mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 12:18:22 +00:00
ae06188871
* Added Bat Lord Full Set Bonus
335 lines
9.7 KiB
C++
335 lines
9.7 KiB
C++
#include "ItemSetPassiveAbility.h"
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#include "DestroyableComponent.h"
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#include "SkillComponent.h"
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#include "ItemSet.h"
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#include "ItemSetPassiveAbilityID.h"
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ItemSetPassiveAbility::ItemSetPassiveAbility(PassiveAbilityTrigger trigger, Entity* parent, ItemSet* itemSet)
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{
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m_Trigger = trigger;
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m_Parent = parent;
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m_ItemSet = itemSet;
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m_Cooldown = 0.0f;
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}
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ItemSetPassiveAbility::~ItemSetPassiveAbility()
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{
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}
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void ItemSetPassiveAbility::Trigger(PassiveAbilityTrigger trigger)
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{
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if (m_Trigger != trigger || m_Cooldown > 0.0f)
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{
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return;
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}
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Activate();
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}
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void ItemSetPassiveAbility::Update(float deltaTime)
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{
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if (m_Cooldown > 0.0f)
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{
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m_Cooldown -= deltaTime;
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}
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}
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void ItemSetPassiveAbility::Activate()
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{
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if (m_Trigger == PassiveAbilityTrigger::EnemySmashed)
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{
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OnEnemySmshed();
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return;
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}
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
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if (destroyableComponent == nullptr || skillComponent == nullptr)
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{
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return;
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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const auto id = static_cast<ItemSetPassiveAbilityID>(m_ItemSet->GetID());
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const auto parentID = m_Parent->GetObjectID();
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const auto equippedCount = m_ItemSet->GetEquippedCount();
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switch (id)
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{
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// Assembly
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case ItemSetPassiveAbilityID::InventorRank1:
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case ItemSetPassiveAbilityID::SummonerRank1:
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case ItemSetPassiveAbilityID::EngineerRank1: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(394, 4401, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::InventorRank2:
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case ItemSetPassiveAbilityID::SummonerRank2:
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case ItemSetPassiveAbilityID::EngineerRank2: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(581, 9433, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::InventorRank3:
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case ItemSetPassiveAbilityID::SummonerRank3:
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case ItemSetPassiveAbilityID::EngineerRank3: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(582, 9435, parentID);
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break;
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}
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// Sentinel
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case ItemSetPassiveAbilityID::KnightRank1: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(559, 8884, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::KnightRank2: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(560, 8885, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::KnightRank3: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(561, 8890, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank1: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(1101, 24612, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank2: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(1102, 24617, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank3: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(1103, 24622, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank1: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(562, 8899, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank2: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(563, 8904, parentID);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank3: {
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if (equippedCount < 4) return;
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m_Cooldown = 11.0f;
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skillComponent->CalculateBehavior(564, 8909, parentID);
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break;
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}
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default:
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break;
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}
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}
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std::vector<ItemSetPassiveAbility> ItemSetPassiveAbility::FindAbilities(uint32_t itemSetID, Entity* parent, ItemSet* itemSet)
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{
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std::vector<ItemSetPassiveAbility> abilities;
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switch (static_cast<ItemSetPassiveAbilityID>(itemSetID)) {
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// Assembly
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case ItemSetPassiveAbilityID::SummonerRank1:
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case ItemSetPassiveAbilityID::SummonerRank2:
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case ItemSetPassiveAbilityID::SummonerRank3:
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case ItemSetPassiveAbilityID::InventorRank1:
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case ItemSetPassiveAbilityID::InventorRank2:
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case ItemSetPassiveAbilityID::InventorRank3:
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case ItemSetPassiveAbilityID::EngineerRank1:
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case ItemSetPassiveAbilityID::EngineerRank2:
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case ItemSetPassiveAbilityID::EngineerRank3: {
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abilities.emplace_back(PassiveAbilityTrigger::AssemblyImagination, parent, itemSet);
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break;
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}
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// Sentinel
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case ItemSetPassiveAbilityID::KnightRank1:
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case ItemSetPassiveAbilityID::KnightRank2:
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case ItemSetPassiveAbilityID::KnightRank3:
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case ItemSetPassiveAbilityID::SpaceRangerRank1:
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case ItemSetPassiveAbilityID::SpaceRangerRank2:
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case ItemSetPassiveAbilityID::SpaceRangerRank3:
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case ItemSetPassiveAbilityID::SamuraiRank1:
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case ItemSetPassiveAbilityID::SamuraiRank2:
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case ItemSetPassiveAbilityID::SamuraiRank3: {
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abilities.emplace_back(PassiveAbilityTrigger::SentinelArmor, parent, itemSet);
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abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet);
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break;
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}
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// Paradox
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case ItemSetPassiveAbilityID::BatLord:
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case ItemSetPassiveAbilityID::SpaceMarauderRank1:
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case ItemSetPassiveAbilityID::SpaceMarauderRank2:
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case ItemSetPassiveAbilityID::SpaceMarauderRank3:
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case ItemSetPassiveAbilityID::SorcererRank1:
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case ItemSetPassiveAbilityID::SorcererRank2:
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case ItemSetPassiveAbilityID::SorcererRank3:
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case ItemSetPassiveAbilityID::ShinobiRank1:
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case ItemSetPassiveAbilityID::ShinobiRank2:
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case ItemSetPassiveAbilityID::ShinobiRank3: {
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abilities.emplace_back(PassiveAbilityTrigger::EnemySmashed, parent, itemSet);
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break;
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}
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default:
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break;
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}
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return abilities;
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}
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void ItemSetPassiveAbility::OnEnemySmshed()
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{
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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auto* skillComponent = m_Parent->GetComponent<SkillComponent>();
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if (destroyableComponent == nullptr || skillComponent == nullptr)
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{
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return;
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}
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EntityManager::Instance()->SerializeEntity(m_Parent);
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const auto id = static_cast<ItemSetPassiveAbilityID>(m_ItemSet->GetID());
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const auto parentID = m_Parent->GetObjectID();
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const auto equippedCount = m_ItemSet->GetEquippedCount();
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switch (id)
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{
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// Bat Lord
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case ItemSetPassiveAbilityID::BatLord: {
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if(equippedCount < 5) return;
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destroyableComponent->Heal(3);
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break;
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}
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// Sentinel
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case ItemSetPassiveAbilityID::KnightRank1: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::KnightRank2: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::KnightRank3: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank1: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank2: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceRangerRank3: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank1: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank2: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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case ItemSetPassiveAbilityID::SamuraiRank3: {
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if (equippedCount < 5) return;
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destroyableComponent->Repair(1);
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break;
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}
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// Paradox
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case ItemSetPassiveAbilityID::SpaceMarauderRank1: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(1);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceMarauderRank2: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(2);
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break;
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}
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case ItemSetPassiveAbilityID::SpaceMarauderRank3: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(3);
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break;
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}
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case ItemSetPassiveAbilityID::ShinobiRank1: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(1);
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break;
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}
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case ItemSetPassiveAbilityID::ShinobiRank2: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(2);
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break;
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}
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case ItemSetPassiveAbilityID::ShinobiRank3: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(3);
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break;
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}
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case ItemSetPassiveAbilityID::SorcererRank1: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(1);
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break;
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}
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case ItemSetPassiveAbilityID::SorcererRank2: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(2);
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break;
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}
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case ItemSetPassiveAbilityID::SorcererRank3: {
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if (equippedCount < 4) return;
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destroyableComponent->Imagine(3);
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break;
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}
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default:
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break;
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}
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}
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