/* ** Command & Conquer Generals Zero Hour(tm) ** Copyright 2025 Electronic Arts Inc. ** ** 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 3 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, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: CleanupHazardUpdate.cpp ////////////////////////////////////////////////////////////////////////// // Author: Kris Morness, August 2002 // Desc: Update module to handle independent targeting of hazards to cleanup. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __CLEANUP_HAZARD_UPDATE_H_ #define __CLEANUP_HAZARD_UPDATE_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/KindOf.h" #include "GameLogic/Module/UpdateModule.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class ThingTemplate; class WeaponTemplate; //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- class CleanupHazardUpdateModuleData : public ModuleData { public: WeaponSlotType m_weaponSlot; UnsignedInt m_scanFrames; Real m_scanRange; CleanupHazardUpdateModuleData(); static void buildFieldParse(MultiIniFieldParse& p); private: }; //------------------------------------------------------------------------------------------------- /** The default update module */ //------------------------------------------------------------------------------------------------- class CleanupHazardUpdate : public UpdateModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( CleanupHazardUpdate, "CleanupHazardUpdate" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( CleanupHazardUpdate, CleanupHazardUpdateModuleData ); public: CleanupHazardUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual void onObjectCreated(); virtual UpdateSleepTime update(); Object* scanClosestTarget(); void fireWhenReady(); void setCleanupAreaParameters( const Coord3D *pos, Real range ); //This allows the unit to cleanup an area until clean, then the AI goes idle. protected: ObjectID m_bestTargetID; Bool m_inRange; Int m_nextScanFrames; Int m_nextShotAvailableInFrames; const WeaponTemplate *m_weaponTemplate; //Cleanup area (temporary values). Coord3D m_pos; Real m_moveRange; }; #endif