cyphesis/server/ArchetypeRuleHandler.cpp
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

251 lines
8.8 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2009 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
#include "ArchetypeRuleHandler.h"
#include "EntityBuilder.h"
#include "Player.h"
#include "ArchetypeFactory.h"
#include "common/log.h"
#include "common/debug.h"
#include "common/compose.hpp"
#include <Atlas/Objects/objectFactory.h>
#include <iostream>
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Message::ListType;
using Atlas::Objects::Root;
using Atlas::Objects::Entity::RootEntity;
using Atlas::Objects::smart_dynamic_cast;
using Atlas::Objects::Factories;
using String::compose;
static const bool debug_flag = false;
int ArchetypeRuleHandler::installArchetypeClass(const std::string & class_name,
const std::string & parent, const Root & class_desc,
std::string & dependent, std::string & reason)
{
assert(class_name == class_desc->getId());
// Get the new factory for this rule
auto* parent_factory = dynamic_cast<ArchetypeFactory*>(m_builder->getClassFactory(parent));
if (parent_factory == nullptr) {
debug(
std::cout << "class \"" << class_name
<< "\" has non existant parent \"" << parent
<< "\". Waiting." << std::endl << std::flush
;);
dependent = parent;
reason = compose("Entity rule \"%1\" has parent \"%2\" which does "
"not exist.", class_name, parent);
return 1;
}
ArchetypeFactory * factory = parent_factory->duplicateFactory();
if (factory == nullptr) {
log(ERROR,
compose(
"Attempt to install rule \"%1\" which has parent \"%2\" "
"which cannot be instantiated", class_name,
parent));
return -1;
}
assert(factory->m_parent == parent_factory);
if (populateArchetypeFactory(class_name, factory, class_desc->asMessage(),
dependent, reason) != 0) {
delete factory;
return -1;
}
debug(
std::cout << "INSTALLING " << class_name << ":" << parent
<< std::endl << std::flush
;);
// Install the factory in place.
if (m_builder->installFactory(class_name, class_desc, factory) != 0) {
delete factory;
return -1;
}
factory->addProperties();
// Add it as a child to its parent.
parent_factory->m_children.insert(factory);
return 0;
}
int ArchetypeRuleHandler::modifyArchetypeClass(const std::string & class_name,
const Root & class_desc, std::map<const TypeNode*, TypeNode::PropertiesUpdate>& changes)
{
assert(class_name == class_desc->getId());
auto factory =
dynamic_cast<ArchetypeFactory*>(m_builder->getClassFactory(class_name));
if (factory == nullptr) {
log(ERROR, compose("Could not find factory for existing entity class "
"\"%1\".", class_name));
return -1;
}
assert(factory != nullptr);
auto backup_entities = factory->m_entities;
auto backup_thoughts = factory->m_thoughts;
// Copy the defaults from the parent. In populateArchetypeFactory this may be
// overridden with the defaults for this class.
if (factory->m_parent != nullptr) {
factory->m_entities = factory->m_parent->m_entities;
factory->m_thoughts = factory->m_parent->m_thoughts;
} else {
// This is non fatal, but nice to know it has happened.
// This should only happen if the client attempted to modify the
// type data for a core hard coded type.
log(ERROR,
compose(
"ArchetypeRuleHandler::modifyEntityClass: \"%1\" modified "
"by client, but has no parent factory.",
class_name));
factory->m_entities.clear();
factory->m_thoughts.clear();
}
factory->m_classEntities.clear();
factory->m_classThoughts.clear();
std::string dependent, reason;
if (populateArchetypeFactory(class_name, factory, class_desc->asMessage(),
dependent, reason) != 0) {
factory->m_entities = backup_entities;
factory->m_thoughts = backup_thoughts;
return -1;
}
factory->updateProperties(changes);
return 0;
}
int ArchetypeRuleHandler::populateArchetypeFactory(
const std::string & class_name, ArchetypeFactory * factory,
const MapType & class_desc, std::string & dependent,
std::string & reason)
{
// assert(class_name == class_desc->getId());
// Establish whether this rule has an associated script, and
// if so, use it.
// MapType::const_iterator J = class_desc.find("script");
// MapType::const_iterator Jend = class_desc.end();
// if (J != Jend && J->second.isMap()) {
// const MapType & script = J->second.asMap();
// std::string script_package;
// std::string script_class;
// if (getScriptDetails(script, class_name, "Archetype",
// script_package, script_class) != 0) {
// return -1;
// }
// if (factory->m_scriptFactory == 0 ||
// factory->m_scriptFactory->package() != script_package) {
// PythonScriptFactory<LocatedEntity> * psf =
// new PythonScriptFactory<LocatedEntity>(script_package,
// script_class);
// if (psf->setup() == 0) {
// delete factory->m_scriptFactory;
// factory->m_scriptFactory = psf;
// } else {
// log(ERROR, compose("Python class \"%1.%2\" failed to load",
// script_package, script_class));
// delete psf;
// return -1;
// }
// } else {
// // FIXME If this fails, that's bad.
// factory->m_scriptFactory->refreshClass();
// }
// }
//
auto entitiesI = class_desc.find("entities");
if (entitiesI != class_desc.end() && entitiesI->second.isList()) {
for (auto& I : entitiesI->second.asList()) {
if (I.isMap()) {
const MapType& map = I.asMap();
std::string id;
auto idI = map.find("id");
if (idI != map.end() && idI->second.isString()) {
id = idI->second.asString();
}
MapType& entity = factory->m_entities[id];
MapType& classEntity = factory->m_classEntities[id];
for (auto& entry : map) {
entity[entry.first] = entry.second;
classEntity[entry.first] = entry.second;
}
}
}
}
auto thoughtsI = class_desc.find("thoughts");
if (thoughtsI != class_desc.end() && thoughtsI->second.isList()) {
const ListType& thoughts = thoughtsI->second.asList();
factory->m_thoughts.insert(factory->m_thoughts.end(), thoughts.begin(),
thoughts.end());
factory->m_classThoughts.insert(factory->m_classThoughts.end(),
thoughts.begin(), thoughts.end());
}
// Check whether it should be available to players as a playable character.
auto playableI = class_desc.find("playable");
if (playableI != class_desc.end() && playableI->second.isInt()) {
Player::playableTypes.insert(class_name);
}
return 0;
}
int ArchetypeRuleHandler::check(const Atlas::Objects::Root & desc)
{
assert(!desc->getParent().empty());
if (desc->getObjtype() != "archetype") {
return -1;
}
return 0;
}
int ArchetypeRuleHandler::install(const std::string & name,
const std::string & parent, const Atlas::Objects::Root & description,
std::string & dependent, std::string & reason,
std::map<const TypeNode*, TypeNode::PropertiesUpdate>& changes)
{
return installArchetypeClass(name, parent, description, dependent, reason);
}
int ArchetypeRuleHandler::update(const std::string & name,
const Atlas::Objects::Root & desc,
std::map<const TypeNode*, TypeNode::PropertiesUpdate>& changes)
{
return modifyArchetypeClass(name, desc, changes);
}