L2Bot2.0/L2BotDll/Versions/Interlude/Factories/SkillFactory.h
2023-10-13 00:12:55 +04:00

64 lines
1.7 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/Skill.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class SkillFactory
{
public:
SkillFactory(const L2GameDataWrapper& l2GameData, const FName& fName) :
m_L2GameData(l2GameData),
m_FName(fName)
{
}
SkillFactory() = delete;
virtual ~SkillFactory() = default;
std::shared_ptr<Entities::Skill> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
return std::make_shared<Entities::Skill>(BuildSkillData(skillId, level, isActive));
}
void Update(std::shared_ptr<Entities::Skill>& skill, const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
skill->Update(BuildSkillData(skillId, level, isActive));
}
private:
const Entities::Skill::Data BuildSkillData(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
const auto data = m_L2GameData.GetMSData(skillId, level);
const auto cost = data ? data->mpCost : 0;
const auto range = data ? data->range : 0;
const auto name = data && data->name ? data->name : L"";
const auto description = data && data->description ? data->description : L"";
const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
return {
skillId,
static_cast<uint8_t>(level),
isActive != 1,
static_cast<uint8_t>(cost),
static_cast<int16_t>(range),
std::wstring(name),
std::wstring(description),
iconEntry ? std::wstring(iconEntry->value) : L"",
};
}
private:
const L2GameDataWrapper& m_L2GameData;
const FName& m_FName;
};
}