cyphesis/server/ArchetypeFactory.h
Erik Ogenvik d7960b3100 Improve on how updated types are handled.
By installing and changing some types, other types might update. This is
now handled.
2018-05-08 14:32:02 +02:00

199 lines
8 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 Alistair Riddoch
// Copyright (C) 2013 Erik Ogenvik
//
// 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
#ifndef SERVER_ARCHETYPE_FACTORY_H
#define SERVER_ARCHETYPE_FACTORY_H
#include "common/EntityKit.h"
#include <Atlas/Objects/Entity.h>
#include <vector>
/// \brief Concrete factory template for creating in-game entity objects through archetypes.
///
/// An archetype contains one or many entities along with optional thoughts (for NPCs etc).
/// Attributes can refer to other entities by using the entity reference format, whereby a map
/// with a string entry with the key "$eid" is used.
/// If no "objtype" is specified in the entity sent to newEntity the data therein is handled
/// as entity initialization data. The properties specified (except "parent") will all be
/// applied to the first entity created.
/// This behaviour is default in order to make sure archetypes and entities can be created
/// interchangeably.
///
/// If however the "objtype" is set to "archetype" the attributes are expected to follow the
/// format of an archetype, and will be merged into the parent archetype. This mainly means
/// that the code will look for entity definitions in the "entities" attribute, and thought
/// definitions in the "thoughts" attribute.
class ArchetypeFactory: public EntityKit
{
protected:
/**
* @brief Represents one entity to be created.
*/
struct EntityCreation
{
/**
* @brief The definition of the entity, as found in the archetype.
*/
Atlas::Objects::Entity::RootEntity definition;
/**
* @brief The created entity (might be null if none was created).
*/
LocatedEntity* createdEntity;
/**
* Any attributes referring to unresolved entities.
* This will be empty is there are no entity referencing attributes.
*/
Atlas::Message::MapType unresolvedAttributes;
};
explicit ArchetypeFactory(ArchetypeFactory & o);
LocatedEntity * createEntity(const std::string & id, long intId,
EntityCreation& entityCreation, LocatedEntity* location,
std::map<std::string, EntityCreation>& entities);
/**
* @brief Sends any thoughts to the entity.
* @param entity
*/
void sendThoughts(LocatedEntity& entity, std::vector<Atlas::Message::Element>& thoughts);
/**
* @brief Sends an initial sight of itself to the entity.
*
* This is required if the entity has thoughts, since if it gets thoughts before
* it knows about itself there will be trouble.
* @param entity
*/
void sendInitialSight(LocatedEntity& entity);
/**
* @brief Checks if the attribute references an unresolved entity.
*
* Entities within the archetype can be referenced by using the entity reference
* format, whereby a map with a string entry with the key "$eid" is used.
* Such attributes however cannot be set until all of the
* entities have been created, and their final ids have been resolved. This method
* checks if any attribute is referring to an unresolved entity, and thus needs to
* be resolved first.
* @param attr The attribute to check.
* @return True if the attribute contained an unresolved entity ref
*/
bool isEntityRefAttribute(const Atlas::Message::Element& attr) const;
/**
* @brief Resolves references to unresolved entities.
*
* This is done recursively. Any Map element which a string entry with the
* key "$eid" will be replaced with
* a Ptr element wrapping a LocatedEntity instance (given that the
* reference is correct).
*
* @param entities All processed entities.
* @param attr The attribute which will be resolved.
*/
void resolveEntityReference(
std::map<std::string, EntityCreation>& entities,
Atlas::Message::Element& attr);
/**
* @brief Processes all unresolved attributes for all entities.
*
* Any unresolved reference will be resolved, and the attribute set
* on the entity.
* @param entities All processed entities.
*/
void processResolvedAttributes(
std::map<std::string, EntityCreation>& entities);
/**
* @brief Tries to parse entity data from the map.
* @param entitiesElement The map containing data.
* @param entities Parsed entities will be put here.
* @return True if parsing was successful.
*/
bool parseEntities(const std::map<std::string, Atlas::Message::MapType>& entitiesElement,
std::map<std::string, EntityCreation>& entities);
/**
* @brief Tries to parse entity data from the list.
* @param entitiesElement The list containing data.
* @param entities Parsed entities will be put here.
* @return True if parsing was successful.
*/
bool parseEntities(const Atlas::Message::ListType& entitiesElement,
std::map<std::string, EntityCreation>& entities);
/**
* Creates a Think-Set operation which adds knowledge about the "origin" to the entity.
* The "origin" is the position where the entity is created.
* This only applies if the position of the entity is valid.
* @param entity An entity.
* @return A list containing one or zero thoughts.
*/
std::vector<Atlas::Message::Element> createOriginLocationThought(const LocatedEntity& entity);
public:
explicit ArchetypeFactory();
~ArchetypeFactory() override;
LocatedEntity * newEntity(const std::string & id, long intId,
const Atlas::Objects::Entity::RootEntity & attributes,
LocatedEntity* location) override;
virtual ArchetypeFactory * duplicateFactory();
void addProperties() override;
void updateProperties(std::map<const TypeNode*, TypeNode::PropertiesUpdate>& changes) override;
/// Factory for class from which the class handled by this factory
/// inherits.
ArchetypeFactory * m_parent;
/// Set of factories for classes which inherit from the class handled
/// by this factory.
std::set<ArchetypeFactory *> m_children;
/// @brief Entity definitions.
///
/// This is a combination of the entities defined for this instance
/// as well as for all parents.
std::map<std::string, Atlas::Message::MapType> m_entities;
/// @brief Thought definitions.
///
/// This is a combination of the thoughts defined for this instance
/// as well as for all parents.
/// Note that the thoughts, as of now, only are applied to the first
/// defined entity.
std::vector<Atlas::Message::Element> m_thoughts;
/// @brief Instance specific entity definitions.
std::map<std::string, Atlas::Message::MapType> m_classEntities;
/// @brief Instance specific thought definitions.
std::vector<Atlas::Message::Element> m_classThoughts;
};
#endif // SERVER_ARCHETYPE_FACTORY_H