GroveEngine/include/grove/IRegion.h
StillHammer fad105afb2 feat: Implement complete IDataNode/IDataTree system with JSON backend
Major feature: Unified config/data/runtime tree system

**New System Architecture:**
- Unified data tree for config, persistent data, and runtime state
- Three separate roots: config/ (read-only + hot-reload), data/ (read-write + save), runtime/ (temporary)
- Support for modding, saves, and hot-reload in single system

**Interfaces:**
- IDataValue: Abstract data value interface (type-safe access)
- IDataNode: Tree node with navigation, search, and modification
- IDataTree: Root container with config/data/runtime management

**Concrete Implementations:**
- JsonDataValue: nlohmann::json backed value
- JsonDataNode: Full tree navigation with pattern matching & queries
- JsonDataTree: File-based JSON storage with hot-reload

**Features:**
- Pattern matching search (wildcards support)
- Property-based queries with predicates
- SHA256 hashing for validation/sync
- Hot-reload for config/ directory
- Save operations for data/ persistence
- Read-only enforcement for config/

**API Changes:**
- All namespaces changed from 'warfactory' to 'grove'
- IDataTree: Added getConfigRoot(), getDataRoot(), getRuntimeRoot()
- IDataTree: Added saveData(), saveNode() for persistence
- IDataNode: Added setChild(), removeChild(), clearChildren()
- CMakeLists.txt: Added OpenSSL dependency for hashing

**Usage:**
```cpp
auto tree = DataTreeFactory::create("json", "./gamedata");
auto config = tree->getConfigRoot();     // Read-only game config
auto data = tree->getDataRoot();         // Player saves
auto runtime = tree->getRuntimeRoot();   // Temporary state

// Hot-reload config on file changes
if (tree->reloadIfChanged()) { /* refresh modules */ }

// Save player progress
data->setChild("progress", progressNode);
tree->saveData();
```

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-28 15:36:25 +08:00

50 lines
1.3 KiB
C++

#pragma once
#include <string>
namespace grove {
/**
* @brief Interface for geological regions during world generation
*
* Represents discrete regions with specific properties like resource deposits,
* volcanic activity, or tectonic formations.
*/
class IRegion {
public:
virtual ~IRegion() = default;
// ========================================
// IDENTIFICATION
// ========================================
virtual int getId() const = 0;
virtual const std::string& getType() const = 0;
// ========================================
// POSITION & SIZE
// ========================================
virtual float getX() const = 0;
virtual float getY() const = 0;
virtual float getRadius() const = 0;
virtual float getMass() const = 0;
// ========================================
// LIFECYCLE
// ========================================
virtual void update(float delta_time) = 0;
virtual bool isActive() const = 0;
// ========================================
// PROPERTIES
// ========================================
virtual float getIntensity() const = 0;
virtual void setIntensity(float intensity) = 0;
virtual bool canFuseWith(const IRegion* other) const = 0;
};
} // namespace grove