cyphesis/server/EntityRuleHandler.cpp
Erik Ogenvik d4604d034d Correctly handled updated type properties.
When a type is updated we now property re-apply modified properties on
affected entities.
2018-04-29 17:21:44 +02:00

344 lines
12 KiB
C++

// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2009 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
#include "EntityRuleHandler.h"
#include "EntityBuilder.h"
#include "EntityFactory.h"
#include "Player.h"
#include "rulesets/PythonScriptFactory.h"
#include "common/log.h"
#include "common/debug.h"
#include "common/compose.hpp"
#include "common/Inheritance.h"
#include <iostream>
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Message::ListType;
using Atlas::Objects::Root;
using String::compose;
class Character;
class Creator;
class Entity;
class Plant;
class Stackable;
class Thing;
class World;
extern template
class EntityFactory<Character>;
extern template
class EntityFactory<Creator>;
extern template
class EntityFactory<Thing>;
extern template
class EntityFactory<Plant>;
extern template
class EntityFactory<Stackable>;
extern template
class EntityFactory<World>;
static const bool debug_flag = false;
EntityRuleHandler::EntityRuleHandler(EntityBuilder * eb)
: m_builder(eb)
{
mFactories["world"] = [](EntityFactoryBase* parent) -> EntityFactoryBase* {
auto factory = new EntityFactory<World>();
factory->m_parent = parent;
return factory;
};
mFactories["thing"] = [](EntityFactoryBase* parent) -> EntityFactoryBase* {
auto factory = new EntityFactory<Thing>();
factory->m_parent = parent;
return factory;
};
mFactories["character"] = [](EntityFactoryBase* parent) -> EntityFactoryBase* {
auto factory = new EntityFactory<Character>();
factory->m_parent = parent;
return factory;
};
mFactories["creator"] = [](EntityFactoryBase* parent) -> EntityFactoryBase* {
auto factory = new EntityFactory<Creator>();
factory->m_parent = parent;
return factory;
};
mFactories["plant"] = [](EntityFactoryBase* parent) -> EntityFactoryBase* {
auto factory = new EntityFactory<Plant>();
factory->m_parent = parent;
return factory;
};
mFactories["stackable"] = [](EntityFactoryBase* parent) -> EntityFactoryBase* {
auto factory = new EntityFactory<Stackable>();
factory->m_parent = parent;
return factory;
};
}
int EntityRuleHandler::installEntityClass(const std::string & class_name,
const std::string & parent,
const Root & class_desc,
std::string & dependent,
std::string & reason)
{
assert(class_name == class_desc->getId());
EntityFactoryBase* factory;
if (parent == "game_entity") {
auto I = mFactories.find(class_name);
if (I != mFactories.end()) {
factory = I->second(nullptr);
} else {
debug(std::cout << "class \"" << class_name
<< "\" has non existent parent \"" << parent
<< "\". Waiting." << std::endl << std::flush;);
dependent = parent;
reason = compose("Entity rule \"%1\" has parent 'game_entity' and requires a "
"pre-defined entity factory, which could not be found.", class_name);
return 1;
}
} else {
auto parent_factory = dynamic_cast<EntityFactoryBase*>(m_builder->getClassFactory(parent));
// Get the new factory for this rule
if (parent_factory == nullptr) {
debug(std::cout << "class \"" << class_name
<< "\" has non existent parent \"" << parent
<< "\". Waiting." << std::endl << std::flush;);
dependent = parent;
reason = compose("Entity rule \"%1\" has parent \"%2\" which does "
"not exist.", class_name, parent);
return 1;
}
auto I = mFactories.find(class_name);
if (I != mFactories.end()) {
factory = I->second(parent_factory);
} else {
factory = parent_factory->duplicateFactory();
}
assert(factory->m_parent == parent_factory);
}
return installEntityClass(class_name, parent, class_desc, dependent, reason, factory);
}
int EntityRuleHandler::installEntityClass(const std::string & class_name,
const std::string & parent,
const Root & class_desc,
std::string & dependent,
std::string & reason,
EntityFactoryBase* factory)
{
// Get the new factory for this rule
if (factory == nullptr) {
log(ERROR,
compose("Attempt to install rule \"%1\" which has parent \"%2\" "
"which cannot be instantiated", class_name, parent));
return -1;
}
if (populateEntityFactory(class_name, factory,
class_desc->asMessage(),
dependent,
reason) != 0) {
delete factory;
return -1;
}
debug(std::cout << "INSTALLING " << class_name << ":" << parent
<< std::endl << std::flush;);
// Install the factory in place.
if (m_builder->installFactory(class_name, class_desc, factory) != 0) {
delete factory;
return -1;
}
factory->addProperties();
auto parent_factory = dynamic_cast<EntityFactoryBase*>(m_builder->getClassFactory(parent));
if (parent_factory) {
// Add it as a child to its parent.
parent_factory->m_children.insert(factory);
}
return 0;
}
int EntityRuleHandler::modifyEntityClass(const std::string & class_name,
const Root & class_desc)
{
assert(class_name == class_desc->getId());
auto factory = dynamic_cast<EntityFactoryBase*>(m_builder->getClassFactory(class_name));
if (factory == nullptr) {
log(ERROR, compose("Could not find factory for existing entity class "
"\"%1\".", class_name));
return -1;
}
assert(factory != nullptr);
MapType backup_attributes = factory->m_attributes,
backup_class_attributes = factory->m_classAttributes;
// Copy the defaults from the parent. In populateEntityFactory this may be
// overridden with the defaults for this class.
if (factory->m_parent != nullptr) {
factory->m_attributes = factory->m_parent->m_attributes;
} else {
// This is non fatal, but nice to know it has happened.
// This should only happen if the client attempted to modify the
// type data for a core hard coded type.
log(ERROR, compose("EntityRuleHandler::modifyEntityClass: \"%1\" modified "
"by client, but has no parent factory.",
class_name));
factory->m_attributes = MapType();
}
factory->m_classAttributes = MapType();
std::string dependent, reason;
if (populateEntityFactory(class_name, factory,
class_desc->asMessage(),
dependent, reason) != 0) {
factory->m_attributes = backup_attributes;
factory->m_classAttributes = backup_class_attributes;
return -1;
}
auto result = factory->updateProperties();
Inheritance::instance().typesUpdated(result);
return 0;
}
int EntityRuleHandler::populateEntityFactory(const std::string & class_name,
EntityFactoryBase * factory,
const MapType & class_desc,
std::string & dependent,
std::string & reason)
{
// assert(class_name == class_desc->getId());
// Establish whether this rule has an associated script, and
// if so, use it.
auto J = class_desc.find("script");
auto Jend = class_desc.end();
if (J != Jend && J->second.isMap()) {
const MapType & script = J->second.asMap();
std::string script_package;
std::string script_class;
if (getScriptDetails(script, class_name, "Entity",
script_package, script_class) != 0) {
return -1;
}
if (factory->m_scriptFactory == nullptr ||
factory->m_scriptFactory->package() != script_package) {
auto* psf = new PythonScriptFactory<LocatedEntity>(script_package, script_class);
if (psf->setup() == 0) {
delete factory->m_scriptFactory;
factory->m_scriptFactory = psf;
} else {
log(ERROR, compose("Python class \"%1.%2\" failed to load",
script_package, script_class));
delete psf;
return -1;
}
} else {
// FIXME If this fails, that's bad.
factory->m_scriptFactory->refreshClass();
}
}
// Store the default attribute for entities create by this rule.
J = class_desc.find("attributes");
if (J != Jend && J->second.isMap()) {
const MapType & attrs = J->second.asMap();
auto Kend = attrs.end();
for (auto K = attrs.begin(); K != Kend; ++K) {
if (!K->second.isMap()) {
log(ERROR, compose("Attribute description in rule %1 is not a "
"map.", class_name));
continue;
}
const MapType & attr = K->second.asMap();
auto L = attr.find("default");
if (L != attr.end()) {
// Store this value in the defaults for this class
factory->m_classAttributes[K->first] = L->second;
// and merge it with the defaults inherited from the parent
factory->m_attributes[K->first] = L->second;
}
}
}
// Check whether it should be available to players as a playable character.
J = class_desc.find("playable");
if (J != Jend && J->second.isInt()) {
Player::playableTypes.insert(class_name);
}
return 0;
}
int EntityRuleHandler::check(const Atlas::Objects::Root & desc)
{
assert(!desc->getParent().empty());
if (desc->getObjtype() != "class") {
return -1;
}
return m_builder->isTask(desc->getParent()) ? -1 : 0;
}
int EntityRuleHandler::install(const std::string & name,
const std::string & parent,
const Atlas::Objects::Root & description,
std::string & dependent,
std::string & reason)
{
return installEntityClass(name, parent, description, dependent, reason);
}
int EntityRuleHandler::update(const std::string & name,
const Atlas::Objects::Root & desc)
{
return modifyEntityClass(name, desc);
}