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