mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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716a5fcf37
And add more virtuals
208 lines
4.5 KiB
C++
208 lines
4.5 KiB
C++
#include "ItemSet.h"
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#include "InventoryComponent.h"
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#include "Entity.h"
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#include "SkillComponent.h"
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#include "CDClientDatabase.h"
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#include "Game.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include <algorithm>
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#include "CDSkillBehaviorTable.h"
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ItemSet::ItemSet(const uint32_t id, InventoryComponent* inventoryComponent) {
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this->m_ID = id;
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this->m_InventoryComponent = inventoryComponent;
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this->m_PassiveAbilities = ItemSetPassiveAbility::FindAbilities(id, m_InventoryComponent->GetOwningEntity(), this);
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT skillSetWith2, skillSetWith3, skillSetWith4, skillSetWith5, skillSetWith6, itemIDs FROM ItemSets WHERE setID = ?;");
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query.bind(1, (int)id);
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auto result = query.execQuery();
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if (result.eof()) {
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return;
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}
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for (auto i = 0; i < 5; ++i) {
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if (result.fieldIsNull(i)) {
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continue;
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}
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auto skillQuery = CDClientDatabase::CreatePreppedStmt(
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"SELECT SkillID FROM ItemSetSkills WHERE SkillSetID = ?;");
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skillQuery.bind(1, result.getIntField(i));
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auto skillResult = skillQuery.execQuery();
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if (skillResult.eof()) {
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return;
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}
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while (!skillResult.eof()) {
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if (skillResult.fieldIsNull(0)) {
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skillResult.nextRow();
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continue;
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}
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const auto skillId = skillResult.getIntField(0);
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switch (i) {
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case 0:
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m_SkillsWith2.push_back(skillId);
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break;
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case 1:
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m_SkillsWith3.push_back(skillId);
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break;
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case 2:
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m_SkillsWith4.push_back(skillId);
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break;
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case 3:
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m_SkillsWith5.push_back(skillId);
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break;
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case 4:
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m_SkillsWith6.push_back(skillId);
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break;
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default:
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break;
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}
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skillResult.nextRow();
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}
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}
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std::string ids = result.getStringField(5);
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ids.erase(std::remove_if(ids.begin(), ids.end(), ::isspace), ids.end());
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std::istringstream stream(ids);
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std::string token;
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result.finalize();
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m_Items = {};
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while (std::getline(stream, token, ',')) {
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int32_t value;
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if (GeneralUtils::TryParse(token, value)) {
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m_Items.push_back(value);
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}
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}
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m_Equipped = {};
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for (const auto item : m_Items) {
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if (inventoryComponent->IsEquipped(item)) {
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m_Equipped.push_back(item);
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}
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}
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}
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bool ItemSet::Contains(const LOT lot) {
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return std::find(m_Items.begin(), m_Items.end(), lot) != m_Items.end();
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}
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void ItemSet::OnEquip(const LOT lot) {
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if (!Contains(lot)) {
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return;
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}
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const auto& index = std::find(m_Equipped.begin(), m_Equipped.end(), lot);
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if (index != m_Equipped.end()) {
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return;
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}
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m_Equipped.push_back(lot);
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const auto& skillSet = GetSkillSet(m_Equipped.size());
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if (skillSet.empty()) {
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return;
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}
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auto* skillComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<SkillComponent>();
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auto* missionComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<MissionComponent>();
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
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missionComponent->Progress(eMissionTaskType::USE_SKILL, skill);
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skillComponent->HandleUnmanaged(behaviorId, m_InventoryComponent->GetOwningEntity()->GetObjectID());
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}
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}
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void ItemSet::OnUnEquip(const LOT lot) {
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if (!Contains(lot)) {
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return;
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}
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const auto& index = std::find(m_Equipped.begin(), m_Equipped.end(), lot);
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if (index == m_Equipped.end()) {
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return;
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}
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const auto& skillSet = GetSkillSet(m_Equipped.size());
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m_Equipped.erase(index);
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if (skillSet.empty()) {
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return;
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}
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const auto& skillComponent = m_InventoryComponent->GetOwningEntity()->GetComponent<SkillComponent>();
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
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skillComponent->HandleUnCast(behaviorId, m_InventoryComponent->GetOwningEntity()->GetObjectID());
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}
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}
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uint32_t ItemSet::GetEquippedCount() const {
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return m_Equipped.size();
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}
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uint32_t ItemSet::GetID() const {
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return m_ID;
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}
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void ItemSet::Update(float deltaTime) {
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for (auto& passiveAbility : m_PassiveAbilities) {
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passiveAbility.Update(deltaTime);
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}
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}
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void ItemSet::TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target) {
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for (auto& passiveAbility : m_PassiveAbilities) {
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passiveAbility.Trigger(trigger, target);
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}
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}
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std::vector<uint32_t> ItemSet::GetSkillSet(const uint32_t itemCount) const {
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switch (itemCount) {
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case 2:
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return m_SkillsWith2;
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case 3:
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return m_SkillsWith3;
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case 4:
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return m_SkillsWith4;
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case 5:
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return m_SkillsWith5;
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case 6:
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return m_SkillsWith6;
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default:
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return {};
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}
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}
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