#include "DestroyableComponent.h" #include #include "dLogger.h" #include "Game.h" #include "AMFFormat.h" #include "AMFFormat_BitStream.h" #include "GameMessages.h" #include "User.h" #include "CDClientManager.h" #include "CDDestructibleComponentTable.h" #include "EntityManager.h" #include "RebuildComponent.h" #include "CppScripts.h" #include "Loot.h" #include "Character.h" #include "Spawner.h" #include "BaseCombatAIComponent.h" #include "TeamManager.h" #include "BuffComponent.h" #include "SkillComponent.h" #include "Item.h" #include #include #include "MissionComponent.h" #include "CharacterComponent.h" #include "dZoneManager.h" DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) { m_iArmor = 0; m_fMaxArmor = 0.0f; m_iImagination = 0; m_fMaxImagination = 0.0f; m_FactionIDs = std::vector(); m_EnemyFactionIDs = std::vector(); m_IsSmashable = false; m_IsDead = false; m_IsSmashed = false; m_IsGMImmune = false; m_IsShielded = false; m_DamageToAbsorb = 0; m_HasBricks = false; m_DirtyThreatList = false; m_HasThreats = false; m_ExplodeFactor = 1.0f; m_iHealth = 0; m_fMaxHealth = 0; m_AttacksToBlock = 0; m_LootMatrixID = 0; m_MinCoins = 0; m_MaxCoins = 0; m_ImmuneStacks = 0; m_DamageReduction = 0; } DestroyableComponent::~DestroyableComponent() { } void DestroyableComponent::Reinitialize(LOT templateID) { CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance()->GetTable("ComponentsRegistry"); int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, COMPONENT_TYPE_BUFF); int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, COMPONENT_TYPE_COLLECTIBLE); int32_t rebuildComponentID = compRegistryTable->GetByIDAndType(templateID, COMPONENT_TYPE_REBUILD); int32_t componentID = 0; if (collectibleComponentID > 0) componentID = collectibleComponentID; if (rebuildComponentID > 0) componentID = rebuildComponentID; if (buffComponentID > 0) componentID = buffComponentID; CDDestructibleComponentTable* destCompTable = CDClientManager::Instance()->GetTable("DestructibleComponent"); std::vector destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); }); if (componentID > 0) { std::vector destCompData = destCompTable->Query([=](CDDestructibleComponent entry) { return (entry.id == componentID); }); if (destCompData.size() > 0) { SetHealth(destCompData[0].life); SetImagination(destCompData[0].imagination); SetArmor(destCompData[0].armor); SetMaxHealth(destCompData[0].life); SetMaxImagination(destCompData[0].imagination); SetMaxArmor(destCompData[0].armor); SetIsSmashable(destCompData[0].isSmashable); } } else { SetHealth(1); SetImagination(0); SetArmor(0); SetMaxHealth(1); SetMaxImagination(0); SetMaxArmor(0); SetIsSmashable(true); } } void DestroyableComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, uint32_t& flags) { if (bIsInitialUpdate) { outBitStream->Write0(); //Contains info about immunities this object has, but it's left out for now. } outBitStream->Write(m_DirtyHealth || bIsInitialUpdate); if (m_DirtyHealth || bIsInitialUpdate) { outBitStream->Write(m_iHealth); outBitStream->Write(m_fMaxHealth); outBitStream->Write(m_iArmor); outBitStream->Write(m_fMaxArmor); outBitStream->Write(m_iImagination); outBitStream->Write(m_fMaxImagination); outBitStream->Write(m_DamageToAbsorb); outBitStream->Write(IsImmune()); outBitStream->Write(m_IsGMImmune); outBitStream->Write(m_IsShielded); outBitStream->Write(m_fMaxHealth); outBitStream->Write(m_fMaxArmor); outBitStream->Write(m_fMaxImagination); outBitStream->Write(uint32_t(m_FactionIDs.size())); for (size_t i = 0; i < m_FactionIDs.size(); ++i) { outBitStream->Write(m_FactionIDs[i]); } outBitStream->Write(m_IsSmashable); if (bIsInitialUpdate) { outBitStream->Write(m_IsDead); outBitStream->Write(m_IsSmashed); if (m_IsSmashable) { outBitStream->Write(m_HasBricks); if (m_ExplodeFactor != 1.0f) { outBitStream->Write1(); outBitStream->Write(m_ExplodeFactor); } else { outBitStream->Write0(); } } } m_DirtyHealth = false; } if (m_DirtyThreatList || bIsInitialUpdate) { outBitStream->Write1(); outBitStream->Write(m_HasThreats); m_DirtyThreatList = false; } else { outBitStream->Write0(); } } void DestroyableComponent::LoadFromXml(tinyxml2::XMLDocument* doc) { tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest"); if (!dest) { Game::logger->Log("DestroyableComponent", "Failed to find dest tag!"); return; } auto* buffComponent = m_Parent->GetComponent(); if (buffComponent != nullptr) { buffComponent->LoadFromXml(doc); } dest->QueryAttribute("hc", &m_iHealth); dest->QueryAttribute("hm", &m_fMaxHealth); dest->QueryAttribute("im", &m_fMaxImagination); dest->QueryAttribute("ic", &m_iImagination); dest->QueryAttribute("ac", &m_iArmor); dest->QueryAttribute("am", &m_fMaxArmor); m_DirtyHealth = true; } void DestroyableComponent::UpdateXml(tinyxml2::XMLDocument* doc) { tinyxml2::XMLElement* dest = doc->FirstChildElement("obj")->FirstChildElement("dest"); if (!dest) { Game::logger->Log("DestroyableComponent", "Failed to find dest tag!"); return; } auto* buffComponent = m_Parent->GetComponent(); if (buffComponent != nullptr) { buffComponent->UpdateXml(doc); } dest->SetAttribute("hc", m_iHealth); dest->SetAttribute("hm", m_fMaxHealth); dest->SetAttribute("im", m_fMaxImagination); dest->SetAttribute("ic", m_iImagination); dest->SetAttribute("ac", m_iArmor); dest->SetAttribute("am", m_fMaxArmor); } void DestroyableComponent::SetHealth(int32_t value) { m_DirtyHealth = true; auto* characterComponent = m_Parent->GetComponent(); if (characterComponent != nullptr) { characterComponent->TrackHealthDelta(value - m_iHealth); } m_iHealth = value; } void DestroyableComponent::SetMaxHealth(float value, bool playAnim) { m_DirtyHealth = true; // Used for playAnim if opted in for. int32_t difference = static_cast(std::abs(m_fMaxHealth - value)); m_fMaxHealth = value; if (m_iHealth > m_fMaxHealth) { m_iHealth = m_fMaxHealth; } if (playAnim) { // Now update the player bar if (!m_Parent->GetParentUser()) return; AMFStringValue* amount = new AMFStringValue(); amount->SetStringValue(std::to_string(difference)); AMFStringValue* type = new AMFStringValue(); type->SetStringValue("health"); AMFArrayValue args; args.InsertValue("amount", amount); args.InsertValue("type", type); GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", &args); } EntityManager::Instance()->SerializeEntity(m_Parent); } void DestroyableComponent::SetArmor(int32_t value) { m_DirtyHealth = true; // If Destroyable Component already has zero armor do not trigger the passive ability again. bool hadArmor = m_iArmor > 0; auto* characterComponent = m_Parent->GetComponent(); if (characterComponent != nullptr) { characterComponent->TrackArmorDelta(value - m_iArmor); } m_iArmor = value; auto* inventroyComponent = m_Parent->GetComponent(); if (m_iArmor == 0 && inventroyComponent != nullptr && hadArmor) { inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::SentinelArmor); } } void DestroyableComponent::SetMaxArmor(float value, bool playAnim) { m_DirtyHealth = true; m_fMaxArmor = value; if (m_iArmor > m_fMaxArmor) { m_iArmor = m_fMaxArmor; } if (playAnim) { // Now update the player bar if (!m_Parent->GetParentUser()) return; AMFStringValue* amount = new AMFStringValue(); amount->SetStringValue(std::to_string(value)); AMFStringValue* type = new AMFStringValue(); type->SetStringValue("armor"); AMFArrayValue args; args.InsertValue("amount", amount); args.InsertValue("type", type); GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", &args); } EntityManager::Instance()->SerializeEntity(m_Parent); } void DestroyableComponent::SetImagination(int32_t value) { m_DirtyHealth = true; auto* characterComponent = m_Parent->GetComponent(); if (characterComponent != nullptr) { characterComponent->TrackImaginationDelta(value - m_iImagination); } m_iImagination = value; auto* inventroyComponent = m_Parent->GetComponent(); if (m_iImagination == 0 && inventroyComponent != nullptr) { inventroyComponent->TriggerPassiveAbility(PassiveAbilityTrigger::AssemblyImagination); } } void DestroyableComponent::SetMaxImagination(float value, bool playAnim) { m_DirtyHealth = true; // Used for playAnim if opted in for. int32_t difference = static_cast(std::abs(m_fMaxImagination - value)); m_fMaxImagination = value; if (m_iImagination > m_fMaxImagination) { m_iImagination = m_fMaxImagination; } if (playAnim) { // Now update the player bar if (!m_Parent->GetParentUser()) return; AMFStringValue* amount = new AMFStringValue(); amount->SetStringValue(std::to_string(difference)); AMFStringValue* type = new AMFStringValue(); type->SetStringValue("imagination"); AMFArrayValue args; args.InsertValue("amount", amount); args.InsertValue("type", type); GameMessages::SendUIMessageServerToSingleClient(m_Parent, m_Parent->GetParentUser()->GetSystemAddress(), "MaxPlayerBarUpdate", &args); } EntityManager::Instance()->SerializeEntity(m_Parent); } void DestroyableComponent::SetDamageToAbsorb(int32_t value) { m_DirtyHealth = true; m_DamageToAbsorb = value; } void DestroyableComponent::SetDamageReduction(int32_t value) { m_DirtyHealth = true; m_DamageReduction = value; } void DestroyableComponent::SetIsImmune(bool value) { m_DirtyHealth = true; m_ImmuneStacks = value ? 1 : 0; } void DestroyableComponent::SetIsGMImmune(bool value) { m_DirtyHealth = true; m_IsGMImmune = value; } void DestroyableComponent::SetIsShielded(bool value) { m_DirtyHealth = true; m_IsShielded = value; } void DestroyableComponent::AddFaction(const int32_t factionID, const bool ignoreChecks) { // Ignore factionID -1 if (factionID == -1 && !ignoreChecks) { return; } m_FactionIDs.push_back(factionID); m_DirtyHealth = true; auto query = CDClientDatabase::CreatePreppedStmt( "SELECT enemyList FROM Factions WHERE faction = ?;"); query.bind(1, (int)factionID); auto result = query.execQuery(); if (result.eof()) return; if (result.fieldIsNull(0)) return; const auto* list_string = result.getStringField(0); std::stringstream ss(list_string); std::string token; while (std::getline(ss, token, ',')) { if (token.empty()) continue; auto id = std::stoi(token); auto exclude = std::find(m_FactionIDs.begin(), m_FactionIDs.end(), id) != m_FactionIDs.end(); if (!exclude) { exclude = std::find(m_EnemyFactionIDs.begin(), m_EnemyFactionIDs.end(), id) != m_EnemyFactionIDs.end(); } if (exclude) { continue; } AddEnemyFaction(id); } result.finalize(); } bool DestroyableComponent::IsEnemy(const Entity* other) const { const auto* otherDestroyableComponent = other->GetComponent(); if (otherDestroyableComponent != nullptr) { for (const auto enemyFaction : m_EnemyFactionIDs) { for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) { if (enemyFaction == otherFaction) return true; } } } return false; } bool DestroyableComponent::IsFriend(const Entity* other) const { const auto* otherDestroyableComponent = other->GetComponent(); if (otherDestroyableComponent != nullptr) { for (const auto enemyFaction : m_EnemyFactionIDs) { for (const auto otherFaction : otherDestroyableComponent->GetFactionIDs()) { if (enemyFaction == otherFaction) return false; } } return true; } return false; } void DestroyableComponent::AddEnemyFaction(int32_t factionID) { m_EnemyFactionIDs.push_back(factionID); } void DestroyableComponent::SetIsSmashable(bool value) { m_DirtyHealth = true; m_IsSmashable = value; //m_HasBricks = value; } void DestroyableComponent::SetAttacksToBlock(const uint32_t value) { m_AttacksToBlock = value; } bool DestroyableComponent::IsImmune() const { return m_ImmuneStacks > 0 || m_IsGMImmune; } bool DestroyableComponent::IsKnockbackImmune() const { auto* characterComponent = m_Parent->GetComponent(); auto* inventoryComponent = m_Parent->GetComponent(); if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivities::ACTIVITY_QUICKBUILDING) { const auto hasPassive = inventoryComponent->HasAnyPassive({ ItemSetPassiveAbilityID::EngineerRank2, ItemSetPassiveAbilityID::EngineerRank3, ItemSetPassiveAbilityID::SummonerRank2, ItemSetPassiveAbilityID::SummonerRank3, ItemSetPassiveAbilityID::InventorRank2, ItemSetPassiveAbilityID::InventorRank3, }, 5); if (hasPassive) { return true; } } return IsImmune() || m_IsShielded || m_AttacksToBlock > 0; } bool DestroyableComponent::HasFaction(int32_t factionID) const { return std::find(m_FactionIDs.begin(), m_FactionIDs.end(), factionID) != m_FactionIDs.end(); } LWOOBJID DestroyableComponent::GetKillerID() const { return m_KillerID; } Entity* DestroyableComponent::GetKiller() const { return EntityManager::Instance()->GetEntity(m_KillerID); } bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignoreFactions, const bool targetEnemy, const bool targetFriend) const { auto* targetEntity = EntityManager::Instance()->GetEntity(target); if (targetEntity == nullptr) { Game::logger->Log("DestroyableComponent", "Invalid entity for checking validity (%llu)!", target); return false; } auto* targetDestroyable = targetEntity->GetComponent(); if (targetDestroyable == nullptr) { return false; } auto* targetQuickbuild = targetEntity->GetComponent(); if (targetQuickbuild != nullptr) { const auto state = targetQuickbuild->GetState(); if (state != REBUILD_COMPLETED) { return false; } } if (ignoreFactions) { return true; } // Get if the target entity is an enemy and friend bool isEnemy = IsEnemy(targetEntity); bool isFriend = IsFriend(targetEntity); // Return true if the target type matches what we are targeting return (isEnemy && targetEnemy) || (isFriend && targetFriend); } void DestroyableComponent::Heal(const uint32_t health) { auto current = static_cast(GetHealth()); const auto max = static_cast(GetMaxHealth()); current += health; current = std::min(current, max); SetHealth(current); EntityManager::Instance()->SerializeEntity(m_Parent); } void DestroyableComponent::Imagine(const int32_t deltaImagination) { auto current = static_cast(GetImagination()); const auto max = static_cast(GetMaxImagination()); current += deltaImagination; current = std::min(current, max); if (current < 0) { current = 0; } SetImagination(current); EntityManager::Instance()->SerializeEntity(m_Parent); } void DestroyableComponent::Repair(const uint32_t armor) { auto current = static_cast(GetArmor()); const auto max = static_cast(GetMaxArmor()); current += armor; current = std::min(current, max); SetArmor(current); EntityManager::Instance()->SerializeEntity(m_Parent); } void DestroyableComponent::Damage(uint32_t damage, const LWOOBJID source, uint32_t skillID, bool echo) { if (GetHealth() <= 0) { return; } if (IsImmune()) { return; } if (m_AttacksToBlock > 0) { m_AttacksToBlock--; return; } // If this entity has damage reduction, reduce the damage to a minimum of 1 if (m_DamageReduction > 0 && damage > 0) { if (damage > m_DamageReduction) { damage -= m_DamageReduction; } else { damage = 1; } } const auto sourceDamage = damage; auto absorb = static_cast(GetDamageToAbsorb()); auto armor = static_cast(GetArmor()); auto health = static_cast(GetHealth()); const auto absorbDamage = std::min(damage, absorb); damage -= absorbDamage; absorb -= absorbDamage; const auto armorDamage = std::min(damage, armor); damage -= armorDamage; armor -= armorDamage; health -= std::min(damage, health); SetDamageToAbsorb(absorb); SetArmor(armor); SetHealth(health); SetIsShielded(absorb > 0); if (m_Parent->GetLOT() != 1) { echo = true; } if (echo) { EntityManager::Instance()->SerializeEntity(m_Parent); } auto* attacker = EntityManager::Instance()->GetEntity(source); m_Parent->OnHit(attacker); m_Parent->OnHitOrHealResult(attacker, sourceDamage); for (const auto& cb : m_OnHitCallbacks) { cb(attacker); } if (health != 0) { auto* combatComponent = m_Parent->GetComponent(); if (combatComponent != nullptr) { combatComponent->Taunt(source, sourceDamage * 10); // * 10 is arbatrary } return; } Smash(source, eKillType::VIOLENT, u"", skillID); } void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType, const std::u16string& deathType, uint32_t skillID) { if (m_iHealth > 0) { SetArmor(0); SetHealth(0); EntityManager::Instance()->SerializeEntity(m_Parent); } m_KillerID = source; auto* owner = EntityManager::Instance()->GetEntity(source); if (owner != nullptr) { owner = owner->GetOwner(); // If the owner is overwritten, we collect that here auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID()); const auto isEnemy = m_Parent->GetComponent() != nullptr; auto* inventoryComponent = owner->GetComponent(); if (inventoryComponent != nullptr && isEnemy) { inventoryComponent->TriggerPassiveAbility(PassiveAbilityTrigger::EnemySmashed); } auto* missions = owner->GetComponent(); if (missions != nullptr) { if (team != nullptr && isEnemy) { for (const auto memberId : team->members) { auto* member = EntityManager::Instance()->GetEntity(memberId); if (member == nullptr) continue; auto* memberMissions = member->GetComponent(); if (memberMissions == nullptr) continue; memberMissions->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, m_Parent->GetLOT()); memberMissions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, m_Parent->GetLOT(), skillID); } } else { missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, m_Parent->GetLOT()); missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, m_Parent->GetLOT(), skillID); } } } const auto isPlayer = m_Parent->IsPlayer(); GameMessages::SendDie(m_Parent, source, source, true, killType, deathType, 0, 0, 0, isPlayer, false, 1); //NANI?! if (!isPlayer) { if (owner != nullptr) { auto* team = TeamManager::Instance()->GetTeam(owner->GetObjectID()); if (team != nullptr && m_Parent->GetComponent() != nullptr) { LWOOBJID specificOwner = LWOOBJID_EMPTY; auto* scriptedActivityComponent = m_Parent->GetComponent(); uint32_t teamSize = team->members.size(); uint32_t lootMatrixId = GetLootMatrixID(); if (scriptedActivityComponent) { lootMatrixId = scriptedActivityComponent->GetLootMatrixForTeamSize(teamSize); } if (team->lootOption == 0) { // Round robin specificOwner = TeamManager::Instance()->GetNextLootOwner(team); auto* member = EntityManager::Instance()->GetEntity(specificOwner); if (member) LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins()); } else { for (const auto memberId : team->members) { // Free for all auto* member = EntityManager::Instance()->GetEntity(memberId); if (member == nullptr) continue; LootGenerator::Instance().DropLoot(member, m_Parent, lootMatrixId, GetMinCoins(), GetMaxCoins()); } } } else { // drop loot for non team user LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins()); } } } else { //Check if this zone allows coin drops if (dZoneManager::Instance()->GetPlayerLoseCoinOnDeath()) { auto* character = m_Parent->GetCharacter(); uint64_t coinsTotal = character->GetCoins(); if (coinsTotal > 0) { uint64_t coinsToLoose = 1; if (coinsTotal >= 200) { float hundreth = (coinsTotal / 100.0f); coinsToLoose = static_cast(hundreth); } if (coinsToLoose > 10000) { coinsToLoose = 10000; } coinsTotal -= coinsToLoose; LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose); character->SetCoins(coinsTotal, eLootSourceType::LOOT_SOURCE_PICKUP); } } Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity(); for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) { script->OnPlayerDied(zoneControl, m_Parent); } std::vector scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPTED_ACTIVITY); for (Entity* scriptEntity : scriptedActs) { if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) { script->OnPlayerDied(scriptEntity, m_Parent); } } } } m_Parent->Kill(owner); } void DestroyableComponent::SetFaction(int32_t factionID, bool ignoreChecks) { m_FactionIDs.clear(); m_EnemyFactionIDs.clear(); AddFaction(factionID, ignoreChecks); } void DestroyableComponent::PushImmunity(int32_t stacks) { m_ImmuneStacks += stacks; } void DestroyableComponent::PopImmunity(int32_t stacks) { m_ImmuneStacks -= stacks; } void DestroyableComponent::FixStats() { auto* entity = GetParent(); if (entity == nullptr) return; // Reset skill component and buff component auto* skillComponent = entity->GetComponent(); auto* buffComponent = entity->GetComponent(); auto* missionComponent = entity->GetComponent(); auto* inventoryComponent = entity->GetComponent(); auto* destroyableComponent = entity->GetComponent(); // If any of the components are nullptr, return if (skillComponent == nullptr || buffComponent == nullptr || missionComponent == nullptr || inventoryComponent == nullptr || destroyableComponent == nullptr) { return; } // Save the current stats int32_t currentHealth = destroyableComponent->GetHealth(); int32_t currentArmor = destroyableComponent->GetArmor(); int32_t currentImagination = destroyableComponent->GetImagination(); // Unequip all items auto equipped = inventoryComponent->GetEquippedItems(); for (auto& equippedItem : equipped) { // Get the item with the item ID auto* item = inventoryComponent->FindItemById(equippedItem.second.id); if (item == nullptr) { continue; } // Unequip the item item->UnEquip(); } // Base stats int32_t maxHealth = 4; int32_t maxArmor = 0; int32_t maxImagination = 0; // Go through all completed missions and add the reward stats for (auto& pair : missionComponent->GetMissions()) { auto* mission = pair.second; if (!mission->IsComplete()) { continue; } // Add the stats const auto& info = mission->GetClientInfo(); maxHealth += info.reward_maxhealth; maxImagination += info.reward_maximagination; } // Set the base stats destroyableComponent->SetMaxHealth(maxHealth); destroyableComponent->SetMaxArmor(maxArmor); destroyableComponent->SetMaxImagination(maxImagination); // Re-apply all buffs buffComponent->ReApplyBuffs(); // Requip all items for (auto& equippedItem : equipped) { // Get the item with the item ID auto* item = inventoryComponent->FindItemById(equippedItem.second.id); if (item == nullptr) { continue; } // Equip the item item->Equip(); } // Fetch correct max stats after everything is done maxHealth = destroyableComponent->GetMaxHealth(); maxArmor = destroyableComponent->GetMaxArmor(); maxImagination = destroyableComponent->GetMaxImagination(); // If any of the current stats are more than their max, set them to the max if (currentHealth > maxHealth) currentHealth = maxHealth; if (currentArmor > maxArmor) currentArmor = maxArmor; if (currentImagination > maxImagination) currentImagination = maxImagination; // Restore current stats destroyableComponent->SetHealth(currentHealth); destroyableComponent->SetArmor(currentArmor); destroyableComponent->SetImagination(currentImagination); // Serialize the entity EntityManager::Instance()->SerializeEntity(entity); } void DestroyableComponent::AddOnHitCallback(const std::function& callback) { m_OnHitCallbacks.push_back(callback); }