mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
241 lines
8.2 KiB
C++
241 lines
8.2 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000-2004 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#ifndef COMMON_BASE_WORLD_H
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#define COMMON_BASE_WORLD_H
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#include "globals.h"
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#include <Atlas/Message/Element.h>
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#include <Atlas/Objects/ObjectsFwd.h>
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#include <sigc++/signal.h>
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#include <ctime>
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class ArithmeticScript;
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class LocatedEntity;
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class SystemTime;
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class Task;
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class Location;
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typedef std::map<long, LocatedEntity *> EntityDict;
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/// \brief Base class for game world manager object.
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///
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/// This base class provides the common features required by cyphesis
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/// for the object which encapsulates the game world. Other classes
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/// inherit from this provide the core game world system.
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class BaseWorld {
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private:
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/// \brief Copy constructor deleted to prevent slicing
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BaseWorld(const BaseWorld &) = delete;
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/// \brief Assignment operator deleted to prevent slicing
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const BaseWorld & operator=(const BaseWorld &) = delete;
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/// \brief Singleton instance pointer for the World manager object.
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static BaseWorld * m_instance;
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protected:
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/// The system time when the server was started.
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std::time_t m_initTime;
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/// \brief Dictionary of all the objects in the world.
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///
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/// Pointers to all in-game entities in the world are stored keyed to
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/// their integer ID.
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EntityDict m_eobjects;
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/// \brief Whether the base world is suspended or not.
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///
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/// If this is set to true, the world is "suspended". In this state no
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/// Tick ops are sent.
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/// This is useful for when a world author wants to edit the world
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/// without the simulation altering it.
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bool m_isSuspended;
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/// \brief The top level in-game entity in the world.
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LocatedEntity & m_gameWorld;
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LocatedEntity* m_defaultLocation;
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LocatedEntity* m_limboLocation;
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explicit BaseWorld(LocatedEntity & gw);
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/// \brief Called when the world is resumed.
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virtual void resumeWorld() {}
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public:
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virtual ~BaseWorld();
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/// \brief Singleton accessor for the World manager object.
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static BaseWorld & instance() {
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return *m_instance;
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}
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static bool hasInstance() {
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return m_instance != nullptr;
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}
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LocatedEntity * getEntity(const std::string & id) const;
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LocatedEntity * getEntity(long id) const;
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/// \brief Read only accessor for the in-game objects dictionary.
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const EntityDict & getEntities() const {
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return m_eobjects;
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}
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/// \brief Gets the root entity.
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///
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/// The root entity is special, in that it never can be deleted.
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LocatedEntity& getRootEntity();
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/// \brief Gets the root entity.
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///
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/// The root entity is special, in that it never can be deleted.
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LocatedEntity& getRootEntity() const;
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/// \brief Gets the default location.
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///
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/// This is where entities will be created if nothing else is specified.
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/// This will either return the root gameworld, or another entity if
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/// setDefaultLocation() has been called.
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LocatedEntity& getDefaultLocation();
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/// \brief Gets the default location.
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///
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/// This is where entities will be created if nothing else is specified.
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/// This will either return the root gameworld, or another entity if
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/// setDefaultLocation() has been called.
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LocatedEntity& getDefaultLocation() const;
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/// \brief Sets the default location.
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///
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/// If a null value is provided the default location will revert back
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/// to the root world.
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void setDefaultLocation(LocatedEntity* entity);
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/// \brief Gets the limbo location.
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///
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/// This is where player entities will be moved when they are deleted without
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/// there being an active connection. This is to prevent the active world from
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/// filling up with inactive entities.
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/// \returns A valid limbo entity, or null if none is set.
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LocatedEntity* getLimboLocation() const;
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/// \brief Sets the limbo location.
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///
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/// This is where player entities will be moved when they are deleted without
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/// there being an active connection. This is to prevent the active world from
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/// filling up with inactive entities.
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void setLimboLocation(LocatedEntity* entity);
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/// \brief Read only accessor for the in-game time.
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double getTime() const;
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/// \brief Get the time the world has been running since the server started.
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double upTime() const {
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return getTime() - timeoffset;
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}
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/// \brief Gets whether the world is suspended or not.
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const bool & getIsSuspended() const {
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return m_isSuspended;
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}
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/// \brief Sets whether the world is suspended or not.
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/// If this is set to true, the world is "suspended". In this state no
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/// Tick ops are sent.
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/// This is useful for when a world author wants to edit the world
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/// without the simulation altering it.
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void setIsSuspended(bool suspended);
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/// \brief Main world loop function.
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virtual bool idle() = 0;
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/// \brief Add a new entity to the world.
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virtual LocatedEntity * addEntity(LocatedEntity * obj) = 0;
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/// \brief Create a new entity and add to the world.
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virtual LocatedEntity * addNewEntity(const std::string & type,
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const Atlas::Objects::Entity::RootEntity &) = 0;
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/// \brief Deletes an entity from the world.
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virtual void delEntity(LocatedEntity * obj) = 0;
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virtual int createSpawnPoint(const Atlas::Message::MapType & data,
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LocatedEntity * ent) = 0;
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/**
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* \brief Removes a previously registered spawn point.
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* @param ent The entity to which the spawn point was registered.
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* @return 0 if successful
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*/
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virtual int removeSpawnPoint(LocatedEntity * ent) = 0;
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virtual int getSpawnList(Atlas::Message::ListType & data) = 0;
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virtual LocatedEntity * spawnNewEntity(
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const std::string & name,
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const std::string & type,
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const Atlas::Objects::Entity::RootEntity &) = 0;
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/**
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* \brief Moves the location to within the spawn specified by the name.
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* \param name The name of the spawn.
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* \param location The location which will be moved.
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* \return 0 if successful.
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*/
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virtual int moveToSpawn(const std::string & name,
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Location& location) = 0;
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/// \brief Create a new task
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virtual Task * newTask(const std::string &, LocatedEntity &) = 0;
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/// \brief Activate a new tast
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virtual Task * activateTask(const std::string &, const std::string &,
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LocatedEntity *, LocatedEntity &) = 0;
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/// \brief Create a new Arithmetic object
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virtual ArithmeticScript * newArithmetic(const std::string &,
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LocatedEntity *) = 0;
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/// \brief Pass an operation to the world.
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virtual void message(const Atlas::Objects::Operation::RootOperation &,
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LocatedEntity & obj) = 0;
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/// \brief Sends a message to all connected clients.
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virtual void messageToClients(const Atlas::Objects::Operation::RootOperation &) = 0;
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/// \brief Find an entity of the given name.
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virtual LocatedEntity * findByName(const std::string & name) = 0;
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/// \brief Find an entity of the given type.
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virtual LocatedEntity * findByType(const std::string & type) = 0;
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/// \brief Add an entity provided to the list of perceptive entities.
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virtual void addPerceptive(LocatedEntity *) = 0;
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/// \brief Signal that an operation is being dispatched.
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sigc::signal<void, Atlas::Objects::Operation::RootOperation> Dispatching;
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};
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#endif // COMMON_BASE_WORLD_H
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