DarkflameServer/dGame/dInventory/ItemSet.h

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#pragma once
#include <vector>
#include "dCommonVars.h"
#include "ItemSetPassiveAbility.h"
class InventoryComponent;
/**
* A set of items that can be worn together for special bonuses, for example faction gear.
*/
class ItemSet
{
public:
explicit ItemSet(uint32_t id, InventoryComponent* inventoryComponent);
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void Update(float deltaTime);
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/**
* Returns if this item set contains the LOT specified
* @param lot the lot to check for
* @return if this item set contains the LOT specified
*/
bool Contains(LOT lot);
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/**
* Equips the item set skill for this LOT (if it's in the item set)
* @param lot the LOT of the item to equip skills for
*/
void OnEquip(LOT lot);
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/**
* Unequips the item set skill for this LOT (if it's in the item set)
* @param lot the LOT of the item to unequip skills for
*/
void OnUnEquip(LOT lot);
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/**
* Returns the number of items in the item set that are currently equipped
* @return the number of items in the item set that are currently equipped
*/
uint32_t GetEquippedCount() const;
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/**
* Returns the ID of this item set
* @return the ID of this item set
*/
uint32_t GetID() const;
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/**
* Triggers all the passive abilities in this item set that match this trigger
* @param trigger the trigger to use to trigger passive abilities
*/
void TriggerPassiveAbility(PassiveAbilityTrigger trigger);
/**
* Returns the skills that can be equipped for a specified amount of equipped items
* @param itemCount the amount of items equipped to check for
* @return the skills that can be equipped for a specified amount of equipped items
*/
std::vector<uint32_t> GetSkillSet(uint32_t itemCount) const;
private:
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/**
* The ID of this skill set
*/
uint32_t m_ID;
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/**
* The inventory this skill set belongs to
*/
InventoryComponent* m_InventoryComponent;
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/**
* The items in the skill set that are currently equipped
*/
std::vector<LOT> m_Equipped;
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/**
* The total list of items in this skill set
*/
std::vector<LOT> m_Items;
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/**
* The skills that can be triggered when 2 items are equipped
*/
std::vector<uint32_t> m_SkillsWith2;
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/**
* The skills that can be triggered when 3 items are equipped
*/
std::vector<uint32_t> m_SkillsWith3;
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/**
* The skills that can be triggered when 4 items are equipped
*/
std::vector<uint32_t> m_SkillsWith4;
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/**
* The skills that can be triggered when 5 items are equipped
*/
std::vector<uint32_t> m_SkillsWith5;
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/**
* The skills that can be triggered when 6 items are equipped
*/
std::vector<uint32_t> m_SkillsWith6;
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/**
* The passive abilities associated with this skill set
*/
std::vector<ItemSetPassiveAbility> m_PassiveAbilities;
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};