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
This commit is contained in:
David Markowitz
2025-06-22 18:45:49 -07:00
committed by GitHub
parent f7c9267ba4
commit 8ba35be64d
11 changed files with 156 additions and 68 deletions

View File

@@ -66,15 +66,18 @@ public:
*
* @tparam Msg The message type to pass
* @param args the arguments of the message to be deserialized
*
* @return returns true if a new behaviorID is needed.
*/
template<typename Msg>
void HandleControlBehaviorsMsg(const AMFArrayValue& args) {
bool HandleControlBehaviorsMsg(const AMFArrayValue& args) {
static_assert(std::is_base_of_v<BehaviorMessageBase, Msg>, "Msg must be a BehaviorMessageBase");
Msg msg{ args };
for (auto&& behavior : m_Behaviors) {
if (behavior.GetBehaviorId() == msg.GetBehaviorId()) {
behavior.CheckModifyState(msg);
behavior.HandleMsg(msg);
return;
return msg.GetNeedsNewBehaviorID();
}
}
@@ -82,19 +85,21 @@ public:
if (m_Behaviors.size() > 5) m_Behaviors.resize(5);
// Do not allow more than 5 to be added. The client UI will break if you do!
if (m_Behaviors.size() == 5) return;
if (m_Behaviors.size() == 5) return false;
auto newBehavior = m_Behaviors.insert(m_Behaviors.begin(), PropertyBehavior());
// Generally if we are inserting a new behavior, it is because the client is creating a new behavior.
// 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.
// 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.
newBehavior->SetBehaviorId(msg.GetBehaviorId());
newBehavior->CheckModifyState(msg);
newBehavior->HandleMsg(msg);
return msg.GetNeedsNewBehaviorID();
};
void AddBehavior(AddMessage& msg);
void MoveToInventory(MoveToInventoryMessage& msg);
void RemoveBehavior(MoveToInventoryMessage& msg, const bool keepItem);
// Updates the pending behavior ID to the new ID.
void UpdatePendingBehaviorId(const LWOOBJID newId, const LWOOBJID oldId);
@@ -141,6 +146,13 @@ public:
void OnChatMessageReceived(const std::string& sMessage);
private:
// Loads a behavior from the database.
void LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed);
// Writes a behavior to a string so it can be saved.
std::string SaveBehavior(const PropertyBehavior& behavior) const;
// Number of Actions that are awaiting an UnSmash to finish.
uint32_t m_NumActiveUnSmash{};