mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
Instead of having it determined by sending looks ops. It's a float value since there's a possibility to apply is as a factor of the default view distance.
291 lines
11 KiB
C++
291 lines
11 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000,2001 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 "Creator.h"
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#include "BaseMind.h"
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#include "common/BaseWorld.h"
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#include "common/debug.h"
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#include "common/Setup.h"
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#include "common/Tick.h"
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#include "common/Unseen.h"
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#include "common/Update.h"
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#include "common/custom.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::Root;
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using Atlas::Objects::Operation::Delete;
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using Atlas::Objects::Operation::Sight;
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using Atlas::Objects::Operation::Unseen;
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using Atlas::Objects::Entity::Anonymous;
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static const bool debug_flag = false;
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Creator::Creator(const std::string & id, long intId) :
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Character(id, intId)
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{
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debug( std::cout << "Creator::Creator" << std::endl << std::flush;);
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}
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void Creator::operation(const Operation & op, OpVector & res)
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{
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debug( std::cout << "Creator::operation" << std::endl << std::flush;);
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// FIXME: Switch to using callOperation(), some more op handlers would
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// need to be implemented. Some might need to be blocked
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// to prevent anyone from messing with us, like SetOperation().
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auto op_no = op->getClassNo();
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switch(op_no) {
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case Atlas::Objects::Operation::CREATE_NO:
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CreateOperation(op, res);
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break;
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case Atlas::Objects::Operation::LOOK_NO:
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LookOperation(op, res);
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break;
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case Atlas::Objects::Operation::MOVE_NO:
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MoveOperation(op, res);
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break;
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case Atlas::Objects::Operation::DELETE_NO:
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DeleteOperation(op, res);
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break;
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case Atlas::Objects::Operation::TALK_NO:
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TalkOperation(op, res);
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break;
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default:
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if (op_no == Atlas::Objects::Operation::TICK_NO) {
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TickOperation(op, res);
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} else if (op_no == Atlas::Objects::Operation::RELAY_NO) {
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RelayOperation(op, res);
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return;
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} else if (op_no == Atlas::Objects::Operation::UPDATE_NO) {
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//These kind of operations are generated from the world, and
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//thus have refno's generated by the simulation. To prevent
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//these from colliding with client serialno/refno we need to
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//clear the refno before sending to the client.
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UpdateOperation(op, res);
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op->removeAttr(Atlas::Objects::Operation::REFNO_ATTR);
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return;
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}
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break;
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}
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//TODO: figure out how to better handle "refno". The issue now is that operations originating from
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//the mind are intermingled with those generated from the simulation, resulting in refno collisions.
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sendMind(op, res);
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}
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void Creator::externalOperation(const Operation & op, Link &)
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{
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// If an admin connection specifies a TO on the op, we treat
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// it specially, and make sure it goes direct, otherwise
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// we handle it like a normal character.
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debug( std::cout << "Creator::externalOperation("
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<< op->getParent() << ")" << std::endl
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<< std::flush;);
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if (op->isDefaultTo()) {
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debug( std::cout << "Creator handling op normally" << std::endl
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<< std::flush;);
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filterExternalOperation(op);
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} else if (op->getTo() == getId() && op->isDefaultFutureSeconds()) {
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debug( std::cout << "Creator handling op " << std::endl << std::flush;);
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OpVector lres;
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OpVector eres;
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callOperation(op, lres);
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OpVector::const_iterator Iend = lres.end();
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for (OpVector::const_iterator I = lres.begin(); I != Iend; ++I) {
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if (!op->isDefaultSerialno()) {
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(*I)->setRefno(op->getSerialno());
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}
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sendMind(*I, eres);
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sendWorld(*I);
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// Don't delete lres as it has gone into World's queue
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// World will deal with it.
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}
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} else {
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LocatedEntity * to = BaseWorld::instance().getEntity(op->getTo());
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if (to != nullptr) {
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//If there's a serial number, we expect a response, and we should relay the operation
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if (op->isDefaultSerialno()) {
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// Make it appear like it came from target itself;
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to->sendWorld(op);
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//Send a sight of the operation to the mind
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//NOTE: Is this really a good idea? There's no serial number set, so the op
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//will be handled by the client as a valid op, even though it might not in reality
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//always succeed (depending on game rules etc.).
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Sight sight;
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sight->setArgs1(op);
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sight->setTo(getId());
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OpVector res;
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sendMind(sight, res);
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} else {
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relayOperationTo(op, *to);
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}
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} else {
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log(ERROR, String::compose("Creator operation from client "
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"is to unknown ID \"%1\"",
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op->getTo()));
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Anonymous unseen_arg;
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unseen_arg->setId(op->getTo());
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Unseen unseen;
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unseen->setArgs1(unseen_arg);
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unseen->setTo(getId());
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if (!op->isDefaultSerialno()) {
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unseen->setRefno(op->getSerialno());
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}
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OpVector res;
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sendMind(unseen, res);
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// We are not interested in anything the external mind might return
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}
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}
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}
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void Creator::relayOperationTo(const Operation & op, LocatedEntity& to)
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{
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//Make the op appear to come from the destination entity.
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op->setFrom(to.getId());
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Relay relay;
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relay.serialno = op->getSerialno();
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relay.destination = to.getId();
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long int serialNo = ++s_serialNumberNext;
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Atlas::Objects::Operation::Generic relayOp;
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relayOp->setType("relay", Atlas::Objects::Operation::RELAY_NO);
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relayOp->setTo(to.getId());
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relayOp->setSerialno(serialNo);
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relayOp->setArgs1(op);
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m_relays.insert(std::make_pair(serialNo, relay));
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sendWorld(relayOp);
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//Also send a future Relay op to ourselves to make sure that the registered relay in m_relays
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//is removed in the case that we don't get any response.
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Atlas::Objects::Operation::Generic pruneOp;
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pruneOp->setType("relay", Atlas::Objects::Operation::RELAY_NO);
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pruneOp->setTo(getId());
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pruneOp->setFrom(getId());
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pruneOp->setRefno(serialNo);
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pruneOp->setFutureSeconds(5);
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sendWorld(pruneOp);
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}
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void Creator::mindLookOperation(const Operation & op, OpVector & res)
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{
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// This overridden version allows the Creator to search the world for
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// entities by type or by name.
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//FIXME: This scheme makes for some strange operations, since the sight check will be
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//ignored if searching by type or name, but not by id.
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//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.
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//We need to implement some mechanism which allows an admin to properly query all entities using the id of them.
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//We might just override the lookup here. Problem with that is however that it would interfere with the normal creator
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//entity interaction with the world.
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debug(std::cout << "Got look up from prived mind from [" << op->getFrom()
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<< "] to [" << op->getTo() << "]" << std::endl << std::flush;);
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const std::vector<Root> & args = op->getArgs();
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if (args.empty()) {
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op->setTo(BaseWorld::instance().getDefaultLocation().getId());
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} else {
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const Root & arg = args.front();
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if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
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op->setTo(arg->getId());
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} else if (arg->hasAttrFlag(Atlas::Objects::NAME_FLAG)) {
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// Search by name
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LocatedEntity * e = BaseWorld::instance().findByName(arg->getName());
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if (e != nullptr) {
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//This will override the normal sights checking code, which is ok since we're an administrator
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Sight s;
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Anonymous sarg;
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e->addToEntity(sarg);
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s->setArgs1(sarg);
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s->setTo(getId());
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if (!op->isDefaultSerialno()) {
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s->setRefno(op->getSerialno());
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}
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sendMind(s, res);
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} else {
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Unseen u;
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u->setTo(getId());
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u->setArgs1(arg);
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if (!op->isDefaultSerialno()) {
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u->setRefno(op->getSerialno());
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}
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sendMind(u, res);
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return;
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}
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} else if (arg->hasAttrFlag(Atlas::Objects::PARENT_FLAG)) {
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// Search by name
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LocatedEntity * e = BaseWorld::instance().findByType(arg->getParent());
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if (e != nullptr) {
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//This will override the normal sights checking code, which is ok since we're an administrator
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Sight s;
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Anonymous sarg;
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e->addToEntity(sarg);
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s->setArgs1(sarg);
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s->setTo(getId());
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if (!op->isDefaultSerialno()) {
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s->setRefno(op->getSerialno());
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}
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sendMind(s, res);
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return;
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} else {
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Unseen u;
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u->setTo(getId());
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u->setArgs1(arg);
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if (!op->isDefaultSerialno()) {
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u->setRefno(op->getSerialno());
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}
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sendMind(u, res);
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return;
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}
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}
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// FIXME Need to ensure that a broadcast Look insn't sent, and
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// an Unseen is sent back, in once place if no match is found.
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// Probably most easlier done by checking TO on op by flag.
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}
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debug( std::cout <<" now to ["<<op->getTo()<<"]"<<std::endl<<std::flush;);
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res.push_back(op);
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}
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void Creator::mindSetOperation(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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log(ERROR, "Creator::mindSetOperation: set op has no argument");
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return;
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}
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const Root & arg = args.front();
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if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) {
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op->setTo(arg->getId());
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} else {
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op->setTo(getId());
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}
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res.push_back(op);
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}
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