// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000,2001 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: Character.cpp,v 1.307 2007-12-03 23:18:51 alriddoch Exp $ #include "Character.h" #include "Pedestrian.h" #include "MindFactory.h" #include "BaseMind.h" #include "Script.h" #include "World.h" #include "Task.h" #include "StatisticsProperty.h" #include "EntityProperty.h" #include "OutfitProperty.h" #include "common/op_switch.h" #include "common/const.h" #include "common/debug.h" #include "common/globals.h" #include "common/log.h" #include "common/inheritance.h" #include "common/serialno.h" #include "common/compose.hpp" #include "common/PropertyManager.h" #include "common/Add.h" #include "common/Attack.h" #include "common/Eat.h" #include "common/Nourish.h" #include "common/Setup.h" #include "common/Tick.h" #include "common/Unseen.h" #include "common/Update.h" #include #include #include #include using Atlas::Message::Element; using Atlas::Message::ListType; using Atlas::Message::MapType; using Atlas::Objects::Root; using Atlas::Objects::Operation::Set; using Atlas::Objects::Operation::Sight; using Atlas::Objects::Operation::Sound; using Atlas::Objects::Operation::Tick; using Atlas::Objects::Operation::Look; using Atlas::Objects::Operation::Move; using Atlas::Objects::Operation::Setup; using Atlas::Objects::Operation::Action; using Atlas::Objects::Operation::Unseen; using Atlas::Objects::Operation::Nourish; using Atlas::Objects::Operation::Appearance; using Atlas::Objects::Operation::Update; using Atlas::Objects::Operation::Wield; using Atlas::Objects::Entity::Anonymous; using Atlas::Objects::Entity::RootEntity; using Atlas::Objects::smart_dynamic_cast; static const bool debug_flag = false; // This figure is calculated to allow a character to live for 4 weeks // without food, during which time they will lose 40% of their mass // before starving. const double Character::energyConsumption = 0.0001; // Food consumption is fast, to keep Acorn playable const double Character::foodConsumption = 0.1; // When the character is starving, they start to lose weight. During // the latter 2 and a half weeks, they lose about 40% of their mass. // Bad players who do not feed their characters will be punished. const double Character::weightConsumption = 0.00002; // Ammount of evergy turned into weight by metabolism when Character // is well fed. const double Character::energyLaidDown = 0.1; // Ammount of weight gained as a result. High for Acorn. const double Character::weightGain = 0.5; /// \brief Calculate how the Characters metabolism has affected it in the /// last tick /// /// This function is called every 90 seconds. It does one of three things. /// If energy is very high, it loses some, and gains some weight. Otherwise /// it loses some energy, unless energy is very low, in which case loss /// is slower, as weight is used to compensate. /// A fully healthy Character should take about a week to starve to death. /// So 10080 / 90 = 6720 ticks. /// @param res Any result of changes is returned here. /// @param ammount Time scale factor, currently not used. void Character::metabolise(OpVector & res, double ammount) { bool stamina_changed = false, mass_changed = false; // Currently handles energy // We should probably call this whenever the entity performs a movement. PropertyBase * status_prop = getProperty("status"); if (status_prop == 0) { status_prop = PropertyManager::instance()->addProperty(this, "status"); if (status_prop == 0) { log(ERROR, "Unable to get a STATUS property."); return; } m_properties["status"] = status_prop; status_prop->set(1.f); } Element value; status_prop->get(value); assert(value.isFloat()); float status = value.asFloat(); Anonymous update_arg; update_arg->setId(getId()); PropertyBase * food_prop = getProperty("food"); // DIGEST if (food_prop != 0 && food_prop->get(value) && value.isFloat()) { float food = value.Float(); if (food >= foodConsumption && status < 2) { // It is important that the metabolise bit is done next, as this // handles the status change status += foodConsumption; food -= foodConsumption; food_prop->set(food); update_arg->setAttr("food", food); } } PropertyBase * mass_prop = getProperty("mass"); float mass = 0.f; if (mass_prop != 0 && mass_prop->get(value) && value.isFloat()) { mass = value.Float(); } // If status is very high, we gain weight if (status > (1.5 + energyLaidDown) && mass < m_maxMass) { status -= energyLaidDown; mass += weightGain; mass_changed = true; } else { // If status is relatively is not very high, then energy is burned double energy_used = energyConsumption * ammount; double weight_used = weightConsumption * mass * ammount; if (status <= 0.5 && mass > weight_used) { // Drain away a little energy and lose some weight // This ensures there is a long term penalty to allowing something // to starve status -= (energy_used / 2); mass -= weight_used; mass_changed = true; } else { // Just drain away a little energy status -= energy_used; } } if (m_stamina < 1. && m_task == 0 && !m_movement.updateNeeded(m_location)) { m_stamina = 1.; stamina_changed = true; } status_prop->set(status); update_arg->setAttr("status", status); if (mass_changed && mass_prop != 0) { mass_prop->set(mass); update_arg->setAttr("mass", mass); } if (stamina_changed) { update_arg->setAttr("stamina", m_stamina); } Update update; update->setTo(getId()); update->setArgs1(update_arg); res.push_back(update); } /// \brief Hooked to the Entity::containered signal of the wielded entity /// to indicate a change of location /// /// This function responds by removing it as a wielded entity. void Character::wieldDropped() { Wield wield; wield->setTo(getId()); sendWorld(wield); } /// \brief Search for an entity in an entities contents /// /// Recursive function the finds an entity by ID in another entities /// contains list. /// @param ent Entity to search in /// @param id Identifier of entity to search for LocatedEntity * Character::findInContains(LocatedEntity * ent, const std::string & id) { LocatedEntitySet::const_iterator I = ent->m_contains.begin(); LocatedEntitySet::const_iterator Iend = ent->m_contains.end(); for (; I != Iend; ++I) { LocatedEntity * child = *I; if (child->getId() == id) { return *I; } if (!child->m_contains.empty()) { LocatedEntity * found = findInContains(child, id); if (found != 0) { return found; } } } return 0; } /// \brief Search for an entity in the Character's inventory /// /// Implemented using the recursive function findInContains. /// @param id Identifier of entity to search for LocatedEntity * Character::findInInventory(const std::string & id) { return findInContains(this, id); } /// \brief Character constructor /// /// @param id String identifier /// @param intId Integer identifier Character::Character(const std::string & id, long intId) : Character_parent(id, intId), m_statistics(*this), m_movement(*new Pedestrian(*this)), m_task(0), m_isAlive(true), m_stamina(1.), m_maxMass(100), m_mind(0), m_externalMind(0) { m_location.setBBox(BBox(WFMath::Point<3>(-0.25, -0.25, 0), WFMath::Point<3>(0.25, 0.25, 2))); m_properties["stamina"] = new Property(m_stamina, 0); m_properties["statistics"] = new StatisticsProperty(m_statistics, 0); m_properties["right_hand_wield"] = new EntityProperty(m_rightHandWield); } Character::~Character() { delete &m_movement; if (m_mind != 0) { delete m_mind; } if (m_externalMind != 0) { delete m_externalMind; } } /// \brief Set a new task as the one being performed by the Character /// /// The old one is cleared and deleted if present /// @param task The new task to be assigned to the Character void Character::setTask(Task * task) { if (m_task != 0) { clearTask(); } m_task = task; task->incRef(); updateTask(); } /// \brief Update the visible representation of the current task /// /// Generate a Set operation which modifies the Characters task property /// to reflect the current status of the task. void Character::updateTask() { if (m_task == 0) { log(ERROR, "Character::updateTask called when no task running"); } Anonymous set_arg; m_task->addToEntity(set_arg); set_arg->setId(getId()); Set set; set->setArgs1(set_arg); set->setTo(getId()); sendWorld(set); } /// \brief Clean up and remove the task currently being executed /// /// Remove the task, and send an operation indicating that no tasks /// are now present. void Character::clearTask() { if (m_task == 0) { log(ERROR, "Character.clearTask: No task currently set"); return; } m_task->decRef(); m_task = 0; Anonymous set_arg; set_arg->setAttr("tasks", ListType()); set_arg->setId(getId()); Set set; set->setArgs1(set_arg); set->setTo(getId()); sendWorld(set); } void Character::ImaginaryOperation(const Operation & op, OpVector & res) { Sight s; s->setArgs1(op); res.push_back(s); } void Character::SetupOperation(const Operation & op, OpVector & res) { debug( std::cout << "CHaracter::SetupOperation()" << std::endl << std::flush;); if (!op->getArgs().empty()) { debug( std::cout << __func__ << " Setup op is for subsystem" << std::endl << std::flush;); return; } if (0 == m_externalMind) { // This ensures that newly created player characters don't get // bogged down with an NPC mind. In the short term this // takes away PC programmability. // FIXME Characters restored from the database will still get // AI minds, so we need to handle them somehow differently. // Perhaps the Restore op (different from Setup op) is needed? m_mind = MindFactory::instance()->newMind(getId(), getIntId(), m_type); Operation s(op.copy()); Anonymous setup_arg; setup_arg->setName("mind"); s->setArgs1(setup_arg); res.push_back(s); Look l; l->setTo(getId()); res.push_back(l); } Tick tick; tick->setTo(getId()); res.push_back(tick); } void Character::TickOperation(const Operation & op, OpVector & res) { debug(std::cout << "================================" << std::endl << std::flush;); const std::vector & args = op->getArgs(); if (!args.empty()) { const Root & arg = args.front(); if (arg->getName() == "move") { // Deal with movement. Element serialno; if (arg->copyAttr("serialno", serialno) == 0 && (serialno.isInt())) { if (serialno.asInt() < m_movement.serialno()) { debug(std::cout << "Old tick" << std::endl << std::flush;); return; } } else { log(ERROR, "Character::TickOperation: No serialno in tick arg"); } Location return_location; if (m_movement.getUpdatedLocation(return_location)) { return; } res.push_back(m_movement.generateMove(return_location)); Anonymous tick_arg; tick_arg->setName("move"); tick_arg->setAttr("serialno", m_movement.serialno()); Tick tickOp; tickOp->setTo(getId()); tickOp->setFutureSeconds(m_movement.getTickAddition(return_location.pos(), return_location.velocity())); tickOp->setArgs1(tick_arg); res.push_back(tickOp); } else if (arg->getName() == "task") { // Deal with task iteration if (m_task == 0) { return; } Element serialno; if (arg->copyAttr("serialno", serialno) == 0 && (serialno.isInt())) { if (serialno.asInt() != m_task->serialno()) { debug(std::cout << "Old tick" << std::endl << std::flush;); return; } } else { log(ERROR, "Character::TickOperation: No serialno in tick arg"); return; } m_task->TickOperation(op, res); assert(m_task != 0); if (m_task->obsolete()) { clearTask(); } else { updateTask(); } } else if (arg->getName() == "mind") { // Do nothing. Passed to mind. } else { debug(std::cout << "Tick to unknown subsystem " << arg->getName() << " arrived" << std::endl << std::flush;); } } else { // METABOLISE metabolise(res); // TICK Tick tickOp; tickOp->setTo(getId()); tickOp->setFutureSeconds(consts::basic_tick * 30); res.push_back(tickOp); } } void Character::TalkOperation(const Operation & op, OpVector & res) { debug( std::cout << "Character::OPeration(Talk)" << std::endl<setArgs1(op); res.push_back(s); } void Character::NourishOperation(const Operation & op, OpVector & res) { if (op->getArgs().empty()) { error(op, "Nourish has no argument", res, getId()); return; } const Root & arg = op->getArgs().front(); Element mass_attr; if (arg->copyAttr("mass", mass_attr) != 0 || !mass_attr.isNum()) { return; } PropertyBase * food_property = getProperty("food"); if (food_property == 0) { food_property = PropertyManager::instance()->addProperty(this, "food"); if (food_property == 0) { log(ERROR, "Unable to set a FOOD property."); return; } m_properties["food"] = food_property; } Element value; food_property->get(value); assert(value.isFloat()); float food = value.Float(); food = food + mass_attr.asNum(); food_property->set(food); Anonymous food_ent; food_ent->setId(getId()); food_ent->setAttr("food", food); Set s; s->setArgs1(food_ent); // FIXME FROM, SECONDS? Sight si; si->setTo(getId()); si->setArgs1(s); res.push_back(si); } void Character::WieldOperation(const Operation & op, OpVector & res) { if (op->getArgs().empty()) { // Wield nothing if (m_rightHandWieldConnection.connected()) { m_rightHandWieldConnection.disconnect(); } m_rightHandWield = EntityRef(0); Update update; update->setTo(getId()); Anonymous update_arg; update_arg->setId(getId()); update_arg->setAttr("right_hand_wield", ""); update->setArgs1(update_arg); res.push_back(update); return; } const Root & arg = op->getArgs().front(); if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { error(op, "Wield arg has no ID", res, getId()); return; } const std::string & id = arg->getId(); Entity * item = BaseWorld::instance().getEntity(id); if (item == 0) { error(op, "Wield arg does not exist", res, getId()); return; } LocatedEntitySet::const_iterator K = m_contains.find(item); if (K == m_contains.end()) { error(op, "Wield arg is not in inventory", res, getId()); return; } Anonymous update_arg; update_arg->setId(getId()); Element worn_attr; if (item->getAttr("worn", worn_attr)) { debug(std::cout << "Got wield for a garment" << std::endl << std::flush;); if (worn_attr.isString()) { OutfitProperty * outfit; PropertyBase * prop = getProperty("outfit"); if (prop != 0) { outfit = dynamic_cast(prop); assert(outfit != 0); } else { // FIXME #8 really hacked in, should use manager outfit = new OutfitProperty; m_properties["outfit"] = outfit; } outfit->wear(this, worn_attr.String(), item); outfit->cleanUp(); update_arg->setAttr("outfit", MapType()); } else { log(WARNING, "Got clothing with non-string worn attribute."); } // FIXME Implement adding stuff to the outfit propert, as efficiently // as possible // Must make sure that we can install the entity we have already // looked up here, and fix the GuiseProperty code so it does not // need a repeat lookup } else { debug(std::cout << "Got wield for a tool" << std::endl << std::flush;); if (m_rightHandWieldConnection.connected()) { m_rightHandWieldConnection.disconnect(); } // The value is ignored by the update handler, but should be the // right type. update_arg->setAttr("right_hand_wield", item->getId()); // setAttr("right_hand_wield", item->getId()); m_rightHandWield = EntityRef(item); m_rightHandWieldConnection = item->containered.connect(sigc::mem_fun(this, &Character::wieldDropped)); debug(std::cout << "Wielding " << item->getId() << std::endl << std::flush;); } Update update; update->setTo(getId()); update->setArgs1(update_arg); res.push_back(update); } void Character::AttackOperation(const Operation & op, OpVector & res) { const std::string & from = op->getFrom(); if (from == getId()) { return; } Entity * attack_ent = BaseWorld::instance().getEntity(op->getFrom()); if (attack_ent == 0) { log(ERROR, "AttackOperation: Attack op from non-existant ID"); return; } Character * attacker = dynamic_cast(attack_ent); if (attacker == 0) { log(ERROR, "AttackOperation: Attack op from non-character entity"); return; } if (attacker->m_task != 0) { log(ERROR, String::compose("AttackOperation: Attack op aborted " "because attacker %1(%2) busy.", attacker->getId(), attacker->getType())); return; } if (m_task != 0) { log(ERROR, String::compose("AttackOperation: Attack op aborted " "because defender %1(%2) busy.", getId(), getType())); return; } Task * combat = BaseWorld::instance().newTask("combat", *this); if (combat == 0) { log(ERROR, "Character::AttackOperation: Unable to create combat task"); return; } setTask(combat); m_task->initTask(op, res); if (m_task->obsolete()) { clearTask(); return; } combat = BaseWorld::instance().newTask("combat", *attacker); if (combat == 0) { log(ERROR, "Character::AttackOperation: Unable to create combat task"); return; } attacker->setTask(combat); attacker->m_task->initTask(op, res); if (attacker->m_task->obsolete()) { attacker->clearTask(); clearTask(); return; } } /// \brief Filter a Login operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindLoginOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Logout operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindLogoutOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Add operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindAddOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Attack operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindAttackOperation(const Operation & op, OpVector & res) { const std::vector & args = op->getArgs(); if (args.empty()) { log(ERROR, "mindAttackOperation: attack op has no argument"); return; } const Root & arg = args.front(); if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { log(ERROR, "mindAttackOperation: attack op arg has no ID"); return; } const std::string & id = arg->getId(); op->setTo(id); res.push_back(op); } /// \brief Filter a Setup operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindSetupOperation(const Operation & op, OpVector & res) { Anonymous setup_arg; setup_arg->setName("mind"); op->setArgs1(setup_arg); op->setTo(getId()); res.push_back(op); } /// \brief Filter a Use operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindUseOperation(const Operation & op, OpVector & res) { debug(std::cout << "Got Use op from mind" << std::endl << std::flush;); const std::vector & args = op->getArgs(); if (args.empty()) { if (m_task != 0) { if (!m_task->obsolete()) { m_task->irrelevant(); } assert(m_task->obsolete()); clearTask(); } return; } if (m_rightHandWield == 0) { error(op, "Character::mindUseOp No tool wielded.", res, getId()); return; } // FIXME Get a tool id from the op attributes? Entity * tool = m_rightHandWield.get(); if (tool == 0) { error(op, "Character::mindUseOp Tool does not exist.", res, getId()); return; } Element toolOpAttr; std::set toolOps; std::string op_type; // Determine the operations this tool supports if (!tool->getAttr("operations", toolOpAttr)) { log(NOTICE, "Character::mindUseOp Attempt to use something not a tool"); return; } if (!toolOpAttr.isList()) { log(ERROR, "Character::mindUseOp Tool has non list operations list"); return; } const ListType & toolOpList = toolOpAttr.asList(); if (toolOpList.empty()) { log(ERROR, "Character::mindUseOp Tool operation list is empty"); return; } ListType::const_iterator J = toolOpList.begin(); ListType::const_iterator Jend = toolOpList.end(); assert(J != Jend); if (!(*J).isString()) { log(ERROR, "Character::mindUseOp Tool operation list is malformed"); return; } op_type = (*J).String(); debug(std::cout << "default tool op is " << op_type << std::endl << std::flush;); for (; J != Jend; ++J) { if (!(*J).isString()) { log(ERROR, "Character::mindUseOp Tool has non string in operations list"); } else { toolOps.insert((*J).String()); } } RootEntity entity_arg(0); assert(!entity_arg.isValid()); // Look at Use args. If arg is an entity, this is the target. // If arg is an operation, this is the operation to be used, and the // sub op arg may be an entity specifying target. If op to be used is // specified, this is checked against the ops permitted by this tool. const Root & arg = args.front(); const std::string & argtype = arg->getObjtype(); if (argtype == "op") { if (!arg->hasAttrFlag(Atlas::Objects::PARENTS_FLAG) || (arg->getParents().empty())) { error(op, "Use arg op has malformed parents", res, getId()); return; } op_type = arg->getParents().front(); debug(std::cout << "Got op type " << op_type << " from arg" << std::endl << std::flush;); if (toolOps.find(op_type) == toolOps.end()) { error(op, "Use op is not permitted by tool", res, getId()); return; } // Check against valid ops Operation arg_op = smart_dynamic_cast(arg); if (!arg_op.isValid()) { error(op, "Use op arg is a malformed op", res, getId()); return; } const std::vector & arg_op_args = arg_op->getArgs(); if (!arg_op_args.empty()) { entity_arg = smart_dynamic_cast(arg_op_args.front()); if (!entity_arg.isValid()) { error(op, "Use op target is malformed", res, getId()); return; } } } else if (argtype == "obj") { entity_arg = smart_dynamic_cast(arg); if (!entity_arg.isValid()) { error(op, "Use target is malformed", res, getId()); return; } } else { error(op, "Use arg has unknown objtype", res, getId()); return; } Anonymous target; if (!entity_arg.isValid()) { error(op, "Character::mindUseOperation No target specified", res, getId()); return; } if (!entity_arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { error(op, "Character::mindUseOperation Target entity has no ID", res, getId()); return; } target->setId(entity_arg->getId()); if (entity_arg->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) { target->setPos(entity_arg->getPos()); } if (op_type.empty()) { error(op, "Character::mindUseOperation Unable to determine op type for tool", res, getId()); return; } debug(std::cout << "Using tool " << tool->getType() << " on " << target->getId() << " with " << op_type << " action." << std::endl << std::flush;); Root obj = Atlas::Objects::Factories::instance()->createObject(op_type); if (!obj.isValid()) { log(ERROR, String::compose("Character::mindUseOperation Unknown op type " "\"%1\" requested by \"%2\" tool.", op_type, tool->getType())); return; } Operation rop = smart_dynamic_cast(obj); if (!rop.isValid()) { log(ERROR, String::compose("Character::mindUseOperation Op type " "\"%1\" requested by %2 tool, " "but it is not an operation type", op_type, tool->getType())); // FIXME Think hard about how this error is reported. Would the error // make it back to the client if we made an error response? return; } else if (!target->hasAttrFlag(Atlas::Objects::ID_FLAG)) { debug(std::cout << "No target" << std::endl << std::flush;); } else { rop->setArgs1(target); } rop->setTo(tool->getId()); Entity * target_ent = BaseWorld::instance().getEntity(entity_arg->getId()); if (target_ent == 0) { error(op, "Character::mindUseOperation Target does not exist", res, getId()); return; } Task * task = BaseWorld::instance().activateTask(tool->getType()->name(), op_type, target_ent->getType()->name(), *this); if (task != NULL) { setTask(task); assert(res.empty()); m_task->initTask(rop, res); if (m_task->obsolete()) { clearTask(); } else if (res.empty()) { // If initialising the task did not result in any operation at all // then the task cannot work correctly. In this case all we can // do is flag an error, and get rid of the task. log(ERROR, String::compose("Character::mindUseOperation Op type " "\"%1\" of tool \"%2\" activated a task," " but it did not initialise", op_type, tool->getType())); m_task->irrelevant(); clearTask(); } return; } res.push_back(rop); Sight sight; sight->setArgs1(rop); res.push_back(sight); } /// \brief Filter a Update operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindUpdateOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Wield operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindWieldOperation(const Operation & op, OpVector & res) { debug(std::cout << "Got Wield op from mind" << std::endl << std::flush;); op->setTo(getId()); res.push_back(op); } /// \brief Filter a Tick operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindTickOperation(const Operation & op, OpVector & res) { Anonymous tick_arg; tick_arg->setName("mind"); op->setArgs1(tick_arg); op->setTo(getId()); res.push_back(op); } /// \brief Filter a Move operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindMoveOperation(const Operation & op, OpVector & res) { debug( std::cout << "Character::mind_move_op" << std::endl << std::flush;); const std::vector & args = op->getArgs(); if (args.empty()) { log(ERROR, "mindMoveOperation: move op has no argument"); return; } const RootEntity arg = smart_dynamic_cast(args.front()); if (!arg.isValid()) { log(ERROR, "mindMoveOperation: Arg is not an entity"); return; } if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { log(ERROR, "mindMoveOperation: Arg has no ID"); return; } if (getStamina() <= 0.f) { // Character is immobilised. return; } const std::string & other_id = arg->getId(); if (other_id != getId()) { debug( std::cout << "Moving something else. " << other_id << std::endl << std::flush;); Entity * other = BaseWorld::instance().getEntity(other_id); if (other == 0) { Unseen u; Anonymous unseen_arg; unseen_arg->setId(other_id); u->setArgs1(unseen_arg); u->setTo(getId()); res.push_back(u); return; } Element mass; if (!other->getAttr("mass", mass) || !mass.isFloat() || mass.Float() > m_statistics.get("strength")) { debug( std::cout << "We can't move this. Just too heavy" << std::endl << std::flush;); return; } op->setTo(other_id); res.push_back(op); return; } std::string new_loc; if (arg->hasAttrFlag(Atlas::Objects::Entity::LOC_FLAG)) { new_loc = arg->getLoc(); } else { debug( std::cout << "Parent not set" << std::endl << std::flush;); } Point3D new_pos; Vector3D new_velocity; Quaternion new_orientation; try { if (arg->hasAttrFlag(Atlas::Objects::Entity::POS_FLAG)) { fromStdVector(new_pos, arg->getPos()); debug( std::cout << "pos set to " << new_pos << std::endl << std::flush;); } if (arg->hasAttrFlag(Atlas::Objects::Entity::VELOCITY_FLAG)) { fromStdVector(new_velocity, arg->getVelocity()); debug( std::cout << "vel set to " << new_velocity << std::endl << std::flush;); } Element orientation_attr; if (arg->copyAttr("orientation", orientation_attr) == 0) { new_orientation.fromAtlas(orientation_attr); debug( std::cout << "ori set to " << new_orientation << std::endl << std::flush;); if (!new_orientation.isValid()) { log(ERROR, "Invalid orientation from client. Ignoring"); } } } catch (Atlas::Message::WrongTypeException&) { log(ERROR, "EXCEPTION: mindMoveOperation: Malformed move operation"); return; } catch (...) { log(ERROR, "EXCEPTION: mindMoveOperation: Unknown exception thrown"); return; } debug( std::cout << ":" << new_loc << ":" << m_location.m_loc->getId() << ":" << std::endl << std::flush;); if (!new_loc.empty() && (new_loc != m_location.m_loc->getId())) { debug(std::cout << "Changing loc" << std::endl << std::flush;); Entity * target_loc = BaseWorld::instance().getEntity(new_loc); if (target_loc == 0) { Unseen u; Anonymous unseen_arg; unseen_arg->setId(new_loc); u->setArgs1(unseen_arg); u->setTo(getId()); res.push_back(u); return; } if (new_pos.isValid()) { Location target(target_loc, new_pos); Vector3D distance = distanceTo(m_location, target); assert(distance.isValid()); // Convert target into our current frame of reference. new_pos = m_location.pos() + distance; } else { log(WARNING, "mindMoveOperation: Argument changes LOC, but no POS specified. Not sure this makes any sense"); } } // Movement within current loc. Work out the speed and stuff and // use movement object to track movement. Location ret_location; int ret = m_movement.getUpdatedLocation(ret_location); if (ret) { ret_location = m_location; } // FIXME THis here? m_movement.reset(); Vector3D direction; if (new_pos.isValid()) { direction = new_pos - ret_location.pos(); } else if (new_velocity.isValid()) { direction = new_velocity; } if (direction.isValid() && (direction.mag() > 0)) { direction.normalize(); debug( std::cout << "Direction: " << direction << std::endl << std::flush;); if (!new_orientation.isValid()) { // This is a character walking, so it should stap upright Vector3D upright_direction = direction; upright_direction[cZ] = 0; if (upright_direction.mag() > 0) { upright_direction.normalize(); new_orientation = quaternionFromTo(Vector3D(1,0,0), upright_direction); debug( std::cout << "Orientation: " << new_orientation << std::endl << std::flush;); } } } double vel_mag; if (new_velocity.isValid()) { vel_mag = std::min(new_velocity.mag(), consts::base_velocity); } else { vel_mag = consts::base_velocity; } // Need to add the arguments to this op before we return it // direction is already a unit vector if (new_pos.isValid()) { m_movement.setTarget(new_pos); debug(std::cout << "Target" << new_pos << std::endl << std::flush;); } if (direction.isValid()) { ret_location.m_velocity = direction; ret_location.m_velocity *= vel_mag; debug(std::cout << "Velocity" << ret_location.velocity() << std::endl << std::flush;); } ret_location.m_orientation = new_orientation; debug(std::cout << "Orientation" << ret_location.orientation() << std::endl << std::flush;); Operation move_op = m_movement.generateMove(ret_location); assert(move_op.isValid()); res.push_back(move_op); if (m_movement.hasTarget() && ret_location.velocity().isValid() && ret_location.velocity() != Vector3D(0,0,0)) { Tick tickOp; Anonymous tick_arg; tick_arg->setAttr("serialno", m_movement.serialno()); tick_arg->setName("move"); tickOp->setArgs1(tick_arg); tickOp->setTo(getId()); tickOp->setFutureSeconds(m_movement.getTickAddition(ret_location.pos(), ret_location.velocity())); res.push_back(tickOp); } } /// \brief Filter a Set operation coming from the mind /// /// Currently any Set op is permitted. In the future this will be locked /// down to only allow mutable things to be changed. For example, for /// inventory items with no name can have their name set from the client. /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindSetOperation(const Operation & op, OpVector & res) { log(WARNING, "Set op from mind"); const std::vector & args = op->getArgs(); if (args.empty()) { log(ERROR, "mindSetOperation: set op has no argument"); return; } const Root & arg = args.front(); if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { op->setTo(arg->getId()); } else { op->setTo(getId()); } res.push_back(op); } /// \brief Filter a Sight operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindSightOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Sound operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindSoundOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Combine operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindCombineOperation(const Operation & op, OpVector & res) { std::cout << "mindCombineOperation" << std::endl << std::flush; const std::vector & args = op->getArgs(); if (args.empty()) { log(ERROR, "mindCombineOperation: combine op has no argument"); return; } std::vector::const_iterator I = args.begin(); const Root & arg1 = *I; op->setTo(arg1->getId()); std::vector::const_iterator Iend = args.end(); for (; I != Iend; ++I) { const Root & arg = *I; if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { error(op, "Character::mindCombineOp No ID.", res, getId()); return; } // FIXME Check item to be combined is in inventory // and then also check stackable and the same type. } res.push_back(op); } /// \brief Filter a Create operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindCreateOperation(const Operation & op, OpVector & res) { op->setTo(getId()); res.push_back(op); } /// \brief Filter a Delete operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindDeleteOperation(const Operation & op, OpVector & res) { op->setTo(getId()); res.push_back(op); } /// \brief Filter a Divide operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindDivideOperation(const Operation & op, OpVector & res) { const std::vector & args = op->getArgs(); if (args.empty()) { log(ERROR, "mindDivideOperation: op has no argument"); return; } std::vector::const_iterator I = args.begin(); const Root & arg1 = *I; if (!arg1->hasAttrFlag(Atlas::Objects::ID_FLAG)) { error(op, "Character::mindDivideOp arg 1 has no ID.", res, getId()); return; } // FIXME Check entity to be divided is in inventory op->setTo(arg1->getId()); ++I; std::vector::const_iterator Iend = args.end(); for (; I != Iend; ++I) { const Root & arg = *I; if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { error(op, "Character::mindDivideOp arg has ID.", res, getId()); return; } // Check the same type? } res.push_back(op); } /// \brief Filter a Get operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindGetOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Imaginary operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindImaginaryOperation(const Operation & op, OpVector & res) { op->setTo(getId()); res.push_back(op); } /// \brief Filter a Info operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindInfoOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Nourish operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindNourishOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Talk operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindTalkOperation(const Operation & op, OpVector & res) { debug( std::cout << "Character::mindTalkOperation" << std::endl << std::flush;); op->setTo(getId()); res.push_back(op); } /// \brief Filter a Look operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindLookOperation(const Operation & op, OpVector & res) { debug(std::cout << "Got look up from mind from [" << op->getFrom() << "] to [" << op->getTo() << "]" << std::endl << std::flush;); m_perceptive = true; const std::vector & args = op->getArgs(); if (args.empty()) { op->setTo(BaseWorld::instance().m_gameWorld.getId()); } else { const Root & arg = args.front(); if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { log(ERROR, "mindLookOperation: Op has no ID"); return; } op->setTo(arg->getId()); } debug( std::cout <<" now to ["<getTo()<<"]"< & args = op->getArgs(); if (args.empty()) { log(ERROR, "mindEatOperation: Op has no ARGS"); return; } const Root & arg = args.front(); if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { log(ERROR, "mindEatOperation: Arg has no ID"); return; } op->setTo(arg->getId()); res.push_back(op); } /// \brief Filter a Touch operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindTouchOperation(const Operation & op, OpVector & res) { // Work out what is being touched. const std::vector & args = op->getArgs(); if (args.empty()) { log(ERROR, "mindTouchOperation: Op has no ARGS"); return; } const Root & arg = args.front(); if (!arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { log(ERROR, "mindTouchOperation: Op has no ID"); return; } // Pass the modified touch operation on to target. op->setTo(arg->getId()); res.push_back(op); // Send sight of touch Sight s; s->setArgs1(op); res.push_back(s); } /// \brief Filter a Appearance operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindAppearanceOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Disappearance operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindDisappearanceOperation(const Operation & op, OpVector & res) { } /// \brief Filter a Error operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindErrorOperation(const Operation & op, OpVector & res) { } /// \brief Filter any other operation coming from the mind /// /// @param op The operation to be filtered. /// @param res The filtered result is returned here. void Character::mindOtherOperation(const Operation & op, OpVector & res) { op->setTo(getId()); res.push_back(op); } /// \brief Filter a Appearance operation coming from the world to the mind /// /// @param op The operation to be filtered. /// @return true if the operation should be passed. bool Character::w2mAppearanceOperation(const Operation & op) { return true; } /// \brief Filter a Disappearance operation coming from the world to the mind /// /// @param op The operation to be filtered. /// @return true if the operation should be passed. bool Character::w2mDisappearanceOperation(const Operation & op) { return true; } /// \brief Filter a Error operation coming from the world to the mind /// /// @param op The operation to be filtered. /// @return true if the operation should be passed. bool Character::w2mErrorOperation(const Operation & op) { return true; } /// \brief Filter a Setup operation coming from the world to the mind /// /// @param op The operation to be filtered. /// @return true if the operation should be passed. bool Character::w2mSetupOperation(const Operation & op) { if (!op->getArgs().empty()) { if (op->getArgs().front()->getName() == "mind") { return true; } } return false; } /// \brief Filter a Tick operation coming from the world to the mind /// /// @param op The operation to be filtered. /// @return true if the operation should be passed. bool Character::w2mTickOperation(const Operation & op) { if (!op->getArgs().empty()) { if (op->getArgs().front()->getName() == "mind") { return true; } } return false; } /// \brief Filter a Unseen operation coming from the world to the mind /// /// @param op The operation to be filtered. /// @return true if the operation should be passed. bool Character::w2mUnseenOperation(const Operation & op) { return true; } /// \brief Filter a Sight operation coming from the world to the mind /// /// @param op The operation to be filtered. /// @return true if the operation should be passed. bool Character::w2mSightOperation(const Operation & op) { return true; } /// \brief Filter a Sound operation coming from the world to the mind /// /// @param op The operation to be filtered. /// @return true if the operation should be passed. bool Character::w2mSoundOperation(const Operation & op) { return true; } /// \brief Filter a Touch operation coming from the world to the mind /// /// @param op The operation to be filtered. /// @return true if the operation should be passed. bool Character::w2mTouchOperation(const Operation & op) { return true; } /// \brief Send an operation to the current active part of the mind /// /// The operation can potentially go to an external mind if one is /// currently one attached to this Character. This is normally a player /// client, but could be a remote AI agent. Additionally the operation /// can go to an internal AI mind. The result from the AI mind is /// discarded if an external mind is connected. /// @param op Operation to be processed. /// @param res The result of the operation is returned here. void Character::sendMind(const Operation & op, OpVector & res) { debug( std::cout << "Character::sendMind(" << op->getParents().front() << ")" << std::endl << std::flush;); if (0 != m_externalMind) { if (0 != m_mind) { OpVector mindRes; m_mind->operation(op, mindRes); // Discard all the local results } debug(std::cout << "Sending to external mind" << std::endl << std::flush;); m_externalMind->operation(op, res); } else { debug(std::cout << "Using ops from local mind" << std::endl << std::flush;); if (0 != m_mind) { m_mind->operation(op, res); } } } /// \brief Filter operations from the mind destined for the body. /// /// Operations from the character's mind which is either an NPC mind, /// or a remote client are passed in here for pre-processing and filtering /// before they are valid to be processed as internal ops. The operation /// may be modified and re-used so operations passed to this function have /// their ownership passed in, and caller should not modify the operation, /// make assumptions that it has not been modified after calling mind2body. /// @param op The operation to be processed. /// @param res The result of the operation is returned here. void Character::mind2body(const Operation & op, OpVector & res) { debug( std::cout << "Character::mind2body(" << std::endl << std::flush;); if (!op->isDefaultTo()) { log(ERROR, String::compose("Operation \"%1\" from mind with TO set.", op->getParents().front())); return; } if (!op->isDefaultFutureSeconds() && op->getClassNo() != OP_TICK) { log(ERROR, String::compose("Operation \"%1\" from mind with " "FUTURE_SECONDS set.", op->getParents().front())); } OpNo otype = op->getClassNo(); OP_SWITCH(op, otype, res, mind) } /// \brief Filter operations from the world to the mind /// /// Operations from the world are checked here to see if they are suitable /// to send to the mind. Some operations should not go to the mind as they /// leak information. Others are just not necessary as they provide no /// useful information. bool Character::world2mind(const Operation & op) { debug( std::cout << "Character::world2mind(" << op->getParents().front() << ")" << std::endl << std::flush;); OpNo otype = op->getClassNo(); POLL_OP_SWITCH(op, otype, w2m) return false; } void Character::operation(const Operation & op, OpVector & res) { debug( std::cout << "Character::operation(" << op->getParents().front() << ")" << std::endl << std::flush;); Entity::operation(op, res); // set refno on result? if (!m_isAlive) { return; } if (world2mind(op)) { debug( std::cout << "Character::operation(" << op->getParents().front() << ") passed to mind" << std::endl << std::flush;); OpVector mres; sendMind(op, mres); OpVector::const_iterator Iend = mres.end(); for (OpVector::const_iterator I = mres.begin(); I != Iend; ++I) { externalOperation(*I); } } } void Character::externalOperation(const Operation & op) { debug( std::cout << "Character::externalOperation(" << op->getParents().front() << ")" << std::endl << std::flush;); OpVector mres; mind2body(op, mres); OpVector::const_iterator I = mres.begin(); OpVector::const_iterator Iend = mres.end(); // If the original op had a serial no, we assume the first consequence // of that is effectively the same operation. // FIXME Can this be guaranteed by the mind2body phase? if (!op->isDefaultSerialno() && I != Iend) { (*I)->setSerialno(op->getSerialno()); } for (; I != Iend; ++I) { sendWorld(*I); } }