26 #include "../Libs/Core_LIB/CCamera.h"
27 #include "../Libs/Core_LIB/ITransformChangeListener.h"
28 #include "../Libs/Utils_LIB/USocket.h"
46 int gp_,
int lvl_,
int dex_,
int str_,
int end_,
TEAM team_,
81 setEvent(_gotActionsEvent,ignoreIfQuitting_);
90 setEvent(_infoAcknowledgedEvent,ignoreIfQuitting_);
102 setEvent(_currCamJustBecameWarriorPOVEvent,
true);
118 virtual void onAttacked(
const std::vector<OpenSkyNet::Utils::TaggedUnion>& eventParams_);
128 void sendAttack(
const std::vector<OpenSkyNet::Utils::TaggedUnion>& eventParams_);
133 #endif //TACTICS3DPC_H
bool isWaitingForPerformEvent() const
Definition: Tactics3DPC.h:108
virtual void handleTransformChange(OpenSkyNet::Core::Object *obj_, const OpenSkyNet::Math::Point<> &prevPos_, const OpenSkyNet::Math::Matrix3x3 &prevRot_, float dt_)
Definition: Tactics3DPC.cpp:120
Definition: CPhysVisObject.h:30
Definition: Tactics3DAction.h:40
static void setInfoAcknowledgedEvent(bool ignoreIfQuitting_)
Definition: Tactics3DPC.h:88
OpenSkyNet::Core::Cinematographer * _cine
Definition: Tactics3DPC.h:39
virtual void setActions()
Definition: Tactics3DPC.cpp:274
static volatile bool _isCurrCamWarriorPOV
Definition: Tactics3DPC.h:97
virtual void onMove()
Definition: Tactics3DPC.cpp:159
void sendAttack(const std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_)
Definition: Tactics3DPC.cpp:317
static volatile bool _waitingForInfoAcknowledgment
Definition: Tactics3DPC.h:77
Definition: Tactics3DWarrior.h:42
PC(OpenSkyNet::Utils::uint networkId_, OpenSkyNet::Core::PhysVisObject *pVO_, int gp_, int lvl_, int dex_, int str_, int end_, TEAM team_, OpenSkyNet::Core::Cinematographer *cine_, const std::string &spreadWindowName_, OpenSkyNet::Utils::Socket *socket_)
Definition: Tactics3DPC.cpp:22
virtual void onIronSightsFire(OpenSkyNet::Core::Object *intendedTarget_, Action *action_)
Definition: Tactics3DPC.cpp:206
void sendActions()
Definition: Tactics3DPC.cpp:297
virtual void onHipFire(OpenSkyNet::Core::Object *intendedTarget_, Action *action_)
Definition: Tactics3DPC.cpp:180
virtual void onEvocation()
Definition: Tactics3DPC.cpp:246
Definition: Tactics3DPC.h:34
static void waitForGotActionsEvent(bool ignoreIfQuitting_)
Definition: Tactics3DPC.h:83
virtual void onAttacked(const std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_)
Definition: Tactics3DPC.cpp:269
virtual void handleDeletedAttackRangeCollisions(AttackRange *collidee_, std::vector< OpenSkyNet::Core::Object * > &colliders_)
Definition: Tactics3DPC.cpp:106
static void waitForInfoAcknowledgedEvent(bool ignoreIfQuitting_)
Definition: Tactics3DPC.h:92
Definition: Tactics3DAttackRange.h:33
virtual void handleNewAttackRangeCollisions(AttackRange *collidee_, std::vector< OpenSkyNet::Core::Object * > &colliders_)
Definition: Tactics3DPC.cpp:95
std::string _spreadWindowName
Definition: Tactics3DPC.h:40
unsigned int uint
Definition: UTypes.h:39
static void setEvent(OpenSkyNet::Utils::SyncEvent &event_, bool ignoreIfQuitting_)
Definition: Tactics3DWarrior.h:342
void sendAttributes()
Definition: Tactics3DPC.cpp:287
static void waitForEvent(OpenSkyNet::Utils::SyncEvent &event_, bool ignoreIfQuitting_)
Definition: Tactics3DWarrior.h:346
virtual void setPos(const OpenSkyNet::Math::Point<> &pos_)
Definition: Tactics3DPC.cpp:37
void sendMoveUpdate(int flags_)
Definition: Tactics3DPC.cpp:307
float _secsSinceLastTransformNetworkUpdate
Definition: Tactics3DPC.h:43
virtual ~PC()
Definition: Tactics3DPC.h:50
TEAM
Definition: Tactics3DWarrior.h:72
OpenSkyNet::Utils::Socket * _socket
Definition: Tactics3DPC.h:41
static void setGotActionsEvent(bool ignoreIfQuitting_)
Definition: Tactics3DPC.h:80
bool _waitingForPerformEvent
Definition: Tactics3DPC.h:42
static void waitForCurrCamJustBecameWarriorPOVEvent()
Definition: Tactics3DPC.h:104
Definition: MMatrix3x3.h:32
static void setCurrCamJustBecameWarriorPOVEvent()
Definition: Tactics3DPC.h:100
static bool _isSmokeTest
Definition: Tactics3DWarrior.h:340
virtual void handleNonCollidingTransformApplied(OpenSkyNet::Core::Object *obj_)
Definition: Tactics3DPC.cpp:81
virtual void onPrePerformAnyAction(const std::vector< Warrior * > &warriors_)
Definition: Tactics3DPC.cpp:142
float pos_[3]
Definition: ViewerApp.h:31
virtual void handleIdle(OpenSkyNet::Core::Object *obj_, float idleSecs_)
Definition: Tactics3DPC.cpp:134