/* * Author: Patrick-Christopher Mattulat * Company: Lynar Studios * E-Mail: webmaster@lynarstudios.com * Created: 2020-09-10 * Changed: 2022-07-15 * * */ #ifndef LS_STD_STATE_CONNECTION_HPP #define LS_STD_STATE_CONNECTION_HPP #include #include #include #include namespace ls::std::logic { class [[deprecated("consider using ls_game_tool_kit dependency instead!")]] LS_STD_DYNAMIC_GOAL StateConnection : public ls::std::core::Class { public: explicit StateConnection(const ls::std::core::type::state_connection_id &_connectionId, const ls::std::core::type::state_id &_stateId); ~StateConnection() override = default; ls::std::core::type::state_connection_id getConnectionId(); ls::std::core::type::state_id getStateId(); [[nodiscard]] bool isPassable() const; void setConnectionId(const ls::std::core::type::state_connection_id &_connectionId); void setStateId(const ls::std::core::type::state_id &_stateId); void updatePassCondition(bool _condition); private: bool condition{}; ls::std::core::type::state_connection_id connectionId{}; ls::std::core::type::state_id stateId{}; void _assignConnectionId(const ls::std::core::type::state_connection_id &_connectionId); void _assignStateId(const ls::std::core::type::state_id &_stateId); }; } #endif