#pragma once #include #include "../GameStructs/GameStructs.h" #include "../../../Common/Common.h" #include "Domain/Entities/Hero.h" namespace Interlude { class HeroFactory { public: HeroFactory() = default; virtual ~HeroFactory() = default; std::unique_ptr Create(const User* item) const { const auto playerController = item->pawn ? item->pawn->lineagePlayerController : 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) ), ValueObjects::FullName( ConvertFromWideChar(item->nickname), ConvertFromWideChar(item->title) ), ValueObjects::VitalStats( item->maxHp, item->hp, item->maxMp, item->mp, item->maxCp, item->cp ), ValueObjects::Phenotype( (Enums::RaceEnum)item->raceId, item->gender == L2::Gender::MALE, (Enums::ClassEnum)item->classId, (Enums::ClassEnum)item->activeClassId ), ValueObjects::ExperienceInfo( item->lvl, item->exp, item->sp ), ValueObjects::PermanentStats( item->str, item->dex, item->con, item->int_, item->men, item->wit ), ValueObjects::VariableStats( item->accuracy, item->critRate, item->pAttack, item->attackSpeed, item->pDefense, item->evasion, item->mAttack, item->mDefense, item->castingSpeed ), ValueObjects::Reputation( item->karma, item->pkKills, item->pvpKills, static_cast(item->recRemaining), static_cast(item->evalScore) ), ValueObjects::InventoryInfo( item->maxWeight, item->weight, item->invSlotCount ), playerController ? playerController->targetObjectId : 0, playerController ? playerController->isStanding == 1 : true ); } }; }