* rulesets/Character.cpp: Report a warning when action ops are sent
from client or mind code.
* rulesets/Py_Location.cpp: Allow invalid vectors to be used
to set attributes on Location.
* rulesets/acorn/world/objects/undead/Skeleton.py,
rulesets/mason/world/objects/undead/Skeleton.py: Remove action
ops replacing them with setting MODE of skeleton to
collapsed.
* rulesets/basic/mind/NPCMind.py,
rulesets/basic/mind/goals/common/misc_goal.py: Use Imaginary ops
rather than Action for emotes.
* rulesets/Py_Operation.cpp, rulesets/Py_Optime.cpp,
rulesets/Py_Optime.h rulesets/Python_API.cpp:
Remove the Optime class from the API and force scripts to use
setFutureSeconds() to modify operation dispatch time.
* rulesets/acorn/world/objects/Weather.py,
rulesets/acorn/world/objects/plants/Tree.py,
rulesets/acorn/world/objects/plants/seeds/Acorn.py,
rulesets/acorn/world/objects/plants/seeds/Apple.py,
rulesets/acorn/world/objects/plants/seeds/Seed.py,
rulesets/basic/mind/NPCMind.py,
rulesets/basic/mind/goals/common/move.py,
rulesets/basic/world/objects/animals/Animal.py,
rulesets/basic/world/objects/buildings/House.py,
rulesets/basic/world/objects/elements/Fire.py,
rulesets/basic/world/objects/plants/Tree.py,
rulesets/basic/world/objects/tools/Bow.py,
rulesets/mason/world/objects/Weather.py,
rulesets/mason/world/objects/plants/seeds/Acorn.py,
rulesets/mason/world/objects/plants/seeds/Apple.py,
rulesets/mason/world/objects/plants/seeds/Fircone.py,
rulesets/mason/world/objects/plants/seeds/Seed.py:
Fix up all the python scripts to use setFutureSeconds on
ops instead of time.sadd.
* data/werewolf.xml,
rulesets/mason/world/objects/plants/seeds/Apple.py,
rulesets/werewolf/world/objects/characters/Villager.py,
rulesets/werewolf/world/objects/tools/Gallows.py:
Remove some more obsolete constructors.
* rulesets/acorn/mind/PigMind.py,
rulesets/basic/mind/goals/common/misc_goal.py,
rulesets/basic/mind/goals/common/move.py,
rulesets/mason/define_world.py,
rulesets/mason/mind/PigMind.py: Re-write all code that uses
get_xyz() to use the code for calculating relative distance
vector.
* rulesets/BaseMind.cpp, rulesets/MemMap.cpp, rulesets/MemMap.h,
rulesets/Py_Map.cpp: Modify python API so it passes in time
to map.update and map.get. Use time elapsed to decide if something
is ready for removal. Newly created entities are now less likely
to get removed before they are verified.
* rulesets/basic/mind/NPCMind.py,
rulesets/basic/mind/goals/humanoid/mason.py,
rulesets/acorn/mind/SkelMind.py, rulesets/mason/mind/SkelMind.py:
Update python code to new API.
* tools/cycmd.cpp, client/CommClient.h, client/CommClient.cpp: Fixed
up client code so it does not rely on username being the same as
account id.
* tools/cycmd.cpp: Added look and logout commands to administrate
users logged in.
* server/server.cpp: Fixed metaserver code so it only sends
termination packet if metaserver functionality is enabled.
* server/Connection.h, server/Connection.cpp, server/CommServer.cpp,
server/CommClient.h, server/Account.cpp: Fix logouts so they
do cause the client connection to be closed.
* Finished switch from Fire operation to Burn.
* rulesets/Entity.cpp, rulesets/Entity.h, rulesets/Character.cpp,
rulesets/Character.h, rulesets/Thing.cpp, rulesets/Food.cpp:
Renamed weight member as mass, and use this name in Atlas,
as this is a better convention, and has already been adopted in
stage.
* Switched python code to using mass instead of weight, as it is
a more accurate term.
* common/globals.cpp, common/globals.h, tools/cyloadrules.cpp:
Put admin modifiable config in etc instead of share directory.
* Don't build cycmd if readline is not available. Untested, and
probably nasty.
it no longer requires db3 headers, and reimplemented support
for debian.
* tools/cycmd.cpp: Fixed to work with new database headers.
Al Riddoch <alriddoch@zepler.org>
* client/CreatorClient.cpp: Fixed processing the response
to a create operation, and cleaned up debugging output.
* client/ObjserverClient.cpp, client/ObserverClient.h,
client/client.cpp: Added setup method, which which handles
connecting, negotiation, logging in and creating character.
* client/Py_CreatorClient.cpp: Added check if make() failed.
* rulesets/Python_API.cpp: Fixed setting the import hooks
list properlly to include the ruleset list in use, instead
of hardcoding it.
* rulesets/acorn/define_world.py: Copied define_world.py script
from client directory for Acorn.
* rulesets/basic/editor.py: Modified to be used from C++ core.
* rulesets/basic/mind/goals/__init__.py,
rulesets/basic/mind/goals/humanoid/werewolf.py:
Added in goals file to contain goals related to werewolf.
* rulesets/basic/mind/panlingua/interlinguish.py:
Added in vote and execute verbs for werewolf.
* rulesets/werewolf: Added in new ruleset for werewolf.
Al Riddoch <alriddoch@zepler.org>
* server/Player.cpp: Arg order of std::string.compare() is
incompatable between recent libstdc++ versions. Switch
back to old version, still in most common use.
* rulesets/Thing.cpp: Set refno on ops handled in game.
* rulesets/Python_API.cpp: Modify Entity() python constructor
so that commonly used attributes from old atlas are translated
to their modern equivalents.
* rulesets/Py_Thing.cpp, rulesets/Py_Mind.cpp: Differentiate
between previously identical error messages in several places.
* rulesets/Py_Object.cpp: Rework conversion of python dict to
Atlas map to be more efficient and clean.
* rulesets/Py_Location.cpp: Rework setting of vector parts of
location so that it can accept vectors from python in more
formats, including lists and tuples.
* rulesets/Creator.h, rulesets/Character.h, common/BaseEntity.h:
Re-order virtual methods declarations to fit a convention.
* common/stringstream.h: Hardcode use of local stringstream class,
as the version provided with older libstdc++ seems to be broken.
* common/database.cpp: Use the common header to pick the right
stringstream implementation.
* common/BaseWorld.cpp, server/Persistance.cpp: Removed unused
stringstream include.
* rulesets/Creator.cpp: Added extra debug output.
* client/define_world.h, client/define_world.cpp, client/CommClient.h:
Use CreatorClient to store Creators mind, instead of BaseMind.
* client/client.cpp,
client/ObserverClient.h, client/ObserverClient.cpp,
client/CreatorClient.h, client/CommClient.h, client/CommClient.cpp:
Modify method names to fit capitalisation conventions.
* client/CreatorClient.cpp: Implement creation of in-game entities,
using creator entity.
* client/CommClient.cpp: Added correct client side monitoring of
creator entity.
* client/ClientConnection.h, client/ClientConnection.cpp: Added
pending method to establish if ops are in the queue. Switched send()
method so we only send ops. Add setting of serialno of sent
ops, starting with an offset of 512.
* client/CharacterClient.h: Removed unused member, opFound.
* client/CharacterClient.cpp: Debugged sendAndWait() method.
Al Riddoch <alriddoch@zepler.org>
an invalid installation is reported more clearly, and more
usefully.
* rulesets/acorn/world/objects/animals/Pig.py: Fixed creating ham in
the right place.
* rulesets/Movement.cpp: Fixed leaving containers so that if the initial collision with parnet bounding box is missed, character
does not get stuck.
* rulesets/EntityFactory.h: Cleanup code is now cleaner.
* rulesets/EntityFactory.cpp: Removed unecessary varconf dependancy
in rulesets code.
* rulesets/Character.cpp: Allow move ops from mind with no loc set.
* physics/Vector3D.h: Included check for inTime so that if entering
time is in the future, this is detected.
* modules/Location.cpp, modules/Location.h: Provided method
to add location to a map.
Al Riddoch <alriddoch@zepler.org>
rulesets/acorn/world/objects/plants/seeds/Apple.py,
rulesets/acorn/world/objects/plants/Tree.py,
rulesets/acorn/world/objects/plants/AppleTree.py:
Adjusted the weight and therefor the nutritional value of
apples and acorns. Reduced the number dropped by trees to
improve game performance.
Al Riddoch <alriddoch@zepler.org>
rulesets/acorn/world/objects/plants/Oak.py,
rulesets/acorn/world/objects/plants/AppleTree.py:
Modified tree code so mode is set to fruit if they are carrying
any fruit.
* Added xml entity maps for agrilan.
Al Riddoch <alriddoch@zepler.org>
load multiple maps and merge them into the database.
* rulesets/acorn/world/objects/buildings/FarmHouse2.py: Fix typo
in the class name.
* acorn.vconf, rulesets/acorn/world/objects/buildings/Stall.py:
Added proper support for market stalls.
Al Riddoch <alriddoch@zepler.org>
* acorn.vconf: Added in new building classes which set up
wall objects for collision purposes. Building now seem to
work.
* common/database.cpp, common/database.h, common/globals.cpp,
common/globals.h, rulesets/Python_API.cpp, server/server.cpp,
watchdog/control.c, watchdog/watchdog.c: Implemented
correct way of getting installation directories from
autoconf.
* rulesets/Movement.h, rulesets/Movement.cpp, rulesets/Pedestrian.h,
rulesets/Pedestrian.cpp: Fixed collisions with the solid
wall of a structure.
* rulesets/Thing.cpp: Modified setup operation so that a sight
of create operation is always generated even if setup is
overloaded.
* Many fixes from Anders Petersson to get the build working under
debian.
Al Riddoch <alriddoch@zepler.org>
the object parent correctly instead of looking for a type attribute.
* server/server.cpp: Made metaserver address a config file option.
* common/database.h: Put in compiler error if code is built without
database support.
* common/BaseEntity.cpp: Switched over to using stamp instead of seq
as the attribute used to check whether entity needs to be
updated.
* Used action operation throughout python code to denote performing
an action, as differentiated from setting mode.
* rulesets/skills: Added the beginnings of a skill system.
* example/client: Fixed Atlas-C++ 0.5 example client so it
compiles again.
* README: Wrote a README file
Al Riddoch <alriddoch@zepler.org>
* rulesets/Thing.cpp: Tweaked ranges code in movement to cut
down CPU time used.
* common/BaseEntity.cpp: Re-ordered opEnumerate so that most
frequently used ops are detected soonest.
* modules/WorldTime.h/.cpp: Moved WorldTime to modules directory.
Al Riddoch <alriddoch@zepler.org>
deer, with same basic code as pig.
* server/server.cpp: Pass on objects which are not know by the
Atlas::Objects::Decoder straight to the operation handler.
* server/Admin.*: Re-structured the way commands are handled from
admin client, so that apropriate operations are used instead of
always using Set.
* server/Admin.cpp: Added saving world state to the database.
* tools/cycmd.cpp: Updated to use the new admin command semantics.
Added save command.
* common/persistance.*: Added interface for saving world status.
* common/database.*: Added interface for deleting contents of database.
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
* modules/Location.h: Added inRange() method which can be used
to check whether location, including bounding box, is within
given range of a given location. Changed parent member
variable to ref to fit with Atlas spec. Changed all code
related to using the term ref instead of parent so
that there is no confusion between ref for coordinates
and parent in the Atlas hierarchy.
* rulesets/Thing.cpp: Added code to move operation to check
what entities come into and out of range when entity moves.
Appearance and Disappearance operations are sent to the
moving entity with a list of the relevant entities as their
argument.
* server/WorldRouter.h/cpp: Added overloaded Look operation
handler which applies range constraints to the contains
attribute before returning.
* common/BaseEntity.h, rulesets/Thing.h, rulesets/Character.h:
Added handling of Appearance and Disappearance operations.
* server/WorldRouter.cpp: Added primitive check to broadcast
operations to avoid delivering broadcast operation to
entities out of range.
* Removed world.get_object() use from server python code, as
its use is not required.
* server/WorldRouter.h: Implemented fetching of floating point time
from the OS so movement is much smoother.
Al
* Removed map from Thing, and put it into basmind. Re-wrote
script_Operation for thing so it now looks things up in world
dictionary rather than in local map. This removes a memory leak.
This is Acorn 0.3 server release candidate 1. There is one known issue
which must be solved before Acorn 0.3, but everything else should work.
Al
* Tweaked the way Look operations are handled when sent from mind, so
an argument is not required if to is set.
* Made some performance enhancements.
* Implemented nourish operation.
* Modifed move_me() goal so it sets face direction.
* Fixed memory leak in MemMap.
* Implemented fully deleting of entities.
* Cleaned up and tweaked python scripts so eating acorns now works.
* Implemented hooks in MemMap for python scripts.
This is the work I got done over the Christmas break. Acorn now works
with a couple of minor glitches.
Al
be accessed, and certain move operations caused an abort.
* Removed attributes from python object which don't have attributes.
* Added Py*_Check() macros, and used them for easier code reading.
* Added snow attribute to weather.
* Commented out code which makes server exit(0) after a certain time.
Al
strings for to and from as well as entities.
* Adapt python Operation() function so operations can be given as
arguments.
* Add Eat, Chop, Cut and Fire operations into the main operation
handling functions.
* Added code so that intelligent entities can use python mind classes
other than NPCMind, and added config section for specifying which.
* Tweaked python mind code for Pig, Wolf and Skeleton so they work.
Al
from config files. Global ruleset should indicate top level ruleset
which can depend on a list of other rulesets.
* Sorted out installation directories. Cyphesis will now need to be
installed before it can be run.
* Cleaned up a load more python scripts for more Acorn stuff.
* Added getting x y and z from Vector3D.
* Made acorn the default ruleset.
Al
off using debug flags.
* Added halt_time, which is number of seconds server should run before
it exits.
* Cleaned a bunch if the remaining memory leaks.
* Cleaned up the way time is handled.
* More tweaks to Python code and API to get Acorn working.
* Inlined some methods into the class definitions, for performance.
* Updated movement code to sort out setting mode properlly, and
deal with stuttering NPC movement.
This is quite a big commit, and most of Acorn now works. Performance seems
to be good too.
* Removed some unused code.
* Tweaked some python scripts so they import correctly.
* Added in_game flag to BaseEntity so it is possible to tell
if an object is in game.
* Increased the number of operations handled by Message()
* Added handling for initialisation of location.parent using me
in mind code.
* Added is_object_delete() functionality to python interface to world
object.
* Added handling for converting Tuple into Message::Object, and then
ensured that non-basic python types don't get stored as attributes
of a Message::Object.
Many more improvements to goal behavoir. Guard now patrols correctly,
and butcher tries to by a cleaver, because he fails to notice he already
has one.
Al
* More python code tweaks to work with modifications to interface.
* Modified code which gets Thing attributes from Message::Object
so it can use any object dictionary to look up parent object.
* Fixed handling of Thing's static type attribute.
* Modified creation of operations from python to eliminate
some strange segfaults.
* Re-wrote and fixed Entity creation from python.
* Implemented dictlist.remove_value for removing things from inventory.
* Implemented Vector3D arithmetic and methods from python.
* Implemented as_entity() and get_xyz() methods for Thing from
python.
* Commented out deletion of operations from python OperationObject
dealloc() function as it was causing segfaults. There is a problem
somewhere with ownership not being cleared, but I can't find it.
* Implemented conversion of Python Operation and Oplist objects
to Message::Object.
* Fixed MemMap so that attributes of Things are accuratly updated.
* Fixed it so that look ops from mind are broadcast rather than sent
to world. This may have to be reverted.
* Tweaked autoconf to make it cleaner and work better. Still needs
alot of work.
A simple test of some goals now works! The lych goals worked to some
extent and no-longer gives python errors. Only a few more things are
required before Acorn can run, at which point I will release 0.1
for testing.
Al