forked from 0ad/0ad
97 lines
3.2 KiB
C++
97 lines
3.2 KiB
C++
/* Copyright (C) 2010 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_ICMPUNITMOTION
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#define INCLUDED_ICMPUNITMOTION
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#include "simulation2/system/Interface.h"
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#include "ICmpPosition.h" // for entity_pos_t
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/**
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* Motion interface for entities with complex movement capabilities.
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* (Simpler motion is handled by ICmpMotion instead.)
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*
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* Currently this is limited to telling the entity to walk to a point.
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* Eventually it should support different movement speeds, moving to areas
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* instead of points, moving as part of a group, moving as part of a formation,
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* etc.
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*/
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class ICmpUnitMotion : public IComponent
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{
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public:
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/**
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* Attempt to walk to a given point, or as close as possible.
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* If the unit cannot move anywhere at all, or if there is some other error, then
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* returns false.
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* Otherwise, sends a MotionChanged message and returns true; it will send another
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* MotionChanged message (with speed 0) once it has reached the target or otherwise
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* given up trying to reach it.
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*/
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virtual bool MoveToPoint(entity_pos_t x, entity_pos_t z) = 0;
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/**
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* Determine whether the target is within the given range, using the same measurement
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* as MoveToAttackRange.
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*/
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virtual bool IsInAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
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/**
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* Attempt to walk into range of a given target entity, or as close as possible.
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* If the unit is already in range, or cannot move anywhere at all, or if there is
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* some other error, then returns false.
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* Otherwise, sends a MotionChanged message and returns true; it will send another
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* MotionChanged message (with speed 0) once it has reached the target range (such that
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* IsInAttackRange should return true) or otherwise given up trying to reach it.
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*/
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virtual bool MoveToAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
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/**
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* See MoveToAttackRange, but the target is the given point.
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*/
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virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) = 0;
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/**
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* Stop moving immediately.
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*/
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virtual void StopMoving() = 0;
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/**
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* Set the current movement speed.
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*/
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virtual void SetSpeed(fixed speed) = 0;
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/**
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* Get the default speed that this unit will have when walking, in metres per second.
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*/
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virtual fixed GetWalkSpeed() = 0;
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/**
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* Get the default speed that this unit will have when running, in metres per second.
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*/
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virtual fixed GetRunSpeed() = 0;
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/**
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* Toggle the rendering of debug info.
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*/
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virtual void SetDebugOverlay(bool enabled) = 0;
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DECLARE_INTERFACE_TYPE(UnitMotion)
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};
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#endif // INCLUDED_ICMPUNITMOTION
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