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bae258f9a1 implemented CCmpUnitMotionManager, which handles motion for
CCmpUnitMotion (as distinct from ICmpUnitMotion, the interface).
The tight coupling between these two components was awkward at the
interface level, leaking underlying implementation details.
This diff makes CmpUnitMotionManager explicitly manage CmpUnitMotion,
instead of any implementation of ICmpUnitMotion, and moves files around
as requir
ed.
This:
- Makes it impossible to accidentally try to have the wrong
IID_UnitMotion managed by the UnitMotionManager.
- Allows devirtualising the calls from the manager to UnitMotion itself
(and inlining, as they are compiled in the same TU).
- Cleans up the manager interface - MotionState is now part of
CCmpUnitMotionManager.
- Cleans up ICmpUnitMotion interface - no need to provide a private
interface for the manager.
Differential Revision: https://code.wildfiregames.com/D3732
This was SVN commit r25125.
153 lines
5.3 KiB
C++
153 lines
5.3 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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#include "precompiled.h"
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#include "ICmpUnitMotion.h"
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#include "simulation2/system/InterfaceScripted.h"
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#include "simulation2/scripting/ScriptComponent.h"
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BEGIN_INTERFACE_WRAPPER(UnitMotion)
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DEFINE_INTERFACE_METHOD_4("MoveToPointRange", bool, ICmpUnitMotion, MoveToPointRange, entity_pos_t, entity_pos_t, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_3("MoveToTargetRange", bool, ICmpUnitMotion, MoveToTargetRange, entity_id_t, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_3("MoveToFormationOffset", void, ICmpUnitMotion, MoveToFormationOffset, entity_id_t, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_3("IsTargetRangeReachable", bool, ICmpUnitMotion, IsTargetRangeReachable, entity_id_t, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_2("FaceTowardsPoint", void, ICmpUnitMotion, FaceTowardsPoint, entity_pos_t, entity_pos_t)
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DEFINE_INTERFACE_METHOD_0("StopMoving", void, ICmpUnitMotion, StopMoving)
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DEFINE_INTERFACE_METHOD_CONST_0("GetCurrentSpeed", fixed, ICmpUnitMotion, GetCurrentSpeed)
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DEFINE_INTERFACE_METHOD_CONST_0("IsMoveRequested", bool, ICmpUnitMotion, IsMoveRequested)
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DEFINE_INTERFACE_METHOD_CONST_0("GetSpeed", fixed, ICmpUnitMotion, GetSpeed)
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DEFINE_INTERFACE_METHOD_CONST_0("GetWalkSpeed", fixed, ICmpUnitMotion, GetWalkSpeed)
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DEFINE_INTERFACE_METHOD_CONST_0("GetRunMultiplier", fixed, ICmpUnitMotion, GetRunMultiplier)
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DEFINE_INTERFACE_METHOD_CONST_1("EstimateFuturePosition", CFixedVector2D, ICmpUnitMotion, EstimateFuturePosition, fixed)
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DEFINE_INTERFACE_METHOD_1("SetSpeedMultiplier", void, ICmpUnitMotion, SetSpeedMultiplier, fixed)
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DEFINE_INTERFACE_METHOD_CONST_0("GetPassabilityClassName", std::string, ICmpUnitMotion, GetPassabilityClassName)
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DEFINE_INTERFACE_METHOD_CONST_0("GetUnitClearance", entity_pos_t, ICmpUnitMotion, GetUnitClearance)
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DEFINE_INTERFACE_METHOD_1("SetFacePointAfterMove", void, ICmpUnitMotion, SetFacePointAfterMove, bool)
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DEFINE_INTERFACE_METHOD_CONST_0("GetFacePointAfterMove", bool, ICmpUnitMotion, GetFacePointAfterMove)
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DEFINE_INTERFACE_METHOD_1("SetDebugOverlay", void, ICmpUnitMotion, SetDebugOverlay, bool)
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END_INTERFACE_WRAPPER(UnitMotion)
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class CCmpUnitMotionScripted : public ICmpUnitMotion
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{
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public:
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DEFAULT_SCRIPT_WRAPPER(UnitMotionScripted)
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virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange)
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{
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return m_Script.Call<bool>("MoveToPointRange", x, z, minRange, maxRange);
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}
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virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
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{
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return m_Script.Call<bool>("MoveToTargetRange", target, minRange, maxRange);
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}
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virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z)
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{
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m_Script.CallVoid("MoveToFormationOffset", target, x, z);
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}
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virtual bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)
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{
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return m_Script.Call<bool>("IsTargetRangeReachable", target, minRange, maxRange);
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}
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virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z)
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{
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m_Script.CallVoid("FaceTowardsPoint", x, z);
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}
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virtual void StopMoving()
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{
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m_Script.CallVoid("StopMoving");
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}
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virtual fixed GetCurrentSpeed() const
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{
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return m_Script.Call<fixed>("GetCurrentSpeed");
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}
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virtual bool IsMoveRequested() const
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{
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return m_Script.Call<bool>("IsMoveRequested");
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}
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virtual fixed GetSpeed() const
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{
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return m_Script.Call<fixed>("GetSpeed");
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}
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virtual fixed GetWalkSpeed() const
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{
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return m_Script.Call<fixed>("GetWalkSpeed");
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}
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virtual fixed GetRunMultiplier() const
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{
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return m_Script.Call<fixed>("GetRunMultiplier");
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}
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virtual void SetSpeedMultiplier(fixed multiplier)
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{
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m_Script.CallVoid("SetSpeedMultiplier", multiplier);
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}
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virtual fixed GetSpeedMultiplier() const
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{
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return m_Script.Call<fixed>("GetSpeedMultiplier");
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}
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virtual CFixedVector2D EstimateFuturePosition(const fixed dt) const
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{
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return m_Script.Call<CFixedVector2D>("EstimateFuturePosition", dt);
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}
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virtual void SetFacePointAfterMove(bool facePointAfterMove)
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{
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m_Script.CallVoid("SetFacePointAfterMove", facePointAfterMove);
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}
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virtual bool GetFacePointAfterMove() const
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{
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return m_Script.Call<bool>("GetFacePointAfterMove");
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}
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virtual pass_class_t GetPassabilityClass() const
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{
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return m_Script.Call<pass_class_t>("GetPassabilityClass");
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}
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virtual std::string GetPassabilityClassName() const
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{
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return m_Script.Call<std::string>("GetPassabilityClassName");
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}
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virtual entity_pos_t GetUnitClearance() const
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{
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return m_Script.Call<entity_pos_t>("GetUnitClearance");
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}
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virtual void SetDebugOverlay(bool enabled)
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{
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m_Script.CallVoid("SetDebugOverlay", enabled);
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}
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};
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REGISTER_COMPONENT_SCRIPT_WRAPPER(UnitMotionScripted)
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