Classes under "rulesets" have been moved to "rules", and split up into
futher subdirectories matching their library. As a result we can now
better separate the python bindings, so that things that belongs to the
simulation are separeted from things that belongs to the ai.
These properties didn't work out when we moved to a physics based world.
Instead we've introduced the properties "planted-offset" and "planted-scaled-offset".
These properties takes a float and specified vertical offset for planted entities.
Likewise with "planted-rotation" which specifies a rotation applied for planted entities.
"active-rotation" keeps track of any applied rotation.
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.
When we're restoring from storage we don't want to apply any properties
at all when the entity is created, since we'll do that ourselves in a
later pass. This is done by submitting an invalid RootOperation pointer.
This required the EntityKit to be refactored, so that most fields are
pushed into EntityFactory. Due to the nature of how the rule handlers
and the factories interact the code is pretty messy. It works, but it's
tangled and not really clean.
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.
* rulesets/Character.cpp, rulesets/Character.h: Remove all traces
of the hard coded statistics property from Character.
* rulesets/Py_Property.cpp: Don't use Py_StatisticsProperty as the
default wrapper for a statistics property because it will no
longer work this way.
* rulesets/Python_API.cpp: Remove the setup for the Statistics
wrapper.
* rulesets/StatisticsProperty.cpp, rulesets/StatisticsProperty.h:
Change the footprint of this class so it is no longer hooked
into part of the Character class, and instead handles looking
up values from the script directly, and owns the script itself.
* server/ArithmeticFactory.cpp, server/ArithmeticFactory.h,
server/EntityFactory.cpp, server/EntityFactory.h,
server/PersistantThingFactory.cpp: Remove setup of hard coded
statistics property.
* rulesets/Statistics.h, rulesets/Statistics.cpp,
rulesets/Py_Statistics.h, rulesets/Py_Statistics.cpp,
rulesets/Makefile.am: Remove clases that are no longer used.
* server/EntityFactory.cpp: Check class names do not violate a
32 character limit before installing them, so they never get
as far as the database limit.
* common/Database.cpp: Modify the rules table so it limits
the ID to the right size.
* server/EntityFactory.cpp: When tasks cause defaults to be changed,
also propagate the changes to the class properties.
Fixes https://bugs.launchpad.net/bugs/268725