1
0
forked from 0ad/0ad
0ad/source/simulation2/components/ICmpVisibility.h
Itms ba210c4d59 Fix c229b46ac2.
This was SVN commit r16343.
2015-02-16 14:38:13 +00:00

55 lines
1.8 KiB
C++

/* Copyright (C) 2015 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_ICMPVISIBILITY
#define INCLUDED_ICMPVISIBILITY
#include "simulation2/system/Interface.h"
#include "simulation2/components/ICmpRangeManager.h"
/**
* The Visibility component is a scripted component that allows any part of the simulation to
* influence the visibility of an entity.
*
* This component:
* - Holds the template values RetainInFog and AlwaysVisible, used by the range manager to compute
* the visibility of the entity;
* - Can supersede the range manager if it is "activated". This is to avoid useless calls to the scripts.
*/
class ICmpVisibility : public IComponent
{
public:
/**
* This function is a fallback for some entities whose visibility status
* cannot be cached by the range manager (especially local entities like previews).
* Calling the scripts is expensive, so only call it if really needed.
*/
virtual bool IsActivated() = 0;
virtual ICmpRangeManager::ELosVisibility GetVisibility(player_id_t player, bool isVisible, bool isExplored) = 0;
virtual bool GetRetainInFog() = 0;
virtual bool GetAlwaysVisible() = 0;
DECLARE_INTERFACE_TYPE(Visibility)
};
#endif // INCLUDED_ICMPVISIBILITY