DarkflameServer/dGame/dInventory/ItemSetPassiveAbility.cpp
David Markowitz 455f9470a5
Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace

* move initialization to later

Need to wait for dZoneManager to be initialized.

* Fix bugs

- Cannot delete from a RandomAccessIterator while in a range based for loop.

Touchup zone manager initialize

replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control

change initialize timings

If zone is not zero we expect to initialize the entity manager during zone manager initialization

Add constexpr for zone control LOT

* Add proper error handling

* revert vanity changes

* Update WorldServer.cpp

* Update dZoneManager.cpp
2023-07-15 13:56:33 -07:00

321 lines
8.7 KiB
C++

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