45 Fov &operator=(const
Fov &) = delete;
51 int getHeight() const;
55 void setMode(const
std::
string &
name);
56 std::
string getMode() const;
59 void setAlgorithm(const
std::
string &
name);
60 std::
string getAlgorithm() const;
63 void setRadiusMetric(const
std::
string &
name);
64 std::
string getRadiusMetric() const;
67 void setTopology(const
std::
string &
name);
68 std::
string getTopology() const;
70 void setCornerPeek(
bool enable);
71 bool getCornerPeek() const;
73 void blockOpaqueGid(
int gid);
74 void unblockOpaqueGid(
int gid);
75 void clearOpaqueGids();
76 void setBlockEmpty(
bool enable);
77 bool getBlockEmpty() const;
78 void setOpaque(
int x,
int y,
bool opaque);
79 bool isOpaque(
int x,
int y) const;
80 void setOpaque3(
int x,
int y,
int z,
bool opaque);
81 bool isOpaque3(
int x,
int y,
int z) const;
84 void setElevation(
int x,
int y,
float elev);
85 float getElevation(
int x,
int y) const;
86 void setCliffBlock(
float delta);
87 float getCliffBlock() const;
88 void setEyeOffset(
float offset);
89 float getEyeOffset() const;
91 void setVerticalRange(
int range);
92 int getVerticalRange() const;
94 int addRevealer(
int x,
int y,
int radius);
95 int addRevealer3(
int x,
int y,
int z,
int radius);
96 void removeRevealer(
int id);
97 void clearRevealers();
98 void setRevealerPosition(
int id,
int x,
int y);
99 void setRevealerPosition3(
int id,
int x,
int y,
int z);
100 void setRevealerRadius(
int id,
int radius);
101 void setRevealerFacing(
int id,
float facingDeg,
float halfAngleDeg);
102 void clearRevealerFacing(
int id);
103 void setRevealerEnabled(
int id,
bool enabled);
104 int getRevealerCount() const;
111 void setRevealerPerception(
int id,
float perception);
112 float getRevealerPerception(
int id) const;
113 void setPerceptionRadiusScale(
float scale);
114 float getPerceptionRadiusScale() const;
115 void setDetectionMargin(
float margin);
116 float getDetectionMargin() const;
117 int getEffectiveRadius(
int id) const;
118 bool canDetect(
int revealerId,
int x,
int y,
float targetStealth) const;
119 bool canDetect3(
int revealerId,
int x,
int y,
int z,
float targetStealth) const;
122 bool isDirty() const;
124 bool isVisible(
int x,
int y) const;
125 bool isExplored(
int x,
int y) const;
126 bool isVisible3(
int x,
int y,
int z) const;
127 bool isExplored3(
int x,
int y,
int z) const;
128 std::
string getState(
int x,
int y) const;
129 std::
string getState3(
int x,
int y,
int z) const;
131 void resetVisibleOnly();
133 [[nodiscard]]
Snapshot snapshot() const;
137 float getMaskValue(
int x,
int y) const;
138 int getMaskByte(
int x,
int y) const;
139 float getMaskValue3(
int x,
int y,
int z) const;
140 int getMaskByte3(
int x,
int y,
int z) const;
141 bool fillMaskR8(
std::vector<uint8_t> &out) const;
142 bool fillMaskR8Slice(
std::vector<uint8_t> &out,
int sliceZ) const;
148 graphics::Texture *buildMaskTexture(graphics::Graphics *gfx) const;
149 graphics::Texture *buildMaskTextureSlice(graphics::Graphics *gfx,
int sliceZ) const;
#define EVENGINE_API_WORLD
std::array< float, 3 > scale
Move-only, checked operation results for the common layer.
Move-only operation result carrying either a value or Status.
Dynamic field-of-view / fog-of-war facade. Phase A: 2D shadowcast + multi-revealer + explored memory....
ECS tile layer entity. Script mutates tile GIDs / tileset / draw; TileRenderSystem batch-draws atlas ...
卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局...
放置世界:格子占用(多通道)+ 地形语义 + 已放置建筑实例。 行为由 PlacementSystem 提供;本类暴露便于脚本绑定的薄封装方法。 坐标换算统一走 eve::grid(支持 rectang...
Owning visibility-memory snapshot for the current grid/volume dimensions.
std::vector< uint8_t > states