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>
This commit is contained in:
Aaron Kimbrell
2026-10-01 15:47:10 -05:00
parent c710e1d3a9
commit 54adbcdce8
5 changed files with 52 additions and 41 deletions

View File

@@ -1,4 +1,6 @@
#include "ProximityMonitorComponent.h"
#include "CDClientManager.h"
#include "CDProximityMonitorComponentTable.h"
#include "GameMessages.h"
#include "dZoneManager.h"
#include "ControllablePhysicsComponent.h"
@@ -17,6 +19,22 @@ ProximityMonitorComponent::ProximityMonitorComponent(Entity* parent, const int32
RegisterMsg(&ProximityMonitorComponent::OnGetObjectReportInfo);
}
// The ProximityMonitorComponent row's radii, "small,large" (one value, as LOT 9833's "4", is both): the rocket
// launch radii
void ProximityMonitorComponent::LoadDataFromTemplate() {
if (m_ComponentID <= 0) return;
const auto componentID = m_ComponentID;
const auto proxCompData = CDClientManager::GetTable<CDProximityMonitorComponentTable>()->Query([componentID](const CDProximityMonitorComponent& entry) { return (entry.id == componentID); });
if (proxCompData.empty()) return;
const auto radii = GeneralUtils::SplitString(proxCompData[0].Proximities, ',');
const auto small = radii.empty() ? std::nullopt : GeneralUtils::TryParse<int32_t>(radii[0]);
const auto large = radii.size() > 1 ? GeneralUtils::TryParse<int32_t>(radii[1]) : small;
if (!small || !large) return;
SetProximityRadius(*small, "rocketSmall");
SetProximityRadius(*large, "rocketLarge");
}
ProximityMonitorComponent::~ProximityMonitorComponent() {
for (const auto& en : m_ProximitiesData) {
if (!en.second) continue;