cyphesis/server/CorePropertyManager.cpp
Erik Ogenvik 0ca22bcf68 Specify scripts for entity as property.
This allows multiple scripts to be used. In addition it allows for
entity with specific scripts.
2018-07-04 19:20:24 +02:00

302 lines
10 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2006 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 "CorePropertyManager.h"
#include "server/Juncture.h"
#include "server/ServerRouting.h"
#include "server/TeleportProperty.h"
#include "rulesets/LineProperty.h"
#include "rulesets/OutfitProperty.h"
#include "rulesets/SolidProperty.h"
#include "rulesets/StatusProperty.h"
#include "rulesets/StatisticsProperty.h"
#include "rulesets/TerrainModProperty.h"
#include "rulesets/TerrainProperty.h"
#include "rulesets/TransientProperty.h"
#include "rulesets/BBoxProperty.h"
#include "rulesets/BiomassProperty.h"
#include "rulesets/BurnSpeedProperty.h"
#include "rulesets/DecaysProperty.h"
#include "rulesets/MindProperty.h"
#include "rulesets/InternalProperties.h"
#include "rulesets/SpawnProperty.h"
#include "rulesets/AreaProperty.h"
#include "rulesets/VisibilityProperty.h"
#include "rulesets/SuspendedProperty.h"
#include "rulesets/TasksProperty.h"
#include "rulesets/EntityProperty.h"
#include "rulesets/SpawnerProperty.h"
#include "rulesets/ImmortalProperty.h"
#include "rulesets/RespawningProperty.h"
#include "rulesets/DefaultLocationProperty.h"
#include "rulesets/DomainProperty.h"
#include "rulesets/LimboProperty.h"
#include "rulesets/ModeProperty.h"
#include "rulesets/PropelProperty.h"
#include "rulesets/DensityProperty.h"
#include "rulesets/AngularFactorProperty.h"
#include "rulesets/GeometryProperty.h"
#include "rulesets/QuaternionProperty.h"
#include "rulesets/Vector3Property.h"
#include "rulesets/PerceptionSightProperty.h"
#include "rulesets/ScaleProperty.h"
#include "common/Eat.h"
#include "common/Burn.h"
#include "common/Teleport.h"
#include "common/types.h"
#include "common/Inheritance.h"
#include "common/PropertyFactory_impl.h"
#include "common/debug.h"
#include <Atlas/Objects/Operation.h>
#include <iostream>
#include <rulesets/ScriptsProperty.h>
using Atlas::Message::Element;
using Atlas::Message::ListType;
using Atlas::Message::MapType;
using Atlas::Objects::Root;
static const bool debug_flag = false;
template<typename T>
void CorePropertyManager::installBaseProperty(const std::string & type_name,
const std::string & parent)
{
installFactory(type_name,
atlasType(type_name, parent, true),
new PropertyFactory<Property<T>>);
}
template<typename PropertyT>
void CorePropertyManager::installProperty(const std::string & type_name,
const std::string & parent)
{
installFactory(type_name,
atlasType(type_name, parent),
new PropertyFactory<PropertyT>);
}
template<typename PropertyT>
void CorePropertyManager::installProperty(const std::string & type_name)
{
this->installProperty<PropertyT>(type_name, PropertyT::property_atlastype);
}
template<typename PropertyT>
void CorePropertyManager::installProperty()
{
this->installProperty<PropertyT>(PropertyT::property_name, PropertyT::property_atlastype);
}
CorePropertyManager::CorePropertyManager()
{
// Core types, for inheritance only generally.
installBaseProperty<int>("int", "root_type");
installBaseProperty<double>("float", "root_type");
installBaseProperty<std::string>("string", "root_type");
installBaseProperty<ListType>("list", "root_type");
installBaseProperty<MapType>("map", "root_type");
installProperty<Property<double>>("stamina");
installProperty<ModeProperty>();
installProperty<LineProperty>("coords");
installProperty<LineProperty>("points");
//installProperty<Property<IdList> >("start_intersections", "list");
//installProperty<Property<IdList> >("end_intersections", "list");
installProperty<DecaysProperty>();
installProperty<OutfitProperty>();
installProperty<SolidProperty>();
installProperty<SimpleProperty>();
installProperty<StatusProperty>();
installProperty<BiomassProperty>();
installProperty<BurnSpeedProperty>();
installProperty<TransientProperty>();
installProperty<Property<double>>("food");
installProperty<Property<double>>("mass");
installProperty<BBoxProperty>();
installProperty<MindProperty>();
installProperty<SetupProperty>();
installProperty<TickProperty>();
installProperty<StatisticsProperty>();
installProperty<SpawnProperty>();
installProperty<AreaProperty>();
installProperty<VisibilityProperty>();
installProperty<TerrainModProperty>();
installProperty<TerrainProperty>();
installProperty<TeleportProperty>("linked");
installProperty<SuspendedProperty>();
installProperty<TasksProperty>();
installProperty<EntityProperty>("right_hand_wield");
installProperty<SpawnerProperty>();
installProperty<ImmortalProperty>();
installProperty<RespawningProperty>();
installProperty<DefaultLocationProperty>();
installProperty<DomainProperty>();
installProperty<LimboProperty>();
installProperty<PropelProperty>();
installProperty<DensityProperty>();
/**
* Friction is used by the physics system. 0 is no friction, 1 is full friction.
* This is for "sliding", see "friction-roll" and "friction-spin".
*/
installProperty<Property<double>>("friction");
/**
* Friction for rolling is used by the physics system. 0 is no friction, 1 is full friction.
*/
installProperty<Property<double>>("friction_roll");
/**
* Friction for spinning is used by the physics system. 0 is no friction, 1 is full friction.
*/
installProperty<Property<double>>("friction_spin");
installProperty<AngularFactorProperty>();
installProperty<GeometryProperty>();
/**
* Refers to an entity on which another entity is planted on.
*/
installProperty<EntityProperty>("planted_on");
installProperty<BoolProperty>("floats");
/**
* Vertical offset to use when entity is planted, and adjusted to the height of the terrain.
*/
installProperty<Property<double>>("planted-offset");
/**
* Vertical scaled offset to use when entity is planted, and adjusted to the height of the terrain.
* The resulting offset is a product of this value and the height of the entity.
*/
installProperty<Property<double>>("planted-scaled-offset");
/**
* The rotation applied to the entity when it's planted.
*/
installProperty<QuaternionProperty>("planted-rotation");
/**
* The current extra rotation applied to the entity.
* This is closely matched with "planted-rotation" to keep track of when the entity has the planted rotation applied and not.
*/
installProperty<QuaternionProperty>("active-rotation");
/**
* Used for things that grows, to limit the size.
*/
installProperty<Vector3Property>("maxsize");
/**
* Specifies how much the entity is allowed to step onto things when moving, as a factor of the entity's height.
*/
installProperty<Property<double>>("step_factor");
/**
* Specifies a mesh, model or mapping to use for client side presentation.
*/
installProperty<Property<std::string> >("present");
/**
* The max speed in meters per second (m/s) when moving over ground.
*/
installProperty<Property<double>>("speed-ground");
/**
* The max speed in meters per second (m/s) when moving in water.
*/
installProperty<Property<double>>("speed-water");
/**
* The max speed in meters per second (m/s) when flying.
*/
installProperty<Property<double>>("speed-flight");
/**
* The max speed in meters per second (m/s) when jumping.
*/
installProperty<Property<double>>("speed-jump");
/**
* If set to 1 the entity is a body of water, i.e. either an Ocean (if no bbox) or a lake/pond (if a bbox).
*/
installProperty<BoolProperty>("water_body");
installProperty<PerceptionSightProperty>();
/**
* How far away the entity can reach (used when interacting with things).
*/
installProperty<Property<double>>("reach");
installProperty<ScaleProperty>();
/**
* The max scale of an entity. This is a single value; when enforcing one dimension of the actual scale value will be used (often y).
*/
installProperty<Property<double>>("maxscale");
installProperty<ScriptsProperty>();
}
int CorePropertyManager::installFactory(const std::string & type_name,
const Root & type_desc,
PropertyKit * factory)
{
Inheritance & i = Inheritance::instance();
if (i.addChild(type_desc) == nullptr) {
return -1;
}
PropertyManager::installFactory(type_name, factory);
return 0;
}
PropertyBase * CorePropertyManager::addProperty(const std::string & name,
int type)
{
assert(!name.empty());
assert(name != "objtype");
PropertyBase * p = nullptr;
PropertyFactoryDict::const_iterator I = m_propertyFactories.find(name);
if (I == m_propertyFactories.end()) {
switch (type) {
case Element::TYPE_INT:
p = new Property<int>;
break;
case Element::TYPE_FLOAT:
p = new Property<double>;
break;
case Element::TYPE_STRING:
p = new Property<std::string>;
break;
default:
p = new SoftProperty;
break;
}
} else {
p = I->second->newProperty();
}
debug(std::cout << name << " property found. " << std::endl << std::flush;);
return p;
}