Enable garrisoning on gates / fix movement of units with visible garrison points
This addresses two related issues: - Units visibly garrisoned on gates keep the gate open. - Units visibly garrisoned on entities keep their pathfinding blocker flags. Remove the block-movement flag from visibly garrisoned entities. Keep a list of entities that cannot move and thus should not count towards gate-opening logic. Packing logic is kept separate: it is more related to entities having 'alternate forms' with different capabilities than being currently incapable of moving. Based on work by temple Comments by: Freagarach Tested by: Nescio Fixes #2679 Fixes #5151 Differential Revision: https://code.wildfiregames.com/D1418 This was SVN commit r23710.
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ed2ae1d283
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@ -249,6 +249,11 @@ GarrisonHolder.prototype.Garrison = function(entity, vgpEntity)
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if (cmpUnitAI)
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cmpUnitAI.SetTurretStance();
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// Remove the unit's obstruction to avoid interfering with pathing.
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let cmpObstruction = Engine.QueryInterface(entity, IID_Obstruction);
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if (cmpObstruction)
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cmpObstruction.SetDisableBlockMovementPathfinding(true, true, -1);
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isVisiblyGarrisoned = true;
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}
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else
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@ -366,6 +371,11 @@ GarrisonHolder.prototype.Eject = function(entity, forced)
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break;
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}
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// Reset the obstruction flags to template defaults.
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let cmpObstruction = Engine.QueryInterface(entity, IID_Obstruction);
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if (cmpObstruction)
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cmpObstruction.SetDisableBlockMovementPathfinding(false, false, -1);
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if (cmpEntUnitAI)
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cmpEntUnitAI.Ungarrison();
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@ -15,10 +15,25 @@ Gate.prototype.Schema =
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Gate.prototype.Init = function()
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{
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this.allies = [];
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this.ignoreList = [];
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this.opened = false;
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this.locked = false;
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};
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/**
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* Handle the renaming case (from long-wall to gate)
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* because that does not trigger ownershipchange or diplomacy change
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* and units don't get added to the ignorelist.
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*/
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Gate.prototype.OnEntityRenamed = function(msg)
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{
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let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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if (!cmpOwnership || cmpOwnership.GetOwner() == INVALID_PLAYER)
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return;
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this.SetupRangeQuery();
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};
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Gate.prototype.OnOwnershipChanged = function(msg)
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{
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if (msg.to != INVALID_PLAYER)
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@ -32,10 +47,11 @@ Gate.prototype.OnOwnershipChanged = function(msg)
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Gate.prototype.OnDiplomacyChanged = function(msg)
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{
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var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
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if (cmpOwnership && cmpOwnership.GetOwner() == msg.player)
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{
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this.allies = [];
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this.ignoreList = [];
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this.SetupRangeQuery(msg.player);
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}
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};
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@ -91,11 +107,36 @@ Gate.prototype.OnRangeUpdate = function(msg)
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if (msg.added.length > 0)
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for (let entity of msg.added)
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{
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// Ignore entities that cannot move as those won't be able to go through the gate.
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let unitAI = Engine.QueryInterface(entity, IID_UnitAI);
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if (!unitAI.AbleToMove())
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this.ignoreList.push(entity);
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this.allies.push(entity);
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}
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if (msg.removed.length > 0)
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for (let entity of msg.removed)
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{
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let index = this.ignoreList.indexOf(entity);
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if (index !== -1)
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this.ignoreList.splice(index, 1);
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this.allies.splice(this.allies.indexOf(entity), 1);
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}
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this.OperateGate();
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};
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Gate.prototype.OnGlobalUnitAbleToMoveChanged = function(msg)
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{
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if (this.allies.indexOf(msg.entity) === -1)
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return;
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let index = this.ignoreList.indexOf(msg.entity);
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if (msg.ableToMove && index !== -1)
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this.ignoreList.splice(index, 1);
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else if (!msg.ableToMove && index === -1)
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this.ignoreList.push(msg.entity);
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this.OperateGate();
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};
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@ -108,6 +149,11 @@ Gate.prototype.GetPassRange = function()
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return +this.template.PassRange;
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};
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Gate.prototype.ShouldOpen = function()
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{
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return this.allies.some(ent => this.ignoreList.indexOf(ent) === -1);
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};
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/**
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* Attempt to open or close the gate.
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* An ally must be in range to open the gate, but an unlocked gate will only close
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@ -122,10 +168,9 @@ Gate.prototype.OperateGate = function()
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cmpTimer.CancelTimer(this.timer);
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this.timer = undefined;
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}
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if (this.opened && (this.allies.length == 0 || this.locked))
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if (this.opened && (this.locked || !this.ShouldOpen()))
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this.CloseGate();
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else if (!this.opened && this.allies.length)
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else if (!this.opened && this.ShouldOpen())
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this.OpenGate();
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};
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@ -215,19 +260,19 @@ Gate.prototype.OpenGate = function()
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*/
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Gate.prototype.CloseGate = function()
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{
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var cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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let cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
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if (!cmpObstruction)
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return;
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// The gate can't be closed if there are entities colliding with it.
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var collisions = cmpObstruction.GetEntitiesBlockingConstruction();
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let collisions = cmpObstruction.GetEntitiesBlockingMovement();
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if (collisions.length)
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{
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if (!this.timer)
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{
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// Set an "instant" timer which will run on the next simulation turn.
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var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.timer = cmpTimer.SetTimeout(this.entity, IID_Gate, "OperateGate", 0, {});
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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this.timer = cmpTimer.SetTimeout(this.entity, IID_Gate, "OperateGate", 0);
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}
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return;
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}
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@ -241,7 +286,7 @@ Gate.prototype.CloseGate = function()
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this.opened = false;
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PlaySound("gate_closing", this.entity);
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var cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual);
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if (cmpVisual)
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cmpVisual.SelectAnimation("gate_closing", true, 1.0);
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};
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@ -209,7 +209,7 @@ UnitAI.prototype.UnitFsmSpec = {
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// Called when being told to walk as part of a formation
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"Order.FormationWalk": function(msg) {
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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if (this.IsAnimal() && !this.IsDomestic() || !this.AbleToMove())
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{
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this.FinishOrder();
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return;
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@ -269,7 +269,7 @@ UnitAI.prototype.UnitFsmSpec = {
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"Order.Walk": function(msg) {
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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if (this.IsAnimal() && !this.IsDomestic() || !this.AbleToMove())
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{
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this.FinishOrder();
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return;
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@ -295,7 +295,7 @@ UnitAI.prototype.UnitFsmSpec = {
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"Order.WalkAndFight": function(msg) {
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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if (this.IsAnimal() && !this.IsDomestic() || !this.AbleToMove())
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{
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this.FinishOrder();
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return;
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@ -322,7 +322,7 @@ UnitAI.prototype.UnitFsmSpec = {
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"Order.WalkToTarget": function(msg) {
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// Let players move captured domestic animals around
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if (this.IsAnimal() && !this.IsDomestic() || this.IsTurret())
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if (this.IsAnimal() && !this.IsDomestic() || !this.AbleToMove())
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{
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this.FinishOrder();
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return;
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@ -451,7 +451,7 @@ UnitAI.prototype.UnitFsmSpec = {
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// If we can't reach the target, but are standing ground, then abandon this attack order.
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// Unless we're hunting, that's a special case where we should continue attacking our target.
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if (this.GetStance().respondStandGround && !this.order.data.force && !this.order.data.hunting || this.IsTurret())
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if (this.GetStance().respondStandGround && !this.order.data.force && !this.order.data.hunting || !this.AbleToMove())
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{
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this.FinishOrder();
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return;
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@ -477,7 +477,7 @@ UnitAI.prototype.UnitFsmSpec = {
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},
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"Order.Patrol": function(msg) {
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if (this.IsAnimal() || this.IsTurret())
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if (this.IsAnimal() || !this.AbleToMove())
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{
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this.FinishOrder();
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return;
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@ -630,7 +630,7 @@ UnitAI.prototype.UnitFsmSpec = {
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},
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"Order.Garrison": function(msg) {
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if (this.IsTurret())
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if (!this.AbleToMove())
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{
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this.SetNextState("IDLE");
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return;
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@ -3055,6 +3055,7 @@ UnitAI.prototype.UnitFsmSpec = {
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if (cmpGarrisonHolder.Garrison(this.entity))
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{
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this.isGarrisoned = true;
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this.SetImmobile(true);
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if (this.formationController)
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{
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@ -3386,6 +3387,7 @@ UnitAI.prototype.Init = function()
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this.formationController = INVALID_ENTITY; // entity with IID_Formation that we belong to
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this.isGarrisoned = false;
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this.isIdle = false;
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this.isImmobile = false; // True if the unit is currently unable to move (garrisoned,...)
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this.finishedOrder = false; // used to find if all formation members finished the order
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this.heldPosition = undefined;
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@ -3485,6 +3487,30 @@ UnitAI.prototype.ShouldRespondToEndOfAlert = function()
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return !this.orderQueue.length || this.orderQueue[0].type == "Garrison";
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};
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UnitAI.prototype.SetImmobile = function(immobile)
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{
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this.isImmobile = immobile;
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Engine.PostMessage(this.entity, MT_UnitAbleToMoveChanged, {
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"entity": this.entity,
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"ableToMove": this.AbleToMove()
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});
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};
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/**
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* @param cmpUnitMotion - optionally pass unitMotion to avoid querying it here
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* @returns true if the entity can move, i.e. has UnitMotion and isn't immobile.
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*/
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UnitAI.prototype.AbleToMove = function(cmpUnitMotion)
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{
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if (this.isImmobile || this.IsTurret())
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return false;
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if (!cmpUnitMotion)
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cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return !!cmpUnitMotion;
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};
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UnitAI.prototype.IsFleeing = function()
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{
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var state = this.GetCurrentState().split(".").pop();
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@ -3921,9 +3947,8 @@ UnitAI.prototype.WillMoveFromFoundation = function(target, checkPacking = true)
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// If foundation is not ally of entity, or if entity is unpacked siege,
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// ignore the order.
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if (!IsOwnedByAllyOfEntity(this.entity, target) &&
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!Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive() ||
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checkPacking && this.IsPacking() ||
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this.CanPack() || this.IsTurret())
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!Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager).IsCeasefireActive() ||
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checkPacking && this.IsPacking() || this.CanPack() || !this.AbleToMove())
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return false;
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// Move a tile outside the building.
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@ -4513,13 +4538,13 @@ UnitAI.prototype.MoveTo = function(data, iid, type)
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UnitAI.prototype.MoveToPoint = function(x, z)
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{
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return cmpUnitMotion && cmpUnitMotion.MoveToPointRange(x, z, 0, 0); // For point goals, allow a max range of 0.
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return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToPointRange(x, z, 0, 0); // For point goals, allow a max range of 0.
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};
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UnitAI.prototype.MoveToPointRange = function(x, z, rangeMin, rangeMax)
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{
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return cmpUnitMotion && cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax);
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return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToPointRange(x, z, rangeMin, rangeMax);
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};
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UnitAI.prototype.MoveToTarget = function(target)
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@ -4528,12 +4553,12 @@ UnitAI.prototype.MoveToTarget = function(target)
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return false;
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, 0, 1);
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return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, 0, 1);
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};
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UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
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{
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if (!this.CheckTargetVisible(target) || this.IsTurret())
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if (!this.CheckTargetVisible(target))
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return false;
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let range = this.GetRange(iid, type);
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@ -4541,7 +4566,7 @@ UnitAI.prototype.MoveToTargetRange = function(target, iid, type)
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return false;
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
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return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
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};
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/**
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@ -4559,6 +4584,10 @@ UnitAI.prototype.MoveToTargetAttackRange = function(target, type)
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return false;
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}
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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if (!this.AbleToMove(cmpUnitMotion))
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return false;
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let cmpFormation = Engine.QueryInterface(target, IID_Formation);
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if (cmpFormation)
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target = cmpFormation.GetClosestMember(this.entity);
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@ -4595,7 +4624,6 @@ UnitAI.prototype.MoveToTargetAttackRange = function(target, type)
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// The parabole changes while walking so be cautious:
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let guessedMaxRange = parabolicMaxRange > range.max ? (range.max + parabolicMaxRange) / 2 : parabolicMaxRange;
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, range.min, guessedMaxRange);
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};
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@ -4605,7 +4633,7 @@ UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max)
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return false;
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, min, max);
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return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, min, max);
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};
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/**
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@ -4620,7 +4648,7 @@ UnitAI.prototype.MoveFormationToTargetAttackRange = function(target)
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if (cmpTargetFormation)
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target = cmpTargetFormation.GetClosestMember(this.entity);
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if (!this.CheckTargetVisible(target) || this.IsTurret())
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if (!this.CheckTargetVisible(target))
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return false;
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let cmpFormationAttack = Engine.QueryInterface(this.entity, IID_Attack);
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@ -4629,7 +4657,7 @@ UnitAI.prototype.MoveFormationToTargetAttackRange = function(target)
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let range = cmpFormationAttack.GetRange(target);
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
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return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
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};
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UnitAI.prototype.MoveToGarrisonRange = function(target)
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@ -4643,7 +4671,7 @@ UnitAI.prototype.MoveToGarrisonRange = function(target)
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var range = cmpGarrisonHolder.GetLoadingRange();
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let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion);
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return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
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return this.AbleToMove(cmpUnitMotion) && cmpUnitMotion.MoveToTargetRange(target, range.min, range.max);
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};
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/**
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@ -5028,7 +5056,7 @@ UnitAI.prototype.ShouldAbandonChase = function(target, force, iid, type)
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*/
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UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force)
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{
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if (this.IsTurret())
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if (!this.AbleToMove())
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return false;
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if (this.GetStance().respondChase)
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@ -5354,11 +5382,11 @@ UnitAI.prototype.LeaveFoundation = function(target)
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{
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// If we're already being told to leave a foundation, then
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// ignore this new request so we don't end up being too indecisive
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// to ever actually move anywhere
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// Ignore also the request if we are packing
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// to ever actually move anywhere.
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if (this.order && (this.order.type == "LeaveFoundation" || (this.order.type == "Flee" && this.order.data.target == target)))
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return;
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// Ignore also the request if we are packing.
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if (this.orderQueue.length && this.orderQueue[0].type == "Unpack" && this.WillMoveFromFoundation(target, false))
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{
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let cmpPack = Engine.QueryInterface(this.entity, IID_Pack);
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@ -5420,7 +5448,10 @@ UnitAI.prototype.Garrison = function(target, queued)
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UnitAI.prototype.Ungarrison = function()
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{
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if (this.IsGarrisoned())
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{
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this.SetImmobile(false);
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this.AddOrder("Ungarrison", null, false);
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}
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};
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/**
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@ -6,6 +6,13 @@ Engine.RegisterInterface("UnitAI");
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*/
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Engine.RegisterMessageType("UnitIdleChanged");
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/**
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* Message of the form { "ableToMove": boolean }
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* sent from UnitAI whenever the unit's ability to move changes.
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*/
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Engine.RegisterMessageType("UnitAbleToMoveChanged");
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||||
/**
|
||||
* Message of the form { "to": string }
|
||||
* where "to" value is a UnitAI stance,
|
||||
|
@ -61,6 +61,7 @@ TestTargetEntityRenaming(
|
||||
(unitAI, player_ent, target_ent) => {
|
||||
unitAI.CanGarrison = (target) => target == target_ent;
|
||||
unitAI.MoveToGarrisonRange = (target) => target == target_ent;
|
||||
unitAI.AbleToMove = () => true;
|
||||
|
||||
AddMock(target_ent, IID_GarrisonHolder, {
|
||||
"CanPickup": () => false
|
||||
|
@ -651,6 +651,11 @@ public:
|
||||
return ret;
|
||||
}
|
||||
|
||||
virtual std::vector<entity_id_t> GetEntitiesBlockingMovement() const
|
||||
{
|
||||
return GetEntitiesByFlags(ICmpObstructionManager::FLAG_BLOCK_MOVEMENT);
|
||||
}
|
||||
|
||||
virtual std::vector<entity_id_t> GetEntitiesBlockingConstruction() const
|
||||
{
|
||||
return GetEntitiesByFlags(ICmpObstructionManager::FLAG_BLOCK_CONSTRUCTION);
|
||||
|
@ -50,6 +50,7 @@ DEFINE_INTERFACE_METHOD_CONST_0("GetUnitRadius", entity_pos_t, ICmpObstruction,
|
||||
DEFINE_INTERFACE_METHOD_CONST_0("CheckShorePlacement", bool, ICmpObstruction, CheckShorePlacement)
|
||||
DEFINE_INTERFACE_METHOD_CONST_2("CheckFoundation", std::string, ICmpObstruction, CheckFoundation_wrapper, std::string, bool)
|
||||
DEFINE_INTERFACE_METHOD_CONST_0("CheckDuplicateFoundation", bool, ICmpObstruction, CheckDuplicateFoundation)
|
||||
DEFINE_INTERFACE_METHOD_CONST_0("GetEntitiesBlockingMovement", std::vector<entity_id_t>, ICmpObstruction, GetEntitiesBlockingMovement)
|
||||
DEFINE_INTERFACE_METHOD_CONST_0("GetEntitiesBlockingConstruction", std::vector<entity_id_t>, ICmpObstruction, GetEntitiesBlockingConstruction)
|
||||
DEFINE_INTERFACE_METHOD_CONST_0("GetEntitiesDeletedUponConstruction", std::vector<entity_id_t>, ICmpObstruction, GetEntitiesDeletedUponConstruction)
|
||||
DEFINE_INTERFACE_METHOD_1("SetActive", void, ICmpObstruction, SetActive, bool)
|
||||
|
@ -104,6 +104,12 @@ public:
|
||||
*/
|
||||
virtual std::vector<entity_id_t> GetEntitiesByFlags(ICmpObstructionManager::flags_t flags) const = 0;
|
||||
|
||||
/**
|
||||
* Returns a list of entities that are blocking movement.
|
||||
* @return vector of blocking entities
|
||||
*/
|
||||
virtual std::vector<entity_id_t> GetEntitiesBlockingMovement() const = 0;
|
||||
|
||||
/**
|
||||
* Returns a list of entities that are blocking construction of a foundation.
|
||||
* @return vector of blocking entities
|
||||
|
@ -41,6 +41,7 @@ public:
|
||||
virtual std::string CheckFoundation_wrapper(const std::string& UNUSED(className), bool UNUSED(onlyCenterPoint)) const { return std::string(); }
|
||||
virtual bool CheckDuplicateFoundation() const { return true; }
|
||||
virtual std::vector<entity_id_t> GetEntitiesByFlags(ICmpObstructionManager::flags_t UNUSED(flags)) const { return std::vector<entity_id_t>(); }
|
||||
virtual std::vector<entity_id_t> GetEntitiesBlockingMovement() const { return std::vector<entity_id_t>(); }
|
||||
virtual std::vector<entity_id_t> GetEntitiesBlockingConstruction() const { return std::vector<entity_id_t>(); }
|
||||
virtual std::vector<entity_id_t> GetEntitiesDeletedUponConstruction() const { return std::vector<entity_id_t>(); }
|
||||
virtual void ResolveFoundationCollisions() const { }
|
||||
|
Loading…
Reference in New Issue
Block a user