#include "ItemSetPassiveAbility.h" #include "DestroyableComponent.h" #include "SkillComponent.h" #include "ItemSet.h" #include "ItemSetPassiveAbilityID.h" ItemSetPassiveAbility::ItemSetPassiveAbility(PassiveAbilityTrigger trigger, Entity* parent, ItemSet* itemSet) { m_Trigger = trigger; m_Parent = parent; m_ItemSet = itemSet; m_Cooldown = 0.0f; } ItemSetPassiveAbility::~ItemSetPassiveAbility() { } void ItemSetPassiveAbility::Trigger(PassiveAbilityTrigger trigger) { if (m_Trigger != trigger || m_Cooldown > 0.0f) { return; } Activate(); } void ItemSetPassiveAbility::Update(float deltaTime) { if (m_Cooldown > 0.0f) { m_Cooldown -= deltaTime; } } void ItemSetPassiveAbility::Activate() { if (m_Trigger == PassiveAbilityTrigger::EnemySmashed) { OnEnemySmshed(); return; } auto* destroyableComponent = m_Parent->GetComponent(); auto* skillComponent = m_Parent->GetComponent(); if (destroyableComponent == nullptr || skillComponent == nullptr) { return; } EntityManager::Instance()->SerializeEntity(m_Parent); const auto id = static_cast(m_ItemSet->GetID()); const auto parentID = m_Parent->GetObjectID(); const auto equippedCount = m_ItemSet->GetEquippedCount(); switch (id) { // Assembly case ItemSetPassiveAbilityID::InventorRank1: case ItemSetPassiveAbilityID::SummonerRank1: case ItemSetPassiveAbilityID::EngineerRank1: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(394, 4401, parentID); break; } case ItemSetPassiveAbilityID::InventorRank2: case ItemSetPassiveAbilityID::SummonerRank2: case ItemSetPassiveAbilityID::EngineerRank2: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(581, 9433, parentID); break; } case ItemSetPassiveAbilityID::InventorRank3: case ItemSetPassiveAbilityID::SummonerRank3: case ItemSetPassiveAbilityID::EngineerRank3: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(582, 9435, parentID); break; } // Sentinel case ItemSetPassiveAbilityID::KnightRank1: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(559, 8884, parentID); break; } case ItemSetPassiveAbilityID::KnightRank2: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(560, 8885, parentID); break; } case ItemSetPassiveAbilityID::KnightRank3: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(561, 8890, parentID); break; } case ItemSetPassiveAbilityID::SpaceRangerRank1: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(1101, 24612, parentID); break; } case ItemSetPassiveAbilityID::SpaceRangerRank2: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(1102, 24617, parentID); break; } case ItemSetPassiveAbilityID::SpaceRangerRank3: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(1103, 24622, parentID); break; } case ItemSetPassiveAbilityID::SamuraiRank1: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(562, 8899, parentID); break; } case ItemSetPassiveAbilityID::SamuraiRank2: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(563, 8904, parentID); break; } case ItemSetPassiveAbilityID::SamuraiRank3: { if (equippedCount < 4) return; m_Cooldown = 11.0f; skillComponent->CalculateBehavior(564, 8909, parentID); break; } default: break; } } std::vector ItemSetPassiveAbility::FindAbilities(uint32_t itemSetID, Entity* parent, ItemSet* itemSet) { std::vector abilities; switch (static_cast(itemSetID)) { // Assembly case ItemSetPassiveAbilityID::SummonerRank1: case ItemSetPassiveAbilityID::SummonerRank2: case ItemSetPassiveAbilityID::SummonerRank3: case ItemSetPassiveAbilityID::InventorRank1: case ItemSetPassiveAbilityID::InventorRank2: case ItemSetPassiveAbilityID::InventorRank3: case ItemSetPassiveAbilityID::EngineerRank1: case ItemSetPassiveAbilityID::EngineerRank2: case ItemSetPassiveAbilityID::EngineerRank3: { abilities.emplace_back(PassiveAbilityTrigger::AssemblyImagination, parent, itemSet); break; } // Sentinel case ItemSetPassiveAbilityID::KnightRank1: case ItemSetPassiveAbilityID::KnightRank2: case ItemSetPassiveAbilityID::KnightRank3: case ItemSetPassiveAbilityID::SpaceRangerRank1: case ItemSetPassiveAbilityID::SpaceRangerRank2: case ItemSetPassiveAbilityID::SpaceRangerRank3: case ItemSetPassiveAbilityID::SamuraiRank1: case ItemSetPassiveAbilityID::SamuraiRank2: case ItemSetPassiveAbilityID::SamuraiRank3: { abilities.emplace_back(PassiveAbilityTrigger::SentinelArmor, parent, itemSet); abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet); break; } // Paradox case ItemSetPassiveAbilityID::BatLord: case ItemSetPassiveAbilityID::SpaceMarauderRank1: case ItemSetPassiveAbilityID::SpaceMarauderRank2: case ItemSetPassiveAbilityID::SpaceMarauderRank3: case ItemSetPassiveAbilityID::SorcererRank1: case ItemSetPassiveAbilityID::SorcererRank2: case ItemSetPassiveAbilityID::SorcererRank3: case ItemSetPassiveAbilityID::ShinobiRank1: case ItemSetPassiveAbilityID::ShinobiRank2: case ItemSetPassiveAbilityID::ShinobiRank3: { abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet); break; } default: break; } return abilities; } void ItemSetPassiveAbility::OnEnemySmshed() { auto* destroyableComponent = m_Parent->GetComponent(); auto* skillComponent = m_Parent->GetComponent(); if (destroyableComponent == nullptr || skillComponent == nullptr) { return; } EntityManager::Instance()->SerializeEntity(m_Parent); const auto id = static_cast(m_ItemSet->GetID()); const auto parentID = m_Parent->GetObjectID(); const auto equippedCount = m_ItemSet->GetEquippedCount(); switch (id) { // Bat Lord case ItemSetPassiveAbilityID::BatLord: { if(equippedCount < 5) return; destroyableComponent->Heal(3); break; } // Sentinel case ItemSetPassiveAbilityID::KnightRank1: { if (equippedCount < 5) return; destroyableComponent->Repair(1); break; } case ItemSetPassiveAbilityID::KnightRank2: { if (equippedCount < 5) return; destroyableComponent->Repair(1); break; } case ItemSetPassiveAbilityID::KnightRank3: { if (equippedCount < 5) return; destroyableComponent->Repair(1); break; } case ItemSetPassiveAbilityID::SpaceRangerRank1: { if (equippedCount < 5) return; destroyableComponent->Repair(1); break; } case ItemSetPassiveAbilityID::SpaceRangerRank2: { if (equippedCount < 5) return; destroyableComponent->Repair(1); break; } case ItemSetPassiveAbilityID::SpaceRangerRank3: { if (equippedCount < 5) return; destroyableComponent->Repair(1); break; } case ItemSetPassiveAbilityID::SamuraiRank1: { if (equippedCount < 5) return; destroyableComponent->Repair(1); break; } case ItemSetPassiveAbilityID::SamuraiRank2: { if (equippedCount < 5) return; destroyableComponent->Repair(1); break; } case ItemSetPassiveAbilityID::SamuraiRank3: { if (equippedCount < 5) return; destroyableComponent->Repair(1); break; } // Paradox case ItemSetPassiveAbilityID::SpaceMarauderRank1: { if (equippedCount < 4) return; destroyableComponent->Imagine(1); break; } case ItemSetPassiveAbilityID::SpaceMarauderRank2: { if (equippedCount < 4) return; destroyableComponent->Imagine(2); break; } case ItemSetPassiveAbilityID::SpaceMarauderRank3: { if (equippedCount < 4) return; destroyableComponent->Imagine(3); break; } case ItemSetPassiveAbilityID::ShinobiRank1: { if (equippedCount < 4) return; destroyableComponent->Imagine(1); break; } case ItemSetPassiveAbilityID::ShinobiRank2: { if (equippedCount < 4) return; destroyableComponent->Imagine(2); break; } case ItemSetPassiveAbilityID::ShinobiRank3: { if (equippedCount < 4) return; destroyableComponent->Imagine(3); break; } case ItemSetPassiveAbilityID::SorcererRank1: { if (equippedCount < 4) return; destroyableComponent->Imagine(1); break; } case ItemSetPassiveAbilityID::SorcererRank2: { if (equippedCount < 4) return; destroyableComponent->Imagine(2); break; } case ItemSetPassiveAbilityID::SorcererRank3: { if (equippedCount < 4) return; destroyableComponent->Imagine(3); break; } default: break; } }