0ad/source/simulation2/components/ICmpAttack.cpp
bb c93bd91ef6 Do not hardcode attacktypes in the engine/Atlas
fixes 0ad79096bd
refs #252, D368
Reviewed By: vladislavbelov
Comments By: Stan, wraitii
Differential Revision: D2998
This was SVN commit r24095.
2020-10-10 15:12:17 +00:00

45 lines
1.3 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 "ICmpAttack.h"
#include "simulation2/system/InterfaceScripted.h"
#include "simulation2/scripting/ScriptComponent.h"
BEGIN_INTERFACE_WRAPPER(Attack)
END_INTERFACE_WRAPPER(Attack)
class CCmpAttackScripted : public ICmpAttack
{
public:
DEFAULT_SCRIPT_WRAPPER(AttackScripted)
virtual float GetRepeatTime(const std::string& type) const
{
return m_Script.Call<float, const std::string&>("GetRepeatTime", type);
}
virtual std::vector<CStr> GetAttackTypes() const
{
return m_Script.Call<std::vector<CStr>>("GetAttackTypes");
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(AttackScripted)