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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 23:17:28 +00:00
Updates to upgrades
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364bcf822a
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@ -91,6 +91,8 @@ void nejlika::NejlikaHooks::InstallHooks()
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auto& upgradeTemplate = *upgradeTemplateOpt.value();
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entityData.AddUpgradeItem(item->GetId());
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entityData.TriggerUpgradeItems(UpgradeTriggerType::Equip);
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};
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EntityManager::OnEntityCreated += [](Entity* entity) {
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@ -134,6 +136,8 @@ void nejlika::NejlikaHooks::InstallHooks()
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additionalData.AddUpgradeItem(id);
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}
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}
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additionalData.TriggerUpgradeItems(UpgradeTriggerType::Equip);
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};
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EntityManager::OnEntityDestroyed += [](Entity* entity) {
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@ -192,6 +196,8 @@ void nejlika::NejlikaHooks::InstallHooks()
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auto& entityData = *entityDataOpt.value();
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entityData.TriggerUpgradeItems(UpgradeTriggerType::Equip);
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entityData.ApplyToEntity();
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const auto itemDataOpt = GetAdditionalItemData(item->GetId());
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@ -232,6 +238,8 @@ void nejlika::NejlikaHooks::InstallHooks()
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auto& entityData = *entityDataOpt.value();
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entityData.TriggerUpgradeItems(UpgradeTriggerType::UnEquip);
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entityData.ApplyToEntity();
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};
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@ -2,6 +2,7 @@
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#include "GeneralUtils.h"
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#include "GameMessages.h"
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#include "InventoryComponent.h"
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#include <magic_enum.hpp>
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#include <iostream>
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@ -48,6 +49,28 @@ nlohmann::json nejlika::UpgradeEffect::ToJson() const
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json["effect-type"] = effectType;
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}
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if (!conditions.empty()) {
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nlohmann::json conditionsJson = nlohmann::json::array();
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for (const auto& condition : conditions) {
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conditionsJson.push_back(magic_enum::enum_name(condition));
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}
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json["conditions"] = conditionsJson;
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}
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if (equipSkillID != 0) {
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json["grant-skill-id"] = equipSkillID;
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}
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if (equipSkillSlot != BehaviorSlot::Invalid) {
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json["grant-skill-slot"] = magic_enum::enum_name(equipSkillSlot);
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}
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if (unequipSkill) {
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json["unequip-skill"] = true;
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}
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return json;
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}
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@ -70,10 +93,12 @@ void nejlika::UpgradeEffect::Load(const nlohmann::json& json)
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modifiers.clear();
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if (json.contains("modifiers")){
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for (const auto& modifier : json["modifiers"]) {
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ModifierTemplate effect(modifier);
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modifiers.push_back(effect);
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}
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}
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if (json.contains("chance")) {
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chance.clear();
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@ -93,6 +118,26 @@ void nejlika::UpgradeEffect::Load(const nlohmann::json& json)
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if (json.contains("effect-type")) {
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effectType = json["effect-type"].get<std::string>();
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}
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if (json.contains("conditions")) {
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conditions.clear();
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for (const auto& condition : json["conditions"]) {
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conditions.push_back(magic_enum::enum_cast<UpgradeTriggerCondition>(condition.get<std::string>()).value_or(UpgradeTriggerCondition::None));
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}
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}
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if (json.contains("grant-skill-id")) {
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equipSkillID = json["grant-skill-id"].get<int32_t>();
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}
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if (json.contains("grant-skill-slot")) {
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equipSkillSlot = magic_enum::enum_cast<BehaviorSlot>(json["grant-skill-slot"].get<std::string>()).value_or(BehaviorSlot::Invalid);
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}
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if (json.contains("unequip-skill")) {
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unequipSkill = json["unequip-skill"].get<bool>();
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}
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}
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float nejlika::UpgradeEffect::CalculateChance(int32_t level) const {
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@ -112,6 +157,88 @@ float nejlika::UpgradeEffect::CalculateChance(int32_t level) const {
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return value;
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}
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bool nejlika::UpgradeEffect::CheckConditions(LWOOBJID origin) const {
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auto* entity = Game::entityManager->GetEntity(origin);
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if (!entity) {
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return false;
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}
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auto* inventory = entity->GetComponent<InventoryComponent>();
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if (!inventory) {
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return false;
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}
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const auto& skills = inventory->GetSkills();
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const auto& equipped = inventory->GetEquippedItems();
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for (const auto& condition : conditions) {
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switch (condition) {
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case UpgradeTriggerCondition::None:
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break;
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case UpgradeTriggerCondition::Unarmed:
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if (equipped.contains("special_r")) {
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return false;
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}
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break;
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case UpgradeTriggerCondition::Melee:
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if (!equipped.contains("special_r")) {
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return false;
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}
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break;
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case UpgradeTriggerCondition::TwoHanded:
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{
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if (!equipped.contains("special_r")) {
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return false;
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}
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const auto& weaponLot = equipped.at("special_r").lot;
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const auto& info = Inventory::FindItemComponent(weaponLot);
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if (!info.isTwoHanded) {
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return false;
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}
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break;
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}
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case UpgradeTriggerCondition::Shield:
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if (!equipped.contains("special_l")) {
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return false;
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}
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break;
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default:
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break;
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}
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}
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return true;
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}
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void nejlika::UpgradeEffect::OnTrigger(LWOOBJID origin) const {
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auto* entity = Game::entityManager->GetEntity(origin);
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if (!entity) {
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return;
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}
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auto* inventory = entity->GetComponent<InventoryComponent>();
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if (!inventory) {
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return;
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}
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if (equipSkillID != 0) {
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std::cout << "Granting skill: " << equipSkillID << " to entity: " << origin << " in slot: " << magic_enum::enum_name(equipSkillSlot) << std::endl;
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inventory->SetSkill(equipSkillSlot, equipSkillID);
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}
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if (unequipSkill) {
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std::cout << "Unequipping skill from entity: " << origin << " in slot: " << magic_enum::enum_name(equipSkillSlot) << std::endl;
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inventory->ResetSkill(equipSkillSlot);
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}
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}
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std::vector<ModifierInstance> nejlika::UpgradeEffect::Trigger(const std::vector<UpgradeEffect>& modifiers, int32_t level, UpgradeTriggerType triggerType, LWOOBJID origin) {
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std::vector<ModifierInstance> result;
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@ -120,16 +247,28 @@ std::vector<ModifierInstance> nejlika::UpgradeEffect::Trigger(const std::vector<
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continue;
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}
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if (!modifier.CheckConditions(origin)) {
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continue;
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}
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float chanceRoll = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (chanceRoll > modifier.CalculateChance(level)) {
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continue;
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}
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std::cout << "Triggering effect trigger type: " << magic_enum::enum_name(triggerType) << std::endl;
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modifier.OnTrigger(origin);
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auto instances = modifier.GenerateModifiers(level);
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result.insert(result.end(), instances.begin(), instances.end());
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if (modifier.effectID == 0) {
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continue;
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}
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GameMessages::SendPlayFXEffect(
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origin,
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modifier.effectID,
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@ -2,6 +2,8 @@
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#include "ModifierTemplate.h"
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#include "UpgradeTriggerType.h"
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#include "UpgradeTriggerCondition.h"
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#include <InventoryComponent.h>
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#include <dCommonVars.h>
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@ -21,6 +23,10 @@ public:
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float CalculateChance(int32_t level) const;
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bool CheckConditions(LWOOBJID origin) const;
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void OnTrigger(LWOOBJID origin) const;
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static std::vector<ModifierInstance> Trigger(const std::vector<UpgradeEffect>& modifiers, int32_t level, UpgradeTriggerType triggerType, LWOOBJID origin);
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// Getters
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@ -37,7 +43,11 @@ private:
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};
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std::vector<UpgradeScale> chance;
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std::vector<UpgradeTriggerCondition> conditions;
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UpgradeTriggerType triggerType;
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int32_t equipSkillID = 0;
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bool unequipSkill = false;
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BehaviorSlot equipSkillSlot = BehaviorSlot::Invalid;
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std::vector<ModifierTemplate> modifiers;
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int32_t effectID = 0;
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std::string effectType = "";
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17
dGame/UpgradeTriggerCondition.h
Normal file
17
dGame/UpgradeTriggerCondition.h
Normal file
@ -0,0 +1,17 @@
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#pragma once
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#include <cstdint>
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namespace nejlika
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{
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enum class UpgradeTriggerCondition
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{
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None,
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Unarmed,
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Melee,
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TwoHanded,
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Shield
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};
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}
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@ -8,6 +8,8 @@ namespace nejlika
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enum class UpgradeTriggerType
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{
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OnHit,
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Equip,
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UnEquip,
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};
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}
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@ -1617,3 +1617,31 @@ bool InventoryComponent::SetSkill(BehaviorSlot slot, uint32_t skillId) {
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m_Skills.insert_or_assign(slot, skillId);
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return true;
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}
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void InventoryComponent::UnsetSkill(BehaviorSlot slot) {
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const auto index = m_Skills.find(slot);
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if (index == m_Skills.end()) return;
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const auto old = index->second;
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GameMessages::SendRemoveSkill(m_Parent, old);
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m_Skills.erase(slot);
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}
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void InventoryComponent::ResetSkill(BehaviorSlot slot) {
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const auto index = m_Skills.find(slot);
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if (index == m_Skills.end()) return;
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const auto old = index->second;
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GameMessages::SendRemoveSkill(m_Parent, old);
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m_Skills.erase(slot);
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// Loop through all equipped items and find the first item that can be equipped in the slot
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for (const auto& pair : m_Equipped) {
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const auto item = pair.second;
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const auto info = Inventory::FindItemComponent(item.lot);
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const auto behaviorSlot = FindBehaviorSlot(static_cast<eItemType>(info.itemType));
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if (behaviorSlot == slot) {
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SetSkill(slot, FindSkill(item.lot));
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return;
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}
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}
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}
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@ -372,6 +372,8 @@ public:
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bool SetSkill(int slot, uint32_t skillId);
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bool SetSkill(BehaviorSlot slot, uint32_t skillId);
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void UnsetSkill(BehaviorSlot slot);
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void ResetSkill(BehaviorSlot slot);
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~InventoryComponent() override;
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