Instead of using separate Commune and Think goals depending on
whether we're querying for or setting thoughts we now instead solely use
the Think op. This op wraps another op, which is then used to determine
what to do. The ops that are supported are: Set, Get, Delete and Look
Think(Set): sets new thoughts and updates existing ones, if an id is
supplied.
Think(Get): get all or specific thoughts (replaces Commune)
Think(Look): inspects a specific goal
Think(Delete): deletes all or a specific thoughts (i.e. both goals and
knowledge)
* rulesets/BaseMind.cpp, rulesets/BaseMind.h, rulesets/Entity.cpp
rulesets/Entity.h: Remove the scriptSubscribed methods which
were empty and unused.
* rulesets/Python_API.cpp, rulesets/Python_Script_Utils.h: Remove
Subscribe_Script() as it is useless now.
* server/ScriptFactory.cpp: Remove call to Subscribe_Script().
* client/BaseClient.cpp, client/CharacterClient.cpp,
client/CharacterClient.h, client/CreatorClient.cpp,
client/CreatorClient.h, rulesets/BaseMind.cpp, rulesets/BaseMind.h,
rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/MindFactory.cpp, rulesets/MindFactory.h, rulesets/Thing.cpp,
rulesets/World.cpp, server/Account.cpp, server/Connection.cpp,
server/EntityFactory.cpp, server/Persistor.cpp,
server/Persistor_impl.h, server/Restorer_impl.h,
server/WorldRouter.cpp: Remove the hard name attribute, now that
most entities don't set it.
* common/op_switch.h: Remove all ops but Create, Delete, Move and
Set from the sub op switch used in mind code.
* rulesets/BaseMind.cpp, rulesets/BaseMind.h: Remove vast virtual
perception handling interface as overriding is now handled centrally
and base mind only handles 4 sub types of sight.
* common/BaseEntity.h, common/BaseEntity.cpp: Add an integer ID
member variable, and accessor, and require it to be initialised
along with string ID in constructor.
* common/const.cpp, common/const.h: Add a const for the integer value
of the world ID.
* rulesets/Area.cpp, rulesets/Area.h, rulesets/BaseMind.cpp,
rulesets/BaseMind.h, rulesets/Character.cpp, rulesets/Character.h,
rulesets/Creator.cpp, rulesets/Creator.h, rulesets/Entity.cpp,
rulesets/Entity.h, rulesets/Food.cpp, rulesets/Food.h,
rulesets/Line.cpp, rulesets/Line.h, rulesets/MemEntity.cpp,
rulesets/MemEntity.h, rulesets/Plant.cpp, rulesets/Plant.h,
rulesets/Stackable.cpp, rulesets/Stackable.h, rulesets/Structure.cpp,
rulesets/Structure.h, rulesets/Thing.cpp, rulesets/Thing.h,
rulesets/World.cpp, rulesets/World.h: Add integer ID handling to
constructors of all in-game entity classes.
* rulesets/MemMap.cpp: Initialise integer ID of entities in the mind
map.
* rulesets/MindFactory.cpp, rulesets/MindFactory.h: Handle integer
ID when constructing mind objects.
* server/EntityFactory.cpp, server/EntityFactory.h,
server/PersistantThingFactory_impl.h: Handle integer
ID when contructing entity objects.
* server/Restoration.cpp, server/Restoration.h, server/Restorer.h,
server/Restorer_impl.h: Handle integer ID when restoring from
database.
* server/WorldRouter.cpp: Assign integer ID when constructing the
world.
* common/BaseEntity.cpp, common/BaseEntity.h, common/inheritance.cpp,
common/inheritance.h, rulesets/BaseMind.cpp, rulesets/BaseMind.h,
rulesets/Character.cpp, rulesets/Character.h, rulesets/Entity.cpp,
rulesets/Food.cpp, rulesets/Plant.cpp, rulesets/Stackable.cpp,
rulesets/Thing.cpp, rulesets/World.cpp, server/Account.cpp,
server/Admin.cpp, server/Connection.cpp, server/server.cpp:
Remove the subscription mechanism as it is no longer necessary
now that operations have class numbers.
* rulesets/Entity.h, rulesets/BaseMind.h: Make scriptSubscribe
virtual so it can be overriden in BaseMind.
* rulesets/Python_API.cpp: Get rid of template for Subscribe_Script
as its no longer necessary now scriptSubscribe is virtual.
* common/BaseEntity.h, common/OOGThing.h, rulesets/Area.h,
rulesets/BaseMind.h, rulesets/Entity.h, rulesets/Food.h,
rulesets/Line.h, rulesets/MemEntity.h, rulesets/Missile.h,
rulesets/Plant.h, rulesets/Stackable.h, rulesets/Structure.h,
rulesets/Thing.h, rulesets/World.h, server/Account.h,
server/Connection.h, server/Lobby.h: Update the comments describing
the function of these classes.
* rulesets/Character.h, server/Account.cpp, server/Connection.cpp,
server/ExternalMind.cpp, server/ExternalMind.h: Make ExternalMind
inherit from BaseEntity, eliminating the need for the name argument
to the constructor and simplifying the class greatly by dropping
loads of unused inherited functionality.
* common/BaseEntity.h, common/BaseEntity.cpp, rulesets/BaseMind.h,
rulesets/Character.h, rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/Entity.h, server/Connection.cpp, tests/EntityExerciser.h:
Remove externalMessage() completely as its redundant, and remove
externalOperation() from the BaseEntity class, and into
Entity as its only applicable in-game.
* tests/Charactertest.cpp, tests/Creatortest.cpp:
Add tests for more IG classes.
* client/CommClient.cpp, rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/Entity_getLocation.h, server/EntityFactory.cpp:
Make Entity::getLocation a template, so it works with maps on
types other than entity.
* rulesets/BaseMind.cpp, rulesets/BaseMind.h,
rulesets/MemEntity.cpp, rulesets/MemEntity.h,
rulesets/MemMap.cpp, rulesets/MemMap.h, rulesets/Py_Map.cpp:
Make MemEntity inherit from Entity, and BaseMind inherit from
MemEntity, and use MemEntity for all objects in MemMap, so we
can have extra functionality on MemEntity.
* server/Restoration.cpp: Send restored entities a setup op, so the
AI gets initialised as if the entity had just been created.
* Clean up member variable names.
* rulesets/mason/mind/SkelMind.py: Get skeleton to recognise
settlers.
* Use " instead of < when including application headers.
* Re-work the interface between server and worldrouter objects
so that the are less tied together, and more flexible.
* common/BaseEntity.cpp, common/BaseEntity.h, rulesets/Character.cpp,
rulesets/Food.cpp, rulesets/Thing.cpp, rulesets/World.cpp:
Add arg to error method specifying where the error should go. Use
this arg to ensure that errors don't get broadcast.
* common/Database.cpp, common/Database.h, common/const.cpp,
server/Persistor.cpp, server/Restoration.cpp,
server/WorldRouter.cpp
Change id and loc column in entity tables to integer for
performance. Add id generator sequence to database
* common/Database.cpp, common/Database.h, server/Persistance.cpp,
server/Persistance.h: Remove old legacy world, mind and server
tables as they are no longer used.
* common/BaseEntity.cpp, common/Load.h, common/Save.h,
common/custom.cpp, common/op_switch.h, common/operations.cpp,
common/operations.h, common/types.h, rulesets/BaseMind.cpp,
rulesets/BaseMind.h, rulesets/Character.cpp, rulesets/Character.h,
server/Admin.cpp, server/Admin.h, server/server.cpp,
tools/cycmd.cpp: Remove Load and Save ops.
* rulesets/Area.cpp, rulesets/Character.cpp, rulesets/Line.cpp,
rulesets/Plant.cpp: Fix != to |= when setting update flags.
* server/CommMetaClient.cpp, server/CommMetaClient.h,
server/CommServer.cpp, server/CommServer.h, server/server.cpp:
Add mechanism for sockets to be called whenever the server
is idle, so that they do period things. Use this mechanis,
to handle sending periodic packets to the metaserver, removing
special case code from CommServer.
* ALL: Cleaned up headers into correct order.
* common/log.h, common/log.cpp: Write some logging code which
handles message of different types using syslog or standard
error, depending on whether we are running as a daemon.
* ALL: Switched to using log() for all output.
* server/WorldRouter.cpp: Eliminate unnecessary call to opEnumerate()
and enhance debugging output.
* server/Player.cpp: Correct the use of string.compare() in older
versions of libstdc++.
* common/types.h: Added enumeration for other operations, not
handled by the core, but considered valid. Added new type
for storing mapping between operation parents and their
enumerated type.
* common/op_switch.h: Separate handling of operations known to
be invalid from operations which are valid, but not explicitly
added to the core.
* common/inheritance.h, common/inheritance.cpp, common/custom.cpp:
Provide global operation mapping where enumeration of operations
can be looked up. Install all types handled by the core, and
types known to be used in scripts.
* common/BaseEntity.h, common/BaseEntity.cpp: Add object specific
operation mapping where operation types each object is subscribed
to can be enumerated, and others are rejected. Add mechanism
so that objects can add to the mapping, this subscribing to
operations. This makes enumerating operations much cheaper, and
eliminates the overhead of handling ops an object has no interest
in.
* rulesets/Thing.h, rulesets/Thing.cpp: Add mechanism so scripts
can subscribe to operations.
* rulesets/Character.h, rulesets/Character.cpp:
Add subscription mechanism for ops going to and from
the mind.
* rulesets/BaseMind.h, rulesets/BaseMind.cpp:
Add subscription mechanism for sight and sound perception
operations sub operations, and provide an interface to it
for scripts.
* server/Connection.cpp, server/Admin.cpp, server/Account.cpp,
rulesets/World.cpp, rulesets/World.h, rulesets/Thing.cpp,
rulesets/Stackable.cpp, rulesets/Plant.cpp, rulesets/Food.cpp,
rulesets/Character.cpp, rulesets/BaseMind.cpp:
Add subscriptions to operations for all core base classes.
* rulesets/Python_API.cpp: When script is created, go through
methods, and subscribe to the operations which are handled by
them.
* rulesets/Character.cpp: When calculating orientation of a walking
character, assume it is standing upright.
* physics/Vector3D.h: Add versions of mag() and distance() which
omit the square root calculations, so that when their values
are only used for comparison, the expensive square root
calculations can be ommited. Add new version of collision
and range checking functions which provide the optimal
interface to the application. Add versions of methods which
modify this rather than creating a new operation to eliminate
wasted copies.
* physics/Quaternion.cpp: Make use of faster interface provided
by Vector3D.
* physics/BBox.h: Add new version of collision checking function
which provides optimal interface to the application.
* modules/Location.h, modules/Location.cpp: Add new functions
to optimally calculate the distance between any two entities.
* modules/Location.h: Re-write collision and range functions to
make much more optimal use of Vector3D, BBox and distance
functionality.
* rulesets/Py_Vector3D.cpp, rulesets/Pedestrian.cpp,
rulesets/Movement.cpp, rulesets/Entity.cpp, rulesets/Character.cpp:
Eliminate implicit copies from vector arithmetic.
* rulesets/Pedestrian.cpp, rulesets/MemMap.cpp, common/const.h:
Re-write code which uses magnitude of vectors to use the square
of the magnitude instead, as it is much cheaper to calculate.
client/ObserverClient.cpp, client/ObserverClient.h,
client/ClientConnection.cpp, client/ClientConnection.h,
client/define_world.cpp, client define_world.h:
Started re-coding of python client code in C++.
* common/accountbase.h:
Database class used for simply accessing accounts.
* common/OOGThing.cpp, common/OOGThing.h, server/Account.h,
server/Routing.h:
Moved OOGThing class into common as it is not server specific.
* common/BaseWorld.cpp, common/BaseWorld.h,
server/WorldRouter.cpp, server/WorldRouter.h,
rulesets/Entity.h, rulesets/Py_World.cpp,
rulesets/PythonThingScript.cpp, rulesets/Python_API.h,
rulesets/Thing.cpp, rulesets/Thing.h:
Added base class for WorldRouter so that code that previously
used WorldRouter now used the interface defined by this
new class. This means that the code in rulesets no longer
has dependencies on code in server, so can be used in the client.
* server/ExternalMind.cpp, server/ExternalMind.h,
rulesets/Character.h, rulesets/Creator.cpp,
server/Account.cpp:
Moved ExternalMind class into server as it is server specific,
so that there is no dependancy on server in rulesets.
* server/Persistance.cpp. server/Persistance.h,
server/Admin.cpp, server/ServerRouting.cpp, server/server.cpp:
Moved high level server specific persistance class into
server, so there is no dependency on server in common.
* common/database.cpp, common/database.h, server/Admin.cpp,
tools/cydbload.cpp, tools/cyisoload.cpp, tools/cypasswd.cpp:
Increases efficiency of some interfaces by passing Object::MapType
instead of MapType, when the value must be a map.
* modules/WorldTime.cpp, modules/WorldTime.h,
rulesets/Py_WorldTime.cpp, rulesets/Python_API.cpp:
Brought the version of WorldTime in modules up to date, as this is
the version now used.
* rulesets/Character.cpp, server/WorldRouter.cpp, rulesets/Thing.cpp,
server/Admin.cpp:
Made world objects dictionary private.
* rulesets/EntityFactory.cpp, rulesets/EntityFactory.h:
Change newThing parameters so entity factory does not need to
know about WorldRouter.
* server/Lobby.cpp: Added support for people and rooms attributes
of OOG room class.
Al Riddoch <alriddoch@zepler.org>
atlas object inheritance tree.
* server/Connection.cpp: Added code to allow client to query
atlas object inheritance using get ops.
* example/client/InheritanceClient.*: Added example client which
queries the inheritance tree of the server.
* rulesets/MemMap.h, rulesets/Py_Map.cpp: Made hooks lists private,
and added methods to access them.
* server/Account.cpp, server/Lobby.h: Added correct handling of OOG
look ops when looking at own characters, other accounts, or the
lobby.
* server/ServerRouting.h: Added function to generate serial numbers
for operations.
* server/WorldRouter.cpp: Assign genuine serial number to all
in game operations as they are pulled off the queue.
* Cleaned up header file multiple inclusion checks for uniqueness,
and made sure of ISO compliant use of std::string.
Al Riddoch <alriddoch@zepler.org>
server/Account.cpp, rulesets/Entity.h, rulesets/Entity.cpp,
rulesets/Character.h, rulesets/Character.cpp, rulesets/BaseMind.h,
rulesets/BaseMind.cpp, common/types.h, common/operations.h,
common/op_switch.h, common/BaseEntity.h, common/BaseEntity.cpp:
Added support for imaginary operations used in a similar way
to emoting.
* server/WorldTime.h: Added update method so underlying DataTime
can be updated.
* server/ServerRouting.h, server/Lobby.h, server/Lobby.cpp
server/ServerRouting.cpp, server/Connection.h,
server/Connection.cpp, server/Account.h, server/Account.cpp: Added
a lobby object which handles lobby chat. Essentially it stores
a list of accounts and allows operations to be sent or broadcast
to other accounts.
* rulesets/Py_WorldTime.cpp: Added python is_now() method because
using comparison does not appear to work.
* rulesets/BaseMind.cpp: Added updating of minds WorldTime each
time an operation is received.
* modules/DateTime.h: Added operator << so DateTime can be sent
to cout.
* common/types.h: Added types for storing accounts in Lobby.
Al Riddoch <alriddoch@zepler.org>
all have the name Operation but are now called MoveOperation,
according to the type of operation they handle.
* modules/DateTime.cpp, modules/DataTime.h: Filled in functionality,
allowing initialisation and updating from a time values in seconds.
* modules/Location.h: Modified collision detection code so no
checking is done between two moving objects.
* rulesets/BaseMind.h, rulesets/BaseMind.cpp, rulesets/Entity.h,
rulesets/Entity.cpp: Removed virtual getMap() method and replaced
with a fixed method in BaseMind only. Added time member veriable
to BaseMind so each mind keeps track of time by itself.
* rulesets/Python_API.h, rulesets/Py_Mind.cpp, rulesets/Py_Mind.h:
Added specific python interface for mind objects, because if
increasing differences in the way this must be handled.
* rulesets/Character.h, rulesets/Character.cpp: Added isAlive flag
which is cleared if the character is dead. If this flag is cleared,
operations are no longer sent to the mind.
* rulesets/Movement.h, rulesets/Movement.cpp, rulesets/Pedestrian.h,
rulesets/Pedestrian.cpp: Cleaned up the code, made members more
distinctive, and make interface more general.
* rulesets/Py_Thing.cpp: Removed features used to support mind.
* rulesets/Py_WorldTime.cpp: Added support for comparison of
time with strings, to establish whether it matches descriptions
of time.
* rulesets/Python_API.cpp: Modified creating of scripts so mind
scripts use a slightly different interface from entity scripts,
to support the fact that a mind handles its own timekeeping,
has a memory map, and has no access to the world.
* server/WorldTime.cpp, server/WorldTime.h: Brought WorldTime into
the build. Used to track details of the time. Added support for
checking time descriptions such as "midday", "summer" against
DateTime.
Al Riddoch <alriddoch@zepler.org>
mind is active or not. Defaults to true.
* rulesets/Py_Object.cpp: Reverted to storing complex attributes
in a python dict.
* rulesets/Python_API.cpp: Get complex attributes from operation
arguments.
* rulesets/Thing.cpp: Added in broadcast of sight(create) operation
to setup when object is created. See Thing::Opertion(Create) for
details.
* rulesets/basic/mind/goals/common/misc_goal.py: Cleaned up comments.
Al Riddoch <alriddoch@zepler.org>
for mind data, and server data.
* common/persistance.*, server/Admin.cpp: Implemented saving and
loading of mind state to mind table. Initially only saving the
contents of the memory map is supported.
* rulesets/MemMap.h: Added asObject() method to convert contents
into Atlas representation.
* rulesets/BaseMind.*: Added handling of load and save operations
which in conjunction with the Python mind component build an
Atlas representation of the mind state.
Al Riddoch <alriddoch@zepler.org>
* Substantial re-work of object model. Moved many attributes out
of BaseEntity class. Changed WoldRouter so it now handles
objects in terms of Entity, rather than BaseEntity.
* Code cleanups, including removing reduntant includes, and
getting rid of C style comments.
* Fixed the way attributes are handled in Set operations and
when merging from an Atlas::Message::Object. This fixed
problem with setting gender of characters.
* rulesets/Pedestrian.*, rulesets/Movement.*: Re-named
Movement variables to make them clearer. Added in
separate handling for collisions from moving to
target position. Modified collision handling so
objects can slide next to each other.
* rulesets/Thing.cpp, rulesets/Character.cpp: Cleaned up and
rationalised movement code. Much shorter, faster and
more compact than before.
* Made better use of iterators throughout, eliminating unnecessary
lookups, and copying of data.
* Moved all virtual functions out of header files, making
less work for the linker.
* Made more use of const references to avoid the need to copy
data before being able to inspect it.
Al Riddoch <alriddoch@zepler.org>
begin with a lower case letter and do not contain _.
* Fixed retrieval of Account from database so that the Account
is now correctly referenced in the server object.
* common/types.h: Changed type name to make them clearer.
* rulesets/Character.h: Moved MovementInfo into its own class
file, and made it a base class, with a Pedestrian super class.
This allows different types of movement handling classes
to be used to handle things that move differently.
Al Riddoch <alriddoch@zepler.org>
script types to be cleanly dropped in.
* Re-work on server and communication related classes to use
references where they are apropriate. Code is now much more
robust.
* Huge cleanup of header files removing redundant includes.
* server/WorldRouter.h: Removed is_object_deleted because it
is broken and not used.
* server/Connection.h: Removed unused disconnect() methods.
* rulesets/Entity.*: Added new in game base class from which
all mind and object classes are derived. This removes
clutter of Thing class from mind classes.
* aiclient/*: Progress with creating AI client for mind handling.
* common/globals.*: Moved some globals out of server specific files.
* rulesets/Makefile.am: Separated rulesets code into 3 almost stand
alone packages; entities, mind and python interface code.
Acorn may well not work now, but I would apreciate it if people could
test the code on their setups. Lots of code has changed, and almost
everything is now cleaner.
Al Riddoch <alriddoch@zepler.org>
into individual files for each bit.
* aiclient/*: Added client mode cyphesis for handling AI in another
server. Not yet operational.
* */*: Moved large and virtual functions out of headers to reduce
multiple instance problems, keep the binary size down, and speed
up compilation.
* server/Admin.h/cpp: Added Get operation handling, thus dividing
admin commands into two classes, one which does not alter
the state of the server, the other which does. Added query
command which allows admin client to retrive arbitrary objects
from server id dictionary.
Al Riddoch <alriddoch@zepler.org>
* */*: Fixed mistake in copyright statement.
* tools/cypasswd.cpp: Fixed usage message.
* tools/cycmd.cpp: Added tools for sending administrative commands
to server.
* server/server.cpp: Send terminate instruction to metaserver on
server shutdown.
Al Riddoch (alriddoch@zepler.org)
location object to python wrappers.
* rulesets/Character.cpp: Added initialisation of bounding box
median for characters.
* modules/DateTime.*: Added configurability to date so that
each period of time has definable number of divisions. Default
is as per real world calendar restricted to 30 day months.
* Added Fire operation handling to Thing class, so that any entity
with a burn_speed attribute will burn.
* Added Food C++ base class, which implements cooking.
* Altered the semantics of the Eat/Fire/Nourish operations so
multiple arguments are no longer required. from is used to
determine the other entity involved.
* Added the beginnings of an astronomy system, but not yet used
anywhere.
* Added appearance handling to BaseMind and Memory.
* Added sequence no to all entities, which is incremented each time
a move or set operation is received. sequence no "seq" is included
in args of Appearance operations.
* Moved functionality from Animal python base class into Character
C++ base class. This much improves the performance of modelling
animals, and means that player characters, and NPCs get hungry and
need to eat. Reduced the speed at which animals consume energy
so they don't starve quite as quickly.
* Added collision prediction functions that handle both entities
having velocity.
* Added combine functionality to Stackable. Divide comes next.
Once functional, this will become the base class for any items
which will commonly be used as stacks.
Al
of oplist to take advantage of vector's best performance.
* Modified OP_SWITCH macros to improve speed, and made it inlinable.
* Cleaned up python interface code to improve compile and link time.
* Moved custom operation definitions in one header file per class
to improve modularity and compile time.
* Modified boundingbox handling so it now uses size and median.
* Added collision check and inbox member function to Vector3D class.
* Added collision prediction and checking to Location and Vector3D
classes.
* Added collision prediction into MovementInfo class.
* Modified Thing::operator[] so that static attributes can be handled
and added Thing::set() which must be used to modify attributes.
* Added collision resolution so characters can no longer walk through
each other.
* Moved weight attribute to being static attribute of Thing, so it
can be much more easily handled in movement code.
Al