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PriorityAction.cpp
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#include "PriorityAction.h"
#include "PlayerCharacter.h"
#include "DamageSimulation.h"
#include "Ability.h"
#include "GlobalAbilityList.h"
Ability *PriorityAction::getAbility() const
{
return ability;
}
void PriorityAction::setAbility(Ability *value)
{
ability = value;
}
std::function<bool (PlayerCharacter *PC, float timestamp)> PriorityAction::getPredicate() const
{
return predicate;
}
void PriorityAction::setPredicate(const std::function<bool (PlayerCharacter *PC, float timestamp)> &value)
{
predicate = value;
}
void PriorityAction::execute(PlayerCharacter *PC, std::vector<Enemy *> &enemyList, float timestamp, bool shouldTriggerCooldown)
{
if (this->getAbility() != nullptr) {
this->getAbility()->execute(PC, enemyList, timestamp, this->getIgnoreGcd(), this->getIgnoreResourceCost(), shouldTriggerCooldown);
if (!PC->isWhiteAttack(this->getAbility())) {
PC->setLastUsedAction(this);
}
}
}
bool PriorityAction::getIgnoreGcd() const
{
return ignoreGcd;
}
void PriorityAction::setIgnoreGcd(bool value)
{
ignoreGcd = value;
}
bool PriorityAction::getIgnoreResourceCost() const
{
return ignoreResourceCost;
}
void PriorityAction::setIgnoreResourceCost(bool value)
{
ignoreResourceCost = value;
}
std::string PriorityAction::getPredicateText() const
{
return predicateText;
}
void PriorityAction::setPredicateText(const std::string &value)
{
predicateText = value;
}
std::string PriorityAction::getNameOverride() const
{
return nameOverride;
}
void PriorityAction::setNameOverride(const std::string &value)
{
nameOverride = value;
}
std::string PriorityAction::getInternalName() const
{
return internalName;
}
void PriorityAction::setInternalName(const std::string &value)
{
internalName = value;
}
bool PriorityAction::getDisabled() const
{
return disabled;
}
void PriorityAction::setDisabled(bool value)
{
disabled = value;
}
bool PriorityAction::isMainhandAutoAttack()
{
if (this->getInternalName() == "mainhand_auto") {
return true;
}
return false;
}
bool PriorityAction::isOffhandAutoAttack()
{
if (this->getInternalName() == "offhand_auto") {
return true;
}
return false;
}
bool PriorityAction::isAnyAutoAttack()
{
return this->isMainhandAutoAttack() || this->isOffhandAutoAttack();
}
bool PriorityAction::getSkipToNextActionIfUseConditionFails() const
{
return skipToNextActionIfUseConditionFails;
}
void PriorityAction::setSkipToNextActionIfUseConditionFails(bool value)
{
skipToNextActionIfUseConditionFails = value;
}
PriorityAction::PriorityAction(Ability *ability, int32_t rank)
{
this->ability = ability;
if (this->ability != nullptr) {
this->ability->setRank(rank);
}
}