* 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:
* rulesets/Thing.cpp: When moving, check if the entity has
LOC set. If not, print an error, and assert. This may be a
valid way to check for the TLVE, rather than relying on the
world class.
* rulesets/Thing.cpp: When deleting, check if the entity has
LOC set. If not, print an error, and assert. This may be a
valid way to check for the TLVE, rather than relying on the
world class.
* common/BaseEntity.cpp, common/BaseEntity.h, common/custom.cpp,
common/op_switch.h, rulesets/BaseMind.cpp, rulesets/Character.cpp,
rulesets/Character.h, rulesets/Thing.cpp, rulesets/Thing.h,
tests/EntityExerciser.h: Remove the long obsolete Action op from
the core code.
* data/mason.xml: Set default mass on bottle entity.
* tools/cycmd.cpp: Add help for upcoming delete command. Improve
readability by using available typedefs.
* rulesets/Thing.cpp: Hide some debug output.
* rulesets/Character.cpp, rulesets/Creator.cpp, rulesets/Entity.cpp,
rulesets/Entity.h, rulesets/Pedestrian.cpp, rulesets/Py_Thing.cpp,
rulesets/Stackable.cpp, rulesets/Thing.cpp, rulesets/World.cpp:
Remove m_world member variable from all Entity classes, and
access the world manager object as a singleton.
* rulesets/Thing.h, rulesets/Thing.cpp: Make updateProperties
const for the time being. Only treap Update operations as
generic updates if they don't have a refno. Improve the
Update operation handler comments.
* rulesets/Thing.cpp: Add some debug instrumentation to the new
Property update mechanism.
* rulesets/Character.cpp: Re-write the Wield handling code to use
Update ops.
* rulesets/Thing.cpp, rulesets/Thing.h: Add a new method to
generate a Sight(Set) for a designated set of modified attributes.
* ThingupdatePropertiestest.cpp: Add a test for the new method.
* rulesets/BaseMind.cpp, rulesets/Character.cpp, rulesets/Food.cpp,
rulesets/Plant.cpp, rulesets/Stackable.cpp, rulesets/Thing.cpp:
Remove script override calls from the individual C++ operation
methods, as script overrides are now done centrally.
* rulesets/Thing.cpp: Moved increment on m_seq to later in the
function, to make sure its only incremented when the entity
has really been updated. Scripts will be required to update
now.
* rulesets/Entity.cpp, rulesets/Thing.cpp, rulesets/Thing.h:
Move Look and Create handlers into Thing from Entity, so Entity is
a more abstract for all IG entities.
* rulesets/Thing.h, rulesets/Thing.cpp, rulesets/Plant.h,
rulesets/Plant.cpp: Remove SetupOperation from Thing
and implement in Plant, as not all entities need a starting
tick, but plants do.
* rulesets/basic/world/objects/elements/Fire.py,
rulesets/mason/world/objects/Weather.py: Add setup_operation
handlers as these scripts require ticks.
* rulesets/Thing.cpp, server/WorldRouter.cpp: Remove broadcasting
an appearance from Setup handlers, and put it WorldRouter when
the entity is added to the world, to take out the special case
from the Setup operation handler.
* rulesets/Thing.cpp: Use != for logical exclusive or on bools.
* physics/Collision.cpp: Re-write complete excluseive or
implementation and replace with !=.
* common/const.h: Remove obsolete config option to disable
range checks and calculations.
* client/ObserverClient.cpp, rulesets/Movement.cpp,
server/Admin.cpp, tools/AdminClient.h, tools/cycmd.cpp:
Remove const.h from files which no longer require it.
* rulesets/Python_API.cpp: Remove python bindings for obsolete
constants.
* rulesets/Thing.cpp, rulesets/World.cpp, server/WorldRouter.cpp:
Remove obsolete rotten code for handling sight without ranges.
* tests/consttest.cpp: Remove tests for removed constants.
* rulesets/Entity.h, rulesets/Entity.cpp: Add a function to handle
all the changes required when the LOC or container of an entity
changes.
* rulesets/Motion.cpp, rulesets/Thing.cpp: Use changeContainer()
rather than repeating the code in three places.
* rulesets/Thing.cpp: Add some assert checks when altering the
container of an entity.
* rulesets/Motion.cpp: Fix the code in collision resolution that
handler container changes so it does reference counting,
inserting and removing from contains lists, and flagging entity
changes.