cyphesis/rulesets/Creator.cpp
Erik Ogenvik 55d6107efc Allow Set operations from the Creator.
We should really disable random Set operations from
Characters though...
2016-06-26 20:13:31 +02:00

305 lines
12 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 "Creator.h"
#include "BaseMind.h"
#include "common/BaseWorld.h"
#include "common/log.h"
#include "common/debug.h"
#include "common/serialno.h"
#include "common/compose.hpp"
#include "common/Setup.h"
#include "common/Tick.h"
#include "common/Unseen.h"
#include "common/Update.h"
#include "common/custom.h"
#include <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
using Atlas::Objects::Root;
using Atlas::Objects::Operation::Delete;
using Atlas::Objects::Operation::Sight;
using Atlas::Objects::Operation::Unseen;
using Atlas::Objects::Entity::Anonymous;
static const bool debug_flag = false;
Creator::Creator(const std::string & id, long intId) :
Character(id, intId)
{
debug( std::cout << "Creator::Creator" << std::endl << std::flush;);
//Set a property rather than just setting the ephemeral flag directly. This way external entities can see that we're transient.
setAttr("transient", -1);
//Creators are always perceptive.
setFlags(entity_perceptive);
}
Creator::~Creator()
{
}
void Creator::operation(const Operation & op, OpVector & res)
{
debug( std::cout << "Creator::operation" << std::endl << std::flush;);
// FIXME: Switch to using callOperation(), some more op handlers would
// need to be implemented. Some might need to be blocked
// to prevent anyone from messing with us, like SetOperation().
auto op_no = op->getClassNo();
switch(op_no) {
case Atlas::Objects::Operation::CREATE_NO:
CreateOperation(op, res);
break;
case Atlas::Objects::Operation::LOOK_NO:
LookOperation(op, res);
break;
case Atlas::Objects::Operation::MOVE_NO:
MoveOperation(op, res);
break;
case Atlas::Objects::Operation::DELETE_NO:
DeleteOperation(op, res);
break;
case Atlas::Objects::Operation::TALK_NO:
TalkOperation(op, res);
break;
default:
if (op_no == Atlas::Objects::Operation::TICK_NO) {
TickOperation(op, res);
} else if (op_no == Atlas::Objects::Operation::RELAY_NO) {
RelayOperation(op, res);
return;
} else if (op_no == Atlas::Objects::Operation::UPDATE_NO) {
//Ignore update ops (which are related to movement), as we want
//to be able to pass through stuff unhindered
//These kind of operations are genereated from the world, and
//thus have refno's generated by the simulation. To prevent
//these from colliding with client serialno/refno we need to
//clear the refno before sending to the client.
op->removeAttr(Atlas::Objects::Operation::REFNO_ATTR);
return;
}
break;
}
//TODO: figure out how to better handle "refno". The issue now is that operations originating from
//the mind are intermingled with those generated from the simulation, resulting in refno collisions.
sendMind(op, res);
}
void Creator::externalOperation(const Operation & op, Link &)
{
// If an admin connection specifies a TO on the op, we treat
// it specially, and make sure it goes direct, otherwise
// we handle it like a normal character.
debug( std::cout << "Creator::externalOperation("
<< op->getParents().front() << ")" << std::endl
<< std::flush;);
if (op->isDefaultTo()) {
debug( std::cout << "Creator handling op normally" << std::endl
<< std::flush;);
filterExternalOperation(op);
} else if (op->getTo() == getId() && op->isDefaultFutureSeconds()) {
debug( std::cout << "Creator handling op " << std::endl << std::flush;);
OpVector lres;
OpVector eres;
callOperation(op, lres);
OpVector::const_iterator Iend = lres.end();
for (OpVector::const_iterator I = lres.begin(); I != Iend; ++I) {
if (!op->isDefaultSerialno()) {
(*I)->setRefno(op->getSerialno());
}
sendMind(*I, eres);
sendWorld(*I);
// Don't delete lres as it has gone into World's queue
// World will deal with it.
}
} else {
LocatedEntity * to = BaseWorld::instance().getEntity(op->getTo());
if (to != 0) {
//If there's a serial number, we expect a response, and we should relay the operation
if (op->isDefaultSerialno()) {
// Make it appear like it came from target itself;
to->sendWorld(op);
//Send a sight of the operation to the mind
//NOTE: Is this really a good idea? There's no serial number set, so the op
//will be handled by the client as a valid op, even though it might not in reality
//always succeed (depending on game rules etc.).
Sight sight;
sight->setArgs1(op);
sight->setTo(getId());
OpVector res;
sendMind(sight, res);
} else {
relayOperationTo(op, *to);
}
} else {
log(ERROR, String::compose("Creator operation from client "
"is to unknown ID \"%1\"",
op->getTo()));
Anonymous unseen_arg;
unseen_arg->setId(op->getTo());
Unseen unseen;
unseen->setArgs1(unseen_arg);
unseen->setTo(getId());
if (!op->isDefaultSerialno()) {
unseen->setRefno(op->getSerialno());
}
OpVector res;
sendMind(unseen, res);
// We are not interested in anything the external mind might return
}
}
}
void Creator::relayOperationTo(const Operation & op, LocatedEntity& to)
{
//Make the op appear to come from the destination entity.
op->setFrom(to.getId());
Relay relay;
relay.serialno = op->getSerialno();
relay.destination = to.getId();
long int serialNo = ++s_serialNumberNext;
Atlas::Objects::Operation::Generic relayOp;
relayOp->setType("relay", Atlas::Objects::Operation::RELAY_NO);
relayOp->setTo(to.getId());
relayOp->setSerialno(serialNo);
relayOp->setArgs1(op);
m_relays.insert(std::make_pair(serialNo, relay));
sendWorld(relayOp);
//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);
pruneOp->setFutureSeconds(5);
sendWorld(pruneOp);
}
void Creator::mindLookOperation(const Operation & op, OpVector & res)
{
// This overriden version allows the Creator to search the world for
// entities by type or by name.
//FIXME: This scheme makes for some strange operations, since the sight check will be
//ignored if searching by type or name, but not by id.
//I.e. there's no good way for an admin client to get info on an entity bypassing the sight check if the id the only known data.
//We need to implement some mechanism which allows an admin to properly query all entities using the id of them.
//We might just override the lookup here. Problem with that is however that it would interfere with the normal creator
//entity interaction with the world.
debug(std::cout << "Got look up from prived 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()) {
op->setTo(BaseWorld::instance().getDefaultLocation().getId());
} else {
const Root & arg = args.front();
if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
op->setTo(arg->getId());
} else if (arg->hasAttrFlag(Atlas::Objects::NAME_FLAG)) {
// Search by name
LocatedEntity * e = BaseWorld::instance().findByName(arg->getName());
if (e != nullptr) {
//This will override the normal sights checking code, which is ok since we're an administrator
Sight s;
Anonymous sarg;
e->addToEntity(sarg);
s->setArgs1(sarg);
s->setTo(getId());
if (!op->isDefaultSerialno()) {
s->setRefno(op->getSerialno());
}
sendMind(s, res);
} else {
Unseen u;
u->setTo(getId());
u->setArgs1(arg);
if (!op->isDefaultSerialno()) {
u->setRefno(op->getSerialno());
}
sendMind(u, res);
return;
}
} else if (arg->hasAttrFlag(Atlas::Objects::PARENTS_FLAG)) {
// Search by name
if (!arg->getParents().empty()) {
LocatedEntity * e = BaseWorld::instance().findByType(arg->getParents().front());
if (e != nullptr) {
//This will override the normal sights checking code, which is ok since we're an administrator
Sight s;
Anonymous sarg;
e->addToEntity(sarg);
s->setArgs1(sarg);
s->setTo(getId());
if (!op->isDefaultSerialno()) {
s->setRefno(op->getSerialno());
}
sendMind(s, res);
return;
} else {
Unseen u;
u->setTo(getId());
u->setArgs1(arg);
if (!op->isDefaultSerialno()) {
u->setRefno(op->getSerialno());
}
sendMind(u, res);
return;
}
}
}
// FIXME Need to ensure that a broadcast Look insn't sent, and
// an Unseen is sent back, in once place if no match is found.
// Probably most easlier done by checking TO on op by flag.
}
debug( std::cout <<" now to ["<<op->getTo()<<"]"<<std::endl<<std::flush;);
res.push_back(op);
}
void Creator::mindSetOperation(const Operation & op, OpVector & res)
{
const std::vector<Root> & args = op->getArgs();
if (args.empty()) {
log(ERROR, "Creator::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);
}