/* 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)