/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_ICMPUNITMOTION #define INCLUDED_ICMPUNITMOTION #include "simulation2/system/Interface.h" #include "simulation2/components/ICmpPathfinder.h" // for pass_class_t #include "simulation2/components/ICmpPosition.h" // for entity_pos_t /** * Motion interface for entities with complex movement capabilities. * (Simpler motion is handled by ICmpMotion instead.) * * It should eventually support different movement speeds, moving to areas * instead of points, moving as part of a group, moving as part of a formation, * etc. */ class ICmpUnitMotion : public IComponent { public: /** * Attempt to walk into range of a to a given point, or as close as possible. * The range is measured from the center of the unit. * If cannot move anywhere at all, or if there is some other error, then returns false. * Otherwise, returns true. * If maxRange is negative, then the maximum range is treated as infinity. */ 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 given target entity, or as close as possible. * The range is measured between approximately the edges of the unit and the target, so that * maxRange=0 is not unreachably close to the target. * If the unit cannot move anywhere at all, or if there is some other error, then returns false. * Otherwise, returns true. * If maxRange is negative, then the maximum range is treated as infinity. */ virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0; /** * Join a formation, and move towards a given offset relative to the formation controller entity. * The unit will remain 'in formation' fromthe perspective of UnitMotion * until SetMemberOfFormation(INVALID_ENTITY) is passed. */ virtual void MoveToFormationOffset(entity_id_t controller, entity_pos_t x, entity_pos_t z) = 0; /** * Set/unset the unit as a formation member. * @param controller - if INVALID_ENTITY, the unit is no longer a formation member. Otherwise it is and this is the controller. */ virtual void SetMemberOfFormation(entity_id_t controller) = 0; /** * Check if the target is reachable. * Don't take this as absolute gospel since there are things that the pathfinder may not detect, such as * entity obstructions in the way, but in general it should return satisfactory results. * The interface is similar to MoveToTargetRange but the move is not attempted. * @return true if the target is assumed reachable, false otherwise. */ virtual bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0; /** * Turn to look towards the given point. */ virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z) = 0; /** * Stop moving immediately. */ virtual void StopMoving() = 0; /** * Get the speed at the end of the current turn. */ virtual fixed GetCurrentSpeed() const = 0; /** * @returns true if the unit has a destination. */ virtual bool IsMoveRequested() const = 0; /** * Get the unit template walk speed after modifications. */ virtual fixed GetWalkSpeed() const = 0; /** * Get the unit template running (i.e. max) speed after modifications. */ virtual fixed GetRunMultiplier() const = 0; /** * Returns the ratio of GetSpeed() / GetWalkSpeed(). */ virtual fixed GetSpeedMultiplier() const = 0; /** * Set the current movement speed. * @param speed A multiplier of GetWalkSpeed(). */ virtual void SetSpeedMultiplier(fixed multiplier) = 0; /** * Get the speed at which the unit intends to move. * (regardless of whether the unit is moving or not right now). */ virtual fixed GetSpeed() const = 0; /** * @return the estimated position of the unit in @param dt seconds, * following current paths. This is allowed to 'look into the future'. */ virtual CFixedVector2D EstimateFuturePosition(const fixed dt) const = 0; /** * Get the current acceleration. */ virtual fixed GetAcceleration() const = 0; /** * Set the current acceleration. * @param acceleration The acceleration. */ virtual void SetAcceleration(fixed acceleration) = 0; /** * Set whether the unit will turn to face the target point after finishing moving. */ virtual void SetFacePointAfterMove(bool facePointAfterMove) = 0; virtual bool GetFacePointAfterMove() const = 0; /** * Get the unit's passability class. */ virtual pass_class_t GetPassabilityClass() const = 0; /** * Get the passability class name (as defined in pathfinder.xml) */ virtual std::string GetPassabilityClassName() const = 0; /** * Sets the passability class name (as defined in pathfinder.xml) */ virtual void SetPassabilityClassName(const std::string& passClassName) = 0; /** * Get the unit clearance (used by the Obstruction component) */ virtual entity_pos_t GetUnitClearance() const = 0; /** * Toggle the rendering of debug info. */ virtual void SetDebugOverlay(bool enabled) = 0; DECLARE_INTERFACE_TYPE(UnitMotion) }; #endif // INCLUDED_ICMPUNITMOTION