#pragma once #include #include "dCommonVars.h" #include "RakNetTypes.h" #include "NiPoint3.h" #include "NiQuaternion.h" #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. */ class ModelComponent final : public Component { public: static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::MODEL; ModelComponent(Entity* parent); void Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) override; /** * Returns the original position of the model * @return the original position of the model */ const NiPoint3& GetPosition() { return m_OriginalPosition; } /** * Sets the original position of the model * @param pos the original position to set */ void SetPosition(const NiPoint3& pos) { m_OriginalPosition = pos; } /** * Returns the original rotation of the model * @return the original rotation of the model */ const NiQuaternion& GetRotation() { return m_OriginalRotation; } /** * Sets the original rotation of the model * @param rot the original rotation to set */ 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 void HandleControlBehaviorsMsg(const AMFArrayValue& args) { static_assert(std::is_base_of_v, "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 m_Behaviors; /** * The original position of the model */ NiPoint3 m_OriginalPosition; /** * The rotation original of the model */ NiQuaternion m_OriginalRotation; };