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sapphire/src/world/Action/EffectBuilder.cpp

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#include "EffectBuilder.h"
#include "EffectResult.h"
#include <Actor/Chara.h>
#include <Network/PacketWrappers/EffectPacket.h>
#include <Territory/Territory.h>
#include <Util/Util.h>
#include <Util/UtilMath.h>
#include <Logging/Logger.h>
using namespace Sapphire;
using namespace Sapphire::World::Action;
using namespace Sapphire::Network::Packets;
EffectBuilder::EffectBuilder( Entity::CharaPtr source, uint32_t actionId ) :
m_sourceChara( std::move( source ) ),
m_actionId( actionId )
{
}
uint32_t EffectBuilder::getResultDelayMs()
{
// todo: actually figure this retarded shit out
return Common::Util::getTimeMs() + 1000;
}
EffectResultPtr EffectBuilder::getResult( Entity::CharaPtr& chara )
{
auto it = m_resolvedEffects.find( chara->getId() );
if( it == m_resolvedEffects.end() )
{
// create a new one and return it
// todo: this feels kinda dirty but makes for easy work
auto result = make_EffectResult( chara, getResultDelayMs() );
m_resolvedEffects[ chara->getId() ] = result;
return result;
}
return it->second;
}
void EffectBuilder::healTarget( Entity::CharaPtr& target, uint32_t amount, Common::ActionHitSeverityType severity )
{
auto result = getResult( target );
assert( result );
result->heal( amount, severity );
}
void EffectBuilder::damageTarget( Entity::CharaPtr& target, uint32_t amount, Common::ActionHitSeverityType severity )
{
auto result = getResult( target );
assert( result );
result->damage( amount, severity );
}
void EffectBuilder::buildAndSendPackets()
{
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Logger::debug( "EffectBuilder result: " );
Logger::debug( "Targets afflicted: {}", m_resolvedEffects.size() );
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// test shit
for( auto& effect : m_resolvedEffects )
{
auto& result = effect.second;
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Logger::debug( " - id: {}", result->getTarget()->getId() );
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auto effectPacket = std::make_shared< Server::EffectPacket >( m_sourceChara->getId(), result->getTarget()->getId(), m_actionId );
effectPacket->setRotation( Common::Util::floatToUInt16Rot( m_sourceChara->getRot() ) );
effectPacket->addEffect( result->buildEffectEntry() );
auto sequence = m_sourceChara->getCurrentTerritory()->getNextEffectSequence();
effectPacket->setSequence( sequence );
m_sourceChara->sendToInRangeSet( effectPacket, true );
}
}