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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-08 19:54:14 +00:00
Add more modular saving of config data for items (#1591)
* stubbing for saving item extra data * add declaration to header * modularize loading for all possible extra data * move logic to Item * remove extra map
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@@ -558,19 +558,9 @@ void InventoryComponent::LoadXml(const tinyxml2::XMLDocument& document) {
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itemElement->QueryAttribute("parent", &parent);
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// End custom xml
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std::vector<LDFBaseData*> config;
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auto* item = new Item(id, lot, inventory, slot, count, bound, {}, parent, subKey);
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auto* extraInfo = itemElement->FirstChildElement("x");
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if (extraInfo) {
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std::string modInfo = extraInfo->Attribute("ma");
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LDFBaseData* moduleAssembly = new LDFData<std::u16string>(u"assemblyPartLOTs", GeneralUtils::ASCIIToUTF16(modInfo.substr(2, modInfo.size() - 1)));
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config.push_back(moduleAssembly);
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}
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const auto* item = new Item(id, lot, inventory, slot, count, bound, config, parent, subKey);
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item->LoadConfigXml(*itemElement);
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if (equipped) {
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const auto info = Inventory::FindItemComponent(lot);
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@@ -676,17 +666,7 @@ void InventoryComponent::UpdateXml(tinyxml2::XMLDocument& document) {
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itemElement->SetAttribute("parent", item->GetParent());
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// End custom xml
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for (auto* data : item->GetConfig()) {
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if (data->GetKey() != u"assemblyPartLOTs") {
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continue;
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}
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auto* extraInfo = document.NewElement("x");
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extraInfo->SetAttribute("ma", data->GetString(false).c_str());
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itemElement->LinkEndChild(extraInfo);
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}
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item->SaveConfigXml(*itemElement);
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bagElement->LinkEndChild(itemElement);
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}
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@@ -1600,18 +1580,18 @@ void InventoryComponent::UpdatePetXml(tinyxml2::XMLDocument& document) {
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}
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bool InventoryComponent::SetSkill(int32_t slot, uint32_t skillId){
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bool InventoryComponent::SetSkill(int32_t slot, uint32_t skillId) {
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BehaviorSlot behaviorSlot = BehaviorSlot::Invalid;
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if (slot == 1 ) behaviorSlot = BehaviorSlot::Primary;
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else if (slot == 2 ) behaviorSlot = BehaviorSlot::Offhand;
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else if (slot == 3 ) behaviorSlot = BehaviorSlot::Neck;
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else if (slot == 4 ) behaviorSlot = BehaviorSlot::Head;
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else if (slot == 5 ) behaviorSlot = BehaviorSlot::Consumable;
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if (slot == 1) behaviorSlot = BehaviorSlot::Primary;
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else if (slot == 2) behaviorSlot = BehaviorSlot::Offhand;
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else if (slot == 3) behaviorSlot = BehaviorSlot::Neck;
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else if (slot == 4) behaviorSlot = BehaviorSlot::Head;
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else if (slot == 5) behaviorSlot = BehaviorSlot::Consumable;
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else return false;
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return SetSkill(behaviorSlot, skillId);
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}
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bool InventoryComponent::SetSkill(BehaviorSlot slot, uint32_t skillId){
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bool InventoryComponent::SetSkill(BehaviorSlot slot, uint32_t skillId) {
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if (skillId == 0) return false;
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const auto index = m_Skills.find(slot);
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if (index != m_Skills.end()) {
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@@ -1623,4 +1603,3 @@ 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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