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Property Behavior deserialize definitions (#812)
* Implement basic functionality Implements the basic functionality and parsing of property behaviors. Unhandled messages and logged and discarded for the time being. The only implemented message is a basic one that sends the needed info the the client side User Interface to pop up.
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@ -33,6 +33,8 @@ typedef uint32_t LWOCLONEID; //!< Used for Clone IDs
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typedef uint16_t LWOMAPID; //!< Used for Map IDs
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typedef uint16_t LWOINSTANCEID; //!< Used for Instance IDs
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typedef uint32_t PROPERTYCLONELIST; //!< Used for Property Clone IDs
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typedef uint32_t STRIPID;
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typedef uint32_t BEHAVIORSTATE;
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typedef int32_t PetTamingPiece; //!< Pet Taming Pieces
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20
dGame/dPropertyBehaviors/BehaviorStates.h
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20
dGame/dPropertyBehaviors/BehaviorStates.h
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@ -0,0 +1,20 @@
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#pragma once
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#ifndef __BEHAVIORSTATES__H__
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#define __BEHAVIORSTATES__H__
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#include <string>
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#include <cstdint>
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#include "dCommonVars.h"
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enum States : BEHAVIORSTATE {
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HOME_STATE = 0, //!< The HOME behavior state
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CIRCLE_STATE, //!< The CIRCLE behavior state
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SQUARE_STATE, //!< The SQUARE behavior state
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DIAMOND_STATE, //!< The DIAMOND behavior state
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TRIANGLE_STATE, //!< The TRIANGLE behavior state
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STAR_STATE //!< The STAR behavior state
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};
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#endif //!__BEHAVIORSTATES__H__
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@ -5,50 +5,67 @@
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#include "Game.h"
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#include "GameMessages.h"
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#include "ModelComponent.h"
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#include "../../dWorldServer/ObjectIDManager.h"
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#include "dLogger.h"
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void ControlBehaviors::ProcessCommand(Entity* modelEntity, const SystemAddress& sysAddr, AMFArrayValue* arguments, std::string command, Entity* modelOwner) {
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if (!modelEntity || !modelOwner || !arguments) return;
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uint32_t GetBehaviorIDFromArgument(AMFArrayValue* arguments, const std::string& key = "BehaviorID") {
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auto* behaviorIDValue = arguments->FindValue<AMFStringValue>(key);
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uint32_t behaviorID = -1;
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if (command == "sendBehaviorListToClient")
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SendBehaviorListToClient(modelEntity, sysAddr, modelOwner);
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else if (command == "modelTypeChanged")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "toggleExecutionUpdates")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "addStrip")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "removeStrip")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "mergeStrips")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "splitStrip")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "updateStripUI")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "addAction")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "migrateActions")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "rearrangeStrip")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "add")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "removeActions")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "rename")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "sendBehaviorBlocksToClient")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "moveToInventory")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else if (command == "updateAction")
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Game::logger->Log("ControlBehaviors", "Got command %s but is not implemented!", command.c_str());
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else
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Game::logger->Log("ControlBehaviors", "Unknown behavior command (%s)\n", command.c_str());
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if (behaviorIDValue) {
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behaviorID = std::stoul(behaviorIDValue->GetStringValue());
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} else if (arguments->FindValue<AMFUndefinedValue>(key) == nullptr){
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throw std::invalid_argument("Unable to find behavior ID from argument \"" + key + "\"");
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}
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void ControlBehaviors::SendBehaviorListToClient(
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return behaviorID;
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}
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BEHAVIORSTATE GetBehaviorStateFromArgument(AMFArrayValue* arguments, const std::string& key = "stateID") {
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auto* stateIDValue = arguments->FindValue<AMFDoubleValue>(key);
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if (!stateIDValue) throw std::invalid_argument("Unable to find behavior state from argument \"" + key + "\"");
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BEHAVIORSTATE stateID = static_cast<BEHAVIORSTATE>(stateIDValue->GetDoubleValue());
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return stateID;
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}
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STRIPID GetStripIDFromArgument(AMFArrayValue* arguments, const std::string& key = "stripID") {
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auto* stripIDValue = arguments->FindValue<AMFDoubleValue>(key);
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if (!stripIDValue) throw std::invalid_argument("Unable to find strip ID from argument \"" + key + "\"");
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STRIPID stripID = static_cast<STRIPID>(stripIDValue->GetDoubleValue());
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return stripID;
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}
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void RequestUpdatedID(int32_t behaviorID, ModelComponent* modelComponent, Entity* modelOwner, const SystemAddress& sysAddr) {
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// auto behavior = modelComponent->FindBehavior(behaviorID);
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// if (behavior->GetBehaviorID() == -1 || behavior->GetShouldSetNewID()) {
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// ObjectIDManager::Instance()->RequestPersistentID(
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// [behaviorID, behavior, modelComponent, modelOwner, sysAddr](uint32_t persistentId) {
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// behavior->SetShouldGetNewID(false);
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// behavior->SetIsTemplated(false);
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// behavior->SetBehaviorID(persistentId);
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// // This updates the behavior ID of the behavior should this be a new behavior
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// AMFArrayValue args;
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// AMFStringValue* behaviorIDString = new AMFStringValue();
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// behaviorIDString->SetStringValue(std::to_string(persistentId));
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// args.InsertValue("behaviorID", behaviorIDString);
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// AMFStringValue* objectIDAsString = new AMFStringValue();
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// objectIDAsString->SetStringValue(std::to_string(modelComponent->GetParent()->GetObjectID()));
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// args.InsertValue("objectID", objectIDAsString);
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// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorID", &args);
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// ControlBehaviors::SendBehaviorListToClient(modelComponent->GetParent(), sysAddr, modelOwner);
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// });
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// }
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}
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void SendBehaviorListToClient(
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Entity* modelEntity,
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const SystemAddress& sysAddr,
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Entity* modelOwner
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@ -79,3 +96,506 @@ void ControlBehaviors::SendBehaviorListToClient(
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behaviorsToSerialize.InsertValue("objectID", amfStringValueForObjectID);
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", &behaviorsToSerialize);
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}
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void ModelTypeChanged(AMFArrayValue* arguments, ModelComponent* ModelComponent) {
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auto* modelTypeAmf = arguments->FindValue<AMFDoubleValue>("ModelType");
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if (!modelTypeAmf) return;
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uint32_t modelType = static_cast<uint32_t>(modelTypeAmf->GetDoubleValue());
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//TODO Update the model type here
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}
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void ToggleExecutionUpdates() {
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//TODO do something with this info
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}
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void AddStrip(AMFArrayValue* arguments) {
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auto* strip = arguments->FindValue<AMFArrayValue>("strip");
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if (!strip) return;
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auto* actions = strip->FindValue<AMFArrayValue>("actions");
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if (!actions) return;
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auto* uiArray = arguments->FindValue<AMFArrayValue>("ui");
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if (!uiArray) return;
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auto* xPositionValue = uiArray->FindValue<AMFDoubleValue>("x");
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if (!xPositionValue) return;
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double xPosition = xPositionValue->GetDoubleValue();
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auto* yPositionValue = uiArray->FindValue<AMFDoubleValue>("y");
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if (!yPositionValue) return;
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double yPosition = yPositionValue->GetDoubleValue();
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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std::string type = "";
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std::string valueParameterName = "";
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std::string valueParameterString = "";
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double valueParameterDouble = 0.0;
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for (uint32_t position = 0; position < actions->GetDenseValueSize(); position++) {
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auto* actionAsArray = actions->GetValueAt<AMFArrayValue>(position);
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if (!actionAsArray) continue;
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for (auto& typeValueMap : actionAsArray->GetAssociativeMap()) {
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if (typeValueMap.first == "Type") {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
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type = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
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} else {
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valueParameterName = typeValueMap.first;
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// Message is the only known string parameter
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if (valueParameterName == "Message") {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
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valueParameterString = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
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} else {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue;
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valueParameterDouble = static_cast<AMFDoubleValue*>(typeValueMap.second)->GetDoubleValue();
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}
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}
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}
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// modelComponent->AddStrip(stateID, stripID, type, behaviorID, valueParameterName, valueParameterString, valueParameterDouble, "", xPosition, yPosition);
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type.clear();
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valueParameterName.clear();
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valueParameterString.clear();
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valueParameterDouble = 0.0;
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}
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// RequestUpdatedID(behaviorID);
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}
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void RemoveStrip(AMFArrayValue* arguments) {
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->RemoveStrip(stateID, stripID, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void MergeStrips(AMFArrayValue* arguments) {
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STRIPID srcStripID = GetStripIDFromArgument(arguments, "srcStripID");
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BEHAVIORSTATE dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID");
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BEHAVIORSTATE srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID");
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auto* dstActionIndexValue = arguments->FindValue<AMFDoubleValue>("dstActionIndex");
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if (!dstActionIndexValue) return;
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uint32_t dstActionIndex = static_cast<uint32_t>(dstActionIndexValue->GetDoubleValue());
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STRIPID dstStripID = GetStripIDFromArgument(arguments, "dstStripID");
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->MergeStrips(srcStripID, dstStripID, srcStateID, dstStateID, behaviorID, dstActionIndex);
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// RequestUpdatedID(behaviorID);
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}
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void SplitStrip(AMFArrayValue* arguments) {
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auto* srcActionIndexValue = arguments->FindValue<AMFDoubleValue>("srcActionIndex");
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if (!srcActionIndexValue) return;
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uint32_t srcActionIndex = static_cast<uint32_t>(srcActionIndexValue->GetDoubleValue());
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STRIPID srcStripID = GetStripIDFromArgument(arguments, "srcStripID");
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BEHAVIORSTATE srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID");
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STRIPID dstStripID = GetStripIDFromArgument(arguments, "dstStripID");
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BEHAVIORSTATE dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID");
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auto* dstStripUIArray = arguments->FindValue<AMFArrayValue>("dstStripUI");
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if (!dstStripUIArray) return;
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auto* xPositionValue = dstStripUIArray->FindValue<AMFDoubleValue>("x");
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auto* yPositionValue = dstStripUIArray->FindValue<AMFDoubleValue>("y");
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if (!xPositionValue || !yPositionValue) return;
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// x and y position 15 are just where the game puts the strip by default if none is given.
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double yPosition = yPositionValue->GetDoubleValue();
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double xPosition = xPositionValue->GetDoubleValue();
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->SplitStrip(srcActionIndex, srcStripID, srcStateID, dstStripID, dstStateID, behaviorID, yPosition, xPosition);
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// RequestUpdatedID(behaviorID);
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}
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void UpdateStripUI(AMFArrayValue* arguments) {
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auto* uiArray = arguments->FindValue<AMFArrayValue>("ui");
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if (!uiArray) return;
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auto* xPositionValue = uiArray->FindValue<AMFDoubleValue>("x");
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auto* yPositionValue = uiArray->FindValue<AMFDoubleValue>("y");
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if (!xPositionValue || !yPositionValue) return;
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double yPosition = yPositionValue->GetDoubleValue();
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double xPosition = xPositionValue->GetDoubleValue();
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->UpdateUIOfStrip(stateID, stripID, xPosition, yPosition, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void AddAction(AMFArrayValue* arguments) {
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auto* actionIndexAmf = arguments->FindValue<AMFDoubleValue>("actionIndex");
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if (!actionIndexAmf) return;
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uint32_t actionIndex = static_cast<uint32_t>(actionIndexAmf->GetDoubleValue());
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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std::string type = "";
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std::string valueParameterName = "";
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std::string valueParameterString = "";
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double valueParameterDouble = 0.0;
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auto* action = arguments->FindValue<AMFArrayValue>("action");
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if (!action) return;
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for (auto& typeValueMap : action->GetAssociativeMap()) {
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if (typeValueMap.first == "Type") {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
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type = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
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} else {
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valueParameterName = typeValueMap.first;
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// Message is the only known string parameter
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if (valueParameterName == "Message") {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
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valueParameterString = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
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} else {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue;
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valueParameterDouble = static_cast<AMFDoubleValue*>(typeValueMap.second)->GetDoubleValue();
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}
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}
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}
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->AddAction(stateID, stripID, type, valueParameterName, valueParameterString, valueParameterDouble, "", actionIndex, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void MigrateActions(AMFArrayValue* arguments) {
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auto* srcActionIndexAmf = arguments->FindValue<AMFDoubleValue>("srcActionIndex");
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if (!srcActionIndexAmf) return;
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uint32_t srcActionIndex = static_cast<uint32_t>(srcActionIndexAmf->GetDoubleValue());
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STRIPID srcStripID = GetStripIDFromArgument(arguments, "srcStripID");
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BEHAVIORSTATE srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID");
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auto* dstActionIndexAmf = arguments->FindValue<AMFDoubleValue>("dstActionIndex");
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if (!dstActionIndexAmf) return;
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uint32_t dstActionIndex = static_cast<uint32_t>(dstActionIndexAmf->GetDoubleValue());
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STRIPID dstStripID = GetStripIDFromArgument(arguments, "dstStripID");
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BEHAVIORSTATE dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID");
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->MigrateActions(srcActionIndex, srcStripID, srcStateID, dstActionIndex, dstStripID, dstStateID, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void RearrangeStrip(AMFArrayValue* arguments) {
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auto* srcActionIndexValue = arguments->FindValue<AMFDoubleValue>("srcActionIndex");
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uint32_t srcActionIndex = static_cast<uint32_t>(srcActionIndexValue->GetDoubleValue());
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uint32_t stripID = GetStripIDFromArgument(arguments);
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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auto* dstActionIndexValue = arguments->FindValue<AMFDoubleValue>("dstActionIndex");
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uint32_t dstActionIndex = static_cast<uint32_t>(dstActionIndexValue->GetDoubleValue());
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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// modelComponent->RearrangeStrip(stateID, stripID, srcActionIndex, dstActionIndex, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void Add(AMFArrayValue* arguments) {
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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uint32_t behaviorIndex = 0;
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auto* behaviorIndexAmf = arguments->FindValue<AMFDoubleValue>("BehaviorIndex");
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if (!behaviorIndexAmf) return;
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behaviorIndex = static_cast<uint32_t>(behaviorIndexAmf->GetDoubleValue());
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// modelComponent->AddBehavior(behaviorID, behaviorIndex, modelOwner);
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// SendBehaviorListToClient();
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}
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void RemoveActions(AMFArrayValue* arguments) {
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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auto* actionIndexAmf = arguments->FindValue<AMFDoubleValue>("actionIndex");
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if (!actionIndexAmf) return;
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uint32_t actionIndex = static_cast<uint32_t>(actionIndexAmf->GetDoubleValue());
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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// modelComponent->RemoveAction(stateID, stripID, actionIndex, behaviorID);
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// RequestUpdatedID(behaviorID);
|
||||
}
|
||||
|
||||
void Rename(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
|
||||
uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
|
||||
|
||||
auto* nameAmf = arguments->FindValue<AMFStringValue>("Name");
|
||||
if (!nameAmf) return;
|
||||
|
||||
auto name = nameAmf->GetStringValue();
|
||||
|
||||
// modelComponent->Rename(behaviorID, name);
|
||||
|
||||
SendBehaviorListToClient(modelEntity, sysAddr, modelOwner);
|
||||
|
||||
// RequestUpdatedID(behaviorID);
|
||||
}
|
||||
|
||||
// TODO This is also supposed to serialize the state of the behaviors in progress but those aren't implemented yet
|
||||
void SendBehaviorBlocksToClient(ModelComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
|
||||
uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
|
||||
|
||||
// auto modelBehavior = modelComponent->FindBehavior(behaviorID);
|
||||
|
||||
// if (!modelBehavior) return;
|
||||
|
||||
// modelBehavior->VerifyStates();
|
||||
|
||||
// auto states = modelBehavior->GetBehaviorStates();
|
||||
|
||||
// // Begin serialization.
|
||||
|
||||
// /**
|
||||
// * for each state
|
||||
// * strip id
|
||||
// * ui info
|
||||
// * x
|
||||
// * y
|
||||
// * actions
|
||||
// * action1
|
||||
// * action2
|
||||
// * ...
|
||||
// * behaviorID of strip
|
||||
// * objectID of strip
|
||||
// */
|
||||
// LWOOBJID targetObjectID = LWOOBJID_EMPTY;
|
||||
// behaviorID = 0;
|
||||
// AMFArrayValue behaviorInfo;
|
||||
|
||||
// AMFArrayValue* stateSerialize = new AMFArrayValue();
|
||||
|
||||
// for (auto it = states.begin(); it != states.end(); it++) {
|
||||
// Game::logger->Log("PropertyBehaviors", "Begin serialization of state %i!\n", it->first);
|
||||
// AMFArrayValue* state = new AMFArrayValue();
|
||||
|
||||
// AMFDoubleValue* stateAsDouble = new AMFDoubleValue();
|
||||
// stateAsDouble->SetDoubleValue(it->first);
|
||||
// state->InsertValue("id", stateAsDouble);
|
||||
|
||||
// AMFArrayValue* strips = new AMFArrayValue();
|
||||
// auto stripsInState = it->second->GetStrips();
|
||||
// for (auto strip = stripsInState.begin(); strip != stripsInState.end(); strip++) {
|
||||
// Game::logger->Log("PropertyBehaviors", "Begin serialization of strip %i!\n", strip->first);
|
||||
// AMFArrayValue* thisStrip = new AMFArrayValue();
|
||||
|
||||
// AMFDoubleValue* stripID = new AMFDoubleValue();
|
||||
// stripID->SetDoubleValue(strip->first);
|
||||
// thisStrip->InsertValue("id", stripID);
|
||||
|
||||
// AMFArrayValue* uiArray = new AMFArrayValue();
|
||||
// AMFDoubleValue* yPosition = new AMFDoubleValue();
|
||||
// yPosition->SetDoubleValue(strip->second->GetYPosition());
|
||||
// uiArray->InsertValue("y", yPosition);
|
||||
|
||||
// AMFDoubleValue* xPosition = new AMFDoubleValue();
|
||||
// xPosition->SetDoubleValue(strip->second->GetXPosition());
|
||||
// uiArray->InsertValue("x", xPosition);
|
||||
|
||||
// thisStrip->InsertValue("ui", uiArray);
|
||||
// targetObjectID = modelComponent->GetParent()->GetObjectID();
|
||||
// behaviorID = modelBehavior->GetBehaviorID();
|
||||
|
||||
// AMFArrayValue* stripSerialize = new AMFArrayValue();
|
||||
// for (auto behaviorAction : strip->second->GetActions()) {
|
||||
// Game::logger->Log("PropertyBehaviors", "Begin serialization of action %s!\n", behaviorAction->actionName.c_str());
|
||||
// AMFArrayValue* thisAction = new AMFArrayValue();
|
||||
|
||||
// AMFStringValue* actionName = new AMFStringValue();
|
||||
// actionName->SetStringValue(behaviorAction->actionName);
|
||||
// thisAction->InsertValue("Type", actionName);
|
||||
|
||||
// if (behaviorAction->parameterValueString != "")
|
||||
// {
|
||||
// AMFStringValue* valueAsString = new AMFStringValue();
|
||||
// valueAsString->SetStringValue(behaviorAction->parameterValueString);
|
||||
// thisAction->InsertValue(behaviorAction->parameterName, valueAsString);
|
||||
// }
|
||||
// else if (behaviorAction->parameterValueDouble != 0.0)
|
||||
// {
|
||||
// AMFDoubleValue* valueAsDouble = new AMFDoubleValue();
|
||||
// valueAsDouble->SetDoubleValue(behaviorAction->parameterValueDouble);
|
||||
// thisAction->InsertValue(behaviorAction->parameterName, valueAsDouble);
|
||||
// }
|
||||
// stripSerialize->PushBackValue(thisAction);
|
||||
// }
|
||||
// thisStrip->InsertValue("actions", stripSerialize);
|
||||
// strips->PushBackValue(thisStrip);
|
||||
// }
|
||||
// state->InsertValue("strips", strips);
|
||||
// stateSerialize->PushBackValue(state);
|
||||
// }
|
||||
// behaviorInfo.InsertValue("states", stateSerialize);
|
||||
|
||||
// AMFStringValue* objectidAsString = new AMFStringValue();
|
||||
// objectidAsString->SetStringValue(std::to_string(targetObjectID));
|
||||
// behaviorInfo.InsertValue("objectID", objectidAsString);
|
||||
|
||||
// AMFStringValue* behaviorIDAsString = new AMFStringValue();
|
||||
// behaviorIDAsString->SetStringValue(std::to_string(behaviorID));
|
||||
// behaviorInfo.InsertValue("BehaviorID", behaviorIDAsString);
|
||||
|
||||
// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorBlocks", &behaviorInfo);
|
||||
}
|
||||
|
||||
void UpdateAction(AMFArrayValue* arguments) {
|
||||
std::string type = "";
|
||||
std::string valueParameterName = "";
|
||||
std::string valueParameterString = "";
|
||||
double valueParameterDouble = 0.0;
|
||||
auto* actionAsArray = arguments->FindValue<AMFArrayValue>("action");
|
||||
if (!actionAsArray) return;
|
||||
for (auto& typeValueMap : actionAsArray->GetAssociativeMap()) {
|
||||
if (typeValueMap.first == "Type") {
|
||||
if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
|
||||
type = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
|
||||
} else {
|
||||
valueParameterName = typeValueMap.first;
|
||||
// Message is the only known string parameter
|
||||
if (valueParameterName == "Message") {
|
||||
if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
|
||||
valueParameterString = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
|
||||
} else {
|
||||
if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue;
|
||||
valueParameterDouble = static_cast<AMFDoubleValue*>(typeValueMap.second)->GetDoubleValue();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
|
||||
|
||||
auto* actionIndexValue = arguments->FindValue<AMFDoubleValue>("actionIndex");
|
||||
if (!actionIndexValue) return;
|
||||
|
||||
uint32_t actionIndex = static_cast<uint32_t>(actionIndexValue->GetDoubleValue());
|
||||
|
||||
STRIPID stripID = GetStripIDFromArgument(arguments);
|
||||
|
||||
BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
|
||||
|
||||
// modelComponent->UpdateAction(stateID, stripID, type, valueParameterName, valueParameterString, valueParameterDouble, "", actionIndex, behaviorID);
|
||||
|
||||
// RequestUpdatedID(behaviorID);
|
||||
}
|
||||
|
||||
void MoveToInventory(ModelComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
|
||||
// This closes the UI menu should it be open while the player is removing behaviors
|
||||
AMFArrayValue args;
|
||||
|
||||
AMFFalseValue* stateToPop = new AMFFalseValue();
|
||||
args.InsertValue("visible", stateToPop);
|
||||
|
||||
GameMessages::SendUIMessageServerToSingleClient(modelOwner, modelOwner->GetParentUser()->GetSystemAddress(), "ToggleBehaviorEditor", &args);
|
||||
|
||||
uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
|
||||
|
||||
auto* behaviorIndexValue = arguments->FindValue<AMFDoubleValue>("BehaviorIndex");
|
||||
if (!behaviorIndexValue) return;
|
||||
|
||||
uint32_t behaviorIndex = static_cast<uint32_t>(behaviorIndexValue->GetDoubleValue());
|
||||
|
||||
// modelComponent->MoveBehaviorToInventory(behaviorID, behaviorIndex, modelOwner);
|
||||
|
||||
SendBehaviorListToClient(modelComponent->GetParent(), sysAddr, modelOwner);
|
||||
}
|
||||
|
||||
void ControlBehaviors::ProcessCommand(Entity* modelEntity, const SystemAddress& sysAddr, AMFArrayValue* arguments, std::string command, Entity* modelOwner) {
|
||||
if (!modelEntity || !modelOwner || !arguments) return;
|
||||
auto* modelComponent = modelEntity->GetComponent<ModelComponent>();
|
||||
|
||||
if (!modelComponent) return;
|
||||
|
||||
if (command == "sendBehaviorListToClient")
|
||||
SendBehaviorListToClient(modelEntity, sysAddr, modelOwner);
|
||||
else if (command == "modelTypeChanged")
|
||||
ModelTypeChanged(arguments, modelComponent);
|
||||
else if (command == "toggleExecutionUpdates")
|
||||
ToggleExecutionUpdates();
|
||||
else if (command == "addStrip")
|
||||
AddStrip(arguments);
|
||||
else if (command == "removeStrip")
|
||||
RemoveStrip(arguments);
|
||||
else if (command == "mergeStrips")
|
||||
MergeStrips(arguments);
|
||||
else if (command == "splitStrip")
|
||||
SplitStrip(arguments);
|
||||
else if (command == "updateStripUI")
|
||||
UpdateStripUI(arguments);
|
||||
else if (command == "addAction")
|
||||
AddAction(arguments);
|
||||
else if (command == "migrateActions")
|
||||
MigrateActions(arguments);
|
||||
else if (command == "rearrangeStrip")
|
||||
RearrangeStrip(arguments);
|
||||
else if (command == "add")
|
||||
Add(arguments);
|
||||
else if (command == "removeActions")
|
||||
RemoveActions(arguments);
|
||||
else if (command == "rename")
|
||||
Rename(modelEntity, sysAddr, modelOwner, arguments);
|
||||
else if (command == "sendBehaviorBlocksToClient")
|
||||
SendBehaviorBlocksToClient(modelComponent, sysAddr, modelOwner, arguments);
|
||||
else if (command == "moveToInventory")
|
||||
MoveToInventory(modelComponent, sysAddr, modelOwner, arguments);
|
||||
else if (command == "updateAction")
|
||||
UpdateAction(arguments);
|
||||
else
|
||||
Game::logger->Log("ControlBehaviors", "Unknown behavior command (%s)\n", command.c_str());
|
||||
}
|
||||
|
@ -9,6 +9,7 @@
|
||||
|
||||
class Entity;
|
||||
class AMFArrayValue;
|
||||
class ModelComponent;
|
||||
|
||||
namespace ControlBehaviors {
|
||||
/**
|
||||
@ -21,15 +22,6 @@ namespace ControlBehaviors {
|
||||
* @param modelOwner The owner of the model which sent this command
|
||||
*/
|
||||
void ProcessCommand(Entity* modelEntity, const SystemAddress& sysAddr, AMFArrayValue* arguments, std::string command, Entity* modelOwner);
|
||||
|
||||
/**
|
||||
* @brief Helper function to send the behavior list to the client
|
||||
*
|
||||
* @param modelEntity The model that sent this command
|
||||
* @param sysAddr The SystemAddress to respond to
|
||||
* @param modelOwner The owner of the model which sent this command
|
||||
*/
|
||||
void SendBehaviorListToClient(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner);
|
||||
};
|
||||
|
||||
#endif //!__CONTROLBEHAVIORS__H__
|
||||
|
Loading…
Reference in New Issue
Block a user