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72 lines
1.7 KiB
C++
72 lines
1.7 KiB
C++
#pragma once
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#include <vector>
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#include "dCommonVars.h"
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class Entity;
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class ItemSet;
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enum class PassiveAbilityTrigger
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{
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AssemblyImagination, // Less than 1 imagination
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ParadoxHealth, // Less or equal to 1 health
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SentinelArmor, // Less than 1 armor
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VentureHealth, // Less than 3 health
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EnemySmashed, // Enemy is smashed
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};
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/**
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* Passive abilities that belong to an item set, activated when a PassiveAbilityTrigger condition is met
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*/
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class ItemSetPassiveAbility
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{
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public:
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ItemSetPassiveAbility(PassiveAbilityTrigger trigger, Entity* parent, ItemSet* itemSet);
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~ItemSetPassiveAbility();
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void Update(float deltaTime);
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/**
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* Attempts to trigger a passive ability for this item set, if this is the wrong trigger this is a no-op
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* @param trigger the trigger to attempt to fire
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*/
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void Trigger(PassiveAbilityTrigger trigger, Entity* target = nullptr);
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/**
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* Activates the passive ability
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*/
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void Activate(Entity* target = nullptr);
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/**
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* Finds all the passive abilities associated with a certain item set
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* @param itemSetID the item set to find abilities for
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* @param parent the parent to add to the passive abilities
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* @param itemSet the item set to add to the passive abilities
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* @return the passive abilities for the provided item set
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*/
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static std::vector<ItemSetPassiveAbility> FindAbilities(uint32_t itemSetID, Entity* parent, ItemSet* itemSet);
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private:
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void OnEnemySmshed(Entity* target = nullptr);
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/**
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* The means of triggering this ability
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*/
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PassiveAbilityTrigger m_Trigger;
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/**
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* The owner of this ability
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*/
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Entity* m_Parent;
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/**
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* The item set this ability belongs to
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*/
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ItemSet* m_ItemSet;
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/**
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* The cooldown on this ability until it can be activated again
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*/
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float m_Cooldown;
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};
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