Emergency 20 Dokumentation  4.2.0
GangsterGaper.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 
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::GangsterGaper" game logic type ID
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40 
41  //[-------------------------------------------------------]
42  //[ Public methods ]
43  //[-------------------------------------------------------]
44  public:
45  GangsterGaper();
46  bool hasTarget() const;
47  void setTarget(uint64 targetId);
48 
49 
50  //[-------------------------------------------------------]
51  //[ Protected virtual methods ]
52  //[-------------------------------------------------------]
53  protected:
54  void onSimulationUpdate(const qsf::JobArguments& jobArguments) override;
55  // 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
56  void onUnitsSpotted(std::vector<SpottedUnit>& sightedPoliceUnits) override;
57 
58  // 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
59  void onNoUnitsSpotted() override;
60 
61 
62  //[-------------------------------------------------------]
63  //[ Private data ]
64  //[-------------------------------------------------------]
65  private:
66  uint64 mCurrentTargetId;
67 
68 
69  //[-------------------------------------------------------]
70  //[ CAMP reflection system ]
71  //[-------------------------------------------------------]
72  QSF_CAMP_RTTI() // Only adds the virtual method "campClassId()", nothing more
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74 
75  };
76 
77 
78 //[-------------------------------------------------------]
79 //[ Namespace ]
80 //[-------------------------------------------------------]
81 } // em5
82 
83 
84 //[-------------------------------------------------------]
85 //[ CAMP reflection system ]
86 //[-------------------------------------------------------]
Definition: ActionPriority.h:13
Game logic for gangster type "Gaper".
Definition: GangsterGaper.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
static const uint32 GAMELOGIC_TYPE_ID
Definition: GangsterGaper.h:38
#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