cyphesis/server/EntityBuilder.cpp
2009-09-03 00:38:50 +01:00

329 lines
12 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000-2005 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
// $Id$
#include "EntityBuilder.h"
#include "CorePropertyManager.h"
#include "EntityFactory.h"
#include "ScriptFactory.h"
#include "TaskFactory.h"
#include "TaskScriptFactory.h"
#include "rulesets/Thing.h"
#include "rulesets/Character.h"
#include "rulesets/Creator.h"
#include "rulesets/Plant.h"
#include "rulesets/Stackable.h"
#include "rulesets/World.h"
#include "rulesets/TaskScript.h"
#include "common/id.h"
#include "common/log.h"
#include "common/debug.h"
#include "common/globals.h"
#include "common/const.h"
#include "common/Inheritance.h"
#include "common/random.h"
#include "common/compose.hpp"
#include "common/Monitors.h"
#include "common/Property.h"
#include "common/TypeNode.h"
#include "common/Variable.h"
#include <Atlas/Message/Element.h>
#include <Atlas/Objects/Entity.h>
#include <Atlas/Objects/RootOperation.h>
using Atlas::Message::MapType;
using Atlas::Objects::Root;
using Atlas::Objects::Entity::RootEntity;
using String::compose;
static const bool debug_flag = false;
EntityBuilder * EntityBuilder::m_instance = NULL;
EntityBuilder::EntityBuilder(BaseWorld & w) : m_world(w)
{
installFactory("world", "game_entity", new EntityFactory<World>());
EntityFactory<Thing> * tft = new EntityFactory<Thing>();
installFactory("thing", "game_entity", tft);
installFactory("character", "thing", new EntityFactory<Character>());
installFactory("creator", "character", new EntityFactory<Creator>());
installFactory("plant", "thing", new EntityFactory<Plant>());
installFactory("stackable", "thing", new EntityFactory<Stackable>());
// The property manager instance installs itself at construction time.
new CorePropertyManager();
}
EntityBuilder::~EntityBuilder()
{
delete PropertyManager::instance();
}
/// \brief Build and populate a new entity object.
///
/// A factory is found for the type of entity, and invoked to create the object
/// instance. If the type has a script factory, this is invoked to create the
/// associates script object which is attached to the entity instance.
/// The attribute values are then set on the instance, taking into account
/// the defaults for the class, and those inherited from parent classes, and
/// the values specified for this instance. The essential location data for
/// this instance is then set up. The final block of code relating to
/// persistence is legacy, and should never be invoked.
/// @param id The string identifier of the new entity.
/// @param intId The integer identifier of the new entity.
/// @param type The string specifying the type of entity.
/// @param attributes A mapping of attribute values to set on the entity.
Entity * EntityBuilder::newEntity(const std::string & id, long intId,
const std::string & type,
const RootEntity & attributes) const
{
debug(std::cout << "EntityFactor::newEntity()" << std::endl << std::flush;);
Entity * thing = 0;
FactoryDict::const_iterator I = m_entityFactories.find(type);
if (I == m_entityFactories.end()) {
return 0;
}
EntityKit * factory = I->second;
thing = factory->newEntity(id, intId);
if (thing == 0) {
return 0;
}
debug( std::cout << "[" << type << "]"
<< std::endl << std::flush;);
thing->setType(factory->m_type);
// Sort out python object
if (factory->m_scriptFactory != 0) {
debug(std::cout << "Class " << type << " has a python class"
<< std::endl << std::flush;);
factory->m_scriptFactory->addScript(thing);
}
//
factory->populate(*thing);
MapType attrs = attributes->asMessage();
// Apply the attribute values
thing->merge(attrs);
// Then set up the default class properties
PropertyDict::const_iterator J = factory->m_type->defaults().begin();
PropertyDict::const_iterator Jend = factory->m_type->defaults().end();
for (; J != Jend; ++J) {
PropertyBase * prop = J->second;
// If a property is in the class it won't have been installed
// as setAttr() checks
prop->install(thing);
// The property will have been applied if it has an overriden
// value, so we only apply it the value is still default.
if (attrs.find(J->first) == attrs.end()) {
prop->apply(thing);
}
}
// Get location from entity, if it is present
// The default attributes cannot contain info on location
if (attributes->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) {
const std::string & loc_id = attributes->getLoc();
thing->m_location.m_loc = m_world.getEntity(loc_id);
}
if (thing->m_location.m_loc == 0) {
// If no info was provided, put the entity in the game world
thing->m_location.m_loc = &m_world.m_gameWorld;
}
thing->m_location.readFromEntity(attributes);
if (!thing->m_location.pos().isValid()) {
// If no position coords were provided, put it somewhere near origin
thing->m_location.m_pos = Point3D(uniform(-8,8), uniform(-8,8), 0);
}
if (thing->m_location.velocity().isValid()) {
if (attributes->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) {
log(ERROR, compose("EntityBuilder::newEntity(%1, %2): "
"Entity has velocity set from the attributes "
"given by the creator", id, type));
} else {
log(ERROR, compose("EntityBuilder::newEntity(%1, %2): Entity has "
"velocity set from an unknown source",
id, type));
}
thing->m_location.m_velocity.setValid(false);
}
return thing;
}
Task * EntityBuilder::buildTask(TaskKit * factory, Character & owner) const
{
Task * task = factory->newTask(owner);
if (task == 0) {
return 0;
}
TaskScript * task_script = dynamic_cast<TaskScript *>(task);
if (task_script != 0 && factory->m_scriptFactory != 0) {
if (factory->m_scriptFactory->addScript(task_script) != 0) {
log(ERROR, "Assigning script to task failed");
}
}
return task;
}
/// \brief Build and populate a new task object.
///
/// @param name The name of the task type.
/// @param owner The character entity that owns the task.
Task * EntityBuilder::newTask(const std::string & name, Character & owner) const
{
TaskFactoryDict::const_iterator I = m_taskFactories.find(name);
if (I == m_taskFactories.end()) {
return 0;
}
std::cout << "0" << std::endl << std::flush;
return buildTask(I->second, owner);
}
void EntityBuilder::installTaskFactory(const std::string & class_name,
TaskKit * factory)
{
m_taskFactories.insert(std::make_pair(class_name, factory));
}
TaskKit * EntityBuilder::getTaskFactory(const std::string & class_name)
{
TaskFactoryDict::const_iterator I = m_taskFactories.find(class_name);
if (I == m_taskFactories.end()) {
return 0;
}
return I->second;
}
void EntityBuilder::addTaskActivation(const std::string & tool,
const std::string & op,
TaskKit * factory)
{
m_taskActivations[tool].insert(std::make_pair(op, factory));
}
/// \brief Build a new task object activated by the described event.
///
/// An event is described in terms of the tool type used to cause it,
/// the type of operation being performed using the tool and the type of
/// the target object the tool is being used on. If a match is found for
/// this event, a task object is instanced to track the progress of the
/// result of the event.
/// @param tool The type of tool activating the event.
/// @param op The type of operation being performed with the tool.
/// @param target The type of entity the operation is being performed on.
/// @param owner The character entity activating the task.
Task * EntityBuilder::activateTask(const std::string & tool,
const std::string & op,
const std::string & target,
Character & owner) const
{
TaskFactoryActivationDict::const_iterator I = m_taskActivations.find(tool);
if (I == m_taskActivations.end()) {
return 0;
}
const TaskFactoryMultimap & dict = I->second;
TaskFactoryMultimap::const_iterator J = dict.lower_bound(op);
if (J == dict.end()) {
return 0;
}
TaskFactoryMultimap::const_iterator Jend = dict.upper_bound(op);
for (; J != Jend; ++J) {
if (!J->second->m_target.empty()) {
if (!Inheritance::instance().isTypeOf(target, J->second->m_target)) {
debug( std::cout << target << " is not a " << J->second->m_target
<< std::endl << std::flush; );
continue;
}
}
return buildTask(J->second, owner);
}
return 0;
}
/// \brief Clear out all the factory objects owned by the entity builder.
void EntityBuilder::flushFactories()
{
FactoryDict::const_iterator Iend = m_entityFactories.end();
for (FactoryDict::const_iterator I = m_entityFactories.begin(); I != Iend; ++I) {
delete I->second;
}
m_entityFactories.clear();
TaskFactoryDict::const_iterator K = m_taskFactories.begin();
TaskFactoryDict::const_iterator Kend = m_taskFactories.end();
for (; K != Kend; ++K) {
delete K->second;
}
m_taskFactories.clear();
}
bool EntityBuilder::isTask(const std::string & class_name)
{
if (class_name == "task") {
return true;
}
return (m_taskFactories.find(class_name) != m_taskFactories.end());
}
bool EntityBuilder::hasTask(const std::string & class_name)
{
return (m_taskFactories.find(class_name) != m_taskFactories.end());
}
void EntityBuilder::installFactory(const std::string & class_name,
const std::string & parent,
EntityKit * factory,
Root class_desc)
{
assert(factory != 0);
m_entityFactories[class_name] = factory;
Monitors::instance()->watch(compose("created_count{type=%1}", class_name),
new Variable<int>(factory->m_createdCount));
Inheritance & i = Inheritance::instance();
if (class_desc.isValid()) {
assert(class_desc->getId() == class_name);
assert(class_desc->getParents().front() == parent);
factory->m_type = i.addChild(class_desc);
} else {
factory->m_type = i.addChild(atlasClass(class_name, parent));
}
}
EntityKit * EntityBuilder::getClassFactory(const std::string & class_name)
{
FactoryDict::const_iterator I = m_entityFactories.find(class_name);
if (I == m_entityFactories.end()) {
return 0;
}
return I->second;
}
EntityKit * EntityBuilder::getNewFactory(const std::string & parent)
{
FactoryDict::const_iterator I = m_entityFactories.find(parent);
if (I == m_entityFactories.end()) {
return 0;
}
return I->second->duplicateFactory();
}