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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-08 11:44:11 +00:00
Move EntityManager to Game namespace (#1140)
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
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@@ -195,7 +195,7 @@ void BaseWavesServer::OnActivityTimerDone(Entity* self, const std::string& name)
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ActivityTimerStart(self, PlaySpawnSoundTimer, 3, 3);
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} else if (name == PlaySpawnSoundTimer) {
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for (const auto& playerID : state.players) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr) {
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GameMessages::SendPlayNDAudioEmitter(player, player->GetSystemAddress(), spawnSoundGUID);
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}
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@@ -216,7 +216,7 @@ void BaseWavesServer::OnActivityTimerDone(Entity* self, const std::string& name)
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} else if (name == GameOverWinTimer) {
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GameOver(self, true);
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} else if (name == CinematicDoneTimer) {
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for (auto* boss : EntityManager::Instance()->GetEntitiesInGroup("boss")) {
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for (auto* boss : Game::entityManager->GetEntitiesInGroup("boss")) {
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boss->OnFireEventServerSide(self, "startAI");
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}
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}
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@@ -224,7 +224,7 @@ void BaseWavesServer::OnActivityTimerDone(Entity* self, const std::string& name)
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// Done
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void BaseWavesServer::ResetStats(LWOOBJID playerID) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr) {
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// Boost all the player stats when loading in
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@@ -284,7 +284,7 @@ void BaseWavesServer::StartWaves(Entity* self) {
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state.waitingPlayers.clear();
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for (const auto& playerID : state.players) {
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const auto player = EntityManager::Instance()->GetEntity(playerID);
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const auto player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr) {
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state.waitingPlayers.push_back(playerID);
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@@ -309,7 +309,7 @@ bool BaseWavesServer::CheckAllPlayersDead() {
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auto deadPlayers = 0;
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for (const auto& playerID : state.players) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr || player->GetIsDead()) {
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deadPlayers++;
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}
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@@ -322,9 +322,9 @@ bool BaseWavesServer::CheckAllPlayersDead() {
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void BaseWavesServer::SetPlayerSpawnPoints(const LWOOBJID& specificPlayerID) {
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auto spawnerIndex = 1;
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for (const auto& playerID : state.players) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr && (specificPlayerID == LWOOBJID_EMPTY || playerID == specificPlayerID)) {
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auto possibleSpawners = EntityManager::Instance()->GetEntitiesInGroup("P" + std::to_string(spawnerIndex) + "_Spawn");
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auto possibleSpawners = Game::entityManager->GetEntitiesInGroup("P" + std::to_string(spawnerIndex) + "_Spawn");
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if (!possibleSpawners.empty()) {
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auto* spawner = possibleSpawners.at(0);
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GameMessages::SendTeleport(playerID, spawner->GetPosition(), spawner->GetRotation(), player->GetSystemAddress(), true);
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@@ -353,7 +353,7 @@ void BaseWavesServer::GameOver(Entity* self, bool won) {
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ClearSpawners();
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for (const auto& playerID : state.players) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr)
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continue;
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@@ -429,7 +429,7 @@ void BaseWavesServer::SpawnWave(Entity* self) {
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}
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for (const auto& playerID : state.players) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player && player->GetIsDead()) {
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player->Resurrect();
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}
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@@ -471,7 +471,7 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
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state.currentSpawned--;
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auto* enemy = EntityManager::Instance()->GetEntity(enemyID);
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auto* enemy = Game::entityManager->GetEntity(enemyID);
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if (enemy != nullptr && enemy->IsPlayer() && IsPlayerInActivity(self, enemyID)) {
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SetActivityValue(self, enemyID, 0, GetActivityValue(self, enemyID, 0) + score);
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}
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@@ -499,7 +499,7 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
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const auto soloWaveMissions = waves.at(completedWave).soloMissions;
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for (const auto& playerID : state.players) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr && !player->GetIsDead()) {
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SetActivityValue(self, playerID, 1, currentTime);
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SetActivityValue(self, playerID, 2, state.waveNumber);
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@@ -558,7 +558,7 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
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// Done
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void BaseWavesServer::UpdateMissionForAllPlayers(Entity* self, uint32_t missionID) {
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for (const auto& playerID : state.players) {
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auto* player = EntityManager::Instance()->GetEntity(playerID);
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player != nullptr) {
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) return;
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