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
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GPG Key ID: B5690EEEBB952194
11 changed files with 156 additions and 68 deletions

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@ -7,7 +7,9 @@
#include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
#include "InventoryComponent.h"
#include "SimplePhysicsComponent.h"
#include "eObjectBits.h"
#include "Database.h"
#include "DluAssert.h"
@ -70,22 +72,27 @@ void ModelComponent::LoadBehaviors() {
const auto behaviorId = GeneralUtils::TryParse<LWOOBJID>(behavior);
if (!behaviorId.has_value() || behaviorId.value() == 0) continue;
LOG_DEBUG("Loading behavior %d", behaviorId.value());
auto& inserted = m_Behaviors.emplace_back();
inserted.SetBehaviorId(*behaviorId);
// add behavior at the back
LoadBehavior(behaviorId.value(), m_Behaviors.size(), false);
}
}
const auto behaviorStr = Database::Get()->GetBehavior(behaviorId.value());
void ModelComponent::LoadBehavior(const LWOOBJID behaviorID, const size_t index, const bool isIndexed) {
LOG_DEBUG("Loading behavior %d", behaviorID);
auto& inserted = *m_Behaviors.emplace(m_Behaviors.begin() + index, PropertyBehavior(isIndexed));
inserted.SetBehaviorId(behaviorID);
tinyxml2::XMLDocument behaviorXml;
auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
LOG_DEBUG("Behavior %llu %d: %s", res, behaviorId.value(), behaviorStr.c_str());
const auto behaviorStr = Database::Get()->GetBehavior(behaviorID);
const auto* const behaviorRoot = behaviorXml.FirstChildElement("Behavior");
if (!behaviorRoot) {
LOG("Failed to load behavior %d due to missing behavior root", behaviorId.value());
continue;
}
tinyxml2::XMLDocument behaviorXml;
auto res = behaviorXml.Parse(behaviorStr.c_str(), behaviorStr.size());
LOG_DEBUG("Behavior %i %llu: %s", res, behaviorID, behaviorStr.c_str());
const auto* const behaviorRoot = behaviorXml.FirstChildElement("Behavior");
if (behaviorRoot) {
inserted.Deserialize(*behaviorRoot);
} else {
LOG("Failed to load behavior %d due to missing behavior root", behaviorID);
}
}
@ -120,6 +127,7 @@ void ModelComponent::UpdatePendingBehaviorId(const LWOOBJID newId, const LWOOBJI
for (auto& behavior : m_Behaviors) {
if (behavior.GetBehaviorId() != oldId) continue;
behavior.SetBehaviorId(newId);
behavior.SetIsLoot(false);
}
}
@ -146,8 +154,21 @@ void ModelComponent::SendBehaviorBlocksToClient(const LWOOBJID behaviorToSend, A
void ModelComponent::AddBehavior(AddMessage& msg) {
// Can only have 1 of the loot behaviors
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == msg.GetBehaviorId()) return;
m_Behaviors.insert(m_Behaviors.begin() + msg.GetBehaviorIndex(), PropertyBehavior());
m_Behaviors.at(msg.GetBehaviorIndex()).HandleMsg(msg);
// If we're loading a behavior from an ADD, it is from the database.
// Mark it as not modified by default to prevent wasting persistentIDs.
LoadBehavior(msg.GetBehaviorId(), msg.GetBehaviorIndex(), true);
auto& insertedBehavior = m_Behaviors[msg.GetBehaviorIndex()];
auto* const playerEntity = Game::entityManager->GetEntity(msg.GetOwningPlayerID());
if (playerEntity) {
auto* inventoryComponent = playerEntity->GetComponent<InventoryComponent>();
if (inventoryComponent) {
// Check if this behavior is able to be found via lot (if so, its a loot behavior).
insertedBehavior.SetIsLoot(inventoryComponent->FindItemByLot(msg.GetBehaviorId(), eInventoryType::BEHAVIORS));
}
}
auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysComponent) {
simplePhysComponent->SetPhysicsMotionState(1);
@ -155,8 +176,41 @@ void ModelComponent::AddBehavior(AddMessage& msg) {
}
}
void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
std::string ModelComponent::SaveBehavior(const PropertyBehavior& behavior) const {
tinyxml2::XMLDocument doc;
auto* root = doc.NewElement("Behavior");
behavior.Serialize(*root);
doc.InsertFirstChild(root);
tinyxml2::XMLPrinter printer(0, true, 0);
doc.Print(&printer);
return printer.CStr();
}
void ModelComponent::RemoveBehavior(MoveToInventoryMessage& msg, const bool keepItem) {
if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
const auto behavior = m_Behaviors[msg.GetBehaviorIndex()];
if (keepItem) {
auto* const playerEntity = Game::entityManager->GetEntity(msg.GetOwningPlayerID());
if (playerEntity) {
auto* const inventoryComponent = playerEntity->GetComponent<InventoryComponent>();
if (inventoryComponent && !behavior.GetIsLoot()) {
// config is owned by the item
std::vector<LDFBaseData*> config;
config.push_back(new LDFData<std::string>(u"userModelName", behavior.GetName()));
inventoryComponent->AddItem(7965, 1, eLootSourceType::PROPERTY, eInventoryType::BEHAVIORS, config, LWOOBJID_EMPTY, true, false, msg.GetBehaviorId());
}
}
}
// save the behavior before deleting it so players can re-add them
IBehaviors::Info info{};
info.behaviorId = msg.GetBehaviorId();
info.behaviorInfo = SaveBehavior(behavior);
info.characterId = msg.GetOwningPlayerID();
Database::Get()->AddBehavior(info);
m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
// TODO move to the inventory
if (m_Behaviors.empty()) {
@ -175,15 +229,7 @@ std::array<std::pair<LWOOBJID, std::string>, 5> ModelComponent::GetBehaviorsForS
if (behavior.GetBehaviorId() == -1) continue;
auto& [id, behaviorData] = toReturn[i];
id = behavior.GetBehaviorId();
tinyxml2::XMLDocument doc;
auto* root = doc.NewElement("Behavior");
behavior.Serialize(*root);
doc.InsertFirstChild(root);
tinyxml2::XMLPrinter printer(0, true, 0);
doc.Print(&printer);
behaviorData = printer.CStr();
behaviorData = SaveBehavior(behavior);
}
return toReturn;
}

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@ -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{};

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@ -1,6 +1,6 @@
#include "AddMessage.h"
AddMessage::AddMessage(const AMFArrayValue& arguments) : BehaviorMessageBase{ arguments } {
AddMessage::AddMessage(const AMFArrayValue& arguments, const LWOOBJID _owningPlayerID) : m_OwningPlayerID{ _owningPlayerID }, BehaviorMessageBase { arguments } {
const auto* const behaviorIndexValue = arguments.Get<double>("BehaviorIndex");
if (!behaviorIndexValue) return;

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@ -9,11 +9,13 @@
*/
class AddMessage : public BehaviorMessageBase {
public:
AddMessage(const AMFArrayValue& arguments);
AddMessage(const AMFArrayValue& arguments, const LWOOBJID _owningPlayerID);
[[nodiscard]] uint32_t GetBehaviorIndex() const noexcept { return m_BehaviorIndex; };
[[nodiscard]] LWOOBJID GetOwningPlayerID() const noexcept { return m_OwningPlayerID; };
private:
uint32_t m_BehaviorIndex{ 0 };
LWOOBJID m_OwningPlayerID{};
};
#endif //!__ADDMESSAGE__H__

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@ -19,11 +19,14 @@ public:
BehaviorMessageBase(const AMFArrayValue& arguments) : m_BehaviorId{ GetBehaviorIdFromArgument(arguments) } {}
[[nodiscard]] LWOOBJID GetBehaviorId() const noexcept { return m_BehaviorId; }
[[nodiscard]] bool IsDefaultBehaviorId() const noexcept { return m_BehaviorId == DefaultBehaviorId; }
[[nodiscard]] bool GetNeedsNewBehaviorID() const noexcept { return m_NeedsNewBehaviorID; }
void SetNeedsNewBehaviorID(const bool val) noexcept { m_NeedsNewBehaviorID = val; }
protected:
[[nodiscard]] LWOOBJID GetBehaviorIdFromArgument(const AMFArrayValue& arguments);
[[nodiscard]] int32_t GetActionIndexFromArgument(const AMFArrayValue& arguments, const std::string_view keyName = "actionIndex") const;
LWOOBJID m_BehaviorId{ DefaultBehaviorId };
bool m_NeedsNewBehaviorID{ false };
};
#endif //!__BEHAVIORMESSAGEBASE__H__

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@ -1,6 +1,6 @@
#include "MoveToInventoryMessage.h"
MoveToInventoryMessage::MoveToInventoryMessage(const AMFArrayValue& arguments) : BehaviorMessageBase{ arguments } {
MoveToInventoryMessage::MoveToInventoryMessage(const AMFArrayValue& arguments, const LWOOBJID _owningPlayerID) : m_OwningPlayerID{ _owningPlayerID }, BehaviorMessageBase{ arguments } {
const auto* const behaviorIndexValue = arguments.Get<double>("BehaviorIndex");
if (!behaviorIndexValue) return;

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@ -10,11 +10,13 @@ class AMFArrayValue;
*/
class MoveToInventoryMessage : public BehaviorMessageBase {
public:
MoveToInventoryMessage(const AMFArrayValue& arguments);
MoveToInventoryMessage(const AMFArrayValue& arguments, const LWOOBJID owningPlayerID);
[[nodiscard]] uint32_t GetBehaviorIndex() const noexcept { return m_BehaviorIndex; };
[[nodiscard]] LWOOBJID GetOwningPlayerID() const noexcept { return m_OwningPlayerID; };
private:
uint32_t m_BehaviorIndex;
LWOOBJID m_OwningPlayerID{};
};
#endif //!__MOVETOINVENTORYMESSAGE__H__

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@ -107,9 +107,12 @@ void ControlBehaviors::ProcessCommand(Entity* const modelEntity, const AMFArrayV
if (!modelComponent) return;
ControlBehaviorContext context{ arguments, modelComponent, modelOwner };
bool needsNewBehaviorID = false;
if (command == "sendBehaviorListToClient") {
SendBehaviorListToClient(context);
} else if (command == "sendBehaviorBlocksToClient") {
SendBehaviorBlocksToClient(context);
} else if (command == "modelTypeChanged") {
const auto* const modelType = arguments.Get<double>("ModelType");
if (!modelType) return;
@ -118,52 +121,54 @@ void ControlBehaviors::ProcessCommand(Entity* const modelEntity, const AMFArrayV
} else if (command == "toggleExecutionUpdates") {
// TODO
} else if (command == "addStrip") {
if (BehaviorMessageBase(context.arguments).IsDefaultBehaviorId()) RequestUpdatedID(context);
context.modelComponent->HandleControlBehaviorsMsg<AddStripMessage>(context.arguments);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<AddStripMessage>(context.arguments);
} else if (command == "removeStrip") {
context.modelComponent->HandleControlBehaviorsMsg<RemoveStripMessage>(arguments);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<RemoveStripMessage>(arguments);
} else if (command == "mergeStrips") {
context.modelComponent->HandleControlBehaviorsMsg<MergeStripsMessage>(arguments);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<MergeStripsMessage>(arguments);
} else if (command == "splitStrip") {
context.modelComponent->HandleControlBehaviorsMsg<SplitStripMessage>(arguments);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<SplitStripMessage>(arguments);
} else if (command == "updateStripUI") {
context.modelComponent->HandleControlBehaviorsMsg<UpdateStripUiMessage>(arguments);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<UpdateStripUiMessage>(arguments);
} else if (command == "addAction") {
context.modelComponent->HandleControlBehaviorsMsg<AddActionMessage>(arguments);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<AddActionMessage>(arguments);
} else if (command == "migrateActions") {
context.modelComponent->HandleControlBehaviorsMsg<MigrateActionsMessage>(arguments);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<MigrateActionsMessage>(arguments);
} else if (command == "rearrangeStrip") {
context.modelComponent->HandleControlBehaviorsMsg<RearrangeStripMessage>(arguments);
} else if (command == "add") {
AddMessage msg{ context.arguments };
context.modelComponent->AddBehavior(msg);
SendBehaviorListToClient(context);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<RearrangeStripMessage>(arguments);
} else if (command == "removeActions") {
context.modelComponent->HandleControlBehaviorsMsg<RemoveActionsMessage>(arguments);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<RemoveActionsMessage>(arguments);
} else if (command == "updateAction") {
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<UpdateActionMessage>(arguments);
} else if (command == "rename") {
context.modelComponent->HandleControlBehaviorsMsg<RenameMessage>(arguments);
needsNewBehaviorID = context.modelComponent->HandleControlBehaviorsMsg<RenameMessage>(arguments);
// Send the list back to the client so the name is updated.
SendBehaviorListToClient(context);
} else if (command == "sendBehaviorBlocksToClient") {
SendBehaviorBlocksToClient(context);
} else if (command == "moveToInventory") {
MoveToInventoryMessage msg{ arguments };
context.modelComponent->MoveToInventory(msg);
} else if (command == "add") {
AddMessage msg{ context.arguments, context.modelOwner->GetObjectID() };
context.modelComponent->AddBehavior(msg);
SendBehaviorListToClient(context);
} else if (command == "moveToInventory" || command == "remove") {
// both moveToInventory and remove use the same args
const bool isRemove = command != "remove";
MoveToInventoryMessage msg{ arguments, modelOwner->GetObjectID() };
context.modelComponent->RemoveBehavior(msg, isRemove);
auto* characterComponent = modelOwner->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
args.Insert("BehaviorID", std::to_string(msg.GetBehaviorId()));
GameMessages::SendUIMessageServerToSingleClient(modelOwner, characterComponent->GetSystemAddress(), "BehaviorRemoved", args);
if (!isRemove) {
AMFArrayValue args;
args.Insert("BehaviorID", std::to_string(msg.GetBehaviorId()));
GameMessages::SendUIMessageServerToSingleClient(modelOwner, characterComponent->GetSystemAddress(), "BehaviorRemoved", args);
}
SendBehaviorListToClient(context);
} else if (command == "updateAction") {
context.modelComponent->HandleControlBehaviorsMsg<UpdateActionMessage>(arguments);
} else {
LOG("Unknown behavior command (%s)", command.data());
}
if (needsNewBehaviorID) RequestUpdatedID(context);
}
ControlBehaviors::ControlBehaviors() {

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@ -8,9 +8,12 @@
#include <ranges>
PropertyBehavior::PropertyBehavior() {
PropertyBehavior::PropertyBehavior(bool _isTemplated) {
m_LastEditedState = BehaviorState::HOME_STATE;
m_ActiveState = BehaviorState::HOME_STATE;
// Starts off as true so that only specific ways of adding behaviors allow a new id to be requested.
isTemplated = _isTemplated;
}
template<>
@ -81,13 +84,6 @@ void PropertyBehavior::HandleMsg(RenameMessage& msg) {
m_Name = msg.GetName();
};
template<>
void PropertyBehavior::HandleMsg(AddMessage& msg) {
// TODO Parse the corresponding behavior xml file.
m_BehaviorId = msg.GetBehaviorId();
isLoot = m_BehaviorId != 7965;
};
template<>
void PropertyBehavior::HandleMsg(GameMessages::RequestUse& msg) {
m_States[m_ActiveState].HandleMsg(msg);
@ -99,6 +95,12 @@ void PropertyBehavior::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
for (auto& state : m_States | std::views::values) state.HandleMsg(msg);
}
void PropertyBehavior::CheckModifyState(BehaviorMessageBase& msg) {
if (!isTemplated && m_BehaviorId != BehaviorMessageBase::DefaultBehaviorId) return;
isTemplated = false;
msg.SetNeedsNewBehaviorID(true);
}
void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const {
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);

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@ -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;

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@ -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);