cyphesis/rules/Domain.h
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

162 lines
6.2 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2009 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_DOMAIN_H
#define RULESETS_DOMAIN_H
#include "common/OperationRouter.h"
#include <wfmath/vector.h>
#include <string>
#include <list>
#include <set>
#include <boost/optional.hpp>
class LocatedEntity;
class Location;
/// \brief Base class for movement domains
///
/// The movement domain implements movement in the game world, including
/// visibility calculations, collision detection and physics.
/// Motion objects interact with the movement domain.
class Domain
{
protected:
/**
* @brief The entity to which this domain belongs.
*/
LocatedEntity& m_entity;
public:
struct TransformData {
const WFMath::Quaternion& orientation;
const WFMath::Point<3>& pos;
const WFMath::Vector<3>& velocity;
LocatedEntity* plantedOnEntity;
boost::optional<std::string> plantedOnAttachPoint;
};
explicit Domain(LocatedEntity& entity);
virtual ~Domain();
virtual void tick(double t, OpVector& res) = 0;
/**
* @brief Checks if the observing Entity can see the observed entity.
*
* This is done by using both a distance check as well as an outfit and wielded check.
*
* @param observingEntity The observer entity.
* @param observedEntity The entity being looked at.
* @return True if the observer entity can see the observed entity.
*/
virtual bool isEntityVisibleFor(const LocatedEntity& observingEntity, const LocatedEntity& observedEntity) const = 0;
/**
* Adds a child entity to this domain. The child entity is guaranteed to be a direct child of the entity to which the domain belongs.
*
* @param entity A child entity.
*/
virtual void addEntity(LocatedEntity& entity) = 0;
/**
* Removes a child entity from this domain. The child entity is guaranteed to be a direct child of the entity to which the domain belongs, and to have addEntity(...) being called earlier.
*
* @param entity A child entity.
*/
virtual void removeEntity(LocatedEntity& entity) = 0;
/**
* Fills the supplied list with all entities in the domain that the supplied entity can currently observe.
* @param observingEntity The entity that is observing.
* @param entityList A list of entities.
*/
virtual void getVisibleEntitiesFor(const LocatedEntity& observingEntity, std::list<LocatedEntity*>& entityList) const = 0;
/**
* Fills the supplied list with all entities in the domain that are currently observing the supplied entity.
* @param observedEntity The entity which is being observed.
* @return A list of entities.
*/
virtual std::list<LocatedEntity*> getObservingEntitiesFor(const LocatedEntity& observedEntity) const
{
return std::list<LocatedEntity*>();
}
/**
* Applies transformations to a child entity in the domain.
*
* Note that different domains handle this differently. Some will ignore some or all of the transformations.
*
* @param entity The child entity.
* @param orientation New orientation, applied if valid.
* @param pos New position, applied if valid.
* @param velocity New velocity, applied if valid. This is pseudo-normalized,
* in the sense that a normalized value means "max speed". The final velocity is calculated by the domain.
* @param transformedEntities A list of entities that were transformed by this action. In most cases only the moved entity,
* but there are cases where other are affected too.
*/
virtual void applyTransform(LocatedEntity& entity, const TransformData& transformData,
std::set<LocatedEntity*>& transformedEntities)
{
}
/**
* Refreshes the terrain within the supplied areas.
* @param areas A collection of areas describing the terrain changed.
*/
virtual void refreshTerrain(const std::vector<WFMath::AxisBox<2>>& areas)
{
}
/**
* Updates perceptive state of a child entity.
*
* This is called mainly when an entity becomes perceptive.
* @param entity A child entity of the entity the domain belongs to.
*/
virtual void toggleChildPerception(LocatedEntity& entity)
{
}
/**
* @brief Checks if the reaching Entity can reach the "queried" entity.
*
* @param reachingEntity The reaching entity.
* @param reach The reach in meters of the reaching entity.
* @param queriedEntity The entity being reached for.
* @param positionOnQueriedEntity An optional position on the entity being reached for.
* This only makes sense in some situation (such as reaching for a place in the terrain) and will be ignored by some domains.
* @return True if the reaching entity can reach the queried entity.
*/
virtual bool isEntityReachable(const LocatedEntity& reachingEntity, float reach, const LocatedEntity& queriedEntity, const WFMath::Point<3>& positionOnQueriedEntity) const {
return false;
}
};
#endif // RULESETS_DOMAIN_H