mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
Instead of directly setting position and orientation we've now added a "transforms" property. This property contains zero or many transformations. The result of these is what drives changes to an entity's position and orientation. By cleanly separate disrete transformations we can more easily undo or alter them. This allows us to do things where the position or orientation of an entity is affected by other properties, or other entities. The client protocol is intact. Changes to position and orientation is still sent the same way, by specifying "pos" and "orientation". However, these values will now not be written directly to corresponding values on the entity. Instead they will first be written to the "transforms" property, with the final values being a result of combining all data in the property.
156 lines
5.7 KiB
C++
156 lines
5.7 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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#include "EntityFactory_impl.h"
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#include "rulesets/Character.h"
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#include "rulesets/Creator.h"
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#include "rulesets/Plant.h"
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#include "rulesets/Stackable.h"
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#include "rulesets/World.h"
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#include "rulesets/TransformsProperty.h"
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#include "rulesets/LocatedEntity.h"
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#include "common/debug.h"
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#include "common/log.h"
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#include "common/ScriptKit.h"
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#include "common/TypeNode.h"
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#include "common/random.h"
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#include <Atlas/Objects/Entity.h>
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#include <iostream>
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using Atlas::Message::MapType;
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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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EntityFactoryBase::EntityFactoryBase()
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: m_scriptFactory(0), m_parent(0)
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{
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}
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EntityFactoryBase::~EntityFactoryBase()
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{
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delete m_scriptFactory;
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}
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template <>
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LocatedEntity * EntityFactory<World>::newEntity(const std::string & id,
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long intId,
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const Atlas::Objects::Entity::RootEntity & attributes,
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LocatedEntity* location)
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{
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return 0;
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}
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void EntityFactoryBase::initializeEntity(LocatedEntity& thing,
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const Atlas::Objects::Entity::RootEntity & attributes, LocatedEntity* location)
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{
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thing.setType(m_type);
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// Sort out python object
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if (m_scriptFactory != 0) {
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debug(std::cout << "Class " << m_type->name() << " has a python class"
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<< std::endl << std::flush;);
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m_scriptFactory->addScript(&thing);
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}
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thing.m_location.m_loc = location;
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//Only apply attributes if the supplied attributes is valid.
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//The main use of this is when doing restoration from stored entities and we don't want to apply the default attributes directly when
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//the entity first is created.
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if (attributes.isValid()) {
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thing.m_location.readFromEntity(attributes);
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auto transProp = thing.requirePropertyClass<TransformsProperty>();
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if (!attributes->hasAttr(TransformsProperty::property_name)) {
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if (thing.m_location.pos().isValid()) {
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//If a position is provided, but not any transforms, copy the position value into the transforms.
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transProp->getTranslate() = Vector3D(thing.m_location.pos());
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} else {
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// If no position coords were provided, put it somewhere near origin, but only if there's no transform property
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transProp->getTranslate() = Vector3D(uniform(-8,8), uniform(-8,8), 0);
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}
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} else {
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transProp->set(attributes->getAttr(TransformsProperty::property_name));
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}
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transProp->apply(&thing);
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if (thing.m_location.velocity().isValid()) {
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if (attributes.isValid() && attributes->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) {
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log(ERROR, compose("EntityFactory::initializeEntity(%1, %2): "
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"Entity has velocity set from the attributes "
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"given by the creator", thing.getId(), m_type->name()));
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} else {
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log(ERROR, compose("EntityFactory::initializeEntity(%1, %2): Entity has "
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"velocity set from an unknown source",
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thing.getId(), m_type->name()));
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}
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thing.m_location.m_velocity.setValid(false);
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}
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MapType attrs = attributes->asMessage();
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// Apply the attribute values
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thing.merge(attrs);
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// Then set up the default class properties
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for (auto& propIter : m_type->defaults()) {
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PropertyBase * prop = propIter.second;
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// If a property is in the class it won't have been installed
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// as setAttr() checks
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prop->install(&thing, propIter.first);
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// The property will have been applied if it has an overriden
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// value, so we only apply it the value is still default.
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if (attrs.find(propIter.first) == attrs.end()) {
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prop->apply(&thing);
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}
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}
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}
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}
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void EntityFactoryBase::addProperties()
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{
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assert(m_type != 0);
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m_type->addProperties(m_attributes);
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}
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void EntityFactoryBase::updateProperties()
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{
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assert(m_type != 0);
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m_type->updateProperties(m_attributes);
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for (auto& child_factory : m_children) {
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child_factory->m_attributes = m_attributes;
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MapType::const_iterator J = child_factory->m_classAttributes.begin();
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MapType::const_iterator Jend = child_factory->m_classAttributes.end();
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for (; J != Jend; ++J) {
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child_factory->m_attributes[J->first] = J->second;
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}
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child_factory->updateProperties();
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}
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}
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template class EntityFactory<Thing>;
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template class EntityFactory<Character>;
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template class EntityFactory<Creator>;
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template class EntityFactory<Plant>;
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template class EntityFactory<Stackable>;
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template class EntityFactory<World>;
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