#include "EffectResult.h" #include #include "Actor/Chara.h" using namespace Sapphire; using namespace Sapphire::World::Action; EffectResult::EffectResult( Entity::CharaPtr target, uint64_t runAfter ) : m_target( std::move( target ) ), m_delayMs( runAfter ), m_value( 0 ), m_severity( Common::ActionHitSeverityType::NormalDamage ), m_type( Common::ActionEffectType::Nothing ), m_param( 0 ), m_flag( Common::ActionEffectResultFlag::None ) { } Entity::CharaPtr EffectResult::getTarget() const { return m_target; } uint32_t EffectResult::getValue() const { return m_value; } uint64_t EffectResult::getDelay() { return m_delayMs; } void EffectResult::damage( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag ) { m_severity = severity; m_value = amount; m_flag = flag; m_type = Common::ActionEffectType::Damage; } void EffectResult::heal( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag ) { m_severity = severity; m_value = amount; m_flag = flag; m_type = Common::ActionEffectType::Heal; } void EffectResult::restoreMP( uint32_t amount, Common::ActionEffectResultFlag flag ) { m_value = amount; m_flag = flag; m_type = Common::ActionEffectType::MpGain; } void EffectResult::startCombo( uint16_t actionId ) { m_value = actionId; m_flag = Common::ActionEffectResultFlag::EffectOnSource; m_type = Common::ActionEffectType::StartActionCombo; } void EffectResult::comboSucceed() { // no EffectOnSource flag on this m_type = Common::ActionEffectType::ComboSucceed; } void EffectResult::applyStatusEffect( uint16_t statusId, uint8_t param ) { m_value = statusId; m_param = param; m_type = Common::ActionEffectType::ApplyStatusEffect; } Common::EffectEntry EffectResult::buildEffectEntry() const { Common::EffectEntry entry{}; // todo: that retarded shit so > u16 max numbers work entry.value = getValue(); entry.hitSeverity = m_severity; entry.effectType = m_type; entry.param = m_param; entry.flags = static_cast< uint8_t >( m_flag ); return entry; } void EffectResult::execute() { switch( m_type ) { case Common::ActionEffectType::Damage: { m_target->takeDamage( m_value ); break; } case Common::ActionEffectType::Heal: { m_target->heal( m_value ); break; } case Common::ActionEffectType::MpGain: { m_target->restoreMP( m_value ); break; } default: break; } }