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refactor(component): proximity monitor and movement AI load their own rows
The ProximityMonitorComponent row's radii and the MovementAIComponent row (with the level's wanderRadius over it) move out of Entity::Initialize into each component's LoadDataFromTemplate / LoadConfigData. Same components and bytes for every LOT. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -470,47 +470,14 @@ void Entity::Initialize() {
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}
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case eReplicaComponentType::PROXIMITY_MONITOR: {
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const auto proximityMonitorID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::PROXIMITY_MONITOR);
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if (proximityMonitorID > 0) {
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auto* const proxCompTable = CDClientManager::GetTable<CDProximityMonitorComponentTable>();
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const auto proxCompData = proxCompTable->Query([proximityMonitorID](const CDProximityMonitorComponent& entry) { return (entry.id == proximityMonitorID); });
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if (proxCompData.size() > 0) {
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// "small,large"; one value (LOT 9833: "4") is both
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const auto radii = GeneralUtils::SplitString(proxCompData[0].Proximities, ',');
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const auto small = radii.empty() ? std::nullopt : GeneralUtils::TryParse<int32_t>(radii[0]);
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const auto large = radii.size() > 1 ? GeneralUtils::TryParse<int32_t>(radii[1]) : small;
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if (small && large) AddComponent<ProximityMonitorComponent>(proximityMonitorID, *small, *large);
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}
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}
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if (proximityMonitorID > 0) AddComponent<ProximityMonitorComponent>(proximityMonitorID);
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break;
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}
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case eReplicaComponentType::MOVEMENT_AI: {
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const int movementAIID = compRegistryTable->GetByIDAndType(m_TemplateID, eReplicaComponentType::MOVEMENT_AI);
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if (movementAIID > 0) {
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CDMovementAIComponentTable* moveAITable = CDClientManager::GetTable<CDMovementAIComponentTable>();
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std::vector<CDMovementAIComponent> moveAIComp = moveAITable->Query([=](CDMovementAIComponent entry) {return (entry.id == movementAIID); });
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if (moveAIComp.size() > 0) {
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MovementAIInfo moveInfo{
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.movementType = moveAIComp[0].MovementType,
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.wanderRadius = moveAIComp[0].WanderRadius,
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.wanderSpeed = moveAIComp[0].WanderSpeed,
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.wanderChance = moveAIComp[0].WanderChance,
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.wanderDelayMin = moveAIComp[0].WanderDelayMin,
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.wanderDelayMax = moveAIComp[0].WanderDelayMax,
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};
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const bool useWanderDB = GetVar<bool>(u"usewanderdb");
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if (!useWanderDB) {
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const auto wanderOverride = GetVarAs<float>(u"wanderRadius");
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if (wanderOverride != 0.0f) {
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moveInfo.wanderRadius = wanderOverride;
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}
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}
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AddComponent<MovementAIComponent>(movementAIID, moveInfo);
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}
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// Its row and the level's wanderRadius load in the component
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AddComponent<MovementAIComponent>(movementAIID, MovementAIInfo{});
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} else if (petComponentID > 0 || combatAiID > 0 && BaseCombatAIComponent::TetherSpeedOf(combatAiID) > 0) {
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MovementAIInfo moveInfo{
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.movementType = "",
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