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#include "Game/AI/Query/queryHasPouchItemByPouchCategory.h"
#include <evfl/Query.h>
#include "Game/UI/uiPauseMenuDataMgr.h"
#include "KingSystem/ActorSystem/actTag.h"
namespace uking::query {
HasPouchItemByPouchCategory::HasPouchItemByPouchCategory(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
HasPouchItemByPouchCategory::~HasPouchItemByPouchCategory() = default;
int HasPouchItemByPouchCategory::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->countItemsWithCategory(ui::PouchCategory::Sword);
break;
case 1:
result = pm->countItemsWithProfile("WeaponBow", false);
break;
case 2:
result = pm->countItemsWithTag(Arrow, false);
break;
case 3:
result = pm->countItemsWithCategory(ui::PouchCategory::Shield);
break;
case 4:
result = pm->countItemsWithCategory(ui::PouchCategory::Armor);
break;
case 5:
result = pm->countItemsWithCategory(ui::PouchCategory::Material);
break;
case 6:
result = pm->countItemsWithCategory(ui::PouchCategory::Food);
break;
case 7:
result = pm->countItemsWithCategory(ui::PouchCategory::KeyItem);
break;
default:
result = 0;
break;
}
return result < *mCount;
}
void HasPouchItemByPouchCategory::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Category");
loadInt(arg.param_accessor, "Count");
}
void HasPouchItemByPouchCategory::loadParams() {
getDynamicParam(&mCategory, "Category");
getDynamicParam(&mCount, "Count");
}
} // namespace uking::query
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