Line data Source code
1 : /* Copyright (C) 2022 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_ICMPUNITMOTION
19 : #define INCLUDED_ICMPUNITMOTION
20 :
21 : #include "simulation2/system/Interface.h"
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 0 : 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 :
175 232 : DECLARE_INTERFACE_TYPE(UnitMotion)
176 : };
177 :
178 : #endif // INCLUDED_ICMPUNITMOTION
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