/* Copyright (C) 2020 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_ICMPVISIBILITY #define INCLUDED_ICMPVISIBILITY #include "simulation2/system/Interface.h" #include "simulation2/components/ICmpRangeManager.h" /** * The Visibility component is a scripted component that allows any part of the simulation to * influence the visibility of an entity. * * This component: * - Holds the template values RetainInFog and AlwaysVisible, used by the range manager to compute * the visibility of the entity; * - Can supersede the range manager if it is "activated". This is to avoid useless calls to the scripts. */ class ICmpVisibility : public IComponent { public: /** * This function is a fallback for some entities whose visibility status * cannot be cached by the range manager (especially local entities like previews). * Calling the scripts is expensive, so only call it if really needed. */ virtual bool IsActivated() = 0; virtual LosVisibility GetVisibility(player_id_t player, bool isVisible, bool isExplored) = 0; virtual bool GetRetainInFog() = 0; virtual bool GetAlwaysVisible() = 0; DECLARE_INTERFACE_TYPE(Visibility) }; #endif // INCLUDED_ICMPVISIBILITY