DarkflameServer/dGame/PlayerManager.cpp

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#include "PlayerManager.h"
#include "Character.h"
#include "Player.h"
#include "User.h"
#include "UserManager.h"
#include "eReplicaComponentType.h"
namespace {
std::vector<Player*> m_Players;
};
const std::vector<Player*>& PlayerManager::GetAllPlayers() {
return m_Players;
}
void PlayerManager::AddPlayer(Player* player) {
const auto& iter = std::find(m_Players.begin(), m_Players.end(), player);
if (iter == m_Players.end()) {
m_Players.push_back(player);
}
}
void PlayerManager::RemovePlayer(Player* player) {
const auto iter = std::find(m_Players.begin(), m_Players.end(), player);
if (iter != m_Players.end()) {
m_Players.erase(iter);
}
}
Player* PlayerManager::GetPlayer(const SystemAddress& sysAddr) {
auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity();
return static_cast<Player*>(entity);
}
Player* PlayerManager::GetPlayer(const std::string& name) {
const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
Player* player = nullptr;
for (auto* character : characters) {
if (!character->IsPlayer()) continue;
if (GeneralUtils::CaseInsensitiveStringCompare(name, character->GetCharacter()->GetName())) {
player = dynamic_cast<Player*>(character);
break;
}
}
return player;
}
Player* PlayerManager::GetPlayer(LWOOBJID playerID) {
Player* playerToReturn = nullptr;
for (auto* player : m_Players) {
if (player->GetObjectID() == playerID) {
playerToReturn = player;
break;
}
}
return playerToReturn;
}