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sapphire/src/world/Action/EffectResult.h

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1.3 KiB
C++

#pragma once
#include <ForwardsZone.h>
#include <Common.h>
namespace Sapphire::World::Action
{
/*!
* @brief A container for the computed result of an effect on a single actor. Used to apply damage/healing dealt
* at a later point in time.
*/
class EffectResult
{
public:
explicit EffectResult( Entity::CharaPtr target, uint64_t delayMs );
void damage( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None );
void heal( uint32_t amount, Common::ActionHitSeverityType severity, Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None );
void restoreMP( uint32_t amount, Common::ActionEffectResultFlag flag = Common::ActionEffectResultFlag::None );
void startCombo( uint16_t actionId );
void comboSucceed();
void applyStatusEffect( uint16_t statusId, uint8_t param );
void mount( uint16_t mountId );
Entity::CharaPtr getTarget() const;
uint32_t getValue() const;
uint64_t getDelay();
Common::CalcResultParam buildEffectEntry() const;
void execute();
private:
uint64_t m_delayMs;
Entity::CharaPtr m_target;
Common::ActionEffectType m_type;
uint8_t m_param0;
uint8_t m_param1;
uint8_t m_param2;
uint32_t m_value;
Common::ActionEffectResultFlag m_flag;
};
}