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.
184 lines
6.7 KiB
C++
184 lines
6.7 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000-2005 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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#include "EntityBuilder.h"
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#include "CorePropertyManager.h"
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#include "EntityFactory.h"
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#include "ArchetypeFactory.h"
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#include "rules/LocatedEntity.h"
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#include "rules/simulation/Task.h"
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#include "rules/simulation/BaseWorld.h"
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#include "common/debug.h"
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#include "common/Inheritance.h"
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#include "common/Monitors.h"
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#include "common/ScriptKit.h"
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#include "common/TypeNode.h"
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#include "common/Variable.h"
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#include <Atlas/Objects/RootOperation.h>
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#include <rules/python/Python_API.h>
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#include <rules/python/ScriptsProperty.h>
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using Atlas::Message::MapType;
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using Atlas::Message::ListType;
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using Atlas::Objects::Root;
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using Atlas::Objects::Entity::RootEntity;
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using String::compose;
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static const bool debug_flag = false;
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template<>
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EntityBuilder* Singleton<EntityBuilder>::ms_Singleton = nullptr;
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EntityBuilder::EntityBuilder()
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: m_propertyManager(new CorePropertyManager())
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{
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installBaseFactory("archetype", "root_entity", new ArchetypeFactory());
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python_reload_scripts.connect([&]() {
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ScriptsProperty::reloadAllScriptFactories();
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//TODO: Implement scripts on archetypes and reload them here
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// std::map<const TypeNode*, EntityFactoryBase*> collector;
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// for (auto& entry : m_entityFactories) {
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// auto entityFactory = dynamic_cast<EntityFactoryBase*>(entry.second);
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// if (entityFactory && entityFactory->m_scriptFactory) {
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// log(NOTICE, compose("Reloading scripts for %1", entityFactory->m_type->name()));
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// entityFactory->m_scriptFactory->refreshClass();
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// collector.emplace(entityFactory->m_type, entityFactory);
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// }
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// }
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auto& entities = BaseWorld::instance().getEntities();
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for (auto& entry : entities) {
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auto scriptsProp = entry.second->getPropertyClass<ScriptsProperty>("__scripts");
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if (scriptsProp) {
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scriptsProp->applyScripts(entry.second.get());
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}
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auto scriptsInstanceProp = entry.second->getPropertyClass<ScriptsProperty>("__scripts_instance");
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if (scriptsInstanceProp) {
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scriptsInstanceProp->applyScripts(entry.second.get());
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}
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}
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});
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}
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EntityBuilder::~EntityBuilder()
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{
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FactoryDict::const_iterator I = m_entityFactories.begin();
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FactoryDict::const_iterator Iend = m_entityFactories.end();
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for (; I != Iend; ++I) {
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delete I->second;
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}
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}
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/// \brief Build and populate a new entity object.
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///
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/// A factory is found for the type of entity, and invoked to create the object
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/// instance. If the type has a script factory, this is invoked to create the
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/// associates script object which is attached to the entity instance.
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/// The attribute values are then set on the instance, taking into account
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/// the defaults for the class, and those inherited from parent classes, and
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/// the values specified for this instance. The essential location data for
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/// this instance is then set up.
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/// @param id The string identifier of the new entity.
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/// @param intId The integer identifier of the new entity.
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/// @param type The string specifying the type of entity.
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/// @param attributes A mapping of attribute values to set on the entity.
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Ref<LocatedEntity> EntityBuilder::newEntity(const std::string& id, long intId, const std::string& type, const RootEntity& attributes, const BaseWorld& world) const
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{
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Ref<LocatedEntity> loc;
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// Get location from entity, if it is present
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// The default attributes cannot contain info on location
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if (attributes.isValid() && attributes->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) {
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const std::string& loc_id = attributes->getLoc();
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loc = world.getEntity(loc_id);
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}
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if (loc == nullptr) {
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// If no info was provided, put the entity in the default location world
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loc = &world.getDefaultLocation();
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}
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try {
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return newChildEntity(id, intId, type, attributes, *loc);
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} catch (const std::exception& ex) {
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log(ERROR, String::compose("Error when creating entity of type %1."
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" Message: %2", type, ex.what()));
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return nullptr;
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}
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}
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Ref<LocatedEntity> EntityBuilder::newChildEntity(const std::string& id, long intId, const std::string& type, const Atlas::Objects::Entity::RootEntity& attributes,
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LocatedEntity& parentEntity) const
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{
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debug(std::cout << "EntityFactor::newEntity()" << std::endl << std::flush;);
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auto I = m_entityFactories.find(type);
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if (I == m_entityFactories.end()) {
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return nullptr;
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}
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EntityKit* factory = I->second;
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debug(std::cout << "[" << type << "]" << std::endl << std::flush;);
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return factory->newEntity(id, intId, attributes, &parentEntity);
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}
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/// \brief Clear out all the factory objects owned by the entity builder.
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void EntityBuilder::flushFactories()
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{
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FactoryDict::const_iterator Iend = m_entityFactories.end();
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for (FactoryDict::const_iterator I = m_entityFactories.begin(); I != Iend; ++I) {
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delete I->second;
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}
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m_entityFactories.clear();
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}
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void EntityBuilder::installBaseFactory(const std::string& class_name, const std::string& parent, EntityKit* factory)
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{
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installFactory(class_name, atlasClass(class_name, parent), factory);
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}
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int EntityBuilder::installFactory(const std::string& class_name, const Root& class_desc, EntityKit* factory)
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{
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Inheritance& i = Inheritance::instance();
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factory->m_type = i.addChild(class_desc);
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if (factory->m_type == nullptr) {
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return -1;
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}
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m_entityFactories.insert(std::make_pair(class_name, factory));
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Monitors::instance().watch(compose("created_count{type=\"%1\"}", class_name), new Variable<int>(factory->m_createdCount));
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return 0;
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}
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EntityKit* EntityBuilder::getClassFactory(const std::string& class_name)
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{
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FactoryDict::const_iterator I = m_entityFactories.find(class_name);
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if (I == m_entityFactories.end()) {
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return nullptr;
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}
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return I->second;
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}
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