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a62f6d63c6
* 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.
66 lines
1.5 KiB
C++
66 lines
1.5 KiB
C++
#include "PlayerManager.h"
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#include "Character.h"
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#include "Player.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<Player*> m_Players;
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};
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const std::vector<Player*>& PlayerManager::GetAllPlayers() {
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return m_Players;
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}
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void PlayerManager::AddPlayer(Player* 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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void PlayerManager::RemovePlayer(Player* 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.erase(iter);
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}
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}
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Player* PlayerManager::GetPlayer(const SystemAddress& sysAddr) {
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auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity();
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return static_cast<Player*>(entity);
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}
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Player* PlayerManager::GetPlayer(const std::string& name) {
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const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
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Player* 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 = dynamic_cast<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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Player* PlayerManager::GetPlayer(LWOOBJID playerID) {
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Player* 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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