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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.
56 lines
1.7 KiB
C++
56 lines
1.7 KiB
C++
/* Copyright (C) 2021 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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#ifndef INCLUDED_ICMPUNITMOTIONMANAGER
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#define INCLUDED_ICMPUNITMOTIONMANAGER
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#include "simulation2/system/Interface.h"
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class CCmpUnitMotion;
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/**
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* UnitMotionManager - handles motion for CCmpUnitMotion.
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* This allows units to push past each other instead of requiring pathfinder computations,
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* making movement much smoother overall.
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*/
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class ICmpUnitMotionManager : public IComponent
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{
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public:
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DECLARE_INTERFACE_TYPE(UnitMotionManager)
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private:
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/**
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* This class makes no sense outside of CCmpUnitMotion. This enforces that tight coupling.
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*/
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friend class CCmpUnitMotion;
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virtual void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController) = 0;
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virtual void Unregister(entity_id_t ent) = 0;
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/**
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* True if entities are currently in the "Move" phase.
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*/
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virtual bool ComputingMotion() const = 0;
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/**
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* @return whether pushing is currently enabled or not.
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*/
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virtual bool IsPushingActivated() const = 0;
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};
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#endif // INCLUDED_ICMPUNITMOTIONMANAGER
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