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L2BotCore/Domain/Entities/WorldObject.h
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79
L2BotCore/Domain/Entities/WorldObject.h
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#pragma once
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#include <cstdint>
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#include "../ValueObjects/Transform.h"
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#include "../DTO/WorldObject.h"
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#include "../Serializers/Serializable.h"
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namespace L2Bot::Domain::Entities
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{
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class WorldObject : public Serializers::Serializable
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{
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public:
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const uint32_t GetId() const
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{
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return m_Id;
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}
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const ValueObjects::Transform& GetTransform() const
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{
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return m_Transform;
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}
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virtual void UpdateFromDTO(const DTO::WorldObject* dto)
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{
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SaveState();
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m_Id = dto->id;
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m_Transform = dto->transform;
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}
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virtual void SaveState()
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{
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m_PrevState = { m_Transform, false };
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}
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virtual const bool IsEqual(const DTO::WorldObject* dto) const
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{
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return m_Id == dto->id && m_Transform.IsEqual(&dto->transform);
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}
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const float_t GetSqrDistance(const WorldObject& other) const
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{
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return m_Transform.GetSqrDistance(other.m_Transform);
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}
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const float_t GetHorizontalSqrDistance(const WorldObject& other) const
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{
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return m_Transform.GetHorizontalSqrDistance(other.m_Transform);
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}
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const std::vector<Serializers::Node> BuildSerializationNodes() const override
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{
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std::vector<Serializers::Node> result;
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result.push_back({ "id", std::to_string(GetId()) });
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if (m_PrevState.isNewState || !GetTransform().IsEqual(&m_PrevState.transform))
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{
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result.push_back({ "transform", GetTransform().BuildSerializationNodes() });
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}
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return result;
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}
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WorldObject(const uint32_t id, const ValueObjects::Transform transform) :
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m_Id(id), m_Transform(transform)
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{
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}
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WorldObject() = default;
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virtual ~WorldObject() = default;
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private:
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private:
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struct State
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{
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ValueObjects::Transform transform = ValueObjects::Transform();
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bool isNewState = true;
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};
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private:
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uint32_t m_Id = 0;
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ValueObjects::Transform m_Transform = ValueObjects::Transform();
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State m_PrevState = State();
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};
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}
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