// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2006 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 "CorePropertyManager.h" #include "server/Juncture.h" #include "server/ServerRouting.h" #include "server/TeleportProperty.h" #include "rules/simulation/LineProperty.h" #include "rules/SolidProperty.h" #include "rules/simulation/StatusProperty.h" #include "rules/simulation/StatisticsProperty.h" #include "rules/simulation/TerrainModProperty.h" #include "rules/simulation/TerrainProperty.h" #include "rules/simulation/TransientProperty.h" #include "rules/simulation/ServerBBoxProperty.h" #include "rules/simulation/BiomassProperty.h" #include "rules/simulation/BurnSpeedProperty.h" #include "rules/simulation/DecaysProperty.h" #include "rules/simulation/MindProperty.h" #include "rules/simulation/InternalProperties.h" #include "rules/simulation/SpawnProperty.h" #include "rules/simulation/AreaProperty.h" #include "rules/simulation/VisibilityProperty.h" #include "rules/simulation/SuspendedProperty.h" #include "rules/simulation/TasksProperty.h" #include "rules/simulation/EntityProperty.h" #include "rules/simulation/SpawnerProperty.h" #include "rules/simulation/ImmortalProperty.h" #include "rules/simulation/RespawningProperty.h" #include "rules/simulation/DefaultLocationProperty.h" #include "rules/simulation/DomainProperty.h" #include "rules/simulation/LimboProperty.h" #include "rules/simulation/ModeProperty.h" #include "rules/simulation/PropelProperty.h" #include "rules/simulation/DensityProperty.h" #include "rules/simulation/AngularFactorProperty.h" #include "rules/simulation/GeometryProperty.h" #include "rules/QuaternionProperty.h" #include "rules/Vector3Property.h" #include "rules/SimpleProperty.h" #include "rules/simulation/PerceptionSightProperty.h" #include "rules/ScaleProperty.h" #include "rules/python/ScriptsProperty.h" #include "rules/simulation/UsagesProperty.h" #include "rules/simulation/MindsProperty.h" #include "rules/simulation/PlantedOnProperty.h" #include "rules/simulation/AttachmentsProperty.h" #include "rules/simulation/AdminProperty.h" #include "common/operations/Eat.h" #include "common/operations/Burn.h" #include "common/operations/Teleport.h" #include "common/types.h" #include "common/Inheritance.h" #include "common/PropertyFactory_impl.h" #include "common/debug.h" #include #include using Atlas::Message::Element; using Atlas::Message::ListType; using Atlas::Message::MapType; using Atlas::Objects::Root; static const bool debug_flag = false; template PropertyFactory>* CorePropertyManager::installBaseProperty(const std::string & type_name, const std::string & parent) { return this->installProperty>(type_name, parent); } template PropertyFactory* CorePropertyManager::installProperty(const std::string & type_name, const std::string & parent) { auto factory = new PropertyFactory{}; //Attach visibility flags. Properties that starts with "__" are private, "_" are protected and the rest are public. factory->m_flags = PropertyBase::flagsForPropertyName(type_name); installFactory(type_name, atlasType(type_name, parent), std::unique_ptr>(factory)); return factory; } template PropertyFactory* CorePropertyManager::installProperty(const std::string & type_name) { return this->installProperty(type_name, PropertyT::property_atlastype); } template PropertyFactory* CorePropertyManager::installProperty() { return this->installProperty(PropertyT::property_name, PropertyT::property_atlastype); } CorePropertyManager::CorePropertyManager() { // Core types, for inheritance only generally. installBaseProperty("int", "root_type"); installBaseProperty("float", "root_type"); installBaseProperty("string", "root_type"); installBaseProperty("list", "root_type"); installBaseProperty("map", "root_type"); installProperty("entity_ref"); installProperty>("stamina"); installProperty(); installProperty("coords"); installProperty("points"); //installProperty >("start_intersections", "list"); //installProperty >("end_intersections", "list"); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty>("mass"); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty("linked"); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); installProperty(); /** * Friction is used by the physics system. 0 is no friction, 1 is full friction. * This is for "sliding", see "friction-roll" and "friction-spin". */ installProperty>("friction"); /** * Friction for rolling is used by the physics system. 0 is no friction, 1 is full friction. */ installProperty>("friction_roll"); /** * Friction for spinning is used by the physics system. 0 is no friction, 1 is full friction. */ installProperty>("friction_spin"); installProperty(); installProperty(); /** * Refers to an entity on which another entity is planted on. */ installProperty(); installProperty("floats"); /** * Vertical offset to use when entity is planted, and adjusted to the height of the terrain. */ installProperty>("planted_offset"); /** * Vertical scaled offset to use when entity is planted, and adjusted to the height of the terrain. * The resulting offset is a product of this value and the height of the entity. */ installProperty>("planted_scaled_offset"); /** * The rotation applied to the entity when it's planted. */ installProperty("planted_rotation"); /** * The current extra rotation applied to the entity. * This is closely matched with "planted_rotation" to keep track of when the entity has the planted rotation applied and not. */ installProperty("active_rotation"); /** * Used for things that grows, to limit the size. */ installProperty("maxsize"); /** * Specifies how much the entity is allowed to step onto things when moving, as a factor of the entity's height. */ installProperty>("step_factor"); /** * Specifies a mesh, model or mapping to use for client side presentation. */ installProperty >("present"); /** * The max speed in meters per second (m/s) when moving over ground. */ installProperty>("speed_ground"); /** * The max speed in meters per second (m/s) when moving in water. */ installProperty>("speed_water"); /** * The max speed in meters per second (m/s) when flying. */ installProperty>("speed_flight"); /** * The max speed in meters per second (m/s) when jumping. */ installProperty>("speed_jump"); /** * If set to 1 the entity is a body of water, i.e. either an Ocean (if no bbox) or a lake/pond (if a bbox). */ installProperty("water_body"); installProperty(); /** * How far away the entity can reach (used when interacting with things). */ installProperty>("reach"); installProperty(); /** * The max scale of an entity. This is a single value; when enforcing one dimension of the actual scale value will be used (often y). */ installProperty>("maxscale"); /** * "__scripts" is meant to be installed on the Type, whereas "__scripts_instance" is meant to be installed on the entity instance. * This way it should be possible to both override type scripts, and to alternatively add new ones to specific instances. */ installProperty("__scripts"); installProperty("__scripts_instance"); installProperty("usages"); installProperty("_usages"); /** * Keeps track of when attachments are ready to be used again. * For example, if you swing a sword you can't do anything with the sword arm for a second or two. */ installProperty>("_ready_at_attached")->m_flags |= per_ephem; /** * Keeps track of when singular entities are ready to be used again. * This could be used on a magic scroll for example. */ installProperty>("ready_at")->m_flags |= per_ephem; installProperty(); installProperty(); /** * Goals for the minds. */ installProperty>("_goals"); } int CorePropertyManager::installFactory(const std::string & type_name, const Root & type_desc, std::unique_ptr factory) { Inheritance & i = Inheritance::instance(); if (i.addChild(type_desc) == nullptr) { return -1; } PropertyManager::installFactory(type_name, std::move(factory)); return 0; } PropertyBase * CorePropertyManager::addProperty(const std::string & name, int type) { assert(!name.empty()); assert(name != "objtype"); PropertyBase * p = nullptr; auto I = m_propertyFactories.find(name); if (I == m_propertyFactories.end()) { switch (type) { case Element::TYPE_INT: p = new Property; break; case Element::TYPE_FLOAT: p = new Property; break; case Element::TYPE_STRING: p = new Property; break; default: p = new SoftProperty; break; } } else { p = I->second->newProperty(); } p->flags().addFlags(PropertyBase::flagsForPropertyName(name)); debug(std::cout << name << " property found. " << std::endl << std::flush;); return p; }