#include "ControlBehaviors.h" #include "AMFFormat.h" #include "Entity.h" #include "Game.h" #include "GameMessages.h" #include "ModelComponent.h" #include "../../dWorldServer/ObjectIDManager.h" #include "dLogger.h" uint32_t GetBehaviorIDFromArgument(AMFArrayValue* arguments, const std::string& key = "BehaviorID") { auto* behaviorIDValue = arguments->FindValue(key); uint32_t behaviorID = -1; if (behaviorIDValue) { behaviorID = std::stoul(behaviorIDValue->GetStringValue()); } else if (arguments->FindValue(key) == nullptr){ throw std::invalid_argument("Unable to find behavior ID from argument \"" + key + "\""); } return behaviorID; } BEHAVIORSTATE GetBehaviorStateFromArgument(AMFArrayValue* arguments, const std::string& key = "stateID") { auto* stateIDValue = arguments->FindValue(key); if (!stateIDValue) throw std::invalid_argument("Unable to find behavior state from argument \"" + key + "\""); BEHAVIORSTATE stateID = static_cast(stateIDValue->GetDoubleValue()); return stateID; } STRIPID GetStripIDFromArgument(AMFArrayValue* arguments, const std::string& key = "stripID") { auto* stripIDValue = arguments->FindValue(key); if (!stripIDValue) throw std::invalid_argument("Unable to find strip ID from argument \"" + key + "\""); STRIPID stripID = static_cast(stripIDValue->GetDoubleValue()); return stripID; } void RequestUpdatedID(int32_t behaviorID, ModelComponent* modelComponent, Entity* modelOwner, const SystemAddress& sysAddr) { // auto behavior = modelComponent->FindBehavior(behaviorID); // if (behavior->GetBehaviorID() == -1 || behavior->GetShouldSetNewID()) { // ObjectIDManager::Instance()->RequestPersistentID( // [behaviorID, behavior, modelComponent, modelOwner, sysAddr](uint32_t persistentId) { // behavior->SetShouldGetNewID(false); // behavior->SetIsTemplated(false); // behavior->SetBehaviorID(persistentId); // // This updates the behavior ID of the behavior should this be a new behavior // AMFArrayValue args; // AMFStringValue* behaviorIDString = new AMFStringValue(); // behaviorIDString->SetStringValue(std::to_string(persistentId)); // args.InsertValue("behaviorID", behaviorIDString); // AMFStringValue* objectIDAsString = new AMFStringValue(); // objectIDAsString->SetStringValue(std::to_string(modelComponent->GetParent()->GetObjectID())); // args.InsertValue("objectID", objectIDAsString); // GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorID", &args); // ControlBehaviors::SendBehaviorListToClient(modelComponent->GetParent(), sysAddr, modelOwner); // }); // } } void SendBehaviorListToClient( Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner ) { auto* modelComponent = modelEntity->GetComponent(); if (!modelComponent) return; AMFArrayValue behaviorsToSerialize; AMFArrayValue* behaviors = new AMFArrayValue(); // Empty for now /** * 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 */ behaviorsToSerialize.InsertValue("behaviors", behaviors); AMFStringValue* amfStringValueForObjectID = new AMFStringValue(); amfStringValueForObjectID->SetStringValue(std::to_string(modelComponent->GetParent()->GetObjectID())); behaviorsToSerialize.InsertValue("objectID", amfStringValueForObjectID); GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", &behaviorsToSerialize); } void ModelTypeChanged(AMFArrayValue* arguments, ModelComponent* ModelComponent) { auto* modelTypeAmf = arguments->FindValue("ModelType"); if (!modelTypeAmf) return; uint32_t modelType = static_cast(modelTypeAmf->GetDoubleValue()); //TODO Update the model type here } void ToggleExecutionUpdates() { //TODO do something with this info } void AddStrip(AMFArrayValue* arguments) { auto* strip = arguments->FindValue("strip"); if (!strip) return; auto* actions = strip->FindValue("actions"); if (!actions) return; auto* uiArray = arguments->FindValue("ui"); if (!uiArray) return; auto* xPositionValue = uiArray->FindValue("x"); if (!xPositionValue) return; double xPosition = xPositionValue->GetDoubleValue(); auto* yPositionValue = uiArray->FindValue("y"); if (!yPositionValue) return; double yPosition = yPositionValue->GetDoubleValue(); STRIPID stripID = GetStripIDFromArgument(arguments); BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments); uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); std::string type = ""; std::string valueParameterName = ""; std::string valueParameterString = ""; double valueParameterDouble = 0.0; for (uint32_t position = 0; position < actions->GetDenseValueSize(); position++) { auto* actionAsArray = actions->GetValueAt(position); if (!actionAsArray) continue; for (auto& typeValueMap : actionAsArray->GetAssociativeMap()) { if (typeValueMap.first == "Type") { if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue; type = static_cast(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(typeValueMap.second)->GetStringValue(); } else { if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue; valueParameterDouble = static_cast(typeValueMap.second)->GetDoubleValue(); } } } // modelComponent->AddStrip(stateID, stripID, type, behaviorID, valueParameterName, valueParameterString, valueParameterDouble, "", xPosition, yPosition); type.clear(); valueParameterName.clear(); valueParameterString.clear(); valueParameterDouble = 0.0; } // RequestUpdatedID(behaviorID); } void RemoveStrip(AMFArrayValue* arguments) { STRIPID stripID = GetStripIDFromArgument(arguments); BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments); uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); // modelComponent->RemoveStrip(stateID, stripID, behaviorID); // RequestUpdatedID(behaviorID); } void MergeStrips(AMFArrayValue* arguments) { STRIPID srcStripID = GetStripIDFromArgument(arguments, "srcStripID"); BEHAVIORSTATE dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID"); BEHAVIORSTATE srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID"); auto* dstActionIndexValue = arguments->FindValue("dstActionIndex"); if (!dstActionIndexValue) return; uint32_t dstActionIndex = static_cast(dstActionIndexValue->GetDoubleValue()); STRIPID dstStripID = GetStripIDFromArgument(arguments, "dstStripID"); uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); // modelComponent->MergeStrips(srcStripID, dstStripID, srcStateID, dstStateID, behaviorID, dstActionIndex); // RequestUpdatedID(behaviorID); } void SplitStrip(AMFArrayValue* arguments) { auto* srcActionIndexValue = arguments->FindValue("srcActionIndex"); if (!srcActionIndexValue) return; uint32_t srcActionIndex = static_cast(srcActionIndexValue->GetDoubleValue()); STRIPID srcStripID = GetStripIDFromArgument(arguments, "srcStripID"); BEHAVIORSTATE srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID"); STRIPID dstStripID = GetStripIDFromArgument(arguments, "dstStripID"); BEHAVIORSTATE dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID"); auto* dstStripUIArray = arguments->FindValue("dstStripUI"); if (!dstStripUIArray) return; auto* xPositionValue = dstStripUIArray->FindValue("x"); auto* yPositionValue = dstStripUIArray->FindValue("y"); if (!xPositionValue || !yPositionValue) return; // x and y position 15 are just where the game puts the strip by default if none is given. double yPosition = yPositionValue->GetDoubleValue(); double xPosition = xPositionValue->GetDoubleValue(); uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); // modelComponent->SplitStrip(srcActionIndex, srcStripID, srcStateID, dstStripID, dstStateID, behaviorID, yPosition, xPosition); // RequestUpdatedID(behaviorID); } void UpdateStripUI(AMFArrayValue* arguments) { auto* uiArray = arguments->FindValue("ui"); if (!uiArray) return; auto* xPositionValue = uiArray->FindValue("x"); auto* yPositionValue = uiArray->FindValue("y"); if (!xPositionValue || !yPositionValue) return; double yPosition = yPositionValue->GetDoubleValue(); double xPosition = xPositionValue->GetDoubleValue(); STRIPID stripID = GetStripIDFromArgument(arguments); BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments); uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); // modelComponent->UpdateUIOfStrip(stateID, stripID, xPosition, yPosition, behaviorID); // RequestUpdatedID(behaviorID); } void AddAction(AMFArrayValue* arguments) { auto* actionIndexAmf = arguments->FindValue("actionIndex"); if (!actionIndexAmf) return; uint32_t actionIndex = static_cast(actionIndexAmf->GetDoubleValue()); STRIPID stripID = GetStripIDFromArgument(arguments); BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments); std::string type = ""; std::string valueParameterName = ""; std::string valueParameterString = ""; double valueParameterDouble = 0.0; auto* action = arguments->FindValue("action"); if (!action) return; for (auto& typeValueMap : action->GetAssociativeMap()) { if (typeValueMap.first == "Type") { if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue; type = static_cast(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(typeValueMap.second)->GetStringValue(); } else { if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue; valueParameterDouble = static_cast(typeValueMap.second)->GetDoubleValue(); } } } uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); // modelComponent->AddAction(stateID, stripID, type, valueParameterName, valueParameterString, valueParameterDouble, "", actionIndex, behaviorID); // RequestUpdatedID(behaviorID); } void MigrateActions(AMFArrayValue* arguments) { auto* srcActionIndexAmf = arguments->FindValue("srcActionIndex"); if (!srcActionIndexAmf) return; uint32_t srcActionIndex = static_cast(srcActionIndexAmf->GetDoubleValue()); STRIPID srcStripID = GetStripIDFromArgument(arguments, "srcStripID"); BEHAVIORSTATE srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID"); auto* dstActionIndexAmf = arguments->FindValue("dstActionIndex"); if (!dstActionIndexAmf) return; uint32_t dstActionIndex = static_cast(dstActionIndexAmf->GetDoubleValue()); STRIPID dstStripID = GetStripIDFromArgument(arguments, "dstStripID"); BEHAVIORSTATE dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID"); uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); // modelComponent->MigrateActions(srcActionIndex, srcStripID, srcStateID, dstActionIndex, dstStripID, dstStateID, behaviorID); // RequestUpdatedID(behaviorID); } void RearrangeStrip(AMFArrayValue* arguments) { auto* srcActionIndexValue = arguments->FindValue("srcActionIndex"); uint32_t srcActionIndex = static_cast(srcActionIndexValue->GetDoubleValue()); uint32_t stripID = GetStripIDFromArgument(arguments); uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); auto* dstActionIndexValue = arguments->FindValue("dstActionIndex"); uint32_t dstActionIndex = static_cast(dstActionIndexValue->GetDoubleValue()); BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments); // modelComponent->RearrangeStrip(stateID, stripID, srcActionIndex, dstActionIndex, behaviorID); // RequestUpdatedID(behaviorID); } void Add(AMFArrayValue* arguments) { uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); uint32_t behaviorIndex = 0; auto* behaviorIndexAmf = arguments->FindValue("BehaviorIndex"); if (!behaviorIndexAmf) return; behaviorIndex = static_cast(behaviorIndexAmf->GetDoubleValue()); // modelComponent->AddBehavior(behaviorID, behaviorIndex, modelOwner); // SendBehaviorListToClient(); } void RemoveActions(AMFArrayValue* arguments) { uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); auto* actionIndexAmf = arguments->FindValue("actionIndex"); if (!actionIndexAmf) return; uint32_t actionIndex = static_cast(actionIndexAmf->GetDoubleValue()); STRIPID stripID = GetStripIDFromArgument(arguments); BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments); // modelComponent->RemoveAction(stateID, stripID, actionIndex, behaviorID); // RequestUpdatedID(behaviorID); } void Rename(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) { uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); auto* nameAmf = arguments->FindValue("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("action"); if (!actionAsArray) return; for (auto& typeValueMap : actionAsArray->GetAssociativeMap()) { if (typeValueMap.first == "Type") { if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue; type = static_cast(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(typeValueMap.second)->GetStringValue(); } else { if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue; valueParameterDouble = static_cast(typeValueMap.second)->GetDoubleValue(); } } } uint32_t behaviorID = GetBehaviorIDFromArgument(arguments); auto* actionIndexValue = arguments->FindValue("actionIndex"); if (!actionIndexValue) return; uint32_t actionIndex = static_cast(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("BehaviorIndex"); if (!behaviorIndexValue) return; uint32_t behaviorIndex = static_cast(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(); 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()); }