refactor: remove unnecessary classes

This commit is contained in:
k0t9i
2023-10-16 00:03:43 +04:00
parent a7a9b626f4
commit 787f4969ed
57 changed files with 1651 additions and 1600 deletions

View File

@@ -1,6 +1,6 @@
#pragma once
#include "Domain/ValueObjects/ChatMessage.h"
#include "Domain/Entities/ChatMessage.h"
#include "../../../DTO/ChatMessage.h"
using namespace L2Bot::Domain;
@@ -13,14 +13,14 @@ namespace Interlude
ChatMessageFactory() = default;
virtual ~ChatMessageFactory() = default;
ValueObjects::ChatMessage Create(const ChatMessage& message) const
std::shared_ptr<Entities::ChatMessage> Create(const ChatMessage& message) const
{
return ValueObjects::ChatMessage{
return std::make_shared<Entities::ChatMessage>(
message.objectId,
static_cast<Enums::ChatChannelEnum>(message.channel),
message.name,
message.text
};
);
}
};
}

View File

@@ -11,6 +11,17 @@ namespace Interlude
{
class DropFactory
{
private:
struct Data
{
uint32_t id;
ValueObjects::Transform transform;
uint32_t itemId;
uint32_t amount;
std::wstring name;
std::wstring iconName;
};
public:
DropFactory(const L2GameDataWrapper& l2GameData, const FName& fName) :
m_L2GameData(l2GameData),
@@ -22,12 +33,40 @@ namespace Interlude
virtual ~DropFactory() = default;
std::shared_ptr<Entities::Drop> Create(const Item* item) const
{
const auto &data = GetData(item);
return std::make_shared<Entities::Drop>(
data.id,
data.transform,
data.itemId,
data.amount,
data.name,
data.iconName
);
}
void Update(std::shared_ptr<Entities::Drop>& drop, const Item* item) const
{
const auto& data = GetData(item);
drop->Update(
data.transform,
data.itemId,
data.amount,
data.name,
data.iconName
);
}
private:
const Data GetData(const Item* item) const
{
const auto itemData = m_L2GameData.GetItemData(item->itemId);
const auto nameEntry = itemData ? m_FName.GetEntry(itemData->nameIndex) : nullptr;
const auto iconEntry = itemData ? m_FName.GetEntry(itemData->iconNameIndex) : nullptr;
return std::make_shared<Entities::Drop>(
return {
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
@@ -43,7 +82,7 @@ namespace Interlude
item->amount,
nameEntry ? std::wstring(nameEntry->value) : L"",
iconEntry ? std::wstring(iconEntry->value) : L""
);
};
}
private:

View File

@@ -9,80 +9,137 @@ namespace Interlude
{
class HeroFactory
{
private:
struct Data
{
uint32_t id;
ValueObjects::Transform transform;
ValueObjects::FullName fullName;
ValueObjects::VitalStats vitalStats;
ValueObjects::Phenotype phenotype;
ValueObjects::ExperienceInfo experienceInfo;
ValueObjects::PermanentStats permanentStats;
ValueObjects::VariableStats variableStats;
ValueObjects::Reputation reputation;
ValueObjects::InventoryInfo inventoryInfo;
uint32_t targetId;
bool isStanding;
};
public:
HeroFactory() = default;
virtual ~HeroFactory() = default;
std::shared_ptr<Entities::Hero> Create(const User* item) const
{
const auto playerController = item->pawn ? item->pawn->lineagePlayerController : nullptr;
const auto& data = GetData(item);
return std::make_shared<Entities::Hero>(
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
ValueObjects::Vector3(
static_cast<float_t>(item->pawn->Rotation.Pitch),
static_cast<float_t>(item->pawn->Rotation.Yaw),
static_cast<float_t>(item->pawn->Rotation.Roll)
),
ValueObjects::Vector3(item->pawn->Velocity.x, item->pawn->Velocity.y, item->pawn->Velocity.z),
ValueObjects::Vector3(item->pawn->Acceleration.x, item->pawn->Acceleration.y, item->pawn->Acceleration.z)
),
ValueObjects::FullName(
std::wstring(item->nickname),
std::wstring(item->title)
),
ValueObjects::VitalStats(
item->maxHp, item->hp,
item->maxMp, item->mp,
item->maxCp, item->cp
),
ValueObjects::Phenotype(
(Enums::RaceEnum)item->raceId,
item->gender == L2::Gender::MALE,
(Enums::ClassEnum)item->classId,
(Enums::ClassEnum)item->activeClassId
),
ValueObjects::ExperienceInfo(
item->lvl,
item->exp,
item->sp
),
ValueObjects::PermanentStats(
item->str,
item->dex,
item->con,
item->int_,
item->men,
item->wit
),
ValueObjects::VariableStats(
item->accuracy,
item->critRate,
item->pAttack,
item->attackSpeed,
item->pDefense,
item->evasion,
item->mAttack,
item->mDefense,
item->castingSpeed
),
ValueObjects::Reputation(
item->karma,
item->pkKills,
item->pvpKills,
static_cast<uint8_t>(item->recRemaining),
static_cast<uint8_t>(item->evalScore)
),
ValueObjects::InventoryInfo(
item->maxWeight,
item->weight,
item->invSlotCount
),
playerController ? playerController->targetObjectId : 0,
playerController ? playerController->isStanding == 1 : true
data.id,
data.transform,
data.fullName,
data.vitalStats,
data.phenotype,
data.experienceInfo,
data.permanentStats,
data.variableStats,
data.reputation,
data.inventoryInfo,
data.targetId,
data.isStanding
);
}
void Update(std::shared_ptr<Entities::Hero>& hero, const User* item) const
{
const auto& data = GetData(item);
hero->Update(
data.transform,
data.fullName,
data.vitalStats,
data.phenotype,
data.experienceInfo,
data.permanentStats,
data.variableStats,
data.reputation,
data.inventoryInfo,
data.targetId,
data.isStanding
);
}
private:
const Data GetData(const User* item) const
{
const auto playerController = item->pawn ? item->pawn->lineagePlayerController : nullptr;
return {
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
ValueObjects::Vector3(
static_cast<float_t>(item->pawn->Rotation.Pitch),
static_cast<float_t>(item->pawn->Rotation.Yaw),
static_cast<float_t>(item->pawn->Rotation.Roll)
),
ValueObjects::Vector3(item->pawn->Velocity.x, item->pawn->Velocity.y, item->pawn->Velocity.z),
ValueObjects::Vector3(item->pawn->Acceleration.x, item->pawn->Acceleration.y, item->pawn->Acceleration.z)
),
ValueObjects::FullName(
std::wstring(item->nickname),
std::wstring(item->title)
),
ValueObjects::VitalStats(
item->maxHp, item->hp,
item->maxMp, item->mp,
item->maxCp, item->cp
),
ValueObjects::Phenotype(
(Enums::RaceEnum)item->raceId,
item->gender == L2::Gender::MALE,
(Enums::ClassEnum)item->classId,
(Enums::ClassEnum)item->activeClassId
),
ValueObjects::ExperienceInfo(
item->lvl,
item->exp,
item->sp
),
ValueObjects::PermanentStats(
item->str,
item->dex,
item->con,
item->int_,
item->men,
item->wit
),
ValueObjects::VariableStats(
item->accuracy,
item->critRate,
item->pAttack,
item->attackSpeed,
item->pDefense,
item->evasion,
item->mAttack,
item->mDefense,
item->castingSpeed
),
ValueObjects::Reputation(
item->karma,
item->pkKills,
item->pvpKills,
static_cast<uint8_t>(item->recRemaining),
static_cast<uint8_t>(item->evalScore)
),
ValueObjects::InventoryInfo(
item->maxWeight,
item->weight,
item->invSlotCount
),
playerController ? playerController->targetObjectId : 0,
playerController ? playerController->isStanding == 1 : true
};
}
};
}

View File

@@ -19,6 +19,64 @@ namespace Interlude
{
class ItemFactory
{
private:
struct BaseData
{
uint32_t objectId;
uint32_t itemId;
int32_t mana;
std::wstring name;
std::wstring iconName;
std::wstring description;
uint16_t weight;
};
struct EtcData : public BaseData
{
uint32_t amount;
bool isQuest;
};
struct ArmorData : public BaseData
{
bool isEquipped;
uint16_t enchantLevel;
Enums::ArmorTypeEnum armorType;
Enums::CrystalTypeEnum crystalType;
uint32_t pDefense;
uint32_t mDefense;
std::wstring setEffect;
std::wstring addSetEffect;
std::wstring enchantEffect;
};
struct ShieldData : public BaseData
{
bool isEquipped;
uint16_t enchantLevel;
Enums::CrystalTypeEnum crystalType;
int16_t evasion;
uint32_t pDefense;
uint16_t defRate;
};
struct WeaponData : public BaseData
{
bool isEquipped;
uint16_t enchantLevel;
Enums::WeaponTypeEnum weaponType;
Enums::CrystalTypeEnum crystalType;
uint8_t rndDamage;
uint32_t pAttack;
uint32_t mAttack;
uint16_t critical;
int8_t hitModify;
uint16_t atkSpd;
uint8_t mpConsume;
uint8_t soulshotCount;
uint8_t spiritshotCount;
};
public:
ItemFactory(const L2GameDataWrapper& l2GameData, const FName& fName, const EnchantHelper& enchantHelper) :
m_L2GameData(l2GameData),
@@ -33,7 +91,237 @@ namespace Interlude
std::shared_ptr<Entities::BaseItem> Create(const ItemData& itemInfo) const
{
//FIXME during first start data may be undefined
const auto data = m_L2GameData.GetItemData(itemInfo.itemId);
const auto data = GetItemData(itemInfo.itemId);
if (data)
{
switch (data->dataType)
{
case L2::ItemDataType::ARMOR:
return CreateArmor(itemInfo);
case L2::ItemDataType::WEAPON:
return CreateWeaponOrShield(itemInfo);
}
return CreateEtc(itemInfo);
}
return nullptr;
}
void Update(std::shared_ptr<Entities::BaseItem>& item, const ItemData& itemInfo) const
{
//FIXME during first start data may be undefined
const auto data = GetItemData(itemInfo.itemId);
if (data)
{
switch (data->dataType)
{
case L2::ItemDataType::ARMOR:
UpdateArmor(item, itemInfo);
return;
case L2::ItemDataType::WEAPON:
UpdateWeaponOrShield(item, itemInfo);
return;
}
}
UpdateEtc(item, itemInfo);
}
private:
std::shared_ptr<Entities::BaseItem> CreateEtc(const ItemData& itemInfo) const
{
const auto& data = GetEtcData(itemInfo);
return std::make_shared<Entities::EtcItem>(
data.objectId,
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.amount,
data.isQuest
);
}
void UpdateEtc(std::shared_ptr<Entities::BaseItem> &item, const ItemData& itemInfo) const
{
auto etcItem = std::dynamic_pointer_cast<Entities::EtcItem>(item);
const auto& data = GetEtcData(itemInfo);
etcItem->Update(
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.amount,
data.isQuest
);
}
std::shared_ptr<Entities::BaseItem> CreateArmor(const ItemData& itemInfo) const
{
const auto& data = GetArmorData(itemInfo);
return std::make_shared<Entities::ArmorItem>(
data.objectId,
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.armorType,
data.crystalType,
data.pDefense,
data.mDefense,
data.setEffect,
data.addSetEffect,
data.enchantEffect
);
}
void UpdateArmor(std::shared_ptr<Entities::BaseItem>& item, const ItemData& itemInfo) const
{
auto armorItem = std::dynamic_pointer_cast<Entities::ArmorItem>(item);
const auto& data = GetArmorData(itemInfo);
armorItem->Update(
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.armorType,
data.crystalType,
data.pDefense,
data.mDefense,
data.setEffect,
data.addSetEffect,
data.enchantEffect
);
}
std::shared_ptr<Entities::BaseItem> CreateWeaponOrShield(const ItemData& itemInfo) const
{
const auto itemData = static_cast<const FL2WeaponItemData*>(GetItemData(itemInfo.itemId));
if (itemData->weaponType != L2::WeaponType::SHIELD)
{
const auto& data = GetWeaponData(itemInfo, itemData);
return std::make_shared<Entities::WeaponItem>(
data.objectId,
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.weaponType,
data.crystalType,
data.rndDamage,
data.pAttack,
data.mAttack,
data.critical,
data.hitModify,
data.atkSpd,
data.mpConsume,
data.soulshotCount,
data.spiritshotCount
);
}
const auto& data = GetShieldData(itemInfo, itemData);
return std::make_shared<Entities::ShieldItem>(
data.objectId,
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.crystalType,
data.evasion,
data.pDefense,
data.defRate
);
}
void UpdateWeaponOrShield(std::shared_ptr<Entities::BaseItem>& item, const ItemData& itemInfo) const
{
const auto itemData = static_cast<const FL2WeaponItemData*>(GetItemData(itemInfo.itemId));
if (itemData->weaponType != L2::WeaponType::SHIELD)
{
auto weaponItem = std::dynamic_pointer_cast<Entities::WeaponItem>(item);
const auto& data = GetWeaponData(itemInfo, itemData);
weaponItem->Update(
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.weaponType,
data.crystalType,
data.rndDamage,
data.pAttack,
data.mAttack,
data.critical,
data.hitModify,
data.atkSpd,
data.mpConsume,
data.soulshotCount,
data.spiritshotCount
);
return;
}
auto shieldItem = std::dynamic_pointer_cast<Entities::ShieldItem>(item);
const auto& data = GetShieldData(itemInfo, itemData);
shieldItem->Update(
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.crystalType,
data.evasion,
data.pDefense,
data.defRate
);
}
const BaseData GetBaseData(const ItemData& itemInfo) const
{
const auto data = GetItemData(itemInfo.itemId);
const auto nameEntry = data ? m_FName.GetEntry(data->nameIndex) : nullptr;
const auto name = nameEntry ? std::wstring(nameEntry->value) : L"";
@@ -41,99 +329,52 @@ namespace Interlude
const auto icon = iconEntry ? std::wstring(iconEntry->value) : L"";
const auto description = data && data->description ? std::wstring(data->description) : L"";
if (data)
{
switch (data->dataType)
{
case L2::ItemDataType::ARMOR:
return CreateArmor(itemInfo, data, name, icon, description);
case L2::ItemDataType::WEAPON:
return CreateWeaponOrShield(itemInfo, data, name, icon, description);
}
}
return CreateEtc(itemInfo, data, name, icon, description);
}
std::shared_ptr<Entities::BaseItem> Copy(std::shared_ptr<Entities::BaseItem> other) const
{
auto otherPtr = other.get();
{
const auto object = dynamic_cast<const Entities::EtcItem*>(otherPtr);
if (object)
{
return std::make_shared<Entities::EtcItem>(object);
}
}
{
const auto object = dynamic_cast<const Entities::ArmorItem*>(otherPtr);
if (object)
{
return std::make_shared<Entities::ArmorItem>(object);
}
}
{
const auto object = dynamic_cast<const Entities::WeaponItem*>(otherPtr);
if (object)
{
return std::make_shared<Entities::WeaponItem>(object);
}
}
{
const auto object = dynamic_cast<const Entities::ShieldItem*>(otherPtr);
if (object)
{
return std::make_shared<Entities::ShieldItem>(object);
}
}
return std::make_shared<Entities::BaseItem>(otherPtr);
}
private:
std::shared_ptr<Entities::BaseItem> CreateEtc(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::wstring& name,
const std::wstring& icon,
const std::wstring& description
) const
{
return std::make_shared<Entities::EtcItem>(
return {
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
itemInfo.amount,
itemInfo.isQuest
);
(uint16_t)(data ? data->weight : 0)
};
}
std::shared_ptr<Entities::BaseItem> CreateArmor(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::wstring& name,
const std::wstring& icon,
const std::wstring& description
) const
const EtcData GetEtcData(const ItemData& itemInfo) const
{
const auto casted = static_cast<const FL2ArmorItemData*>(itemData);
const auto& baseData = GetBaseData(itemInfo);
return {
baseData.objectId,
baseData.itemId,
baseData.mana,
baseData.name,
baseData.iconName,
baseData.description,
baseData.weight,
itemInfo.amount,
itemInfo.isQuest
};
}
const ArmorData GetArmorData(const ItemData& itemInfo) const
{
const auto& baseData = GetBaseData(itemInfo);
const auto casted = static_cast<const FL2ArmorItemData*>(GetItemData(itemInfo.itemId));
const auto setEffect = casted && casted->setEffect ? std::wstring(casted->setEffect) : L"";
const auto addSetEffect = casted && casted->setEffect ? std::wstring(casted->setEffect) : L"";
const auto enchantEffect = casted && casted->enchantEffect ? std::wstring(casted->enchantEffect) : L"";
return std::make_shared<Entities::ArmorItem>(
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
return {
baseData.objectId,
baseData.itemId,
baseData.mana,
baseData.name,
baseData.iconName,
baseData.description,
baseData.weight,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
casted ? static_cast<Enums::ArmorTypeEnum>(casted->armorType) : Enums::ArmorTypeEnum::none,
@@ -143,60 +384,61 @@ namespace Interlude
setEffect,
addSetEffect,
enchantEffect
);
};
}
std::shared_ptr<Entities::BaseItem> CreateWeaponOrShield(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::wstring& name,
const std::wstring& icon,
const std::wstring& description
) const
const ShieldData GetShieldData(const ItemData& itemInfo, const FL2WeaponItemData* itemData) const
{
const auto casted = static_cast<const FL2WeaponItemData*>(itemData);
const auto& baseData = GetBaseData(itemInfo);
if (casted->weaponType != L2::WeaponType::SHIELD)
{
return std::make_shared<Entities::WeaponItem>(
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
casted ? static_cast<Enums::WeaponTypeEnum>(casted->weaponType) : Enums::WeaponTypeEnum::none,
casted ? static_cast<Enums::CrystalTypeEnum>(casted->crystalType) : Enums::CrystalTypeEnum::none,
casted ? casted->rndDamage : 0,
m_EnchantHelper.GetPAttackEnchantValue(casted->weaponType, itemInfo.isTwoHanded, casted->crystalType, casted ? casted->pAttack : 0, itemInfo.enchantLevel),
m_EnchantHelper.GetMAttackEnchantValue(casted->crystalType, casted ? casted->mAttack : 0, itemInfo.enchantLevel),
casted ? casted->critical : 0,
casted ? casted->hitModify : 0,
casted ? casted->atkSpd : 0,
casted ? casted->mpConsume : 0,
casted ? casted->soulshotCount : 0,
casted ? casted->spiritshotCount : 0
);
}
return std::make_shared<Entities::ShieldItem>(
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
return {
baseData.objectId,
baseData.itemId,
baseData.mana,
baseData.name,
baseData.iconName,
baseData.description,
baseData.weight,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
casted ? static_cast<Enums::CrystalTypeEnum>(casted->crystalType) : Enums::CrystalTypeEnum::none,
casted ? casted->shieldEvasion : 0,
m_EnchantHelper.GetDefenseEnchantValue(casted ? casted->shieldPdef : 0, itemInfo.enchantLevel),
casted ? casted->shieldDefRate : 0
);
itemData ? static_cast<Enums::CrystalTypeEnum>(itemData->crystalType) : Enums::CrystalTypeEnum::none,
(int16_t)(itemData ? itemData->shieldEvasion : 0),
m_EnchantHelper.GetDefenseEnchantValue(itemData ? itemData->shieldPdef : 0, itemInfo.enchantLevel),
(uint16_t)(itemData ? itemData->shieldDefRate : 0)
};
}
const WeaponData GetWeaponData(const ItemData& itemInfo, const FL2WeaponItemData* itemData) const
{
const auto& baseData = GetBaseData(itemInfo);
return {
baseData.objectId,
baseData.itemId,
baseData.mana,
baseData.name,
baseData.iconName,
baseData.description,
baseData.weight,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
itemData ? static_cast<Enums::WeaponTypeEnum>(itemData->weaponType) : Enums::WeaponTypeEnum::none,
itemData ? static_cast<Enums::CrystalTypeEnum>(itemData->crystalType) : Enums::CrystalTypeEnum::none,
(uint8_t)(itemData ? itemData->rndDamage : 0),
m_EnchantHelper.GetPAttackEnchantValue(itemData->weaponType, itemInfo.isTwoHanded, itemData->crystalType, itemData ? itemData->pAttack : 0, itemInfo.enchantLevel),
m_EnchantHelper.GetMAttackEnchantValue(itemData->crystalType, itemData ? itemData->mAttack : 0, itemInfo.enchantLevel),
(uint16_t)(itemData ? itemData->critical : 0),
(int8_t)(itemData ? itemData->hitModify : 0),
(uint16_t)(itemData ? itemData->atkSpd : 0),
(uint8_t)(itemData ? itemData->mpConsume : 0),
(uint8_t)(itemData ? itemData->soulshotCount : 0),
(uint8_t)(itemData ? itemData->spiritshotCount : 0)
};
}
const FL2ItemDataBase* GetItemData(const uint32_t itemId) const
{
return m_L2GameData.GetItemData(itemId);
}
private:

View File

@@ -8,13 +8,52 @@ namespace Interlude
{
class NPCFactory
{
private:
struct Data
{
uint32_t id;
ValueObjects::Transform transform;
bool isHostile;
uint32_t npcId;
ValueObjects::FullName fullName;
ValueObjects::VitalStats vitalStats;
};
public:
NPCFactory() = default;
virtual ~NPCFactory() = default;
std::shared_ptr<Entities::NPC> Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
std::shared_ptr<Entities::NPC> Create(const User* item) const
{
const auto& data = GetData(item);
return std::make_shared<Entities::NPC>(
data.id,
data.transform,
data.isHostile,
data.npcId,
data.fullName,
data.vitalStats
);
}
void Update(std::shared_ptr<Entities::NPC>& npc, const User* item) const
{
const auto& data = GetData(item);
npc->Update(
data.transform,
data.isHostile,
data.npcId,
data.fullName,
data.vitalStats
);
}
private:
const Data GetData(const User* item) const
{
return {
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
@@ -28,7 +67,6 @@ namespace Interlude
),
item->isMob != 0,
item->npcId,
spoiledState,
ValueObjects::FullName(
std::wstring(item->nickname),
std::wstring(item->title)
@@ -38,7 +76,7 @@ namespace Interlude
item->maxMp, item->mp,
item->maxCp, item->cp
)
);
};
}
};
}

View File

@@ -8,13 +8,49 @@ namespace Interlude
{
class PlayerFactory
{
private:
struct Data
{
uint32_t id;
ValueObjects::Transform transform;
ValueObjects::FullName fullName;
ValueObjects::Phenotype phenotype;
ValueObjects::VitalStats vitalStats;
};
public:
PlayerFactory() = default;
virtual ~PlayerFactory() = default;
std::shared_ptr<Entities::Player> Create(const User* item) const
{
const auto& data = GetData(item);
return std::make_shared<Entities::Player>(
data.id,
data.transform,
data.fullName,
data.phenotype,
data.vitalStats
);
}
void Update(std::shared_ptr<Entities::Player> &player, const User* item) const
{
const auto& data = GetData(item);
player->Update(
data.transform,
data.fullName,
data.phenotype,
data.vitalStats
);
}
private:
const Data GetData(const User* item) const
{
return {
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
@@ -41,7 +77,7 @@ namespace Interlude
item->maxMp, item->mp,
item->maxCp, item->cp
)
);
};
}
};
}

View File

@@ -14,6 +14,19 @@ namespace Interlude
{
class SkillFactory
{
private:
struct Data
{
uint32_t skillId;
uint8_t level;
bool isActive;
uint8_t cost;
int16_t range;
std::wstring name;
std::wstring description;
std::wstring iconName;
};
public:
SkillFactory(const L2GameDataWrapper& l2GameData, const FName& fName) :
m_L2GameData(l2GameData),
@@ -26,16 +39,37 @@ namespace Interlude
std::shared_ptr<Entities::Skill> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
return std::make_shared<Entities::Skill>(BuildSkillData(skillId, level, isActive));
const auto& data = GetData(skillId, level, isActive);
return std::make_shared<Entities::Skill>(
data.skillId,
data.level,
data.isActive,
data.cost,
data.range,
data.name,
data.description,
data.iconName
);
}
void Update(std::shared_ptr<Entities::Skill>& skill, const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
skill->Update(BuildSkillData(skillId, level, isActive));
const auto& data = GetData(skillId, level, isActive);
skill->Update(
data.level,
data.isActive,
data.cost,
data.range,
data.name,
data.description,
data.iconName
);
}
private:
const Entities::Skill::Data BuildSkillData(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
const Data GetData(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
const auto data = m_L2GameData.GetMSData(skillId, level);