File: ICmpCommandQueue.h

package info (click to toggle)
0ad 0.0.17-1
  • links: PTS, VCS
  • area: main
  • in suites: jessie, jessie-kfreebsd
  • size: 51,248 kB
  • ctags: 46,933
  • sloc: cpp: 223,208; ansic: 31,240; python: 16,343; perl: 4,083; sh: 1,011; makefile: 915; xml: 733; java: 621; ruby: 229; erlang: 53; sql: 40
file content (59 lines) | stat: -rw-r--r-- 2,107 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
/* Copyright (C) 2010 Wildfire Games.
 * This file is part of 0 A.D.
 *
 * 0 A.D. is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * 0 A.D. is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef INCLUDED_ICMPCOMMANDQUEUE
#define INCLUDED_ICMPCOMMANDQUEUE

#include "simulation2/system/Interface.h"

#include "simulation2/helpers/SimulationCommand.h"

/**
 * Command queue, for sending orders to entities.
 * Each command is associated with a player ID (who triggered the command, in some sense)
 * and an arbitrary script value.
 *
 * Commands can be added to the local queue at any time, and will all be executed at the start
 * of the next turn. (This will typically be used by AI scripts.)
 *
 * Alternatively, commands can be sent to the networking system, and they will be executed
 * at the start of some later turn by all players simultaneously. (This will typically be
 * used for user inputs.)
 */
class ICmpCommandQueue : public IComponent
{
public:
	/**
	 * Pushes a new command onto the local queue. @p cmd does not need to be rooted.
	 */
	virtual void PushLocalCommand(player_id_t player, CScriptVal cmd) = 0;

	/**
	 * Send a command associated with the current player to the networking system.
	 */
	virtual void PostNetworkCommand(CScriptVal cmd) = 0;

	/**
	 * Calls the ProcessCommand(player, cmd) global script function for each command in the
	 * local queue and in @p commands, and empties the local queue.
	 */
	virtual void FlushTurn(const std::vector<SimulationCommand>& commands) = 0;

	DECLARE_INTERFACE_TYPE(CommandQueue)
};

#endif // INCLUDED_ICMPCOMMANDQUEUE