cyphesis/rulesets/Character.cpp
2016-03-11 15:36:47 +01:00

2014 lines
68 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 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 "Character.h"
#include "Pedestrian.h"
#include "ProxyMind.h"
#include "EntityProperty.h"
#include "ExternalMind.h"
#include "ExternalProperty.h"
#include "OutfitProperty.h"
#include "StatusProperty.h"
#include "TasksProperty.h"
#include "common/BaseWorld.h"
#include "common/op_switch.h"
#include "common/const.h"
#include "common/custom.h"
#include "common/debug.h"
#include "common/globals.h"
#include "common/log.h"
#include "common/Link.h"
#include "common/TypeNode.h"
#include "common/serialno.h"
#include "common/compose.hpp"
#include "common/PropertyManager.h"
#include "common/Actuate.h"
#include "common/Attack.h"
#include "common/Eat.h"
#include "common/Setup.h"
#include "common/Tick.h"
#include "common/Unseen.h"
#include "common/Update.h"
#include "common/Think.h"
#include <wfmath/atlasconv.h>
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
#include <sigc++/functors/mem_fun.h>
#include <sigc++/adaptors/hide.h>
#include <cassert>
using Atlas::Message::Element;
using Atlas::Message::ListType;
using Atlas::Message::MapType;
using Atlas::Objects::Root;
using Atlas::Objects::Operation::Info;
using Atlas::Objects::Operation::Set;
using Atlas::Objects::Operation::Sight;
using Atlas::Objects::Operation::Sound;
using Atlas::Objects::Operation::Tick;
using Atlas::Objects::Operation::Move;
using Atlas::Objects::Operation::Action;
using Atlas::Objects::Operation::Unseen;
using Atlas::Objects::Operation::Update;
using Atlas::Objects::Operation::Wield;
using Atlas::Objects::Entity::Anonymous;
using Atlas::Objects::Entity::RootEntity;
using Atlas::Objects::smart_dynamic_cast;
static const bool debug_flag = false;
long int Character::s_serialNumberNext = 0L;
// This figure is calculated to allow a character to live for 4 weeks
// without food, during which time they will lose 40% of their mass
// before starving.
const double Character::energyConsumption = 0.0001;
// Food consumption is fast, to keep Acorn playable
const double Character::foodConsumption = 0.1;
// When the character is starving, they start to lose weight. During
// the latter 2 and a half weeks, they lose about 40% of their mass.
// Bad players who do not feed their characters will be punished.
const double Character::weightConsumption = 0.00002;
// Ammount of evergy turned into weight by metabolism when Character
// is well fed.
const double Character::energyLaidDown = 0.1;
// Ammount of weight gained as a result. High for Acorn.
const double Character::weightGain = 0.5;
static const std::string FOOD = "food";
static const std::string MASS = "mass";
static const std::string MAXMASS = "maxmass";
static const std::string OUTFIT = "outfit";
static const std::string RIGHT_HAND_WIELD = "right_hand_wield";
static const std::string SERIALNO = "serialno";
static const std::string STAMINA = "stamina";
static const std::string STATUS = "status";
static const std::string TASKS = "tasks";
/// \brief Calculate how the Characters metabolism has affected it in the
/// last tick
///
/// This function is called every 90 seconds. It does one of three things.
/// If energy is very high, it loses some, and gains some weight. Otherwise
/// it loses some energy, unless energy is very low, in which case loss
/// is slower, as weight is used to compensate.
/// A fully healthy Character should take about a week to starve to death.
/// So 10080 / 90 = 6720 ticks.
/// @param res Any result of changes is returned here.
/// @param ammount Time scale factor, currently not used.
void Character::metabolise(OpVector & res, double ammount)
{
// Currently handles energy
// We should probably call this whenever the entity performs a movement.
StatusProperty * status_prop = modPropertyClass<StatusProperty>(STATUS);
bool status_changed = false;
if (status_prop == 0) {
// FIXME Probably don't do enough here to set up the property.
status_prop = new StatusProperty;
assert(status_prop != 0);
m_properties[STATUS] = status_prop;
status_prop->set(1.f);
status_changed = true;
}
double & status = status_prop->data();
status_prop->setFlags(flag_unsent);
Property<double> * food_prop = modPropertyType<double>(FOOD);
// DIGEST
if (food_prop != 0) {
double & food = food_prop->data();
if (food >= foodConsumption && status < 2) {
// It is important that the metabolise bit is done next, as this
// handles the status change
status += foodConsumption;
status_changed = true;
food -= foodConsumption;
food_prop->setFlags(flag_unsent);
food_prop->apply(this);
}
}
Property<double> * mass_prop = modPropertyType<double>(MASS);
// If status is very high, we gain weight
if (status > (1.5 + energyLaidDown)) {
status -= energyLaidDown;
status_changed = true;
if (mass_prop != 0) {
double & mass = mass_prop->data();
mass += weightGain;
mass_prop->setFlags(flag_unsent);
Element maxmass_attr;
if (getAttrType(MAXMASS, maxmass_attr, Element::TYPE_FLOAT) == 0) {
mass = std::min(mass, maxmass_attr.Float());
}
mass_prop->apply(this);
}
} else {
// If status is relatively is not very high, then energy is burned
double energy_used = energyConsumption * ammount;
status -= energy_used;
status_changed = true;
if (mass_prop != 0) {
double & mass = mass_prop->data();
double weight_used = weightConsumption * mass * ammount;
if (status <= 0.5 && mass > weight_used) {
// Drain away a little less energy and lose some weight
// This ensures there is a long term penalty to allowing
// something to starve
status += (energy_used / 2);
status_changed = true;
mass -= weight_used;
mass_prop->setFlags(flag_unsent);
mass_prop->apply(this);
}
}
}
// FIXME Stamina property?
const TasksProperty * tp = getPropertyClass<TasksProperty>(TASKS);
if ((tp == 0 || !tp->busy()) && !m_movement.updateNeeded(m_location)) {
Property<double> * stamina_prop = modPropertyType<double>(STAMINA);
if (stamina_prop != 0) {
double & stamina = stamina_prop->data();
if (stamina < 1.f) {
stamina = 1.f;
stamina_prop->setFlags(flag_unsent);
stamina_prop->apply(this);
}
}
}
if (status_changed) {
status_prop->apply(this);
}
Update update;
update->setTo(getId());
res.push_back(update);
}
/// \brief Hooked to the Entity::containered signal of the wielded entity
/// to indicate a change of location
///
/// This function responds by removing it as a wielded entity.
void Character::wieldDropped()
{
Wield wield;
wield->setTo(getId());
sendWorld(wield);
}
/// \brief Search for an entity in an entities contents
///
/// Recursive function the finds an entity by ID in another entities
/// contains list.
/// @param ent Entity to search in
/// @param id Identifier of entity to search for
LocatedEntity * Character::findInContains(LocatedEntity * ent,
const std::string & id)
{
if (ent->m_contains == 0) {
return 0;
}
LocatedEntitySet::const_iterator I = ent->m_contains->begin();
LocatedEntitySet::const_iterator Iend = ent->m_contains->end();
for (; I != Iend; ++I) {
LocatedEntity * child = *I;
if (child->getId() == id) {
return *I;
}
if (child->m_contains != 0 && !child->m_contains->empty()) {
LocatedEntity * found = findInContains(child, id);
if (found != 0) {
return found;
}
}
}
return 0;
}
/// \brief Search for an entity in the Character's inventory
///
/// Implemented using the recursive function findInContains.
/// @param id Identifier of entity to search for
LocatedEntity * Character::findInInventory(const std::string & id)
{
return findInContains(this, id);
}
/// \brief Character constructor
///
/// @param id String identifier
/// @param intId Integer identifier
Character::Character(const std::string & id, long intId) :
Thing(id, intId),
m_movement(*new Pedestrian(*this)),
m_proxyMind(new ProxyMind(id, intId, *this)), m_externalMind(0)
{
//Prevent the proxy mind from being deleted when all references to itself are removed
//(for example through a Sight of a Delete).
m_proxyMind->incRef();
// FIXME Do we still need this?
// It is my hope that once the task object is fully held by the
// property, this will no longer be necessary. If it is we will
// need to find another way.
// destroyed.connect(sigc::mem_fun(this, &Character::clearTask));
}
Character::~Character()
{
if (m_rightHandWieldConnection.connected()) {
m_rightHandWieldConnection.disconnect();
}
delete &m_movement;
delete m_proxyMind;
delete m_externalMind;
}
int Character::linkExternal(Link * link)
{
if (m_externalMind == 0) {
m_externalMind = new ExternalMind(*this);
} else if (m_externalMind->isLinked()) {
return -1;
}
m_externalMind->linkUp(link);
if (getProperty("external") == 0) {
ExternalProperty * ep = new ExternalProperty(m_externalMind);
// FIXME ensure this is install()ed and apply()ed
setProperty("external", ep);
}
Anonymous update_arg;
update_arg->setId(getId());
update_arg->setAttr("external", 1);
Update update;
update->setTo(getId());
update->setArgs1(update_arg);
sendWorld(update);
//Now that we're connected we need to send any thoughts that we've been given to the mind client.
auto thoughts = m_proxyMind->getThoughts();
//We need to clear the existing thoughts since we'll be sending them anew; else we'll end up with duplicates.
m_proxyMind->clearThoughts();
Atlas::Objects::Operation::Think think;
Atlas::Objects::Operation::Set setThoughts;
setThoughts->setArgs(thoughts);
think->setArgs1(setThoughts);
think->setTo(getId());
sendWorld(think);
externalLinkChanged.emit();
return 0;
}
int Character::unlinkExternal(Link * link)
{
if (m_externalMind == 0) {
log(ERROR, "Character is not connected.");
return -1;
}
if (!m_externalMind->isLinkedTo(link)) {
if (m_externalMind->isLinked()) {
return -2;
}
return -1;
}
// Send a move op stopping the current movement
Anonymous move_arg;
move_arg->setId(getId());
// Include the EXTERNAL property which is changing to zero.
// It would be more correct at this point to send a separate
// update to have the property update itself, but this
// will be much less of an issue once Sight(Set) is created
// more correctly
move_arg->setAttr("external", 0);
::addToEntity(Vector3D(0,0,0), move_arg->modifyVelocity());
Move move;
move->setFrom(getId());
move->setArgs1(move_arg);
filterExternalOperation(move);
// We used to delete the external mind here, but now we
// leave it in place, as it takes care of the disconnected
// character.
m_externalMind->linkUp(0);
externalLinkChanged.emit();
return 0;
}
/// \brief Set up a new task as the one being performed by the Character
///
/// @param task The new task to be assigned to the Character
/// @param op The operation that initiates the task.
/// @param res The result of the task startup.
int Character::startTask(Task * task, const Operation & op, OpVector & res)
{
TasksProperty * tp = requirePropertyClass<TasksProperty>(TASKS);
return tp->startTask(task, this, op, res);
}
/// \brief Update the visible representation of the current task
///
/// Generate a Set operation which modifies the Characters task property
/// to reflect the current status of the task.
void Character::updateTask(OpVector & res)
{
TasksProperty * tp = requirePropertyClass<TasksProperty>(TASKS);
tp->updateTask(this, res);
}
/// \brief Clean up and remove the task currently being executed
///
/// Remove the task, and send an operation indicating that no tasks
/// are now present.
void Character::clearTask(OpVector & res)
{
TasksProperty * tp = modPropertyClass<TasksProperty>(TASKS);
if (tp == 0) {
log(NOTICE, "Clearing task when no property exists");
return;
}
tp->clearTask(this, res);
}
std::vector<Atlas::Objects::Root> Character::getThoughts() const
{
if (m_proxyMind) {
return m_proxyMind->getThoughts();
}
return LocatedEntity::getThoughts();
}
void Character::ImaginaryOperation(const Operation & op, OpVector & res)
{
Sight s;
s->setArgs1(op);
res.push_back(s);
}
void Character::InfoOperation(const Operation & op, OpVector & res)
{
TasksProperty * tp = modPropertyClass<TasksProperty>(TASKS);
if (tp == 0) {
return;
}
tp->operation(this, op, res);
}
void Character::TickOperation(const Operation & op, OpVector & res)
{
debug(std::cout << "================================" << std::endl
<< std::flush;);
const std::vector<Root> & args = op->getArgs();
if (!args.empty()) {
const Root & arg = args.front();
if (arg->getName() == "move") {
// // Deal with movement.
// Element serialno;
// if (arg->copyAttr(SERIALNO, serialno) == 0 && (serialno.isInt())) {
// if (serialno.asInt() < m_movement.serialno()) {
// debug(std::cout << "Old tick" << std::endl << std::flush;);
// return;
// }
// } else {
// log(ERROR, "Character::TickOperation: No serialno in tick arg");
// }
// Location return_location;
// if (m_movement.getUpdatedLocation(return_location)) {
// return;
// }
// res.push_back(m_movement.generateMove(return_location));
// Anonymous tick_arg;
// tick_arg->setName("move");
// tick_arg->setAttr(SERIALNO, m_movement.serialno());
// Tick tickOp;
// tickOp->setTo(getId());
// tickOp->setFutureSeconds(m_movement.getTickAddition(return_location.pos(), return_location.velocity()));
// tickOp->setArgs1(tick_arg);
// res.push_back(tickOp);
} else if (arg->getName() == "task") {
TasksProperty * tp = modPropertyClass<TasksProperty>(TASKS);
if (tp == 0) {
log(ERROR, "Tick for task, but not tasks property");
return;
}
tp->TickOperation(this, op, res);
} else if (arg->getName() == "mind") {
// Do nothing. Passed to mind.
} else {
debug(std::cout << "Tick to unknown subsystem " << arg->getName()
<< " arrived" << std::endl << std::flush;);
}
} else {
// METABOLISE
metabolise(res);
// TICK
Tick tickOp;
tickOp->setTo(getId());
tickOp->setFutureSeconds(consts::basic_tick * 30);
res.push_back(tickOp);
}
}
void Character::TalkOperation(const Operation & op, OpVector & res)
{
debug( std::cout << "Character::Operation(Talk)" << std::endl<<std::flush;);
Sound s;
s->setArgs1(op);
res.push_back(s);
}
void Character::NourishOperation(const Operation & op, OpVector & res)
{
if (op->getArgs().empty()) {
error(op, "Nourish has no argument", res, getId());
return;
}
const Root & arg = op->getArgs().front();
Element mass_attr;
if (arg->copyAttr(MASS, mass_attr) != 0 || !mass_attr.isNum()) {
return;
}
Property<double> * food_prop = requirePropertyClass<Property<double> >(FOOD, 0.f);
double & food = food_prop->data();
food += mass_attr.asNum();
food_prop->setFlags(flag_unsent);
// FIXME This will become a Update once private properties are sorted
Anonymous food_ent;
food_ent->setId(getId());
food_ent->setAttr(FOOD, food);
Set s;
s->setArgs1(food_ent);
// FIXME FROM, SECONDS?
Sight si;
si->setTo(getId());
si->setArgs1(s);
res.push_back(si);
}
void Character::UseOperation(const Operation & op, OpVector & res)
{
debug(std::cout << "Got Use op" << std::endl << std::flush;);
TasksProperty * tp = modPropertyClass<TasksProperty>(TASKS);
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
if (tp != 0) {
tp->stopTask(this, res);
}
return;
}
// Are we going to modify this really?
EntityProperty * rhw = modPropertyClass<EntityProperty>(RIGHT_HAND_WIELD);
if (rhw == 0) {
error(op, "Character::UseOp No tool wielded, no right_hand_wield property found.", res, getId());
return;
}
LocatedEntity * tool = rhw->data().get();
if (tool == 0) {
error(op, "Character::UseOp No tool wielded, no entity found.", res, getId());
return;
}
// FIXME Get a tool id from the op attributes?
Element toolOpAttr;
std::set<std::string> toolOps;
std::string op_type;
// Determine the operations this tool supports
if (tool->getAttr("operations", toolOpAttr) != 0) {
log(NOTICE, "Character::UseOp Attempt to use something not a tool");
return;
}
if (!toolOpAttr.isList()) {
log(ERROR, "Character::UseOp Tool has non list operations list");
return;
}
const ListType & toolOpList = toolOpAttr.asList();
if (toolOpList.empty()) {
log(ERROR, "Character::UseOp Tool operation list is empty");
return;
}
ListType::const_iterator J = toolOpList.begin();
ListType::const_iterator Jend = toolOpList.end();
assert(J != Jend);
if (!(*J).isString()) {
log(ERROR, "Character::UseOp Tool operation list is malformed");
return;
}
op_type = (*J).String();
debug(std::cout << "default tool op is " << op_type << std::endl
<< std::flush;);
for (; J != Jend; ++J) {
if (!(*J).isString()) {
log(ERROR, "Character::UseOp Tool has non string in operations list");
} else {
toolOps.insert((*J).String());
}
}
RootEntity entity_arg(0);
assert(!entity_arg.isValid());
// Look at Use args. If arg is an entity, this is the target.
// If arg is an operation, this is the operation to be used, and the
// sub op arg may be an entity specifying target. If op to be used is
// specified, this is checked against the ops permitted by this tool.
const Root & arg = args.front();
const std::string & argtype = arg->getObjtype();
if (argtype == "op") {
if (!arg->hasAttrFlag(Atlas::Objects::PARENTS_FLAG) ||
(arg->getParents().empty())) {
error(op, "Use arg op has malformed parents", res, getId());
return;
}
op_type = arg->getParents().front();
debug(std::cout << "Got op type " << op_type << " from arg"
<< std::endl << std::flush;);
if (toolOps.find(op_type) == toolOps.end()) {
error(op, "Use op is not permitted by tool", res, getId());
return;
}
// Check against valid ops
Operation arg_op = smart_dynamic_cast<Operation>(arg);
if (!arg_op.isValid()) {
error(op, "Use op arg is a malformed op", res, getId());
return;
}
const std::vector<Root> & arg_op_args = arg_op->getArgs();
if (!arg_op_args.empty()) {
entity_arg = smart_dynamic_cast<RootEntity>(arg_op_args.front());
if (!entity_arg.isValid()) {
error(op, "Use op target is malformed", res, getId());
return;
}
}
} else if (argtype == "obj") {
entity_arg = smart_dynamic_cast<RootEntity>(arg);
if (!entity_arg.isValid()) {
error(op, "Use target is malformed", res, getId());
return;
}
} else {
error(op, "Use arg has unknown objtype", res, getId());
return;
}
Anonymous target;
if (!entity_arg.isValid()) {
error(op, "Character::UseOperation No target specified", res, getId());
return;
}
if (!entity_arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
error(op, "Character::UseOperation Target entity has no ID", res, getId());
return;
}
target->setId(entity_arg->getId());
if (entity_arg->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) {
target->setPos(entity_arg->getPos());
}
if (op_type.empty()) {
error(op, "Character::UseOperation Unable to determine op type for tool", res, getId());
return;
}
debug(std::cout << "Using tool " << tool->getType() << " on "
<< target->getId()
<< " with " << op_type << " action."
<< std::endl << std::flush;);
Root obj = Atlas::Objects::Factories::instance()->createObject(op_type);
if (!obj.isValid()) {
log(ERROR,
String::compose("Character::UseOperation Unknown op type "
"\"%1\" requested by \"%2\" tool.",
op_type, tool->getType()));
return;
}
Operation rop = smart_dynamic_cast<Operation>(obj);
if (!rop.isValid()) {
log(ERROR, String::compose("Character::UseOperation Op type "
"\"%1\" requested by %2 tool, "
"but it is not an operation type",
op_type, tool->getType()));
// FIXME Think hard about how this error is reported. Would the error
// make it back to the client if we made an error response?
return;
} else if (!target->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
debug(std::cout << "No target" << std::endl << std::flush;);
} else {
rop->setArgs1(target);
}
rop->setTo(tool->getId());
LocatedEntity * target_ent =
BaseWorld::instance().getEntity(entity_arg->getId());
if (target_ent == 0) {
error(op, "Character::UseOperation Target does not exist", res, getId());
return;
}
Task * task = BaseWorld::instance().activateTask(tool->getType()->name(),
op_type,
target_ent,
*this);
if (task != NULL) {
startTask(task, rop, res);
}
res.push_back(rop);
Sight sight;
sight->setArgs1(rop);
res.push_back(sight);
}
void Character::WieldOperation(const Operation & op, OpVector & res)
{
if (op->getArgs().empty()) {
EntityProperty * rhw = modPropertyClass<EntityProperty>(RIGHT_HAND_WIELD);
if (rhw == 0) {
return;
}
rhw->data() = EntityRef(0);
rhw->setFlags(flag_unsent);
// FIXME Remove the property?
// FIXME Make sure we stop wielding if the container changes,
// but connections are cleared, and don't build up.
if (m_rightHandWieldConnection.connected()) {
m_rightHandWieldConnection.disconnect();
}
Update update;
update->setTo(getId());
res.push_back(update);
return;
}
const Root & arg = op->getArgs().front();
if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
error(op, "Wield arg has no ID", res, getId());
return;
}
const std::string & id = arg->getId();
LocatedEntity * item = BaseWorld::instance().getEntity(id);
if (item == 0) {
error(op, "Wield arg does not exist", res, getId());
return;
}
if (m_contains == 0 || m_contains->find(item) == m_contains->end()) {
error(op, String::compose("Wield arg %1(%2) is not in inventory "
"of %3(%4)",
item->getType()->name(), id,
getType()->name(), getId()), res, getId());
return;
}
Element worn_attr;
if (item->getAttr("worn", worn_attr) == 0) {
debug(std::cout << "Got wield for a garment" << std::endl << std::flush;);
if (worn_attr.isString()) {
OutfitProperty * outfit = requirePropertyClass<OutfitProperty>(OUTFIT);
outfit->wear(this, worn_attr.String(), item);
outfit->cleanUp();
outfit->setFlags(flag_unsent);
} else {
log(WARNING, "Got clothing with non-string worn attribute.");
return;
}
// FIXME Implement adding stuff to the outfit propert, as efficiently
// as possible
// Must make sure that we can install the entity we have already
// looked up here, and fix the GuiseProperty code so it does not
// need a repeat lookup
} else {
debug(std::cout << "Got wield for a tool" << std::endl << std::flush;);
EntityProperty * rhw = requirePropertyClass<EntityProperty>(RIGHT_HAND_WIELD);
// FIXME Make sure we don't stay linked to the previous wielded
// tool.
if (m_rightHandWieldConnection.connected()) {
m_rightHandWieldConnection.disconnect();
}
// The value is ignored by the update handler, but should be the
// right type.
rhw->data() = EntityRef(item);
rhw->setFlags(flag_unsent);
m_rightHandWieldConnection = item->containered.connect(sigc::hide<0>(sigc::mem_fun(this, &Character::wieldDropped)));
debug(std::cout << "Wielding " << item->getId() << std::endl << std::flush;);
}
Update update;
update->setTo(getId());
res.push_back(update);
}
void Character::AttackOperation(const Operation & op, OpVector & res)
{
const std::string & from = op->getFrom();
if (from == getId()) {
return;
}
LocatedEntity * attack_ent = BaseWorld::instance().getEntity(op->getFrom());
if (attack_ent == 0) {
log(ERROR, "AttackOperation: Attack op from non-existant ID");
return;
}
// FIXME Is this dynamic cast required?
Character * attacker = dynamic_cast<Character *>(attack_ent);
if (attacker == 0) {
log(ERROR, "AttackOperation: Attack op from non-character entity");
return;
}
const TasksProperty * atp = attacker->getPropertyClass<TasksProperty>(TASKS);
if (atp != 0 && atp->busy()) {
log(ERROR, String::compose("AttackOperation: Attack op aborted "
"because attacker %1(%2) busy.",
attacker->getId(), attacker->getType()));
return;
}
TasksProperty * tp = requirePropertyClass<TasksProperty>(TASKS);
if (tp != 0 && tp->busy()) {
log(ERROR, String::compose("AttackOperation: Attack op aborted "
"because defender %1(%2) busy.",
getId(), getType()));
return;
}
Task * combat = BaseWorld::instance().newTask("combat", *this);
if (combat == 0) {
log(ERROR, "Character::AttackOperation: Unable to create combat task");
return;
}
if (tp->startTask(combat, this, op, res) != 0) {
return;
}
combat = BaseWorld::instance().newTask("combat", *attacker);
if (combat == 0) {
log(ERROR, "Character::AttackOperation: Unable to create combat task");
return;
}
if (attacker->startTask(combat, op, res) != 0) {
clearTask(res);
return;
}
}
void Character::ActuateOperation(const Operation & op, OpVector & res)
{
debug(std::cout << "Got Actuate op" << std::endl << std::flush;);
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
error(op, "Character::mindActuateOp No arg.", res, getId());
return;
}
RootEntity entity_arg(0);
assert(!entity_arg.isValid());
std::string op_type;
// Look at Actuate args. If arg is an entity, this is the target.
// If arg is an operation, this is the operation to be used, and the
// sub op arg may be an entity specifying target. If op to be used is
// specified, this is checked against the ops permitted by this tool.
const Root & arg = args.front();
const std::string & argtype = arg->getObjtype();
if (argtype == "op") {
if (!arg->hasAttrFlag(Atlas::Objects::PARENTS_FLAG) ||
(arg->getParents().empty())) {
error(op, "Use arg op has malformed parents", res, getId());
return;
}
op_type = arg->getParents().front();
debug(std::cout << "Got op type " << op_type << " from arg"
<< std::endl << std::flush;);
// Check against valid ops
Operation arg_op = smart_dynamic_cast<Operation>(arg);
if (!arg_op.isValid()) {
error(op, "Use op arg is a malformed op", res, getId());
return;
}
const std::vector<Root> & arg_op_args = arg_op->getArgs();
if (!arg_op_args.empty()) {
entity_arg = smart_dynamic_cast<RootEntity>(arg_op_args.front());
if (!entity_arg.isValid()) {
error(op, "Use op target is malformed", res, getId());
return;
}
}
} else if (argtype == "obj") {
entity_arg = smart_dynamic_cast<RootEntity>(arg);
if (!entity_arg.isValid()) {
error(op, "Use target is malformed", res, getId());
return;
}
} else {
error(op, "Use arg has unknown objtype", res, getId());
return;
}
if (!entity_arg.isValid()) {
error(op, "Character::mindActuateOperation No target specified", res, getId());
return;
}
if (!entity_arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
error(op, "Character::mindActuateOperation Target entity has no ID", res, getId());
return;
}
if (op_type.empty()) {
error(op, "Character::mindActuateOperation Unable to determine op type for tool", res, getId());
return;
}
LocatedEntity * device = BaseWorld::instance().getEntity(entity_arg->getId());
Element deviceOpAttr;
std::set<std::string> deviceOps;
// Determine the actions this device supports
if (device->getAttr("actions", deviceOpAttr) != 0) {
log(NOTICE, "Character::mindActuateOp Attempt to actuate something not a device");
return;
}
if (!deviceOpAttr.isList()) {
log(ERROR, "Character::mindActuateOp device has non list operations list");
return;
}
const ListType & deviceOpList = deviceOpAttr.asList();
if (deviceOpList.empty()) {
log(ERROR, "Character::mindActuateOp device operation list is empty");
return;
}
ListType::const_iterator J = deviceOpList.begin();
ListType::const_iterator Jend = deviceOpList.end();
assert(J != Jend);
for (; J != Jend; ++J) {
if (!(*J).isString()) {
log(ERROR, "Character::mindActuateOp device has non string in operations list");
} else {
deviceOps.insert((*J).String());
}
}
if (op_type.empty()) {
op_type = deviceOpList.front().asString();
} else if (deviceOps.find(op_type) == deviceOps.end()) {
error(op, "Actuate op is not permitted by device", res, getId());
return;
}
debug(std::cout << "Actuating device " << device->getType()
<< " with " << op_type << " action."
<< std::endl << std::flush;);
Root obj = Atlas::Objects::Factories::instance()->createObject(op_type);
if (!obj.isValid()) {
log(ERROR,
String::compose("Character::mindActuateOperation Unknown op type "
"\"%1\" requested by \"%2\" device.",
op_type, device->getType()));
return;
}
Operation rop = smart_dynamic_cast<Operation>(obj);
if (!rop.isValid()) {
log(ERROR, String::compose("Character::mindActuateOperation Op type "
"\"%1\" requested by %2 device, "
"but it is not an operation type",
op_type, device->getType()));
// FIXME Think hard about how this error is reported. Would the error
// make it back to the client if we made an error response?
return;
}
rop->setTo(device->getId());
res.push_back(rop);
// Sight sight;
// sight->setArgs1(rop);
// res.push_back(sight);
}
void Character::RelayOperation(const Operation & op, OpVector & res)
{
//A Relay operation with refno sent to ourselves signals that we should prune
//our registered relays in m_relays. This is a feature to allow for a timeout; if
//no Relay has been received from the destination Entity after a certain period
//we'll shut down the relay link.
if (op->getTo() == getId() && op->getFrom() == getId() && !op->isDefaultRefno()) {
auto I = m_relays.find(op->getRefno());
if (I != m_relays.end()) {
//Also send a no-op to any client to make it stop waiting for any response.
Operation noop;
noop->setRefno(I->second.serialno);
noop->setTo(getId());
noop->setFrom(getId());
OpVector mres;
sendMind(noop, mres);
m_relays.erase(I);
for (auto& resOp : mres) {
filterExternalOperation(resOp);
}
}
} else {
if (op->getArgs().empty()) {
log(ERROR, "Character::RelayOperation no args.");
return;
}
Operation relayedOp = Atlas::Objects::smart_dynamic_cast<Operation>(
op->getArgs().front());
if (!relayedOp.isValid()) {
log(ERROR,
"Character::RelayOperation first arg is not an operation.");
return;
}
//If a relay op has a refno, it's a response to a Relay op previously sent out to another
//entity, and we should send the incoming relayed operation to the mind.
if (!op->isDefaultRefno()) {
//Note that the relayed op should be considered untrusted in this case, as it has originated
//from a random entity or its mind.
auto I = m_relays.find(op->getRefno());
if (I == m_relays.end()) {
log(WARNING,
"Character::RelayOperation could not find registrered Relay with refno.");
return;
}
//Make sure that this op really comes from the entity the original Relay op was sent to.
if (op->getFrom() != I->second.destination) {
log(WARNING,
"Character::RelayOperation got relay op with mismatching 'from'.");
return;
}
//Get the relayed operation and send to mind.
//Note that we don't send the operation to the entity; this is because we have
//to treat the relayed operation as "unsafe". This is since it originated from an random
//entity's mind and could in effect be anything (Set, Logout etc.)
//We should therefore handle it with care and only send it on to the mind.
//This of course hinges on the mind client code making sure to handle it correctly, given
//its refno.
relayedOp->setRefno(I->second.serialno);
OpVector mres;
//We only send to external minds; never to internal minds or proxy minds.
if (m_externalMind) {
m_externalMind->operation(relayedOp, mres);
}
m_relays.erase(I);
for (auto& resOp : mres) {
filterExternalOperation(resOp);
}
} else {
//Check if the mind should handle the relayed operation; else we'll just let the
//standard Entity relay code do it's thing.
if (!world2mind(relayedOp))
{
//This operation won't be sent to the mind, we'll pass it on to the standard
//relay method which will generate a Sight as response.
Entity::RelayOperation(op, res);
return;
}
//If the Relay op instead has a serial no, it's a Relay op sent from us by another Entity
//which expects a response. We should send it on to the mind (efter registering an entry in
//m_relays to be handled by mind2body).
//Note that the relayed operation in this case should be considered "trusted", as it has originated
//from either the server itself or a trusted client.
//Extract the contained operation, and register the relay into m_relays
if (op->isDefaultSerialno()) {
log(ERROR, "Character::RelayOperation no serial number.");
return;
}
Relay relay;
relay.serialno = op->getSerialno();
relay.destination = op->getFrom();
//Generate a local serial number which we'll register in m_relays. When a response is received
//we'll check the refno and match it against what we've stored
long int serialNo = ++s_serialNumberNext;
relayedOp->setSerialno(serialNo);
m_relays.insert(std::make_pair(serialNo, relay));
//Make sure that the contained op is addressed to the entity
relayedOp->setTo(getId());
//Now send the contained op to the entity
operation(relayedOp, res);
//Also send a future Relay op to ourselves to make sure that the registered relay in m_relays
//is removed in the case that we don't get any response.
Atlas::Objects::Operation::Generic pruneOp;
pruneOp->setType("relay", Atlas::Objects::Operation::RELAY_NO);
pruneOp->setTo(getId());
pruneOp->setFrom(getId());
pruneOp->setRefno(serialNo);
//5 seconds should be more than enough.
pruneOp->setFutureSeconds(5);
sendWorld(pruneOp);
}
}
}
/// \brief Filter an Actuate operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindActuateOperation(const Operation & op, OpVector & res)
{
debug(std::cout << "Got Actuate op from mind" << std::endl << std::flush;);
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Attack operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindAttackOperation(const Operation & op, OpVector & res)
{
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
log(ERROR, "mindAttackOperation: attack op has no argument");
return;
}
const Root & arg = args.front();
if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
log(ERROR, "mindAttackOperation: attack op arg has no ID");
return;
}
const std::string & id = arg->getId();
op->setTo(id);
res.push_back(op);
}
/// \brief Filter a Setup operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindSetupOperation(const Operation & op, OpVector & res)
{
Anonymous setup_arg;
setup_arg->setName("mind");
op->setArgs1(setup_arg);
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Use operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindUseOperation(const Operation & op, OpVector & res)
{
debug(std::cout << "Got Use op from mind" << std::endl << std::flush;);
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Update operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindUpdateOperation(const Operation & op, OpVector & res)
{
}
/// \brief Filter a Wield operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindWieldOperation(const Operation & op, OpVector & res)
{
debug(std::cout << "Got Wield op from mind" << std::endl << std::flush;);
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Tick operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindTickOperation(const Operation & op, OpVector & res)
{
Anonymous tick_arg;
tick_arg->setName("mind");
op->setArgs1(tick_arg);
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Move operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindMoveOperation(const Operation & op, OpVector & res)
{
debug( std::cout << "Character::mind_move_op" << std::endl << std::flush;);
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
log(ERROR, "mindMoveOperation: move op has no argument");
return;
}
const RootEntity arg = smart_dynamic_cast<RootEntity>(args.front());
if (!arg.isValid()) {
log(ERROR, "mindMoveOperation: Arg is not an entity");
return;
}
if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
log(ERROR, "mindMoveOperation: Arg has no ID");
return;
}
Element stamina_attr;
if (getAttrType(STAMINA, stamina_attr, Element::TYPE_FLOAT) == 0) {
if (stamina_attr.Float() <= 0.f) {
// Character is immobilised.
return;
}
}
const std::string & other_id = arg->getId();
if (other_id != getId()) {
debug( std::cout << "Moving something else. " << other_id << std::endl << std::flush;);
LocatedEntity * other = BaseWorld::instance().getEntity(other_id);
if (other == 0) {
Unseen u;
Anonymous unseen_arg;
unseen_arg->setId(other_id);
u->setArgs1(unseen_arg);
u->setTo(getId());
res.push_back(u);
return;
}
Element mass;
if (other->getAttr(MASS, mass) != 0 || !mass.isFloat()) {
// FIXME Check against strength
// || mass.Float() > m_statistics.get("strength"));
debug( std::cout << "We can't move this. Just too heavy" << std::endl << std::flush;);
//TODO: send op back to the mind informing it that it was too heavy to move.
return;
}
op->setTo(other_id);
res.push_back(op);
return;
}
std::string new_loc;
if (arg->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) {
new_loc = arg->getLoc();
} else {
debug( std::cout << "Parent not set" << std::endl << std::flush;);
}
Point3D new_pos;
Vector3D new_velocity;
Quaternion new_orientation;
try {
if (arg->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) {
fromStdVector(new_pos, arg->getPos());
debug( std::cout << "pos set to " << new_pos << std::endl << std::flush;);
}
if (arg->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) {
fromStdVector(new_velocity, arg->getVelocity());
debug( std::cout << "vel set to " << new_velocity
<< std::endl << std::flush;);
}
Element orientation_attr;
if (arg->copyAttr("orientation", orientation_attr) == 0) {
new_orientation.fromAtlas(orientation_attr);
debug( std::cout << "ori set to " << new_orientation << std::endl << std::flush;);
if (!new_orientation.isValid()) {
log(ERROR, "Invalid orientation from client. Ignoring");
}
}
}
catch (Atlas::Message::WrongTypeException&) {
log(ERROR, "EXCEPTION: mindMoveOperation: Malformed move operation");
return;
}
catch (...) {
log(ERROR, "EXCEPTION: mindMoveOperation: Unknown exception thrown");
return;
}
debug( std::cout << ":" << new_loc << ":" << m_location.m_loc->getId()
<< ":" << std::endl << std::flush;);
if (!new_loc.empty() && (new_loc != m_location.m_loc->getId())) {
debug(std::cout << "Changing loc" << std::endl << std::flush;);
LocatedEntity * target_loc = BaseWorld::instance().getEntity(new_loc);
if (target_loc == 0) {
Unseen u;
Anonymous unseen_arg;
unseen_arg->setId(new_loc);
u->setArgs1(unseen_arg);
u->setTo(getId());
res.push_back(u);
return;
}
if (new_pos.isValid()) {
Location target(target_loc, new_pos);
Vector3D distance = distanceTo(m_location, target);
assert(distance.isValid());
// Convert target into our current frame of reference.
new_pos = m_location.pos() + distance;
} else {
log(WARNING, "mindMoveOperation: Argument changes LOC, but no POS specified. Not sure this makes any sense");
}
}
// Movement within current loc. Work out the speed and stuff and
// use movement object to track movement.
Location ret_location;
// int ret = m_movement.getUpdatedLocation(ret_location);
// if (ret) {
// ret_location = m_location;
// }
//
// // FIXME THis here?
// m_movement.reset();
Vector3D direction;
if (new_pos.isValid()) {
direction = new_pos - ret_location.pos();
} else if (new_velocity.isValid()) {
direction = new_velocity;
}
if (direction.isValid() && (direction.mag() > 0)) {
direction.normalize();
debug_print("Direction: " << direction);
if (!new_orientation.isValid()) {
// This is a character walking, so it should stay upright
Vector3D upright_direction = direction;
upright_direction[cZ] = 0;
if (upright_direction.mag() > 0) {
upright_direction.normalize();
new_orientation = quaternionFromTo(Vector3D(1,0,0), upright_direction, Vector3D(0,0,1));
debug_print("Orientation: " << new_orientation);
}
}
}
WFMath::CoordType vel_mag;
if (new_velocity.isValid()) {
vel_mag = std::min(new_velocity.mag(), consts::base_velocity);
} else {
vel_mag = consts::base_velocity;
}
// Need to add the arguments to this op before we return it
// direction is already a unit vector
if (new_pos.isValid()) {
m_movement.setTarget(new_pos);
debug(std::cout << "Target" << new_pos
<< std::endl << std::flush;);
}
if (direction.isValid()) {
ret_location.m_velocity = direction;
ret_location.m_velocity *= vel_mag;
debug(std::cout << "Velocity" << ret_location.velocity()
<< std::endl << std::flush;);
}
ret_location.m_orientation = new_orientation;
debug(std::cout << "Orientation" << ret_location.orientation()
<< std::endl << std::flush;);
Operation move_op = m_movement.generateMove(ret_location);
assert(move_op.isValid());
res.push_back(move_op);
// if (m_movement.hasTarget() &&
// ret_location.velocity().isValid() &&
// ret_location.velocity() != Vector3D::ZERO()) {
//
// Tick tickOp;
// Anonymous tick_arg;
// tick_arg->setAttr(SERIALNO, m_movement.serialno());
// tick_arg->setName("move");
// tickOp->setArgs1(tick_arg);
// tickOp->setTo(getId());
// tickOp->setFutureSeconds(m_movement.getTickAddition(ret_location.pos(),
// ret_location.velocity()));
//
// res.push_back(tickOp);
// }
}
/// \brief Filter a Set operation coming from the mind
///
/// Currently any Set op is permitted. In the future this will be locked
/// down to only allow mutable things to be changed. For example, for
/// inventory items with no name can have their name set from the client.
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindSetOperation(const Operation & op, OpVector & res)
{
log(WARNING, "Set op from mind");
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
log(ERROR, "mindSetOperation: set op has no argument");
return;
}
const Root & arg = args.front();
if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
op->setTo(arg->getId());
} else {
op->setTo(getId());
}
res.push_back(op);
}
/// \brief Filter a Combine operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindCombineOperation(const Operation & op, OpVector & res)
{
debug(std::cout << "mindCombineOperation" << std::endl << std::flush;);
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
log(ERROR, "mindCombineOperation: combine op has no argument");
return;
}
std::vector<Root>::const_iterator I = args.begin();
const Root & arg1 = *I;
op->setTo(arg1->getId());
std::vector<Root>::const_iterator Iend = args.end();
for (; I != Iend; ++I) {
const Root & arg = *I;
if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
error(op, "Character::mindCombineOp No ID.", res, getId());
return;
}
// FIXME Check item to be combined is in inventory
// and then also check stackable and the same type.
}
res.push_back(op);
}
/// \brief Filter a Create operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindCreateOperation(const Operation & op, OpVector & res)
{
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Delete operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindDeleteOperation(const Operation & op, OpVector & res)
{
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Divide operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindDivideOperation(const Operation & op, OpVector & res)
{
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
log(ERROR, "mindDivideOperation: op has no argument");
return;
}
std::vector<Root>::const_iterator I = args.begin();
const Root & arg1 = *I;
if (!arg1->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
error(op, "Character::mindDivideOp arg 1 has no ID.", res, getId());
return;
}
// FIXME Check entity to be divided is in inventory
op->setTo(arg1->getId());
++I;
std::vector<Root>::const_iterator Iend = args.end();
for (; I != Iend; ++I) {
const Root & arg = *I;
if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
error(op, "Character::mindDivideOp arg has ID.", res, getId());
return;
}
// Check the same type?
}
res.push_back(op);
}
/// \brief Filter a Imaginary operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindImaginaryOperation(const Operation & op, OpVector & res)
{
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Talk operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindTalkOperation(const Operation & op, OpVector & res)
{
debug( std::cout << "Character::mindTalkOperation"
<< std::endl << std::flush;);
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Look operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindLookOperation(const Operation & op, OpVector & res)
{
debug(std::cout << "Got look up from mind from [" << op->getFrom()
<< "] to [" << op->getTo() << "]" << std::endl << std::flush;);
m_flags |= entity_perceptive;
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
//If nothing is specified, send to parent, if available.
if (m_location.m_loc) {
op->setTo(m_location.m_loc->getId());
} else {
return;
}
} else {
const Root & arg = args.front();
if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
log(ERROR, "mindLookOperation: Op has no ID");
return;
}
op->setTo(arg->getId());
}
debug( std::cout <<" now to ["<<op->getTo()<<"]"<<std::endl<<std::flush;);
res.push_back(op);
}
/// \brief Filter a Eat operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindEatOperation(const Operation & op, OpVector & res)
{
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
log(ERROR, "mindEatOperation: Op has no ARGS");
return;
}
const Root & arg = args.front();
if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
log(ERROR, "mindEatOperation: Arg has no ID");
return;
}
op->setTo(arg->getId());
res.push_back(op);
}
/// \brief Filter a GoalInfo operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindGoalInfoOperation(const Operation & op, OpVector & res)
{
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Touch operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindTouchOperation(const Operation & op, OpVector & res)
{
// Work out what is being touched.
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
log(ERROR, "mindTouchOperation: Op has no ARGS");
return;
}
const Root & arg = args.front();
if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
log(ERROR, "mindTouchOperation: Op has no ID");
return;
}
// Pass the modified touch operation on to target.
op->setTo(arg->getId());
res.push_back(op);
// Send sight of touch
Sight s;
s->setArgs1(op);
res.push_back(s);
}
/// \brief Filter any other operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindOtherOperation(const Operation & op, OpVector & res)
{
log(WARNING, String::compose("Passing %1 op from mind through to world.", op->getParents().front()));
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Appearance operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mAppearanceOperation(const Operation & op)
{
return true;
}
/// \brief Filter a Disappearance operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mDisappearanceOperation(const Operation & op)
{
return true;
}
/// \brief Filter a Error operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mErrorOperation(const Operation & op)
{
return true;
}
/// \brief Filter a Setup operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mSetupOperation(const Operation & op)
{
if (!op->getArgs().empty()) {
if (op->getArgs().front()->getName() == "mind") {
return true;
}
}
return false;
}
/// \brief Filter a Thought operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindThoughtOperation(const Operation & op, OpVector & res)
{
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Think operation coming from the mind
///
/// @param op The operation to be filtered.
/// @param res The filtered result is returned here.
void Character::mindThinkOperation(const Operation & op, OpVector & res)
{
op->setTo(getId());
res.push_back(op);
}
/// \brief Filter a Tick operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mTickOperation(const Operation & op)
{
if (!op->getArgs().empty()) {
if (op->getArgs().front()->getName() == "mind") {
return true;
}
}
return false;
}
/// \brief Filter a Unseen operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mUnseenOperation(const Operation & op)
{
return true;
}
/// \brief Filter a Sight operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mSightOperation(const Operation & op)
{
return true;
}
/// \brief Filter a Sound operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mSoundOperation(const Operation & op)
{
return true;
}
/// \brief Filter a Thought operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mThoughtOperation(const Operation & op)
{
//Only allow thoughts which are sent from the mind
return op->getFrom() == getId();
}
bool Character::w2mThinkOperation(const Operation & op)
{
return true;
}
bool Character::w2mCommuneOperation(const Operation & op)
{
return true;
}
/// \brief Filter a Touch operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mTouchOperation(const Operation & op)
{
return true;
}
/// \brief Filter a Relay operation coming from the world to the mind
///
/// @param op The operation to be filtered.
/// @return true if the operation should be passed.
bool Character::w2mRelayOperation(const Operation & op)
{
//Relay is an internal op.
return false;
}
/// \brief Send an operation to the current active part of the mind
///
/// The operation can potentially go to an external mind if one is
/// currently one attached to this Character. This is normally a player
/// client, but could be a remote AI agent. Additionally the operation
/// can go to an internal AI mind. The result from the AI mind is
/// discarded if an external mind is connected.
/// @param op Operation to be processed.
/// @param res The result of the operation is returned here.
void Character::sendMind(const Operation & op, OpVector & res)
{
debug( std::cout << "Character::sendMind(" << op->getParents().front() << ")" << std::endl << std::flush;);
if (m_externalMind != nullptr && m_externalMind->isLinked()) {
OpVector mindRes;
m_proxyMind->operation(op, mindRes);
// Discard all the local results
debug(std::cout << "Sending to external mind" << std::endl
<< std::flush;);
m_externalMind->operation(op, res);
} else {
debug(std::cout << "Using ops from local mind"
<< std::endl << std::flush;);
m_proxyMind->operation(op, res);
}
}
/// \brief Filter operations from the mind destined for the body.
///
/// Operations from the character's mind which is either an NPC mind,
/// or a remote client are passed in here for pre-processing and filtering
/// before they are valid to be processed as internal ops. The operation
/// may be modified and re-used so operations passed to this function have
/// their ownership passed in, and caller should not modify the operation,
/// make assumptions that it has not been modified after calling mind2body.
/// @param op The operation to be processed.
/// @param res The result of the operation is returned here.
void Character::mind2body(const Operation & op, OpVector & res)
{
debug( std::cout << "Character::mind2body(" << std::endl << std::flush;);
//Check if we have any relays registered for this op.
if (!op->isDefaultRefno()) {
auto I = m_relays.find(op->getRefno());
if (I != m_relays.end()) {
//The operation is a response to a relayed op, and we should send it on to the originating
//entity. When doing this, we're basically wrapping an unsafe operation (i.e. the operation from
//the mind could be anything), so it's important that the client or code which receives
//the relayed op handles it with case.
//Wrap the operation in a relay op
Atlas::Objects::Operation::Generic relayOp;
relayOp->setType("relay", Atlas::Objects::Operation::RELAY_NO);
relayOp->setArgs1(op);
relayOp->setTo(I->second.destination);
relayOp->setRefno(I->second.serialno);
res.push_back(relayOp);
m_relays.erase(I);
//The operation should not be processed anymore after it has been relayed.
return;
}
}
if (!op->isDefaultTo()) {
log(ERROR, String::compose("Operation \"%1\" from mind with TO set.",
op->getParents().front()));
return;
}
if (!op->isDefaultFutureSeconds() && op->getClassNo() != Atlas::Objects::Operation::TICK_NO) {
log(ERROR, String::compose("Operation \"%1\" from mind with "
"FUTURE_SECONDS set.",
op->getParents().front()));
}
auto op_no = op->getClassNo();
switch (op_no) {
case Atlas::Objects::Operation::COMBINE_NO:
mindCombineOperation(op, res);
break;
case Atlas::Objects::Operation::CREATE_NO:
mindCreateOperation(op, res);
break;
case Atlas::Objects::Operation::DELETE_NO:
mindDeleteOperation(op, res);
break;
case Atlas::Objects::Operation::DIVIDE_NO:
mindDivideOperation(op, res);
break;
case Atlas::Objects::Operation::IMAGINARY_NO:
mindImaginaryOperation(op, res);
break;
case Atlas::Objects::Operation::LOOK_NO:
mindLookOperation(op, res);
break;
case Atlas::Objects::Operation::MOVE_NO:
mindMoveOperation(op, res);
break;
case Atlas::Objects::Operation::SET_NO:
mindSetOperation(op, res);
break;
case Atlas::Objects::Operation::TALK_NO:
mindTalkOperation(op, res);
break;
case Atlas::Objects::Operation::TOUCH_NO:
mindTouchOperation(op, res);
break;
case Atlas::Objects::Operation::USE_NO:
mindUseOperation(op, res);
break;
case Atlas::Objects::Operation::WIELD_NO:
mindWieldOperation(op, res);
break;
default:
if (op_no == Atlas::Objects::Operation::ACTUATE_NO) {
mindActuateOperation(op, res);
} else if (op_no == Atlas::Objects::Operation::ATTACK_NO) {
mindAttackOperation(op, res);
} else if (op_no == Atlas::Objects::Operation::EAT_NO) {
mindEatOperation(op, res);
} else if (op_no == Atlas::Objects::Operation::SETUP_NO) {
mindSetupOperation(op, res);
} else if (op_no == Atlas::Objects::Operation::TICK_NO) {
mindTickOperation(op, res);
} else if (op_no == Atlas::Objects::Operation::UPDATE_NO) {
mindUpdateOperation(op, res);
} else if (op_no == Atlas::Objects::Operation::THOUGHT_NO) {
mindThoughtOperation(op, res);
} else if (op_no == Atlas::Objects::Operation::GOAL_INFO_NO) {
mindGoalInfoOperation(op, res);
} else if (op_no == Atlas::Objects::Operation::THINK_NO) {
mindThinkOperation(op, res);
} else {
mindOtherOperation(op, res);
}
break;
}
}
/// \brief Filter operations from the world to the mind
///
/// Operations from the world are checked here to see if they are suitable
/// to send to the mind. Some operations should not go to the mind as they
/// leak information. Others are just not necessary as they provide no
/// useful information.
bool Character::world2mind(const Operation & op)
{
debug( std::cout << "Character::world2mind(" << op->getParents().front() << ")" << std::endl << std::flush;);
auto otype = op->getClassNo();
POLL_OP_SWITCH(op, otype, w2m)
return false;
}
void Character::filterExternalOperation(const Operation & op)
{
OpVector mres;
mind2body(op, mres);
OpVector::const_iterator I = mres.begin();
OpVector::const_iterator Iend = mres.end();
// If the original op had a serial no, we assume the first consequence
// of that is effectively the same operation.
// FIXME Can this be guaranteed by the mind2body phase?
if (!op->isDefaultSerialno() && I != Iend) {
(*I)->setSerialno(op->getSerialno());
}
for (; I != Iend; ++I) {
sendWorld(*I);
}
}
void Character::operation(const Operation & op, OpVector & res)
{
debug( std::cout << "Character::operation(" << op->getParents().front() << ")" << std::endl << std::flush;);
Entity::operation(op, res);
if (world2mind(op)) {
debug( std::cout << "Character::operation(" << op->getParents().front() << ") passed to mind" << std::endl << std::flush;);
OpVector mres;
sendMind(op, mres);
OpVector::const_iterator Iend = mres.end();
for (OpVector::const_iterator I = mres.begin(); I != Iend; ++I) {
filterExternalOperation(*I);
}
}
}
void Character::externalOperation(const Operation & op, Link & link)
{
debug( std::cout << "Character::externalOperation(" << op->getParents().front() << ")" << std::endl << std::flush;);
if (linkExternal(&link) == 0) {
debug(std::cout << "Subscribing existing character" << std::endl
<< std::flush;);
Info info;
Anonymous info_arg;
addToEntity(info_arg);
info->setArgs1(info_arg);
link.send(info);
logEvent(TAKE_CHAR, String::compose("%1 - %2 Taken character (%3)",
getId(), getId(),
getType()));
}
filterExternalOperation(op);
}