cyphesis/rulesets/InventoryDomain.cpp

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/*
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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "InventoryDomain.h"
#include "OutfitProperty.h"
#include "EntityProperty.h"
#include "LocatedEntity.h"
#include "common/const.h"
#include "common/debug.h"
#include "common/const.h"
#include "common/Unseen.h"
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
#include <iostream>
#include <unordered_set>
static const bool debug_flag = true;
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Objects::Root;
using Atlas::Objects::Entity::RootEntity;
using Atlas::Objects::Entity::Anonymous;
using Atlas::Objects::Operation::Set;
using Atlas::Objects::Operation::Sight;
using Atlas::Objects::Operation::Appearance;
using Atlas::Objects::Operation::Disappearance;
using Atlas::Objects::Operation::Unseen;
InventoryDomain::InventoryDomain(LocatedEntity& entity) :
Domain(entity)
{
entity.makeContainer();
}
InventoryDomain::~InventoryDomain()
{
}
float InventoryDomain::constrainHeight(LocatedEntity& entity, LocatedEntity * parent, const Point3D & pos, const std::string & mode)
{
//Nothing can move
return 0.0f;
}
void InventoryDomain::tick(double t)
{
}
bool InventoryDomain::isEntityVisibleFor(const LocatedEntity& observingEntity, const LocatedEntity& observedEntity) const
{
//If the observing entity is the same as the one the domain belongs to it can see everything.
if (&observingEntity == &m_entity) {
return true;
}
//Entities can only be seen by outside observers if they are outfitted or wielded.
const OutfitProperty* outfitProperty = m_entity.getPropertyClass<OutfitProperty>("outfit");
if (outfitProperty) {
for (auto& entry : outfitProperty->data()) {
auto outfittedEntity = entry.second.get();
if (outfittedEntity && outfittedEntity == &observedEntity) {
return true;
}
}
}
//If the entity isn't outfitted, perhaps it's wielded?
const EntityProperty* rightHandWieldProperty = m_entity.getPropertyClass<EntityProperty>("right_hand_wield");
if (rightHandWieldProperty) {
auto entity = rightHandWieldProperty->data().get();
if (entity && entity == &observedEntity) {
return true;
}
}
return false;
}
void InventoryDomain::processVisibilityForMovedEntity(const LocatedEntity& moved_entity, const Location& old_loc, OpVector & res)
{
if (m_entity.m_contains) {
std::vector<LocatedEntity*> visibleEntities;
std::unordered_set<int> outfitted;
LocatedEntity* rightHandWieldedEntity = nullptr;
const OutfitProperty* outfitProperty = m_entity.getPropertyClass<OutfitProperty>("outfit");
if (outfitProperty) {
for (auto& entry : outfitProperty->data()) {
outfitted.insert(entry.second->getIntId());
}
}
const EntityProperty* rightHandWieldProperty = m_entity.getPropertyClass<EntityProperty>("right_hand_wield");
if (rightHandWieldProperty) {
rightHandWieldedEntity = rightHandWieldProperty->data().get();
}
for (auto childEntity : *m_entity.m_contains) {
if (childEntity == rightHandWieldedEntity) {
visibleEntities.push_back(childEntity);
} else if (outfitted.find(childEntity->getIntId()) != outfitted.end()) {
visibleEntities.push_back(childEntity);
}
}
std::set<std::string> newVisibleEntities;
for (auto visibleEntity : visibleEntities) {
if (m_lastVisibleEntities.find(visibleEntity->getId()) == m_lastVisibleEntities.end()) {
Anonymous ent;
ent->setId(visibleEntity->getId());
ent->setStamp(visibleEntity->getSeq());
Appearance d;
d->setArgs1(ent);
res.push_back(d);
} else {
m_lastVisibleEntities.erase(visibleEntity->getId());
}
newVisibleEntities.insert(visibleEntity->getId());
}
for (auto entityId : m_lastVisibleEntities) {
Anonymous ent;
ent->setId(entityId);
Disappearance d;
d->setArgs1(ent);
res.push_back(d);
}
m_lastVisibleEntities = std::move(newVisibleEntities);
}
}
void InventoryDomain::processDisappearanceOfEntity(const LocatedEntity& moved_entity, const Location& old_loc, OpVector & res)
{
}
float InventoryDomain::checkCollision(LocatedEntity& entity, CollisionData& collisionData)
{
//Nothing can move
return consts::move_tick;
}