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0ad/source/simulation2/components/ICmpCommandQueue.h
Ykkrosh 7c2e9027c2 # Rewrite of the game's simulation system
Giant merge from
http://svn.wildfiregames.com/hg-source/file/5fb522019d5e
Infrastructure is largely complete, gameplay is largely missing
Disabled by default; use command-line flag "-sim2"
(Second attempt at commit...)

This was SVN commit r7259.
2010-01-09 19:20:14 +00:00

57 lines
2.2 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_ICMPCOMMANDQUEUE
#define INCLUDED_ICMPCOMMANDQUEUE
#include "simulation2/system/Interface.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 queue at any time, and will all be executed at the start
* of the next turn.
*
* Typically commands will be sent by the GUI to the networking system, which will eventually
* add them to this queue; the player ID identifies the client who initiated the action, and
* the command processing code ought to check the player has permission to perform that command
* (e.g. make sure they only move their own units). The networking system will add a few turns of
* latency before the commands reach the queue.
*
* Alternatively, commands may be added directly to the queue by AI scripts, to emulate a player,
* in which case the ID identifies the AI player and the network is not involved.
*/
class ICmpCommandQueue : public IComponent
{
public:
/**
* Pushes a new command onto the queue. @p cmd does not need to be rooted.
*/
virtual void PushClientCommand(int player, CScriptVal cmd) = 0;
/**
* Calls the ProcessCommand(player, cmd) global script function for each command in the queue,
* in order of adding to the queue, and empties the queue.
*/
virtual void ProcessCommands() = 0;
DECLARE_INTERFACE_TYPE(CommandQueue)
};
#endif // INCLUDED_ICMPCOMMANDQUEUE