mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
154 lines
4.2 KiB
C++
154 lines
4.2 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2008 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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// $Id$
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#include "MindProperty.h"
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#include "rulesets/Character.h"
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#include "rulesets/MindFactory.h"
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#include "rulesets/PythonScriptFactory.h"
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#include "rulesets/BaseMind.h"
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#include "common/atlas_helpers.h"
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#include "common/compose.hpp"
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#include "common/log.h"
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#include "common/Setup.h"
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#include <Atlas/Objects/Anonymous.h>
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#include <Atlas/Objects/Operation.h>
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#include <Atlas/Objects/SmartPtr.h>
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#include <iostream>
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using Atlas::Message::Element;
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using Atlas::Message::MapType;
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using Atlas::Objects::Entity::Anonymous;
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using Atlas::Objects::Operation::Setup;
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using Atlas::Objects::Operation::Look;
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MindProperty::MindProperty(const MindProperty &) : m_factory(0)
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{
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// We don't copy the factory, or duplicate it as would be required
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// to prevent double-delete hassle.
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// This is because:
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// a) This property will be copied if it is being added to an entity
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// in order to modify its value. (modProperty())
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// b) In this secenario, it will already have been apply()ed to that
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// instance from the class property when the entity was created, so
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// the factory isn't required to apply the same value again.
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// c) If a new value is specified, ::set() will be called creating
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// a new factory.
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// Therefor duplicating the factory is not required.
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}
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MindProperty::MindProperty() : m_factory(0)
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{
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}
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MindProperty::~MindProperty()
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{
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delete m_factory;
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}
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int MindProperty::get(Element & val) const
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{
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return 0;
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}
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void MindProperty::set(const Element & val)
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{
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if (!val.isMap()) {
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return;
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}
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const MapType & data = val.Map();
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if (data.empty()) {
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return;
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}
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std::string script_package;
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std::string script_class;
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if (GetScriptDetails(data, "Foo", "Mind",
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script_package, script_class) != 0) {
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return;
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}
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if (m_factory == 0) {
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m_factory = new MindFactory;
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}
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if (m_factory->m_scriptFactory != 0) {
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if (m_factory->m_scriptFactory->package() != script_package) {
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delete m_factory->m_scriptFactory;
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m_factory->m_scriptFactory = 0;
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}
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}
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if (m_factory->m_scriptFactory == 0) {
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PythonScriptFactory<BaseMind> * psf =
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new PythonScriptFactory<BaseMind>(script_package, script_class);
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if (psf->setup() == 0) {
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m_factory->m_scriptFactory = psf;
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} else {
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log(ERROR, String::compose("Python class \"%1.%2\" failed to load",
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script_package, script_class));
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delete psf;
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return;
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}
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}
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}
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MindProperty * MindProperty::copy() const
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{
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return new MindProperty(*this);
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}
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void MindProperty::apply(LocatedEntity * ent)
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{
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if (m_factory == 0) {
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return;
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}
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Character * chr = dynamic_cast<Character *>(ent);
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if (chr == 0) {
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log(NOTICE, "Mind property applied to non-character");
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return;
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}
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if (chr->m_mind != 0) {
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log(NOTICE, "Mind property character already has a mind");
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return;
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}
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chr->m_mind = m_factory->newMind(ent->getId(), ent->getIntId());
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chr->m_mind->setType(ent->getType());
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if (m_factory->m_scriptFactory != 0) {
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m_factory->m_scriptFactory->addScript(chr->m_mind);
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}
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Setup s;
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Anonymous setup_arg;
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setup_arg->setName("mind");
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s->setTo(ent->getId());
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s->setArgs1(setup_arg);
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ent->sendWorld(s);
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Look l;
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l->setTo(ent->getId());
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ent->sendWorld(l);
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}
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