DarkflameServer/dGame/dInventory/ItemSet.cpp

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#include "ItemSet.h"
#include "InventoryComponent.h"
#include "Entity.h"
#include "SkillComponent.h"
#include "CDClientDatabase.h"
#include "Game.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include <algorithm>
#include "CDSkillBehaviorTable.h"
ItemSet::ItemSet(const uint32_t id, InventoryComponent* inventoryComponent) {
this->m_ID = id;
this->m_InventoryComponent = inventoryComponent;
this->m_PassiveAbilities = ItemSetPassiveAbility::FindAbilities(id, m_InventoryComponent->GetOwningEntity(), this);
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT skillSetWith2, skillSetWith3, skillSetWith4, skillSetWith5, skillSetWith6, itemIDs FROM ItemSets WHERE setID = ?;");
query.bind(1, (int)id);
auto result = query.execQuery();
if (result.eof()) {
return;
}
for (auto i = 0; i < 5; ++i) {
if (result.fieldIsNull(i)) {
continue;
}
auto skillQuery = CDClientDatabase::CreatePreppedStmt(
"SELECT SkillID FROM ItemSetSkills WHERE SkillSetID = ?;");
skillQuery.bind(1, result.getIntField(i));
auto skillResult = skillQuery.execQuery();
if (skillResult.eof()) {
return;
}
while (!skillResult.eof()) {
if (skillResult.fieldIsNull(0)) {
skillResult.nextRow();
continue;
}
const auto skillId = skillResult.getIntField(0);
switch (i) {
case 0:
m_SkillsWith2.push_back(skillId);
break;
case 1:
m_SkillsWith3.push_back(skillId);
break;
case 2:
m_SkillsWith4.push_back(skillId);
break;
case 3:
m_SkillsWith5.push_back(skillId);
break;
case 4:
m_SkillsWith6.push_back(skillId);
break;
default:
break;
}
skillResult.nextRow();
}
}
std::string ids = result.getStringField(5);
ids.erase(std::remove_if(ids.begin(), ids.end(), ::isspace), ids.end());
std::istringstream stream(ids);
std::string token;
result.finalize();
m_Items = {};
while (std::getline(stream, token, ',')) {
int32_t value;
if (GeneralUtils::TryParse(token, value)) {
m_Items.push_back(value);
}
}
m_Equipped = {};
for (const auto item : m_Items) {
if (inventoryComponent->IsEquipped(item)) {
m_Equipped.push_back(item);
}
}
}
bool ItemSet::Contains(const LOT lot) {
return std::find(m_Items.begin(), m_Items.end(), lot) != m_Items.end();
}
void ItemSet::OnEquip(const LOT lot) {
if (!Contains(lot)) {
return;
}
const auto& index = std::find(m_Equipped.begin(), m_Equipped.end(), lot);
if (index != m_Equipped.end()) {
return;
}
m_Equipped.push_back(lot);
const auto& skillSet = GetSkillSet(m_Equipped.size());
if (skillSet.empty()) {
return;
}
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auto skillComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<SkillComponent>();
auto missionComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<MissionComponent>();
for (const auto skill : skillSet) {
auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
missionComponent->Progress(eMissionTaskType::USE_SKILL, skill);
skillComponent->HandleUnmanaged(behaviorId, m_InventoryComponent->GetOwningEntity()->GetObjectID());
}
}
void ItemSet::OnUnEquip(const LOT lot) {
if (!Contains(lot)) {
return;
}
const auto& index = std::find(m_Equipped.begin(), m_Equipped.end(), lot);
if (index == m_Equipped.end()) {
return;
}
const auto& skillSet = GetSkillSet(m_Equipped.size());
m_Equipped.erase(index);
if (skillSet.empty()) {
return;
}
const auto& skillComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<SkillComponent>();
for (const auto skill : skillSet) {
auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
skillComponent->HandleUnCast(behaviorId, m_InventoryComponent->GetOwningEntity()->GetObjectID());
}
}
uint32_t ItemSet::GetEquippedCount() const {
return m_Equipped.size();
}
uint32_t ItemSet::GetID() const {
return m_ID;
}
void ItemSet::Update(float deltaTime) {
for (auto& passiveAbility : m_PassiveAbilities) {
passiveAbility.Update(deltaTime);
}
}
void ItemSet::TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target) {
for (auto& passiveAbility : m_PassiveAbilities) {
passiveAbility.Trigger(trigger, target);
}
}
std::vector<uint32_t> ItemSet::GetSkillSet(const uint32_t itemCount) const {
switch (itemCount) {
case 2:
return m_SkillsWith2;
case 3:
return m_SkillsWith3;
case 4:
return m_SkillsWith4;
case 5:
return m_SkillsWith5;
case 6:
return m_SkillsWith6;
default:
return {};
}
}