DarkflameServer/dGame/dInventory/ItemSetPassiveAbility.cpp

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#include "ItemSetPassiveAbility.h"
#include "DestroyableComponent.h"
#include "SkillComponent.h"
#include "ItemSet.h"
#include "ItemSetPassiveAbilityID.h"
ItemSetPassiveAbility::ItemSetPassiveAbility(PassiveAbilityTrigger trigger, Entity* parent, ItemSet* itemSet) {
m_Trigger = trigger;
m_Parent = parent;
m_ItemSet = itemSet;
m_Cooldown = 0.0f;
}
ItemSetPassiveAbility::~ItemSetPassiveAbility() {
}
void ItemSetPassiveAbility::Trigger(PassiveAbilityTrigger trigger, Entity* target) {
if (m_Trigger != trigger || m_Cooldown > 0.0f) {
return;
}
Activate(target);
}
void ItemSetPassiveAbility::Update(float deltaTime) {
if (m_Cooldown > 0.0f) {
m_Cooldown -= deltaTime;
}
}
void ItemSetPassiveAbility::Activate(Entity* target) {
if (m_Trigger == PassiveAbilityTrigger::EnemySmashed) {
OnEnemySmshed(target);
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return;
}
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
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if (destroyableComponent == nullptr || skillComponent == nullptr) {
return;
}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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const auto id = static_cast<ItemSetPassiveAbilityID>(m_ItemSet->GetID());
const auto parentID = m_Parent->GetObjectID();
const auto equippedCount = m_ItemSet->GetEquippedCount();
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switch (id) {
// Assembly
case ItemSetPassiveAbilityID::InventorRank1:
case ItemSetPassiveAbilityID::SummonerRank1:
case ItemSetPassiveAbilityID::EngineerRank1: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(394, 4401, parentID);
break;
}
case ItemSetPassiveAbilityID::InventorRank2:
case ItemSetPassiveAbilityID::SummonerRank2:
case ItemSetPassiveAbilityID::EngineerRank2: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(581, 9433, parentID);
break;
}
case ItemSetPassiveAbilityID::InventorRank3:
case ItemSetPassiveAbilityID::SummonerRank3:
case ItemSetPassiveAbilityID::EngineerRank3: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(582, 9435, parentID);
break;
}
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// Sentinel
case ItemSetPassiveAbilityID::KnightRank1: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(559, 8884, parentID);
break;
}
case ItemSetPassiveAbilityID::KnightRank2: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(560, 8885, parentID);
break;
}
case ItemSetPassiveAbilityID::KnightRank3: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(561, 8890, parentID);
break;
}
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case ItemSetPassiveAbilityID::SpaceRangerRank1: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(1101, 24612, parentID);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank2: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(1102, 24617, parentID);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank3: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(1103, 24622, parentID);
break;
}
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case ItemSetPassiveAbilityID::SamuraiRank1: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(562, 8899, parentID);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank2: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(563, 8904, parentID);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank3: {
if (equippedCount < 4) return;
m_Cooldown = 11.0f;
skillComponent->CalculateBehavior(564, 8909, parentID);
break;
}
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default:
break;
}
}
std::vector<ItemSetPassiveAbility> ItemSetPassiveAbility::FindAbilities(uint32_t itemSetID, Entity* parent, ItemSet* itemSet) {
std::vector<ItemSetPassiveAbility> abilities;
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switch (static_cast<ItemSetPassiveAbilityID>(itemSetID)) {
// Assembly
case ItemSetPassiveAbilityID::SummonerRank1:
case ItemSetPassiveAbilityID::SummonerRank2:
case ItemSetPassiveAbilityID::SummonerRank3:
case ItemSetPassiveAbilityID::InventorRank1:
case ItemSetPassiveAbilityID::InventorRank2:
case ItemSetPassiveAbilityID::InventorRank3:
case ItemSetPassiveAbilityID::EngineerRank1:
case ItemSetPassiveAbilityID::EngineerRank2:
case ItemSetPassiveAbilityID::EngineerRank3: {
abilities.emplace_back(PassiveAbilityTrigger::AssemblyImagination, parent, itemSet);
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break;
}
// Sentinel
case ItemSetPassiveAbilityID::KnightRank1:
case ItemSetPassiveAbilityID::KnightRank2:
case ItemSetPassiveAbilityID::KnightRank3:
case ItemSetPassiveAbilityID::SpaceRangerRank1:
case ItemSetPassiveAbilityID::SpaceRangerRank2:
case ItemSetPassiveAbilityID::SpaceRangerRank3:
case ItemSetPassiveAbilityID::SamuraiRank1:
case ItemSetPassiveAbilityID::SamuraiRank2:
case ItemSetPassiveAbilityID::SamuraiRank3: {
abilities.emplace_back(PassiveAbilityTrigger::SentinelArmor, parent, itemSet);
abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet);
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break;
}
// Paradox
case ItemSetPassiveAbilityID::BatLord:
case ItemSetPassiveAbilityID::SpaceMarauderRank1:
case ItemSetPassiveAbilityID::SpaceMarauderRank2:
case ItemSetPassiveAbilityID::SpaceMarauderRank3:
case ItemSetPassiveAbilityID::SorcererRank1:
case ItemSetPassiveAbilityID::SorcererRank2:
case ItemSetPassiveAbilityID::SorcererRank3:
case ItemSetPassiveAbilityID::ShinobiRank1:
case ItemSetPassiveAbilityID::ShinobiRank2:
case ItemSetPassiveAbilityID::ShinobiRank3: {
abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet);
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break;
}
default:
break;
}
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return abilities;
}
void ItemSetPassiveAbility::OnEnemySmshed(Entity* target) {
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
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if (destroyableComponent == nullptr || skillComponent == nullptr) {
return;
}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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const auto id = static_cast<ItemSetPassiveAbilityID>(m_ItemSet->GetID());
const auto parentID = m_Parent->GetObjectID();
const auto equippedCount = m_ItemSet->GetEquippedCount();
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switch (id) {
// Bat Lord
case ItemSetPassiveAbilityID::BatLord: {
if (equippedCount < 5) return;
destroyableComponent->Heal(3);
break;
}
// Sentinel
case ItemSetPassiveAbilityID::KnightRank1: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::KnightRank2: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::KnightRank3: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
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case ItemSetPassiveAbilityID::SpaceRangerRank1: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank2: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SpaceRangerRank3: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
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case ItemSetPassiveAbilityID::SamuraiRank1: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank2: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
case ItemSetPassiveAbilityID::SamuraiRank3: {
if (equippedCount < 5) return;
destroyableComponent->Repair(1);
break;
}
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// Paradox
case ItemSetPassiveAbilityID::SpaceMarauderRank1: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(1);
break;
}
case ItemSetPassiveAbilityID::SpaceMarauderRank2: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(2);
break;
}
case ItemSetPassiveAbilityID::SpaceMarauderRank3: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(3);
break;
}
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case ItemSetPassiveAbilityID::ShinobiRank1: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(1);
break;
}
case ItemSetPassiveAbilityID::ShinobiRank2: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(2);
break;
}
case ItemSetPassiveAbilityID::ShinobiRank3: {
if (equippedCount < 4 || !target) return;
skillComponent->CalculateBehavior(695, 11399, target->GetObjectID());
break;
}
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case ItemSetPassiveAbilityID::SorcererRank1: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(1);
break;
}
case ItemSetPassiveAbilityID::SorcererRank2: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(2);
break;
}
case ItemSetPassiveAbilityID::SorcererRank3: {
if (equippedCount < 4) return;
destroyableComponent->Imagine(3);
break;
}
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default:
break;
}
}