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* server/ExternalMind.cpp: Make sure hungry and starving hints only make it when they apply to this character, not to others.
92 lines
3.4 KiB
C++
92 lines
3.4 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000,2001 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: ExternalMind.cpp,v 1.20 2007-01-28 23:51:08 alriddoch Exp $
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#include "ExternalMind.h"
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#include "Connection_methods.h"
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#include <Atlas/Objects/SmartPtr.h>
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#include <Atlas/Objects/Operation.h>
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#include <Atlas/Objects/Anonymous.h>
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using Atlas::Message::Element;
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using Atlas::Objects::Root;
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using Atlas::Objects::smart_dynamic_cast;
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using Atlas::Objects::Entity::RootEntity;
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using Atlas::Objects::Entity::Anonymous;
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using Atlas::Objects::Operation::Sight;
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using Atlas::Objects::Operation::Imaginary;
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ExternalMind::ExternalMind(Connection & connection,
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const std::string & id, long intId) :
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BaseEntity(id, intId), m_connection(connection)
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{
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}
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ExternalMind::~ExternalMind()
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{
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// This object does not own the associated entity, so is not
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// responsible for removing it from the connectio.
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// m_connection.removeObject(getIntId());
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}
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void ExternalMind::operation(const Operation & op, OpVector &)
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{
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m_connection.send(op);
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// Here we see if there is anything we should be sending the user
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// extra info about. The initial demo implementation checks for
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// Set ops which make the characters status less than 0.1, and sends
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// emotes that the character is hungry.
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const std::vector<Root> & args = op->getArgs();
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if (op->getClassNo() == OP_SIGHT && !args.empty()) {
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Operation sub_op = smart_dynamic_cast<Operation>(args.front());
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if (sub_op.isValid()) {
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const std::vector<Root> & sub_args = sub_op->getArgs();
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if (sub_op->getClassNo() == OP_SET && !sub_args.empty()) {
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const Root & arg = sub_args.front();
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Element status_value;
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if (arg->getId() == getId() and
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arg->copyAttr("status", status_value) == 0 and
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status_value.isFloat() and status_value.Float() < 0.1) {
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Anonymous imaginary_arg;
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imaginary_arg->setId(getId());
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if (status_value.Float() < 0.01) {
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imaginary_arg->setAttr("description", "is starving.");
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} else {
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imaginary_arg->setAttr("description", "is hungry.");
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}
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Imaginary imaginary;
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imaginary->setTo(getId());
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imaginary->setFrom(getId());
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imaginary->setArgs1(imaginary_arg);
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Sight sight;
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sight->setTo(getId());
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sight->setFrom(getId());
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sight->setArgs1(imaginary);
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m_connection.send(sight);
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}
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}
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}
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}
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}
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