feat: add weapon and shield items

This commit is contained in:
k0t9i 2023-01-24 18:37:47 +04:00
parent 2b94f823f2
commit ca0183603f
11 changed files with 487 additions and 9 deletions

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@ -113,7 +113,8 @@ namespace L2Bot::Domain::Entities
name,
iconName,
description,
weight
weight,
Enums::ItemType::armor
),
m_IsEquipped(isEquipped),
m_EnchantLevel(enchantLevel),

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@ -3,6 +3,7 @@
#include <string>
#include <vector>
#include "EntityInterface.h"
#include "../Enums/ItemType.h"
namespace L2Bot::Domain::Entities
{
@ -25,6 +26,7 @@ namespace L2Bot::Domain::Entities
m_IconName = casted->m_IconName;
m_Description = casted->m_Description;
m_Weight = casted->m_Weight;
m_Type = casted->m_Type;
}
virtual void SaveState() override
{
@ -44,7 +46,8 @@ namespace L2Bot::Domain::Entities
m_Name == casted->m_Name &&
m_IconName == casted->m_IconName &&
m_Description == casted->m_Description &&
m_Weight == casted->m_Weight;
m_Weight == casted->m_Weight &&
m_Type == casted->m_Type;
}
virtual const std::vector<Serializers::Node> BuildSerializationNodes() const override
@ -56,6 +59,7 @@ namespace L2Bot::Domain::Entities
if (m_PrevState.isNewState)
{
result.push_back({ "type", std::to_string(static_cast<int8_t>(m_Type))});
result.push_back({ "name", m_Name });
result.push_back({ "iconName", m_IconName });
result.push_back({ "description", m_Description });
@ -80,7 +84,8 @@ namespace L2Bot::Domain::Entities
const std::string& name,
const std::string& iconName,
const std::string& description,
const uint16_t weight
const uint16_t weight,
const Enums::ItemType type
) :
m_ObjectId(objectId),
m_ItemId(itemId),
@ -88,7 +93,8 @@ namespace L2Bot::Domain::Entities
m_Name(name),
m_IconName(iconName),
m_Description(description),
m_Weight(weight)
m_Weight(weight),
m_Type(type)
{
}
@ -99,7 +105,8 @@ namespace L2Bot::Domain::Entities
m_Name(other->m_Name),
m_IconName(other->m_IconName),
m_Description(other->m_Description),
m_Weight(other->m_Weight)
m_Weight(other->m_Weight),
m_Type(other->m_Type)
{
}
@ -123,6 +130,7 @@ namespace L2Bot::Domain::Entities
std::string m_IconName = "";
std::string m_Description = "";
uint16_t m_Weight = 0;
Enums::ItemType m_Type = Enums::ItemType::none;
GetState m_PrevState = GetState();
};
}

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@ -71,7 +71,8 @@ namespace L2Bot::Domain::Entities
name,
iconName,
description,
weight
weight,
Enums::ItemType::etc
),
m_Amount(amount),
m_IsQuest(isQuest)

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@ -0,0 +1,146 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include "BaseItem.h"
#include "../Enums/CrystalType.h"
namespace L2Bot::Domain::Entities
{
class ShieldItem : public BaseItem
{
public:
void Update(const EntityInterface* other) override
{
const ShieldItem* casted = static_cast<const ShieldItem*>(other);
BaseItem::Update(other);
m_IsEquipped = casted->m_IsEquipped;
m_EnchantLevel = casted->m_EnchantLevel;
m_CrystalType = casted->m_CrystalType;
m_Evasion = casted->m_Evasion;
m_PDef = casted->m_PDef;
m_DefRate = casted->m_DefRate;
}
void SaveState() override
{
BaseItem::SaveState();
m_PrevState =
{
m_IsEquipped,
m_EnchantLevel,
m_PDef,
false
};
}
const bool IsEqual(const EntityInterface* other) const override
{
const ShieldItem* casted = static_cast<const ShieldItem*>(other);
return BaseItem::IsEqual(other) &&
m_IsEquipped == casted->m_IsEquipped &&
m_EnchantLevel == casted->m_EnchantLevel &&
m_CrystalType == casted->m_CrystalType &&
m_Evasion == casted->m_Evasion &&
m_PDef == casted->m_PDef &&
m_DefRate == casted->m_DefRate;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result = BaseItem::BuildSerializationNodes();
if (m_PrevState.isNewState)
{
result.push_back({ "crystalType", std::to_string(static_cast<int8_t>(m_CrystalType)) });
result.push_back({ "evasion", std::to_string(m_Evasion) });
result.push_back({ "defRate", std::to_string(m_DefRate) });
}
if (m_PrevState.isNewState || m_IsEquipped != m_PrevState.isEquipped)
{
result.push_back({ "isEquipped", std::to_string(m_IsEquipped) });
}
if (m_PrevState.isNewState || m_EnchantLevel != m_PrevState.enchantLevel)
{
result.push_back({ "enchantLevel", std::to_string(m_EnchantLevel) });
}
if (m_PrevState.isNewState || m_PDef != m_PrevState.pDef)
{
result.push_back({ "pDef", std::to_string(m_PDef) });
}
return result;
}
ShieldItem(
const uint32_t objectId,
const uint32_t itemId,
const int32_t mana,
const std::string& name,
const std::string& iconName,
const std::string& description,
const uint16_t weight,
const bool isEquipped,
const uint16_t enchantLevel,
const Enums::CrystalType crystalType,
const int16_t evasion,
const uint16_t pDef,
const uint16_t defRate
) :
BaseItem
(
objectId,
itemId,
mana,
name,
iconName,
description,
weight,
Enums::ItemType::shield
),
m_IsEquipped(isEquipped),
m_EnchantLevel(enchantLevel),
m_CrystalType(crystalType),
m_Evasion(evasion),
m_PDef(pDef),
m_DefRate(defRate)
{
}
ShieldItem(const ShieldItem* other) :
BaseItem(other),
m_IsEquipped(other->m_IsEquipped),
m_EnchantLevel(other->m_EnchantLevel),
m_CrystalType(other->m_CrystalType),
m_Evasion(other->m_Evasion),
m_PDef(other->m_PDef),
m_DefRate(other->m_DefRate)
{
}
ShieldItem() = default;
virtual ~ShieldItem() = default;
private:
struct GetState
{
bool isEquipped = 0;
uint16_t enchantLevel = 0;
uint16_t pDef = 0;
bool isNewState = true;
};
private:
bool m_IsEquipped = 0;
uint16_t m_EnchantLevel = 0;
Enums::CrystalType m_CrystalType = Enums::CrystalType::none;
int16_t m_Evasion = 0;
uint16_t m_PDef = 0;
uint16_t m_DefRate = 0;
GetState m_PrevState = GetState();
};
}

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@ -0,0 +1,201 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include "BaseItem.h"
#include "../Enums/WeaponType.h"
#include "../Enums/CrystalType.h"
namespace L2Bot::Domain::Entities
{
class WeaponItem : public BaseItem
{
public:
void Update(const EntityInterface* other) override
{
const WeaponItem* casted = static_cast<const WeaponItem*>(other);
BaseItem::Update(other);
m_IsEquipped = casted->m_IsEquipped;
m_EnchantLevel = casted->m_EnchantLevel;
m_WeaponType = casted->m_WeaponType;
m_CrystalType = casted->m_CrystalType;
m_PAtk = casted->m_PAtk;
m_MAtk = casted->m_MAtk;
m_RndDamage = casted->m_RndDamage;
m_Critical = casted->m_Critical;
m_HitModify = casted->m_HitModify;
m_AtkSpd = casted->m_AtkSpd;
m_MpConsume = casted->m_MpConsume;
m_SoulshotCount = casted->m_SoulshotCount;
m_SpiritshotCount = casted->m_SpiritshotCount;
}
void SaveState() override
{
BaseItem::SaveState();
m_PrevState =
{
m_IsEquipped,
m_EnchantLevel,
m_PAtk,
m_MAtk,
false
};
}
const bool IsEqual(const EntityInterface* other) const override
{
const WeaponItem* casted = static_cast<const WeaponItem*>(other);
return BaseItem::IsEqual(other) &&
m_IsEquipped == casted->m_IsEquipped &&
m_EnchantLevel == casted->m_EnchantLevel &&
m_WeaponType == casted->m_WeaponType &&
m_CrystalType == casted->m_CrystalType &&
m_PAtk == casted->m_PAtk &&
m_MAtk == casted->m_MAtk &&
m_RndDamage == casted->m_RndDamage &&
m_Critical == casted->m_Critical &&
m_HitModify == casted->m_HitModify &&
m_AtkSpd == casted->m_AtkSpd &&
m_MpConsume == casted->m_MpConsume &&
m_SoulshotCount == casted->m_SoulshotCount &&
m_SpiritshotCount == casted->m_SpiritshotCount;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result = BaseItem::BuildSerializationNodes();
if (m_PrevState.isNewState)
{
result.push_back({ "weaponType", std::to_string(static_cast<uint8_t>(m_WeaponType)) });
result.push_back({ "crystalType", std::to_string(static_cast<int8_t>(m_CrystalType)) });
result.push_back({ "rndDamage", std::to_string(m_RndDamage) });
result.push_back({ "critical", std::to_string(m_Critical) });
result.push_back({ "hitModify", std::to_string(m_HitModify) });
result.push_back({ "atkSpd", std::to_string(m_AtkSpd) });
result.push_back({ "mpConsume", std::to_string(m_MpConsume) });
result.push_back({ "soulshotCount", std::to_string(m_SoulshotCount) });
result.push_back({ "spiritshotCount", std::to_string(m_SpiritshotCount) });
}
if (m_PrevState.isNewState || m_IsEquipped != m_PrevState.isEquipped)
{
result.push_back({ "isEquipped", std::to_string(m_IsEquipped) });
}
if (m_PrevState.isNewState || m_EnchantLevel != m_PrevState.enchantLevel)
{
result.push_back({ "enchantLevel", std::to_string(m_EnchantLevel) });
}
if (m_PrevState.isNewState || m_PAtk != m_PrevState.pAtk)
{
result.push_back({ "pAtk", std::to_string(m_PAtk) });
}
if (m_PrevState.isNewState || m_MAtk != m_PrevState.mAtk)
{
result.push_back({ "mAtk", std::to_string(m_MAtk) });
}
return result;
}
WeaponItem(
const uint32_t objectId,
const uint32_t itemId,
const int32_t mana,
const std::string& name,
const std::string& iconName,
const std::string& description,
const uint16_t weight,
const bool isEquipped,
const uint16_t enchantLevel,
const Enums::WeaponType weaponType,
const Enums::CrystalType crystalType,
const uint8_t rndDamage,
const uint16_t pAtk,
const uint16_t mAtk,
const uint16_t critical,
const int8_t hitModify,
const uint16_t atkSpd,
const uint8_t mpConsume,
const uint8_t soulshotCount,
const uint8_t spiritshotCount
) :
BaseItem
(
objectId,
itemId,
mana,
name,
iconName,
description,
weight,
Enums::ItemType::weapon
),
m_IsEquipped(isEquipped),
m_EnchantLevel(enchantLevel),
m_WeaponType(weaponType),
m_CrystalType(crystalType),
m_RndDamage(rndDamage),
m_PAtk(pAtk),
m_MAtk(mAtk),
m_Critical(critical),
m_HitModify(hitModify),
m_AtkSpd(atkSpd),
m_MpConsume(mpConsume),
m_SoulshotCount(soulshotCount),
m_SpiritshotCount(spiritshotCount)
{
}
WeaponItem(const WeaponItem* other) :
BaseItem(other),
m_IsEquipped(other->m_IsEquipped),
m_EnchantLevel(other->m_EnchantLevel),
m_WeaponType(other->m_WeaponType),
m_CrystalType(other->m_CrystalType),
m_RndDamage(other->m_RndDamage),
m_PAtk(other->m_PAtk),
m_MAtk(other->m_MAtk),
m_Critical(other->m_Critical),
m_HitModify(other->m_HitModify),
m_AtkSpd(other->m_AtkSpd),
m_MpConsume(other->m_MpConsume),
m_SoulshotCount(other->m_SoulshotCount),
m_SpiritshotCount(other->m_SpiritshotCount)
{
}
WeaponItem() = default;
virtual ~WeaponItem() = default;
private:
struct GetState
{
bool isEquipped = 0;
uint16_t enchantLevel = 0;
uint16_t pAtk = 0;
uint16_t mAtk = 0;
bool isNewState = true;
};
private:
bool m_IsEquipped = 0;
uint16_t m_EnchantLevel = 0;
Enums::WeaponType m_WeaponType = Enums::WeaponType::none;
Enums::CrystalType m_CrystalType = Enums::CrystalType::none;
uint8_t m_RndDamage = 0;
uint16_t m_PAtk = 0;
uint16_t m_MAtk = 0;
uint16_t m_Critical = 0;
int8_t m_HitModify = 0;
uint16_t m_AtkSpd = 0;
uint8_t m_MpConsume = 0;
uint8_t m_SoulshotCount = 0;
uint8_t m_SpiritshotCount = 0;
GetState m_PrevState = GetState();
};
}

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@ -0,0 +1,15 @@
#pragma once
#include <cstdint>
namespace L2Bot::Domain::Enums
{
enum class ItemType : int8_t
{
none = -1,
etc,
armor,
weapon,
shield
};
}

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@ -0,0 +1,21 @@
#pragma once
#include <cstdint>
namespace L2Bot::Domain::Enums
{
enum class WeaponType : uint8_t
{
none = 0,
sword,
blunt,
dagger,
pole,
fist,
bow,
etc,
dualsword,
pet,
fishingRod
};
}

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@ -164,9 +164,13 @@
<ClInclude Include="Domain\Entities\EntityInterface.h" />
<ClInclude Include="Domain\Entities\BaseItem.h" />
<ClInclude Include="Domain\Entities\EtcItem.h" />
<ClInclude Include="Domain\Entities\ShieldItem.h" />
<ClInclude Include="Domain\Entities\Skill.h" />
<ClInclude Include="Domain\Entities\WeaponItem.h" />
<ClInclude Include="Domain\Enums\ArmorType.h" />
<ClInclude Include="Domain\Enums\CrystalType.h" />
<ClInclude Include="Domain\Enums\ItemType.h" />
<ClInclude Include="Domain\Enums\WeaponType.h" />
<ClInclude Include="Domain\ValueObjects\Vector3.h" />
<ClInclude Include="Domain\Enums\SpoilStateEnum.h" />
<ClInclude Include="Domain\Transports\TransportInterface.h" />

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@ -123,6 +123,18 @@
<ClInclude Include="Domain\Enums\CrystalType.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Enums\WeaponType.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Entities\WeaponItem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Entities\ShieldItem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Enums\ItemType.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="pch.cpp">

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@ -120,10 +120,10 @@ private:
std::vector<Serializers::SerializableStateContainer> items
{
Serializers::SerializableStateContainer{m_HeroService.GetEntities(), "hero"},
/*Serializers::SerializableStateContainer{m_DropService.GetEntities(), "drop"},
Serializers::SerializableStateContainer{m_DropService.GetEntities(), "drop"},
Serializers::SerializableStateContainer{m_NPCService.GetEntities(), "npc"},
Serializers::SerializableStateContainer{m_PlayerService.GetEntities(), "player"},
Serializers::SerializableStateContainer{m_SkillService.GetEntities(), "skill"},*/
Serializers::SerializableStateContainer{m_SkillService.GetEntities(), "skill"},
Serializers::SerializableStateContainer{m_ItemService.GetEntities(), "item"},
};

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@ -8,6 +8,8 @@
#include "../../../Common/Common.h"
#include "Domain/Entities/EtcItem.h"
#include "Domain/Entities/ArmorItem.h"
#include "Domain/Entities/WeaponItem.h"
#include "Domain/Entities/ShieldItem.h"
#include "../../../DTO/ItemData.h"
using namespace L2Bot::Domain;
@ -43,7 +45,7 @@ namespace Interlude
case L2::ItemDataType::ARMOR:
return CreateArmor(itemInfo, data, name, icon, description);
case L2::ItemDataType::WEAPON:
return CreateEtc(itemInfo, data, name, icon, description);
return CreateWeaponOrShield(itemInfo, data, name, icon, description);
}
}
@ -66,6 +68,20 @@ namespace Interlude
return std::make_unique<Entities::ArmorItem>(object);
}
}
{
const auto object = dynamic_cast<const Entities::WeaponItem*>(other);
if (object)
{
return std::make_unique<Entities::WeaponItem>(object);
}
}
{
const auto object = dynamic_cast<const Entities::ShieldItem*>(other);
if (object)
{
return std::make_unique<Entities::ShieldItem>(object);
}
}
return std::make_unique<Entities::BaseItem>(other);
}
@ -126,6 +142,59 @@ namespace Interlude
);
}
std::unique_ptr<Entities::BaseItem> CreateWeaponOrShield(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::string& name,
const std::string& icon,
const std::string& description
) const
{
const auto casted = static_cast<const FL2WeaponItemData*>(itemData);
if (casted->weaponType != L2::WeaponType::SHIELD)
{
return std::make_unique<Entities::WeaponItem>(
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
casted ? static_cast<Enums::WeaponType>(casted->weaponType) : Enums::WeaponType::none,
casted ? static_cast<Enums::CrystalType>(casted->crystalType) : Enums::CrystalType::none,
casted ? casted->rndDamage : 0,
casted ? casted->pAtk : 0,
casted ? casted->mAtk : 0,
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_unique<Entities::ShieldItem>(
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
casted ? static_cast<Enums::CrystalType>(casted->crystalType) : Enums::CrystalType::none,
casted ? casted->shieldEvasion : 0,
casted ? casted->shieldPdef : 0,
casted ? casted->shieldDefRate : 0
);
}
private:
const L2GameDataWrapper& m_L2GameData;
const FName& m_FName;