Emergency 20 Dokumentation  4.2.0
GangsterKillerAllLogic.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 //[ Forward declarations ]
18 //[-------------------------------------------------------]
19 namespace em5
20 {
21  class CommandableComponent;
22 }
23 
24 
25 //[-------------------------------------------------------]
26 //[ Namespace ]
27 //[-------------------------------------------------------]
28 namespace em5
29 {
30 
31 
32  //[-------------------------------------------------------]
33  //[ Classes ]
34  //[-------------------------------------------------------]
41  {
42 
43 
44  //[-------------------------------------------------------]
45  //[ Public definitions ]
46  //[-------------------------------------------------------]
47  public:
48  static const uint32 GAMELOGIC_TYPE_ID; // "em5::GangsterKillerAllLogic" game logic type ID
49 
50 
51  //[-------------------------------------------------------]
52  //[ Public methods ]
53  //[-------------------------------------------------------]
54  public:
56 
57 
58  //[-------------------------------------------------------]
59  //[ Protected virtual methods ]
60  //[-------------------------------------------------------]
61  protected:
62  void onSimulationUpdate(const qsf::JobArguments& jobArguments) override;
63  // 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
64  void onUnitsSpotted(std::vector<SpottedUnit>& sightedPoliceUnits) override;
65 
66  // 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
67  void onNoUnitsSpotted() override;
68 
69 
70  //[-------------------------------------------------------]
71  //[ Private methods ]
72  //[-------------------------------------------------------]
73  private:
74  int getSquadPriority(const CommandableComponent* comp) const;
75  qsf::Entity* getNextTarget() const;
76 
77 
78  //[-------------------------------------------------------]
79  //[ Private data ]
80  //[-------------------------------------------------------]
81  private:
82  uint64 mCurrentTargetId;
83 
84 
85  //[-------------------------------------------------------]
86  //[ CAMP reflection system ]
87  //[-------------------------------------------------------]
88  QSF_CAMP_RTTI() // Only adds the virtual method "campClassId()", nothing more
89 
90 
91  };
92 
93 
94 //[-------------------------------------------------------]
95 //[ Namespace ]
96 //[-------------------------------------------------------]
97 } // em5
98 
99 
100 //[-------------------------------------------------------]
101 //[ CAMP reflection system ]
102 //[-------------------------------------------------------]
Definition: ActionPriority.h:13
Entity class.
Definition: Entity.h:46
Game logic for gangster type "Killer All". This is a special type for main event 07 (Hamburg gang war...
Definition: GangsterKillerAllLogic.h:40
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
Commandable component class.
Definition: CommandableComponent.h:46
static const uint32 GAMELOGIC_TYPE_ID
Definition: GangsterKillerAllLogic.h:48