cyphesis/rules/AtlasProperties.cpp
Erik Ogenvik e85f0831b2 Restructure rule classes.
Classes under "rulesets" have been moved to "rules", and split up into
futher subdirectories matching their library. As a result we can now
better separate the python bindings, so that things that belongs to the
simulation are separeted from things that belongs to the ai.
2018-10-31 21:38:35 +01:00

110 lines
2.8 KiB
C++

// 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 <Atlas/Objects/SmartPtr.h>
#include <Atlas/Objects/RootEntity.h>
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<std::string>(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);
}