cyphesis/rules/simulation/BaseWorld.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

197 lines
6.7 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000-2004 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_WORLD_H
#define RULESETS_BASE_WORLD_H
#include "common/globals.h"
#include "common/Singleton.h"
#include "modules/Ref.h"
#include <Atlas/Message/Element.h>
#include <Atlas/Objects/ObjectsFwd.h>
#include <sigc++/signal.h>
#include <ctime>
#include <boost/noncopyable.hpp>
class ArithmeticScript;
class LocatedEntity;
class SystemTime;
class Location;
typedef std::map<long, Ref<LocatedEntity>> EntityRefDict;
/// \brief Base class for game world manager object.
///
/// This base class provides the common features required by cyphesis
/// for the object which encapsulates the game world. Other classes
/// inherit from this provide the core game world system.
class BaseWorld : public Singleton<BaseWorld> {
protected:
/// The system time when the server was started.
std::time_t m_initTime;
/// \brief Dictionary of all the objects in the world.
///
/// Pointers to all in-game entities in the world are stored keyed to
/// their integer ID.
EntityRefDict m_eobjects;
/// \brief Whether the base world is suspended or not.
///
/// If this is set to true, the world is "suspended". In this state no
/// Tick ops are sent.
/// This is useful for when a world author wants to edit the world
/// without the simulation altering it.
bool m_isSuspended;
LocatedEntity* m_defaultLocation;
LocatedEntity* m_limboLocation;
explicit BaseWorld();
/// \brief Called when the world is resumed.
virtual void resumeWorld() {}
public:
~BaseWorld() override = default;
Ref<LocatedEntity> getEntity(const std::string & id) const;
Ref<LocatedEntity> getEntity(long id) const;
/// \brief Read only accessor for the in-game objects dictionary.
const EntityRefDict & getEntities() const {
return m_eobjects;
}
/// \brief Gets the default location.
///
/// This is where entities will be created if nothing else is specified.
/// This will either return the root gameworld, or another entity if
/// setDefaultLocation() has been called.
virtual LocatedEntity& getDefaultLocation() const = 0;
/// \brief Sets the default location.
///
/// If a null value is provided the default location will revert back
/// to the root world.
void setDefaultLocation(LocatedEntity* entity);
/// \brief Gets the limbo location.
///
/// This is where player entities will be moved when they are deleted without
/// there being an active connection. This is to prevent the active world from
/// filling up with inactive entities.
/// \returns A valid limbo entity, or null if none is set.
LocatedEntity* getLimboLocation() const;
/// \brief Sets the limbo location.
///
/// This is where player entities will be moved when they are deleted without
/// there being an active connection. This is to prevent the active world from
/// filling up with inactive entities.
void setLimboLocation(LocatedEntity* entity);
/// \brief Read only accessor for the in-game time.
double getTime() const;
/// \brief Get the time the world has been running since the server started.
double upTime() const {
return getTime() - timeoffset;
}
/// \brief Gets whether the world is suspended or not.
const bool & getIsSuspended() const {
return m_isSuspended;
}
/// \brief Sets whether the world is suspended or not.
/// If this is set to true, the world is "suspended". In this state no
/// Tick ops are sent.
/// This is useful for when a world author wants to edit the world
/// without the simulation altering it.
void setIsSuspended(bool suspended);
/// \brief Main world loop function.
virtual bool idle() = 0;
/// \brief Add a new entity to the world.
virtual Ref<LocatedEntity> addEntity(const Ref<LocatedEntity>& obj) = 0;
/// \brief Create a new entity and add to the world.
virtual Ref<LocatedEntity> addNewEntity(const std::string & type,
const Atlas::Objects::Entity::RootEntity &) = 0;
/// \brief Deletes an entity from the world.
virtual void delEntity(LocatedEntity * obj) = 0;
virtual int createSpawnPoint(const Atlas::Message::MapType & data,
LocatedEntity * ent) = 0;
/**
* \brief Removes a previously registered spawn point.
* @param ent The entity to which the spawn point was registered.
* @return 0 if successful
*/
virtual int removeSpawnPoint(LocatedEntity * ent) = 0;
virtual int getSpawnList(Atlas::Message::ListType & data) = 0;
virtual Ref<LocatedEntity> spawnNewEntity(
const std::string & name,
const std::string & type,
const Atlas::Objects::Entity::RootEntity &) = 0;
/**
* \brief Moves the location to within the spawn specified by the name.
* \param name The name of the spawn.
* \param location The location which will be moved.
* \return 0 if successful.
*/
virtual int moveToSpawn(const std::string & name,
Location& location) = 0;
/// \brief Create a new Arithmetic object
virtual ArithmeticScript * newArithmetic(const std::string &,
LocatedEntity *) = 0;
/// \brief Pass an operation to the world.
virtual void message(const Atlas::Objects::Operation::RootOperation &,
LocatedEntity & obj) = 0;
/// \brief Sends a message to all connected clients.
virtual void messageToClients(const Atlas::Objects::Operation::RootOperation &) = 0;
/// \brief Find an entity of the given name.
virtual Ref<LocatedEntity> findByName(const std::string & name) = 0;
/// \brief Find an entity of the given type.
virtual Ref<LocatedEntity> findByType(const std::string & type) = 0;
/// \brief Signal that an operation is being dispatched.
sigc::signal<void, Atlas::Objects::Operation::RootOperation> Dispatching;
};
#endif // RULESETS_BASE_WORLD_H