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chore: Player class removal (#1445)
* SystemAddress and destructor * move respawn logic to character comp Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place. * Move loot cheat checking * Remove GetParentUser overload Tested completing missions control behaviors collecting life crate completing a bunch of missions using macros loading into worlds brick-by-brick placing models digging the x spot in gnarled forest can still ban and mute players cheat detection is still doing its thing flags are still set (checked with flag 45) claim codes still work (created new char, checked the lego club mail was there) * Move player constructor logic Its now at the bottom of Entity constructor. Time to remove Player * Remove Player class Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies * store ptr * Update SlashCommandHandler.cpp
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@@ -24,6 +24,7 @@
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#include "eMissionTaskType.h"
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#include "eMissionLockState.h"
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#include "eReplicaComponentType.h"
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#include "Character.h"
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#include "CDMissionEmailTable.h"
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@@ -208,8 +209,8 @@ Entity* Mission::GetAssociate() const {
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return m_MissionComponent->GetParent();
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}
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User* Mission::GetUser() const {
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return GetAssociate()->GetParentUser();
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Character* Mission::GetCharacter() const {
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return GetAssociate()->GetCharacter();
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}
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uint32_t Mission::GetMissionId() const {
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@@ -390,7 +391,7 @@ void Mission::Catchup() {
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if (type == eMissionTaskType::PLAYER_FLAG) {
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for (int32_t target : task->GetAllTargets()) {
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const auto flag = GetUser()->GetLastUsedChar()->GetPlayerFlag(target);
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const auto flag = GetCharacter()->GetPlayerFlag(target);
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if (!flag) {
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continue;
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@@ -413,7 +414,7 @@ void Mission::YieldRewards() {
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return;
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}
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auto* character = GetUser()->GetLastUsedChar();
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auto* character = GetCharacter();
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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auto* levelComponent = entity->GetComponent<LevelProgressionComponent>();
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@@ -599,8 +600,10 @@ void Mission::SetMissionState(const eMissionState state, const bool sendingRewar
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if (entity == nullptr) {
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return;
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}
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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GameMessages::SendNotifyMission(entity, entity->GetParentUser()->GetSystemAddress(), info.id, static_cast<int>(state), sendingRewards);
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GameMessages::SendNotifyMission(entity, characterComponent->GetSystemAddress(), info.id, static_cast<int>(state), sendingRewards);
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}
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void Mission::SetMissionTypeState(eMissionLockState state, const std::string& type, const std::string& subType) {
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@@ -17,6 +17,7 @@ namespace tinyxml2 {
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enum class eMissionState : int;
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enum class eMissionLockState : int;
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class MissionComponent;
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class Character;
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/**
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* A mission (or achievement) that a player may unlock, progress and complete.
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@@ -46,7 +47,7 @@ public:
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* Returns the account owns the entity that is currently progressing this mission
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* @return the account owns the entity that is currently progressing this mission
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*/
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User* GetUser() const;
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Character* GetCharacter() const;
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/**
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* Returns the current state of this mission
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