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