v1.4.4
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9c94d113d3
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74
source/game/items/StarInspectionTool.hpp
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74
source/game/items/StarInspectionTool.hpp
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#ifndef STAR_INSPECTION_TOOL_HPP
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#define STAR_INSPECTION_TOOL_HPP
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#include "StarItem.hpp"
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#include "StarPointableItem.hpp"
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#include "StarToolUserItem.hpp"
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#include "StarEntityRendering.hpp"
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#include "StarInspectableEntity.hpp"
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namespace Star {
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STAR_CLASS(InspectionTool);
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class InspectionTool
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: public Item,
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public PointableItem,
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public ToolUserItem {
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public:
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struct InspectionResult {
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String message;
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Maybe<String> objectName;
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Maybe<EntityId> entityId;
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};
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InspectionTool(Json const& config, String const& directory, Json const& parameters = JsonObject());
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ItemPtr clone() const override;
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void update(FireMode fireMode, bool shifting, HashSet<MoveControlType> const& moves) override;
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List<Drawable> drawables() const override;
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List<LightSource> lightSources() const;
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float inspectionHighlightLevel(InspectableEntityPtr const& inspectableEntity) const;
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List<InspectionResult> pullInspectionResults();
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private:
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InspectionResult inspect(Vec2F const& position);
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float inspectionLevel(InspectableEntityPtr const& inspectableEntity) const;
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float pointInspectionLevel(Vec2F const& position) const;
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bool hasLineOfSight(Vec2I const& targetPosition, Set<Vec2I> const& targetSpaces = {}) const;
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String inspectionFailureText(String const& failureType, String const& species) const;
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float m_currentAngle;
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Vec2F m_currentPosition;
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String m_image;
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Vec2F m_handPosition;
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Vec2F m_lightPosition;
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Color m_lightColor;
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float m_beamWidth;
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float m_ambientFactor;
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bool m_showHighlights;
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bool m_allowScanning;
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Vec2F m_inspectionAngles;
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Vec2F m_inspectionRanges;
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float m_ambientInspectionRadius;
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size_t m_fullInspectionSpaces;
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float m_minimumInspectionLevel;
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FireMode m_lastFireMode;
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List<InspectionResult> m_inspectionResults;
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};
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}
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#endif
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