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132 lines
4.1 KiB
C++
132 lines
4.1 KiB
C++
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#include "PropertyBehavior.h"
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#include "Amf3.h"
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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PropertyBehavior::PropertyBehavior() {
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m_LastEditedState = BehaviorState::HOME_STATE;
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}
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template<>
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void PropertyBehavior::HandleMsg(AddStripMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(AddActionMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(RearrangeStripMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(UpdateActionMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(UpdateStripUiMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(RemoveStripMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(RemoveActionsMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(SplitStripMessage& msg) {
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m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg);
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m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetDestinationActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(MigrateActionsMessage& msg) {
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m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg);
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m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetDestinationActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(MergeStripsMessage& msg) {
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m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg);
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m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetDestinationActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(RenameMessage& msg) {
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m_Name = msg.GetName();
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};
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template<>
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void PropertyBehavior::HandleMsg(AddMessage& msg) {
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// TODO Parse the corresponding behavior xml file.
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m_BehaviorId = msg.GetBehaviorId();
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isLoot = m_BehaviorId != 7965;
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};
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void PropertyBehavior::SetBehaviorId(int32_t behaviorId) {
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m_BehaviorId = behaviorId;
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}
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void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const {
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args.Insert("id", std::to_string(m_BehaviorId));
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args.Insert("name", m_Name);
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args.Insert("isLocked", isLocked);
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args.Insert("isLoot", isLoot);
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}
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void PropertyBehavior::VerifyLastEditedState() {
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if (!m_States[m_LastEditedState].IsEmpty()) return;
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for (const auto& [stateId, state] : m_States) {
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if (state.IsEmpty()) continue;
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LOG_DEBUG("Updating last edited state to %i because %i is empty.", stateId, m_LastEditedState);
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m_LastEditedState = stateId;
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return;
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}
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LOG_DEBUG("No states found, sending default state");
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m_LastEditedState = BehaviorState::HOME_STATE;
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}
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void PropertyBehavior::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
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auto* stateArray = args.InsertArray("states");
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auto lastState = BehaviorState::HOME_STATE;
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for (auto& [stateId, state] : m_States) {
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if (state.IsEmpty()) continue;
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LOG_DEBUG("Serializing state %i", stateId);
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auto* stateArgs = stateArray->PushArray();
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stateArgs->Insert("id", static_cast<double>(stateId));
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state.SendBehaviorBlocksToClient(*stateArgs);
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}
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auto* executionState = args.InsertArray("executionState");
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executionState->Insert("stateID", static_cast<double>(m_LastEditedState));
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executionState->InsertArray("strips");
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// TODO Serialize the execution state of the behavior
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}
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