mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
263 lines
9.3 KiB
C++
263 lines
9.3 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2009 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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// $Id$
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#include "EntityRuleHandler.h"
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#include "EntityBuilder.h"
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#include "EntityFactory.h"
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#include "ScriptFactory.h"
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#include "Player.h"
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#include "rulesets/MindFactory.h"
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#include "common/log.h"
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#include "common/debug.h"
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#include "common/Inheritance.h"
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#include "common/compose.hpp"
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#include <iostream>
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using Atlas::Message::Element;
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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 String::compose;
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static const bool debug_flag = false;
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int EntityRuleHandler::installEntityClass(const std::string & class_name,
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const std::string & parent,
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const Root & class_desc,
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std::string & dependent,
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std::string & reason)
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{
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assert(class_name == class_desc->getId());
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// Get the new factory for this rule
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EntityKit * parent_factory = m_builder->getClassFactory(parent);
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if (parent_factory == 0) {
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debug(std::cout << "class \"" << class_name
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<< "\" has non existant parent \"" << parent
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<< "\". Waiting." << std::endl << std::flush;);
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dependent = parent;
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reason = compose("Entity rule \"%1\" has parent \"%2\" which does "
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"not exist.", class_name, parent);
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return 1;
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}
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EntityKit * factory = parent_factory->duplicateFactory();
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if (factory == 0) {
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log(ERROR,
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compose("Attempt to install rule \"%1\" which has parent \"%2\" "
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"which cannot be instantiated", class_name, parent));
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return -1;
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}
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assert(factory->m_parent == parent_factory);
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// Copy the defaults from the parent. In populateEntityFactory this may be
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// overriden with the defaults for this class.
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factory->m_attributes = parent_factory->m_attributes;
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if (populateEntityFactory(class_name, factory,
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class_desc->asMessage(),
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dependent,
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reason) != 0) {
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delete factory;
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return -1;
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}
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debug(std::cout << "INSTALLING " << class_name << ":" << parent
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<< std::endl << std::flush;);
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// Install the factory in place.
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m_builder->installFactory(class_name, parent, factory);
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Inheritance & i = Inheritance::instance();
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factory->m_type = i.addChild(class_desc);
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factory->addProperties();
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// Add it as a child to its parent.
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parent_factory->m_children.insert(factory);
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return 0;
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}
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int EntityRuleHandler::modifyEntityClass(const std::string & class_name,
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const Root & class_desc)
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{
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assert(class_name == class_desc->getId());
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EntityKit * factory = m_builder->getClassFactory(class_name);
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if (factory == 0) {
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log(ERROR, compose("Could not find factory for existing entity class "
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"\"%1\".", class_name));
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return -1;
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}
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assert(factory != 0);
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ScriptKit * script_factory = factory->m_scriptFactory;
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if (script_factory != 0) {
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script_factory->refreshClass();
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}
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MapType backup_attributes = factory->m_attributes,
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backup_class_attributes = factory->m_classAttributes;
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// Copy the defaults from the parent. In populateEntityFactory this may be
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// overriden with the defaults for this class.
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if (factory->m_parent != 0) {
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factory->m_attributes = factory->m_parent->m_attributes;
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} else {
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// This is non fatal, but nice to know it has happened.
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// This should only happen if the client attempted to modify the
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// type data for a core hard coded type.
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log(ERROR, compose("EntityRuleHandler::modifyEntityClass: \"%1\" modified "
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"by client, but has no parent factory.",
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class_name));
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factory->m_attributes = MapType();
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}
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factory->m_classAttributes = MapType();
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std::string dependent, reason;
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if (populateEntityFactory(class_name, factory,
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class_desc->asMessage(),
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dependent, reason) != 0) {
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factory->m_attributes = backup_attributes;
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factory->m_classAttributes = backup_class_attributes;
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return -1;
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}
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factory->updateChildren();
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factory->updateChildrenProperties();
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return 0;
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}
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int EntityRuleHandler::populateEntityFactory(const std::string & class_name,
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EntityKit * factory,
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const MapType & class_desc,
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std::string & dependent,
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std::string & reason)
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{
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// assert(class_name == class_desc->getId());
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// Establish whether this rule has an associated script, and
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// if so, use it.
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MapType::const_iterator J = class_desc.find("script");
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MapType::const_iterator Jend = class_desc.end();
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if (J != Jend && J->second.isMap()) {
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const MapType & script = J->second.asMap();
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std::string script_package;
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std::string script_class;
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if (getScriptDetails(script, class_name, "Entity",
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script_package, script_class) != 0) {
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return -1;
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}
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if (factory->m_scriptFactory != 0) {
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if (factory->m_scriptFactory->package() != script_package) {
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delete factory->m_scriptFactory;
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factory->m_scriptFactory = 0;
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}
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}
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if (factory->m_scriptFactory == 0) {
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PythonScriptFactory * psf = new PythonScriptFactory(script_package,
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script_class);
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if (psf->isOkay()) {
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factory->m_scriptFactory = psf;
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} else {
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delete psf;
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return -1;
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}
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}
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}
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// Establish whether this rule has an associated mind rule,
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// and handle it.
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J = class_desc.find("mind");
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if (J != Jend && J->second.isMap()) {
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const MapType & script = J->second.asMap();
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J = script.find("name");
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if (J != script.end() && J->second.isString()) {
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const std::string & mindType = J->second.String();
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// language is unused. might need it one day
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// J = script.find("language");
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// if (J != script.end() && J->second.isString()) {
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// const std::string & mindLang = J->second.String();
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// }
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MindFactory::instance()->addMindType(class_name, mindType);
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}
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}
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// Store the default attribute for entities create by this rule.
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J = class_desc.find("attributes");
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if (J != Jend && J->second.isMap()) {
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const MapType & attrs = J->second.asMap();
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MapType::const_iterator Kend = attrs.end();
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for (MapType::const_iterator K = attrs.begin(); K != Kend; ++K) {
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if (!K->second.isMap()) {
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log(ERROR, compose("Attribute description in rule %1 is not a "
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"map.", class_name));
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continue;
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}
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const MapType & attr = K->second.asMap();
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MapType::const_iterator L = attr.find("default");
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if (L != attr.end()) {
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// Store this value in the defaults for this class
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factory->m_classAttributes[K->first] = L->second;
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// and merge it with the defaults inherited from the parent
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factory->m_attributes[K->first] = L->second;
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}
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}
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}
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// Check whether it should be available to players as a playable character.
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J = class_desc.find("playable");
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if (J != Jend && J->second.isInt()) {
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Player::playableTypes.insert(class_name);
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}
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return 0;
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}
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int EntityRuleHandler::check(const Atlas::Objects::Root & desc)
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{
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assert(!desc->getParents().empty());
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if (desc->getObjtype() != "class") {
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return -1;
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}
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return m_builder->isTask(desc->getParents().front()) ? -1 : 0;
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}
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int EntityRuleHandler::install(const std::string & name,
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const std::string & parent,
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const Atlas::Objects::Root & description,
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std::string & dependent,
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std::string & reason)
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{
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return installEntityClass(name, parent, description, dependent, reason);
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}
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int EntityRuleHandler::update(const std::string & name,
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const Atlas::Objects::Root & desc)
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{
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return modifyEntityClass(name, desc);
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}
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