feat: partially functioning property behavior ui (no saving or loading yet) (#1384)

* Add addstrip handling

add SendBehaviorBlocksToClient serialization
add id generation and auto updating
add behaviorlisttoclient serialization

* fix crash

happened if you added state 0 and 6 and nothing in between

* Section off code

Use proper encapsulation to hide code away and only let specific objects do certain jobs.

* Organize serialization

Section off into operational chunks
Write data at the level most appropriate

* Remove and simplify BlockDefinitions

Remove pointer usage for BlockDefinitions and move to optional.

* ControlBehaviors: Add addaction handling

* re-organization

remove const from return value
change to int from uint
use generic methods to reduce code clutter

* add strip ui position handling

* add split strip functionality

* fix issues

fix an issue where if you were on an empty state, the server would allow you to remain on that state
fix an issue where the ui would not open on the previously opened state
fix an issue where deleting strips in order caused the wrong strips to be deleted

* update how you remove behaviors from models

* Add remove actions and rename

* migrate actions

* update action and rearrange strip

* merge strips

* add and move to inventory

* Remove dead code

* simplify code

* nits and move finish MoveToInventory

constify serialize

further include path fixes

use const, comments

fix amf message

Update ModelComponent.cpp

replace operator subscript with at

* Update ModelComponent.cpp

* Update MigrateActionsMessage.h

* const

* Move to separate translation units

* include amf3

its precompiled, but just in case
This commit is contained in:
David Markowitz
2024-01-03 05:34:38 -08:00
committed by GitHub
parent 09fb1dfff9
commit c7c84c21ef
32 changed files with 815 additions and 358 deletions

View File

@@ -1,6 +1,12 @@
#include "ModelComponent.h"
#include "Entity.h"
#include "Game.h"
#include "Logger.h"
#include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h"
ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
m_OriginalPosition = m_Parent->GetDefaultPosition();
m_OriginalRotation = m_Parent->GetDefaultRotation();
@@ -29,3 +35,40 @@ void ModelComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialU
outBitStream->Write1(); // Is this model paused
if (bIsInitialUpdate) outBitStream->Write0(); // We are not writing model editing info
}
void ModelComponent::UpdatePendingBehaviorId(const int32_t newId) {
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == -1) behavior.SetBehaviorId(newId);
}
void ModelComponent::SendBehaviorListToClient(AMFArrayValue& args) const {
args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
auto* behaviorArray = args.InsertArray("behaviors");
for (auto& behavior : m_Behaviors) {
auto* behaviorArgs = behaviorArray->PushArray();
behavior.SendBehaviorListToClient(*behaviorArgs);
}
}
void ModelComponent::VerifyBehaviors() {
for (auto& behavior : m_Behaviors) behavior.VerifyLastEditedState();
}
void ModelComponent::SendBehaviorBlocksToClient(int32_t behaviorToSend, AMFArrayValue& args) const {
args.Insert("BehaviorID", std::to_string(behaviorToSend));
args.Insert("objectID", std::to_string(m_Parent->GetObjectID()));
for (auto& behavior : m_Behaviors) if (behavior.GetBehaviorId() == behaviorToSend) behavior.SendBehaviorBlocksToClient(args);
}
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);
}
void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
if (msg.GetBehaviorIndex() >= m_Behaviors.size() || m_Behaviors.at(msg.GetBehaviorIndex()).GetBehaviorId() != msg.GetBehaviorId()) return;
m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
// TODO move to the inventory
}

View File

@@ -1,4 +1,7 @@
#pragma once
#include <map>
#include "dCommonVars.h"
#include "RakNetTypes.h"
#include "NiPoint3.h"
@@ -6,7 +9,15 @@
#include "Component.h"
#include "eReplicaComponentType.h"
#include "Action.h"
#include "PropertyBehavior.h"
#include "StripUiPosition.h"
class AddMessage;
class AMFArrayValue;
class BehaviorMessageBase;
class Entity;
class MoveToInventoryMessage;
/**
* Component that represents entities that are a model, e.g. collectible models and BBB models.
@@ -43,7 +54,68 @@ public:
*/
void SetRotation(const NiQuaternion& rot) { m_OriginalRotation = rot; }
/**
* Main gateway for all behavior messages to be passed to their respective behaviors.
*
* @tparam Msg The message type to pass
* @param args the arguments of the message to be deserialized
*/
template<typename Msg>
void HandleControlBehaviorsMsg(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.HandleMsg(msg);
return;
}
}
// If we somehow added more than 5 behaviors, resize to 5.
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;
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->HandleMsg(msg);
};
void AddBehavior(AddMessage& msg);
void MoveToInventory(MoveToInventoryMessage& msg);
// Updates the pending behavior ID to the new ID.
void UpdatePendingBehaviorId(const int32_t newId);
// Sends the behavior list to the client.
/**
* The behaviors AMFArray will have up to 5 elements in the dense portion.
* Each element in the dense portion will be made up of another AMFArray
* with the following information mapped in the associative portion
* "id": Behavior ID cast to an AMFString
* "isLocked": AMFTrue or AMFFalse of whether or not the behavior is locked
* "isLoot": AMFTrue or AMFFalse of whether or not the behavior is a custom behavior (true if custom)
* "name": The name of the behavior formatted as an AMFString
*/
void SendBehaviorListToClient(AMFArrayValue& args) const;
void SendBehaviorBlocksToClient(int32_t behaviorToSend, AMFArrayValue& args) const;
void VerifyBehaviors();
private:
/**
* The behaviors of the model
* Note: This is a vector because the order of the behaviors matters when serializing to the client.
* Note: No two PropertyBehaviors should have the same behavior ID.
*/
std::vector<PropertyBehavior> m_Behaviors;
/**
* The original position of the model