0ad/source/simulation2/components/ICmpTurretHolder.cpp
Freagarach 93d22ef16b Allow to specify subunits on creation.
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.
2021-04-05 05:22:25 +00:00

61 lines
1.9 KiB
C++

/* Copyright (C) 2021 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 "ICmpTurretHolder.h"
#include "simulation2/scripting/ScriptComponent.h"
#include "simulation2/system/InterfaceScripted.h"
BEGIN_INTERFACE_WRAPPER(TurretHolder)
END_INTERFACE_WRAPPER(TurretHolder)
class CCmpTurretHolderScripted : public ICmpTurretHolder
{
public:
DEFAULT_SCRIPT_WRAPPER(TurretHolderScripted)
/**
* @return - Correlation between garrisoned turrets (their ID) and which
* turret point they occupy (name).
*/
virtual std::vector<std::pair<std::string, entity_id_t> > GetTurrets() const
{
std::vector<std::pair<std::string, entity_id_t> > turrets;
std::vector<entity_id_t> entities = m_Script.Call<std::vector<entity_id_t>>("GetEntities");
for (entity_id_t entity : entities)
turrets.push_back(std::make_pair(
m_Script.Call<std::string>("GetOccupiedTurretPointName", entity),
entity
));
return turrets;
}
/**
* Correlation between entities (ID) and the turret point they ought to occupy (name).
*/
virtual void SetInitEntities(std::vector<std::pair<std::string, entity_id_t>>&& entities)
{
for (const std::pair<std::string, entity_id_t>& p : entities)
m_Script.CallVoid("SetInitEntity", p.first, p.second);
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(TurretHolderScripted)