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/**
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* @RDE_HEADER@
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* Handler for one indirect fire single object
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* $Id$
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* $HeadURL$
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* $Author$
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*/
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#pragma once
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#include <QObject>
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#include "aes_db.h"
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#include "object_base.h"
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namespace AreaEffectSimulation
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{
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class ObjectExplosionSingle final : public ObjectBaseTmpl<Database::AesExplosionSingle>
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{
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Q_OBJECT
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public:
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explicit ObjectExplosionSingle(MainHandler *mainHandler,
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QObject *parent = nullptr);
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~ObjectExplosionSingle();
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Core::FunctionReplyObject createObject(const Database::AesExplosionSingle &data);
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Core::FunctionReplyObject updateObject(const Database::AesExplosionSingle &data) override;
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Core::FunctionReplyObject removeObject() override;
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/*!
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* \brief removeObjectFromDb
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* \details Removes the object from db, Used if the object is created but there are too much objects (amount border)
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* \author Niklas Schmidt
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* \return bool if the deletion was working
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*/
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bool removeObjectFromDb();
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std::vector<Core::GeoPosition> form() const override { return m_aiv.form(); }
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QPolygonF generateForm() override;
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AesType aesType() const override { return AesType::AtExplosionSingle; }
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bool isCentral() const override { return m_data.isCentral; }
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void removeTopics();
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protected Q_SLOTS:
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void onPublishData() override;
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protected:
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void setEffectState(AesEffectState newState) override;
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double chargeRadius() const;
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void publishAiv();
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private:
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AesItemView m_aiv;
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};
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}
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