11#ifndef L16_NETWORKENABLEDWEAPONPART_HPP
12#define L16_NETWORKENABLEDWEAPONPART_HPP
14#include "wsf_l16_export.h"
18#include "UtCallback.hpp"
37 void HandleReceive(
double aSimTime,
const Messages::InitialBase& aMessage)
override;
44 bool DecodeLabel(
const std::string& aLabelStr,
int& aLabel,
int& aSubLabel);
46 typedef std::pair<int, int> MessageLabel;
48 UtScript* mOnSendScript;
50 std::map<MessageLabel, UtScript*> mReceiveScripts;
ComputerPart(WsfScenario &aScenario, const std::string &aClassName="WsfProcessor")
Definition ComputerPart.cpp:41
Sends and receives link16 messages.
Definition ComputerProcessor.hpp:50
NetworkEnabledWeaponPart(WsfScenario &aScenario)
Definition NetworkEnabledWeaponPart.cpp:42
bool ProcessInput(UtInput &aInput) override
Definition NetworkEnabledWeaponPart.cpp:115
void HandleSend(double aSimTime) override
This method is called when the a slot is open.
Definition NetworkEnabledWeaponPart.cpp:146
ComputerPart * Clone() const override
Definition NetworkEnabledWeaponPart.cpp:58
bool Initialize(double aSimTime, ComputerProcessor &aComputer) override
Definition NetworkEnabledWeaponPart.cpp:63
bool IsNetworkEnabled() override
Definition NetworkEnabledWeaponPart.hpp:41
void HandleReceive(double aSimTime, const Messages::InitialBase &aMessage) override
Handle an incoming message.
Definition NetworkEnabledWeaponPart.cpp:128
Contains the data required to create a simulation, and acts as the entry point for input file process...
Definition WsfScenario.hpp:111
This file should be included prior to defining a message. Currently there is a limit of 32 fields per...
Definition AllMessages.hpp:55