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The client asks for a model's metadata (name, owner, behaviors and its blueprint's bricks and box) when it shows a brick built model item's tooltip, a model on a property or an exhibit, and shows BBB_LOADING_BLUEPRINT until it gets it. The world server never answered. It now does as live did: UG data for the model (found among the player's items by subkey, else among placed models) and, for a brick built model, the blueprint data from its ugc row and LXFML. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
40 lines
1.4 KiB
C++
40 lines
1.4 KiB
C++
// Darkflame Universe
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// Copyright 2025
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#ifndef LXFML_H
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#define LXFML_H
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#include <string>
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#include <string_view>
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#include <vector>
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#include "NiPoint3.h"
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namespace Lxfml {
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struct Result {
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std::string lxfml;
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NiPoint3 center;
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};
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// Normalizes a LXFML model to be positioned relative to its local 0, 0, 0 rather than a game worlds 0, 0, 0.
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// Returns a struct of its new center and the updated LXFML containing these edits.
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[[nodiscard]] Result NormalizePosition(const std::string_view data, const NiPoint3& curPosition = NiPoint3Constant::ZERO);
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[[nodiscard]] std::vector<Result> Split(const std::string_view data, const NiPoint3& curPosition = NiPoint3Constant::ZERO);
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// What a model is made of: every brick's design id (one per Brick, in file order) and the box around the bricks'
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// origins (their bones' positions; zero with no bricks). Brick shapes aren't known here, so the box is the
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// smallest one holding every brick's origin.
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struct Contents {
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std::vector<uint32_t> designIds;
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NiPoint3 boxMin{};
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NiPoint3 boxMax{};
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};
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[[nodiscard]] Contents ReadContents(const std::string_view data);
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// these are only for the migrations due to a bug in one of the implementations.
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[[nodiscard]] Result NormalizePositionOnlyFirstPart(const std::string_view data);
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[[nodiscard]] Result NormalizePositionAfterFirstPart(const std::string_view data, const NiPoint3& position);
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};
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#endif //!LXFML_H
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