104 lines
3.9 KiB
Ucode
104 lines
3.9 KiB
Ucode
/**
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* Base class for all entity interfaces. Entity interface is a reference to
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* an entity inside the game world that provides a specific API for
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* that entity.
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* A single entity is not bound to a single `EInterface` class,
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* e.g. a weapon can provide `EWeapon` and `ESellable` interfaces.
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* An entity can also have several `EInterface` instances reference it at
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* once (including those of the same type). Deallocating one such reference
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* should not affect referred entity in any way and should be treated as simply
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* getting rid of one of the references.
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* Copyright 2021 - 2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class EInterface extends AcediaObject
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abstract;
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/**
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* Checks if entity, referred to by the caller `EInterface` supports
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* `newInterfaceClass` interface class.
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*
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* @param newInterfaceClass Class of the `EInterface`, for which method
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* should check support by entity, referred to by the caller `EInterface`.
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* @return `true` if referred entity supports `newInterfaceClass` and
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* `false` otherwise.
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*/
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public function bool Supports(class<EInterface> newInterfaceClass)
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{
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return false;
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}
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/**
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* Provides `EInterface` reference of given class `newInterfaceClass` to
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* the entity, referred to by the caller `EInterface` (if supported).
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*
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* Can be used to access entity's other API.
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*
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* @param newInterfaceClass Class of the new `EInterface` for the entity,
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* referred to by the caller `EInterface`.
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* @return `EInterface` of the given class `newInterfaceClass` that refers to
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* the caller `EInterface`'s entity.
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* Can only be `none` if either caller `EInterface`'s entity does not
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* support `EInterface` of the specified class or caller `EInterface`
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* no longer exists (`self.IsExistent() == false`).
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*/
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public function EInterface As(class<EInterface> newInterfaceClass)
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{
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return none;
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}
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/**
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* Checks whether caller `EInterface` refers to the entity that still exists
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* in the game world.
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*
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* Once destroyed, same entity will not come into existence again (but can be
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* replaced by its exact copy), so once `EInterface`'s `IsExistent()` call
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* returns `false` it will never return `true` again.
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*
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* `EInterface`'s entity being gone is not the same as that `EInterface` being
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* deallocated - deallocation of such `EInterface` still has to be manually
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* done.
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*
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* @return `true` if caller `EInterface` refers to the entity that exists in
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* the game world and `false` otherwise.
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*/
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public function bool IsExistent()
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{
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return false;
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}
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/**
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* Checks whether caller interface refers to the same entity as
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* the `other` argument.
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*
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* If two `EInterface`s referred to the same entity
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* (`SameAs()` returned `true`), but that entity got destroyed,
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* these `EInterface`s will not longer be considered "same"
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* (`SameAs()` will return false).
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*
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* @param other `EInterface` to check for referring to the same entity.
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* @return `true` if `other` refers to the same entity as the caller
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* `EInterface` and `false` otherwise.
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*/
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public function bool SameAs(EInterface other)
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{
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return false;
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}
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defaultproperties
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{
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} |