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0ad/source/simulation/EntityOrders.h
pyrolink f2e867e239 #Bar borders and angle penalty
-Changes to notifications. They take different parameters now-see
template_entity_script.js.  You can choose to destroy the notifiers
yourself in the script (useful for idle)
-Added "idle" event with registerIdle and registerDamage to assist with
the angle penalty.
-Bar border stuff
-Angle penalty is set up but untested-it just needs to use
this.getAttackDirections() to find the number of directions the entity
is being attacked from.  The penalty is specified in template_unit

There is a problem when the game exits-it attempts to destroy the
notifiers in entity.cpp's constructor, where it calls
DestroyAllNotifiers().  The problem is that the notifiers don't exist
any longer because they've been destroyed. I would fix it but I'm
leaving for vacation (Jason told me it was OK to comitt). Hope it isn't
too much of a problem.

This was SVN commit r3732.
2006-04-08 22:34:54 +00:00

103 lines
3.0 KiB
C++
Executable File

// EntityOrders.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Entity orders structure.
//
// Usage: All orders at this point use the location component of the union.
// Orders are: ORDER_GOTO_NOPATHING: Attempts to reach the given destination via a line-of-sight
// ORDER_GOTO_SMOOTED: system. Do not create an order of these types directly; it is
// used to return a path of line segments from the pathfinder.
// _SMOOTHED flags to the entity state-control that it's OK to
// smooth the corner between segments. _NOPATHING just does
// zero-radius turns.
// ORDER_GOTO_COLLISION: When the coldet system is trying to get us out of a collision,
// it generates these intermediate waypoints. We don't really have
// any reason to go to this specific point, so if a better way
// comes along, this order can be deleted.
// ORDER_GOTO: Attempts to reach the given destination. Uses the pathfinder
// to... er... find the path.
// Create this order when a standard movement or movement waypoint
// order is required.
// ORDER_PATROL: As ORDER_GOTO, but pushes the patrol order onto the back of the
// order queue after it's executed. In this way, the entity will
// circle round a list of patrol points.
// Create this order when a standard patrol order is required.
// ORDER_ATTACK_MELEE: Move towards target entity; start bashing it when close enough.
// If we collide with something (=> line-of-sight tracking no longer
// sufficient) spawns a ORDER_GOTO to target's location and pushes it
// immediately in front of this order.
//
// Entities which exhaust all orders from their queue go to idle status; there is no specific order
// type for this status.
#ifndef ENTITY_ORDER_INCLUDED
#define ENTITY_ORDER_INCLUDED
#define ORDER_MAX_DATA 2
#include "EntityHandles.h"
#include "Vector2D.h"
#include "scripting/DOMEvent.h"
// An order data field, which could represent different things depending on the type of order.
struct SOrderData
{
CVector2D location;
HEntity entity;
CStrW string;
u64 data; // could be recast as a double or int
};
class CEntityListener
{
public:
enum
{
NOTIFY_NONE = 0x00,
NOTIFY_GOTO = 0x01,
NOTIFY_RUN = 0x02,
NOTIFY_FOLLOW = 0x03, //GOTO | RUN
NOTIFY_ATTACK = 0x04,
NOTIFY_DAMAGE = 0x08,
NOTIFY_COMBAT = 0x0C, //ATTACK | DAMAGE
NOTIFY_ESCORT = 0x0F, //GOTO | ATTACK | DAMAGE
NOTIFY_HEAL = 0x10,
NOTIFY_GATHER = 0x20,
NOTIFY_IDLE = 0x40,
NOTIFY_ALL = 0x7F
} m_type;
CEntity* m_sender;
};
class CEntityOrder
{
public:
enum
{
ORDER_GOTO_NOPATHING,
ORDER_GOTO_SMOOTHED,
ORDER_GOTO_COLLISION,
ORDER_GOTO,
ORDER_RUN,
ORDER_PATROL,
ORDER_PATH_END_MARKER,
ORDER_GENERIC,
ORDER_GENERIC_NOPATHING,
ORDER_PRODUCE,
ORDER_NOTIFY_REQUEST,
ORDER_LAST
} m_type;
SOrderData m_data[ORDER_MAX_DATA];
};
#endif