMap​(char[][] map)
    This must be called before any other methods, and takes a char[][] with '#' for walls, anything else for floors.
    void setMaxRange​(int maxRange)
    The maximum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType.
    void setMetric​(Radius metric)
    Used to determine distance from origin for the purposes of selecting a target location that is within the bounds of minRange and maxRange.
    void setMinRange​(int minRange)
    The minimum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType.
    void setOrigin​(Coord origin)
    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 setReach​(Reach reach)
    Sets the same values as setLimitType(), setMinRange(), setMaxRange(), and setMetric() using one Reach object.
    void shift​(Coord aim)
    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.
  • Method Details

    • shift

      void shift​(Coord aim)
      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.
      Parameters:
      aim - a that will be used to change the location of the AOE without its producer needing to move
    • mayContainTarget

      boolean mayContainTarget​(Collection<Coord> targets)
      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.
      Parameters:
      targets - a Collection (usually a Set) of Points that are desirable targets to include in this AOE
      Returns:
      true if there could be at least one target within the AOE, false otherwise. Very approximate.
    • idealLocations

      OrderedMap<Coord,​ArrayList<Coord>> idealLocations​(Collection<Coord> targets, Collection<Coord> requiredExclusions)
      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.
      Parameters:
      targets - a Set of Points that are desirable targets to include in this AOE
      requiredExclusions - a Set of Points that this tries strongly to avoid including in this AOE
      Returns:
      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.
    • idealLocations

      OrderedMap<Coord,​ArrayList<Coord>> idealLocations​(Collection<Coord> priorityTargets, Collection<Coord> lesserTargets, 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).
      Parameters:
      priorityTargets - A Set of Points that are the most-wanted targets to include in this AOE
      lesserTargets - A Set of Points that are the less-wanted targets to include in this AOE, should not overlap with priorityTargets
      requiredExclusions - a Set of Points that this tries strongly to avoid including in this AOE
      Returns:
      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.
    • setMap

      void setMap​(char[][] map)
      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.
      Parameters:
      map - width first, height second, 2D char array.
    • findArea

      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.
      Returns:
      an OrderedMap of Coord keys to Double values from 1.0 (fully affected) to 0.0 (unaffected).
    • getOrigin

      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).
    • setOrigin

      void setOrigin​(Coord origin)
      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).
    • getLimitType

      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:
      • AimLimit.FREE makes no restrictions; it is equivalent here to passing null for limit.
      • 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.
      • 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.
      • 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.
      • null will cause the AOE to consider all points.
    • getMinRange

      The minimum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType.
    • getMaxRange

      The maximum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType.
    • getMetric

      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).
    • getReach

      Gets the same values returned by getLimitType(), getMinRange(), getMaxRange(), and getMetric() bundled into one Reach object.
      Returns:
      a non-null Reach object.
    • setLimitType

      void setLimitType​(AimLimit limitType)
      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:
      • AimLimit.FREE makes no restrictions; it is equivalent here to passing null for limit.
      • 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.
      • 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.
      • 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.
      Points that are not valid for this limit will simply not be considered.
      Parameters:
      limitType - an AimLimit enum
    • setMinRange

      void setMinRange​(int minRange)
      The minimum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType.
    • setMaxRange

      void setMaxRange​(int maxRange)
      The maximum inclusive range that the AOE can be shift()-ed to using the distance measurement from radiusType.
    • setMetric

      void setMetric​(Radius metric)
      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).
    • setReach

      void setReach​(Reach reach)
      Sets the same values as setLimitType(), setMinRange(), setMaxRange(), and setMetric() using one Reach object.
      Parameters:
      reach - a non-null Reach object.