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

57 lines
1.7 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/>.
*/
#ifndef INCLUDED_ICMPUNITMOTIONMANAGER
#define INCLUDED_ICMPUNITMOTIONMANAGER
#include "simulation2/system/Interface.h"
class CCmpUnitMotion;
/**
* UnitMotionManager - handles motion for CCmpUnitMotion.
* This allows units to push past each other instead of requiring pathfinder computations,
* making movement much smoother overall.
*/
class ICmpUnitMotionManager : public IComponent
{
public:
DECLARE_INTERFACE_TYPE(UnitMotionManager)
private:
/**
* This class makes no sense outside of CCmpUnitMotion. This enforces that tight coupling.
*/
friend class CCmpUnitMotion;
virtual void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController) = 0;
virtual void Unregister(entity_id_t ent) = 0;
/**
* True if entities are currently in the "Move" phase.
*/
virtual bool ComputingMotion() const = 0;
/**
* @return whether pushing is currently enabled or not.
*/
virtual bool IsPushingActivated() const = 0;
};
#endif // INCLUDED_ICMPUNITMOTIONMANAGER