This is mainly the force used to propel characters forward. I.e.
walking, running and so on.
For now it's not activated, since we rely on proper physics to be
implemented first.
The pos and orientation sent is after transformations have
been apply, so in order to set the correct entity transformation
we need to remove any external transformations from these values
first.
In order for this to work, we must always issue an Update
op after a Set op, so that we can handle any updated properties too.
We also have to add a new Entity flag to handle when the location
has been dirtied, since this isn't handled by normal properties.
Instead of directly setting position and orientation we've now
added a "transforms" property. This property contains zero or many
transformations. The result of these is what drives changes to an
entity's position and orientation.
By cleanly separate disrete transformations we can more easily undo
or alter them. This allows us to do things where the position or
orientation of an entity is affected by other properties, or other
entities.
The client protocol is intact. Changes to position and orientation is
still sent the same way, by specifying "pos" and "orientation". However,
these values will now not be written directly to corresponding values on
the entity. Instead they will first be written to the "transforms" property,
with the final values being a result of combining all data in the property.
Though this change isn't fully set in stone. We have to revisit if we
add motion between physical domains. This change would at least prevent
segfaults when domains are destroyed.
It would be better to use a Broadcast of the Disappear op though, but
that would require a change so that the location is encoded in the op
which will be broadcasted. Otherwise the WorldRouter will just use the
location of the entity as it is when the op is processed, which will be
wrong for this case.
Collision detection should fully be handled by the domain, as should
sight checking.
The plan is to let the domain keep a separate structure of all collision
geometry, optimized in something like a quad or oct tree. Since the vast
majority of geometry is static, in the sense that it very seldom moves,
the Domain should keep a flat representation of all geometry, with
precomputer meshes for fast lookup.
Similarily it should keep a separate structure, or structures, for sight
checks.
And it should of course also use Bullet for collision detection.
As any world can contain multiple domains, we let the domain handle the
sights calculations.
This is a change from how this previously was done, as previously
sight checks were only done for the top level World entity. This has
changes however, so that sights checks now are done for all entities.
When determining whether an entity can be seen, the system first checks
the size of the entity against the distance from the observer. If this
check fails, the system makes exceptions if the entity in case is
outfitted or wielded.
All IG code should use the interface of LocatedEntity when dealing
with any entity, rather than sometimes requiring Entity. Add virtual
functions to the interface where required, and modify all other interfaces
to stop them using Entity. This makes the code way cleaner, and much better
de-coupled.
* common/Identified.cpp, common/Identified.h:
Flatten down the base classes into one called Router.
* client/CharacterClient.cpp, client/CreatorClient.cpp,
rulesets/BaseMind.cpp, rulesets/Character.cpp,
rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/LocatedEntity.cpp, rulesets/MemEntity.cpp,
rulesets/Plant.cpp, rulesets/Stackable.cpp,
rulesets/Thing.cpp, rulesets/World.cpp,
server/Account.cpp, server/Admin.cpp,
server/Connection.cpp, server/ExternalMind.cpp,
server/Lobby.cpp, server/Master.cpp,
server/Peer.cpp, server/Player.cpp,
server/ServerRouting.cpp, server/SlaveClientConnection.cpp,
server/TrustedConnection.cpp, tests/LocatedEntitytest.cpp,
tests/ThingupdatePropertiestest.cpp: Update all the operation
routing classes to use the modified base class correctly.
* common/Property.h: Add a flag to indicate a properties value
has been changed, but the new value has not been broadcast.
* rulesets/Thing.cpp: Re-write the Update handler to ignore the
operation arguments, and broadcast an update for all properties
marked as unsent.
* rulesets/Character.cpp: Update all code which sent an update
operation so that it sets the flags rather than naming them
in the argument.
* rulesets/attributes.h: Remove old attribute flags used for
persistence from the build.
* rulesets/Entity.h: Replace obsolete update flags with a more
general flags field, and define three needed to track the
cleanness of basic location data.
* rulesets/Plant.cpp, rulesets/World.cpp: Remove now unused update
flags from property initialisation.
* rulesets/Entity.cpp, rulesets/Thing.cpp, server/EntityFactory.cpp:
Replace code which updated update flags with simpler changes to
the new flags field.
* rulesets/LocatedEntity.h: Add onUpdated() virtual method to be
called when the attributes of an Entity are changed.
* rulesets/Entity.cpp, rulesets/Entity.h, rulesets/LocatedEntity.cpp,
rulesets/Thing.cpp, server/WorldRouter.cpp: Implement onUpdated()
to emit the updated signal on Entity, and change all code to
call onUpdated instead of emiting the signal.
* rulesets/LocatedEntity.cpp, rulesets/LocatedEntity.h:
Don't allocated storage for m_contains by default, only
on demand. Add a convenience method which checks, and
allocates the storage if required. Set up the ID property
on this base class rather then Entity.
* rulesets/Py_Thing.cpp: Remove special handling of ID attribute
as it is now handled by the property.
* rulesets/Character.cpp, rulesets/Entity.cpp, rulesets/MemMap.cpp,
rulesets/Motion.cpp, rulesets/Py_Mind.cpp, rulesets/Py_Thing.cpp,
rulesets/Thing.cpp, rulesets/World.cpp, server/WorldRouter.cpp:
Make sure all parts of the code where contains is used have
the right checks, as it could be null.
* rulesets/Character.cpp, rulesets/Entity.cpp,
rulesets/LocatedEntity.cpp, rulesets/LocatedEntity.h,
rulesets/MemMap.cpp, rulesets/Motion.cpp, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Thing.cpp, rulesets/World.cpp,
server/WorldRouter.cpp: Change LocatedEntity::m_contains into
a pointer so that the majority of entities that can not contain
anything don't waste the storage.
* rulesets/Entity.cpp, rulesets/Entity.h, rulesets/LocatedEntity.cpp,
rulesets/LocatedEntity.h: Remove raw atlas attributes, and use
properties for everything, cutting down the differences in
interface.
* rulesets/Py_Thing.cpp, rulesets/Thing.cpp: Remove code that accessed
soft attributes directly.
* client/CreatorClient.cpp, client/CreatorClient.h,
client/Py_CreatorClient.cpp, common/BaseWorld.h, common/types.h,
modules/Location.cpp, modules/Location.h,
rulesets/AtlasProperties.cpp, rulesets/AtlasProperties.h,
rulesets/BaseMind.cpp, rulesets/Character.cpp, rulesets/Character.h,
rulesets/Entity.cpp, rulesets/Entity.h,
rulesets/EntityProperties.cpp, rulesets/LocatedEntity.cpp,
rulesets/LocatedEntity.h, rulesets/MemEntity.cpp,
rulesets/MemEntity.h, rulesets/MemMap.cpp, rulesets/Motion.cpp,
rulesets/Motion.h, rulesets/Py_Location.h, rulesets/Py_Mind.cpp,
rulesets/Py_Thing.cpp, rulesets/Py_Thing.h,
rulesets/PythonMindScript.h, rulesets/PythonScript.h,
rulesets/PythonThingScript.cpp, rulesets/PythonThingScript.h,
rulesets/Python_API.cpp, rulesets/Script.cpp, rulesets/Script.h,
rulesets/Thing.cpp, rulesets/World.cpp, server/WorldRouter.cpp,
server/WorldRouter.h: Refactor all the entity code so there is now
a new base class for entities in the world simulation, and in the
mind which only contains things which are trully common to both.
This moves a lot of functionality which should not have been
present in mind entities away, and makes that code safer and more
efficient.
* tests/TestWorld.h: Update the test world API to match the base
class.
* rulesets/Thing.cpp: Provide a more verbose error message about
incorrect updates.
* rulesets/mason/define_world.py: Make sure the arguments to
the python builtin range() is always an integer.
* rulesets/StatusProperty.cpp, rulesets/StatusProperty.h:
Add a dynamic property that deletes the entity when it goes
below zero, removing the need for the hard coded property
of the same name.
* rulesets/Makefile.am: Add the new property to the build.
* server/CorePropertyManager.cpp: Add the new property to the system.
* rulesets/mason/define_world.py: Add a test for setting the status
to below zero.
* rulesets/Entity.cpp: Remove the hard property for status.
* rulesets/Thing.cpp: Remove the code that checks the hard
status property to see if the entity needs to be deleted.
* 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.
* rulesets/Entity.cpp: Initialise motion pointer to zero, so
so tests know whether it is there.
* rulesets/Thing.cpp: Don't attempt to do a movement update if
LOC is zero. It is a sign something not quite right is going on.
* tests/IGEntityExerciser.h: Check motion is not null before using
it.
* rulesets/Character.cpp, rulesets/MemMap.cpp, rulesets/Motion.cpp,
rulesets/Python_API.cpp, rulesets/TerrainProperty.cpp,
rulesets/Thing.cpp, rulesets/World.cpp: Don't use camel casing for
local variables or function arguments.
* common/log.cpp, common/log.h: Switch to taking a C++ string reference
rather than a char *, as it is not really an optimisation, and it
makes the code simpler to read and write.
* client/BaseClient.cpp, client/ClientConnection.cpp,
common/AtlasFileLoader.cpp, common/BaseEntity.cpp,
common/Database.cpp, common/globals.cpp, common/id.cpp,
common/inheritance.cpp, common/log.cpp, common/log.h,
rulesets/Character.cpp, rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/MemMap.cpp, rulesets/Motion.cpp, rulesets/Pedestrian.cpp,
rulesets/Py_Object.cpp, rulesets/Py_RootEntity.cpp,
rulesets/PythonMindScript.cpp, rulesets/PythonThingScript.cpp,
rulesets/Python_API.cpp, rulesets/Thing.cpp, server/Account.cpp,
server/Admin.cpp, server/ArithmeticFactory.cpp,
server/CommClient.cpp, server/CommListener.cpp,
server/CommMDNSPublisher.cpp, server/CommServer.cpp,
server/Connection.cpp, server/EntityFactory.cpp,
server/Persistance.cpp, server/Restoration.cpp,
server/ScriptFactory.cpp, server/TaskFactory.cpp,
server/WorldRouter.cpp, server/server.cpp: Convert over to using
new API correctly.
* data/mason.xml: Add biomass and transient to fircone, making its
script obsolete: