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 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142
|
/* Copyright (C) 2015 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_ICMPUNITMOTION
#define INCLUDED_ICMPUNITMOTION
#include "simulation2/system/Interface.h"
#include "simulation2/components/ICmpPathfinder.h" // for pass_class_t
#include "simulation2/components/ICmpPosition.h" // for entity_pos_t
/**
* Motion interface for entities with complex movement capabilities.
* (Simpler motion is handled by ICmpMotion instead.)
*
* It should eventually support different movement speeds, moving to areas
* instead of points, moving as part of a group, moving as part of a formation,
* etc.
*/
class ICmpUnitMotion : public IComponent
{
public:
/**
* Attempt to walk into range of a to a given point, or as close as possible.
* The range is measured from the center of the unit.
* If the unit is already in range, or cannot move anywhere at all, or if there is
* some other error, then returns false.
* Otherwise, returns true and sends a MotionChanged message after starting to move,
* and sends another MotionChanged after finishing moving.
* If maxRange is negative, then the maximum range is treated as infinity.
*/
virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Determine wether the givven point is within the given range, using the same measurement
* as MoveToPointRange.
*/
virtual bool IsInPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Determine whether the target is within the given range, using the same measurement
* as MoveToTargetRange.
*/
virtual bool IsInTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Attempt to walk into range of a given target entity, or as close as possible.
* The range is measured between approximately the edges of the unit and the target, so that
* maxRange=0 is not unreachably close to the target.
* If the unit is already in range, or cannot move anywhere at all, or if there is
* some other error, then returns false.
* Otherwise, returns true and sends a MotionChanged message after starting to move,
* and sends another MotionChanged after finishing moving.
* If maxRange is negative, then the maximum range is treated as infinity.
*/
virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Join a formation, and move towards a given offset relative to the formation controller entity.
* Continues following the formation until given a different command.
*/
virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z) = 0;
/**
* Turn to look towards the given point.
*/
virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z) = 0;
/**
* Stop moving immediately.
*/
virtual void StopMoving() = 0;
/**
* Get the current movement speed.
*/
virtual fixed GetCurrentSpeed() = 0;
/**
* Set the current movement speed.
*/
virtual void SetSpeed(fixed speed) = 0;
/**
* Get whether the unit is moving.
*/
virtual bool IsMoving() = 0;
/**
* Get the default speed that this unit will have when walking, in metres per second.
*/
virtual fixed GetWalkSpeed() = 0;
/**
* Get the default speed that this unit will have when running, in metres per second.
*/
virtual fixed GetRunSpeed() = 0;
/**
* Set whether the unit will turn to face the target point after finishing moving.
*/
virtual void SetFacePointAfterMove(bool facePointAfterMove) = 0;
/**
* Get the unit's passability class.
*/
virtual pass_class_t GetPassabilityClass() = 0;
/**
* Get the passability class name (as defined in pathfinder.xml)
*/
virtual std::string GetPassabilityClassName() = 0;
/**
* Get the unit clearance (used by the Obstruction component)
*/
virtual entity_pos_t GetUnitClearance() = 0;
/**
* Toggle the rendering of debug info.
*/
virtual void SetDebugOverlay(bool enabled) = 0;
DECLARE_INTERFACE_TYPE(UnitMotion)
};
#endif // INCLUDED_ICMPUNITMOTION
|