Emergency 20 Dokumentation  4.2.0
GangsterKillerTaskforceLogic.h
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1 // Copyright (C) 2012-2018 Promotion Software GmbH
2 
3 
4 //[-------------------------------------------------------]
5 //[ Header guard ]
6 //[-------------------------------------------------------]
7 #pragma once
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9 
10 //[-------------------------------------------------------]
11 //[ Includes ]
12 //[-------------------------------------------------------]
14 
15 
16 //[-------------------------------------------------------]
17 //[ Namespace ]
18 //[-------------------------------------------------------]
19 namespace em5
20 {
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22 
23  //[-------------------------------------------------------]
24  //[ Classes ]
25  //[-------------------------------------------------------]
34  {
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36 
37  //[-------------------------------------------------------]
38  //[ Public definitions ]
39  //[-------------------------------------------------------]
40  public:
41  static const uint32 GAMELOGIC_TYPE_ID; // "em5::GangsterKillerTaskforceLogic" game logic type ID
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44  //[-------------------------------------------------------]
45  //[ Public methods ]
46  //[-------------------------------------------------------]
47  public:
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51  //[-------------------------------------------------------]
52  //[ Protected virtual methods ]
53  //[-------------------------------------------------------]
54  protected:
55  void onSimulationUpdate(const qsf::JobArguments& jobArguments) override;
56  // 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
57  void onUnitsSpotted(std::vector<SpottedUnit>& sightedPoliceUnits) override;
58 
59  // 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
60  void onNoUnitsSpotted() override;
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62 
63  //[-------------------------------------------------------]
64  //[ Private data ]
65  //[-------------------------------------------------------]
66  private:
67  uint64 mCurrentTargetId;
68  bool mPursueTargets;
69 
70 
71  //[-------------------------------------------------------]
72  //[ CAMP reflection system ]
73  //[-------------------------------------------------------]
74  QSF_CAMP_RTTI() // Only adds the virtual method "campClassId()", nothing more
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76 
77  };
78 
79 
80 //[-------------------------------------------------------]
81 //[ Namespace ]
82 //[-------------------------------------------------------]
83 } // em5
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85 
86 //[-------------------------------------------------------]
87 //[ CAMP reflection system ]
88 //[-------------------------------------------------------]
Definition: ActionPriority.h:13
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
static const uint32 GAMELOGIC_TYPE_ID
Definition: GangsterKillerTaskforceLogic.h:41
#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 "Killer taskforce". This bundles the "move" and the "fixed" types...
Definition: GangsterKillerTaskforceLogic.h:33