L2Bot2.0/L2BotDll/Versions/Interlude/Factories/ItemFactory.h
2023-10-16 00:03:43 +04:00

449 lines
11 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
{
private:
struct BaseData
{
uint32_t objectId;
uint32_t itemId;
int32_t mana;
std::wstring name;
std::wstring iconName;
std::wstring description;
uint16_t weight;
};
struct EtcData : public BaseData
{
uint32_t amount;
bool isQuest;
};
struct ArmorData : public BaseData
{
bool isEquipped;
uint16_t enchantLevel;
Enums::ArmorTypeEnum armorType;
Enums::CrystalTypeEnum crystalType;
uint32_t pDefense;
uint32_t mDefense;
std::wstring setEffect;
std::wstring addSetEffect;
std::wstring enchantEffect;
};
struct ShieldData : public BaseData
{
bool isEquipped;
uint16_t enchantLevel;
Enums::CrystalTypeEnum crystalType;
int16_t evasion;
uint32_t pDefense;
uint16_t defRate;
};
struct WeaponData : public BaseData
{
bool isEquipped;
uint16_t enchantLevel;
Enums::WeaponTypeEnum weaponType;
Enums::CrystalTypeEnum crystalType;
uint8_t rndDamage;
uint32_t pAttack;
uint32_t mAttack;
uint16_t critical;
int8_t hitModify;
uint16_t atkSpd;
uint8_t mpConsume;
uint8_t soulshotCount;
uint8_t spiritshotCount;
};
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::shared_ptr<Entities::BaseItem> Create(const ItemData& itemInfo) const
{
//FIXME during first start data may be undefined
const auto data = GetItemData(itemInfo.itemId);
if (data)
{
switch (data->dataType)
{
case L2::ItemDataType::ARMOR:
return CreateArmor(itemInfo);
case L2::ItemDataType::WEAPON:
return CreateWeaponOrShield(itemInfo);
}
return CreateEtc(itemInfo);
}
return nullptr;
}
void Update(std::shared_ptr<Entities::BaseItem>& item, const ItemData& itemInfo) const
{
//FIXME during first start data may be undefined
const auto data = GetItemData(itemInfo.itemId);
if (data)
{
switch (data->dataType)
{
case L2::ItemDataType::ARMOR:
UpdateArmor(item, itemInfo);
return;
case L2::ItemDataType::WEAPON:
UpdateWeaponOrShield(item, itemInfo);
return;
}
}
UpdateEtc(item, itemInfo);
}
private:
std::shared_ptr<Entities::BaseItem> CreateEtc(const ItemData& itemInfo) const
{
const auto& data = GetEtcData(itemInfo);
return std::make_shared<Entities::EtcItem>(
data.objectId,
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.amount,
data.isQuest
);
}
void UpdateEtc(std::shared_ptr<Entities::BaseItem> &item, const ItemData& itemInfo) const
{
auto etcItem = std::dynamic_pointer_cast<Entities::EtcItem>(item);
const auto& data = GetEtcData(itemInfo);
etcItem->Update(
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.amount,
data.isQuest
);
}
std::shared_ptr<Entities::BaseItem> CreateArmor(const ItemData& itemInfo) const
{
const auto& data = GetArmorData(itemInfo);
return std::make_shared<Entities::ArmorItem>(
data.objectId,
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.armorType,
data.crystalType,
data.pDefense,
data.mDefense,
data.setEffect,
data.addSetEffect,
data.enchantEffect
);
}
void UpdateArmor(std::shared_ptr<Entities::BaseItem>& item, const ItemData& itemInfo) const
{
auto armorItem = std::dynamic_pointer_cast<Entities::ArmorItem>(item);
const auto& data = GetArmorData(itemInfo);
armorItem->Update(
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.armorType,
data.crystalType,
data.pDefense,
data.mDefense,
data.setEffect,
data.addSetEffect,
data.enchantEffect
);
}
std::shared_ptr<Entities::BaseItem> CreateWeaponOrShield(const ItemData& itemInfo) const
{
const auto itemData = static_cast<const FL2WeaponItemData*>(GetItemData(itemInfo.itemId));
if (itemData->weaponType != L2::WeaponType::SHIELD)
{
const auto& data = GetWeaponData(itemInfo, itemData);
return std::make_shared<Entities::WeaponItem>(
data.objectId,
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.weaponType,
data.crystalType,
data.rndDamage,
data.pAttack,
data.mAttack,
data.critical,
data.hitModify,
data.atkSpd,
data.mpConsume,
data.soulshotCount,
data.spiritshotCount
);
}
const auto& data = GetShieldData(itemInfo, itemData);
return std::make_shared<Entities::ShieldItem>(
data.objectId,
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.crystalType,
data.evasion,
data.pDefense,
data.defRate
);
}
void UpdateWeaponOrShield(std::shared_ptr<Entities::BaseItem>& item, const ItemData& itemInfo) const
{
const auto itemData = static_cast<const FL2WeaponItemData*>(GetItemData(itemInfo.itemId));
if (itemData->weaponType != L2::WeaponType::SHIELD)
{
auto weaponItem = std::dynamic_pointer_cast<Entities::WeaponItem>(item);
const auto& data = GetWeaponData(itemInfo, itemData);
weaponItem->Update(
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.weaponType,
data.crystalType,
data.rndDamage,
data.pAttack,
data.mAttack,
data.critical,
data.hitModify,
data.atkSpd,
data.mpConsume,
data.soulshotCount,
data.spiritshotCount
);
return;
}
auto shieldItem = std::dynamic_pointer_cast<Entities::ShieldItem>(item);
const auto& data = GetShieldData(itemInfo, itemData);
shieldItem->Update(
data.itemId,
data.mana,
data.name,
data.iconName,
data.description,
data.weight,
data.isEquipped,
data.enchantLevel,
data.crystalType,
data.evasion,
data.pDefense,
data.defRate
);
}
const BaseData GetBaseData(const ItemData& itemInfo) const
{
const auto data = 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"";
return {
itemInfo.objectId,
itemInfo.itemId,
itemInfo.mana,
name,
icon,
description,
(uint16_t)(data ? data->weight : 0)
};
}
const EtcData GetEtcData(const ItemData& itemInfo) const
{
const auto& baseData = GetBaseData(itemInfo);
return {
baseData.objectId,
baseData.itemId,
baseData.mana,
baseData.name,
baseData.iconName,
baseData.description,
baseData.weight,
itemInfo.amount,
itemInfo.isQuest
};
}
const ArmorData GetArmorData(const ItemData& itemInfo) const
{
const auto& baseData = GetBaseData(itemInfo);
const auto casted = static_cast<const FL2ArmorItemData*>(GetItemData(itemInfo.itemId));
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 {
baseData.objectId,
baseData.itemId,
baseData.mana,
baseData.name,
baseData.iconName,
baseData.description,
baseData.weight,
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
};
}
const ShieldData GetShieldData(const ItemData& itemInfo, const FL2WeaponItemData* itemData) const
{
const auto& baseData = GetBaseData(itemInfo);
return {
baseData.objectId,
baseData.itemId,
baseData.mana,
baseData.name,
baseData.iconName,
baseData.description,
baseData.weight,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
itemData ? static_cast<Enums::CrystalTypeEnum>(itemData->crystalType) : Enums::CrystalTypeEnum::none,
(int16_t)(itemData ? itemData->shieldEvasion : 0),
m_EnchantHelper.GetDefenseEnchantValue(itemData ? itemData->shieldPdef : 0, itemInfo.enchantLevel),
(uint16_t)(itemData ? itemData->shieldDefRate : 0)
};
}
const WeaponData GetWeaponData(const ItemData& itemInfo, const FL2WeaponItemData* itemData) const
{
const auto& baseData = GetBaseData(itemInfo);
return {
baseData.objectId,
baseData.itemId,
baseData.mana,
baseData.name,
baseData.iconName,
baseData.description,
baseData.weight,
itemInfo.isEquipped > 0,
itemInfo.enchantLevel,
itemData ? static_cast<Enums::WeaponTypeEnum>(itemData->weaponType) : Enums::WeaponTypeEnum::none,
itemData ? static_cast<Enums::CrystalTypeEnum>(itemData->crystalType) : Enums::CrystalTypeEnum::none,
(uint8_t)(itemData ? itemData->rndDamage : 0),
m_EnchantHelper.GetPAttackEnchantValue(itemData->weaponType, itemInfo.isTwoHanded, itemData->crystalType, itemData ? itemData->pAttack : 0, itemInfo.enchantLevel),
m_EnchantHelper.GetMAttackEnchantValue(itemData->crystalType, itemData ? itemData->mAttack : 0, itemInfo.enchantLevel),
(uint16_t)(itemData ? itemData->critical : 0),
(int8_t)(itemData ? itemData->hitModify : 0),
(uint16_t)(itemData ? itemData->atkSpd : 0),
(uint8_t)(itemData ? itemData->mpConsume : 0),
(uint8_t)(itemData ? itemData->soulshotCount : 0),
(uint8_t)(itemData ? itemData->spiritshotCount : 0)
};
}
const FL2ItemDataBase* GetItemData(const uint32_t itemId) const
{
return m_L2GameData.GetItemData(itemId);
}
private:
const L2GameDataWrapper& m_L2GameData;
const FName& m_FName;
const EnchantHelper& m_EnchantHelper;
};
}