0ad/source/simulation2/components/ICmpObstruction.h
vts 490182ddd0 Wall placement. Closes #786.
This was SVN commit r11760.
2012-05-05 19:22:22 +00:00

84 lines
2.6 KiB
C++

/* Copyright (C) 2012 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_ICMPOBSTRUCTION
#define INCLUDED_ICMPOBSTRUCTION
#include "simulation2/system/Interface.h"
#include "simulation2/components/ICmpObstructionManager.h"
/**
* Flags an entity as obstructing movement for other units,
* and handles the processing of collision queries.
*/
class ICmpObstruction : public IComponent
{
public:
virtual ICmpObstructionManager::tag_t GetObstruction() = 0;
/**
* Gets the square corresponding to this obstruction shape.
* @return true and updates @p out on success;
* false on failure (e.g. object not in the world).
*/
virtual bool GetObstructionSquare(ICmpObstructionManager::ObstructionSquare& out) = 0;
virtual entity_pos_t GetUnitRadius() = 0;
/**
* Test whether this entity is colliding with any obstruction that are set to
* block the creation of foundations.
* @param ignoredEntities List of entities to ignore during the test.
* @return true if foundation is valid (not obstructed)
*/
virtual bool CheckFoundation(std::string className) = 0;
/**
* Returns a list of entities that are colliding with this entity, and that
* are set to block construction.
* @return vector of blocking entities
*/
virtual std::vector<entity_id_t> GetConstructionCollisions() = 0;
virtual void SetActive(bool active) = 0;
virtual void SetMovingFlag(bool enabled) = 0;
virtual void SetDisableBlockMovementPathfinding(bool disabled) = 0;
virtual bool GetBlockMovementFlag() = 0;
/**
* Change the control group that the entity belongs to.
* Control groups are used to let units ignore collisions with other units from
* the same group. Default is the entity's own ID.
*/
virtual void SetControlGroup(entity_id_t group) = 0;
/// See SetControlGroup.
virtual entity_id_t GetControlGroup() = 0;
virtual void SetControlGroup2(entity_id_t group2) = 0;
virtual entity_id_t GetControlGroup2() = 0;
DECLARE_INTERFACE_TYPE(Obstruction)
};
#endif // INCLUDED_ICMPOBSTRUCTION