acdream/src/AcDream.App/Rendering/Vfx/EntityEffectProfile.cs

80 lines
3.1 KiB
C#

using AcDream.App.World;
using AcDream.Core.Net.Messages;
using AcDream.Core.Vfx;
using DatReaderWriter.DBObjs;
namespace AcDream.App.Rendering.Vfx;
/// <summary>
/// DAT defaults and the currently installed network effect description for
/// one logical entity incarnation.
/// </summary>
/// <remarks>
/// Retail precedence comes from <c>CPhysicsObj::InitDefaults</c>
/// (<c>0x005139D0</c>) followed by <c>CPhysicsObj::set_description</c>
/// (<c>0x00514F40</c>). Setup's direct default PES runs during initialization;
/// a network PhysicsDesc then unconditionally replaces the typed table, even
/// when PeTable was absent or zero.
/// </remarks>
public sealed class EntityEffectProfile : ILiveEntityEffectProfile
{
private EntityEffectProfile(Setup setup)
{
SetupDefaultScriptDid = NormalizePhysicsScriptDid(setup.DefaultScript.DataId);
CurrentPhysicsScriptTableDid = NormalizeTableDid((uint)setup.DefaultScriptTable);
CurrentSoundTableDid = NormalizeSoundTableDid((uint)setup.DefaultSoundTable);
}
public uint? SetupDefaultScriptDid { get; }
public uint? CurrentPhysicsScriptTableDid { get; private set; }
public uint? CurrentSoundTableDid { get; private set; }
public uint RawDefaultScriptType { get; private set; }
public float DefaultScriptIntensity { get; private set; }
public bool HasNetworkDescription { get; private set; }
/// <summary>Setup defaults remain active for a DAT/static object.</summary>
public static EntityEffectProfile CreateDatStatic(Setup setup)
{
ArgumentNullException.ThrowIfNull(setup);
return new EntityEffectProfile(setup);
}
/// <summary>
/// Applies Setup initialization followed by the live PhysicsDesc, matching
/// retail construction order.
/// </summary>
public static EntityEffectProfile CreateLive(
Setup setup,
PhysicsSpawnData physics)
{
ArgumentNullException.ThrowIfNull(setup);
var profile = new EntityEffectProfile(setup);
profile.ApplyNetworkDescription(physics);
return profile;
}
/// <summary>
/// Replaces all network-owned effect defaults. Nullable wire fields use
/// PhysicsDesc's initialized zero values; they never resurrect Setup's
/// typed table.
/// </summary>
public void ApplyNetworkDescription(PhysicsSpawnData physics)
{
CurrentPhysicsScriptTableDid = NormalizeTableDid(
physics.PhysicsScriptTableId.GetValueOrDefault());
CurrentSoundTableDid = NormalizeSoundTableDid(
physics.SoundTableId.GetValueOrDefault());
RawDefaultScriptType = physics.DefaultScriptType.GetValueOrDefault();
DefaultScriptIntensity = physics.DefaultScriptIntensity.GetValueOrDefault();
HasNetworkDescription = true;
}
private static uint? NormalizePhysicsScriptDid(uint did) =>
PhysicsScriptTableResolver.IsPhysicsScriptDid(did) ? did : null;
private static uint? NormalizeTableDid(uint did) =>
PhysicsScriptTableResolver.IsPhysicsScriptTableDid(did) ? did : null;
private static uint? NormalizeSoundTableDid(uint did) =>
(did & 0xFF000000u) == 0x20000000u ? did : null;
}