/* Copyright (C) 2025 Wildfire Games.
 * This file is part of 0 A.D.
 *
 * 0 A.D. is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * 0 A.D. is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "precompiled.h"

#include "ICmpFogging.h"

#include "simulation2/scripting/ScriptComponent.h"
#include "simulation2/system/InterfaceScripted.h"

#include <string>

BEGIN_INTERFACE_WRAPPER(Fogging)
END_INTERFACE_WRAPPER(Fogging)

class CCmpFoggingScripted : public ICmpFogging
{
public:
	DEFAULT_SCRIPT_WRAPPER(FoggingScripted)

	bool IsActivated() override
	{
		return m_Script.Call<bool>("IsActivated");
	}

	bool WasSeen(player_id_t player) override
	{
		return m_Script.Call<bool>("WasSeen", player);
	}

	bool IsMiraged(player_id_t player) override
	{
		return m_Script.Call<bool>("IsMiraged", player);
	}

	void ForceMiraging(player_id_t player) override
	{
		return m_Script.CallVoid("ForceMiraging", player);
	}
};

REGISTER_COMPONENT_SCRIPT_WRAPPER(FoggingScripted)
