/* 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 .
*/
#include "precompiled.h"
#include "ICmpVisibility.h"
#include "simulation2/scripting/ScriptComponent.h"
#include "simulation2/system/InterfaceScripted.h"
BEGIN_INTERFACE_WRAPPER(Visibility)
END_INTERFACE_WRAPPER(Visibility)
class CCmpVisibilityScripted : public ICmpVisibility
{
public:
DEFAULT_SCRIPT_WRAPPER(VisibilityScripted)
bool IsActivated() override
{
return m_Script.Call("IsActivated");
}
LosVisibility GetVisibility(player_id_t player, bool isVisible, bool isExplored) override
{
int visibility = m_Script.Call("GetVisibility", player, isVisible, isExplored);
switch (visibility)
{
case static_cast(LosVisibility::HIDDEN):
return LosVisibility::HIDDEN;
case static_cast(LosVisibility::FOGGED):
return LosVisibility::FOGGED;
case static_cast(LosVisibility::VISIBLE):
return LosVisibility::VISIBLE;
default:
LOGERROR("Received the invalid visibility value %d from the Visibility scripted component!", visibility);
return LosVisibility::HIDDEN;
}
}
bool GetRetainInFog() override
{
return m_Script.Call("GetRetainInFog");
}
bool GetAlwaysVisible() override
{
return m_Script.Call("GetAlwaysVisible");
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(VisibilityScripted)