0ad/source/simulation2/components/ICmpUnitMotion.h
Itms 6581796103 New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.

An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.

Running update-workspaces is needed after this change.

Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563

This was SVN commit r16751.
2015-06-12 18:58:24 +00:00

150 lines
4.9 KiB
C++

/* Copyright (C) 2012 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 "simulation2/components/ICmpPathfinder.h" // for pass_class_t
#include "simulation2/components/ICmpPosition.h" // for entity_pos_t
/**
* Motion interface for entities with complex movement capabilities.
* (Simpler motion is handled by ICmpMotion instead.)
*
* It should eventually 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.
* The range is measured from the center of the unit.
* 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.
* If maxRange is negative, then the maximum range is treated as infinity.
*/
virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) = 0;
/**
* Determine wether the givven point is within the given range, using the same measurement
* as MoveToPointRange.
*/
virtual bool IsInPointRange(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.
* The range is measured between approximately the edges of the unit and the target, so that
* maxRange=0 is not unreachably close to the target.
* 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.
* If maxRange is negative, then the maximum range is treated as infinity.
*/
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;
/**
* Turn to look towards the given point.
*/
virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z) = 0;
/**
* Stop moving immediately.
*/
virtual void StopMoving() = 0;
/**
* Get the current movement speed.
*/
virtual fixed GetCurrentSpeed() = 0;
/**
* Set the current movement speed.
*/
virtual void SetSpeed(fixed speed) = 0;
/**
* Get whether the unit is moving.
*/
virtual bool IsMoving() = 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;
/**
* Set whether the unit will turn to face the target point after finishing moving.
*/
virtual void SetFacePointAfterMove(bool facePointAfterMove) = 0;
/**
* Get the unit's passability class.
*/
virtual pass_class_t GetPassabilityClass() = 0;
/**
* Get the passability class name (as defined in pathfinder.xml)
*/
virtual std::string GetPassabilityClassName() = 0;
/**
* Set the passability class
*/
virtual void SetPassabilityClassName(std::string passClassName) = 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