refactor: change skill updating
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@@ -25,6 +25,17 @@ namespace Interlude
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virtual ~SkillFactory() = default;
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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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}
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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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}
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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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{
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const auto data = m_L2GameData.GetMSData(skillId, level);
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@@ -34,7 +45,7 @@ namespace Interlude
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const auto description = data && data->description ? data->description : L"";
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const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
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return std::make_shared<Entities::Skill>(
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return {
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skillId,
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static_cast<uint8_t>(level),
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isActive != 1,
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@@ -43,10 +54,7 @@ namespace Interlude
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std::wstring(name),
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std::wstring(description),
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iconEntry ? std::wstring(iconEntry->value) : L"",
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false,
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false,
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false
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);
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};
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}
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private:
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@@ -128,18 +128,23 @@ namespace Interlude
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const auto skillInfo = casted.GetSkillInfo();
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const auto skillId = skillInfo[2];
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auto skill = m_Factory.Create(
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skillInfo[2],
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skillInfo[1],
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skillInfo[0]
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);
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if (m_Skills.find(skillId) == m_Skills.end())
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{
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m_Skills.emplace(skill->GetId(), skill);
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auto skill = m_Factory.Create(
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skillInfo[2],
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skillInfo[1],
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skillInfo[0]
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);
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m_Skills[skill->GetId()] = skill;
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}
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else
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{
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m_Skills[skillId]->Update(skill.get());
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m_Factory.Update(
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m_Skills[skillId],
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skillInfo[2],
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skillInfo[1],
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skillInfo[0]
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);
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}
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m_NewSkills[skillId] = skillId;
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}
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@@ -161,18 +166,18 @@ namespace Interlude
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const auto& skill = m_Skills[skillId];
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skill->UpdateReloadingState(true);
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skill->UpdateCastingState(true);
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skill->StartReloading();
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skill->StartCasting();
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m_UsedSkillId = skill->GetId();
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m_ReloadingTimers.StartTimer(skill->GetId(), skillInfo[3], [this] (uint32_t skillId) {
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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m_Skills[skillId]->UpdateReloadingState(false);
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m_Skills[skillId]->StopReloading();
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});
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m_CastingTimers.StartTimer(skill->GetId(), skillInfo[2], [this] (uint32_t skillId) {
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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m_Skills[skillId]->UpdateCastingState(false);
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m_Skills[skillId]->StopCasting();
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});
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}
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}
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@@ -195,7 +200,7 @@ namespace Interlude
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const auto& skill = m_Skills[m_UsedSkillId];
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skill->UpdateCastingState(false);
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skill->StopCasting();
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m_CastingTimers.StopTimer(skill->GetId());
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m_UsedSkillId = 0;
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@@ -227,11 +232,11 @@ namespace Interlude
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if (skill->IsToggled() && !needToToggle)
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{
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skill->UpdateToggle(false);
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skill->ToggleOff();
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}
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else if (!skill->IsToggled() && needToToggle && isAura)
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{
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skill->UpdateToggle(true);
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skill->ToggleOn();
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}
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}
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}
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