0ad/source/simulation2/components/ICmpUnitMotion.h

77 lines
2.8 KiB
C++

/* Copyright (C) 2010 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 "ICmpPosition.h" // for entity_pos_t
/**
* Motion interface for entities with complex movement capabilities.
* (Simpler motion is handled by ICmpMotion instead.)
*
* Currently this is limited to telling the entity to walk to a point.
* Eventually it should 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 to a given point, or as close as possible.
* If the unit cannot move anywhere at all, or if there is some other error, then
* returns false.
* Otherwise, sends a MotionChanged message and returns true; it will send another
* MotionChanged message (with speed 0) once it has reached the target or otherwise
* given up trying to reach it.
*/
virtual bool MoveToPoint(entity_pos_t x, entity_pos_t z) = 0;
/**
* Determine whether the target is within the given range, using the same measurement
* as MoveToAttackRange.
*/
virtual bool IsInAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Attempt to walk into range of a given target, or as close as possible.
* If the unit is already in range, or cannot move anywhere at all, or if there is
* some other error, then returns false.
* Otherwise, sends a MotionChanged message and returns true; it will send another
* MotionChanged message (with speed 0) once it has reached the target range (such that
* IsInAttackRange should return true) or otherwise given up trying to reach it.
*/
virtual bool MoveToAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Get the default speed that this unit will have when walking, in metres per second.
*/
virtual fixed GetSpeed() = 0;
/**
* Toggle the rendering of debug info.
*/
virtual void SetDebugOverlay(bool enabled) = 0;
DECLARE_INTERFACE_TYPE(UnitMotion)
};
#endif // INCLUDED_ICMPUNITMOTION