mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
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.
180 lines
6.3 KiB
C++
180 lines
6.3 KiB
C++
/*
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Copyright (C) 2013 Erik Ogenvik
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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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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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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
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#endif
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#include "RespawningProperty.h"
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#include "rules/LocatedEntity.h"
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#include "rules/simulation/ExternalMind.h"
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#include "rules/simulation/BaseWorld.h"
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#include "rules/simulation/MindsProperty.h"
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#include <Atlas/Objects/Operation.h>
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#include <Atlas/Objects/Entity.h>
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#include <sigc++/bind.h>
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static const bool debug_flag = false;
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using Atlas::Objects::Entity::Anonymous;
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using Atlas::Objects::Operation::Move;
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using Atlas::Objects::Operation::Set;
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PropertyInstanceState<sigc::connection> RespawningProperty::sInstanceState;
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void RespawningProperty::install(LocatedEntity * owner, const std::string & name)
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{
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owner->installDelegate(Atlas::Objects::Operation::DELETE_NO, name);
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sInstanceState.addState(owner, new sigc::connection);
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}
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void RespawningProperty::remove(LocatedEntity *owner, const std::string & name)
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{
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owner->removeDelegate(Atlas::Objects::Operation::DELETE_NO, name);
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sInstanceState.removeState(owner);
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}
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void RespawningProperty::apply(LocatedEntity * ent)
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{
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//Check if we're already in limbo.
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if (BaseWorld::instance().getLimboLocation() && ent->m_location.m_parent.get() == BaseWorld::instance().getLimboLocation()) {
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sigc::connection* connection = sInstanceState.getState(ent);
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if (!(*connection)) {
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(*connection) = ent->propertyApplied.connect([this, ent](const std::string& propName, const PropertyBase& prop){
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if (propName == MindsProperty::property_name) {
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auto changedMindsProp = dynamic_cast<const MindsProperty*>(&prop);
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if (changedMindsProp && !changedMindsProp->getMinds().empty()) {
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entity_gotMinds(ent);
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}
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}
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});
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}
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}
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}
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HandlerResult RespawningProperty::operation(LocatedEntity * e,
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const Operation & op, OpVector & res)
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{
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return delete_handler(e, op, res);
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}
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RespawningProperty * RespawningProperty::copy() const
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{
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return new RespawningProperty(*this);
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}
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HandlerResult RespawningProperty::delete_handler(LocatedEntity * e,
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const Operation & op, OpVector & res)
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{
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if (!m_data.empty()) {
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Location new_loc;
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new_loc.m_velocity = Vector3D::ZERO();
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auto mindsProp = e->getPropertyClassFixed<MindsProperty>();
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//Check if there are minds. If no minds are controlling we should put it in Limbo
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if (mindsProp && mindsProp->getMinds().empty() &&
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BaseWorld::instance().getLimboLocation()) {
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new_loc.m_parent = BaseWorld::instance().getLimboLocation();
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new_loc.m_pos = Point3D::ZERO();
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sigc::connection* connection = sInstanceState.getState(e);
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if (!(*connection)) {
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(*connection) = e->propertyApplied.connect([this, e](const std::string& propName, const PropertyBase& prop){
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if (propName == MindsProperty::property_name) {
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auto changedMindsProp = dynamic_cast<const MindsProperty*>(&prop);
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if (changedMindsProp && !changedMindsProp->getMinds().empty()) {
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entity_gotMinds(e);
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}
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}
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});
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}
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//Suspend the entity while its in limbo
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Anonymous set_args;
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set_args->setAttr("suspended", 1);
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Set set;
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set->setFrom(e->getId());
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set->setTo(e->getId());
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set->setArgs1(set_args);
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res.push_back(set);
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} else {
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if (BaseWorld::instance().moveToSpawn(m_data, new_loc) == 0) {
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} else {
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//TODO: handle that the entity now is in limbo
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new_loc.m_parent = nullptr;
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}
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}
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Anonymous move_arg;
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move_arg->setId(e->getId());
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new_loc.addToEntity(move_arg);
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Move move;
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move->setFrom(e->getId());
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move->setTo(e->getId());
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move->setArgs1(move_arg);
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res.push_back(move);
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//We need to move the entity to the spawn point, or to limbo, instead of deleting it.
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//This will effectively make the system ignore the Delete op.
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return OPERATION_BLOCKED;
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}
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return OPERATION_IGNORED;
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}
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void RespawningProperty::entity_gotMinds(LocatedEntity* entity) {
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//When the entity gets externally controlled again we should move it out of limbo and back to the respawn.
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OpVector res;
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sigc::connection* connection = sInstanceState.getState(entity);
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connection->disconnect();
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//Disable the suspension
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Anonymous set_args;
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set_args->setAttr("suspended", 0);
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Set set;
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set->setFrom(entity->getId());
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set->setTo(entity->getId());
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set->setArgs1(set_args);
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res.push_back(set);
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Location new_loc;
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new_loc.m_velocity = Vector3D::ZERO();
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BaseWorld::instance().moveToSpawn(m_data, new_loc);
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Anonymous move_arg;
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move_arg->setId(entity->getId());
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new_loc.addToEntity(move_arg);
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Move move;
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move->setFrom(entity->getId());
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move->setTo(entity->getId());
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move->setArgs1(move_arg);
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//Note that we're bypassing the normal operations flow. This is because we want this movement to happen
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//instantly, as the character is currently being attached to an external mind. We don't want the external mind
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//to first get information about the entity being contained in limbo, and then just thereafter being moved to
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//a spawn, since that would just make it harder for the client. Instead we want it to appear to the client
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//as if the entity always had been at the spawn point.
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entity->operation(move, res);
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for (auto& op : res) {
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BaseWorld::instance().message(op, *entity);
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}
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}
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