forked from 0ad/0ad
Itms
6581796103
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.
124 lines
4.1 KiB
C++
124 lines
4.1 KiB
C++
/* Copyright (C) 2015 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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enum EFoundationCheck {
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FOUNDATION_CHECK_SUCCESS,
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FOUNDATION_CHECK_FAIL_ERROR,
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FOUNDATION_CHECK_FAIL_NO_OBSTRUCTION,
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FOUNDATION_CHECK_FAIL_OBSTRUCTS_FOUNDATION,
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FOUNDATION_CHECK_FAIL_TERRAIN_CLASS
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};
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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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/**
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* Same as the method above, but returns an obstruction shape for the previous turn
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*/
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virtual bool GetPreviousObstructionSquare(ICmpObstructionManager::ObstructionSquare& out) = 0;
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virtual entity_pos_t GetSize() = 0;
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virtual entity_pos_t GetUnitRadius() = 0;
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virtual void SetUnitClearance(const entity_pos_t& clearance) = 0;
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virtual bool IsControlPersistent() = 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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* @param ignoredEntities List of entities to ignore during the test.
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* @return FOUNDATION_CHECK_SUCCESS if check passes, else an EFoundationCheck
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* value describing the type of failure.
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*/
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virtual EFoundationCheck CheckFoundation(std::string className) = 0;
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virtual EFoundationCheck CheckFoundation(std::string className, bool onlyCenterPoint) = 0;
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/**
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* CheckFoundation wrapper for script calls, to return friendly strings instead of an EFoundationCheck.
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* @return "success" if check passes, else a string describing the type of failure.
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*/
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virtual std::string CheckFoundation_wrapper(std::string className, bool onlyCenterPoint);
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/**
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* Test whether this entity is colliding with any obstructions that share its
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* control groups and 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 CheckDuplicateFoundation() = 0;
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/**
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* Returns a list of entities that are colliding with this entity,
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* filtered depending on type of entities that are requested.
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* @return vector of blocking entities
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*/
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virtual std::vector<entity_id_t> GetEntityCollisions(bool checkStructures, bool checkUnits) = 0;
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/**
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* Detects collisions between foundation-blocking entities and
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* tries to fix them by setting control groups, if appropriate.
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*/
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virtual void ResolveFoundationCollisions() = 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 movementDisabled, bool pathfindingDisabled, int32_t shape) = 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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/// See SetControlGroup.
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virtual entity_id_t GetControlGroup() = 0;
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virtual void SetControlGroup2(entity_id_t group2) = 0;
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virtual entity_id_t GetControlGroup2() = 0;
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DECLARE_INTERFACE_TYPE(Obstruction)
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};
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#endif // INCLUDED_ICMPOBSTRUCTION
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