0ad/source/simulation2/components/ICmpFogging.cpp
Ralph Sennhauser cc7a165365
Fix includes in source/simulation2
Make include-what-you-use happy with some files in source/simulatation2
and fix what needs to be fixed.

source/simulation2/system/ComponentTest.h uses cxxtest, so add cxxtest
to the deps for simulation2 target.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-08 07:10:11 +02:00

56 lines
1.5 KiB
C++

/* Copyright (C) 2025 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/>.
*/
#include "precompiled.h"
#include "ICmpFogging.h"
#include "simulation2/scripting/ScriptComponent.h"
#include "simulation2/system/InterfaceScripted.h"
#include <string>
BEGIN_INTERFACE_WRAPPER(Fogging)
END_INTERFACE_WRAPPER(Fogging)
class CCmpFoggingScripted : public ICmpFogging
{
public:
DEFAULT_SCRIPT_WRAPPER(FoggingScripted)
bool IsActivated() override
{
return m_Script.Call<bool>("IsActivated");
}
bool WasSeen(player_id_t player) override
{
return m_Script.Call<bool>("WasSeen", player);
}
bool IsMiraged(player_id_t player) override
{
return m_Script.Call<bool>("IsMiraged", player);
}
void ForceMiraging(player_id_t player) override
{
return m_Script.CallVoid("ForceMiraging", player);
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(FoggingScripted)