mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
905 lines
30 KiB
C++
905 lines
30 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000-2006 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 "Thing.h"
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#include "Motion.h"
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#include "Domain.h"
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#include "TransformsProperty.h"
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#include "PropelProperty.h"
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#include "common/BaseWorld.h"
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#include "common/log.h"
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#include "common/const.h"
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#include "common/debug.h"
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#include "common/compose.hpp"
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#include "common/Property.h"
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#include "common/Burn.h"
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#include "common/Nourish.h"
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#include "common/Update.h"
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#include "common/Pickup.h"
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#include "common/Drop.h"
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#include "common/Unseen.h"
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#include <wfmath/atlasconv.h>
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#include <Atlas/Objects/Operation.h>
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#include <Atlas/Objects/Anonymous.h>
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using Atlas::Objects::smart_dynamic_cast;
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using Atlas::Message::Element;
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using Atlas::Message::MapType;
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using Atlas::Objects::Root;
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using Atlas::Objects::Operation::Set;
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using Atlas::Objects::Operation::Sight;
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using Atlas::Objects::Operation::Delete;
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using Atlas::Objects::Operation::Drop;
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using Atlas::Objects::Operation::Info;
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using Atlas::Objects::Operation::Move;
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using Atlas::Objects::Operation::Nourish;
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using Atlas::Objects::Operation::Pickup;
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using Atlas::Objects::Operation::Appearance;
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using Atlas::Objects::Operation::Disappearance;
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using Atlas::Objects::Operation::Update;
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using Atlas::Objects::Operation::Wield;
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using Atlas::Objects::Operation::Unseen;
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using Atlas::Objects::Entity::Anonymous;
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using Atlas::Objects::Entity::RootEntity;
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static const bool debug_flag = true;
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/// \brief Constructor for physical or tangible entities.
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Thing::Thing(const std::string & id, long intId) :
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Entity(id, intId)
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{
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}
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Thing::~Thing()
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{
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}
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void Thing::DeleteOperation(const Operation & op, OpVector & res)
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{
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if (m_location.m_loc == 0) {
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log(ERROR, String::compose("Deleting %1(%2) when it is not "
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"in the world.", getType(), getId()));
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assert(m_location.m_loc != 0);
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return;
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}
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// The actual destruction and removal of this entity will be handled
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// by the WorldRouter
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if (isPerceptive()) {
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//We need to send a sight operation directly to the entity.
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//The reason is that else the entity will be deleted before it can receive the broadcast Sight
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//of the Delete op, which will leave any external clients hanging.
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Sight sToEntity;
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sToEntity->setArgs1(op);
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sToEntity->setTo(getId());
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operation(sToEntity, res);
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}
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Sight s;
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s->setArgs1(op);
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res.push_back(s);
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Entity::DeleteOperation(op, res);
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}
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void Thing::MoveOperation(const Operation & op, OpVector & res)
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{
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debug( std::cout << "Thing::move_operation" << std::endl << std::flush;);
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if (m_location.m_loc == 0) {
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log(ERROR, String::compose("Moving %1(%2) when it is not in the world.",
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getType(), getId()));
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assert(m_location.m_loc != 0);
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return;
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}
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// Check the validity of the operation.
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const std::vector<Root> & args = op->getArgs();
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if (args.empty()) {
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error(op, "Move has no argument", res, getId());
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return;
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}
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RootEntity ent = smart_dynamic_cast<RootEntity>(args.front());
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if (!ent.isValid()) {
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error(op, "Move op arg is malformed", res, getId());
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return;
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}
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if (getId() != ent->getId()) {
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error(op, "Move op does not have correct id in argument", res, getId());
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return;
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}
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if (!ent->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) {
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error(op, "Move op has no loc", res, getId());
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return;
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}
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const std::string & new_loc_id = ent->getLoc();
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LocatedEntity * new_loc = 0;
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if (new_loc_id != m_location.m_loc->getId()) {
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// If the LOC has not changed, we don't need to look it up, or do
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// any of the following checks.
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new_loc = BaseWorld::instance().getEntity(new_loc_id);
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if (new_loc == 0) {
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error(op, "Move op loc does not exist", res, getId());
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return;
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}
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debug(std::cout << "LOC: " << new_loc_id << std::endl << std::flush;);
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LocatedEntity * test_loc = new_loc;
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for (; test_loc != 0; test_loc = test_loc->m_location.m_loc) {
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if (test_loc == this) {
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error(op, "Attempt to move into itself", res, getId());
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return;
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}
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}
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assert(new_loc != 0);
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assert(m_location.m_loc != new_loc);
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}
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if (!ent->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) {
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error(op, "Move op has no pos", res, getId());
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return;
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}
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// Up until this point nothing should have changed, but the changes
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// have all now been checked for validity.
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const Location old_loc = m_location;
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// Check if the location has changed
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if (new_loc != 0) {
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// new_loc should only be non-null if the LOC specified is
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// different from the current LOC
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assert(m_location.m_loc != new_loc);
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// Check for pickup, ie if the new LOC is the actor, and the
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// previous LOC is the actor's LOC.
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if (new_loc->getId() == op->getFrom() &&
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m_location.m_loc == new_loc->m_location.m_loc) {
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Pickup p;
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p->setFrom(op->getFrom());
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p->setTo(getId());
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Sight s;
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s->setArgs1(p);
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res.push_back(s);
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Anonymous wield_arg;
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wield_arg->setId(getId());
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Wield w;
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w->setTo(op->getFrom());
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w->setArgs1(wield_arg);
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res.push_back(w);
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}
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// Check for drop, ie if the old LOC is the actor, and the
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// new LOC is the actor's LOC.
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if (m_location.m_loc->getId() == op->getFrom() &&
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new_loc == m_location.m_loc->m_location.m_loc) {
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Drop d;
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d->setFrom(op->getFrom());
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d->setTo(getId());
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Sight s;
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s->setArgs1(d);
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res.push_back(s);
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}
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// Update loc
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changeContainer(new_loc);
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}
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std::string mode;
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if (hasAttr("mode")) {
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Element mode_attr;
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getAttr("mode", mode_attr);
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if (mode_attr.isString()) {
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mode = mode_attr.String();
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} else {
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log(ERROR, String::compose("Mode on entity is a \"%1\" in "
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"Thing::MoveOperation",
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Element::typeName(mode_attr.getType())));
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}
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}
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// Move ops often include a mode change, so we handle it here, even
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// though it is not a special attribute for efficiency. Otherwise
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// an additional Set op would be required.
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Element attr_mode;
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if (ent->copyAttr("mode", attr_mode) == 0) {
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if (!attr_mode.isString()) {
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log(ERROR, "Non string mode set in Thing::MoveOperation");
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} else {
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// Update the mode
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setAttr("mode", attr_mode);
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if (m_motion) {
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m_motion->setMode(attr_mode.String());
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}
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mode = attr_mode.String();
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}
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}
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const double & current_time = BaseWorld::instance().getTime();
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auto transformsProp = requirePropertyClassFixed<TransformsProperty>();
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// Update pos
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const auto& posVector = ent->getPos();
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if (posVector.size() == 3) {
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Vector3D translate;
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translate.fromAtlas(ent->getPosAsList());
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//Adjust the supplied position by the inverse of all external transformation.
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//This is to offset the fact that any client will send an update for position using
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//the position of the entity as it sees it.
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//TODO: is this really the best way? Should we allow for clients to specify if they want to set
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//the position independent of any transformations? Perhaps this is doable if the client
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//instead sends an update for the "transforms" property?
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for (auto entry : transformsProp->external()) {
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if (entry.second.translate.isValid()) {
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translate -= entry.second.translate;
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}
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}
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if (m_location.bBox().isValid()) {
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for (auto entry : transformsProp->external()) {
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if (entry.second.translateScaled.isValid()) {
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auto size = m_location.bBox().highCorner() - m_location.bBox().lowCorner();
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translate -= WFMath::Vector<3>(
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entry.second.translateScaled.x() * size.x(),
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entry.second.translateScaled.y() * size.y(),
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entry.second.translateScaled.z() * size.z());
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}
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}
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}
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transformsProp->getTranslate() = translate;
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transformsProp->apply(this);
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}
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//We can only move if there's a domain
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Domain* domain = nullptr;
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if (m_location.m_loc) {
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domain = m_location.m_loc->getMovementDomain();
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}
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//Check if we've moved between domains. First check if the location has changed, and if so
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//check if the domain also has changed.
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if (new_loc != 0) {
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if (old_loc.m_loc != m_location.m_loc && old_loc.m_loc) {
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auto domain_old = old_loc.m_loc->getMovementDomain();
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if (domain_old && domain_old != domain) {
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//Everything that saw us at the old domain should get a disappear op.
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//We shouldn't need to send disappear ops to ourselves though, since the top
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//level entity will have changed.
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//TODO: We can't use a broadcast op here, since the broadcast will look at the
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//location of the entity when it's processed, not when it's created. We should
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//alter this so that any op that's to be broadcast instead should include
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//the location data in the op itself.
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domain_old->processDisappearanceOfEntity(*this, old_loc, res);
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}
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}
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}
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if (domain) {
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// FIXME Quick height hack
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float height = domain->constrainHeight(*this, m_location.m_loc, m_location.pos(), mode);
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//Translate height in relation to the standard translation as set in "transforms".
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transformsProp->getTranslate().z() = height;
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Element attr_orientation;
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if (ent->copyAttr("orientation", attr_orientation) == 0) {
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// Update orientation
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Quaternion rotate;
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rotate.fromAtlas(attr_orientation.asList());
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//Adjust the supplied orientation by the inverse of all external transformation.
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//This is to offset the fact that any client will send an update for orientation using
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//the orientation of the entity as it sees it.
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//TODO: is this really the best way? Should we allow for clients to specify if they want to set
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//the position independent of any transformations? Perhaps this is doable if the client
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//instead sends an update for the "transforms" property?
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for (auto entry : transformsProp->external()) {
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if (entry.second.rotate.isValid()) {
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Quaternion localRotation(entry.second.rotate.inverse());
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//normalize to avoid drift
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localRotation.normalize();
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rotate = localRotation * rotate;
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}
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}
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transformsProp->getRotate() = rotate;
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}
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transformsProp->apply(this);
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if (ent->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) {
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// Update velocity
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auto propelProp = requirePropertyClassFixed<PropelProperty>();
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fromStdVector(propelProp->data(), ent->getVelocity());
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//FIXME: For now set the velocity directly; in the future we want instead to only set the "propel" property,
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//and have the velocity being calculated by letting Bullet apply all forces.
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fromStdVector(m_location.m_velocity, ent->getVelocity());
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// Velocity is not persistent so has no flag
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}
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m_location.update(current_time);
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m_flags &= ~(entity_clean);
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// At this point the Location data for this entity has been updated.
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bool moving = false;
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if (m_location.velocity().isValid() &&
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m_location.velocity().sqrMag() > WFMath::numeric_constants<WFMath::CoordType>::epsilon()) {
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moving = true;
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}
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// Take into account terrain following etc.
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// Take into account mode also.
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// m_motion->adjustNewPostion();
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float update_time = consts::move_tick;
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if (moving) {
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//We've just started moving; create a motion instance.
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if (!m_motion) {
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m_motion = new Motion(*this);
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}
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// If we are moving, check for collisions
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update_time = m_motion->checkCollisions(*domain);
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if (m_motion->collision()) {
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if (update_time < WFMath::numeric_constants<WFMath::CoordType>::epsilon()) {
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moving = m_motion->resolveCollision();
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} else {
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m_motion->m_collisionTime = current_time + update_time;
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}
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}
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// Serial number must be changed regardless of whether we will use it
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++m_motion->serialno();
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// If we are moving, schedule an update to track the movement
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debug(std::cout << "Move Update in " << update_time << std::endl << std::flush;);
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Update u;
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u->setFutureSeconds(update_time);
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u->setTo(getId());
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u->setRefno(m_motion->serialno());
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res.push_back(u);
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} else {
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if (m_motion) {
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//We moved previously, but have now stopped.
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delete m_motion;
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m_motion = nullptr;
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}
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}
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Operation m(op.copy());
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RootEntity marg = smart_dynamic_cast<RootEntity>(m->getArgs().front());
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assert(marg.isValid());
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m_location.addToEntity(marg);
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Sight s;
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s->setArgs1(m);
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res.push_back(s);
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// This code handles sending Appearance and Disappearance operations
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// to this entity and others to indicate if one has gained or lost
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// sight of the other because of this movement
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// FIXME Why only for a perceptive moving entity? Surely other entities
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// must gain/lose sight of this entity if it's moving?
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if (isPerceptive()) {
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checkVisibility(old_loc, res);
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}
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}
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m_seq++;
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onUpdated();
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}
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/// \brief Check changes in visibility of this entity
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///
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/// Check how this entity's position has changed since the last update
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/// and how this has affected which entities it can see, and which can see
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/// it. Return Appearance and Disappearance operations as required.
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/// @param old_pos The coordinates of this entity before the update
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/// @param res Resulting operations are returned here
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void Thing::checkVisibility(const Location & old_loc, OpVector & res)
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{
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if (m_location.m_loc) {
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auto domain = m_location.m_loc->getMovementDomain();
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if (domain) {
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domain->processVisibilityForMovedEntity(*this, old_loc, res);
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}
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}
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}
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void Thing::SetOperation(const Operation & op, OpVector & res)
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{
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const std::vector<Root> & args = op->getArgs();
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if (args.empty()) {
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error(op, "Set has no argument", res, getId());
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return;
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}
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const Root & ent = args.front();
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merge(ent->asMessage());
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Sight s;
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s->setArgs1(op);
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res.push_back(s);
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m_seq++;
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if (~m_flags & entity_clean) {
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onUpdated();
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}
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//Send an update in case there are properties that were updated as a side effect of the merge
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//TODO: only do this if there actually are changes
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Update update;
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update->setTo(getId());
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res.push_back(update);
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}
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/// \brief Generate a Sight(Set) operation giving an update on named attributes
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///
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/// When another operation causes the properties of an entity to be changed,
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/// it can trigger propagation of this change by sending an Update operation
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/// nameing the attributes or properties that need to be updated. This
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/// member function handles the Operation, sending a Sight(Set) for
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/// any perceptible changes, and will in future handle persisting those
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/// changes. Should this also handle side effects?
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/// The main reason for this up is that if other ops need to generate a
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/// Set op to update attributes, there are race conditions all over the
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/// place.
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/// @param op Update operation that notifies of the changes.
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/// @param res The result of the operation is returned here.
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void Thing::updateProperties(const Operation & op, OpVector & res)
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{
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debug(std::cout << "Generating property update" << std::endl << std::flush;);
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bool updateContains = false;
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Anonymous set_arg;
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set_arg->setId(getId());
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bool hadChanges = false;
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for (auto entry : m_properties) {
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PropertyBase * prop = entry.second;
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assert(prop != 0);
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if (prop->flags() & flag_unsent) {
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debug(std::cout << "UPDATE: " << flag_unsent << " " << entry.first
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<< std::endl << std::flush;);
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prop->add(entry.first, set_arg);
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prop->resetFlags(flag_unsent | per_clean);
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if (entry.first == "outfit" || entry.first == "right_hand_wield") {
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updateContains = true;
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}
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resetFlags(entity_clean);
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hadChanges = true;
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// FIXME Make sure we handle separately for private properties
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}
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}
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resetFlags(entity_clean);
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|
|
|
if (updateContains) {
|
|
if (m_contains != nullptr) {
|
|
|
|
//If the observed entity has a domain, let it decide child visibility.
|
|
//Otherwise show all children.
|
|
Domain* domain = getMovementDomain();
|
|
if (domain) {
|
|
domain->processVisibilityForMovedEntity(*this, m_location, res);
|
|
// Atlas::Message::ListType containsList;
|
|
// for (auto& entry : *m_contains) {
|
|
// if (domain->isEntityVisibleFor(*m_location.m_loc, *entry)) {
|
|
// containsList.push_back(entry->getId());
|
|
// }
|
|
// }
|
|
// set_arg->setAttr("contains", containsList);
|
|
}
|
|
}
|
|
}
|
|
|
|
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. " + describeEntity());
|
|
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();
|
|
}
|
|
|
|
Domain* domain = nullptr;
|
|
// Adjust the position to world constraints - essentially fit
|
|
// to the terrain height at this stage.
|
|
// FIXME Get the constraints from the movement domain
|
|
if (m_location.m_loc) {
|
|
domain = m_location.m_loc->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());
|
|
m->setSeconds(current_time);
|
|
|
|
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();
|
|
}
|
|
|
|
bool Thing::lookAtEntity(const Operation & op, OpVector & res, const LocatedEntity* watcher) const {
|
|
|
|
if (isVisibleForOtherEntity(watcher)) {
|
|
generateSightOp(*watcher, op, res);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
void Thing::generateSightOp(const LocatedEntity& observingEntity, const Operation & originalLookOp, OpVector& res) const
|
|
{
|
|
debug_print("Thing::generateSightOp() observer " << observingEntity.describeEntity() << " observed " << this->describeEntity());
|
|
|
|
Sight s;
|
|
|
|
Anonymous sarg;
|
|
addToEntity(sarg);
|
|
s->setArgs1(sarg);
|
|
|
|
if (m_contains != nullptr) {
|
|
|
|
//If the observed entity has a domain, let it decide child visibility.
|
|
//Otherwise show all children.
|
|
const Domain* observedEntityDomain = getMovementDomain();
|
|
std::list<std::string> & contlist = sarg->modifyContains();
|
|
if (observedEntityDomain) {
|
|
contlist.clear();
|
|
for (auto& entry : *m_contains) {
|
|
if (observedEntityDomain->isEntityVisibleFor(observingEntity, *entry)) {
|
|
debug_print("child entity " << entry->describeEntity() << " of entity " << describeEntity() << " visible to observer " << observingEntity.describeEntity());
|
|
contlist.push_back(entry->getId());
|
|
}
|
|
}
|
|
}
|
|
// if (contlist.empty()) {
|
|
// sarg->removeAttr("contains");
|
|
// }
|
|
}
|
|
|
|
if (m_location.m_loc) {
|
|
if (!m_location.m_loc->isVisibleForOtherEntity(&observingEntity)) {
|
|
sarg->removeAttr("loc");
|
|
}
|
|
}
|
|
|
|
s->setTo(originalLookOp->getFrom());
|
|
if (!originalLookOp->isDefaultSerialno()) {
|
|
s->setRefno(originalLookOp->getSerialno());
|
|
}
|
|
res.push_back(s);
|
|
|
|
}
|
|
|
|
void Thing::LookOperation(const Operation & op, OpVector & res)
|
|
{
|
|
LocatedEntity * from = BaseWorld::instance().getEntity(op->getFrom());
|
|
if (from == nullptr) {
|
|
log(ERROR, String::compose("Look op has invalid from %1. %2", op->getFrom(), describeEntity()));
|
|
return;
|
|
}
|
|
// Register the entity with the world router as perceptive.
|
|
BaseWorld::instance().addPerceptive(from);
|
|
|
|
bool result = lookAtEntity(op, res, from);
|
|
|
|
if (!result) {
|
|
Unseen u;
|
|
u->setTo(op->getFrom());
|
|
u->setArgs(op->getArgs());
|
|
if (!op->isDefaultSerialno()) {
|
|
u->setRefno(op->getSerialno());
|
|
}
|
|
res.push_back(u);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|