DarkflameServer/dGame/dInventory/ItemSetPassiveAbility.h

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#pragma once
#include <vector>
#include "dCommonVars.h"
class Entity;
class ItemSet;
enum class PassiveAbilityTrigger
{
AssemblyImagination, // Less than 1 imagination
ParadoxHealth, // Less or equal to 1 health
SentinelArmor, // Less than 1 armor
VentureHealth, // Less than 3 health
EnemySmashed, // Enemy is smashed
};
/**
* Passive abilities that belong to an item set, activated when a PassiveAbilityTrigger condition is met
*/
class ItemSetPassiveAbility
{
public:
ItemSetPassiveAbility(PassiveAbilityTrigger trigger, Entity* parent, ItemSet* itemSet);
~ItemSetPassiveAbility();
void Update(float deltaTime);
/**
* Attempts to trigger a passive ability for this item set, if this is the wrong trigger this is a no-op
* @param trigger the trigger to attempt to fire
*/
void Trigger(PassiveAbilityTrigger trigger, Entity* target = nullptr);
/**
* Activates the passive ability
*/
void Activate(Entity* target = nullptr);
/**
* Finds all the passive abilities associated with a certain item set
* @param itemSetID the item set to find abilities for
* @param parent the parent to add to the passive abilities
* @param itemSet the item set to add to the passive abilities
* @return the passive abilities for the provided item set
*/
static std::vector<ItemSetPassiveAbility> FindAbilities(uint32_t itemSetID, Entity* parent, ItemSet* itemSet);
private:
void OnEnemySmshed(Entity* target = nullptr);
/**
* The means of triggering this ability
*/
PassiveAbilityTrigger m_Trigger;
/**
* The owner of this ability
*/
Entity* m_Parent;
/**
* The item set this ability belongs to
*/
ItemSet* m_ItemSet;
/**
* The cooldown on this ability until it can be activated again
*/
float m_Cooldown;
};