1
Fork 0
mirror of https://github.com/SapphireServer/Sapphire.git synced 2025-04-30 08:07:46 +00:00
sapphire/src/world/Action/Job/Warrior.cpp

61 lines
1.4 KiB
C++
Raw Normal View History

2023-03-08 18:07:15 +01:00
#include "Warrior.h"
#include <Action/CommonAction.h>
#include <Action/Action.h>
#include <Actor/Player.h>
using namespace Sapphire;
using namespace Sapphire::World::Action;
void Warrior::onAction( Entity::Player& player, Action& action )
{
switch( action.getId() )
{
case Maim:
case StormsEye:
case StormsPath:
case SkullSunder:
case ButchersBlock:
{
if( action.isComboAction() && !action.isCorrectCombo() )
break;
if( player.hasStatusEffect( Defiance ) )
handleWrath( player, action );
break;
}
}
}
void Warrior::handleWrath( Entity::Player& player, Action& action )
{
auto effectToApply = Wrath;
auto asChara = player.getAsChara();
if( player.hasStatusEffect( Wrath ) )
{
player.replaceSingleStatusEffectById( Wrath );
effectToApply = WrathII;
}
else if( player.hasStatusEffect( WrathII ) )
{
player.replaceSingleStatusEffectById( WrathII );
effectToApply = WrathIII;
}
else if( player.hasStatusEffect( WrathIII ) )
{
player.replaceSingleStatusEffectById( WrathIII );
effectToApply = WrathIV;
}
else if( player.hasStatusEffect( WrathIV ) )
{
player.replaceSingleStatusEffectById( WrathIV );
effectToApply = Infuriated;
}
if( !player.hasStatusEffect( Infuriated ) )
{
action.applyStatusEffectSelf( effectToApply );
player.addStatusEffectByIdIfNotExist( effectToApply, 30000, *asChara );
}
}