/* Copyright (C) 2021 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_ICMPUNITMOTIONMANAGER #define INCLUDED_ICMPUNITMOTIONMANAGER #include "simulation2/system/Interface.h" class CCmpUnitMotion; /** * UnitMotionManager - handles motion for CCmpUnitMotion. * This allows units to push past each other instead of requiring pathfinder computations, * making movement much smoother overall. */ class ICmpUnitMotionManager : public IComponent { public: DECLARE_INTERFACE_TYPE(UnitMotionManager) private: /** * This class makes no sense outside of CCmpUnitMotion. This enforces that tight coupling. */ friend class CCmpUnitMotion; virtual void Register(CCmpUnitMotion* component, entity_id_t ent, bool formationController) = 0; virtual void Unregister(entity_id_t ent) = 0; /** * True if entities are currently in the "Move" phase. */ virtual bool ComputingMotion() const = 0; /** * @return whether pushing is currently enabled or not. */ virtual bool IsPushingActivated() const = 0; }; #endif // INCLUDED_ICMPUNITMOTIONMANAGER