0ad/source/simulation2/components/ICmpVisibility.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

54 lines
1.8 KiB
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/* Copyright (C) 2020 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_ICMPVISIBILITY
#define INCLUDED_ICMPVISIBILITY
#include "simulation2/system/Interface.h"
#include "simulation2/components/ICmpRangeManager.h"
/**
* The Visibility component is a scripted component that allows any part of the simulation to
* influence the visibility of an entity.
*
* This component:
* - Holds the template values RetainInFog and AlwaysVisible, used by the range manager to compute
* the visibility of the entity;
* - Can supersede the range manager if it is "activated". This is to avoid useless calls to the scripts.
*/
class ICmpVisibility : public IComponent
{
public:
/**
* This function is a fallback for some entities whose visibility status
* cannot be cached by the range manager (especially local entities like previews).
* Calling the scripts is expensive, so only call it if really needed.
*/
virtual bool IsActivated() = 0;
virtual LosVisibility GetVisibility(player_id_t player, bool isVisible, bool isExplored) = 0;
virtual bool GetRetainInFog() = 0;
virtual bool GetAlwaysVisible() = 0;
DECLARE_INTERFACE_TYPE(Visibility)
};
#endif // INCLUDED_ICMPVISIBILITY