/*
 Copyright (C) 2014 Erik Ogenvik

 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
 the Free Software Foundation; either version 2 of the License, or
 (at your option) any later version.

 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 GNU General Public License for more details.

 You should have received a copy of the GNU General Public License
 along with this program; if not, write to the Free Software
 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 */
#ifndef DOMAINPROPERTY_H_
#define DOMAINPROPERTY_H_

#include "common/Property.h"
#include "PropertyInstanceState.h"

class Domain;

/**
 * @brief Specifies that an entity contains a "Domain".
 *
 * This makes the entity responsible for physics and sight checking, effectively giving the entity
 * its own space.
 * Normally you wouldn't use nested domains, since the effects (currently) are undefined.
 *
 * The data defines the kind of domain. The available options are:
 * * void: no movement or sight allowed
 * * physical: movement and sights behave like in the real world
 *
 * \ingroup PropertyClasses
 */
class DomainProperty : public Property<std::string, LocatedEntity> {
public:

	static constexpr const char* property_name = "domain";

	explicit DomainProperty() = default;

	void install(LocatedEntity&, const std::string&) override;

	void remove(LocatedEntity&, const std::string&) override;

	DomainProperty* copy() const override;

	void apply(LocatedEntity&) override;

	HandlerResult operation(LocatedEntity& e, const Operation& op, OpVector& res) override;

protected:

	DomainProperty(const DomainProperty& rhs) = default;

	//void scheduleTick(LocatedEntity& entity, double timeNow);
	//HandlerResult tick_handler(LocatedEntity& e, const Operation & op, OpVector & res);

};

#endif /* DOMAINPROPERTY_H_ */
