/* 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 . */ #ifndef INCLUDED_ICMPCOMMANDQUEUE #define INCLUDED_ICMPCOMMANDQUEUE #include "simulation2/system/Interface.h" #include "simulation2/helpers/SimulationCommand.h" /** * Command queue, for sending orders to entities. * Each command is associated with a player ID (who triggered the command, in some sense) * and an arbitrary script value. * * Commands can be added to the local queue at any time, and will all be executed at the start * of the next turn. (This will typically be used by AI scripts.) * * Alternatively, commands can be sent to the networking system, and they will be executed * at the start of some later turn by all players simultaneously. (This will typically be * used for user inputs.) */ class ICmpCommandQueue : public IComponent { public: /** * Pushes a new command onto the local queue. @p cmd does not need to be rooted. */ virtual void PushLocalCommand(player_id_t player, CScriptVal cmd) = 0; /** * Send a command associated with the current player to the networking system. */ virtual void PostNetworkCommand(CScriptVal cmd) = 0; /** * Calls the ProcessCommand(player, cmd) global script function for each command in the * local queue and in @p commands, and empties the local queue. */ virtual void FlushTurn(const std::vector& commands) = 0; DECLARE_INTERFACE_TYPE(CommandQueue) }; #endif // INCLUDED_ICMPCOMMANDQUEUE