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

View File

@@ -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();
};
}