1
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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpUnitMotion.cpp
Ykkrosh cfae58928f # New unit movement system, which does a far better job of approaching targets and avoiding obstacles.
Add short-range vertex-based pathfinder.
Integrate new pathfinder into unit motion code.
Change obstruction system to get rid of circles, and differentiate
structures from units.
Make PositionChanged messages synchronous.
Try to prevent some accidental float->int conversions.

This was SVN commit r7484.
2010-04-29 23:36:05 +00:00

31 lines
1.4 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/>.
*/
#include "precompiled.h"
#include "ICmpUnitMotion.h"
#include "simulation2/system/InterfaceScripted.h"
BEGIN_INTERFACE_WRAPPER(UnitMotion)
DEFINE_INTERFACE_METHOD_2("MoveToPoint", bool, ICmpUnitMotion, MoveToPoint, entity_pos_t, entity_pos_t)
DEFINE_INTERFACE_METHOD_3("IsInAttackRange", bool, ICmpUnitMotion, IsInAttackRange, entity_id_t, entity_pos_t, entity_pos_t)
DEFINE_INTERFACE_METHOD_3("MoveToAttackRange", bool, ICmpUnitMotion, MoveToAttackRange, entity_id_t, entity_pos_t, entity_pos_t)
DEFINE_INTERFACE_METHOD_0("GetSpeed", CFixed_23_8, ICmpUnitMotion, GetSpeed)
DEFINE_INTERFACE_METHOD_1("SetDebugOverlay", void, ICmpUnitMotion, SetDebugOverlay, bool)
END_INTERFACE_WRAPPER(UnitMotion)