cyphesis/rulesets/ForcesProperty.cpp
Erik Ogenvik a39952feea Added "forces" property.
This property describes all external forces affecting the entity.
2016-01-20 16:50:17 +01:00

69 lines
2 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2016 Erik Ogenvik
//
// 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 "ForcesProperty.h"
#include "LocatedEntity.h"
#include "common/BaseWorld.h"
#include <wfmath/atlasconv.h>
#include <Atlas/Objects/SmartPtr.h>
#include <Atlas/Objects/RootEntity.h>
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Message::ListType;
using Atlas::Objects::Entity::RootEntity;
const std::string ForcesProperty::property_name = "forces";
ForcesProperty::ForcesProperty() {
}
int ForcesProperty::get(Element & val) const {
MapType valMap;
for (auto& entry : mForces) {
valMap.insert(std::make_pair(entry.first, entry.second.toAtlas()));
}
val = valMap;
return 0;
}
void ForcesProperty::set(const Element & val) {
mForces.clear();
if (val.isMap()) {
auto& valMap = val.Map();
for (auto& entry : valMap) {
mForces.insert(std::make_pair(entry.first, WFMath::Vector<3>(entry.second)));
}
}
}
ForcesProperty * ForcesProperty::copy() const {
return new ForcesProperty(*this);
}
std::map<std::string, WFMath::Vector<3>>& ForcesProperty::forces() {
return mForces;
}
const std::map<std::string, WFMath::Vector<3>>& ForcesProperty::forces() const {
return mForces;
}