#pragma once #include #include #include #include "../GameStructs/L2GameDataWrapper.h" #include "../GameStructs/FName.h" #include "../../../Common/Common.h" #include "Domain/Entities/Skill.h" using namespace L2Bot::Domain; namespace Interlude { class SkillFactory { public: SkillFactory(const L2GameDataWrapper& l2GameData, const FName& fName) : m_L2GameData(l2GameData), m_FName(fName) { } SkillFactory() = delete; virtual ~SkillFactory() = default; std::shared_ptr Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const { const auto data = m_L2GameData.GetMSData(skillId, level); const auto cost = data ? data->mpCost : 0; const auto range = data ? data->range : 0; const auto name = data && data->name ? data->name : L""; const auto description = data && data->description ? data->description : L""; const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr; return std::make_shared( skillId, static_cast(level), isActive != 1, static_cast(cost), static_cast(range), std::wstring(name), std::wstring(description), iconEntry ? std::wstring(iconEntry->value) : L"", false, false, false ); } private: const L2GameDataWrapper& m_L2GameData; const FName& m_FName; }; }