#pragma once // STUB-HEADER: Diese Datei wird normalerweise von ddsdtc generiert // Für die Migration erstellen wir minimale Typ-Definitionen #include namespace AreaEffectSimulation { // Placeholder enums - werden durch echte DDS-Typen ersetzt enum class SymbolAppearance : int { Solid = 0, Dashed = 1, Dotted = 2 }; enum class SymbolVisibility : int { Visible = 0, Hidden = 1 }; struct UnitSymbolPosition { double x = 0.0; double y = 0.0; double z = 0.0; }; // AesType - Arten von Area Effect Simulation Entities enum class AesType : int { AtBCContamination = 0, AtNContamination = 1, AtDangerArea = 2, AtMineArea = 3, AtMineCorridor = 4, AtExplosionSingle = 5, AtExplosionArea = 6, AtFunctionalArea = 7, AtBorderline = 8, AtMineAreaSingleMines = 9, AtDusSingleMine = 10, AtGasPipe = 11, AtTechnicalArea = 12, AtAirSupportImpact = 13, AtUnknown = 99 }; // AesEffectState_def - Status eines AES Effekts (mit _def Suffix wie DDS generiert) enum class AesEffectState_def : int { EsCreated = 0, EsPrepared = 1, EsFired = 2, EsActivated = 3, EsPaused = 4, EsExpired = 5, EsRemoved = 6, EsReceived = 7, EsUnknown = 99, EsError = 100 }; // AesEffectState - Alias für AesEffectState_def (Backward Compatibility) using AesEffectState = AesEffectState_def; // EffectStateStruct - Filter-Struktur für Effect States struct EffectStateStruct { bool showCreated = true; bool showPrepared = true; bool showActive = true; bool showInactive = false; bool showExpired = false; }; } // namespace AreaEffectSimulation