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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpTerritoryManager.h
historic_bruno f378e2e651 Implements building restrictions (by terrain, territory, category, and distance). See #41. Fixes #804, #287.
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.
2011-08-06 08:11:05 +00:00

43 lines
1.3 KiB
C++

/* Copyright (C) 2011 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_ICMPTERRITORYMANAGER
#define INCLUDED_ICMPTERRITORYMANAGER
#include "simulation2/helpers/Grid.h"
#include "simulation2/system/Interface.h"
#include "simulation2/components/ICmpPosition.h"
class ICmpTerritoryManager : public IComponent
{
public:
virtual bool NeedUpdate(size_t* dirtyID) = 0;
virtual const Grid<u8>& GetTerritoryGrid() = 0;
/**
* Get owner of territory at given position
*
* @return player ID of owner; 0 if neutral territory
*/
virtual int32_t GetOwner(entity_pos_t x, entity_pos_t z) = 0;
DECLARE_INTERFACE_TYPE(TerritoryManager)
};
#endif // INCLUDED_ICMPTERRITORYMANAGER