Plan invocations are now serializable objects
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@@ -6,6 +6,7 @@
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#include "planemap.hpp"
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#include "idalloc.hpp"
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#include "animqueue.hpp"
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#include "invocation.hpp"
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#include "sched.hpp"
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#include "source.hpp"
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#include "gui.hpp"
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@@ -113,6 +114,10 @@ public:
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// Check if main thread has nothing on the stack
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bool stack_is_clear() const { return lua_gettop(state()) == 0; }
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// Invoke an action plan.
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//
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void invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &idata);
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public:
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// Constructor.
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//
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@@ -181,10 +186,13 @@ public:
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//
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void update_gui(int64_t actor_id, int64_t place_id, Gui *gui);
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// Invoke an action plan.
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// Invoke an Invocation object.
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//
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void invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action, const GuiResult &gres);
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// This is the primary dispatcher for all operations that mutate a world model.
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// To mutate a world model, create an invocation, then invoke it.
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//
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void invoke(const Invocation &inv);
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// fetch_global_pointer
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//
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// Given a lua state, fetch the world model associated with
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