104 lines
3.6 KiB
C++
104 lines
3.6 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 into range of a to a given point, 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, returns true and sends a MotionChanged message after starting to move,
|
|
* and sends another MotionChanged after finishing moving.
|
|
*/
|
|
virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) = 0;
|
|
|
|
/**
|
|
* Determine whether the target is within the given range, using the same measurement
|
|
* as MoveToTargetRange.
|
|
*/
|
|
virtual bool IsInTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
|
|
|
|
/**
|
|
* Attempt to walk into range of a given target entity, 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, returns true and sends a MotionChanged message after starting to move,
|
|
* and sends another MotionChanged after finishing moving.
|
|
*/
|
|
virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
|
|
|
|
/**
|
|
* Join a formation, and move towards a given offset relative to the formation controller entity.
|
|
* Continues following the formation until given a different command.
|
|
*/
|
|
virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z) = 0;
|
|
|
|
/**
|
|
* Stop moving immediately.
|
|
*/
|
|
virtual void StopMoving() = 0;
|
|
|
|
/**
|
|
* Set the current movement speed.
|
|
*/
|
|
virtual void SetSpeed(fixed speed) = 0;
|
|
|
|
/**
|
|
* Get the default speed that this unit will have when walking, in metres per second.
|
|
*/
|
|
virtual fixed GetWalkSpeed() = 0;
|
|
|
|
/**
|
|
* Get the default speed that this unit will have when running, in metres per second.
|
|
*/
|
|
virtual fixed GetRunSpeed() = 0;
|
|
|
|
/**
|
|
* Override the default obstruction radius, used for planning paths and checking for collisions.
|
|
* Bad things may happen if this entity has an active Obstruction component with a larger
|
|
* radius. (This is intended primarily for formation controllers.)
|
|
*/
|
|
virtual void SetUnitRadius(fixed radius) = 0;
|
|
|
|
/**
|
|
* Toggle the rendering of debug info.
|
|
*/
|
|
virtual void SetDebugOverlay(bool enabled) = 0;
|
|
|
|
DECLARE_INTERFACE_TYPE(UnitMotion)
|
|
};
|
|
|
|
#endif // INCLUDED_ICMPUNITMOTION
|