mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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0c4108e730
yahoo
156 lines
5.0 KiB
C++
156 lines
5.0 KiB
C++
#include "PropertyBehavior.h"
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#include "Amf3.h"
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#include "BehaviorStates.h"
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#include "ControlBehaviorMsgs.h"
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#include "tinyxml2.h"
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PropertyBehavior::PropertyBehavior() {
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m_LastEditedState = BehaviorState::HOME_STATE;
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}
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template<>
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void PropertyBehavior::HandleMsg(AddStripMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(AddActionMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(RearrangeStripMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(UpdateActionMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(UpdateStripUiMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(RemoveStripMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(RemoveActionsMessage& msg) {
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m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(SplitStripMessage& msg) {
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m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg);
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m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetDestinationActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(MigrateActionsMessage& msg) {
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m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg);
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m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetDestinationActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(MergeStripsMessage& msg) {
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m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg);
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m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg);
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m_LastEditedState = msg.GetDestinationActionContext().GetStateId();
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};
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template<>
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void PropertyBehavior::HandleMsg(RenameMessage& msg) {
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m_Name = msg.GetName();
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};
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template<>
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void PropertyBehavior::HandleMsg(AddMessage& msg) {
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// TODO Parse the corresponding behavior xml file.
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m_BehaviorId = msg.GetBehaviorId();
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isLoot = m_BehaviorId != 7965;
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};
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void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const {
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args.Insert("id", std::to_string(m_BehaviorId));
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args.Insert("name", m_Name);
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args.Insert("isLocked", isLocked);
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args.Insert("isLoot", isLoot);
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}
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void PropertyBehavior::VerifyLastEditedState() {
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if (!m_States[m_LastEditedState].IsEmpty()) return;
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for (const auto& [stateId, state] : m_States) {
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if (state.IsEmpty()) continue;
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LOG_DEBUG("Updating last edited state to %i because %i is empty.", stateId, m_LastEditedState);
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m_LastEditedState = stateId;
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return;
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}
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LOG_DEBUG("No states found, sending default state");
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m_LastEditedState = BehaviorState::HOME_STATE;
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}
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void PropertyBehavior::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
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auto* const stateArray = args.InsertArray("states");
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for (const auto& [stateId, state] : m_States) {
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if (state.IsEmpty()) continue;
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LOG_DEBUG("Serializing state %i", stateId);
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auto* const stateArgs = stateArray->PushArray();
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stateArgs->Insert("id", static_cast<double>(stateId));
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state.SendBehaviorBlocksToClient(*stateArgs);
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}
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auto* const executionState = args.InsertArray("executionState");
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executionState->Insert("stateID", static_cast<double>(m_LastEditedState));
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executionState->InsertArray("strips");
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// TODO Serialize the execution state of the behavior
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}
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void PropertyBehavior::Serialize(tinyxml2::XMLElement& behavior) const {
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behavior.SetAttribute("id", m_BehaviorId);
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behavior.SetAttribute("name", m_Name.c_str());
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behavior.SetAttribute("isLocked", isLocked);
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behavior.SetAttribute("isLoot", isLoot);
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for (const auto& [stateId, state] : m_States) {
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if (state.IsEmpty()) continue;
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auto* const stateElement = behavior.InsertNewChildElement("State");
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stateElement->SetAttribute("id", static_cast<uint32_t>(stateId));
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state.Serialize(*stateElement);
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}
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}
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void PropertyBehavior::Deserialize(const tinyxml2::XMLElement& behavior) {
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m_Name = behavior.Attribute("name");
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behavior.QueryBoolAttribute("isLocked", &isLocked);
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behavior.QueryBoolAttribute("isLoot", &isLoot);
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for (const auto* stateElement = behavior.FirstChildElement("State"); stateElement; stateElement = stateElement->NextSiblingElement("State")) {
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int32_t stateId = -1;
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stateElement->QueryIntAttribute("id", &stateId);
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if (stateId < 0 || stateId > 5) continue;
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m_States[static_cast<BehaviorState>(stateId)].Deserialize(*stateElement);
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}
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}
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