#pragma once #include #include "../GameStructs/L2GameDataWrapper.h" #include "../GameStructs/FName.h" #include "../GameStructs/GameStructs.h" #include "../../../Common/Common.h" #include "Domain/Entities/Drop.h" namespace Interlude { class DropFactory { public: DropFactory(const L2GameDataWrapper& l2GameData, const FName& fName) : m_L2GameData(l2GameData), m_FName(fName) { } DropFactory() = delete; virtual ~DropFactory() = default; std::unique_ptr Create(const Item* item) const { const auto itemData = m_L2GameData.GetItemData(item->itemId); const auto nameEntry = itemData ? m_FName.GetEntry(itemData->nameIndex) : nullptr; const auto iconEntry = itemData ? m_FName.GetEntry(itemData->iconNameIndex) : nullptr; return std::make_unique( item->objectId, ValueObjects::Transform( ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z), ValueObjects::Vector3( static_cast(item->pawn->Rotation.Pitch), static_cast(item->pawn->Rotation.Yaw), static_cast(item->pawn->Rotation.Roll) ), ValueObjects::Vector3(item->pawn->Velocity.x, item->pawn->Velocity.y, item->pawn->Velocity.z), ValueObjects::Vector3(item->pawn->Acceleration.x, item->pawn->Acceleration.y, item->pawn->Acceleration.z) ), item->itemId, item->amount, nameEntry ? std::wstring(nameEntry->value) : L"", iconEntry ? std::wstring(iconEntry->value) : L"" ); } private: const L2GameDataWrapper& m_L2GameData; const FName& m_FName; }; }