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0ad/source/simulation/EntityOrders.h

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// 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 1
#include "EntityHandles.h"
#include "Vector2D.h"
struct SOrderData
{
CVector2D location;
u64 data; // miscellaneous
HEntity entity;
};
class CEntityOrder
{
public:
enum
{
ORDER_GOTO_NOPATHING,
ORDER_GOTO_SMOOTHED,
ORDER_GOTO_COLLISION,
ORDER_GOTO,
ORDER_PATROL,
ORDER_ATTACK_MELEE,
ORDER_ATTACK_MELEE_NOPATHING,
ORDER_GATHER,
ORDER_GATHER_NOPATHING,
ORDER_PATH_END_MARKER,
ORDER_LAST
} m_type;
SOrderData m_data[ORDER_MAX_DATA];
};
#endif