1
0
forked from 0ad/0ad
0ad/source/simulation2/components/ICmpFogging.cpp
Itms da0f33f137 Reduce drastically the number of mirages by making fogging conditional: entities will be miraged only if their health/resource amount is modified, or if they have a non-gaia owner.
Fixes the animals hidden in the FoW, and adds the missing status bars
for mirages.

Also small cleanup of the code.

Refs #2913

This was SVN commit r16281.
2015-02-07 15:48:32 +00:00

55 lines
1.4 KiB
C++

/* 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/>.
*/
#include "precompiled.h"
#include "ICmpFogging.h"
#include "simulation2/scripting/ScriptComponent.h"
#include "simulation2/system/InterfaceScripted.h"
BEGIN_INTERFACE_WRAPPER(Fogging)
END_INTERFACE_WRAPPER(Fogging)
class CCmpFoggingScripted : public ICmpFogging
{
public:
DEFAULT_SCRIPT_WRAPPER(FoggingScripted)
virtual bool IsActivated()
{
return m_Script.Call<bool>("IsActivated");
}
virtual bool WasSeen(player_id_t player)
{
return m_Script.Call<bool>("WasSeen", player);
}
virtual bool IsMiraged(player_id_t player)
{
return m_Script.Call<bool>("IsMiraged", player);
}
virtual void ForceMiraging(player_id_t player)
{
return m_Script.CallVoid("ForceMiraging", player);
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(FoggingScripted)