1
1
forked from 0ad/0ad
0ad/source/simulation2/components/ICmpFogging.h
Itms da0f33f137 Reduce drastically the number of mirages by making fogging conditional: entities will be miraged only if their health/resource amount is modified, or if they have a non-gaia owner.
Fixes the animals hidden in the FoW, and adds the missing status bars
for mirages.

Also small cleanup of the code.

Refs #2913

This was SVN commit r16281.
2015-02-07 15:48:32 +00:00

42 lines
1.3 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_ICMPFOGGING
#define INCLUDED_ICMPFOGGING
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/Player.h"
/**
* Handles the fogging of out-of-sight enemy entities, by creating mirage
* entities.
* This allows hiding changes, especially destruction status or health.
*/
class ICmpFogging : public IComponent
{
public:
virtual bool IsActivated() = 0;
virtual bool WasSeen(player_id_t player) = 0;
virtual bool IsMiraged(player_id_t player) = 0;
virtual void ForceMiraging(player_id_t player) = 0;
DECLARE_INTERFACE_TYPE(Fogging)
};
#endif // INCLUDED_ICMPFOGGING