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forked from 0ad/0ad
0ad/source/simulation2/MessageTypes.h
wraitii c1e86161b5 AIs now properly receive aura and technology updates. Fixes #2377, Refs #1520 . Consequently reimplement repairing for AIs.
Fix a few style issues and a bug with the gatherer count.
Still need to fix the entity.js file to handle properly some things as
this uses raw templates values.
Cache the AIinterface in AIProxy.js, please report if this works
properly.

This was SVN commit r14588.
2014-01-16 20:32:44 +00:00

440 lines
10 KiB
C++

/* Copyright (C) 2013 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_MESSAGETYPES
#define INCLUDED_MESSAGETYPES
#include "simulation2/system/Components.h"
#include "simulation2/system/Entity.h"
#include "simulation2/system/Message.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/components/ICmpPathfinder.h"
#define DEFAULT_MESSAGE_IMPL(name) \
virtual int GetType() const { return MT_##name; } \
virtual const char* GetScriptHandlerName() const { return "On" #name; } \
virtual const char* GetScriptGlobalHandlerName() const { return "OnGlobal" #name; } \
virtual jsval ToJSVal(ScriptInterface& scriptInterface) const; \
static CMessage* FromJSVal(ScriptInterface&, jsval val);
class SceneCollector;
class CFrustum;
class CMessageTurnStart : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TurnStart)
CMessageTurnStart()
{
}
};
// The update process is split into a number of phases, in an attempt
// to cope with dependencies between components. Each phase is implemented
// as a separate message. Simulation2.cpp sends them in sequence.
/**
* Generic per-turn update message, for things that don't care much about ordering.
*/
class CMessageUpdate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update)
CMessageUpdate(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Update phase for formation controller movement (must happen before individual
* units move to follow their formation).
*/
class CMessageUpdate_MotionFormation : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update_MotionFormation)
CMessageUpdate_MotionFormation(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Update phase for non-formation-controller unit movement.
*/
class CMessageUpdate_MotionUnit : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update_MotionUnit)
CMessageUpdate_MotionUnit(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Final update phase, after all other updates.
*/
class CMessageUpdate_Final : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Update_Final)
CMessageUpdate_Final(fixed turnLength) :
turnLength(turnLength)
{
}
fixed turnLength;
};
/**
* Prepare for rendering a new frame (set up model positions etc).
*/
class CMessageInterpolate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Interpolate)
CMessageInterpolate(float deltaSimTime, float offset, float deltaRealTime) :
deltaSimTime(deltaSimTime), offset(offset), deltaRealTime(deltaRealTime)
{
}
/// Elapsed simulation time since previous interpolate, in seconds. This is similar to the elapsed real time, except
/// it is scaled by the current simulation rate (and might indeed be zero).
float deltaSimTime;
/// Range [0, 1] (inclusive); fractional time of current frame between previous/next simulation turns.
float offset;
/// Elapsed real time since previous interpolate, in seconds.
float deltaRealTime;
};
/**
* Add renderable objects to the scene collector.
* Called after CMessageInterpolate.
*/
class CMessageRenderSubmit : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(RenderSubmit)
CMessageRenderSubmit(SceneCollector& collector, const CFrustum& frustum, bool culling) :
collector(collector), frustum(frustum), culling(culling)
{
}
SceneCollector& collector;
const CFrustum& frustum;
bool culling;
};
/**
* Handle progressive loading of resources.
* A component that listens to this message must do the following:
* - Increase *msg.total by the non-zero number of loading tasks this component can perform.
* - If *msg.progressed == true, return and do nothing.
* - If you've loaded everything, increase *msg.progress by the value you added to .total
* - Otherwise do some loading, set *msg.progressed = true, and increase *msg.progress by a
* value indicating how much progress you've made in total (0 <= p <= what you added to .total)
* In some situations these messages will never be sent - components must ensure they
* load all their data themselves before using it in that case.
*/
class CMessageProgressiveLoad : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(ProgressiveLoad)
CMessageProgressiveLoad(bool* progressed, int* total, int* progress) :
progressed(progressed), total(total), progress(progress)
{
}
bool* progressed;
int* total;
int* progress;
};
/**
* This is sent immediately after a new entity's components have all been created
* and initialised.
*/
class CMessageCreate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Create)
CMessageCreate(entity_id_t entity) :
entity(entity)
{
}
entity_id_t entity;
};
/**
* This is sent immediately before a destroyed entity is flushed and really destroyed.
* (That is, after CComponentManager::DestroyComponentsSoon and inside FlushDestroyedComponents).
* The entity will still exist at the time this message is sent.
* It's possible for this message to be sent multiple times for one entity, but all its components
* will have been deleted after the first time.
*/
class CMessageDestroy : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(Destroy)
CMessageDestroy(entity_id_t entity) :
entity(entity)
{
}
entity_id_t entity;
};
class CMessageOwnershipChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(OwnershipChanged)
CMessageOwnershipChanged(entity_id_t entity, player_id_t from, player_id_t to) :
entity(entity), from(from), to(to)
{
}
entity_id_t entity;
player_id_t from;
player_id_t to;
};
/**
* Sent during TurnStart.
*
* If @c inWorld is false, then the other fields are invalid and meaningless.
* Otherwise they represent the current position.
*/
class CMessagePositionChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(PositionChanged)
CMessagePositionChanged(entity_id_t entity, bool inWorld, entity_pos_t x, entity_pos_t z, entity_angle_t a) :
entity(entity), inWorld(inWorld), x(x), z(z), a(a)
{
}
entity_id_t entity;
bool inWorld;
entity_pos_t x, z;
entity_angle_t a;
};
/**
* Sent by CCmpUnitMotion during Update, whenever the motion status has changed
* since the previous update.
*/
class CMessageMotionChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(MotionChanged)
CMessageMotionChanged(bool starting, bool error) :
starting(starting), error(error)
{
}
bool starting; // whether this is a start or end of movement
bool error; // whether we failed to start moving (couldn't find any path)
};
/**
* Sent when terrain (texture or elevation) has been changed.
*/
class CMessageTerrainChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TerrainChanged)
CMessageTerrainChanged(int32_t i0, int32_t j0, int32_t i1, int32_t j1) :
i0(i0), j0(j0), i1(i1), j1(j1)
{
}
int32_t i0, j0, i1, j1; // inclusive lower bound, exclusive upper bound, in tiles
};
/**
* Sent when territory assignments have changed.
*/
class CMessageTerritoriesChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TerritoriesChanged)
CMessageTerritoriesChanged()
{
}
};
/**
* Sent by CCmpRangeManager at most once per turn, when an active range query
* has had matching units enter/leave the range since the last RangeUpdate.
*/
class CMessageRangeUpdate : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(RangeUpdate)
u32 tag;
std::vector<entity_id_t> added;
std::vector<entity_id_t> removed;
// CCmpRangeManager wants to store a vector of messages and wants to
// swap vectors instead of copying (to save on memory allocations),
// so add some constructors for it:
// don't init tag in empty ctor
CMessageRangeUpdate()
{
}
CMessageRangeUpdate(u32 tag) : tag(tag)
{
}
CMessageRangeUpdate(u32 tag, const std::vector<entity_id_t>& added, const std::vector<entity_id_t>& removed)
: tag(tag), added(added), removed(removed)
{
}
CMessageRangeUpdate(const CMessageRangeUpdate& other)
: CMessage(), tag(other.tag), added(other.added), removed(other.removed)
{
}
CMessageRangeUpdate& operator=(const CMessageRangeUpdate& other)
{
tag = other.tag;
added = other.added;
removed = other.removed;
return *this;
}
};
/**
* Sent by CCmpPathfinder after async path requests.
*/
class CMessagePathResult : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(PathResult)
CMessagePathResult(u32 ticket, const ICmpPathfinder::Path& path) :
ticket(ticket), path(path)
{
}
u32 ticket;
ICmpPathfinder::Path path;
};
/**
* Sent by aura manager when a value of a certain entity's component is changed
*/
class CMessageValueModification : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(ValueModification)
CMessageValueModification(const std::vector<entity_id_t>& entities, std::wstring component, const std::vector<std::wstring>& valueNames) :
entities(entities),
component(component),
valueNames(valueNames)
{
}
std::vector<entity_id_t> entities;
std::wstring component;
std::vector<std::wstring> valueNames;
};
/**
* Sent by aura and tech managers when a value of a certain template's component is changed
*/
class CMessageTemplateModification : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(TemplateModification)
CMessageTemplateModification(player_id_t player, std::wstring component, const std::vector<std::wstring>& valueNames) :
player(player),
component(component),
valueNames(valueNames)
{
}
player_id_t player;
std::wstring component;
std::vector<std::wstring> valueNames;
};
/**
* Sent by CCmpVision when an entity's vision range changes.
*/
class CMessageVisionRangeChanged : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(VisionRangeChanged)
CMessageVisionRangeChanged(entity_id_t entity, entity_pos_t oldRange, entity_pos_t newRange) :
entity(entity), oldRange(oldRange), newRange(newRange)
{
}
entity_id_t entity;
entity_pos_t oldRange;
entity_pos_t newRange;
};
/**
* Sent when an entity pings the minimap
*/
class CMessageMinimapPing : public CMessage
{
public:
DEFAULT_MESSAGE_IMPL(MinimapPing)
CMessageMinimapPing()
{
}
};
#endif // INCLUDED_MESSAGETYPES