cyphesis/rules/simulation/VoidDomain.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

69 lines
2.1 KiB
C++

/*
Copyright (C) 2014 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., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifdef HAVE_CONFIG_H
#endif
#include "rules/LocatedEntity.h"
#include "common/operations/Update.h"
#include "VoidDomain.h"
#include "EntityProperty.h"
#include "rules/simulation/PlantedOnProperty.h"
VoidDomain::VoidDomain(LocatedEntity& entity)
: Domain(entity)
{
}
void VoidDomain::tick(double t, OpVector& res)
{
}
bool VoidDomain::isEntityVisibleFor(const LocatedEntity& observingEntity, const LocatedEntity& observedEntity) const
{
//The entity to which the domain belongs can see its content, otherwise nothing can be seen.
return &observingEntity == &m_entity;
}
void VoidDomain::getVisibleEntitiesFor(const LocatedEntity& observingEntity,
std::list<LocatedEntity*>& entityList) const
{
//Can't see anything
}
void VoidDomain::addEntity(LocatedEntity& entity) {
//Reset any planted_on properties when moving to this domain.
if (auto prop = entity.getPropertyClassFixed<PlantedOnProperty>()) {
if (prop->data()) {
entity.setAttr(PlantedOnProperty::property_name, Atlas::Message::Element());
Atlas::Objects::Operation::Update update;
update->setTo(entity.getId());
entity.sendWorld(update);
}
}
}
void VoidDomain::removeEntity(LocatedEntity& entity) {
}
bool VoidDomain::isEntityReachable(const LocatedEntity& reachingEntity, float reach, const LocatedEntity& queriedEntity, const WFMath::Point<3>& positionOnQueriedEntity) const {
return &reachingEntity == &m_entity;
}