feat: add armor item
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@ -6,7 +6,8 @@
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#include "../GameStructs/L2GameDataWrapper.h"
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#include "../GameStructs/FName.h"
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#include "../../../Common/Common.h"
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#include "Domain/Entities/BaseItem.h"
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#include "Domain/Entities/EtcItem.h"
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#include "Domain/Entities/ArmorItem.h"
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#include "../../../DTO/ItemData.h"
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using namespace L2Bot::Domain;
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@ -30,19 +31,98 @@ namespace Interlude
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const auto data = m_L2GameData.GetItemData(itemInfo.itemId);
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const auto nameEntry = data ? m_FName.GetEntry(data->nameIndex) : nullptr;
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const auto name = nameEntry ? ConvertFromWideChar(nameEntry->value) : "";
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const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
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const auto description = data && data->description ? data->description : L"";
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const auto icon = iconEntry ? ConvertFromWideChar(iconEntry->value) : "";
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const auto description = data && data->description ? ConvertFromWideChar(data->description) : "";
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return std::make_unique<Entities::BaseItem>(
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if (data)
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{
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switch (data->dataType)
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{
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case L2::ItemDataType::ARMOR:
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return CreateArmor(itemInfo, data, name, icon, description);
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case L2::ItemDataType::WEAPON:
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return CreateEtc(itemInfo, data, name, icon, description);
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}
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}
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return CreateEtc(itemInfo, data, name, icon, description);
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}
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std::unique_ptr<Entities::BaseItem> CreateFromPointer(const Entities::BaseItem* other) const
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{
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{
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const auto object = dynamic_cast<const Entities::EtcItem*>(other);
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if (object)
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{
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return std::make_unique<Entities::EtcItem>(object);
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}
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}
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{
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const auto object = dynamic_cast<const Entities::ArmorItem*>(other);
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if (object)
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{
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return std::make_unique<Entities::ArmorItem>(object);
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}
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}
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return std::make_unique<Entities::BaseItem>(other);
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}
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private:
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std::unique_ptr<Entities::BaseItem> CreateEtc(
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const ItemData& itemInfo,
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const FL2ItemDataBase* itemData,
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const std::string& name,
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const std::string& icon,
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const std::string& description
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) const
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{
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return std::make_unique<Entities::EtcItem>(
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itemInfo.objectId,
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itemInfo.itemId,
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itemInfo.mana,
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name,
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icon,
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description,
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itemData ? itemData->weight : 0,
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itemInfo.amount,
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itemInfo.isQuest
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);
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}
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std::unique_ptr<Entities::BaseItem> CreateArmor(
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const ItemData& itemInfo,
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const FL2ItemDataBase* itemData,
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const std::string& name,
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const std::string& icon,
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const std::string& description
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) const
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{
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const auto casted = static_cast<const FL2ArmorItemData*>(itemData);
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const auto setEffect = casted && casted->setEffect ? ConvertFromWideChar(casted->setEffect) : "";
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const auto addSetEffect = casted && casted->setEffect ? ConvertFromWideChar(casted->setEffect) : "";
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const auto enchantEffect = casted && casted->enchantEffect ? ConvertFromWideChar(casted->enchantEffect) : "";
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return std::make_unique<Entities::ArmorItem>(
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itemInfo.objectId,
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itemInfo.itemId,
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itemInfo.mana,
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name,
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icon,
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description,
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itemData ? itemData->weight : 0,
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itemInfo.isEquipped > 0,
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itemInfo.enchantLevel,
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itemInfo.mana,
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nameEntry ? ConvertFromWideChar(nameEntry->value) : "",
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iconEntry ? ConvertFromWideChar(iconEntry->value) : "",
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ConvertFromWideChar(description),
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data ? data->weight : 0
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casted ? static_cast<Enums::ArmorType>(casted->armorType) : Enums::ArmorType::none,
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casted ? static_cast<Enums::CrystalType>(casted->crystalType) : Enums::CrystalType::none,
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casted ? casted->pDef : 0,
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casted ? casted->mDef : 0,
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setEffect,
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addSetEffect,
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enchantEffect
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);
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}
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