44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
#pragma once
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#include <memory>
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#include "../../../Common/Common.h"
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#include "Domain/Entities/NPC.h"
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namespace Interlude
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{
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class NPCFactory
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{
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public:
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NPCFactory() = default;
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virtual ~NPCFactory() = default;
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std::shared_ptr<Entities::NPC> Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
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{
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return std::make_shared<Entities::NPC>(
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item->objectId,
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ValueObjects::Transform(
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ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
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ValueObjects::Vector3(
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static_cast<float_t>(item->pawn->Rotation.Pitch),
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static_cast<float_t>(item->pawn->Rotation.Yaw),
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static_cast<float_t>(item->pawn->Rotation.Roll)
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),
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ValueObjects::Vector3(item->pawn->Velocity.x, item->pawn->Velocity.y, item->pawn->Velocity.z),
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ValueObjects::Vector3(item->pawn->Acceleration.x, item->pawn->Acceleration.y, item->pawn->Acceleration.z)
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),
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item->isMob != 0,
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item->npcId,
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spoiledState,
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ValueObjects::FullName(
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std::wstring(item->nickname),
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std::wstring(item->title)
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),
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ValueObjects::VitalStats(
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item->maxHp, item->hp,
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item->maxMp, item->mp,
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item->maxCp, item->cp
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)
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);
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}
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};
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} |