mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
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.
69 lines
2.2 KiB
C++
69 lines
2.2 KiB
C++
/*
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Copyright (C) 2014 Erik Ogenvik
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#ifndef DOMAINPROPERTY_H_
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#define DOMAINPROPERTY_H_
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#include "common/Property.h"
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#include "common/PropertyInstanceState.h"
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class Domain;
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/**
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* @brief Specifies that an entity contains a "Domain".
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*
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* This makes the entity responsible for physics and sight checking, effectively giving the entity
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* it's own space.
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* Normally you wouldn't use nested domains, since the effects (currently) are undefined.
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*
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* The data defines the kind of domain. The available options are:
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* * void: no movement or sight allowed
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* * physical: movement and sights behave like in the real world
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*
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* \ingroup PropertyClasses
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*/
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class DomainProperty: public Property<std::string> {
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public:
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static constexpr const char* property_name = "domain";
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explicit DomainProperty() = default;
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DomainProperty(const DomainProperty& rhs) = default;
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void install(LocatedEntity *, const std::string &) override;
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void remove(LocatedEntity *, const std::string &) override;
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DomainProperty * copy() const override;
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void apply(LocatedEntity *) override;
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Domain* getDomain(const LocatedEntity *) const;
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HandlerResult operation(LocatedEntity * e, const Operation & op, OpVector & res) override;
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private:
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static PropertyInstanceState<Domain> sInstanceState;
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void scheduleTick(LocatedEntity& entity, double timeNow);
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HandlerResult tick_handler(LocatedEntity * e, const Operation & op, OpVector & res);
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};
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#endif /* DOMAINPROPERTY_H_ */
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