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/* Copyright (C) 2022 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 cannot move anywhere at all, or if there is some other error, then returns false.
* Otherwise, returns true.
* 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;
/**
* 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 cannot move anywhere at all, or if there is some other error, then returns false.
* Otherwise, returns true.
* 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.
* The unit will remain 'in formation' fromthe perspective of UnitMotion
* until SetMemberOfFormation(INVALID_ENTITY) is passed.
*/
virtual void MoveToFormationOffset(entity_id_t controller, entity_pos_t x, entity_pos_t z) = 0;
/**
* Set/unset the unit as a formation member.
* @param controller - if INVALID_ENTITY, the unit is no longer a formation member. Otherwise it is and this is the controller.
*/
virtual void SetMemberOfFormation(entity_id_t controller) = 0;
/**
* Check if the target is reachable.
* Don't take this as absolute gospel since there are things that the pathfinder may not detect, such as
* entity obstructions in the way, but in general it should return satisfactory results.
* The interface is similar to MoveToTargetRange but the move is not attempted.
* @return true if the target is assumed reachable, false otherwise.
*/
virtual bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Returns true if we are possibly at our destination.
* Since the concept of being at destination is dependent on why the move was requested,
* UnitMotion can only ever hint about this, hence the conditional tone.
*/
virtual bool PossiblyAtDestination() const = 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 speed at the end of the current turn.
*/
virtual fixed GetCurrentSpeed() const = 0;
/**
* @returns true if the unit has a destination.
*/
virtual bool IsMoveRequested() const = 0;
/**
* Get the unit template walk speed after modifications.
*/
virtual fixed GetWalkSpeed() const = 0;
/**
* Get the unit template running (i.e. max) speed after modifications.
*/
virtual fixed GetRunMultiplier() const = 0;
/**
* Returns the ratio of GetSpeed() / GetWalkSpeed().
*/
virtual fixed GetSpeedMultiplier() const = 0;
/**
* Set the current movement speed.
* @param speed A multiplier of GetWalkSpeed().
*/
virtual void SetSpeedMultiplier(fixed multiplier) = 0;
/**
* Get the speed at which the unit intends to move.
* (regardless of whether the unit is moving or not right now).
*/
virtual fixed GetSpeed() const = 0;
/**
* @return the estimated position of the unit in @param dt seconds,
* following current paths. This is allowed to 'look into the future'.
*/
virtual CFixedVector2D EstimateFuturePosition(const fixed dt) const = 0;
/**
* Get the current acceleration.
*/
virtual fixed GetAcceleration() const = 0;
/**
* Set the current acceleration.
* @param acceleration The acceleration.
*/
virtual void SetAcceleration(fixed acceleration) = 0;
/**
* Set whether the unit will turn to face the target point after finishing moving.
*/
virtual void SetFacePointAfterMove(bool facePointAfterMove) = 0;
virtual bool GetFacePointAfterMove() const = 0;
/**
* Get the unit's passability class.
*/
virtual pass_class_t GetPassabilityClass() const = 0;
/**
* Get the passability class name (as defined in pathfinder.xml)
*/
virtual std::string GetPassabilityClassName() const = 0;
/**
* Sets the passability class name (as defined in pathfinder.xml)
*/
virtual void SetPassabilityClassName(const std::string& passClassName) = 0;
/**
* Get the unit clearance (used by the Obstruction component)
*/
virtual entity_pos_t GetUnitClearance() const = 0;
/**
* Toggle the rendering of debug info.
*/
virtual void SetDebugOverlay(bool enabled) = 0;
DECLARE_INTERFACE_TYPE(UnitMotion)
};
#endif // INCLUDED_ICMPUNITMOTION
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