// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2007 Alistair Riddoch // // This program 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. // // This program 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 this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #include "AtlasProperties.h" #include "rules/LocatedEntity.h" #include "common/debug.h" #include #include static const bool debug_flag = false; using Atlas::Message::Element; using Atlas::Message::ListType; using Atlas::Message::MapType; using Atlas::Objects::Entity::RootEntity; IdProperty::IdProperty(const std::string & data) : PropertyBase(per_ephem), m_data(data) { } int IdProperty::get(Atlas::Message::Element & e) const { e = m_data; return 0; } void IdProperty::set(const Atlas::Message::Element & e) { } void IdProperty::add(const std::string & key, Atlas::Message::MapType & ent) const { ent[key] = m_data; } void IdProperty::add(const std::string & key, const RootEntity & ent) const { ent->setId(m_data); } IdProperty * IdProperty::copy() const { return new IdProperty(*this); } NameProperty::NameProperty(unsigned int flags) : Property(flags) { } void NameProperty::add(const std::string & s, const RootEntity & ent) const { ent->setName(m_data); } ContainsProperty::ContainsProperty(LocatedEntitySet & data) : PropertyBase(per_ephem), m_data(data) { } int ContainsProperty::get(Element & e) const { // FIXME Not sure if this is best. Why did we bother to virtualise // addToMessage() if we have to do this here? e = ListType(); ListType & contlist = e.List(); for (auto& entry : m_data) { contlist.push_back(entry->getId()); } return 0; } void ContainsProperty::set(const Element & e) { } // We do not implement add, as it is probably not going to be used. void ContainsProperty::add(const std::string & s, const RootEntity & ent) const { auto& contains = ent->modifyContains(); contains.clear(); for (auto& entry : m_data) { contains.push_back(entry->getId()); } } ContainsProperty * ContainsProperty::copy() const { return new ContainsProperty(*this); }