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

828 lines
28 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000-2006 Alistair Riddoch
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
#include "Thing.h"
#include "Motion.h"
#include "Domain.h"
#include "TransformsProperty.h"
#include "common/BaseWorld.h"
#include "common/log.h"
#include "common/const.h"
#include "common/debug.h"
#include "common/compose.hpp"
#include "common/Property.h"
#include "common/Burn.h"
#include "common/Nourish.h"
#include "common/Update.h"
#include "common/Pickup.h"
#include "common/Drop.h"
#include "common/Unseen.h"
#include "common/TypeNode.h"
#include <wfmath/atlasconv.h>
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
using Atlas::Objects::smart_dynamic_cast;
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Objects::Root;
using Atlas::Objects::Operation::Set;
using Atlas::Objects::Operation::Sight;
using Atlas::Objects::Operation::Delete;
using Atlas::Objects::Operation::Drop;
using Atlas::Objects::Operation::Info;
using Atlas::Objects::Operation::Move;
using Atlas::Objects::Operation::Nourish;
using Atlas::Objects::Operation::Pickup;
using Atlas::Objects::Operation::Appearance;
using Atlas::Objects::Operation::Disappearance;
using Atlas::Objects::Operation::Update;
using Atlas::Objects::Operation::Wield;
using Atlas::Objects::Operation::Unseen;
using Atlas::Objects::Entity::Anonymous;
using Atlas::Objects::Entity::RootEntity;
static const bool debug_flag = false;
/// \brief Constructor for physical or tangible entities.
Thing::Thing(const std::string & id, long intId) :
Entity(id, intId)
{
}
Thing::~Thing()
{
}
void Thing::DeleteOperation(const Operation & op, OpVector & res)
{
if (m_location.m_loc == 0) {
log(ERROR, String::compose("Deleting %1(%2) when it is not "
"in the world.", getType(), getId()));
assert(m_location.m_loc != 0);
return;
}
// The actual destruction and removal of this entity will be handled
// by the WorldRouter
if (isPerceptive()) {
//We need to send a sight operation directly to the entity.
//The reason is that else the entity will be deleted before it can receive the broadcast Sight
//of the Delete op, which will leave any external clients hanging.
Sight sToEntity;
sToEntity->setArgs1(op);
sToEntity->setTo(getId());
operation(sToEntity, res);
}
Sight s;
s->setArgs1(op);
res.push_back(s);
Entity::DeleteOperation(op, res);
}
void Thing::MoveOperation(const Operation & op, OpVector & res)
{
debug( std::cout << "Thing::move_operation" << std::endl << std::flush;);
if (m_location.m_loc == 0) {
log(ERROR, String::compose("Moving %1(%2) when it is not in the world.",
getType(), getId()));
assert(m_location.m_loc != 0);
return;
}
// Check the validity of the operation.
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
error(op, "Move has no argument", res, getId());
return;
}
RootEntity ent = smart_dynamic_cast<RootEntity>(args.front());
if (!ent.isValid()) {
error(op, "Move op arg is malformed", res, getId());
return;
}
if (getId() != ent->getId()) {
error(op, "Move op does not have correct id in argument", res, getId());
return;
}
if (!ent->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) {
error(op, "Move op has no loc", res, getId());
return;
}
const std::string & new_loc_id = ent->getLoc();
LocatedEntity * new_loc = 0;
if (new_loc_id != m_location.m_loc->getId()) {
// If the LOC has not changed, we don't need to look it up, or do
// any of the following checks.
new_loc = BaseWorld::instance().getEntity(new_loc_id);
if (new_loc == 0) {
error(op, "Move op loc does not exist", res, getId());
return;
}
debug(std::cout << "LOC: " << new_loc_id << std::endl << std::flush;);
LocatedEntity * test_loc = new_loc;
for (; test_loc != 0; test_loc = test_loc->m_location.m_loc) {
if (test_loc == this) {
error(op, "Attempt to move into itself", res, getId());
return;
}
}
assert(new_loc != 0);
assert(m_location.m_loc != new_loc);
}
if (!ent->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) {
error(op, "Move op has no pos", res, getId());
return;
}
// Up until this point nothing should have changed, but the changes
// have all now been checked for validity.
const Location old_loc = m_location;
// Check if the location has changed
if (new_loc != 0) {
// new_loc should only be non-null if the LOC specified is
// different from the current LOC
assert(m_location.m_loc != new_loc);
// Check for pickup, ie if the new LOC is the actor, and the
// previous LOC is the actor's LOC.
if (new_loc->getId() == op->getFrom() &&
m_location.m_loc == new_loc->m_location.m_loc) {
Pickup p;
p->setFrom(op->getFrom());
p->setTo(getId());
Sight s;
s->setArgs1(p);
res.push_back(s);
Anonymous wield_arg;
wield_arg->setId(getId());
Wield w;
w->setTo(op->getFrom());
w->setArgs1(wield_arg);
res.push_back(w);
}
// Check for drop, ie if the old LOC is the actor, and the
// new LOC is the actor's LOC.
if (m_location.m_loc->getId() == op->getFrom() &&
new_loc == m_location.m_loc->m_location.m_loc) {
Drop d;
d->setFrom(op->getFrom());
d->setTo(getId());
Sight s;
s->setArgs1(d);
res.push_back(s);
}
// Update loc
changeContainer(new_loc);
}
std::string mode;
if (hasAttr("mode")) {
Element mode_attr;
getAttr("mode", mode_attr);
if (mode_attr.isString()) {
mode = mode_attr.String();
} else {
log(ERROR, String::compose("Mode on entity is a \"%1\" in "
"Thing::MoveOperation",
Element::typeName(mode_attr.getType())));
}
}
// Move ops often include a mode change, so we handle it here, even
// though it is not a special attribute for efficiency. Otherwise
// an additional Set op would be required.
Element attr_mode;
if (ent->copyAttr("mode", attr_mode) == 0) {
if (!attr_mode.isString()) {
log(ERROR, "Non string mode set in Thing::MoveOperation");
} else {
// Update the mode
setAttr("mode", attr_mode);
if (m_motion) {
m_motion->setMode(attr_mode.String());
}
mode = attr_mode.String();
}
}
const double & current_time = BaseWorld::instance().getTime();
auto transformsProp = requirePropertyClassFixed<TransformsProperty>();
//We can only move if there's a domain
auto domain = getMovementDomain();
if (domain) {
bool updatedTransform = false;
// Update pos
const auto& posVector = ent->getPos();
if (posVector.size() == 3) {
Vector3D translate;
translate.fromAtlas(ent->getPosAsList());
//Adjust the supplied position by the inverse of all external transformation.
//This is to offset the fact that any client will send an update for position using
//the position of the entity as it sees it.
//TODO: is this really the best way? Should we allow for clients to specify if they want to set
//the position independent of any transformations? Perhaps this is doable if the client
//instead sends an update for the "transforms" property?
for (auto entry : transformsProp->external()) {
if (entry.second.translate.isValid()) {
translate -= entry.second.translate;
}
}
if (m_location.bBox().isValid()) {
for (auto entry : transformsProp->external()) {
if (entry.second.translateScaled.isValid()) {
auto size = m_location.bBox().highCorner() - m_location.bBox().lowCorner();
translate -= WFMath::Vector<3>(
entry.second.translateScaled.x() * size.x(),
entry.second.translateScaled.y() * size.y(),
entry.second.translateScaled.z() * size.z());
}
}
}
transformsProp->getTranslate() = translate;
updatedTransform = true;
}
// // FIXME Quick height hack
// float height = domain->constrainHeight(*this, m_location.m_loc, m_location.pos(), mode);
// //Translate height in relation to the standard translation as set in "transforms".
// transformsProp->getTranslate().z() = height;
Element attr_orientation;
if (ent->copyAttr("orientation", attr_orientation) == 0) {
// Update orientation
Quaternion rotate;
rotate.fromAtlas(attr_orientation.asList());
//Adjust the supplied orientation by the inverse of all external transformation.
//This is to offset the fact that any client will send an update for orientation using
//the orientation of the entity as it sees it.
//TODO: is this really the best way? Should we allow for clients to specify if they want to set
//the position independent of any transformations? Perhaps this is doable if the client
//instead sends an update for the "transforms" property?
for (auto entry : transformsProp->external()) {
if (entry.second.rotate.isValid()) {
Quaternion localRotation(entry.second.rotate.inverse());
//normalize to avoid drift
localRotation.normalize();
rotate = localRotation * rotate;
}
}
transformsProp->getRotate() = rotate;
updatedTransform = true;
}
if (updatedTransform) {
transformsProp->apply(this);
domain->applyTransform(*this, m_location.m_orientation, m_location.m_pos);
}
if (ent->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) {
// Update velocity
fromStdVector(m_location.m_velocity, ent->getVelocity());
domain->setVelocity(*this, m_location.m_velocity);
// Velocity is not persistent so has no flag
}
m_location.update(current_time);
m_flags &= ~(entity_clean);
// At this point the Location data for this entity has been updated.
bool moving = false;
if (m_location.velocity().isValid() &&
m_location.velocity().sqrMag() > WFMath::numeric_constants<WFMath::CoordType>::epsilon()) {
moving = true;
}
// Take into account terrain following etc.
// Take into account mode also.
// m_motion->adjustNewPostion();
float update_time = consts::move_tick;
if (moving) {
//We've just started moving; create a motion instance.
if (!m_motion) {
m_motion = new Motion(*this);
}
// // If we are moving, check for collisions
// update_time = m_motion->checkCollisions(*domain);
//
// if (m_motion->collision()) {
// if (update_time < WFMath::numeric_constants<WFMath::CoordType>::epsilon()) {
// moving = m_motion->resolveCollision();
// } else {
// m_motion->m_collisionTime = current_time + update_time;
// }
// }
// Serial number must be changed regardless of whether we will use it
++m_motion->serialno();
// If we are moving, schedule an update to track the movement
debug(std::cout << "Move Update in " << update_time << std::endl << std::flush;);
Update u;
u->setFutureSeconds(update_time);
u->setTo(getId());
u->setRefno(m_motion->serialno());
res.push_back(u);
} else {
if (m_motion) {
//We moved previously, but have now stopped.
delete m_motion;
m_motion = nullptr;
}
}
Operation m(op.copy());
RootEntity marg = smart_dynamic_cast<RootEntity>(m->getArgs().front());
assert(marg.isValid());
m_location.addToEntity(marg);
Sight s;
s->setArgs1(m);
res.push_back(s);
// This code handles sending Appearance and Disappearance operations
// to this entity and others to indicate if one has gained or lost
// sight of the other because of this movement
// FIXME Why only for a perceptive moving entity? Surely other entities
// must gain/lose sight of this entity if it's moving?
if (isPerceptive()) {
checkVisibility(old_loc, res);
}
}
//Check if we've moved between domains. First check if the location has changed, and if so
//check if the domain also has changed.
if (new_loc != 0) {
if (old_loc.m_loc != m_location.m_loc && old_loc.m_loc) {
auto domain_old = old_loc.m_loc->getMovementDomain();
if (domain_old && domain_old != domain) {
//Everything that saw us at the old domain should get a disappear op.
//We shouldn't need to send disappear ops to ourselves though, since the top
//level entity will have changed.
//TODO: We can't use a broadcast op here, since the broadcast will look at the
//location of the entity when it's processed, not when it's created. We should
//alter this so that any op that's to be broadcast instead should include
//the location data in the op itself.
domain_old->processDisappearanceOfEntity(*this, old_loc, res);
}
}
}
m_seq++;
onUpdated();
}
/// \brief Check changes in visibility of this entity
///
/// Check how this entity's position has changed since the last update
/// and how this has affected which entities it can see, and which can see
/// it. Return Appearance and Disappearance operations as required.
/// @param old_pos The coordinates of this entity before the update
/// @param res Resulting operations are returned here
void Thing::checkVisibility(const Location & old_loc, OpVector & res)
{
auto domain = getMovementDomain();
if (domain) {
domain->processVisibilityForMovedEntity(*this, old_loc, res);
}
}
void Thing::SetOperation(const Operation & op, OpVector & res)
{
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
error(op, "Set has no argument", res, getId());
return;
}
const Root & ent = args.front();
merge(ent->asMessage());
Sight s;
s->setArgs1(op);
res.push_back(s);
m_seq++;
if (~m_flags & entity_clean) {
onUpdated();
}
//Send an update in case there are properties that were updated as a side effect of the merge
//TODO: only do this if there actually are changes
Update update;
update->setTo(getId());
res.push_back(update);
}
/// \brief Generate a Sight(Set) operation giving an update on named attributes
///
/// When another operation causes the properties of an entity to be changed,
/// it can trigger propagation of this change by sending an Update operation
/// nameing the attributes or properties that need to be updated. This
/// member function handles the Operation, sending a Sight(Set) for
/// any perceptible changes, and will in future handle persisting those
/// changes. Should this also handle side effects?
/// The main reason for this up is that if other ops need to generate a
/// Set op to update attributes, there are race conditions all over the
/// place.
/// @param op Update operation that notifies of the changes.
/// @param res The result of the operation is returned here.
void Thing::updateProperties(const Operation & op, OpVector & res)
{
debug(std::cout << "Generating property update" << std::endl << std::flush;);
Anonymous set_arg;
set_arg->setId(getId());
bool hadChanges = false;
for (auto entry : m_properties) {
PropertyBase * prop = entry.second;
assert(prop != 0);
if (prop->flags() & flag_unsent) {
debug(std::cout << "UPDATE: " << flag_unsent << " " << entry.first
<< std::endl << std::flush;);
prop->add(entry.first, set_arg);
prop->resetFlags(flag_unsent | per_clean);
resetFlags(entity_clean);
hadChanges = true;
// FIXME Make sure we handle separately for private properties
}
}
if (hadChanges) {
Set set;
set->setTo(getId());
set->setFrom(getId());
set->setSeconds(op->getSeconds());
set->setArgs1(set_arg);
Sight sight;
sight->setArgs1(set);
res.push_back(sight);
}
//Location changes must be communicated through a Move op.
if (m_flags & entity_dirty_location) {
Move m;
Anonymous move_arg;
move_arg->setId(getId());
m_location.addToEntity(move_arg);
m->setArgs1(move_arg);
m->setFrom(getId());
m->setTo(getId());
Sight s;
s->setArgs1(m);
res.push_back(s);
resetFlags(entity_dirty_location);
hadChanges = true;
}
//Only change sequence number and call onUpdated if something actually changed.
if (hadChanges) {
m_seq++;
if (~m_flags & entity_clean) {
onUpdated();
}
}
}
void Thing::UpdateOperation(const Operation & op, OpVector & res)
{
// If it has no refno, then it is a generic request to broadcast
// an update of some properties which have changed.
if (op->isDefaultRefno()) {
updateProperties(op, res);
return;
}
// If LOC is null, this cannot be part of the world, or must be the
// world itself, so should not be involved in any movement.
if (m_location.m_loc == 0) {
log(ERROR, String::compose("Updating %1(%2) when it is not in the world.",
getType(), getId()));
return;
}
// If it has a refno, then it is a movement update. If it does not
// match the current movement serialno, then its obsolete, and can
// be discarded.
if (m_motion == nullptr || op->getRefno() != m_motion->serialno()) {
return;
}
// If somehow a movement update arrives with the correct refno, but
// we are not moving, then something has gone wrong.
if (!m_location.velocity().isValid() ||
m_location.velocity().sqrMag() < WFMath::numeric_constants<WFMath::CoordType>::epsilon()) {
log(ERROR, "Update got for entity not moving");
return;
}
// This is where we will handle movement simulation from now on, rather
// than in the mind interface. The details will be sorted by a new type
// of object which will handle the specifics.
const double & current_time = BaseWorld::instance().getTime();
float time_diff = (float)(current_time - m_location.timeStamp());
std::string mode;
if (hasAttr("mode")) {
Element mode_attr;
getAttr("mode", mode_attr);
if (mode_attr.isString()) {
mode = mode_attr.String();
} else {
log(ERROR, String::compose("Mode on entity is a \"%1\" "
"in Thing::UpdateOperation",
Element::typeName(mode_attr.getType())));
}
}
const Location old_loc = m_location;
bool moving = true;
// Check if a predicted collision is due.
// if (m_motion->collision()) {
// if (current_time >= m_motion->m_collisionTime) {
// time_diff = (float)(m_motion->m_collisionTime - m_location.timeStamp());
// // This flag signals that collision resolution is required later.
// // Whether or not we are actually moving is determined by the
// // collision resolution.
// moving = false;
// }
// }
//
// // Update entity position
// auto transformsProp = requirePropertyClassFixed<TransformsProperty>();
// transformsProp->getTranslate() += (m_location.velocity() * time_diff);
//
// //We need to apply transforms here to figure our position in order to adjust height further down
// transformsProp->apply(this);
//
// // Collision resolution has to occur after position has been updated.
// if (!moving) {
// moving = m_motion->resolveCollision();
// }
//
// // Adjust the position to world constraints - essentially fit
// // to the terrain height at this stage.
// // FIXME Get the constraints from the movement domain
// auto domain = getMovementDomain();
// if (domain) {
// float z = domain->constrainHeight(*this, m_location.m_loc, m_location.pos(), "standing");
// transformsProp->getTranslate().z() = z;
// transformsProp->apply(this);
// } else {
//
// }
// m_location.update(current_time);
// m_flags &= ~entity_clean;
//
float update_time = consts::move_tick;
//
// if (moving && domain) {
// // If we are moving, check for collisions
// update_time = m_motion->checkCollisions(*domain);
//
// if (m_motion->collision()) {
// if (update_time < WFMath::numeric_constants<WFMath::CoordType>::epsilon()) {
// moving = m_motion->resolveCollision();
// } else {
// m_motion->m_collisionTime = current_time + update_time;
// }
// }
// }
Move m;
Anonymous move_arg;
move_arg->setId(getId());
m_location.addToEntity(move_arg);
m->setArgs1(move_arg);
m->setFrom(getId());
m->setTo(getId());
Sight s;
s->setArgs1(m);
res.push_back(s);
if (moving) {
debug(std::cout << "New Update in " << update_time << std::endl << std::flush;);
Update u;
u->setFutureSeconds(update_time);
u->setTo(getId());
// If the update op has no serial number, we need our own
// ref number
if (op->isDefaultSerialno()) {
u->setRefno(++m_motion->serialno());
} else {
// We should respect the serial number if it is present
// as the core code will set the reference number
// correctly.
m_motion->serialno() = op->getSerialno();
}
res.push_back(u);
} else {
delete m_motion;
m_motion = nullptr;
}
// This code handles sending Appearance and Disappearance operations
// to this entity and others to indicate if one has gained or lost
// sight of the other because of this movement
// FIXME Why only for a perceptive moving entity? Surely other entities
// must gain/lose sight of this entity if it's moving?
if (isPerceptive()) {
checkVisibility(old_loc, res);
}
onUpdated();
}
void Thing::LookOperation(const Operation & op, OpVector & res)
{
LocatedEntity * from = BaseWorld::instance().getEntity(op->getFrom());
if (from == nullptr) {
log(ERROR, "Look op has invalid from");
return;
}
// Register the entity with the world router as perceptive.
BaseWorld::instance().addPerceptive(from);
//Let the domain handle the Look op.
auto domain = getMovementDomain();
if (domain) {
domain->lookAtEntity(*from, *this, op, res);
} else {
Unseen u;
u->setTo(op->getFrom());
u->setArgs(op->getArgs());
if (!op->isDefaultSerialno()) {
u->setRefno(op->getSerialno());
}
res.push_back(u);
log(WARNING, String::compose("Entity being looked (%1, of type %2) at don't belong to any Domain, so sights cannot be determined.", this->getId(), this->getType()->name()));
}
}
void Thing::CreateOperation(const Operation & op, OpVector & res)
{
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
return;
}
try {
RootEntity ent = smart_dynamic_cast<RootEntity>(args.front());
if (!ent.isValid()) {
error(op, "Entity to be created is malformed", res, getId());
return;
}
const std::list<std::string> & parents = ent->getParents();
if (parents.empty()) {
error(op, "Entity to be created has empty parents", res, getId());
return;
}
if (ent->hasAttr("transforms")) {
ent->removeAttr("pos");
ent->removeAttr("orientation");
} else {
Atlas::Message::MapType transforms;
if (ent->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) {
//Only copy x and y values; let terrain adjust z.
transforms["translate"] = ent->getPosAsList();
ent->removeAttr("pos");
}
Element orientation;
if (ent->copyAttr("orientation", orientation) == 0) {
transforms["rotate"] = orientation;
ent->removeAttr("orientation");
}
ent->setAttr("transforms", transforms);
}
//If there's no location set we'll use the same one as the current entity.
if (!ent->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG) &&
(m_location.m_loc != 0)) {
ent->setLoc(m_location.m_loc->getId());
if (!ent->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) {
//Don't actually set the pos; instead set the transform.
//We don't allow external clients to directly set the pos.
if (!ent->hasAttr("transforms")) {
Atlas::Message::MapType transforms;
//Only copy x and y values; let terrain adjust z.
transforms["translate"] = Vector3D(m_location.pos().x(), m_location.pos().y(), 0).toAtlas();
ent->setAttr("transforms", transforms);
}
}
}
const std::string & type = parents.front();
debug( std::cout << getId() << " creating " << type;);
LocatedEntity * obj = BaseWorld::instance().addNewEntity(type, ent);
if (obj == 0) {
error(op, "Create op failed.", res, op->getFrom());
return;
}
Anonymous new_ent;
obj->addToEntity(new_ent);
if (!op->isDefaultSerialno()) {
log(NOTICE, "Sending create response");
Info i;
i->setArgs1(new_ent);
i->setTo(op->getFrom());
res.push_back(i);
}
Operation c(op.copy());
c->setArgs1(new_ent);
Sight s;
s->setArgs1(c);
res.push_back(s);
}
catch (Atlas::Message::WrongTypeException&) {
log(ERROR, "EXCEPTION: Malformed object to be created");
error(op, "Malformed object to be created", res, getId());
return;
}
}