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/**
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* @RDE_HEADER@
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* Interface of SingleFireCentral
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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 "abstract_multi_point_map_object.h"
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#include <Map/abstract_effect_simulation.h>
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//----------------------------------------------------------------------------
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namespace SituationMap
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{
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/**
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* @brief The SingleFireCentral class supports Indirect Single Fire.
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*/
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class SingleFireCentral : public virtual AbstractMultiPointMapObject, public virtual AbstractEffectSimulation
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{
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using BaseClass = AbstractMultiPointMapObject;
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public:
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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* Don't use "= default" because of bug in VS2015 JT 2016/11/7
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* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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SingleFireCentral() : BaseClass() {;} ///< Contructor
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virtual ~SingleFireCentral() = default; ///< Destructor
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/*! \name Specific data*/
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//@{
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struct DetonationData
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{
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DetonationData() = default;
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DetonationData(const Point3D &origin, double radius)
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: m_origin(origin), m_radius(radius)
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{}
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Point3D m_origin;
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double m_radius{0.0};
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};
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virtual void setDetonation(const DetonationData &detonationData) = 0;
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virtual DetonationData detonation() const = 0;
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virtual bool startDetonationAnimation() = 0;
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// required???
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virtual Point3D impactOrigin() const = 0;
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virtual void setImpactOrigin(const Point3D &impactOrigin) = 0;
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//@}
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};
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} // namespace SituationMap
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