Line data Source code
1 : /* Copyright (C) 2021 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_ICMPUNITMOTIONMANAGER
19 : #define INCLUDED_ICMPUNITMOTIONMANAGER
20 :
21 : #include "simulation2/system/Interface.h"
22 :
23 : class CCmpUnitMotion;
24 :
25 : /**
26 : * UnitMotionManager - handles motion for CCmpUnitMotion.
27 : * This allows units to push past each other instead of requiring pathfinder computations,
28 : * making movement much smoother overall.
29 : */
30 6 : class ICmpUnitMotionManager : public IComponent
31 : {
32 : public:
33 116 : DECLARE_INTERFACE_TYPE(UnitMotionManager)
34 :
35 : private:
36 : /**
37 : * This class makes no sense outside of CCmpUnitMotion. This enforces that tight coupling.
38 : */
39 : friend class CCmpUnitMotion;
40 :
41 : virtual void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController) = 0;
42 : virtual void Unregister(entity_id_t ent) = 0;
43 :
44 : /**
45 : * True if entities are currently in the "Move" phase.
46 : */
47 : virtual bool ComputingMotion() const = 0;
48 :
49 : /**
50 : * @return whether pushing is currently enabled or not.
51 : */
52 : virtual bool IsPushingActivated() const = 0;
53 :
54 : };
55 :
56 : #endif // INCLUDED_ICMPUNITMOTIONMANAGER
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