L2Bot2.0/L2BotCore/Domain/Entities/NPC.h
2024-08-21 15:00:17 +02:00

95 lines
2.4 KiB
C++

#pragma once
#include <cstdint>
#include "WorldObject.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../Serializers/Serializable.h"
#include "../Enums/SpoilStateEnum.h"
namespace L2Bot::Domain::Entities
{
class NPC : public WorldObject
{
public:
void UpdateSpoilState(const Enums::SpoilStateEnum spoilState)
{
m_SpoilState = spoilState;
}
void Update(
const ValueObjects::Transform& transform,
const bool isHostile,
const uint32_t npcId,
const ValueObjects::FullName& fullName,
const ValueObjects::VitalStats& vitalStats
) {
WorldObject::Update(transform);
m_IsHostile = isHostile;
m_NpcId = npcId;
m_FullName = fullName;
m_VitalStats.LoadFromOther(vitalStats);
}
const size_t GetHash() const override
{
return Helpers::CombineHashes({
WorldObject::GetHash(),
std::hash<bool>{}(m_IsHostile),
std::hash<uint32_t>{}(m_NpcId),
std::hash<Enums::SpoilStateEnum>{}(m_SpoilState),
m_FullName.GetHash(),
m_VitalStats.GetHash()
});
}
const std::string GetEntityName() const override
{
return "npc";
}
void MarkAsDead()
{
m_VitalStats.MarkAsDead();
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result = WorldObject::BuildSerializationNodes();
result.push_back({ L"fullName", m_FullName.BuildSerializationNodes() });
result.push_back({ L"isHostile", std::to_wstring(m_IsHostile) });
result.push_back({ L"npcId", std::to_wstring(m_NpcId) });
result.push_back({ L"spoilState", std::to_wstring(static_cast<uint32_t>(m_SpoilState)) });
result.push_back({ L"vitalStats", m_VitalStats.BuildSerializationNodes() });
return result;
}
NPC(
const uint32_t id,
const ValueObjects::Transform& transform,
const bool isHostile,
const uint32_t npcId,
const ValueObjects::FullName& fullName,
const ValueObjects::VitalStats& vitalStats
) :
WorldObject(id, transform),
m_IsHostile(isHostile),
m_NpcId(npcId),
m_FullName(fullName),
m_VitalStats(vitalStats)
{
}
NPC() = default;
virtual ~NPC() = default;
private:
bool m_IsHostile = false;
uint32_t m_NpcId = 0;
Enums::SpoilStateEnum m_SpoilState = Enums::SpoilStateEnum::none;
ValueObjects::FullName m_FullName = ValueObjects::FullName();
ValueObjects::VitalStats m_VitalStats = ValueObjects::VitalStats();
};
}