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