112 lines
3.0 KiB
C++
112 lines
3.0 KiB
C++
#pragma once
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#include <cstdint>
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#include "WorldObject.h"
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#include "../ValueObjects/FullName.h"
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#include "../ValueObjects/VitalStats.h"
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#include "../Serializers/Serializable.h"
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#include "../Enums/SpoilStateEnum.h"
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namespace L2Bot::Domain::Entities
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{
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class NPC : public WorldObject
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{
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public:
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void Update(const EntityInterface* other) override
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{
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const NPC* casted = static_cast<const NPC*>(other);
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WorldObject::Update(other);
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m_IsHostile = casted->m_IsHostile;
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m_NpcId = casted->m_NpcId;
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m_SpoilState = casted->m_SpoilState;
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m_FullName = casted->m_FullName;
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m_VitalStats = casted->m_VitalStats;
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}
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void SaveState() override
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{
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WorldObject::SaveState();
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m_PrevState =
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{
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m_FullName,
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m_SpoilState,
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m_VitalStats,
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false
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};
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}
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const bool IsEqual(const EntityInterface* other) const override
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{
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const NPC* casted = static_cast<const NPC*>(other);
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return WorldObject::IsEqual(other) &&
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m_IsHostile == casted->m_IsHostile &&
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m_NpcId == casted->m_NpcId &&
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m_SpoilState == casted->m_SpoilState &&
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m_FullName.IsEqual(&casted->m_FullName) &&
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m_VitalStats.IsEqual(&casted->m_VitalStats);
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}
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const std::vector<Serializers::Node> BuildSerializationNodes() const override
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{
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std::vector<Serializers::Node> result = WorldObject::BuildSerializationNodes();
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if (m_PrevState.isNewState || !m_FullName.IsEqual(&m_PrevState.fullName))
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{
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result.push_back({ L"fullName", m_FullName.BuildSerializationNodes() });
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}
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if (m_PrevState.isNewState)
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{
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result.push_back({ L"isHostile", std::to_wstring(m_IsHostile) });
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result.push_back({ L"npcId", std::to_wstring(m_NpcId) });
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}
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if (m_PrevState.isNewState || m_SpoilState != m_PrevState.spoilState)
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{
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result.push_back({ L"spoilState", std::to_wstring(static_cast<uint32_t>(m_SpoilState)) });
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}
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if (m_PrevState.isNewState || !m_VitalStats.IsEqual(&m_PrevState.vitalStats))
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{
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result.push_back({ L"vitalStats", m_VitalStats.BuildSerializationNodes() });
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}
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return result;
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}
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NPC(
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const uint32_t id,
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const ValueObjects::Transform transform,
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const bool isHostile,
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const uint32_t npcId,
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const Enums::SpoilStateEnum spoilState,
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const ValueObjects::FullName fullName,
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const ValueObjects::VitalStats vitalStats
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) :
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WorldObject(id, transform),
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m_IsHostile(isHostile),
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m_NpcId(npcId),
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m_SpoilState(spoilState),
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m_FullName(fullName),
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m_VitalStats(vitalStats)
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{
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}
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NPC() = default;
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virtual ~NPC() = default;
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private:
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struct GetState
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{
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ValueObjects::FullName fullName = ValueObjects::FullName();
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Enums::SpoilStateEnum spoilState = Enums::SpoilStateEnum::none;
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ValueObjects::VitalStats vitalStats = ValueObjects::VitalStats();
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bool isNewState = true;
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};
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private:
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bool m_IsHostile = false;
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uint32_t m_NpcId = 0;
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Enums::SpoilStateEnum m_SpoilState = Enums::SpoilStateEnum::none;
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ValueObjects::FullName m_FullName = ValueObjects::FullName();
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ValueObjects::VitalStats m_VitalStats = ValueObjects::VitalStats();
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GetState m_PrevState = GetState();
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};
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}
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