forked from 0ad/0ad
Freagarach
93d22ef16b
This basically does two things: - Allow turrets on moving entities (fixes serialisation in cmpPos). - Allow an entity to be present on another when the other is created. That makes it basically a boiled down version of a prior patch, omitting the part where orders could be passed on. This does allow e.g. ranged units on chariots that fire while the chariot moves. Original diff by: @sanderd17 Redone by: @Stan Differential revision: D1958 Comments by: @Alexandermb, @Angen, @bb, @Langbart, @Nescio, @Stan, @wraitii Refs. #2577 by implementing the entity on platform case. This was SVN commit r25192.
61 lines
1.9 KiB
C++
61 lines
1.9 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ICmpTurretHolder.h"
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#include "simulation2/scripting/ScriptComponent.h"
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#include "simulation2/system/InterfaceScripted.h"
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BEGIN_INTERFACE_WRAPPER(TurretHolder)
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END_INTERFACE_WRAPPER(TurretHolder)
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class CCmpTurretHolderScripted : public ICmpTurretHolder
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{
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public:
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DEFAULT_SCRIPT_WRAPPER(TurretHolderScripted)
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/**
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* @return - Correlation between garrisoned turrets (their ID) and which
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* turret point they occupy (name).
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*/
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virtual std::vector<std::pair<std::string, entity_id_t> > GetTurrets() const
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{
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std::vector<std::pair<std::string, entity_id_t> > turrets;
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std::vector<entity_id_t> entities = m_Script.Call<std::vector<entity_id_t>>("GetEntities");
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for (entity_id_t entity : entities)
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turrets.push_back(std::make_pair(
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m_Script.Call<std::string>("GetOccupiedTurretPointName", entity),
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entity
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));
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return turrets;
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}
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/**
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* Correlation between entities (ID) and the turret point they ought to occupy (name).
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*/
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virtual void SetInitEntities(std::vector<std::pair<std::string, entity_id_t>>&& entities)
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{
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for (const std::pair<std::string, entity_id_t>& p : entities)
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m_Script.CallVoid("SetInitEntity", p.first, p.second);
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(TurretHolderScripted)
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