forked from 0ad/0ad
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.
77 lines
2.4 KiB
C++
77 lines
2.4 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_ICMPOBSTRUCTION
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#define INCLUDED_ICMPOBSTRUCTION
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#include "simulation2/system/Interface.h"
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#include "simulation2/components/ICmpObstructionManager.h"
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/**
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* Flags an entity as obstructing movement for other units,
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* and handles the processing of collision queries.
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*/
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class ICmpObstruction : public IComponent
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{
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public:
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virtual ICmpObstructionManager::tag_t GetObstruction() = 0;
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/**
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* Gets the square corresponding to this obstruction shape.
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* @return true and updates @p out on success;
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* false on failure (e.g. object not in the world).
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*/
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virtual bool GetObstructionSquare(ICmpObstructionManager::ObstructionSquare& out) = 0;
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virtual entity_pos_t GetUnitRadius() = 0;
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/**
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* Test whether this entity is colliding with any obstruction that are set to
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* block the creation of foundations.
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* @return true if foundation is valid (not obstructed)
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*/
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virtual bool CheckFoundation(std::string className) = 0;
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/**
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* Returns a list of entities that are colliding with this entity, and that
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* are set to block construction.
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* @return vector of blocking entities
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*/
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virtual std::vector<entity_id_t> GetConstructionCollisions() = 0;
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virtual void SetActive(bool active) = 0;
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virtual void SetMovingFlag(bool enabled) = 0;
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virtual void SetDisableBlockMovementPathfinding(bool disabled) = 0;
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virtual bool GetBlockMovementFlag() = 0;
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/**
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* Change the control group that the entity belongs to.
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* Control groups are used to let units ignore collisions with other units from
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* the same group. Default is the entity's own ID.
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*/
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virtual void SetControlGroup(entity_id_t group) = 0;
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DECLARE_INTERFACE_TYPE(Obstruction)
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};
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#endif // INCLUDED_ICMPOBSTRUCTION
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