cyphesis/rulesets/BaseMind.h
Erik Ogenvik 7895d1b0aa Reload minds when python code changes.
All thoughts are first persisted and then restored.
2018-05-01 22:23:31 +02:00

82 lines
3.2 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 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
#ifndef RULESETS_BASE_MIND_H
#define RULESETS_BASE_MIND_H
#include "MemEntity.h"
#include "MemMap.h"
#include "modules/WorldTime.h"
/// \brief This is core class for representing the mind of an AI entity.
///
/// Instances of this class almost always have an associated script which
/// handles most of the AI. The main purpose of this class is to handle
/// operations and interface to the MemMap used as the core of
/// the entity's memory.
class BaseMind : public MemEntity {
protected:
/// \brief Memory map of world entities this mind knows about
MemMap m_map;
/// \brief World time as far as this mind is aware
WorldTime m_time;
public:
BaseMind(const std::string & id, long intId);
~BaseMind() override;
/// \brief Accessor for the memory map of world entities
MemMap * getMap() { return &m_map; }
/// \brief Accessor for the world time
WorldTime * getTime() { return &m_time; }
/// \brief Is this mind active
bool isAwake() const { return (getFlags() & entity_asleep) == 0; }
/// \brief Set this mind as inactive
void sleep() { addFlags(entity_asleep); }
/// \brief Set this mind as active
void awake() { removeFlags(entity_asleep); }
void sightCreateOperation(const Operation &, OpVector &);
void sightDeleteOperation(const Operation &, OpVector &);
void sightMoveOperation(const Operation &, OpVector &);
void sightSetOperation(const Operation &, OpVector &);
virtual void thinkSetOperation(const Operation & op, OpVector & res);
virtual void thinkDeleteOperation(const Operation & op, OpVector & res);
virtual void thinkGetOperation(const Operation & op, OpVector & res);
virtual void thinkLookOperation(const Operation & op, OpVector & res);
void operation(const Operation &, OpVector &) override;
virtual void SightOperation(const Operation &, OpVector &);
virtual void SoundOperation(const Operation &, OpVector &);
virtual void AppearanceOperation(const Operation &, OpVector &);
virtual void DisappearanceOperation(const Operation &, OpVector &);
virtual void UnseenOperation(const Operation &, OpVector &);
virtual void ThinkOperation(const Operation &, OpVector &);
void callSightOperation(const Operation &, OpVector &);
void callSoundOperation(const Operation &, OpVector &);
friend class BaseMindMapEntityintegration;
};
#endif // RULESETS_BASE_MIND_H