#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 { private: struct Data { uint32_t skillId; uint8_t level; bool isActive; uint8_t cost; int16_t range; std::wstring name; std::wstring description; std::wstring iconName; }; 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 = GetData(skillId, level, isActive); return std::make_shared( data.skillId, data.level, data.isActive, data.cost, data.range, data.name, data.description, data.iconName ); } void Update(std::shared_ptr& skill, const uint32_t skillId, const uint32_t level, const uint32_t isActive) const { const auto& data = GetData(skillId, level, isActive); skill->Update( data.level, data.isActive, data.cost, data.range, data.name, data.description, data.iconName ); } private: const Data GetData(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 { skillId, static_cast(level), isActive != 1, static_cast(cost), static_cast(range), std::wstring(name), std::wstring(description), iconEntry ? std::wstring(iconEntry->value) : L"", }; } private: const L2GameDataWrapper& m_L2GameData; const FName& m_FName; }; }