L2Bot2.0/L2BotDll/Versions/Interlude/Factories/DropFactory.h
2023-10-18 13:28:29 +04:00

101 lines
2.5 KiB
C++

#pragma once
#include <memory>
#include <format>
#include "../GameStructs/L2GameDataWrapper.h"
#include "../GameStructs/FName.h"
#include "../GameStructs/GameStructs.h"
#include "../../../Common/Common.h"
#include "Domain/Entities/Drop.h"
#include "Domain/Exceptions.h"
namespace Interlude
{
class DropFactory
{
private:
struct Data
{
uint32_t id;
ValueObjects::Transform transform;
uint32_t itemId;
uint32_t amount;
std::wstring name;
std::wstring iconName;
};
public:
DropFactory(const L2GameDataWrapper& l2GameData, const FName& fName) :
m_L2GameData(l2GameData),
m_FName(fName)
{
}
DropFactory() = delete;
virtual ~DropFactory() = default;
std::shared_ptr<Entities::Drop> Create(const Item* item) const
{
const auto &data = GetData(item);
return std::make_shared<Entities::Drop>(
data.id,
data.transform,
data.itemId,
data.amount,
data.name,
data.iconName
);
}
void Update(std::shared_ptr<Entities::Drop>& drop, const Item* item) const
{
const auto& data = GetData(item);
drop->Update(
data.transform,
data.itemId,
data.amount,
data.name,
data.iconName
);
}
private:
const Data GetData(const Item* item) const
{
const auto itemData = m_L2GameData.GetItemData(item->itemId);
if (!itemData) {
throw RuntimeException(std::format(L"cannot load ItemData for drop {}", item->itemId));
}
const auto nameEntry = m_FName.GetEntry(itemData->nameIndex);
const auto iconEntry = m_FName.GetEntry(itemData->iconNameIndex);
if (!item->pawn) {
throw RuntimeException(std::format(L"pawn is empty for drop {}", std::wstring(nameEntry->value)));
}
return {
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
ValueObjects::Vector3(
static_cast<float_t>(item->pawn->Rotation.Pitch),
static_cast<float_t>(item->pawn->Rotation.Yaw),
static_cast<float_t>(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)
),
item->itemId,
item->amount,
nameEntry ? std::wstring(nameEntry->value) : L"",
iconEntry ? std::wstring(iconEntry->value) : L""
};
}
private:
const L2GameDataWrapper& m_L2GameData;
const FName& m_FName;
};
}