L2Bot2.0/L2BotCore/Domain/Entities/WeaponItem.h
2023-01-25 17:49:50 +04:00

202 lines
5.7 KiB
C++

#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include "BaseItem.h"
#include "../Enums/WeaponTypeEnum.h"
#include "../Enums/CrystalTypeEnum.h"
namespace L2Bot::Domain::Entities
{
class WeaponItem : public BaseItem
{
public:
void Update(const EntityInterface* other) override
{
const WeaponItem* casted = static_cast<const WeaponItem*>(other);
BaseItem::Update(other);
m_IsEquipped = casted->m_IsEquipped;
m_EnchantLevel = casted->m_EnchantLevel;
m_WeaponType = casted->m_WeaponType;
m_CrystalType = casted->m_CrystalType;
m_PAttack = casted->m_PAttack;
m_MAttack = casted->m_MAttack;
m_RndDamage = casted->m_RndDamage;
m_Critical = casted->m_Critical;
m_HitModify = casted->m_HitModify;
m_AttackSpeed = casted->m_AttackSpeed;
m_MpConsume = casted->m_MpConsume;
m_SoulshotCount = casted->m_SoulshotCount;
m_SpiritshotCount = casted->m_SpiritshotCount;
}
void SaveState() override
{
BaseItem::SaveState();
m_PrevState =
{
m_IsEquipped,
m_EnchantLevel,
m_PAttack,
m_MAttack,
false
};
}
const bool IsEqual(const EntityInterface* other) const override
{
const WeaponItem* casted = static_cast<const WeaponItem*>(other);
return BaseItem::IsEqual(other) &&
m_IsEquipped == casted->m_IsEquipped &&
m_EnchantLevel == casted->m_EnchantLevel &&
m_WeaponType == casted->m_WeaponType &&
m_CrystalType == casted->m_CrystalType &&
m_PAttack == casted->m_PAttack &&
m_MAttack == casted->m_MAttack &&
m_RndDamage == casted->m_RndDamage &&
m_Critical == casted->m_Critical &&
m_HitModify == casted->m_HitModify &&
m_AttackSpeed == casted->m_AttackSpeed &&
m_MpConsume == casted->m_MpConsume &&
m_SoulshotCount == casted->m_SoulshotCount &&
m_SpiritshotCount == casted->m_SpiritshotCount;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result = BaseItem::BuildSerializationNodes();
if (m_PrevState.isNewState)
{
result.push_back({ "weaponType", std::to_string(static_cast<uint8_t>(m_WeaponType)) });
result.push_back({ "crystalType", std::to_string(static_cast<int8_t>(m_CrystalType)) });
result.push_back({ "rndDamage", std::to_string(m_RndDamage) });
result.push_back({ "critical", std::to_string(m_Critical) });
result.push_back({ "hitModify", std::to_string(m_HitModify) });
result.push_back({ "attackSpeed", std::to_string(m_AttackSpeed) });
result.push_back({ "mpConsume", std::to_string(m_MpConsume) });
result.push_back({ "soulshotCount", std::to_string(m_SoulshotCount) });
result.push_back({ "spiritshotCount", std::to_string(m_SpiritshotCount) });
}
if (m_PrevState.isNewState || m_IsEquipped != m_PrevState.isEquipped)
{
result.push_back({ "isEquipped", std::to_string(m_IsEquipped) });
}
if (m_PrevState.isNewState || m_EnchantLevel != m_PrevState.enchantLevel)
{
result.push_back({ "enchantLevel", std::to_string(m_EnchantLevel) });
}
if (m_PrevState.isNewState || m_PAttack != m_PrevState.pAttack)
{
result.push_back({ "pAttack", std::to_string(m_PAttack) });
}
if (m_PrevState.isNewState || m_MAttack != m_PrevState.mAttack)
{
result.push_back({ "mAttack", std::to_string(m_MAttack) });
}
return result;
}
WeaponItem(
const uint32_t objectId,
const uint32_t itemId,
const int32_t mana,
const std::string& name,
const std::string& iconName,
const std::string& description,
const uint16_t weight,
const bool isEquipped,
const uint16_t enchantLevel,
const Enums::WeaponTypeEnum weaponType,
const Enums::CrystalTypeEnum crystalType,
const uint8_t rndDamage,
const uint32_t pAttack,
const uint32_t mAttack,
const uint16_t critical,
const int8_t hitModify,
const uint16_t atkSpd,
const uint8_t mpConsume,
const uint8_t soulshotCount,
const uint8_t spiritshotCount
) :
BaseItem
(
objectId,
itemId,
mana,
name,
iconName,
description,
weight,
Enums::ItemTypeEnum::weapon
),
m_IsEquipped(isEquipped),
m_EnchantLevel(enchantLevel),
m_WeaponType(weaponType),
m_CrystalType(crystalType),
m_RndDamage(rndDamage),
m_PAttack(pAttack),
m_MAttack(mAttack),
m_Critical(critical),
m_HitModify(hitModify),
m_AttackSpeed(atkSpd),
m_MpConsume(mpConsume),
m_SoulshotCount(soulshotCount),
m_SpiritshotCount(spiritshotCount)
{
}
WeaponItem(const WeaponItem* other) :
BaseItem(other),
m_IsEquipped(other->m_IsEquipped),
m_EnchantLevel(other->m_EnchantLevel),
m_WeaponType(other->m_WeaponType),
m_CrystalType(other->m_CrystalType),
m_RndDamage(other->m_RndDamage),
m_PAttack(other->m_PAttack),
m_MAttack(other->m_MAttack),
m_Critical(other->m_Critical),
m_HitModify(other->m_HitModify),
m_AttackSpeed(other->m_AttackSpeed),
m_MpConsume(other->m_MpConsume),
m_SoulshotCount(other->m_SoulshotCount),
m_SpiritshotCount(other->m_SpiritshotCount)
{
}
WeaponItem() = default;
virtual ~WeaponItem() = default;
private:
struct GetState
{
bool isEquipped = 0;
uint16_t enchantLevel = 0;
uint32_t pAttack = 0;
uint32_t mAttack = 0;
bool isNewState = true;
};
private:
bool m_IsEquipped = 0;
uint16_t m_EnchantLevel = 0;
Enums::WeaponTypeEnum m_WeaponType = Enums::WeaponTypeEnum::none;
Enums::CrystalTypeEnum m_CrystalType = Enums::CrystalTypeEnum::none;
uint8_t m_RndDamage = 0;
uint32_t m_PAttack = 0;
uint32_t m_MAttack = 0;
uint16_t m_Critical = 0;
int8_t m_HitModify = 0;
uint16_t m_AttackSpeed = 0;
uint8_t m_MpConsume = 0;
uint8_t m_SoulshotCount = 0;
uint8_t m_SpiritshotCount = 0;
GetState m_PrevState = GetState();
};
}