mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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f0b6ad89d9
* 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
68 lines
1.5 KiB
C++
68 lines
1.5 KiB
C++
#include "PlayerManager.h"
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#include "Character.h"
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#include "User.h"
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#include "UserManager.h"
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#include "eReplicaComponentType.h"
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namespace {
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std::vector<Entity*> m_Players;
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};
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const std::vector<Entity*>& PlayerManager::GetAllPlayers() {
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return m_Players;
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}
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void PlayerManager::AddPlayer(Entity* player) {
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const auto& iter = std::find(m_Players.begin(), m_Players.end(), player);
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if (iter == m_Players.end()) {
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m_Players.push_back(player);
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}
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}
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bool PlayerManager::RemovePlayer(Entity* player) {
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const auto iter = std::find(m_Players.begin(), m_Players.end(), player);
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const bool toReturn = iter != m_Players.end();
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if (toReturn) {
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m_Players.erase(iter);
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}
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return toReturn;
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}
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Entity* PlayerManager::GetPlayer(const SystemAddress& sysAddr) {
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auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity();
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return entity;
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}
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Entity* PlayerManager::GetPlayer(const std::string& name) {
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const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
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Entity* player = nullptr;
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for (auto* character : characters) {
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if (!character->IsPlayer()) continue;
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if (GeneralUtils::CaseInsensitiveStringCompare(name, character->GetCharacter()->GetName())) {
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player = character;
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break;
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}
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}
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return player;
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}
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Entity* PlayerManager::GetPlayer(LWOOBJID playerID) {
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Entity* playerToReturn = nullptr;
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for (auto* player : m_Players) {
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if (player->GetObjectID() == playerID) {
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playerToReturn = player;
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break;
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}
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}
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return playerToReturn;
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}
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