/*
* Copyright (c) 2003-onwards Shaven Puppy Ltd
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'Shaven Puppy' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package worm.entities;
import worm.buildings.TurretBuildingFeature;
import worm.weapons.WeaponFeature;
/**
* Specialised extension to buildings for turrets
* @author Cas
*/
public abstract class Turret extends Building implements PlayerWeaponInstallation {
private static final long serialVersionUID = 1L;
/**
* C'tor
* @param feature
* @param x
* @param y
*/
protected Turret(TurretBuildingFeature feature, boolean ghost) {
super(feature, ghost);
}
/**
* @return the Weapon used by the turret
*/
public abstract WeaponFeature.WeaponInstance getWeapon();
/**
* Set the weapon used by the turret
* @param weapon
*/
public abstract void setWeapon(WeaponFeature.WeaponInstance weapon);
/**
* @return the scanning radius for this turret
*/
public abstract float getScanRadius();
/**
* Called when the weapon has reloaded
*/
@Override
public abstract void onReloaded();
}