feat: add armor item
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170
L2BotCore/Domain/Entities/ArmorItem.h
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170
L2BotCore/Domain/Entities/ArmorItem.h
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#pragma once
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#include <cstdint>
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#include <string>
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#include <vector>
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#include "BaseItem.h"
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#include "../Enums/ArmorType.h"
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#include "../Enums/CrystalType.h"
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namespace L2Bot::Domain::Entities
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{
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class ArmorItem : public BaseItem
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{
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public:
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void Update(const EntityInterface* other) override
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{
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const ArmorItem* casted = static_cast<const ArmorItem*>(other);
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BaseItem::Update(other);
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m_IsEquipped = casted->m_IsEquipped;
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m_EnchantLevel = casted->m_EnchantLevel;
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m_ArmorType = casted->m_ArmorType;
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m_CrystalType = casted->m_CrystalType;
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m_PDef = casted->m_PDef;
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m_MDef = casted->m_MDef;
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m_SetEffect = casted->m_SetEffect;
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m_AddSetEffect = casted->m_AddSetEffect;
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m_EnchantEffect = casted->m_EnchantEffect;
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}
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void SaveState() override
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{
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BaseItem::SaveState();
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m_PrevState =
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{
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m_IsEquipped,
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m_EnchantLevel,
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m_PDef,
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m_MDef,
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false
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};
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}
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const bool IsEqual(const EntityInterface* other) const override
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{
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const ArmorItem* casted = static_cast<const ArmorItem*>(other);
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return BaseItem::IsEqual(other) &&
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m_IsEquipped == casted->m_IsEquipped &&
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m_EnchantLevel == casted->m_EnchantLevel &&
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m_ArmorType == casted->m_ArmorType &&
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m_CrystalType == casted->m_CrystalType &&
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m_PDef == casted->m_PDef &&
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m_MDef == casted->m_MDef &&
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m_SetEffect == casted->m_SetEffect &&
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m_AddSetEffect == casted->m_AddSetEffect &&
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m_EnchantEffect == casted->m_EnchantEffect;
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}
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const std::vector<Serializers::Node> BuildSerializationNodes() const override
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{
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std::vector<Serializers::Node> result = BaseItem::BuildSerializationNodes();
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if (m_PrevState.isNewState)
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{
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result.push_back({ "armorType", std::to_string(static_cast<uint8_t>(m_ArmorType)) });
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result.push_back({ "crystalType", std::to_string(static_cast<int8_t>(m_CrystalType)) });
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result.push_back({ "setEffect", m_SetEffect });
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result.push_back({ "addSetEffect", m_AddSetEffect });
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result.push_back({ "enchantEffect", m_EnchantEffect });
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}
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if (m_PrevState.isNewState || m_IsEquipped != m_PrevState.isEquipped)
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{
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result.push_back({ "isEquipped", std::to_string(m_IsEquipped) });
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}
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if (m_PrevState.isNewState || m_EnchantLevel != m_PrevState.enchantLevel)
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{
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result.push_back({ "enchantLevel", std::to_string(m_EnchantLevel) });
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}
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if (m_PrevState.isNewState || m_PDef != m_PrevState.pDef)
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{
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result.push_back({ "pDef", std::to_string(m_PDef) });
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}
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if (m_PrevState.isNewState || m_MDef != m_PrevState.mDef)
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{
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result.push_back({ "mDef", std::to_string(m_MDef) });
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}
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return result;
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}
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ArmorItem(
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const uint32_t objectId,
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const uint32_t itemId,
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const int32_t mana,
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const std::string& name,
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const std::string& iconName,
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const std::string& description,
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const uint16_t weight,
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const bool isEquipped,
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const uint16_t enchantLevel,
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const Enums::ArmorType armorType,
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const Enums::CrystalType crystalType,
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const uint16_t pDef,
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const uint16_t mDef,
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const std::string& setEffect,
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const std::string& addSetEffect,
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const std::string& enchantEffect
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) :
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BaseItem
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(
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objectId,
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itemId,
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mana,
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name,
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iconName,
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description,
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weight
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),
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m_IsEquipped(isEquipped),
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m_EnchantLevel(enchantLevel),
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m_ArmorType(armorType),
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m_CrystalType(crystalType),
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m_PDef(pDef),
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m_MDef(mDef),
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m_SetEffect(setEffect),
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m_AddSetEffect(addSetEffect),
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m_EnchantEffect(enchantEffect)
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{
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}
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ArmorItem(const ArmorItem* other) :
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BaseItem(other),
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m_IsEquipped(other->m_IsEquipped),
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m_EnchantLevel(other->m_EnchantLevel),
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m_ArmorType(other->m_ArmorType),
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m_CrystalType(other->m_CrystalType),
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m_PDef(other->m_PDef),
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m_MDef(other->m_MDef),
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m_SetEffect(other->m_SetEffect),
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m_AddSetEffect(other->m_AddSetEffect),
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m_EnchantEffect(other->m_EnchantEffect)
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{
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}
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ArmorItem() = default;
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virtual ~ArmorItem() = default;
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private:
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struct GetState
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{
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bool isEquipped = 0;
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uint16_t enchantLevel = 0;
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uint16_t pDef = 0;
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uint16_t mDef = 0;
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bool isNewState = true;
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};
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private:
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bool m_IsEquipped = 0;
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uint16_t m_EnchantLevel = 0;
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Enums::ArmorType m_ArmorType = Enums::ArmorType::none;
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Enums::CrystalType m_CrystalType = Enums::CrystalType::none;
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uint16_t m_PDef = 0;
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uint16_t m_MDef = 0;
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std::string m_SetEffect = "";
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std::string m_AddSetEffect = "";
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std::string m_EnchantEffect = "";
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GetState m_PrevState = GetState();
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};
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}
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