Move CDClientManager to be a namespace (#1431)

Tested that worlds still load data as expected.  Had no use being a singleton anyways.
This commit is contained in:
David Markowitz
2024-02-08 21:40:43 -08:00
committed by GitHub
parent 24f94edfeb
commit dc29f5962d
44 changed files with 128 additions and 142 deletions

View File

@@ -28,11 +28,11 @@ void Loot::CacheMatrix(uint32_t matrixIndex) {
return;
}
CachedMatrices.insert(matrixIndex);
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
@@ -47,11 +47,11 @@ void Loot::CacheMatrix(uint32_t matrixIndex) {
}
std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(Entity* player, uint32_t matrixIndex) {
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
auto* missionComponent = player->GetComponent<MissionComponent>();
std::unordered_map<LOT, int32_t> drops;
@@ -134,11 +134,11 @@ std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(Entity* player, uint32_t m
}
std::unordered_map<LOT, int32_t> Loot::RollLootMatrix(uint32_t matrixIndex) {
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
CDLootMatrixTable* lootMatrixTable = CDClientManager::Instance().GetTable<CDLootMatrixTable>();
CDLootTableTable* lootTableTable = CDClientManager::Instance().GetTable<CDLootTableTable>();
CDRarityTableTable* rarityTableTable = CDClientManager::Instance().GetTable<CDRarityTableTable>();
CDComponentsRegistryTable* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
CDItemComponentTable* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
CDLootMatrixTable* lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
CDLootTableTable* lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
CDRarityTableTable* rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
std::unordered_map<LOT, int32_t> drops;
const auto& matrix = lootMatrixTable->GetMatrix(matrixIndex);
@@ -216,7 +216,7 @@ void Loot::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& result, eL
}
void Loot::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
const CDActivityRewards* selectedReward = nullptr;
@@ -232,7 +232,7 @@ void Loot::GiveActivityLoot(Entity* player, Entity* source, uint32_t activityID,
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance().GetTable<CDCurrencyTableTable>();
CDCurrencyTableTable* currencyTableTable = CDClientManager::GetTable<CDCurrencyTableTable>();
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
if (currencyTable.size() > 0) {
@@ -286,7 +286,7 @@ void Loot::DropLoot(Entity* player, Entity* killedObject, std::unordered_map<LOT
}
void Loot::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID, int32_t rating) {
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
CDActivityRewardsTable* activityRewardsTable = CDClientManager::GetTable<CDActivityRewardsTable>();
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([activityID](CDActivityRewards entry) { return (entry.objectTemplate == activityID); });
const CDActivityRewards* selectedReward = nullptr;
@@ -303,7 +303,7 @@ void Loot::DropActivityLoot(Entity* player, Entity* source, uint32_t activityID,
uint32_t minCoins = 0;
uint32_t maxCoins = 0;
CDCurrencyTableTable* currencyTableTable = CDClientManager::Instance().GetTable<CDCurrencyTableTable>();
CDCurrencyTableTable* currencyTableTable = CDClientManager::GetTable<CDCurrencyTableTable>();
std::vector<CDCurrencyTable> currencyTable = currencyTableTable->Query([selectedReward](CDCurrencyTable entry) { return (entry.currencyIndex == selectedReward->CurrencyIndex && entry.npcminlevel == 1); });
if (currencyTable.size() > 0) {