#pragma once #include #include #include #include "BaseItem.h" #include "../Enums/ArmorTypeEnum.h" #include "../Enums/CrystalTypeEnum.h" namespace L2Bot::Domain::Entities { class ArmorItem : public BaseItem { public: void Update(const EntityInterface* other) override { const ArmorItem* casted = static_cast(other); BaseItem::Update(other); m_IsEquipped = casted->m_IsEquipped; m_EnchantLevel = casted->m_EnchantLevel; m_ArmorType = casted->m_ArmorType; m_CrystalType = casted->m_CrystalType; m_PDefense = casted->m_PDefense; m_MDefense = casted->m_MDefense; m_SetEffect = casted->m_SetEffect; m_AddSetEffect = casted->m_AddSetEffect; m_EnchantEffect = casted->m_EnchantEffect; } void SaveState() override { BaseItem::SaveState(); m_PrevState = { m_IsEquipped, m_EnchantLevel, m_PDefense, m_MDefense, false }; } const bool IsEqual(const EntityInterface* other) const override { const ArmorItem* casted = static_cast(other); return BaseItem::IsEqual(other) && m_IsEquipped == casted->m_IsEquipped && m_EnchantLevel == casted->m_EnchantLevel && m_ArmorType == casted->m_ArmorType && m_CrystalType == casted->m_CrystalType && m_PDefense == casted->m_PDefense && m_MDefense == casted->m_MDefense && m_SetEffect == casted->m_SetEffect && m_AddSetEffect == casted->m_AddSetEffect && m_EnchantEffect == casted->m_EnchantEffect; } const std::vector BuildSerializationNodes() const override { std::vector result = BaseItem::BuildSerializationNodes(); if (m_PrevState.isNewState) { result.push_back({ "armorType", std::to_string(static_cast(m_ArmorType)) }); result.push_back({ "crystalType", std::to_string(static_cast(m_CrystalType)) }); result.push_back({ "setEffect", m_SetEffect }); result.push_back({ "addSetEffect", m_AddSetEffect }); result.push_back({ "enchantEffect", m_EnchantEffect }); } 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_PDefense != m_PrevState.pDefense) { result.push_back({ "pDefense", std::to_string(m_PDefense) }); } if (m_PrevState.isNewState || m_MDefense != m_PrevState.mDefense) { result.push_back({ "mDefense", std::to_string(m_MDefense) }); } return result; } ArmorItem( 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::ArmorTypeEnum armorType, const Enums::CrystalTypeEnum crystalType, const uint32_t pDefense, const uint32_t mDefense, const std::string& setEffect, const std::string& addSetEffect, const std::string& enchantEffect ) : BaseItem ( objectId, itemId, mana, name, iconName, description, weight, Enums::ItemTypeEnum::armor ), m_IsEquipped(isEquipped), m_EnchantLevel(enchantLevel), m_ArmorType(armorType), m_CrystalType(crystalType), m_PDefense(pDefense), m_MDefense(mDefense), m_SetEffect(setEffect), m_AddSetEffect(addSetEffect), m_EnchantEffect(enchantEffect) { } ArmorItem(const ArmorItem* other) : BaseItem(other), m_IsEquipped(other->m_IsEquipped), m_EnchantLevel(other->m_EnchantLevel), m_ArmorType(other->m_ArmorType), m_CrystalType(other->m_CrystalType), m_PDefense(other->m_PDefense), m_MDefense(other->m_MDefense), m_SetEffect(other->m_SetEffect), m_AddSetEffect(other->m_AddSetEffect), m_EnchantEffect(other->m_EnchantEffect) { } ArmorItem() = default; virtual ~ArmorItem() = default; private: struct GetState { bool isEquipped = 0; uint16_t enchantLevel = 0; uint32_t pDefense = 0; uint32_t mDefense = 0; bool isNewState = true; }; private: bool m_IsEquipped = 0; uint16_t m_EnchantLevel = 0; Enums::ArmorTypeEnum m_ArmorType = Enums::ArmorTypeEnum::none; Enums::CrystalTypeEnum m_CrystalType = Enums::CrystalTypeEnum::none; uint32_t m_PDefense = 0; uint32_t m_MDefense = 0; std::string m_SetEffect = ""; std::string m_AddSetEffect = ""; std::string m_EnchantEffect = ""; GetState m_PrevState = GetState(); }; }