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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpUnitMotion.h
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

77 lines
2.7 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/>.
*/
#ifndef INCLUDED_ICMPUNITMOTION
#define INCLUDED_ICMPUNITMOTION
#include "simulation2/system/Interface.h"
#include "ICmpPosition.h" // for entity_pos_t
/**
* Motion interface for entities with complex movement capabilities.
* (Simpler motion is handled by ICmpMotion instead.)
*
* Currently this is limited to telling the entity to walk to a point.
* Eventually it should support different movement speeds, moving to areas
* instead of points, moving as part of a group, moving as part of a formation,
* etc.
*/
class ICmpUnitMotion : public IComponent
{
public:
/**
* Attempt to walk to a given point, or as close as possible.
* If the unit cannot move anywhere at all, or if there is some other error, then
* returns false.
* Otherwise, sends a MotionChanged message and returns true; it will send another
* MotionChanged message (with speed 0) once it has reached the target or otherwise
* given up trying to reach it.
*/
virtual bool MoveToPoint(entity_pos_t x, entity_pos_t z) = 0;
/**
* Determine whether the target is within the given range, using the same measurement
* as MoveToAttackRange.
*/
virtual bool IsInAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Attempt to walk into range of a given target, or as close as possible.
* If the unit is already in range, or cannot move anywhere at all, or if there is
* some other error, then returns false.
* Otherwise, sends a MotionChanged message and returns true; it will send another
* MotionChanged message (with speed 0) once it has reached the target range (such that
* IsInAttackRange should return true) or otherwise given up trying to reach it.
*/
virtual bool MoveToAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Get the default speed that this unit will have when walking.
*/
virtual CFixed_23_8 GetSpeed() = 0;
/**
* Toggle the rendering of debug info.
*/
virtual void SetDebugOverlay(bool enabled) = 0;
DECLARE_INTERFACE_TYPE(UnitMotion)
};
#endif // INCLUDED_ICMPUNITMOTION