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/*
base/patrol.h
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#ifndef __INCLUDED_BASE_PATROL_H__
#define __INCLUDED_BASE_PATROL_H__
#include "core/entity.h"
#include "base/faction.h"
#include "base/npc.h"
namespace game
{
/**
* @brief a patrol entity manages a group of NPCs.
* A Patrol instance is a server-side entity used to manage
* a group of NPC ships. It manages group purpose, group commands
* and respawning by giving orders to the member NPCs.
* A Patrol can manage any kind of NPC group:
* be it a patrol, a trade convoy or a player wing.
* */
class Patrol: public core::Entity {
public:
/**
* @brief a node in the patrol's travel path
* */
class WayPoint {
public:
WayPoint();
~WayPoint();
inline core::Entity *target()
{
return waypoint_target;
}
inline const std::string & target_label() const {
return waypoint_target_label;
}
inline const bool dock() const {
return waypoint_dock;
}
inline const std::string & buy_label() const {
return waypoint_buy_label;
}
void set_target(core::Entity *entity);
void set_target_label(const std::string &label);
void set_buy_label(const std::string &label);
void set_dock(const bool dock);
private:
std::string waypoint_target_label;
core::Entity *waypoint_target;
std::string waypoint_buy_label;
bool waypoint_dock;
};
typedef std::list<WayPoint *> WayPoints;
Patrol();
virtual ~Patrol();
inline const NPC::Profile profile() const {
return patrol_profile;
}
void set_profile(const NPC::Profile profile);
WayPoint *add_waypoint();
virtual void validate();
virtual void frame(const unsigned long elapsed);
private:
WayPoints patrol_waypoints;
NPC::Profile patrol_profile;
};
} // namespace game
#endif // __INCLUDED_BASE_PATROL_H__
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