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https://github.com/DarkflameUniverse/DarkflameServer.git
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82 lines
4.1 KiB
C++
82 lines
4.1 KiB
C++
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#include "ControlBehaviors.h"
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#include "AMFFormat.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GameMessages.h"
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#include "ModelComponent.h"
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#include "dLogger.h"
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void ControlBehaviors::ProcessCommand(Entity* modelEntity, const SystemAddress& sysAddr, AMFArrayValue* arguments, std::string command, Entity* modelOwner) {
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if (!modelEntity || !modelOwner || !arguments) return;
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if (command == "sendBehaviorListToClient")
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SendBehaviorListToClient(modelEntity, sysAddr, modelOwner);
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else if (command == "modelTypeChanged")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "toggleExecutionUpdates")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "addStrip")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "removeStrip")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "mergeStrips")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "splitStrip")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "updateStripUI")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "addAction")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "migrateActions")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "rearrangeStrip")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "add")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "removeActions")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "rename")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "sendBehaviorBlocksToClient")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "moveToInventory")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "updateAction")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else
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Game::logger->Log("ControlBehaviors", "Unknown behavior command (%s)\n", command.c_str());
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}
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void ControlBehaviors::SendBehaviorListToClient(
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Entity* modelEntity,
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const SystemAddress& sysAddr,
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Entity* modelOwner
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) {
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auto* modelComponent = modelEntity->GetComponent<ModelComponent>();
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if (!modelComponent) return;
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AMFArrayValue behaviorsToSerialize;
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AMFArrayValue* behaviors = new AMFArrayValue(); // Empty for now
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/**
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* The behaviors AMFArray will have up to 5 elements in the dense portion.
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* Each element in the dense portion will be made up of another AMFArray
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* with the following information mapped in the associative portion
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* "id": Behavior ID cast to an AMFString
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* "isLocked": AMFTrue or AMFFalse of whether or not the behavior is locked
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* "isLoot": AMFTrue or AMFFalse of whether or not the behavior is a custom behavior (true if custom)
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* "name": The name of the behavior formatted as an AMFString
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*/
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behaviorsToSerialize.InsertValue("behaviors", behaviors);
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AMFStringValue* amfStringValueForObjectID = new AMFStringValue();
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amfStringValueForObjectID->SetStringValue(std::to_string(modelComponent->GetParent()->GetObjectID()));
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behaviorsToSerialize.InsertValue("objectID", amfStringValueForObjectID);
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", &behaviorsToSerialize);
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}
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