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This is adding support to handle garrisoned entities defined in map files by game engine and atlas allowing future extension for atlas ui and solving recreation of entites on init in D1958. Also solving deepfreeze described in D2562. Differential Revision; https://code.wildfiregames.com/D2597 Ticket: #3008 Patch by: Freagarach Comments by: elexis This was SVN commit r23529.
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
/* Copyright (C) 2020 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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#include "precompiled.h"
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#include "ICmpGarrisonHolder.h"
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#include "simulation2/scripting/ScriptComponent.h"
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#include "simulation2/system/InterfaceScripted.h"
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BEGIN_INTERFACE_WRAPPER(GarrisonHolder)
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END_INTERFACE_WRAPPER(GarrisonHolder)
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class CCmpGarrisonHolderScripted : public ICmpGarrisonHolder
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{
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public:
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DEFAULT_SCRIPT_WRAPPER(GarrisonHolderScripted)
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virtual std::vector<entity_id_t> GetEntities() const
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{
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return m_Script.Call<std::vector<entity_id_t> >("GetEntities");
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}
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virtual void SetInitEntities(std::vector<entity_id_t> entities)
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{
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m_Script.CallVoid("SetInitGarrison", entities);
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(GarrisonHolderScripted)
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