2021-12-05 17:54:36 +00:00
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#include "ModelComponent.h"
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#include "Entity.h"
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2024-01-03 13:34:38 +00:00
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#include "Game.h"
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#include "Logger.h"
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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2022-07-19 21:51:35 +00:00
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ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
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m_OriginalPosition = m_Parent->GetDefaultPosition();
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m_OriginalRotation = m_Parent->GetDefaultRotation();
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2021-12-05 17:54:36 +00:00
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}
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2024-02-27 07:25:44 +00:00
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void ModelComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {
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2021-12-05 17:54:36 +00:00
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//actual model component:
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2024-02-27 07:25:44 +00:00
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outBitStream.Write1(); // Yes we are writing model info
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outBitStream.Write0(); // Is pickable
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outBitStream.Write<uint32_t>(2); // Physics type
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outBitStream.Write(m_OriginalPosition); // Original position
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outBitStream.Write(m_OriginalRotation); // Original rotation
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outBitStream.Write1(); // We are writing behavior info
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outBitStream.Write<uint32_t>(0); // Number of behaviors
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outBitStream.Write1(); // Is this model paused
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if (bIsInitialUpdate) outBitStream.Write0(); // We are not writing model editing info
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2021-12-05 17:54:36 +00:00
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}
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2024-01-03 13:34:38 +00:00
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void ModelComponent::UpdatePendingBehaviorId(const int32_t newId) {
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for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == -1) behavior.SetBehaviorId(newId);
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}
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void ModelComponent::SendBehaviorListToClient(AMFArrayValue& args) const {
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args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
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auto* behaviorArray = args.InsertArray("behaviors");
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for (auto& behavior : m_Behaviors) {
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auto* behaviorArgs = behaviorArray->PushArray();
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behavior.SendBehaviorListToClient(*behaviorArgs);
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}
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}
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void ModelComponent::VerifyBehaviors() {
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for (auto& behavior : m_Behaviors) behavior.VerifyLastEditedState();
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}
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void ModelComponent::SendBehaviorBlocksToClient(int32_t behaviorToSend, AMFArrayValue& args) const {
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args.Insert("BehaviorID", std::to_string(behaviorToSend));
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args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
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for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == behaviorToSend) behavior.SendBehaviorBlocksToClient(args);
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}
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void ModelComponent::AddBehavior(AddMessage& msg) {
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// Can only have 1 of the loot behaviors
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for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == msg.GetBehaviorId()) return;
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m_Behaviors.insert(m_Behaviors.begin() + msg.GetBehaviorIndex(), PropertyBehavior());
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m_Behaviors.at(msg.GetBehaviorIndex()).HandleMsg(msg);
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}
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void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
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if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
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m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
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// TODO move to the inventory
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}
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