mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-27 07:57:21 +00:00
fc75d6048f
* moving branch * Add deleteinven slash command * Change name of BRICKS_IN_BBB * Use string_view instead of strcmp * Clean up include tree * Remove unneeded headers from PCH files Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files. * Update Entity.h * Update EntityManager.h * Update GameMessages.cpp * There it compiles now Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
603 lines
22 KiB
C++
603 lines
22 KiB
C++
#include "ControlBehaviors.h"
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#include "AMFFormat.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GameMessages.h"
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#include "ModelComponent.h"
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#include "../../dWorldServer/ObjectIDManager.h"
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#include "dLogger.h"
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#include "User.h"
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uint32_t GetBehaviorIDFromArgument(AMFArrayValue* arguments, const std::string& key = "BehaviorID") {
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auto* behaviorIDValue = arguments->FindValue<AMFStringValue>(key);
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uint32_t behaviorID = -1;
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if (behaviorIDValue) {
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behaviorID = std::stoul(behaviorIDValue->GetStringValue());
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} else if (arguments->FindValue<AMFUndefinedValue>(key) == nullptr){
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throw std::invalid_argument("Unable to find behavior ID from argument \"" + key + "\"");
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}
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return behaviorID;
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}
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BEHAVIORSTATE GetBehaviorStateFromArgument(AMFArrayValue* arguments, const std::string& key = "stateID") {
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auto* stateIDValue = arguments->FindValue<AMFDoubleValue>(key);
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if (!stateIDValue) throw std::invalid_argument("Unable to find behavior state from argument \"" + key + "\"");
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BEHAVIORSTATE stateID = static_cast<BEHAVIORSTATE>(stateIDValue->GetDoubleValue());
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return stateID;
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}
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STRIPID GetStripIDFromArgument(AMFArrayValue* arguments, const std::string& key = "stripID") {
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auto* stripIDValue = arguments->FindValue<AMFDoubleValue>(key);
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if (!stripIDValue) throw std::invalid_argument("Unable to find strip ID from argument \"" + key + "\"");
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STRIPID stripID = static_cast<STRIPID>(stripIDValue->GetDoubleValue());
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return stripID;
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}
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void RequestUpdatedID(int32_t behaviorID, ModelComponent* modelComponent, Entity* modelOwner, const SystemAddress& sysAddr) {
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// auto behavior = modelComponent->FindBehavior(behaviorID);
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// if (behavior->GetBehaviorID() == -1 || behavior->GetShouldSetNewID()) {
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// ObjectIDManager::Instance()->RequestPersistentID(
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// [behaviorID, behavior, modelComponent, modelOwner, sysAddr](uint32_t persistentId) {
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// behavior->SetShouldGetNewID(false);
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// behavior->SetIsTemplated(false);
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// behavior->SetBehaviorID(persistentId);
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// // This updates the behavior ID of the behavior should this be a new behavior
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// AMFArrayValue args;
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// AMFStringValue* behaviorIDString = new AMFStringValue();
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// behaviorIDString->SetStringValue(std::to_string(persistentId));
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// args.InsertValue("behaviorID", behaviorIDString);
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// AMFStringValue* objectIDAsString = new AMFStringValue();
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// objectIDAsString->SetStringValue(std::to_string(modelComponent->GetParent()->GetObjectID()));
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// args.InsertValue("objectID", objectIDAsString);
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// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorID", &args);
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// ControlBehaviors::SendBehaviorListToClient(modelComponent->GetParent(), sysAddr, modelOwner);
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// });
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// }
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}
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void SendBehaviorListToClient(
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Entity* modelEntity,
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const SystemAddress& sysAddr,
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Entity* modelOwner
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) {
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auto* modelComponent = modelEntity->GetComponent<ModelComponent>();
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if (!modelComponent) return;
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AMFArrayValue behaviorsToSerialize;
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AMFArrayValue* behaviors = new AMFArrayValue(); // Empty for now
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/**
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* The behaviors AMFArray will have up to 5 elements in the dense portion.
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* Each element in the dense portion will be made up of another AMFArray
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* with the following information mapped in the associative portion
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* "id": Behavior ID cast to an AMFString
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* "isLocked": AMFTrue or AMFFalse of whether or not the behavior is locked
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* "isLoot": AMFTrue or AMFFalse of whether or not the behavior is a custom behavior (true if custom)
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* "name": The name of the behavior formatted as an AMFString
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*/
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behaviorsToSerialize.InsertValue("behaviors", behaviors);
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AMFStringValue* amfStringValueForObjectID = new AMFStringValue();
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amfStringValueForObjectID->SetStringValue(std::to_string(modelComponent->GetParent()->GetObjectID()));
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behaviorsToSerialize.InsertValue("objectID", amfStringValueForObjectID);
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", &behaviorsToSerialize);
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}
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void ModelTypeChanged(AMFArrayValue* arguments, ModelComponent* ModelComponent) {
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auto* modelTypeAmf = arguments->FindValue<AMFDoubleValue>("ModelType");
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if (!modelTypeAmf) return;
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uint32_t modelType = static_cast<uint32_t>(modelTypeAmf->GetDoubleValue());
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//TODO Update the model type here
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}
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void ToggleExecutionUpdates() {
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//TODO do something with this info
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}
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void AddStrip(AMFArrayValue* arguments) {
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auto* strip = arguments->FindValue<AMFArrayValue>("strip");
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if (!strip) return;
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auto* actions = strip->FindValue<AMFArrayValue>("actions");
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if (!actions) return;
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auto* uiArray = arguments->FindValue<AMFArrayValue>("ui");
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if (!uiArray) return;
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auto* xPositionValue = uiArray->FindValue<AMFDoubleValue>("x");
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if (!xPositionValue) return;
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double xPosition = xPositionValue->GetDoubleValue();
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auto* yPositionValue = uiArray->FindValue<AMFDoubleValue>("y");
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if (!yPositionValue) return;
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double yPosition = yPositionValue->GetDoubleValue();
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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std::string type = "";
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std::string valueParameterName = "";
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std::string valueParameterString = "";
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double valueParameterDouble = 0.0;
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for (uint32_t position = 0; position < actions->GetDenseValueSize(); position++) {
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auto* actionAsArray = actions->GetValueAt<AMFArrayValue>(position);
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if (!actionAsArray) continue;
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for (auto& typeValueMap : actionAsArray->GetAssociativeMap()) {
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if (typeValueMap.first == "Type") {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
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type = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
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} else {
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valueParameterName = typeValueMap.first;
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// Message is the only known string parameter
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if (valueParameterName == "Message") {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
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valueParameterString = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
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} else {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue;
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valueParameterDouble = static_cast<AMFDoubleValue*>(typeValueMap.second)->GetDoubleValue();
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}
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}
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}
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// modelComponent->AddStrip(stateID, stripID, type, behaviorID, valueParameterName, valueParameterString, valueParameterDouble, "", xPosition, yPosition);
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type.clear();
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valueParameterName.clear();
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valueParameterString.clear();
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valueParameterDouble = 0.0;
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}
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// RequestUpdatedID(behaviorID);
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}
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void RemoveStrip(AMFArrayValue* arguments) {
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->RemoveStrip(stateID, stripID, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void MergeStrips(AMFArrayValue* arguments) {
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STRIPID srcStripID = GetStripIDFromArgument(arguments, "srcStripID");
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BEHAVIORSTATE dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID");
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BEHAVIORSTATE srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID");
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auto* dstActionIndexValue = arguments->FindValue<AMFDoubleValue>("dstActionIndex");
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if (!dstActionIndexValue) return;
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uint32_t dstActionIndex = static_cast<uint32_t>(dstActionIndexValue->GetDoubleValue());
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STRIPID dstStripID = GetStripIDFromArgument(arguments, "dstStripID");
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->MergeStrips(srcStripID, dstStripID, srcStateID, dstStateID, behaviorID, dstActionIndex);
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// RequestUpdatedID(behaviorID);
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}
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void SplitStrip(AMFArrayValue* arguments) {
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auto* srcActionIndexValue = arguments->FindValue<AMFDoubleValue>("srcActionIndex");
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if (!srcActionIndexValue) return;
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uint32_t srcActionIndex = static_cast<uint32_t>(srcActionIndexValue->GetDoubleValue());
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STRIPID srcStripID = GetStripIDFromArgument(arguments, "srcStripID");
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BEHAVIORSTATE srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID");
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STRIPID dstStripID = GetStripIDFromArgument(arguments, "dstStripID");
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BEHAVIORSTATE dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID");
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auto* dstStripUIArray = arguments->FindValue<AMFArrayValue>("dstStripUI");
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if (!dstStripUIArray) return;
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auto* xPositionValue = dstStripUIArray->FindValue<AMFDoubleValue>("x");
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auto* yPositionValue = dstStripUIArray->FindValue<AMFDoubleValue>("y");
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if (!xPositionValue || !yPositionValue) return;
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// x and y position 15 are just where the game puts the strip by default if none is given.
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double yPosition = yPositionValue->GetDoubleValue();
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double xPosition = xPositionValue->GetDoubleValue();
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->SplitStrip(srcActionIndex, srcStripID, srcStateID, dstStripID, dstStateID, behaviorID, yPosition, xPosition);
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// RequestUpdatedID(behaviorID);
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}
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void UpdateStripUI(AMFArrayValue* arguments) {
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auto* uiArray = arguments->FindValue<AMFArrayValue>("ui");
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if (!uiArray) return;
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auto* xPositionValue = uiArray->FindValue<AMFDoubleValue>("x");
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auto* yPositionValue = uiArray->FindValue<AMFDoubleValue>("y");
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if (!xPositionValue || !yPositionValue) return;
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double yPosition = yPositionValue->GetDoubleValue();
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double xPosition = xPositionValue->GetDoubleValue();
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->UpdateUIOfStrip(stateID, stripID, xPosition, yPosition, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void AddAction(AMFArrayValue* arguments) {
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auto* actionIndexAmf = arguments->FindValue<AMFDoubleValue>("actionIndex");
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if (!actionIndexAmf) return;
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uint32_t actionIndex = static_cast<uint32_t>(actionIndexAmf->GetDoubleValue());
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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std::string type = "";
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std::string valueParameterName = "";
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std::string valueParameterString = "";
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double valueParameterDouble = 0.0;
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auto* action = arguments->FindValue<AMFArrayValue>("action");
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if (!action) return;
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for (auto& typeValueMap : action->GetAssociativeMap()) {
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if (typeValueMap.first == "Type") {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
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type = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
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} else {
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valueParameterName = typeValueMap.first;
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// Message is the only known string parameter
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if (valueParameterName == "Message") {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
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valueParameterString = static_cast<AMFStringValue*>(typeValueMap.second)->GetStringValue();
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} else {
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if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue;
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valueParameterDouble = static_cast<AMFDoubleValue*>(typeValueMap.second)->GetDoubleValue();
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}
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}
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}
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->AddAction(stateID, stripID, type, valueParameterName, valueParameterString, valueParameterDouble, "", actionIndex, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void MigrateActions(AMFArrayValue* arguments) {
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auto* srcActionIndexAmf = arguments->FindValue<AMFDoubleValue>("srcActionIndex");
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if (!srcActionIndexAmf) return;
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uint32_t srcActionIndex = static_cast<uint32_t>(srcActionIndexAmf->GetDoubleValue());
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STRIPID srcStripID = GetStripIDFromArgument(arguments, "srcStripID");
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BEHAVIORSTATE srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID");
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auto* dstActionIndexAmf = arguments->FindValue<AMFDoubleValue>("dstActionIndex");
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if (!dstActionIndexAmf) return;
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uint32_t dstActionIndex = static_cast<uint32_t>(dstActionIndexAmf->GetDoubleValue());
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STRIPID dstStripID = GetStripIDFromArgument(arguments, "dstStripID");
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BEHAVIORSTATE dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID");
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// modelComponent->MigrateActions(srcActionIndex, srcStripID, srcStateID, dstActionIndex, dstStripID, dstStateID, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void RearrangeStrip(AMFArrayValue* arguments) {
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auto* srcActionIndexValue = arguments->FindValue<AMFDoubleValue>("srcActionIndex");
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uint32_t srcActionIndex = static_cast<uint32_t>(srcActionIndexValue->GetDoubleValue());
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uint32_t stripID = GetStripIDFromArgument(arguments);
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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auto* dstActionIndexValue = arguments->FindValue<AMFDoubleValue>("dstActionIndex");
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uint32_t dstActionIndex = static_cast<uint32_t>(dstActionIndexValue->GetDoubleValue());
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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// modelComponent->RearrangeStrip(stateID, stripID, srcActionIndex, dstActionIndex, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void Add(AMFArrayValue* arguments) {
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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uint32_t behaviorIndex = 0;
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auto* behaviorIndexAmf = arguments->FindValue<AMFDoubleValue>("BehaviorIndex");
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if (!behaviorIndexAmf) return;
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behaviorIndex = static_cast<uint32_t>(behaviorIndexAmf->GetDoubleValue());
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// modelComponent->AddBehavior(behaviorID, behaviorIndex, modelOwner);
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// SendBehaviorListToClient();
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}
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void RemoveActions(AMFArrayValue* arguments) {
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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auto* actionIndexAmf = arguments->FindValue<AMFDoubleValue>("actionIndex");
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if (!actionIndexAmf) return;
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uint32_t actionIndex = static_cast<uint32_t>(actionIndexAmf->GetDoubleValue());
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STRIPID stripID = GetStripIDFromArgument(arguments);
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BEHAVIORSTATE stateID = GetBehaviorStateFromArgument(arguments);
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// modelComponent->RemoveAction(stateID, stripID, actionIndex, behaviorID);
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// RequestUpdatedID(behaviorID);
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}
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void Rename(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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auto* nameAmf = arguments->FindValue<AMFStringValue>("Name");
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if (!nameAmf) return;
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auto name = nameAmf->GetStringValue();
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// modelComponent->Rename(behaviorID, name);
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SendBehaviorListToClient(modelEntity, sysAddr, modelOwner);
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// RequestUpdatedID(behaviorID);
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}
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// TODO This is also supposed to serialize the state of the behaviors in progress but those aren't implemented yet
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void SendBehaviorBlocksToClient(ModelComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
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uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
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// auto modelBehavior = modelComponent->FindBehavior(behaviorID);
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// if (!modelBehavior) return;
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// modelBehavior->VerifyStates();
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// auto states = modelBehavior->GetBehaviorStates();
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// // Begin serialization.
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// /**
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// * for each state
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// * strip id
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// * ui info
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// * x
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// * y
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// * actions
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// * action1
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// * action2
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// * ...
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// * behaviorID of strip
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// * objectID of strip
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// */
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// LWOOBJID targetObjectID = LWOOBJID_EMPTY;
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// behaviorID = 0;
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// AMFArrayValue behaviorInfo;
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// AMFArrayValue* stateSerialize = new AMFArrayValue();
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// for (auto it = states.begin(); it != states.end(); it++) {
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// Game::logger->Log("PropertyBehaviors", "Begin serialization of state %i!\n", it->first);
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// AMFArrayValue* state = new AMFArrayValue();
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// AMFDoubleValue* stateAsDouble = new AMFDoubleValue();
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// stateAsDouble->SetDoubleValue(it->first);
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// state->InsertValue("id", stateAsDouble);
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// AMFArrayValue* strips = new AMFArrayValue();
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// auto stripsInState = it->second->GetStrips();
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// for (auto strip = stripsInState.begin(); strip != stripsInState.end(); strip++) {
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// Game::logger->Log("PropertyBehaviors", "Begin serialization of strip %i!\n", strip->first);
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// AMFArrayValue* thisStrip = new AMFArrayValue();
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// AMFDoubleValue* stripID = new AMFDoubleValue();
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// stripID->SetDoubleValue(strip->first);
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// thisStrip->InsertValue("id", stripID);
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// AMFArrayValue* uiArray = new AMFArrayValue();
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// AMFDoubleValue* yPosition = new AMFDoubleValue();
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// yPosition->SetDoubleValue(strip->second->GetYPosition());
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// uiArray->InsertValue("y", yPosition);
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// AMFDoubleValue* xPosition = new AMFDoubleValue();
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// xPosition->SetDoubleValue(strip->second->GetXPosition());
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// uiArray->InsertValue("x", xPosition);
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// thisStrip->InsertValue("ui", uiArray);
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// targetObjectID = modelComponent->GetParent()->GetObjectID();
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// behaviorID = modelBehavior->GetBehaviorID();
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// AMFArrayValue* stripSerialize = new AMFArrayValue();
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// for (auto behaviorAction : strip->second->GetActions()) {
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// Game::logger->Log("PropertyBehaviors", "Begin serialization of action %s!\n", behaviorAction->actionName.c_str());
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// AMFArrayValue* thisAction = new AMFArrayValue();
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// AMFStringValue* actionName = new AMFStringValue();
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// actionName->SetStringValue(behaviorAction->actionName);
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// thisAction->InsertValue("Type", actionName);
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// 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<AMFArrayValue>("action");
|
|
if (!actionAsArray) return;
|
|
for (auto& typeValueMap : actionAsArray->GetAssociativeMap()) {
|
|
if (typeValueMap.first == "Type") {
|
|
if (typeValueMap.second->GetValueType() != AMFValueType::AMFString) continue;
|
|
type = static_cast<AMFStringValue*>(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<AMFStringValue*>(typeValueMap.second)->GetStringValue();
|
|
} else {
|
|
if (typeValueMap.second->GetValueType() != AMFValueType::AMFDouble) continue;
|
|
valueParameterDouble = static_cast<AMFDoubleValue*>(typeValueMap.second)->GetDoubleValue();
|
|
}
|
|
}
|
|
}
|
|
|
|
uint32_t behaviorID = GetBehaviorIDFromArgument(arguments);
|
|
|
|
auto* actionIndexValue = arguments->FindValue<AMFDoubleValue>("actionIndex");
|
|
if (!actionIndexValue) return;
|
|
|
|
uint32_t actionIndex = static_cast<uint32_t>(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<AMFDoubleValue>("BehaviorIndex");
|
|
if (!behaviorIndexValue) return;
|
|
|
|
uint32_t behaviorIndex = static_cast<uint32_t>(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<ModelComponent>();
|
|
|
|
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());
|
|
}
|