mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 13:23:56 -07:00
BeginPathing renamed to ComputePathToGoal, as that is what this function does. IsMoving renamed to IsMoveRequested, as the function returns true when the unit has a move request going on, not when it is actually moving across the map, which was misleading. UpdateMovementState's implementation moved closer to where it is used. PathIsShort and WAYPOINT_ADVANCE_MAX are currently unused, thus deleted. Differential Revision: https://code.wildfiregames.com/D2067 This was SVN commit r22568.
138 lines
4.2 KiB
C++
138 lines
4.2 KiB
C++
/* Copyright (C) 2019 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_ICMPUNITMOTION
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#define INCLUDED_ICMPUNITMOTION
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#include "simulation2/system/Interface.h"
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#include "simulation2/components/ICmpPathfinder.h" // for pass_class_t
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#include "simulation2/components/ICmpPosition.h" // for entity_pos_t
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/**
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* Motion interface for entities with complex movement capabilities.
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* (Simpler motion is handled by ICmpMotion instead.)
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*
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* It should eventually support different movement speeds, moving to areas
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* instead of points, moving as part of a group, moving as part of a formation,
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* etc.
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*/
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class ICmpUnitMotion : public IComponent
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{
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public:
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/**
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* Attempt to walk into range of a to a given point, or as close as possible.
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* The range is measured from the center of the unit.
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* If cannot move anywhere at all, or if there is some other error, then returns false.
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* Otherwise, returns true.
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* If maxRange is negative, then the maximum range is treated as infinity.
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*/
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virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) = 0;
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/**
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* Attempt to walk into range of a given target entity, or as close as possible.
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* The range is measured between approximately the edges of the unit and the target, so that
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* maxRange=0 is not unreachably close to the target.
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* If the unit cannot move anywhere at all, or if there is some other error, then returns false.
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* Otherwise, returns true.
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* If maxRange is negative, then the maximum range is treated as infinity.
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*/
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virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
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/**
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* Join a formation, and move towards a given offset relative to the formation controller entity.
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* Continues following the formation until given a different command.
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*/
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virtual void MoveToFormationOffset(entity_id_t target, entity_pos_t x, entity_pos_t z) = 0;
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/**
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* Turn to look towards the given point.
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*/
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virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z) = 0;
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/**
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* Stop moving immediately.
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*/
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virtual void StopMoving() = 0;
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/**
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* Get the distance travelled over the last turn.
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*/
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virtual fixed GetCurrentSpeed() const = 0;
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/**
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* @returns true if the unit has a destination.
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*/
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virtual bool IsMoveRequested() const = 0;
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/**
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* Get the unit template walk speed after modifications.
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*/
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virtual fixed GetWalkSpeed() const = 0;
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/**
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* Get the unit template running (i.e. max) speed after modifications.
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*/
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virtual fixed GetRunMultiplier() const = 0;
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/**
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* Returns the ratio of GetSpeed() / GetWalkSpeed().
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*/
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virtual fixed GetSpeedMultiplier() const = 0;
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/**
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* Set the current movement speed.
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* @param speed A multiplier of GetWalkSpeed().
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*/
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virtual void SetSpeedMultiplier(fixed multiplier) = 0;
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/**
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* Get the speed at which the unit intends to move.
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* (regardless of whether the unit is moving or not right now).
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*/
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virtual fixed GetSpeed() const = 0;
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/**
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* Set whether the unit will turn to face the target point after finishing moving.
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*/
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virtual void SetFacePointAfterMove(bool facePointAfterMove) = 0;
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/**
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* Get the unit's passability class.
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*/
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virtual pass_class_t GetPassabilityClass() const = 0;
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/**
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* Get the passability class name (as defined in pathfinder.xml)
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*/
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virtual std::string GetPassabilityClassName() const = 0;
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/**
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* Get the unit clearance (used by the Obstruction component)
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*/
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virtual entity_pos_t GetUnitClearance() const = 0;
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/**
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* Toggle the rendering of debug info.
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*/
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virtual void SetDebugOverlay(bool enabled) = 0;
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DECLARE_INTERFACE_TYPE(UnitMotion)
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};
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#endif // INCLUDED_ICMPUNITMOTION
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