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feat: add saving behaviors to the inventory (#1822)
* change behavior id to LWOOBJID Convert behavior ID to LWOOBJID length missed header fix sqlite field names sqlite brother * feat: add saving behaviors to the inventory consolidate copied code consolidate copied code Update ModelComponent.cpp remove ability to save loot behaviors
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@ -7,7 +7,9 @@
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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#include "tinyxml2.h"
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#include "InventoryComponent.h"
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#include "SimplePhysicsComponent.h"
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#include "eObjectBits.h"
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#include "Database.h"
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#include "DluAssert.h"
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@ -70,22 +72,27 @@ void ModelComponent::LoadBehaviors() {
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const auto behaviorId = GeneralUtils::TryParse<LWOOBJID>(behavior);
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if (!behaviorId.has_value() || behaviorId.value() == 0) continue;
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LOG_DEBUG("Loading behavior %d", behaviorId.value());
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auto& inserted = m_Behaviors.emplace_back();
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inserted.SetBehaviorId(*behaviorId);
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// add behavior at the back
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LoadBehavior(behaviorId.value(), m_Behaviors.size(), false);
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}
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}
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const auto behaviorStr = Database::Get()->GetBehavior(behaviorId.value());
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void ModelComponent::LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed) {
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LOG_DEBUG("Loading behavior %d", behaviorID);
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auto& inserted = *m_Behaviors.emplace(m_Behaviors.begin() + index, PropertyBehavior(isIndexed));
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inserted.SetBehaviorId(behaviorID);
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tinyxml2::XMLDocument behaviorXml;
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auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
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LOG_DEBUG("Behavior %llu %d: %s", res, behaviorId.value(), behaviorStr.c_str());
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const auto behaviorStr = Database::Get()->GetBehavior(behaviorID);
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const auto* const behaviorRoot = behaviorXml.FirstChildElement("Behavior");
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if (!behaviorRoot) {
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LOG("Failed to load behavior %d due to missing behavior root", behaviorId.value());
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continue;
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}
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tinyxml2::XMLDocument behaviorXml;
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auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
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LOG_DEBUG("Behavior %i %llu: %s", res, behaviorID, behaviorStr.c_str());
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const auto* const behaviorRoot = behaviorXml.FirstChildElement("Behavior");
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if (behaviorRoot) {
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inserted.Deserialize(*behaviorRoot);
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} else {
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LOG("Failed to load behavior %d due to missing behavior root", behaviorID);
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}
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}
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@ -120,6 +127,7 @@ void ModelComponent::UpdatePendingBehaviorId(const LWOOBJID newId, const LWOOBJI
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for (auto& behavior : m_Behaviors) {
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if (behavior.GetBehaviorId() != oldId) continue;
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behavior.SetBehaviorId(newId);
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behavior.SetIsLoot(false);
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}
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}
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@ -146,8 +154,21 @@ void ModelComponent::SendBehaviorBlocksToClient(const LWOOBJID behaviorToSend, A
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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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// If we're loading a behavior from an ADD, it is from the database.
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// Mark it as not modified by default to prevent wasting persistentIDs.
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LoadBehavior(msg.GetBehaviorId(), msg.GetBehaviorIndex(), true);
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auto& insertedBehavior = m_Behaviors[msg.GetBehaviorIndex()];
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auto* const playerEntity = Game::entityManager->GetEntity(msg.GetOwningPlayerID());
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if (playerEntity) {
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auto* inventoryComponent = playerEntity->GetComponent<InventoryComponent>();
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if (inventoryComponent) {
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// Check if this behavior is able to be found via lot (if so, its a loot behavior).
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insertedBehavior.SetIsLoot(inventoryComponent->FindItemByLot(msg.GetBehaviorId(), eInventoryType::BEHAVIORS));
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}
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}
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auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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if (simplePhysComponent) {
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simplePhysComponent->SetPhysicsMotionState(1);
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@ -155,8 +176,41 @@ void ModelComponent::AddBehavior(AddMessage& msg) {
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}
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}
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void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
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std::string ModelComponent::SaveBehavior(const PropertyBehavior& behavior) const {
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tinyxml2::XMLDocument doc;
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auto* root = doc.NewElement("Behavior");
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behavior.Serialize(*root);
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doc.InsertFirstChild(root);
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tinyxml2::XMLPrinter printer(0, true, 0);
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doc.Print(&printer);
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return printer.CStr();
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}
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void ModelComponent::RemoveBehavior(MoveToInventoryMessage& msg, const bool keepItem) {
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if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
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const auto behavior = m_Behaviors[msg.GetBehaviorIndex()];
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if (keepItem) {
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auto* const playerEntity = Game::entityManager->GetEntity(msg.GetOwningPlayerID());
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if (playerEntity) {
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auto* const inventoryComponent = playerEntity->GetComponent<InventoryComponent>();
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if (inventoryComponent && !behavior.GetIsLoot()) {
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// config is owned by the item
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std::vector<LDFBaseData*> config;
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config.push_back(new LDFData<std::string>(u"userModelName", behavior.GetName()));
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inventoryComponent->AddItem(7965, 1, eLootSourceType::PROPERTY, eInventoryType::BEHAVIORS, config, LWOOBJID_EMPTY, true, false, msg.GetBehaviorId());
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}
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}
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}
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// save the behavior before deleting it so players can re-add them
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IBehaviors::Info info{};
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info.behaviorId = msg.GetBehaviorId();
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info.behaviorInfo = SaveBehavior(behavior);
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info.characterId = msg.GetOwningPlayerID();
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Database::Get()->AddBehavior(info);
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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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if (m_Behaviors.empty()) {
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@ -175,15 +229,7 @@ std::array<std::pair<LWOOBJID, std::string>, 5> ModelComponent::GetBehaviorsForS
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if (behavior.GetBehaviorId() == -1) continue;
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auto& [id, behaviorData] = toReturn[i];
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id = behavior.GetBehaviorId();
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tinyxml2::XMLDocument doc;
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auto* root = doc.NewElement("Behavior");
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behavior.Serialize(*root);
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doc.InsertFirstChild(root);
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tinyxml2::XMLPrinter printer(0, true, 0);
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doc.Print(&printer);
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behaviorData = printer.CStr();
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behaviorData = SaveBehavior(behavior);
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}
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return toReturn;
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}
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@ -66,15 +66,18 @@ public:
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*
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* @tparam Msg The message type to pass
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* @param args the arguments of the message to be deserialized
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*
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* @return returns true if a new behaviorID is needed.
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*/
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template<typename Msg>
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void HandleControlBehaviorsMsg(const AMFArrayValue& args) {
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bool HandleControlBehaviorsMsg(const AMFArrayValue& args) {
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static_assert(std::is_base_of_v<BehaviorMessageBase, Msg>, "Msg must be a BehaviorMessageBase");
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Msg msg{ args };
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for (auto&& behavior : m_Behaviors) {
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if (behavior.GetBehaviorId() == msg.GetBehaviorId()) {
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behavior.CheckModifyState(msg);
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behavior.HandleMsg(msg);
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return;
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return msg.GetNeedsNewBehaviorID();
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}
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}
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@ -82,19 +85,21 @@ public:
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if (m_Behaviors.size() > 5) m_Behaviors.resize(5);
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// Do not allow more than 5 to be added. The client UI will break if you do!
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if (m_Behaviors.size() == 5) return;
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if (m_Behaviors.size() == 5) return false;
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auto newBehavior = m_Behaviors.insert(m_Behaviors.begin(), PropertyBehavior());
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// Generally if we are inserting a new behavior, it is because the client is creating a new behavior.
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// However if we are testing behaviors the behavior will not exist on the initial pass, so we set the ID here to that of the msg.
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// This will either set the ID to -1 (no change in the current default) or set the ID to the ID of the behavior we are testing.
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newBehavior->SetBehaviorId(msg.GetBehaviorId());
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newBehavior->CheckModifyState(msg);
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newBehavior->HandleMsg(msg);
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return msg.GetNeedsNewBehaviorID();
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};
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void AddBehavior(AddMessage& msg);
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void MoveToInventory(MoveToInventoryMessage& msg);
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void RemoveBehavior(MoveToInventoryMessage& msg, const bool keepItem);
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// Updates the pending behavior ID to the new ID.
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void UpdatePendingBehaviorId(const LWOOBJID newId, const LWOOBJID oldId);
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@ -141,6 +146,13 @@ public:
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void OnChatMessageReceived(const std::string& sMessage);
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private:
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// Loads a behavior from the database.
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void LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed);
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// Writes a behavior to a string so it can be saved.
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std::string SaveBehavior(const PropertyBehavior& behavior) const;
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// Number of Actions that are awaiting an UnSmash to finish.
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uint32_t m_NumActiveUnSmash{};
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@ -1,6 +1,6 @@
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#include "AddMessage.h"
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AddMessage::AddMessage(const AMFArrayValue& arguments) : BehaviorMessageBase{ arguments } {
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AddMessage::AddMessage(const AMFArrayValue& arguments, const LWOOBJID _owningPlayerID) : m_OwningPlayerID{ _owningPlayerID }, BehaviorMessageBase { arguments } {
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const auto* const behaviorIndexValue = arguments.Get<double>("BehaviorIndex");
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if (!behaviorIndexValue) return;
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@ -9,11 +9,13 @@
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*/
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class AddMessage : public BehaviorMessageBase {
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public:
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AddMessage(const AMFArrayValue& arguments);
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AddMessage(const AMFArrayValue& arguments, const LWOOBJID _owningPlayerID);
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[[nodiscard]] uint32_t GetBehaviorIndex() const noexcept { return m_BehaviorIndex; };
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[[nodiscard]] LWOOBJID GetOwningPlayerID() const noexcept { return m_OwningPlayerID; };
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private:
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uint32_t m_BehaviorIndex{ 0 };
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LWOOBJID m_OwningPlayerID{};
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};
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#endif //!__ADDMESSAGE__H__
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@ -19,11 +19,14 @@ public:
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BehaviorMessageBase(const AMFArrayValue& arguments) : m_BehaviorId{ GetBehaviorIdFromArgument(arguments) } {}
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[[nodiscard]] LWOOBJID GetBehaviorId() const noexcept { return m_BehaviorId; }
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[[nodiscard]] bool IsDefaultBehaviorId() const noexcept { return m_BehaviorId == DefaultBehaviorId; }
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[[nodiscard]] bool GetNeedsNewBehaviorID() const noexcept { return m_NeedsNewBehaviorID; }
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void SetNeedsNewBehaviorID(const bool val) noexcept { m_NeedsNewBehaviorID = val; }
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protected:
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[[nodiscard]] LWOOBJID GetBehaviorIdFromArgument(const AMFArrayValue& arguments);
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[[nodiscard]] int32_t GetActionIndexFromArgument(const AMFArrayValue& arguments, const std::string_view keyName = "actionIndex") const;
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LWOOBJID m_BehaviorId{ DefaultBehaviorId };
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bool m_NeedsNewBehaviorID{ false };
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};
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#endif //!__BEHAVIORMESSAGEBASE__H__
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@ -1,6 +1,6 @@
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#include "MoveToInventoryMessage.h"
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MoveToInventoryMessage::MoveToInventoryMessage(const AMFArrayValue& arguments) : BehaviorMessageBase{ arguments } {
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MoveToInventoryMessage::MoveToInventoryMessage(const AMFArrayValue& arguments, const LWOOBJID _owningPlayerID) : m_OwningPlayerID{ _owningPlayerID }, BehaviorMessageBase{ arguments } {
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const auto* const behaviorIndexValue = arguments.Get<double>("BehaviorIndex");
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if (!behaviorIndexValue) return;
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@ -10,11 +10,13 @@ class AMFArrayValue;
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*/
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class MoveToInventoryMessage : public BehaviorMessageBase {
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public:
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MoveToInventoryMessage(const AMFArrayValue& arguments);
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MoveToInventoryMessage(const AMFArrayValue& arguments, const LWOOBJID owningPlayerID);
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[[nodiscard]] uint32_t GetBehaviorIndex() const noexcept { return m_BehaviorIndex; };
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[[nodiscard]] LWOOBJID GetOwningPlayerID() const noexcept { return m_OwningPlayerID; };
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private:
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uint32_t m_BehaviorIndex;
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LWOOBJID m_OwningPlayerID{};
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};
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#endif //!__MOVETOINVENTORYMESSAGE__H__
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@ -107,9 +107,12 @@ void ControlBehaviors::ProcessCommand(Entity* const modelEntity, const AMFArrayV
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if (!modelComponent) return;
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ControlBehaviorContext context{ arguments, modelComponent, modelOwner };
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bool needsNewBehaviorID = false;
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if (command == "sendBehaviorListToClient") {
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SendBehaviorListToClient(context);
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} else if (command == "sendBehaviorBlocksToClient") {
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SendBehaviorBlocksToClient(context);
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} else if (command == "modelTypeChanged") {
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const auto* const modelType = arguments.Get<double>("ModelType");
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if (!modelType) return;
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@ -118,52 +121,54 @@ void ControlBehaviors::ProcessCommand(Entity* const modelEntity, const AMFArrayV
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} else if (command == "toggleExecutionUpdates") {
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// TODO
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} else if (command == "addStrip") {
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if (BehaviorMessageBase(context.arguments).IsDefaultBehaviorId()) RequestUpdatedID(context);
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context.modelComponent->HandleControlBehaviorsMsg<AddStripMessage>(context.arguments);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<AddStripMessage>(context.arguments);
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} else if (command == "removeStrip") {
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context.modelComponent->HandleControlBehaviorsMsg<RemoveStripMessage>(arguments);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<RemoveStripMessage>(arguments);
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} else if (command == "mergeStrips") {
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context.modelComponent->HandleControlBehaviorsMsg<MergeStripsMessage>(arguments);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<MergeStripsMessage>(arguments);
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} else if (command == "splitStrip") {
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context.modelComponent->HandleControlBehaviorsMsg<SplitStripMessage>(arguments);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<SplitStripMessage>(arguments);
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} else if (command == "updateStripUI") {
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context.modelComponent->HandleControlBehaviorsMsg<UpdateStripUiMessage>(arguments);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<UpdateStripUiMessage>(arguments);
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} else if (command == "addAction") {
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context.modelComponent->HandleControlBehaviorsMsg<AddActionMessage>(arguments);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<AddActionMessage>(arguments);
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} else if (command == "migrateActions") {
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context.modelComponent->HandleControlBehaviorsMsg<MigrateActionsMessage>(arguments);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<MigrateActionsMessage>(arguments);
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} else if (command == "rearrangeStrip") {
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context.modelComponent->HandleControlBehaviorsMsg<RearrangeStripMessage>(arguments);
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} else if (command == "add") {
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AddMessage msg{ context.arguments };
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context.modelComponent->AddBehavior(msg);
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SendBehaviorListToClient(context);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<RearrangeStripMessage>(arguments);
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} else if (command == "removeActions") {
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context.modelComponent->HandleControlBehaviorsMsg<RemoveActionsMessage>(arguments);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<RemoveActionsMessage>(arguments);
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} else if (command == "updateAction") {
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<UpdateActionMessage>(arguments);
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} else if (command == "rename") {
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context.modelComponent->HandleControlBehaviorsMsg<RenameMessage>(arguments);
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needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<RenameMessage>(arguments);
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// Send the list back to the client so the name is updated.
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SendBehaviorListToClient(context);
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} else if (command == "sendBehaviorBlocksToClient") {
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SendBehaviorBlocksToClient(context);
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} else if (command == "moveToInventory") {
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MoveToInventoryMessage msg{ arguments };
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context.modelComponent->MoveToInventory(msg);
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} else if (command == "add") {
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AddMessage msg{ context.arguments, context.modelOwner->GetObjectID() };
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context.modelComponent->AddBehavior(msg);
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SendBehaviorListToClient(context);
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} else if (command == "moveToInventory" || command == "remove") {
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// both moveToInventory and remove use the same args
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const bool isRemove = command != "remove";
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MoveToInventoryMessage msg{ arguments, modelOwner->GetObjectID() };
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context.modelComponent->RemoveBehavior(msg, isRemove);
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auto* characterComponent = modelOwner->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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AMFArrayValue args;
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args.Insert("BehaviorID", std::to_string(msg.GetBehaviorId()));
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, characterComponent->GetSystemAddress(), "BehaviorRemoved", args);
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if (!isRemove) {
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AMFArrayValue args;
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args.Insert("BehaviorID", std::to_string(msg.GetBehaviorId()));
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, characterComponent->GetSystemAddress(), "BehaviorRemoved", args);
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}
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SendBehaviorListToClient(context);
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} else if (command == "updateAction") {
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context.modelComponent->HandleControlBehaviorsMsg<UpdateActionMessage>(arguments);
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} else {
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LOG("Unknown behavior command (%s)", command.data());
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}
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if (needsNewBehaviorID) RequestUpdatedID(context);
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}
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ControlBehaviors::ControlBehaviors() {
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@ -8,9 +8,12 @@
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#include <ranges>
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PropertyBehavior::PropertyBehavior() {
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PropertyBehavior::PropertyBehavior(bool _isTemplated) {
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m_LastEditedState = BehaviorState::HOME_STATE;
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m_ActiveState = BehaviorState::HOME_STATE;
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// Starts off as true so that only specific ways of adding behaviors allow a new id to be requested.
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isTemplated = _isTemplated;
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}
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template<>
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@ -81,13 +84,6 @@ 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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template<>
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void PropertyBehavior::HandleMsg(GameMessages::RequestUse& msg) {
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m_States[m_ActiveState].HandleMsg(msg);
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@ -99,6 +95,12 @@ void PropertyBehavior::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
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for (auto& state : m_States | std::views::values) state.HandleMsg(msg);
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}
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void PropertyBehavior::CheckModifyState(BehaviorMessageBase& msg) {
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if (!isTemplated && m_BehaviorId != BehaviorMessageBase::DefaultBehaviorId) return;
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isTemplated = false;
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msg.SetNeedsNewBehaviorID(true);
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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));
|
||||
args.Insert("name", m_Name);
|
||||
@ -147,6 +149,9 @@ void PropertyBehavior::Serialize(tinyxml2::XMLElement& behavior) const {
|
||||
behavior.SetAttribute("isLocked", isLocked);
|
||||
behavior.SetAttribute("isLoot", isLoot);
|
||||
|
||||
// CUSTOM XML ATTRIBUTE
|
||||
behavior.SetAttribute("isTemplated", isTemplated);
|
||||
|
||||
for (const auto& [stateId, state] : m_States) {
|
||||
if (state.IsEmpty()) continue;
|
||||
auto* const stateElement = behavior.InsertNewChildElement("State");
|
||||
@ -161,6 +166,9 @@ void PropertyBehavior::Deserialize(const tinyxml2::XMLElement& behavior) {
|
||||
behavior.QueryBoolAttribute("isLocked", &isLocked);
|
||||
behavior.QueryBoolAttribute("isLoot", &isLoot);
|
||||
|
||||
// CUSTOM XML ATTRIBUTE
|
||||
if (!isTemplated) behavior.QueryBoolAttribute("isTemplated", &isTemplated);
|
||||
|
||||
for (const auto* stateElement = behavior.FirstChildElement("State"); stateElement; stateElement = stateElement->NextSiblingElement("State")) {
|
||||
int32_t stateId = -1;
|
||||
stateElement->QueryIntAttribute("id", &stateId);
|
||||
|
@ -10,6 +10,7 @@ namespace tinyxml2 {
|
||||
enum class BehaviorState : uint32_t;
|
||||
|
||||
class AMFArrayValue;
|
||||
class BehaviorMessageBase;
|
||||
class ModelComponent;
|
||||
|
||||
/**
|
||||
@ -17,7 +18,7 @@ class ModelComponent;
|
||||
*/
|
||||
class PropertyBehavior {
|
||||
public:
|
||||
PropertyBehavior();
|
||||
PropertyBehavior(bool _isTemplated = false);
|
||||
|
||||
template <typename Msg>
|
||||
void HandleMsg(Msg& msg);
|
||||
@ -26,10 +27,16 @@ public:
|
||||
void VerifyLastEditedState();
|
||||
void SendBehaviorListToClient(AMFArrayValue& args) const;
|
||||
void SendBehaviorBlocksToClient(AMFArrayValue& args) const;
|
||||
void CheckModifyState(BehaviorMessageBase& msg);
|
||||
|
||||
[[nodiscard]] LWOOBJID GetBehaviorId() const noexcept { return m_BehaviorId; }
|
||||
void SetBehaviorId(LWOOBJID id) noexcept { m_BehaviorId = id; }
|
||||
|
||||
bool GetIsLoot() const noexcept { return isLoot; }
|
||||
void SetIsLoot(const bool val) noexcept { isLoot = val; }
|
||||
|
||||
const std::string& GetName() const noexcept { return m_Name; }
|
||||
|
||||
void Serialize(tinyxml2::XMLElement& behavior) const;
|
||||
void Deserialize(const tinyxml2::XMLElement& behavior);
|
||||
|
||||
@ -52,6 +59,9 @@ private:
|
||||
// Whether this behavior is custom or pre-fab.
|
||||
bool isLoot = false;
|
||||
|
||||
// Whether or not the behavior has been modified from its original state.
|
||||
bool isTemplated;
|
||||
|
||||
// The last state that was edited. This is used so when the client re-opens the behavior editor, it will open to the last edited state.
|
||||
// If the last edited state has no strips, it will open to the first state that has strips.
|
||||
BehaviorState m_LastEditedState;
|
||||
|
@ -213,7 +213,7 @@ TEST_F(GameMessageTests, ControlBehaviorAdd) {
|
||||
RakNet::BitStream inStream(reinterpret_cast<unsigned char*>(&data[0]), data.length(), true);
|
||||
|
||||
const auto arr = ReadArrayFromBitStream(inStream);
|
||||
AddMessage add(*arr);
|
||||
AddMessage add(*arr, LWOOBJID_EMPTY);
|
||||
|
||||
ASSERT_EQ(add.GetBehaviorId(), 10446);
|
||||
ASSERT_EQ(add.GetBehaviorIndex(), 0);
|
||||
|
Loading…
x
Reference in New Issue
Block a user