0ad/source/simulation2/components/ICmpObstruction.h
Yves 1a66f510d0 Use const T& for parameters of some types in script-exposed native functions
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.

This was SVN commit r17696.
2016-01-23 15:17:56 +00:00

123 lines
4.1 KiB
C++

/* Copyright (C) 2015 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_ICMPOBSTRUCTION
#define INCLUDED_ICMPOBSTRUCTION
#include "simulation2/system/Interface.h"
#include "simulation2/components/ICmpObstructionManager.h"
/**
* Flags an entity as obstructing movement for other units,
* and handles the processing of collision queries.
*/
class ICmpObstruction : public IComponent
{
public:
enum EFoundationCheck {
FOUNDATION_CHECK_SUCCESS,
FOUNDATION_CHECK_FAIL_ERROR,
FOUNDATION_CHECK_FAIL_NO_OBSTRUCTION,
FOUNDATION_CHECK_FAIL_OBSTRUCTS_FOUNDATION,
FOUNDATION_CHECK_FAIL_TERRAIN_CLASS
};
virtual ICmpObstructionManager::tag_t GetObstruction() = 0;
/**
* Gets the square corresponding to this obstruction shape.
* @return true and updates @p out on success;
* false on failure (e.g. object not in the world).
*/
virtual bool GetObstructionSquare(ICmpObstructionManager::ObstructionSquare& out) = 0;
/**
* Same as the method above, but returns an obstruction shape for the previous turn
*/
virtual bool GetPreviousObstructionSquare(ICmpObstructionManager::ObstructionSquare& out) = 0;
virtual entity_pos_t GetSize() = 0;
virtual entity_pos_t GetUnitRadius() = 0;
virtual void SetUnitClearance(const entity_pos_t& clearance) = 0;
virtual bool IsControlPersistent() = 0;
/**
* Test whether this entity is colliding with any obstruction that are set to
* block the creation of foundations.
* @param ignoredEntities List of entities to ignore during the test.
* @return FOUNDATION_CHECK_SUCCESS if check passes, else an EFoundationCheck
* value describing the type of failure.
*/
virtual EFoundationCheck CheckFoundation(std::string className) = 0;
virtual EFoundationCheck CheckFoundation(std::string className, bool onlyCenterPoint) = 0;
/**
* CheckFoundation wrapper for script calls, to return friendly strings instead of an EFoundationCheck.
* @return "success" if check passes, else a string describing the type of failure.
*/
virtual std::string CheckFoundation_wrapper(const std::string& className, bool onlyCenterPoint);
/**
* Test whether this entity is colliding with any obstructions that share its
* control groups and block the creation of foundations.
* @return true if foundation is valid (not obstructed)
*/
virtual bool CheckDuplicateFoundation() = 0;
/**
* Returns a list of entities that are colliding with this entity,
* filtered depending on type of entities that are requested.
* @return vector of blocking entities
*/
virtual std::vector<entity_id_t> GetEntityCollisions(bool checkStructures, bool checkUnits) = 0;
/**
* Detects collisions between foundation-blocking entities and
* tries to fix them by setting control groups, if appropriate.
*/
virtual void ResolveFoundationCollisions() = 0;
virtual void SetActive(bool active) = 0;
virtual void SetMovingFlag(bool enabled) = 0;
virtual void SetDisableBlockMovementPathfinding(bool movementDisabled, bool pathfindingDisabled, int32_t shape) = 0;
virtual bool GetBlockMovementFlag() = 0;
/**
* Change the control group that the entity belongs to.
* Control groups are used to let units ignore collisions with other units from
* the same group. Default is the entity's own ID.
*/
virtual void SetControlGroup(entity_id_t group) = 0;
/// See SetControlGroup.
virtual entity_id_t GetControlGroup() = 0;
virtual void SetControlGroup2(entity_id_t group2) = 0;
virtual entity_id_t GetControlGroup2() = 0;
DECLARE_INTERFACE_TYPE(Obstruction)
};
#endif // INCLUDED_ICMPOBSTRUCTION