QcEntityRecord Struct
What is saved of the entities of one chunk (decision E-366): the chunk holding each one's feet. More...
| Header: | #include <server/storage/QcEntityRecord.h> |
Public Types
| struct | Ordered |
Public Functions
| bool | isEmpty() const |
Public Variables
| QList<QcEntityRecord::Ordered<QcBoat>> | boats |
| QcChunkPos | chunk |
| QList<QcEntityRecord::Ordered<QcMobManager::Stored>> | creatures |
| QList<QcEntityRecord::Ordered<QcFallingBlock>> | fallingBlocks |
| QList<QcEntityRecord::Ordered<QcHangingEntity>> | hangings |
| QList<QcEntityRecord::Ordered<QcItemEntityManager::Drop>> | items |
| QList<QcEntityRecord::Ordered<QcMinecart>> | minecarts |
| QList<QcEntityRecord::Ordered<QcExperienceOrb>> | orbs |
| bool | populated |
| QList<QcEntityRecord::Ordered<QcPrimedExplosive>> | primedExplosives |
| QList<QcEntityRecord::Ordered<QcProjectile>> | projectiles |
| QList<QcEntityRecord::Ordered<QcArmourStand>> | stands |
Static Public Members
| const quint64 | waitingOrderBase |
Detailed Description
Every entry carries a key of its place in the table of its kind (order): its entity id (tables only append and keep their order when they remove, so id order is table order), for drops waiting to appear waitingOrderBase plus their place in the queue. The key does not change while an entity lives, so a record changes only when its own chunk's entities do; sorted by it, the tables come back in the same order and the world goes on exactly as it was saved.
Member Function Documentation
bool QcEntityRecord::isEmpty() const
Returns whether the record has no entities; a populated chunk still keeps its record.
Member Variable Documentation
QList<QcEntityRecord::Ordered<QcBoat>> QcEntityRecord::boats
Boats with their motion and item; the id and the riders are not saved (decision E-920).
QcChunkPos QcEntityRecord::chunk
The chunk.
QList<QcEntityRecord::Ordered<QcMobManager::Stored>> QcEntityRecord::creatures
Persistent creatures; the others are not saved and appear again around the players.
QList<QcEntityRecord::Ordered<QcFallingBlock>> QcEntityRecord::fallingBlocks
Falling blocks with their motion; the id is not saved.
QList<QcEntityRecord::Ordered<QcHangingEntity>> QcEntityRecord::hangings
Item frames and paintings; the id is not saved (decision E-793).
QList<QcEntityRecord::Ordered<QcItemEntityManager::Drop>> QcEntityRecord::items
Items lying in the chunk and drops waiting to appear there.
QList<QcEntityRecord::Ordered<QcMinecart>> QcEntityRecord::minecarts
Minecarts with their motion; the id and the rider are not saved.
QList<QcEntityRecord::Ordered<QcExperienceOrb>> QcEntityRecord::orbs
Experience orbs with their motion, value and age; the id is not saved (decision E-398).
bool QcEntityRecord::populated
The chunk got its group of animals already (decision E-086); kept with the chunk.
QList<QcEntityRecord::Ordered<QcPrimedExplosive>> QcEntityRecord::primedExplosives
Lit explosives with their motion and fuse, saved as falling blocks with a fuse (decision E-601); the id is not saved.
QList<QcEntityRecord::Ordered<QcProjectile>> QcEntityRecord::projectiles
Projectiles flying or stuck, by their type's name; the id and the shooter are not saved (decision E-425).
QList<QcEntityRecord::Ordered<QcArmourStand>> QcEntityRecord::stands
Armour stands; the id is not saved.
const quint64 QcEntityRecord::waitingOrderBase
Waiting drops come after every item that already lies in the world.