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ICmpUnitMotion.h
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1 /* Copyright (C) 2022 Wildfire Games.
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17 
18 #ifndef INCLUDED_ICMPUNITMOTION
19 #define INCLUDED_ICMPUNITMOTION
20 
22 
23 #include "simulation2/components/ICmpPathfinder.h" // for pass_class_t
24 #include "simulation2/components/ICmpPosition.h" // for entity_pos_t
25 
26 /**
27  * Motion interface for entities with complex movement capabilities.
28  * (Simpler motion is handled by ICmpMotion instead.)
29  *
30  * It should eventually support different movement speeds, moving to areas
31  * instead of points, moving as part of a group, moving as part of a formation,
32  * etc.
33  */
34 class ICmpUnitMotion : public IComponent
35 {
36 public:
37 
38  /**
39  * Attempt to walk into range of a to a given point, or as close as possible.
40  * The range is measured from the center of the unit.
41  * If cannot move anywhere at all, or if there is some other error, then returns false.
42  * Otherwise, returns true.
43  * If maxRange is negative, then the maximum range is treated as infinity.
44  */
45  virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) = 0;
46 
47  /**
48  * Attempt to walk into range of a given target entity, or as close as possible.
49  * The range is measured between approximately the edges of the unit and the target, so that
50  * maxRange=0 is not unreachably close to the target.
51  * If the unit cannot move anywhere at all, or if there is some other error, then returns false.
52  * Otherwise, returns true.
53  * If maxRange is negative, then the maximum range is treated as infinity.
54  */
55  virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
56 
57  /**
58  * Join a formation, and move towards a given offset relative to the formation controller entity.
59  * The unit will remain 'in formation' fromthe perspective of UnitMotion
60  * until SetMemberOfFormation(INVALID_ENTITY) is passed.
61  */
62  virtual void MoveToFormationOffset(entity_id_t controller, entity_pos_t x, entity_pos_t z) = 0;
63 
64  /**
65  * Set/unset the unit as a formation member.
66  * @param controller - if INVALID_ENTITY, the unit is no longer a formation member. Otherwise it is and this is the controller.
67  */
68  virtual void SetMemberOfFormation(entity_id_t controller) = 0;
69 
70  /**
71  * Check if the target is reachable.
72  * Don't take this as absolute gospel since there are things that the pathfinder may not detect, such as
73  * entity obstructions in the way, but in general it should return satisfactory results.
74  * The interface is similar to MoveToTargetRange but the move is not attempted.
75  * @return true if the target is assumed reachable, false otherwise.
76  */
77  virtual bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
78 
79  /**
80  * Turn to look towards the given point.
81  */
82  virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z) = 0;
83 
84  /**
85  * Stop moving immediately.
86  */
87  virtual void StopMoving() = 0;
88 
89  /**
90  * Get the speed at the end of the current turn.
91  */
92  virtual fixed GetCurrentSpeed() const = 0;
93 
94  /**
95  * @returns true if the unit has a destination.
96  */
97  virtual bool IsMoveRequested() const = 0;
98 
99  /**
100  * Get the unit template walk speed after modifications.
101  */
102  virtual fixed GetWalkSpeed() const = 0;
103 
104  /**
105  * Get the unit template running (i.e. max) speed after modifications.
106  */
107  virtual fixed GetRunMultiplier() const = 0;
108 
109  /**
110  * Returns the ratio of GetSpeed() / GetWalkSpeed().
111  */
112  virtual fixed GetSpeedMultiplier() const = 0;
113 
114  /**
115  * Set the current movement speed.
116  * @param speed A multiplier of GetWalkSpeed().
117  */
118  virtual void SetSpeedMultiplier(fixed multiplier) = 0;
119 
120  /**
121  * Get the speed at which the unit intends to move.
122  * (regardless of whether the unit is moving or not right now).
123  */
124  virtual fixed GetSpeed() const = 0;
125 
126  /**
127  * @return the estimated position of the unit in @param dt seconds,
128  * following current paths. This is allowed to 'look into the future'.
129  */
130  virtual CFixedVector2D EstimateFuturePosition(const fixed dt) const = 0;
131 
132  /**
133  * Get the current acceleration.
134  */
135  virtual fixed GetAcceleration() const = 0;
136 
137  /**
138  * Set the current acceleration.
139  * @param acceleration The acceleration.
140  */
141  virtual void SetAcceleration(fixed acceleration) = 0;
142 
143  /**
144  * Set whether the unit will turn to face the target point after finishing moving.
145  */
146  virtual void SetFacePointAfterMove(bool facePointAfterMove) = 0;
147 
148  virtual bool GetFacePointAfterMove() const = 0;
149 
150  /**
151  * Get the unit's passability class.
152  */
153  virtual pass_class_t GetPassabilityClass() const = 0;
154 
155  /**
156  * Get the passability class name (as defined in pathfinder.xml)
157  */
158  virtual std::string GetPassabilityClassName() const = 0;
159 
160  /**
161  * Sets the passability class name (as defined in pathfinder.xml)
162  */
163  virtual void SetPassabilityClassName(const std::string& passClassName) = 0;
164 
165  /**
166  * Get the unit clearance (used by the Obstruction component)
167  */
168  virtual entity_pos_t GetUnitClearance() const = 0;
169 
170  /**
171  * Toggle the rendering of debug info.
172  */
173  virtual void SetDebugOverlay(bool enabled) = 0;
174 
175  DECLARE_INTERFACE_TYPE(UnitMotion)
176 };
177 
178 #endif // INCLUDED_ICMPUNITMOTION
Definition: IComponent.h:32
A simple fixed-point number class.
Definition: Fixed.h:119
virtual void SetSpeedMultiplier(fixed multiplier)=0
Set the current movement speed.
virtual void StopMoving()=0
Stop moving immediately.
Definition: FixedVector2D.h:24
u16 pass_class_t
Definition: Pathfinding.h:27
virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)=0
Attempt to walk into range of a given target entity, or as close as possible.
virtual CFixedVector2D EstimateFuturePosition(const fixed dt) const =0
virtual fixed GetWalkSpeed() const =0
Get the unit template walk speed after modifications.
virtual fixed GetRunMultiplier() const =0
Get the unit template running (i.e.
virtual void SetFacePointAfterMove(bool facePointAfterMove)=0
Set whether the unit will turn to face the target point after finishing moving.
virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange)=0
Attempt to walk into range of a to a given point, or as close as possible.
virtual pass_class_t GetPassabilityClass() const =0
Get the unit&#39;s passability class.
virtual fixed GetSpeed() const =0
Get the speed at which the unit intends to move.
Motion interface for entities with complex movement capabilities.
Definition: ICmpUnitMotion.h:34
virtual std::string GetPassabilityClassName() const =0
Get the passability class name (as defined in pathfinder.xml)
virtual void SetPassabilityClassName(const std::string &passClassName)=0
Sets the passability class name (as defined in pathfinder.xml)
#define DECLARE_INTERFACE_TYPE(iname)
Definition: Interface.h:23
virtual entity_pos_t GetUnitClearance() const =0
Get the unit clearance (used by the Obstruction component)
virtual bool GetFacePointAfterMove() const =0
virtual void SetAcceleration(fixed acceleration)=0
Set the current acceleration.
virtual void SetDebugOverlay(bool enabled)=0
Toggle the rendering of debug info.
virtual bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange)=0
Check if the target is reachable.
virtual fixed GetAcceleration() const =0
Get the current acceleration.
virtual void MoveToFormationOffset(entity_id_t controller, entity_pos_t x, entity_pos_t z)=0
Join a formation, and move towards a given offset relative to the formation controller entity...
virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z)=0
Turn to look towards the given point.
virtual bool IsMoveRequested() const =0
virtual fixed GetSpeedMultiplier() const =0
Returns the ratio of GetSpeed() / GetWalkSpeed().
u32 entity_id_t
Entity ID type.
Definition: Entity.h:23
virtual void SetMemberOfFormation(entity_id_t controller)=0
Set/unset the unit as a formation member.
virtual fixed GetCurrentSpeed() const =0
Get the speed at the end of the current turn.