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Proposal for observers and deferred implementations (#1599)
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Wincent01 authored Nov 18, 2024
1 parent 84d7c65 commit fedd039
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92 changes: 92 additions & 0 deletions dCommon/Implementation.h
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@@ -0,0 +1,92 @@
#ifndef __IMPLEMENTATION_H__
#define __IMPLEMENTATION_H__

#include <functional>
#include <optional>

/**
* @brief A way to defer the implementation of an action.
*
* @tparam R The result of the action.
* @tparam T The types of the arguments that the implementation requires.
*/
template <typename R, typename... T>
class Implementation {
public:
typedef std::function<std::optional<R>(T...)> ImplementationFunction;

/**
* @brief Sets the implementation of the action.
*
* @param implementation The implementation of the action.
*/
void SetImplementation(const ImplementationFunction& implementation) {
this->implementation = implementation;
}

/**
* @brief Clears the implementation of the action.
*/
void ClearImplementation() {
implementation.reset();
}

/**
* @brief Checks if the implementation is set.
*
* @return true If the implementation is set.
* @return false If the implementation is not set.
*/
bool IsSet() const {
return implementation.has_value();
}

/**
* @brief Executes the implementation if it is set.
*
* @param args The arguments to pass to the implementation.
* @return std::optional<R> The optional result of the implementation. If the result is not set, it indicates that the default action should be taken.
*/
std::optional<R> Execute(T... args) const {
return IsSet() ? implementation.value()(args...) : std::nullopt;
}

/**
* @brief Exectues the implementation if it is set, otherwise returns a default value.
*
* @param args The arguments to pass to the implementation.
* @param defaultValue The default value to return if the implementation is not set or should not be deferred.
*/
R ExecuteWithDefault(T... args, const R& defaultValue) const {
return Execute(args...).value_or(defaultValue);
}

/**
* = operator overload.
*/
Implementation& operator=(const Implementation& other) {
implementation = other.implementation;
return *this;
}

/**
* = operator overload.
*/
Implementation& operator=(const ImplementationFunction& implementation) {
this->implementation = implementation;
return *this;
}

/**
* () operator overload.
*/
std::optional<R> operator()(T... args) {
return !IsSet() ? std::nullopt : implementation(args...);
}

private:
std::optional<ImplementationFunction> implementation;

};

#endif //!__IMPLEMENTATION_H__
73 changes: 73 additions & 0 deletions dCommon/Observable.h
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@@ -0,0 +1,73 @@
#ifndef __OBSERVABLE_H__
#define __OBSERVABLE_H__

#include <vector>
#include <functional>

/**
* @brief An event which can be observed by multiple observers.
*
* @tparam T The types of the arguments to be passed to the observers.
*/
template <typename... T>
class Observable {
public:
typedef std::function<void(T...)> Observer;

/**
* @brief Adds an observer to the event.
*
* @param observer The observer to add.
*/
void AddObserver(const Observer& observer) {
observers.push_back(observer);
}

/**
* @brief Removes an observer from the event.
*
* @param observer The observer to remove.
*/
void RemoveObserver(const Observer& observer) {
observers.erase(std::remove(observers.begin(), observers.end(), observer), observers.end());
}

/**
* @brief Notifies all observers of the event.
*
* @param args The arguments to pass to the observers.
*/
void Notify(T... args) {
for (const auto& observer : observers) {
observer(args...);
}
}

/**
* += operator overload.
*/
Observable& operator+=(const Observer& observer) {
AddObserver(observer);
return *this;
}

/**
* -= operator overload.
*/
Observable& operator-=(const Observer& observer) {
RemoveObserver(observer);
return *this;
}

/**
* () operator overload.
*/
void operator()(T... args) {
Notify(args...);
}

private:
std::vector<Observer> observers;
};

#endif //!__OBSERVABLE_H__
4 changes: 4 additions & 0 deletions dGame/Entity.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -96,6 +96,8 @@
#include "CDSkillBehaviorTable.h"
#include "CDZoneTableTable.h"

Observable<Entity*, const PositionUpdate&> Entity::OnPlayerPositionUpdate;

Entity::Entity(const LWOOBJID& objectID, EntityInfo info, User* parentUser, Entity* parentEntity) {
m_ObjectID = objectID;
m_TemplateID = info.lot;
Expand Down Expand Up @@ -2133,6 +2135,8 @@ void Entity::ProcessPositionUpdate(PositionUpdate& update) {
Game::entityManager->QueueGhostUpdate(GetObjectID());

if (updateChar) Game::entityManager->SerializeEntity(this);

OnPlayerPositionUpdate.Notify(this, update);
}

const SystemAddress& Entity::GetSystemAddress() const {
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6 changes: 6 additions & 0 deletions dGame/Entity.h
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@
#include "NiQuaternion.h"
#include "LDFFormat.h"
#include "eKillType.h"
#include "Observable.h"

namespace Loot {
class Info;
Expand Down Expand Up @@ -299,6 +300,11 @@ class Entity {
// Scale will only be communicated to the client when the construction packet is sent
void SetScale(const float scale) { m_Scale = scale; };

/**
* @brief The observable for player entity position updates.
*/
static Observable<Entity*, const PositionUpdate&> OnPlayerPositionUpdate;

protected:
LWOOBJID m_ObjectID;

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5 changes: 5 additions & 0 deletions dGame/dComponents/DestroyableComponent.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,9 @@

#include "CDComponentsRegistryTable.h"

Implementation<bool, const Entity*> DestroyableComponent::IsEnemyImplentation;
Implementation<bool, const Entity*> DestroyableComponent::IsFriendImplentation;

DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
m_iArmor = 0;
m_fMaxArmor = 0.0f;
Expand Down Expand Up @@ -418,6 +421,7 @@ void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignore
}

bool DestroyableComponent::IsEnemy(const Entity* other) const {
if (IsEnemyImplentation.ExecuteWithDefault(other, false)) return true;
if (m_Parent->IsPlayer() && other->IsPlayer()) {
auto* thisCharacterComponent = m_Parent->GetComponent<CharacterComponent>();
if (!thisCharacterComponent) return false;
Expand All @@ -440,6 +444,7 @@ bool DestroyableComponent::IsEnemy(const Entity* other) const {
}

bool DestroyableComponent::IsFriend(const Entity* other) const {
if (IsFriendImplentation.ExecuteWithDefault(other, false)) return true;
const auto* otherDestroyableComponent = other->GetComponent<DestroyableComponent>();
if (otherDestroyableComponent != nullptr) {
for (const auto enemyFaction : m_EnemyFactionIDs) {
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4 changes: 4 additions & 0 deletions dGame/dComponents/DestroyableComponent.h
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
#include "Implementation.h"

namespace CppScripts {
class Script;
Expand Down Expand Up @@ -463,6 +464,9 @@ class DestroyableComponent final : public Component {
// handle hardcode mode drops
void DoHardcoreModeDrops(const LWOOBJID source);

static Implementation<bool, const Entity*> IsEnemyImplentation;
static Implementation<bool, const Entity*> IsFriendImplentation;

private:
/**
* Whether or not the health should be serialized
Expand Down

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