Emergency 20 Dokumentation  4.2.0
GangsterBlackoutFP.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 //[-------------------------------------------------------]
14 
16 
17 #include <deque>
18 
19 
20 //[-------------------------------------------------------]
21 //[ Namespace ]
22 //[-------------------------------------------------------]
23 namespace em5
24 {
25 
26 
27  //[-------------------------------------------------------]
28  //[ Classes ]
29  //[-------------------------------------------------------]
35  {
36 
37 
38  //[-------------------------------------------------------]
39  //[ Public definitions ]
40  //[-------------------------------------------------------]
41  public:
42  static const uint32 GAMELOGIC_TYPE_ID; // "em5::GangsterBlackoutFP" game logic type ID
44 
45 
46  //[-------------------------------------------------------]
47  //[ Public methods ]
48  //[-------------------------------------------------------]
49  public:
51 
52  void setTargetEboxes(const std::vector<qsf::Entity*>& eboxes);
53  void setTimeToDamageEbox(qsf::Time time);
54 
55 
56  //[-------------------------------------------------------]
57  //[ Protected virtual em5::GangsterBaseLogic methods ]
58  //[-------------------------------------------------------]
59  protected:
60  void onSimulationUpdate(const qsf::JobArguments& jobArguments) override;
61  void onIdle() override;
62  void onUnitsSpotted(std::vector<SpottedUnit>& sightedPoliceUnits) override;
63  void onNoUnitsSpotted() override;
64 
65 
66  //[-------------------------------------------------------]
67  //[ Private data ]
68  //[-------------------------------------------------------]
69  private:
70  std::deque<qsf::WeakPtr<qsf::Entity>> mTargetEboxes;
71  qsf::Time mTimeToDamageEbox;
72 
73 
74  //[-------------------------------------------------------]
75  //[ CAMP reflection system ]
76  //[-------------------------------------------------------]
77  QSF_CAMP_RTTI() // Only adds the virtual method "campClassId()", nothing more
78 
79 
80  };
81 
82 
83 //[-------------------------------------------------------]
84 //[ Namespace ]
85 //[-------------------------------------------------------]
86 } // em5
87 
88 
89 //[-------------------------------------------------------]
90 //[ CAMP reflection system ]
91 //[-------------------------------------------------------]
Definition: ActionPriority.h:13
unsigned int uint32
Definition: PlatformTypes.h:181
#define EM5_API_EXPORT
Definition: Export.h:28
Job arguments class: holds data to be passed to the called job method by the job manager.
Definition: JobArguments.h:40
static const qsf::NamedIdentifier MESSAGE_ON_EBOX_DAMAGE
Definition: GangsterBlackoutFP.h:43
#define QSF_CAMP_RTTI()
Only adds the virtual method "campClassId()", nothing more.
Definition: CampClass.h:75
#define QSF_CAMP_TYPE_NONCOPYABLE(type)
See "CAMP_TYPE_NONCOPYABLE" for details.
Definition: CampClass.h:112
Base game logic for gangster.
Definition: GangsterBaseLogic.h:52
Game logic for gangster type used in "City blackout" freeplay event.
Definition: GangsterBlackoutFP.h:34
Class combining strings with their hashes.
Definition: NamedIdentifier.h:34
static const uint32 GAMELOGIC_TYPE_ID
Definition: GangsterBlackoutFP.h:42
Data type for encapsulating time information. It might represents points in time and time spans...
Definition: Time.h:32