David Markowitz 8ba35be64d
feat: add saving behaviors to the inventory (#1822)
* change behavior id to LWOOBJID

Convert behavior ID to LWOOBJID length

missed header

fix sqlite field names

sqlite brother

* feat: add saving behaviors to the inventory

consolidate copied code

consolidate copied code

Update ModelComponent.cpp

remove ability to save loot behaviors
2025-06-22 20:45:49 -05:00

187 lines
6.1 KiB
C++

#include "PropertyBehavior.h"
#include "Amf3.h"
#include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
#include "ModelComponent.h"
#include <ranges>
PropertyBehavior::PropertyBehavior(bool _isTemplated) {
m_LastEditedState = BehaviorState::HOME_STATE;
m_ActiveState = BehaviorState::HOME_STATE;
// Starts off as true so that only specific ways of adding behaviors allow a new id to be requested.
isTemplated = _isTemplated;
}
template<>
void PropertyBehavior::HandleMsg(AddStripMessage& msg) {
m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(AddActionMessage& msg) {
m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(RearrangeStripMessage& msg) {
m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(UpdateActionMessage& msg) {
m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(UpdateStripUiMessage& msg) {
m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(RemoveStripMessage& msg) {
m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(RemoveActionsMessage& msg) {
m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(SplitStripMessage& msg) {
m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg);
m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetDestinationActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(MigrateActionsMessage& msg) {
m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg);
m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetDestinationActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(MergeStripsMessage& msg) {
m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg);
m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg);
m_LastEditedState = msg.GetDestinationActionContext().GetStateId();
};
template<>
void PropertyBehavior::HandleMsg(RenameMessage& msg) {
m_Name = msg.GetName();
};
template<>
void PropertyBehavior::HandleMsg(GameMessages::RequestUse& msg) {
m_States[m_ActiveState].HandleMsg(msg);
}
template<>
void PropertyBehavior::HandleMsg(GameMessages::ResetModelToDefaults& msg) {
m_ActiveState = BehaviorState::HOME_STATE;
for (auto& state : m_States | std::views::values) state.HandleMsg(msg);
}
void PropertyBehavior::CheckModifyState(BehaviorMessageBase& msg) {
if (!isTemplated && m_BehaviorId != BehaviorMessageBase::DefaultBehaviorId) return;
isTemplated = false;
msg.SetNeedsNewBehaviorID(true);
}
void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const {
args.Insert("id", std::to_string(m_BehaviorId));
args.Insert("name", m_Name);
args.Insert("isLocked", isLocked);
args.Insert("isLoot", isLoot);
}
void PropertyBehavior::VerifyLastEditedState() {
if (!m_States[m_LastEditedState].IsEmpty()) return;
for (const auto& [stateId, state] : m_States) {
if (state.IsEmpty()) continue;
LOG_DEBUG("Updating last edited state to %i because %i is empty.", stateId, m_LastEditedState);
m_LastEditedState = stateId;
return;
}
LOG_DEBUG("No states found, sending default state");
m_LastEditedState = BehaviorState::HOME_STATE;
}
void PropertyBehavior::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
auto* const stateArray = args.InsertArray("states");
for (const auto& [stateId, state] : m_States) {
if (state.IsEmpty()) continue;
LOG_DEBUG("Serializing state %i", stateId);
auto* const stateArgs = stateArray->PushArray();
stateArgs->Insert("id", static_cast<double>(stateId));
state.SendBehaviorBlocksToClient(*stateArgs);
}
auto* const executionState = args.InsertArray("executionState");
executionState->Insert("stateID", static_cast<double>(m_LastEditedState));
executionState->InsertArray("strips");
// TODO Serialize the execution state of the behavior
}
void PropertyBehavior::Serialize(tinyxml2::XMLElement& behavior) const {
behavior.SetAttribute("id", m_BehaviorId);
behavior.SetAttribute("name", m_Name.c_str());
behavior.SetAttribute("isLocked", isLocked);
behavior.SetAttribute("isLoot", isLoot);
// CUSTOM XML ATTRIBUTE
behavior.SetAttribute("isTemplated", isTemplated);
for (const auto& [stateId, state] : m_States) {
if (state.IsEmpty()) continue;
auto* const stateElement = behavior.InsertNewChildElement("State");
stateElement->SetAttribute("id", static_cast<uint32_t>(stateId));
state.Serialize(*stateElement);
}
}
void PropertyBehavior::Deserialize(const tinyxml2::XMLElement& behavior) {
m_Name = behavior.Attribute("name");
behavior.QueryBoolAttribute("isLocked", &isLocked);
behavior.QueryBoolAttribute("isLoot", &isLoot);
// CUSTOM XML ATTRIBUTE
if (!isTemplated) behavior.QueryBoolAttribute("isTemplated", &isTemplated);
for (const auto* stateElement = behavior.FirstChildElement("State"); stateElement; stateElement = stateElement->NextSiblingElement("State")) {
int32_t stateId = -1;
stateElement->QueryIntAttribute("id", &stateId);
if (stateId < 0 || stateId > 5) continue;
m_States[static_cast<BehaviorState>(stateId)].Deserialize(*stateElement);
}
}
void PropertyBehavior::Update(float deltaTime, ModelComponent& modelComponent) {
for (auto& state : m_States | std::views::values) state.Update(deltaTime, modelComponent);
}
void PropertyBehavior::OnChatMessageReceived(const std::string& sMessage) {
for (auto& state : m_States | std::views::values) state.OnChatMessageReceived(sMessage);
}