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source/simulation2/components/ICmpRangeManager.h
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* Returns the visibility status of the given entity, with respect to the given player. | * Returns the visibility status of the given entity, with respect to the given player. | ||||
* Returns VIS_HIDDEN if the entity doesn't exist or is not in the world. | * Returns VIS_HIDDEN if the entity doesn't exist or is not in the world. | ||||
* This respects the GetLosRevealAll flag. | * This respects the GetLosRevealAll flag. | ||||
*/ | */ | ||||
virtual ELosVisibility GetLosVisibility(CEntityHandle ent, player_id_t player) const = 0; | virtual ELosVisibility GetLosVisibility(CEntityHandle ent, player_id_t player) const = 0; | ||||
virtual ELosVisibility GetLosVisibility(entity_id_t ent, player_id_t player) const = 0; | virtual ELosVisibility GetLosVisibility(entity_id_t ent, player_id_t player) const = 0; | ||||
/** | /** | ||||
* Returns the visibility status of the given position, with respect to the given player. | |||||
* This respects the GetLosRevealAll flag. | |||||
*/ | |||||
virtual ELosVisibility GetLosVisibilityPosition(entity_pos_t x, entity_pos_t z, player_id_t player) const = 0; | |||||
/** | |||||
/** | |||||
* Request the update of the visibility cache of ent at next turn. | * Request the update of the visibility cache of ent at next turn. | ||||
* Typically used for fogging. | * Typically used for fogging. | ||||
*/ | */ | ||||
virtual void RequestVisibilityUpdate(entity_id_t ent) = 0; | virtual void RequestVisibilityUpdate(entity_id_t ent) = 0; | ||||
/** | /** | ||||
* GetLosVisibility wrapped for script calls. | * GetLosVisibility wrapped for script calls. | ||||
* Returns "hidden", "fogged" or "visible". | * Returns "hidden", "fogged" or "visible". | ||||
*/ | */ | ||||
std::string GetLosVisibility_wrapper(entity_id_t ent, player_id_t player) const; | std::string GetLosVisibility_wrapper(entity_id_t ent, player_id_t player) const; | ||||
/** | /** | ||||
* GetLosVisibilityPosition wrapped for script calls. | |||||
* Returns "hidden", "fogged" or "visible". | |||||
*/ | |||||
std::string GetLosVisibilityPosition_wrapper(entity_pos_t x, entity_pos_t z, player_id_t player) const; | |||||
/** | |||||
* Explore all tiles (but leave them in the FoW) for player p | * Explore all tiles (but leave them in the FoW) for player p | ||||
*/ | */ | ||||
virtual void ExploreAllTiles(player_id_t p) = 0; | virtual void ExploreAllTiles(player_id_t p) = 0; | ||||
/** | /** | ||||
* Explore the tiles inside each player's territory. | * Explore the tiles inside each player's territory. | ||||
* This is done only at the beginning of the game. | * This is done only at the beginning of the game. | ||||
*/ | */ | ||||
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Wildfire Games · Phabricator