// // Copyright (c) 2010-2011 Matthew Jack and Doug Binks // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // 3. This notice may not be removed or altered from any source distribution. #pragma once #ifndef IPERCEPTIONMANAGER_INCLUDED #define IPERCEPTIONMANAGER_INCLUDED #include "../../RuntimeObjectSystem/IObject.h" #include "IGameManager.h" #include "InterfaceIds.h" #include "../../Common/AUVec3f.inl" #include "../../RuntimeCompiler/AUArray.h" #include "../../Systems/IUpdateable.h" struct IGameObject; struct IPerceptionManager : public TInterface, public IGameEventListener { virtual int GetNumberPerceived( const IGameObject* pPerceiver, EGameObject perceivedType ) const = 0; virtual int GetNumberPerceived( const IGameObject* pPerceiver ) const = 0; // Perceive all object types // Add as well as Get to easily accumulate different types virtual void GetPerceived( const IGameObject* pPerceiver, EGameObject perceivedType, IAUDynArray& objects ) const = 0; virtual void AddPerceived( const IGameObject* pPerceiver, EGameObject perceivedType, IAUDynArray& objects ) const = 0; virtual void GetPerceived( const IGameObject* pPerceiver, IAUDynArray& objects ) const = 0; // Perceive all object types virtual AUVec3f GetGlobalAveragePos( EGameObject perceivedType ) const = 0; virtual AUVec3f GetGlobalAveragePos() const = 0; // Perceive all object types virtual AUVec3f GetPerceivedAveragePos( const IGameObject* pPerceiver, EGameObject perceivedType ) const = 0; virtual AUVec3f GetPerceivedAveragePos( const IGameObject* pPerceiver ) const = 0; // Perceive all object types }; #endif // IPERCEPTIONMANAGER_INCLUDED