// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2008 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #include "MindProperty.h" #include "server/PossessionAuthenticator.h" #include "server/ExternalMindsManager.h" #include "rulesets/Character.h" #include "rulesets/MindFactory.h" #include "rulesets/PythonScriptFactory.h" #include "rulesets/BaseMind.h" #include "common/atlas_helpers.h" #include "common/compose.hpp" #include "common/log.h" #include "common/Setup.h" #include #include #include #include using Atlas::Message::Element; using Atlas::Message::MapType; using Atlas::Objects::Entity::Anonymous; using Atlas::Objects::Operation::Setup; using Atlas::Objects::Operation::Look; MindProperty::MindProperty(const MindProperty & rhs) : m_language(rhs.m_language), m_script(rhs.m_script) { } MindProperty::MindProperty() { } MindProperty::~MindProperty() { } void MindProperty::set(const Element & val) { Property::set(val); if (!val.isMap()) { return; } const MapType & data = val.Map(); if (data.empty()) { return; } { auto I = data.find("name"); if (I == data.end()) { return; } if (!I->second.isString()) { return; } m_script = I->second.asString(); } { auto I = data.find("language"); if (I == data.end()) { return; } if (!I->second.isString()) { return; } m_language = I->second.asString(); } } MindProperty * MindProperty::copy() const { return new MindProperty(*this); } void MindProperty::apply(LocatedEntity * ent) { //Only request a possession if there's a language and script specified. if (m_language.empty() || m_script.empty()) { return; } Character * chr = dynamic_cast(ent); if (chr == nullptr) { log(NOTICE, "Mind property applied to non-character"); return; } if (chr->m_externalMind != nullptr) { log(NOTICE, "Mind property character already has an external mind"); return; } ExternalMindsManager::instance()->requestPossession(*chr, m_language, m_script); } bool MindProperty::isMindEnabled() const { return m_language != "" || m_script != ""; }