mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
303 lines
10 KiB
C++
303 lines
10 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000-2005 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#include "EntityBuilder.h"
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#include "CorePropertyManager.h"
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#include "EntityFactory.h"
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#include "ArchetypeFactory.h"
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#include "rulesets/LocatedEntity.h"
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#include "common/BaseWorld.h"
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#include "common/id.h"
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#include "common/log.h"
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#include "common/debug.h"
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#include "common/Inheritance.h"
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#include "common/random.h"
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#include "common/compose.hpp"
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#include "common/Monitors.h"
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#include "common/ScriptKit.h"
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#include "common/TaskKit.h"
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#include "common/TypeNode.h"
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#include "common/Variable.h"
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#include <Atlas/Message/Element.h>
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#include <Atlas/Objects/Entity.h>
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#include <Atlas/Objects/RootOperation.h>
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using Atlas::Message::MapType;
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using Atlas::Objects::Root;
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using Atlas::Objects::Entity::RootEntity;
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using String::compose;
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class Character;
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class Creator;
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class Entity;
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class Plant;
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class Stackable;
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class Thing;
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class World;
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extern template class EntityFactory<Character>;
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extern template class EntityFactory<Creator>;
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extern template class EntityFactory<Thing>;
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extern template class EntityFactory<Plant>;
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extern template class EntityFactory<Stackable>;
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extern template class EntityFactory<World>;
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static const bool debug_flag = false;
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EntityBuilder * EntityBuilder::m_instance = NULL;
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EntityBuilder::EntityBuilder()
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{
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installBaseFactory("world", "game_entity", new EntityFactory<World>());
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EntityFactory<Thing> * tft = new EntityFactory<Thing>();
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installBaseFactory("thing", "game_entity", tft);
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installBaseFactory("character", "thing", new EntityFactory<Character>());
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installBaseFactory("creator", "character", new EntityFactory<Creator>());
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installBaseFactory("plant", "thing", new EntityFactory<Plant>());
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installBaseFactory("stackable", "thing", new EntityFactory<Stackable>());
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installBaseFactory("archetype", "root_entity", new ArchetypeFactory());
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// The property manager instance installs itself at construction time.
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new CorePropertyManager();
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}
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EntityBuilder::~EntityBuilder()
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{
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FactoryDict::const_iterator I = m_entityFactories.begin();
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FactoryDict::const_iterator Iend = m_entityFactories.end();
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for (; I != Iend; ++I) {
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delete I->second;
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}
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TaskFactoryDict::const_iterator J = m_taskFactories.begin();
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TaskFactoryDict::const_iterator Jend = m_taskFactories.end();
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for (; J != Jend; ++J) {
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delete J->second;
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}
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delete PropertyManager::instance();
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}
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/// \brief Build and populate a new entity object.
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///
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/// A factory is found for the type of entity, and invoked to create the object
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/// instance. If the type has a script factory, this is invoked to create the
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/// associates script object which is attached to the entity instance.
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/// The attribute values are then set on the instance, taking into account
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/// the defaults for the class, and those inherited from parent classes, and
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/// the values specified for this instance. The essential location data for
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/// this instance is then set up.
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/// @param id The string identifier of the new entity.
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/// @param intId The integer identifier of the new entity.
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/// @param type The string specifying the type of entity.
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/// @param attributes A mapping of attribute values to set on the entity.
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LocatedEntity * EntityBuilder::newEntity(const std::string & id, long intId,
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const std::string & type,
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const RootEntity & attributes,
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const BaseWorld & world) const
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{
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LocatedEntity* loc = nullptr;
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// Get location from entity, if it is present
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// The default attributes cannot contain info on location
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if (attributes->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) {
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const std::string & loc_id = attributes->getLoc();
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loc = world.getEntity(loc_id);
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}
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if (loc == 0) {
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// If no info was provided, put the entity in the game world
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loc = &world.m_gameWorld;
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}
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try {
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return newChildEntity(id, intId, type, attributes, *loc);
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} catch (const std::exception& ex) {
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log(ERROR, String::compose("Error when creating entity of type %1."
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" Message: %2", type, ex.what()));
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return nullptr;
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}
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}
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LocatedEntity * EntityBuilder::newChildEntity(const std::string & id,
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long intId,
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const std::string & type,
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const Atlas::Objects::Entity::RootEntity & attributes,
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LocatedEntity & parentEntity) const
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{
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debug(std::cout << "EntityFactor::newEntity()" << std::endl << std::flush;);
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FactoryDict::const_iterator I = m_entityFactories.find(type);
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if (I == m_entityFactories.end()) {
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return 0;
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}
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EntityKit * factory = I->second;
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debug( std::cout << "[" << type << "]"
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<< std::endl << std::flush;);
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return factory->newEntity(id, intId, attributes, &parentEntity);
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}
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Task * EntityBuilder::buildTask(TaskKit * factory, LocatedEntity & owner) const
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{
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Task * task = factory->newTask(owner);
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if (task != 0 && factory->m_scriptFactory != 0) {
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if (factory->m_scriptFactory->addScript(task) != 0) {
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log(ERROR, "Assigning script to task failed");
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}
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}
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return task;
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}
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/// \brief Build and populate a new task object.
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///
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/// @param name The name of the task type.
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/// @param owner The character entity that owns the task.
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Task * EntityBuilder::newTask(const std::string & name, LocatedEntity & owner) const
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{
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TaskFactoryDict::const_iterator I = m_taskFactories.find(name);
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if (I == m_taskFactories.end()) {
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return 0;
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}
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return buildTask(I->second, owner);
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}
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void EntityBuilder::installTaskFactory(const std::string & class_name,
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TaskKit * factory)
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{
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m_taskFactories.insert(std::make_pair(class_name, factory));
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}
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TaskKit * EntityBuilder::getTaskFactory(const std::string & class_name)
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{
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TaskFactoryDict::const_iterator I = m_taskFactories.find(class_name);
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if (I == m_taskFactories.end()) {
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return 0;
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}
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return I->second;
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}
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void EntityBuilder::addTaskActivation(const std::string & tool,
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const std::string & op,
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TaskKit * factory)
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{
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m_taskActivations[tool].insert(std::make_pair(op, factory));
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}
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/// \brief Build a new task object activated by the described event.
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///
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/// An event is described in terms of the tool type used to cause it,
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/// the type of operation being performed using the tool and the type of
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/// the target object the tool is being used on. If a match is found for
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/// this event, a task object is instanced to track the progress of the
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/// result of the event.
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/// @param tool The type of tool activating the event.
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/// @param op The type of operation being performed with the tool.
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/// @param target The type of entity the operation is being performed on.
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/// @param owner The character entity activating the task.
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Task * EntityBuilder::activateTask(const std::string & tool,
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const std::string & op,
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LocatedEntity * target,
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LocatedEntity & owner) const
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{
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TaskFactoryActivationDict::const_iterator I = m_taskActivations.find(tool);
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if (I == m_taskActivations.end()) {
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return 0;
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}
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const TaskFactoryMultimap & dict = I->second;
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TaskFactoryMultimap::const_iterator J = dict.lower_bound(op);
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if (J == dict.end()) {
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return 0;
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}
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TaskFactoryMultimap::const_iterator Jend = dict.upper_bound(op);
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for (; J != Jend; ++J) {
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if (J->second->checkTarget(target) == -1) {
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continue;
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}
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return buildTask(J->second, owner);
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}
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return 0;
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}
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/// \brief Clear out all the factory objects owned by the entity builder.
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void EntityBuilder::flushFactories()
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{
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FactoryDict::const_iterator Iend = m_entityFactories.end();
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for (FactoryDict::const_iterator I = m_entityFactories.begin(); I != Iend; ++I) {
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delete I->second;
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}
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m_entityFactories.clear();
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TaskFactoryDict::const_iterator K = m_taskFactories.begin();
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TaskFactoryDict::const_iterator Kend = m_taskFactories.end();
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for (; K != Kend; ++K) {
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delete K->second;
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}
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m_taskFactories.clear();
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}
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bool EntityBuilder::isTask(const std::string & class_name)
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{
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if (class_name == "task") {
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return true;
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}
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return (m_taskFactories.find(class_name) != m_taskFactories.end());
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}
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bool EntityBuilder::hasTask(const std::string & class_name)
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{
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return (m_taskFactories.find(class_name) != m_taskFactories.end());
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}
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void EntityBuilder::installBaseFactory(const std::string & class_name,
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const std::string & parent,
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EntityKit * factory)
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{
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installFactory(class_name, atlasClass(class_name, parent), factory);
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}
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int EntityBuilder::installFactory(const std::string & class_name,
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const Root & class_desc,
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EntityKit * factory)
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{
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Inheritance & i = Inheritance::instance();
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factory->m_type = i.addChild(class_desc);
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if (factory->m_type == 0) {
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return -1;
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}
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m_entityFactories.insert(std::make_pair(class_name, factory));
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Monitors::instance()->watch(compose("created_count{type=%1}", class_name),
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new Variable<int>(factory->m_createdCount));
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return 0;
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}
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EntityKit * EntityBuilder::getClassFactory(const std::string & class_name)
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{
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FactoryDict::const_iterator I = m_entityFactories.find(class_name);
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if (I == m_entityFactories.end()) {
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return 0;
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}
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return I->second;
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}
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