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