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chore: Move Player ghosting functionality to GhostComponent (#1413)
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes * Add a player manager Used for the static Player functions. Further removes stuff from the Player class/file. * chore: Move ghosting functionality to component Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers. * move to unordered_set
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@@ -26,14 +26,6 @@ public:
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const NiQuaternion& GetRespawnRotation() const override { return m_respawnRot; };
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const NiPoint3& GetGhostReferencePoint() const { return m_GhostOverride ? m_GhostOverridePoint : m_GhostReferencePoint; };
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const NiPoint3& GetOriginGhostReferencePoint() const { return m_GhostReferencePoint; };
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const NiPoint3& GetGhostOverridePoint() const { return m_GhostOverridePoint; };
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bool GetGhostOverride() const { return m_GhostOverride; };
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std::map<LWOOBJID, Loot::Info>& GetDroppedLoot() { return m_DroppedLoot; };
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uint64_t GetDroppedCoins() const { return m_DroppedCoins; };
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@@ -42,8 +34,6 @@ public:
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* Setters
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*/
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void SetGhostOverride(bool value) { m_GhostOverride = value; };
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void SetDroppedCoins(const uint64_t value) { m_DroppedCoins = value; };
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void SetSystemAddress(const SystemAddress& value) override;
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@@ -52,26 +42,10 @@ public:
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void SetRespawnRot(const NiQuaternion& rotation) override;
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void SetGhostReferencePoint(const NiPoint3& value);
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void SetGhostOverridePoint(const NiPoint3& value);
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/**
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* Ghosting
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*/
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void AddLimboConstruction(LWOOBJID objectId);
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void RemoveLimboConstruction(LWOOBJID objectId);
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void ConstructLimboEntities();
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void ObserveEntity(const int32_t id);
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bool IsObserved(const int32_t id);
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void GhostEntity(const int32_t id);
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~Player() override;
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private:
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SystemAddress m_SystemAddress;
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@@ -82,16 +56,6 @@ private:
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User* m_ParentUser;
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NiPoint3 m_GhostReferencePoint;
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NiPoint3 m_GhostOverridePoint;
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bool m_GhostOverride;
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std::vector<int32_t> m_ObservedEntities;
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std::vector<LWOOBJID> m_LimboConstructions;
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std::map<LWOOBJID, Loot::Info> m_DroppedLoot;
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uint64_t m_DroppedCoins;
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