#include "Runtime/CRelayTracker.hpp" #include "Runtime/CSaveWorld.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/World/CWorld.hpp" #include namespace urde { CRelayTracker::CRelayTracker(CBitStreamReader& in, const CSaveWorld& saveworld) { u32 relayCount = saveworld.GetRelayCount(); if (saveworld.GetRelayCount()) { std::vector relayStates(saveworld.GetRelayCount()); for (u32 i = 0; i < relayCount; ++i) relayStates[i] = in.ReadEncoded(1); for (u32 i = 0; i < relayCount; ++i) { if (!relayStates[i]) continue; x0_relayStates.push_back(saveworld.GetRelayEditorId(i)); } } } bool CRelayTracker::HasRelay(TEditorId id) const { return std::find(x0_relayStates.cbegin(), x0_relayStates.cend(), id) != x0_relayStates.cend(); } void CRelayTracker::AddRelay(TEditorId id) { if (HasRelay(id)) { return; } x0_relayStates.push_back(id); } void CRelayTracker::RemoveRelay(TEditorId id) { if (!HasRelay(id)) { return; } x0_relayStates.erase(std::remove(x0_relayStates.begin(), x0_relayStates.end(), id), x0_relayStates.end()); } void CRelayTracker::SendMsgs(TAreaId areaId, CStateManager& stateMgr) { const CWorld* world = stateMgr.GetWorld(); u32 relayCount = world->GetRelayCount(); bool hasActiveRelays = false; for (u32 i = 0; i < relayCount; ++i) { const CWorld::CRelay& relay = world->GetRelay(i); if (relay.GetTargetId().AreaNum() != areaId) continue; if (!HasRelay(relay.GetRelayId())) continue; stateMgr.SendScriptMsg(kInvalidUniqueId, relay.GetTargetId(), EScriptObjectMessage(relay.GetMessage()), EScriptObjectState::Any); if (relay.GetActive()) hasActiveRelays = true; } if (!hasActiveRelays) return; for (u32 i = 0; i < relayCount; ++i) { const CWorld::CRelay& relay = world->GetRelay(i); if (relay.GetTargetId().AreaNum() != areaId) continue; if (!HasRelay(relay.GetRelayId()) || !relay.GetActive()) continue; RemoveRelay(relay.GetRelayId()); } } void CRelayTracker::PutTo(CBitStreamWriter& out, const CSaveWorld& saveworld) { u32 relayCount = saveworld.GetRelayCount(); std::vector relays(relayCount); for (const TEditorId& id : x0_relayStates) { s32 idx = saveworld.GetRelayIndex(id); if (idx >= 0) relays[idx] = true; } for (u32 i = 0; i < relayCount; ++i) out.WriteEncoded(u32(relays[i]), 1); } } // namespace urde