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#include "Game/AI/Query/queryHasPorchItemByCategory.h"
#include <evfl/Query.h>
#include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/actTag.h"
namespace uking::query {
HasPorchItemByCategory::HasPorchItemByCategory(const InitArg& arg) : ksys::act::ai::Query(arg) {}
HasPorchItemByCategory::~HasPorchItemByCategory() = default;
int HasPorchItemByCategory::doQuery() {
s32 result = 0;
using namespace ksys::act::tags;
auto* pm = ui::PauseMenuDataMgr::instance();
if (pm == nullptr)
return 1;
switch (*mCategory) {
case 0:
result = pm->countItemsWithProfile("WeaponBow", true);
break;
case 1:
result = pm->countItemsWithProfile("WeaponShield", true);
break;
case 2:
result = pm->countItemsWithProfile("WeaponSpear", true);
break;
case 3:
result = pm->countItemsWithProfile("WeaponSmallSword", true);
break;
case 4:
result = pm->countItemsWithTag(Arrow, false);
break;
case 16:
result = pm->countItemsWithTag(Arrow, true);
break;
case 5:
result = pm->countItemsWithProfile("WeaponLargeSword", true);
break;
case 6:
result = pm->countItemsWithTag(CookMushroom, true);
break;
case 7:
result = pm->countItemsWithTag(RoastItem, true);
break;
case 8:
result = pm->countItemsWithTag(CookFruit, true);
break;
case 9:
result = pm->countItemsWithTag(CookOre, true);
break;
case 10:
result = pm->countItemsWithTag(CookPlant, true);
break;
case 11:
result = pm->countItemsWithTag(EnemyMaterial, true);
break;
case 12:
result = pm->countItemsWithTag(CookMeat, true);
break;
case 13:
result = pm->countItemsWithTag(CookMaterial, true);
break;
case 14:
result = pm->countItemsWithProfile("HorseReins", true);
break;
case 15:
result = pm->countItemsWithProfile("HorseSaddle", true);
break;
default:
result = 0;
break;
}
return result < *mCount;
}
void HasPorchItemByCategory::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Category");
loadInt(arg.param_accessor, "Count");
}
void HasPorchItemByCategory::loadParams() {
getDynamicParam(&mCategory, "Category");
getDynamicParam(&mCount, "Count");
}
} // namespace uking::query
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