vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
57 lines
1.7 KiB
C++
57 lines
1.7 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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#ifndef INCLUDED_ICMPUNITMOTIONMANAGER
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#define INCLUDED_ICMPUNITMOTIONMANAGER
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#include "simulation2/system/Interface.h"
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class CCmpUnitMotion;
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/**
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* UnitMotionManager - handles motion for CCmpUnitMotion.
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* This allows units to push past each other instead of requiring pathfinder computations,
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* making movement much smoother overall.
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*/
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class ICmpUnitMotionManager : public IComponent
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{
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public:
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DECLARE_INTERFACE_TYPE(UnitMotionManager)
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private:
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/**
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* This class makes no sense outside of CCmpUnitMotion. This enforces that tight coupling.
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*/
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friend class CCmpUnitMotion;
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virtual void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController) = 0;
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virtual void Unregister(entity_id_t ent) = 0;
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/**
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* True if entities are currently in the "Move" phase.
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*/
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virtual bool ComputingMotion() const = 0;
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/**
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* @return whether pushing is currently enabled or not.
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*/
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virtual bool IsPushingActivated() const = 0;
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};
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#endif // INCLUDED_ICMPUNITMOTIONMANAGER
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