forked from mirrors/0ad
29492badb7
so that units don't try to gather forever while not being able to reach it and so that the sheep corpse can't be selected and seen anymore. Differential Revision: https://code.wildfiregames.com/D21 Fixes #4268 Based On Patch By: wraitii Reviewed By: temple Previously Reviewed By: Itms This was SVN commit r21597.
135 lines
4.6 KiB
C++
135 lines
4.6 KiB
C++
/* Copyright (C) 2018 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() const = 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) const = 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) const = 0;
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virtual entity_pos_t GetSize() const = 0;
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virtual entity_pos_t GetUnitRadius() const = 0;
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virtual void SetUnitClearance(const entity_pos_t& clearance) = 0;
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virtual bool IsControlPersistent() const = 0;
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/**
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* Test whether the front of the obstruction square is in the water and the back is on the shore.
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*/
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virtual bool CheckShorePlacement() const = 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(const std::string& className) const = 0;
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virtual EFoundationCheck CheckFoundation(const std::string& className, bool onlyCenterPoint) const = 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(const std::string& className, bool onlyCenterPoint) const;
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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() const = 0;
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/**
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* Returns a list of units that are colliding with this entity.
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* @return vector of blocking units
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*/
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virtual std::vector<entity_id_t> GetUnitCollisions() const = 0;
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/**
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* Returns a list of entities that are colliding with this entity (excluding self).
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* This can be used to retrieve units with static obstructions, such as animal corpses.
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* @return vector of blocking units
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*/
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virtual std::vector<entity_id_t> GetEntityCollisions() const = 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() const = 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() const = 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() const = 0;
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virtual void SetControlGroup2(entity_id_t group2) = 0;
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virtual entity_id_t GetControlGroup2() const = 0;
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DECLARE_INTERFACE_TYPE(Obstruction)
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};
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#endif // INCLUDED_ICMPOBSTRUCTION
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