mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 05:44:08 -07:00
bae258f9a1 implemented CCmpUnitMotionManager, which handles motion for
CCmpUnitMotion (as distinct from ICmpUnitMotion, the interface).
The tight coupling between these two components was awkward at the
interface level, leaking underlying implementation details.
This diff makes CmpUnitMotionManager explicitly manage CmpUnitMotion,
instead of any implementation of ICmpUnitMotion, and moves files around
as requir
ed.
This:
- Makes it impossible to accidentally try to have the wrong
IID_UnitMotion managed by the UnitMotionManager.
- Allows devirtualising the calls from the manager to UnitMotion itself
(and inlining, as they are compiled in the same TU).
- Cleans up the manager interface - MotionState is now part of
CCmpUnitMotionManager.
- Cleans up ICmpUnitMotion interface - no need to provide a private
interface for the manager.
Differential Revision: https://code.wildfiregames.com/D3732
This was SVN commit r25125.
155 lines
5 KiB
C++
155 lines
5 KiB
C++
/* Copyright (C) 2021 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 cannot move anywhere at all, or if there is some other error, then returns false.
|
|
* Otherwise, returns true.
|
|
* 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;
|
|
|
|
/**
|
|
* 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 cannot move anywhere at all, or if there is some other error, then returns false.
|
|
* Otherwise, returns true.
|
|
* 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;
|
|
|
|
/**
|
|
* Check if the target is reachable.
|
|
* Don't take this as absolute gospel since there are things that the pathfinder may not detect, such as
|
|
* entity obstructions in the way, but in general it should return satisfactory results.
|
|
* The interface is similar to MoveToTargetRange but the move is not attempted.
|
|
* @return true if the target is assumed reachable, false otherwise.
|
|
*/
|
|
virtual bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 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 distance travelled over the last turn.
|
|
*/
|
|
virtual fixed GetCurrentSpeed() const = 0;
|
|
|
|
/**
|
|
* @returns true if the unit has a destination.
|
|
*/
|
|
virtual bool IsMoveRequested() const = 0;
|
|
|
|
/**
|
|
* Get the unit template walk speed after modifications.
|
|
*/
|
|
virtual fixed GetWalkSpeed() const = 0;
|
|
|
|
/**
|
|
* Get the unit template running (i.e. max) speed after modifications.
|
|
*/
|
|
virtual fixed GetRunMultiplier() const = 0;
|
|
|
|
/**
|
|
* Returns the ratio of GetSpeed() / GetWalkSpeed().
|
|
*/
|
|
virtual fixed GetSpeedMultiplier() const = 0;
|
|
|
|
/**
|
|
* Set the current movement speed.
|
|
* @param speed A multiplier of GetWalkSpeed().
|
|
*/
|
|
virtual void SetSpeedMultiplier(fixed multiplier) = 0;
|
|
|
|
/**
|
|
* Get the speed at which the unit intends to move.
|
|
* (regardless of whether the unit is moving or not right now).
|
|
*/
|
|
virtual fixed GetSpeed() const = 0;
|
|
|
|
/**
|
|
* @return the estimated position of the unit in @param dt seconds,
|
|
* following current paths. This is allowed to 'look into the future'.
|
|
*/
|
|
virtual CFixedVector2D EstimateFuturePosition(const fixed dt) const = 0;
|
|
|
|
/**
|
|
* Set whether the unit will turn to face the target point after finishing moving.
|
|
*/
|
|
virtual void SetFacePointAfterMove(bool facePointAfterMove) = 0;
|
|
|
|
virtual bool GetFacePointAfterMove() const = 0;
|
|
|
|
/**
|
|
* Get the unit's passability class.
|
|
*/
|
|
virtual pass_class_t GetPassabilityClass() const = 0;
|
|
|
|
/**
|
|
* Get the passability class name (as defined in pathfinder.xml)
|
|
*/
|
|
virtual std::string GetPassabilityClassName() const = 0;
|
|
|
|
/**
|
|
* Get the unit clearance (used by the Obstruction component)
|
|
*/
|
|
virtual entity_pos_t GetUnitClearance() const = 0;
|
|
|
|
/**
|
|
* Toggle the rendering of debug info.
|
|
*/
|
|
virtual void SetDebugOverlay(bool enabled) = 0;
|
|
|
|
DECLARE_INTERFACE_TYPE(UnitMotion)
|
|
};
|
|
|
|
#endif // INCLUDED_ICMPUNITMOTION
|