wraitii
939002f0dc
Range manager has several `std::vector` for fixed-size arrays and 2D grids. By using proper data structures, the code readability is improved. This also moves around the LosVisibility enum. Comments by: Stan`, nani Differential Revision: https://code.wildfiregames.com/D2770 This was SVN commit r23769.
68 lines
1.9 KiB
C++
68 lines
1.9 KiB
C++
/* Copyright (C) 2020 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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#include "precompiled.h"
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#include "ICmpVisibility.h"
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#include "simulation2/scripting/ScriptComponent.h"
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#include "simulation2/system/InterfaceScripted.h"
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BEGIN_INTERFACE_WRAPPER(Visibility)
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END_INTERFACE_WRAPPER(Visibility)
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class CCmpVisibilityScripted : public ICmpVisibility
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{
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public:
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DEFAULT_SCRIPT_WRAPPER(VisibilityScripted)
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virtual bool IsActivated()
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{
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return m_Script.Call<bool>("IsActivated");
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}
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virtual LosVisibility GetVisibility(player_id_t player, bool isVisible, bool isExplored)
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{
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int visibility = m_Script.Call<int, player_id_t, bool, bool>("GetVisibility", player, isVisible, isExplored);
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switch (visibility)
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{
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case static_cast<int>(LosVisibility::HIDDEN):
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return LosVisibility::HIDDEN;
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case static_cast<int>(LosVisibility::FOGGED):
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return LosVisibility::FOGGED;
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case static_cast<int>(LosVisibility::VISIBLE):
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return LosVisibility::VISIBLE;
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default:
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LOGERROR("Received the invalid visibility value %d from the Visibility scripted component!", visibility);
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return LosVisibility::HIDDEN;
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}
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}
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virtual bool GetRetainInFog()
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{
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return m_Script.Call<bool>("GetRetainInFog");
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}
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virtual bool GetAlwaysVisible()
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{
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return m_Script.Call<bool>("GetAlwaysVisible");
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(VisibilityScripted)
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