0ad/source/simulation2/components/ICmpTurretHolder.cpp
Freagarach b5df81af76 Store turret positions in map files.
Follow up on 8bfb449375. Allows saving turret positions in the map file,
instead of relying on the order in which the entities are added.

Differential Revision: D2614
Reviewed by: @wraitii
Comments by: @Angen, @bb, @vladislavbelov.
This was SVN commit r24161.
2020-11-11 19:40:44 +00:00

60 lines
1.9 KiB
C++

/* 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/>.
*/
#include "precompiled.h"
#include "ICmpTurretHolder.h"
#include "simulation2/scripting/ScriptComponent.h"
#include "simulation2/system/InterfaceScripted.h"
BEGIN_INTERFACE_WRAPPER(TurretHolder)
END_INTERFACE_WRAPPER(TurretHolder)
class CCmpTurretHolderScripted : public ICmpTurretHolder
{
public:
DEFAULT_SCRIPT_WRAPPER(TurretHolderScripted)
/**
* @return - Correlation between garrisoned turrets (their ID) and which
* turret point they occupy (name).
*/
virtual std::vector<std::pair<std::string, entity_id_t> > GetTurrets() const
{
std::vector<std::pair<std::string, entity_id_t> > turrets;
std::vector<entity_id_t> entities = m_Script.Call<std::vector<entity_id_t> >("GetEntities");
for (entity_id_t entity : entities)
turrets.push_back(std::make_pair(
m_Script.Call<std::string>("GetOccupiedTurretName", entity),
entity
));
return turrets;
}
/**
* Correlation between entities (ID) and the turret point they ought to occupy (name).
*/
virtual void SetInitEntities(std::vector<std::pair<std::string, entity_id_t> > entities)
{
for (const std::pair<std::string, entity_id_t>& p : entities)
m_Script.CallVoid("SetInitEntity", p.first, p.second);
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(TurretHolderScripted)