cyphesis/rules/LocatedEntity.h
Erik Ogenvik e85f0831b2 Restructure rule classes.
Classes under "rulesets" have been moved to "rules", and split up into
futher subdirectories matching their library. As a result we can now
better separate the python bindings, so that things that belongs to the
simulation are separeted from things that belongs to the ai.
2018-10-31 21:38:35 +01:00

452 lines
17 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000-2007 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
#ifndef RULESETS_LOCATED_ENTITY_H
#define RULESETS_LOCATED_ENTITY_H
#include "modules/Ref.h"
#include "modules/ReferenceCounted.h"
#include "modules/Flags.h"
#include "Location.h"
#include "common/Property.h"
#include "common/Router.h"
#include "common/log.h"
#include "common/compose.hpp"
#include "common/Visibility.h"
#include <sigc++/signal.h>
#include <boost/any.hpp>
#include <set>
#include <cassert>
class Domain;
class LocatedEntity;
class PropertyBase;
class Script;
class TypeNode;
class _object;
template <typename T>
class Property;
typedef std::set<Ref<LocatedEntity>> LocatedEntitySet;
typedef std::map<std::string, PropertyBase *> PropertyDict;
/// \brief Flag indicating entity has been written to permanent store
/// \ingroup EntityFlags
static const std::uint32_t entity_clean = 1u << 0u;
/// \brief Flag indicating entity POS has been written to permanent store
/// \ingroup EntityFlags
static const std::uint32_t entity_pos_clean = 1u << 1u;
/// \brief Flag indicating entity ORIENT has been written to permanent store
/// \ingroup EntityFlags
static const std::uint32_t entity_orient_clean = 1u << 2u;
static const std::uint32_t entity_clean_mask = entity_clean |
entity_pos_clean |
entity_orient_clean;
/// \brief Flag indicating entity is perceptive
/// \ingroup EntityFlags
static const std::uint32_t entity_perceptive = 1u << 3u;
/// \brief Flag indicating entity has been destroyed
/// \ingroup EntityFlags
static const std::uint32_t entity_destroyed = 1u << 4u;
/// \brief Flag indicating entity has been queued for storage update
/// \ingroup EntityFlags
static const std::uint32_t entity_queued = 1u << 5u;
/// \brief Flag indicaiting entity is ephemeral
/// \ingroup EntityFlags
static const std::uint32_t entity_ephem = 1u << 6u;
/// \brief Flag indicating entity is visible
/// \ingroup EntityFlags
/// Currently only used on MemEntity
static const std::uint32_t entity_visible = 1u << 7u;
/// \brief Flag indicating entity is asleep
/// \ingroup EntityFlags
/// Currently only used on BaseMind
static const std::uint32_t entity_asleep = 1u << 8u;
/// \brief Flag indicating entity contains a Domain, used for movement and sights
/// \ingroup EntityFlags
static const std::uint32_t entity_domain = 1u << 9u;
/// \brief Flag indicating entity has thoughts that needs to be persisted.
/// \ingroup EntityFlags
static const std::uint32_t entity_dirty_thoughts = 1u << 10u;
/// \brief Flag indicating entity has a location which has been changed since last sent to clients,
/// and new location data should be sent on the next Update.
/// \ingroup EntityFlags
static const std::uint32_t entity_dirty_location = 1u << 11u;
/**
* The entity is an admin character, and has additional capabilities.
*/
static const std::uint32_t entity_admin = 1u << 12u;
/// \brief This is the base class from which in-game and in-memory objects
/// inherit.
///
/// This class should not normally be instantiated directly.
/// This class provides hard-coded attributes that are common to all
/// in-game objects, and objects in the memory on an NPC.
/// It provides a physical location for the entity, and a contains list
/// which lists other entities which specify their location with reference to
/// this one. It also provides the script interface for handling operations
/// in scripts rather than in the C++ code.
class LocatedEntity : public Router, public ReferenceCounted {
private:
static std::set<std::string> s_immutable;
static const std::set<std::string> & immutables();
protected:
/// Map of properties
PropertyDict m_properties;
/// Sequence number
int m_seq;
/// Class of which this is an instance
const TypeNode * m_type;
void clearProperties();
/**
* Collects all observers of the child, i.e. all entities that are currently observing it.
* This method will walk upwards the entity chain.
* @param child The child entity that's being observed.
* @param op
* @param res
*/
void collectObserversForChild(const LocatedEntity& child, std::set<const LocatedEntity*>& receivers) const;
public:
/// Flags indicating entity behaviour
Flags m_flags;
/// Scripts that are associated with this entity.
std::vector<Script*> m_scripts;
/// Full details of location
Location m_location;
/// List of entities which use this as ref
LocatedEntitySet * m_contains;
// A representation of this instance used by the scripting system. This is opaque to this class.
boost::any m_scriptEntity;
explicit LocatedEntity(const std::string & id, long intId);
~LocatedEntity() override;
/// \brief Check if this entity is flagged as perceptive
bool isPerceptive() const { return m_flags.hasFlags(entity_perceptive); }
/// \brief Check if this entity is flagged as destroyed
bool isDestroyed() const { return m_flags.hasFlags(entity_destroyed); }
bool isVisible() const { return m_flags.hasFlags(entity_visible); }
/// \brief Accessor for flags
const Flags& flags() const { return m_flags; }
Flags& flags() { return m_flags; }
void addFlags(std::uint32_t flags)
{
m_flags.addFlags(flags);
}
void removeFlags(std::uint32_t flags)
{
m_flags.removeFlags(flags);
}
bool hasFlags(std::uint32_t flags) const
{
return m_flags.hasFlags(flags);
}
/// \brief Accessor for sequence number
const int getSeq() const { return m_seq; }
/// \brief Accessor for entity type property
const TypeNode * getType() const { return m_type; }
/// \brief Accessor for properies
const PropertyDict & getProperties() const { return m_properties; }
/// \brief Set the value of the entity type property
virtual void setType(const TypeNode * t);
virtual bool hasAttr(const std::string & name) const;
virtual int getAttr(const std::string & name,
Atlas::Message::Element &) const;
virtual int getAttrType(const std::string & name,
Atlas::Message::Element &,
int type) const;
virtual PropertyBase* setAttr(const std::string & name,
const Atlas::Message::Element &);
virtual const PropertyBase * getProperty(const std::string & name) const;
// FIXME These should be de-virtualised and, and implementations moved
// from Entity to here.
virtual PropertyBase * modProperty(const std::string & name, const Atlas::Message::Element& def_val = Atlas::Message::Element());
virtual PropertyBase * setProperty(const std::string & name, PropertyBase * prop);
virtual void installDelegate(int, const std::string &);
virtual void removeDelegate(int, const std::string &);
virtual void onContainered(const Ref<LocatedEntity>& oldLocation);
virtual void onUpdated();
virtual void destroy() = 0;
virtual Domain * getDomain();
virtual const Domain * getDomain() const;
virtual void sendWorld(const Operation & op);
virtual void setScript(Script * scrpt);
void makeContainer();
void changeContainer(const Ref<LocatedEntity>&);
void merge(const Atlas::Message::MapType &);
/**
* Gets all registered thoughts.
* @return All registered thoughts.
*/
virtual std::vector<Atlas::Objects::Root> getThoughts() const;
/// \brief Adds a child to this entity.
virtual void addChild(LocatedEntity& childEntity);
/// \brief Removes a child from this entity.
virtual void removeChild(LocatedEntity& childEntity);
virtual void addListener(OperationsListener* listener);
virtual void removeListener(OperationsListener* listener);
/**
* Applies the property and set flags on both the property and the entity to mark them as unclean.
* @param name
* @param prop
*/
void applyProperty(const std::string& name, PropertyBase* prop);
/**
* Collects all entities that are observing this entity.
* @param observers A set which will be filled with observing entities.
*/
void collectObservers(std::set<const LocatedEntity*>& observers) const;
/**
* Broadcasts an op.
*
* If this entity has a domain, the op is broadcast to all observers in the domain.
* In addition, broadcastFromChild will be called on any parent entity, to make it broadcast to entities in the same domain, or in domains above.
* @param op
* @param res
*/
void broadcast(const Atlas::Objects::Operation::RootOperation& op, OpVector& res, Visibility visibility) const;
/**
* Processes appearance and disappearance of this entity for other observing entities. This is done by matching the supplied list of entities that previously
* observed the entity. When called, a list of entities that are currently observing it will be created, and the two lists will be compared.
*
* Any new entity gets a "Appearance" op, and any old entity which wasn't present in the new list will get a "Disappearance" op.
* @param previousObserving
* @param res
*/
void processAppearDisappear(std::set<const LocatedEntity*> previousObserving, OpVector& res) const;
/**
* @brief Determines if this entity is visible to another entity.
*
* @param watcher The other entity observing this entity, for which we want to determine visibility.
* @return True if this entity is visible to another entity.
*/
bool isVisibleForOtherEntity(const LocatedEntity* watcher) const;
/**
* @brief Determines if this entity can be reached by another entity (i.e. physically interacted with).
*
* @param entityLocation Where we want to reach.
* @return True if this entity is reachable to another entity.
*/
bool canReach(const EntityLocation& entityLocation, float extraReach = 0) const;
/// \brief Get a property that is required to of a given type.
template <class PropertyT>
const PropertyT * getPropertyClass(const std::string & name) const
{
const PropertyBase * p = getProperty(name);
if (p != nullptr) {
return dynamic_cast<const PropertyT *>(p);
}
return 0;
}
/// \brief Get a property that is required to of a given type.
///
/// The specified class must present the "property_name" trait.
template <class PropertyT>
const PropertyT * getPropertyClassFixed() const
{
return this->getPropertyClass<PropertyT>(PropertyT::property_name);
}
/// \brief Get a property that is a generic property of a given type
template <typename T>
const Property<T> * getPropertyType(const std::string & name) const
{
const PropertyBase * p = getProperty(name);
if (p != nullptr) {
return dynamic_cast<const Property<T> *>(p);
}
return 0;
}
/// \brief Get a property that is required to of a given type.
template <class PropertyT>
PropertyT * modPropertyClass(const std::string & name)
{
PropertyBase * p = modProperty(name);
if (p != nullptr) {
return dynamic_cast<PropertyT *>(p);
}
return 0;
}
/// \brief Get a property that is required to of a given type.
///
/// The specified class must present the "property_name" trait.
template <class PropertyT>
PropertyT * modPropertyClassFixed()
{
return this->modPropertyClass<PropertyT>(PropertyT::property_name);
}
/// \brief Get a modifiable property that is a generic property of a type
///
/// If the property is not set on the Entity instance, but has a class
/// default, the default is copied to the instance, and a pointer is
/// returned if it is a property of the right type.
template <typename T>
Property<T> * modPropertyType(const std::string & name)
{
PropertyBase * p = modProperty(name);
if (p != nullptr) {
return dynamic_cast<Property<T> *>(p);
}
return 0;
}
/// \brief Require that a property of a given type is set.
///
/// If the property is not set on the Entity instance, but has a class
/// default, the default is copied to the instance, and a pointer is
/// returned if it is a property of the right type. If it does not
/// exist, or is not of the right type, a new property is created of
/// the right type, and installed on the Entity instance.
template <class PropertyT>
PropertyT * requirePropertyClass(const std::string & name,
const Atlas::Message::Element & def_val
= Atlas::Message::Element())
{
PropertyBase * p = modProperty(name, def_val);
PropertyT * sp = nullptr;
if (p != nullptr) {
sp = dynamic_cast<PropertyT *>(p);
//Assert that the stored property is of the correct type. If not,
//it needs to be installed into CorePropertyManager.
//We want to do this here, because allowing for properties to be
//installed of the wrong type brings instability to the system.
assert(sp);
}
if (sp == nullptr) {
// If it is not of the right type, delete it and a new
// one of the right type will be inserted.
m_properties[name] = sp = new PropertyT;
sp->install(this, name);
if (p != nullptr) {
log(WARNING, String::compose("Property %1 on entity with id %2 "
"reinstalled with new class."
"This might cause instability. Make sure that all "
"properties are properly installed in "
"CorePropertyManager.", name, getId()));
Atlas::Message::Element val;
if (p->get(val)) {
sp->set(val);
}
delete p;
} else if (!def_val.isNone()) {
sp->set(def_val);
}
sp->apply(this);
}
return sp;
}
/// \brief Require that a property of a given type is set, relying on the "property_name" trait.
///
/// If the property is not set on the Entity instance, but has a class
/// default, the default is copied to the instance, and a pointer is
/// returned if it is a property of the right type. If it does not
/// exist, or is not of the right type, a new property is created of
/// the right type, and installed on the Entity instance.
///
/// The specified class must present the "property_name" trait.
template <class PropertyT>
PropertyT * requirePropertyClassFixed(const Atlas::Message::Element & def_val
= Atlas::Message::Element())
{
return this->requirePropertyClass<PropertyT>(PropertyT::property_name, def_val);
}
/**
* Generates a string describing this entity, used for debugging.
*
* @return A string describing the entity in more detail.
*/
std::string describeEntity() const;
/// Signal indicating that this entity has been changed
sigc::signal<void> updated;
/// Signal indicating that this entity has changed its LOC.
/// First parameter is the old location.
sigc::signal<void, const Ref<LocatedEntity>&> containered;
/// \brief Signal emitted when this entity is removed from the server
///
/// Note that this is usually well before the object is actually deleted
/// and marks the conceptual destruction of the concept this entity
/// represents, not the destruction of this object.
sigc::signal<void> destroyed;
/// @brief Signal emitted whenever a property update is applied.
///
/// The first parameter is the name of the property, the second is the updated property.
sigc::signal<void, const std::string&, const PropertyBase&> propertyApplied;
friend class LocatedEntitytest;
};
#endif // RULESETS_LOCATED_ENTITY_H