DarkflameServer/dGame/dPropertyBehaviors/ControlBehaviorMessages/ActionContext.cpp
David Markowitz d138b7b878
Make ControlBehavior messages far more modular (#991)
* Make case consistent

* How modular can you go?

Holy modular

* Add comments

* Initialize values
2023-02-16 11:30:33 -06:00

32 lines
1.1 KiB
C++

#include "ActionContext.h"
#include <stdexcept>
#include "AMFFormat.h"
ActionContext::ActionContext() {
stripId = 0;
stateId = BehaviorState::HOME_STATE;
}
ActionContext::ActionContext(AMFArrayValue* arguments, std::string customStateKey, std::string customStripKey) {
stripId = 0;
stateId = BehaviorState::HOME_STATE;
stripId = GetStripIdFromArgument(arguments, customStripKey);
stateId = GetBehaviorStateFromArgument(arguments, customStateKey);
}
BehaviorState ActionContext::GetBehaviorStateFromArgument(AMFArrayValue* arguments, const std::string& key) {
auto* stateIDValue = arguments->FindValue<AMFDoubleValue>(key);
if (!stateIDValue) throw std::invalid_argument("Unable to find behavior state from argument \"" + key + "\"");
return static_cast<BehaviorState>(stateIDValue->GetDoubleValue());
}
StripId ActionContext::GetStripIdFromArgument(AMFArrayValue* arguments, const std::string& key) {
auto* stripIdValue = arguments->FindValue<AMFDoubleValue>(key);
if (!stripIdValue) throw std::invalid_argument("Unable to find strip ID from argument \"" + key + "\"");
return static_cast<StripId>(stripIdValue->GetDoubleValue());
}