Emergency 20 Dokumentation  4.2.0
GangsterBrawlerUnarmed.h
Go to the documentation of this file.
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 
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 GAMELOGIC_TYPE_ID; // "em5::GangsterBrawlerUnarmed" game logic type ID
39 
40 
41  //[-------------------------------------------------------]
42  //[ Public methods ]
43  //[-------------------------------------------------------]
44  public:
46  void setAggroRange(float range);
47  void setDeAggroRange(float val);
48  void setHitCoolDownTime(qsf::Time val);
49  bool hasTarget() const;
50  void setTarget(uint64 targetId);
51 
52 
53  //[-------------------------------------------------------]
54  //[ Protected virtual em5::GangsterBaseLogic methods ]
55  //[-------------------------------------------------------]
56  protected:
57  void onSimulationUpdate(const qsf::JobArguments& jobArguments) override;
58  // Note: Don't simply save the list because there is no possibility to make sure that the entity references stay valid after the method returns
59  void onUnitsSpotted(std::vector<SpottedUnit>& sightedPoliceUnits) override;
60 
61  // Notifies us when no more police units are within range. We use that to change the gangster back from "killer taskforce" to his last gangster logic
62  void onNoUnitsSpotted() override;
63 
64 
65  //[-------------------------------------------------------]
66  //[ Private methods ]
67  //[-------------------------------------------------------]
68  private:
69  qsf::Entity* getNextTarget() const;
70 
71 
72  //[-------------------------------------------------------]
73  //[ Private data ]
74  //[-------------------------------------------------------]
75  private:
76  uint64 mCurrentTargetId;
77  float mAggroRange;
78  float mDeAggroRange;
79 
80  qsf::Time mHitCoolDown;
81  qsf::Time mHitCoolDownTime;
82 
83 
84  //[-------------------------------------------------------]
85  //[ CAMP reflection system ]
86  //[-------------------------------------------------------]
87  QSF_CAMP_RTTI() // Only adds the virtual method "campClassId()", nothing more
88 
89 
90  };
91 
92 
93 //[-------------------------------------------------------]
94 //[ Namespace ]
95 //[-------------------------------------------------------]
96 } // em5
97 
98 
99 //[-------------------------------------------------------]
100 //[ CAMP reflection system ]
101 //[-------------------------------------------------------]
Definition: ActionPriority.h:13
Entity class.
Definition: Entity.h:46
Game logic for gangster type "brawler unarmed".
Definition: GangsterBrawlerUnarmed.h:30
unsigned int uint32
Definition: PlatformTypes.h:181
#define EM5_API_EXPORT
Definition: Export.h:28
uint64_t uint64
Definition: PlatformTypes.h:184
Job arguments class: holds data to be passed to the called job method by the job manager.
Definition: JobArguments.h:40
#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
static const uint32 GAMELOGIC_TYPE_ID
Definition: GangsterBrawlerUnarmed.h:38
Data type for encapsulating time information. It might represents points in time and time spans...
Definition: Time.h:32