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.
95 lines
3.3 KiB
C++
95 lines
3.3 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2001 Alistair Riddoch
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//
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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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//
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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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//
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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 Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#ifndef RULESETS_WORLD_H
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#define RULESETS_WORLD_H
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#include "Thing.h"
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#include <sigc++/slot.h>
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#include <unordered_map>
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/// \brief This is the in-game entity class used to represent the world.
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///
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/// I added this because I was not happy with the way the old object model
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/// used an out of game object of type WorldRouter to represent the world.
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///
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/// The World is special in that it ALWAYS exists. This in contrast to all other
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/// kind of entities which may or may not exist. As such the World has extra
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/// Relay functionality, as it's suitable to act as a relay for any Out-Of-Game
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/// router which wants to interact with entities through operations (without
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/// having to create an In-Game entity).
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/// \ingroup EntityClasses
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class World : public Thing {
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/// \brief Keeps track of relayed operations.
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struct Relay {
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/// \brief The entity to which the operation was relayed.
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std::string entityId;
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/// \brief A callback to call when a response is received.
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sigc::slot<void, const Operation&, const std::string&> callback;
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};
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public:
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explicit World(const std::string & id, long intId);
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~World() override;
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void LookOperation(const Operation &, OpVector &) override;
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void DeleteOperation(const Operation &, OpVector &) override;
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void MoveOperation(const Operation &, OpVector &) override;
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void RelayOperation(const Operation & op, OpVector & res) override;
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/// \brief Relays an operation to an in game entity.
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///
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/// When a response is received, or if the timeout is exceeded,
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/// the callback is called.
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///
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/// \param entity The destination entity.
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/// \param op The operation to send.
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/// \param callback A callback which will be called when either a
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/// response is received or a timeout is reached.
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void sendRelayToEntity(const LocatedEntity& entity, const Operation& op,
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sigc::slot<void, const Operation&, const std::string&> callback);
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protected:
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/// \brief Keeps track of serial numbers for relayed ops.
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long int m_serialNumber;
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/**
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* \brief A store of registered outgoing relays for the world.
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*
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* Key is the serialno/refno of the Relay op.
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*/
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std::unordered_map<long int, Relay> m_relays;
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/**
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* @brief Clears the world of all entities and properties.
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*
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* Once this method has been run the server should be reset back to
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* a "clean" state.
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* @param res
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*/
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void clearWorld(OpVector & res);
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};
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#endif // RULESETS_WORLD_H
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