cyphesis/rules/EntityLocation.h
Erik Ogenvik e85f0831b2 Restructure rule classes.
Classes under "rulesets" have been moved to "rules", and split up into
futher subdirectories matching their library. As a result we can now
better separate the python bindings, so that things that belongs to the
simulation are separeted from things that belongs to the ai.
2018-10-31 21:38:35 +01:00

61 lines
1.5 KiB
C++

/*
Copyright (C) 2018 Erik Ogenvik
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef CYPHESIS_ENTITYLOCATION_H
#define CYPHESIS_ENTITYLOCATION_H
#include "modules/Ref.h"
#include <wfmath/point.h>
class LocatedEntity;
/**
* Represents a location in an entity. The position is optional; if it's invalid the location only
* refers to the entity.
*/
struct EntityLocation
{
/**
* The parent entity.
*/
Ref<LocatedEntity> m_parent;
/**
* Coords relative to the entity
*/
WFMath::Point<3> m_pos;
explicit EntityLocation() = default;
explicit EntityLocation(Ref<LocatedEntity> loc);
EntityLocation(Ref<LocatedEntity> loc, const WFMath::Point<3>& pos);
const WFMath::Point<3>& pos() const;
/**
* True if there's both an entity as well as a valid position.
* @return
*/
bool isValid() const;
};
//#include "rules/LocatedEntity.h"
#endif //CYPHESIS_ENTITYLOCATION_H