historic_bruno
f378e2e651
Implements build limits. See #687. Implements autorotation for dock placement. Fixes unit spawning to consider terrain passability. See #893. Adds new passability criteria based on distance from shore. Updates build restrictions on some templates. Changes unit spawning search to 4 tiles away from foundation. Changes garrison/training spawn failure to nicer UI notification. This was SVN commit r9970.
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPTERRITORYMANAGER
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#define INCLUDED_ICMPTERRITORYMANAGER
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#include "simulation2/helpers/Grid.h"
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#include "simulation2/system/Interface.h"
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#include "simulation2/components/ICmpPosition.h"
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class ICmpTerritoryManager : public IComponent
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{
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public:
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virtual bool NeedUpdate(size_t* dirtyID) = 0;
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virtual const Grid<u8>& GetTerritoryGrid() = 0;
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/**
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* Get owner of territory at given position
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*
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* @return player ID of owner; 0 if neutral territory
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*/
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virtual int32_t GetOwner(entity_pos_t x, entity_pos_t z) = 0;
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DECLARE_INTERFACE_TYPE(TerritoryManager)
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};
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#endif // INCLUDED_ICMPTERRITORYMANAGER
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