Emergency 20 Dokumentation  4.2.0
CutRoadVehicleCommand.h
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1 // Copyright (C) 2012-2018 Promotion Software GmbH
2 
3 
4 //[-------------------------------------------------------]
5 //[ Header guard ]
6 //[-------------------------------------------------------]
7 #pragma once
8 
9 
10 //[-------------------------------------------------------]
11 //[ Includes ]
12 //[-------------------------------------------------------]
13 #include "em5/command/Command.h"
14 
15 
16 //[-------------------------------------------------------]
17 //[ Namespace ]
18 //[-------------------------------------------------------]
19 namespace em5
20 {
21 
22 
23  //[-------------------------------------------------------]
24  //[ Classes ]
25  //[-------------------------------------------------------]
31  {
32 
33 
34  //[-------------------------------------------------------]
35  //[ Public definitions ]
36  //[-------------------------------------------------------]
37  public:
38  static const uint32 PLUGINABLE_ID;
39 
40 
41  //[-------------------------------------------------------]
42  //[ Public methods ]
43  //[-------------------------------------------------------]
44  public:
49  explicit CutRoadVehicleCommand(qsf::game::CommandManager* commandManager);
50 
56 
57 
58  //[-------------------------------------------------------]
59  //[ Public virtual em5::Command methods ]
60  //[-------------------------------------------------------]
61  public:
62  virtual bool checkAvailable() override;
63  virtual bool checkCaller(qsf::Entity& caller) override;
64  virtual bool checkContext(const qsf::game::CommandContext& context) override;
65  virtual void execute(const qsf::game::CommandContext& context) override;
66 
67 
68  //[-------------------------------------------------------]
69  //[ Private methods ]
70  //[-------------------------------------------------------]
71  private:
72  /*
73  * @brief
74  * This function is to insert chain orders. Here we ask very specific states to allow chaining the order at the end of the action plan.
75  * The idea behind the function is to speed up the game play and don't waste time with waiting for finishing action to give new commands
76  */
77  bool isNoQueueingCommand(qsf::Entity& firefighterEntity);
78 
79 
80  //[-------------------------------------------------------]
81  //[ Private definitions ]
82  //[-------------------------------------------------------]
83  private:
84  static const uint32 ACTION_PRIORITY;
85  static const uint32 ACTION_PRIORITY_AUTOMATISM;
86 
87 
88  //[-------------------------------------------------------]
89  //[ CAMP reflection system ]
90  //[-------------------------------------------------------]
91  QSF_CAMP_RTTI() // Only adds the virtual method "campClassId()", nothing more
92 
93 
94  };
95 
96 
97 //[-------------------------------------------------------]
98 //[ Namespace ]
99 //[-------------------------------------------------------]
100 } // em5
101 
102 
103 //[-------------------------------------------------------]
104 //[ CAMP reflection system ]
105 //[-------------------------------------------------------]
Command manager implementation.
Definition: CommandManager.h:49
Definition: ActionPriority.h:13
Entity class.
Definition: Entity.h:46
unsigned int uint32
Definition: PlatformTypes.h:181
virtual bool checkAvailable() override
Check whether the command is currently available at all.
bool checkCallerWithoutPriority(qsf::Entity &caller)
Perform the caller check, but skips the priority check. Useful for the check if an action...
Abstract EMERGENCY 5 command base class.
Definition: Command.h:44
#define QSF_CAMP_RTTI()
Only adds the virtual method "campClassId()", nothing more.
Definition: CampClass.h:75
virtual bool checkCaller(qsf::Entity &caller) override
Check whether the command can be executed by the given caller entity.
virtual void execute(const qsf::game::CommandContext &context) override
Execute command for given context.
#define QSF_CAMP_TYPE_NONCOPYABLE(type)
See "CAMP_TYPE_NONCOPYABLE" for details.
Definition: CampClass.h:112
virtual bool checkContext(const qsf::game::CommandContext &context) override
Check whether the command can be executed with the given context.
static const uint32 PLUGINABLE_ID
"em5::CutRoadVehicleCommand" unique command pluginable ID
Definition: CutRoadVehicleCommand.h:38
CutRoadVehicleCommand(qsf::game::CommandManager *commandManager)
Constructor.
EMERGENCY 5 cut road vehicle command.
Definition: CutRoadVehicleCommand.h:30
Command context base class.
Definition: CommandContext.h:48