L2Bot2.0/L2BotDll/Versions/Interlude/Factories/ItemFactory.h
2023-01-26 15:07:56 +04:00

206 lines
6.2 KiB
C++

#pragma once
#include <memory>
#include <map>
#include <chrono>
#include "../GameStructs/L2GameDataWrapper.h"
#include "../GameStructs/FName.h"
#include "../../../Common/Common.h"
#include "Domain/Entities/EtcItem.h"
#include "Domain/Entities/ArmorItem.h"
#include "Domain/Entities/WeaponItem.h"
#include "Domain/Entities/ShieldItem.h"
#include "../../../DTO/ItemData.h"
#include "../Helpers/EnchantHelper.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class ItemFactory
{
public:
ItemFactory(const L2GameDataWrapper& l2GameData, const FName& fName, const EnchantHelper& enchantHelper) :
m_L2GameData(l2GameData),
m_FName(fName),
m_EnchantHelper(enchantHelper)
{
}
ItemFactory() = delete;
virtual ~ItemFactory() = default;
std::unique_ptr<Entities::BaseItem> Create(const ItemData& itemInfo) const
{
//FIXME during first start data may be undefined
const auto data = m_L2GameData.GetItemData(itemInfo.itemId);
const auto nameEntry = data ? m_FName.GetEntry(data->nameIndex) : nullptr;
const auto name = nameEntry ? std::wstring(nameEntry->value) : L"";
const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
const auto icon = iconEntry ? std::wstring(iconEntry->value) : L"";
const auto description = data && data->description ? std::wstring(data->description) : L"";
if (data)
{
switch (data->dataType)
{
case L2::ItemDataType::ARMOR:
return CreateArmor(itemInfo, data, name, icon, description);
case L2::ItemDataType::WEAPON:
return CreateWeaponOrShield(itemInfo, data, name, icon, description);
}
}
return CreateEtc(itemInfo, data, name, icon, description);
}
std::unique_ptr<Entities::BaseItem> CreateFromPointer(const Entities::BaseItem* other) const
{
{
const auto object = dynamic_cast<const Entities::EtcItem*>(other);
if (object)
{
return std::make_unique<Entities::EtcItem>(object);
}
}
{
const auto object = dynamic_cast<const Entities::ArmorItem*>(other);
if (object)
{
return std::make_unique<Entities::ArmorItem>(object);
}
}
{
const auto object = dynamic_cast<const Entities::WeaponItem*>(other);
if (object)
{
return std::make_unique<Entities::WeaponItem>(object);
}
}
{
const auto object = dynamic_cast<const Entities::ShieldItem*>(other);
if (object)
{
return std::make_unique<Entities::ShieldItem>(object);
}
}
return std::make_unique<Entities::BaseItem>(other);
}
private:
std::unique_ptr<Entities::BaseItem> CreateEtc(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::wstring& name,
const std::wstring& icon,
const std::wstring& description
) const
{
return std::make_unique<Entities::EtcItem>(
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
itemInfo.amount,
itemInfo.isQuest
);
}
std::unique_ptr<Entities::BaseItem> CreateArmor(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::wstring& name,
const std::wstring& icon,
const std::wstring& description
) const
{
const auto casted = static_cast<const FL2ArmorItemData*>(itemData);
const auto setEffect = casted && casted->setEffect ? std::wstring(casted->setEffect) : L"";
const auto addSetEffect = casted && casted->setEffect ? std::wstring(casted->setEffect) : L"";
const auto enchantEffect = casted && casted->enchantEffect ? std::wstring(casted->enchantEffect) : L"";
return std::make_unique<Entities::ArmorItem>(
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
casted ? static_cast<Enums::ArmorTypeEnum>(casted->armorType) : Enums::ArmorTypeEnum::none,
casted ? static_cast<Enums::CrystalTypeEnum>(casted->crystalType) : Enums::CrystalTypeEnum::none,
m_EnchantHelper.GetDefenseEnchantValue(casted ? casted->pDefense : 0, itemInfo.enchantLevel),
m_EnchantHelper.GetDefenseEnchantValue(casted ? casted->mDefense : 0, itemInfo.enchantLevel),
setEffect,
addSetEffect,
enchantEffect
);
}
std::unique_ptr<Entities::BaseItem> CreateWeaponOrShield(
const ItemData& itemInfo,
const FL2ItemDataBase* itemData,
const std::wstring& name,
const std::wstring& icon,
const std::wstring& description
) const
{
const auto casted = static_cast<const FL2WeaponItemData*>(itemData);
if (casted->weaponType != L2::WeaponType::SHIELD)
{
return std::make_unique<Entities::WeaponItem>(
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
casted ? static_cast<Enums::WeaponTypeEnum>(casted->weaponType) : Enums::WeaponTypeEnum::none,
casted ? static_cast<Enums::CrystalTypeEnum>(casted->crystalType) : Enums::CrystalTypeEnum::none,
casted ? casted->rndDamage : 0,
m_EnchantHelper.GetPAttackEnchantValue(casted->weaponType, itemInfo.isTwoHanded, casted->crystalType, casted ? casted->pAttack : 0, itemInfo.enchantLevel),
m_EnchantHelper.GetMAttackEnchantValue(casted->crystalType, casted ? casted->mAttack : 0, itemInfo.enchantLevel),
casted ? casted->critical : 0,
casted ? casted->hitModify : 0,
casted ? casted->atkSpd : 0,
casted ? casted->mpConsume : 0,
casted ? casted->soulshotCount : 0,
casted ? casted->spiritshotCount : 0
);
}
return std::make_unique<Entities::ShieldItem>(
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
itemData ? itemData->weight : 0,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
casted ? static_cast<Enums::CrystalTypeEnum>(casted->crystalType) : Enums::CrystalTypeEnum::none,
casted ? casted->shieldEvasion : 0,
m_EnchantHelper.GetDefenseEnchantValue(casted ? casted->shieldPdef : 0, itemInfo.enchantLevel),
casted ? casted->shieldDefRate : 0
);
}
private:
const L2GameDataWrapper& m_L2GameData;
const FName& m_FName;
const EnchantHelper& m_EnchantHelper;
};
}