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
This commit is contained in:
David Markowitz
2023-07-15 13:56:33 -07:00
committed by GitHub
parent 9375c36c7b
commit 455f9470a5
200 changed files with 861 additions and 862 deletions

View File

@@ -42,7 +42,7 @@ void NsConcertQuickBuild::OnStartup(Entity* self) {
// Get the manager of the crate of this quick build
const auto groupNumber = std::stoi(splitGroup.at(3));
const auto managerObjects = EntityManager::Instance()->GetEntitiesInGroup("CB_" + std::to_string(groupNumber));
const auto managerObjects = Game::entityManager->GetEntitiesInGroup("CB_" + std::to_string(groupNumber));
if (managerObjects.empty())
return;
@@ -67,7 +67,7 @@ float NsConcertQuickBuild::GetBlinkTime(float time) {
}
void NsConcertQuickBuild::OnDie(Entity* self, Entity* killer) {
auto* managerObject = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"managerObject"));
auto* managerObject = Game::entityManager->GetEntity(self->GetVar<LWOOBJID>(u"managerObject"));
if (managerObject) {
managerObject->CancelAllTimers();
managerObject->AddCallbackTimer(1.0f, [managerObject]() {
@@ -90,7 +90,7 @@ void NsConcertQuickBuild::OnRebuildComplete(Entity* self, Entity* target) {
// Find all the quick build objects of the same lot
auto finishedQuickBuildObjects = std::vector<Entity*>();
for (auto quickBuildID : finishedQuickBuilds) {
const auto quickBuildObject = EntityManager::Instance()->GetEntity(quickBuildID);
const auto quickBuildObject = Game::entityManager->GetEntity(quickBuildID);
if (quickBuildObject && quickBuildObject->GetLOT() == self->GetLOT()) {
quickBuildObject->SetVar<LWOOBJID>(u"Player_" + (GeneralUtils::to_u16string(groupNumber)), target->GetObjectID());
finishedQuickBuildObjects.push_back(quickBuildObject);
@@ -101,7 +101,7 @@ void NsConcertQuickBuild::OnRebuildComplete(Entity* self, Entity* target) {
if (finishedQuickBuildObjects.size() >= 4) {
// Move all the platforms so the user can collect the imagination brick
const auto movingPlatforms = EntityManager::Instance()->GetEntitiesInGroup("ConcertPlatforms");
const auto movingPlatforms = Game::entityManager->GetEntitiesInGroup("ConcertPlatforms");
for (auto* movingPlatform : movingPlatforms) {
auto* component = movingPlatform->GetComponent<MovingPlatformComponent>();
if (component) {
@@ -184,7 +184,7 @@ void NsConcertQuickBuild::ProgressLicensedTechnician(Entity* self) {
for (auto i = 1; i < 5; i++) {
const auto playerID = self->GetVar<LWOOBJID>(u"Player_" + (GeneralUtils::to_u16string(i)));
if (playerID != LWOOBJID_EMPTY) {
const auto player = EntityManager::Instance()->GetEntity(playerID);
const auto player = Game::entityManager->GetEntity(playerID);
if (player) {
auto playerMissionComponent = player->GetComponent<MissionComponent>();
if (playerMissionComponent)
@@ -202,7 +202,7 @@ void NsConcertQuickBuild::UpdateEffects(Entity* self) {
return;
for (const auto& effectName : setIterator->second.effects) {
const auto effectObjects = EntityManager::Instance()->GetEntitiesInGroup(quickBuildFX.at(effectName));
const auto effectObjects = Game::entityManager->GetEntitiesInGroup(quickBuildFX.at(effectName));
for (auto* effectObject : effectObjects) {
GameMessages::SendPlayFXEffect(effectObject, 0, GeneralUtils::ASCIIToUTF16(effectName),
effectName + "Effect", LWOOBJID_EMPTY, 1, 1, true);
@@ -216,7 +216,7 @@ void NsConcertQuickBuild::CancelEffects(Entity* self) {
return;
for (const auto& effectName : setIterator->second.effects) {
const auto effectObjects = EntityManager::Instance()->GetEntitiesInGroup(quickBuildFX.at(effectName));
const auto effectObjects = Game::entityManager->GetEntitiesInGroup(quickBuildFX.at(effectName));
for (auto* effectObject : effectObjects) {
GameMessages::SendStopFXEffect(effectObject, true, effectName + "Effect");
}