refactor: change skill updating

This commit is contained in:
k0t9i
2023-10-13 00:12:55 +04:00
parent ac7bde68e9
commit a7a9b626f4
3 changed files with 99 additions and 51 deletions

View File

@@ -25,6 +25,17 @@ namespace Interlude
virtual ~SkillFactory() = default;
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));
}
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));
}
private:
const Entities::Skill::Data BuildSkillData(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
const auto data = m_L2GameData.GetMSData(skillId, level);
@@ -34,7 +45,7 @@ namespace Interlude
const auto description = data && data->description ? data->description : L"";
const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
return std::make_shared<Entities::Skill>(
return {
skillId,
static_cast<uint8_t>(level),
isActive != 1,
@@ -43,10 +54,7 @@ namespace Interlude
std::wstring(name),
std::wstring(description),
iconEntry ? std::wstring(iconEntry->value) : L"",
false,
false,
false
);
};
}
private: