DarkflameServer/dGame/dInventory/ItemSet.cpp
TheMatt2 9dfa401b27 Fix whitespace
Convert to tabs and remove trailing whitespace
2022-01-15 14:02:14 -05:00

236 lines
4.5 KiB
C++

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