/* * 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(); }