// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000-2005 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 // $Id$ #include "EntityBuilder.h" #include "CorePropertyManager.h" #include "EntityFactory.h" #include "ScriptFactory.h" #include "TaskFactory.h" #include "TaskScriptFactory.h" #include "rulesets/Thing.h" #include "rulesets/Character.h" #include "rulesets/Creator.h" #include "rulesets/Plant.h" #include "rulesets/Stackable.h" #include "rulesets/World.h" #include "rulesets/TaskScript.h" #include "common/id.h" #include "common/log.h" #include "common/debug.h" #include "common/globals.h" #include "common/const.h" #include "common/Inheritance.h" #include "common/random.h" #include "common/compose.hpp" #include "common/Monitors.h" #include "common/Property.h" #include "common/TypeNode.h" #include "common/Variable.h" #include #include #include using Atlas::Message::MapType; using Atlas::Objects::Root; using Atlas::Objects::Entity::RootEntity; using String::compose; static const bool debug_flag = false; EntityBuilder * EntityBuilder::m_instance = NULL; EntityBuilder::EntityBuilder(BaseWorld & w) : m_world(w) { installFactory("world", "game_entity", new EntityFactory()); EntityFactory * tft = new EntityFactory(); installFactory("thing", "game_entity", tft); installFactory("character", "thing", new EntityFactory()); installFactory("creator", "character", new EntityFactory()); installFactory("plant", "thing", new EntityFactory()); installFactory("stackable", "thing", new EntityFactory()); // The property manager instance installs itself at construction time. new CorePropertyManager(); } EntityBuilder::~EntityBuilder() { delete PropertyManager::instance(); } /// \brief Build and populate a new entity object. /// /// A factory is found for the type of entity, and invoked to create the object /// instance. If the type has a script factory, this is invoked to create the /// associates script object which is attached to the entity instance. /// The attribute values are then set on the instance, taking into account /// the defaults for the class, and those inherited from parent classes, and /// the values specified for this instance. The essential location data for /// this instance is then set up. The final block of code relating to /// persistence is legacy, and should never be invoked. /// @param id The string identifier of the new entity. /// @param intId The integer identifier of the new entity. /// @param type The string specifying the type of entity. /// @param attributes A mapping of attribute values to set on the entity. Entity * EntityBuilder::newEntity(const std::string & id, long intId, const std::string & type, const RootEntity & attributes) const { debug(std::cout << "EntityFactor::newEntity()" << std::endl << std::flush;); Entity * thing = 0; FactoryDict::const_iterator I = m_entityFactories.find(type); if (I == m_entityFactories.end()) { return 0; } EntityKit * factory = I->second; thing = factory->newEntity(id, intId); if (thing == 0) { return 0; } debug( std::cout << "[" << type << "]" << std::endl << std::flush;); thing->setType(factory->m_type); // Sort out python object if (factory->m_scriptFactory != 0) { debug(std::cout << "Class " << type << " has a python class" << std::endl << std::flush;); factory->m_scriptFactory->addScript(thing); } // factory->populate(*thing); MapType attrs = attributes->asMessage(); // Apply the attribute values thing->merge(attrs); // Then set up the default class properties PropertyDict::const_iterator J = factory->m_type->defaults().begin(); PropertyDict::const_iterator Jend = factory->m_type->defaults().end(); for (; J != Jend; ++J) { PropertyBase * prop = J->second; // If a property is in the class it won't have been installed // as setAttr() checks prop->install(thing); // The property will have been applied if it has an overriden // value, so we only apply it the value is still default. if (attrs.find(J->first) == attrs.end()) { prop->apply(thing); } } // Get location from entity, if it is present // The default attributes cannot contain info on location if (attributes->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) { const std::string & loc_id = attributes->getLoc(); thing->m_location.m_loc = m_world.getEntity(loc_id); } if (thing->m_location.m_loc == 0) { // If no info was provided, put the entity in the game world thing->m_location.m_loc = &m_world.m_gameWorld; } thing->m_location.readFromEntity(attributes); if (!thing->m_location.pos().isValid()) { // If no position coords were provided, put it somewhere near origin thing->m_location.m_pos = Point3D(uniform(-8,8), uniform(-8,8), 0); } if (thing->m_location.velocity().isValid()) { if (attributes->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) { log(ERROR, compose("EntityBuilder::newEntity(%1, %2): " "Entity has velocity set from the attributes " "given by the creator", id, type)); } else { log(ERROR, compose("EntityBuilder::newEntity(%1, %2): Entity has " "velocity set from an unknown source", id, type)); } thing->m_location.m_velocity.setValid(false); } return thing; } Task * EntityBuilder::buildTask(TaskKit * factory, Character & owner) const { Task * task = factory->newTask(owner); if (task == 0) { return 0; } TaskScript * task_script = dynamic_cast(task); if (task_script != 0 && factory->m_scriptFactory != 0) { if (factory->m_scriptFactory->addScript(task_script) != 0) { log(ERROR, "Assigning script to task failed"); } } return task; } /// \brief Build and populate a new task object. /// /// @param name The name of the task type. /// @param owner The character entity that owns the task. Task * EntityBuilder::newTask(const std::string & name, Character & owner) const { TaskFactoryDict::const_iterator I = m_taskFactories.find(name); if (I == m_taskFactories.end()) { return 0; } std::cout << "0" << std::endl << std::flush; return buildTask(I->second, owner); } void EntityBuilder::installTaskFactory(const std::string & class_name, TaskKit * factory) { m_taskFactories.insert(std::make_pair(class_name, factory)); } TaskKit * EntityBuilder::getTaskFactory(const std::string & class_name) { TaskFactoryDict::const_iterator I = m_taskFactories.find(class_name); if (I == m_taskFactories.end()) { return 0; } return I->second; } void EntityBuilder::addTaskActivation(const std::string & tool, const std::string & op, TaskKit * factory) { m_taskActivations[tool].insert(std::make_pair(op, factory)); } /// \brief Build a new task object activated by the described event. /// /// An event is described in terms of the tool type used to cause it, /// the type of operation being performed using the tool and the type of /// the target object the tool is being used on. If a match is found for /// this event, a task object is instanced to track the progress of the /// result of the event. /// @param tool The type of tool activating the event. /// @param op The type of operation being performed with the tool. /// @param target The type of entity the operation is being performed on. /// @param owner The character entity activating the task. Task * EntityBuilder::activateTask(const std::string & tool, const std::string & op, const std::string & target, Character & owner) const { TaskFactoryActivationDict::const_iterator I = m_taskActivations.find(tool); if (I == m_taskActivations.end()) { return 0; } const TaskFactoryMultimap & dict = I->second; TaskFactoryMultimap::const_iterator J = dict.lower_bound(op); if (J == dict.end()) { return 0; } TaskFactoryMultimap::const_iterator Jend = dict.upper_bound(op); for (; J != Jend; ++J) { if (!J->second->m_target.empty()) { if (!Inheritance::instance().isTypeOf(target, J->second->m_target)) { debug( std::cout << target << " is not a " << J->second->m_target << std::endl << std::flush; ); continue; } } return buildTask(J->second, owner); } return 0; } /// \brief Clear out all the factory objects owned by the entity builder. void EntityBuilder::flushFactories() { FactoryDict::const_iterator Iend = m_entityFactories.end(); for (FactoryDict::const_iterator I = m_entityFactories.begin(); I != Iend; ++I) { delete I->second; } m_entityFactories.clear(); TaskFactoryDict::const_iterator K = m_taskFactories.begin(); TaskFactoryDict::const_iterator Kend = m_taskFactories.end(); for (; K != Kend; ++K) { delete K->second; } m_taskFactories.clear(); } bool EntityBuilder::isTask(const std::string & class_name) { if (class_name == "task") { return true; } return (m_taskFactories.find(class_name) != m_taskFactories.end()); } bool EntityBuilder::hasTask(const std::string & class_name) { return (m_taskFactories.find(class_name) != m_taskFactories.end()); } void EntityBuilder::installFactory(const std::string & class_name, const std::string & parent, EntityKit * factory, Root class_desc) { assert(factory != 0); m_entityFactories[class_name] = factory; Monitors::instance()->watch(compose("created_count{type=%1}", class_name), new Variable(factory->m_createdCount)); Inheritance & i = Inheritance::instance(); if (class_desc.isValid()) { assert(class_desc->getId() == class_name); assert(class_desc->getParents().front() == parent); factory->m_type = i.addChild(class_desc); } else { factory->m_type = i.addChild(atlasClass(class_name, parent)); } } EntityKit * EntityBuilder::getClassFactory(const std::string & class_name) { FactoryDict::const_iterator I = m_entityFactories.find(class_name); if (I == m_entityFactories.end()) { return 0; } return I->second; } EntityKit * EntityBuilder::getNewFactory(const std::string & parent) { FactoryDict::const_iterator I = m_entityFactories.find(parent); if (I == m_entityFactories.end()) { return 0; } return I->second->duplicateFactory(); }