Add project files.

This commit is contained in:
k0t9i
2023-01-16 15:33:32 +04:00
parent 0f6fb75cff
commit 3c20df7683
130 changed files with 7756 additions and 0 deletions

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#pragma once
#include <map>
#include "Domain/Repositories/DropRepositoryInterface.h"
#include "../Factories/DropFactory.h"
#include "../../GameStructs/FindObjectsTrait.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class DropRepository : public Repositories::DropRepositoryInterface, public FindObjectsTrait
{
public:
const std::map<uint32_t, DTO::Drop> GetObjects() override
{
const auto items = GetAllObjects<Item*>(m_Radius, [this](float_t radius, int32_t prevId) {
return m_NetworkHandler.GetNextItem(radius, prevId);
});
std::map<uint32_t, DTO::Drop> map;
for (const auto& kvp : items)
{
const auto item = kvp.second;
map.emplace(item->objectId, m_Factory.Create(item));
}
return map;
}
DropRepository(const NetworkHandlerWrapper& networkHandler, const DropFactory& factory, const uint16_t radius) :
m_NetworkHandler(networkHandler),
m_Factory(factory),
m_Radius(radius)
{
}
DropRepository() = delete;
virtual ~DropRepository() = default;
private:
const NetworkHandlerWrapper& m_NetworkHandler;
const DropFactory& m_Factory;
const uint16_t m_Radius;
};
}

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#pragma once
#include "Domain/Repositories/HeroRepositoryInterface.h"
#include "../Factories/HeroFactory.h"
#include "../../../Events/EventDispatcher.h"
#include "../../../Events/HeroCreatedEvent.h"
#include "../../../Events/HeroDeletedEvent.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class HeroRepository : public Repositories::HeroRepositoryInterface
{
public:
const std::map<uint32_t, DTO::Hero> GetObjects() override
{
std::map<uint32_t, DTO::Hero> map;
const auto hero = m_NetworkHandler.GetHero();
if (hero)
{
map.emplace(hero->objectId, m_Factory.Create(hero));
}
if (hero != nullptr && m_PrevHero == nullptr)
{
EventDispatcher::GetInstance().Dispatch(HeroCreatedEvent{});
}
if (hero == nullptr && m_PrevHero != nullptr)
{
EventDispatcher::GetInstance().Dispatch(HeroDeletedEvent{});
}
m_PrevHero = hero;
return map;
}
HeroRepository(const NetworkHandlerWrapper& networkHandler, const HeroFactory& factory) :
m_NetworkHandler(networkHandler),
m_Factory(factory)
{
}
HeroRepository() = delete;
virtual ~HeroRepository() = default;
private:
const HeroFactory& m_Factory;
const NetworkHandlerWrapper& m_NetworkHandler;
User* m_PrevHero = nullptr;
};
}

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#pragma once
#include <map>
#include "../GameStructs/NetworkHandlerWrapper.h"
#include "Domain/Repositories/NPCRepositoryInterface.h"
#include "../Factories/NPCFactory.h"
#include "../../../Events/EventDispatcher.h"
#include "../../../Events/SpoiledEvent.h"
#include "../../../Events/CreatureDiedEvent.h"
#include "../../GameStructs/FindObjectsTrait.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class NPCRepository : public Repositories::NPCRepositoryInterface, public FindObjectsTrait
{
public:
const std::map<uint32_t, DTO::NPC> GetObjects() override
{
const auto creatures = GetAllObjects<User*>(m_Radius, [this](float_t radius, int32_t prevId) {
return m_NetworkHandler.GetNextCreature(radius, prevId);
});
std::map<uint32_t, DTO::NPC> map;
for (const auto& kvp : creatures)
{
const auto creature = kvp.second;
if (creature->userType == L2::UserType::NPC) {
const auto spoilState = m_Spoiled.find(creature->objectId) == m_Spoiled.end() ? Enums::SpoilStateEnum::none : m_Spoiled.at(creature->objectId);
map.emplace(creature->objectId, m_Factory.Create(creature, spoilState));
}
}
return map;
}
NPCRepository(const NetworkHandlerWrapper& networkHandler, const NPCFactory& factory, const uint16_t radius) :
m_NetworkHandler(networkHandler),
m_Factory(factory),
m_Radius(radius)
{
EventDispatcher::GetInstance().Subscribe(SpoiledEvent::name, [this](const Event& evt) {
OnSpoiled(evt);
});
EventDispatcher::GetInstance().Subscribe(CreatureDiedEvent::name, [this](const Event& evt) {
OnCreatureDied(evt);
});
}
NPCRepository() = delete;
virtual ~NPCRepository() = default;
void OnSpoiled(const Event& evt)
{
if (evt.GetName() == SpoiledEvent::name)
{
const auto casted = static_cast<const SpoiledEvent&>(evt);
const auto hero = m_NetworkHandler.GetHero();
if (hero && hero->pawn && hero->pawn->lineagePlayerController)
{
const auto targetId = hero->pawn->lineagePlayerController->targetObjectId;
if (targetId)
{
m_Spoiled[targetId] = Enums::SpoilStateEnum::spoiled;
}
}
}
}
void OnCreatureDied(const Event& evt)
{
if (evt.GetName() == CreatureDiedEvent::name)
{
const auto casted = static_cast<const CreatureDiedEvent&>(evt);
if (m_Spoiled.find(casted.GetCreatureId()) != m_Spoiled.end())
{
if (m_Spoiled[casted.GetCreatureId()] == Enums::SpoilStateEnum::spoiled)
{
m_Spoiled[casted.GetCreatureId()] = Enums::SpoilStateEnum::sweepable;
}
else
{
m_Spoiled[casted.GetCreatureId()] = Enums::SpoilStateEnum::none;
}
}
}
}
private:
const NPCFactory& m_Factory;
std::map<uint32_t, Enums::SpoilStateEnum> m_Spoiled;
const NetworkHandlerWrapper& m_NetworkHandler;
const uint16_t m_Radius = 0;
};
}

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#pragma once
#include <map>
#include "Domain/Repositories/PlayerRepositoryInterface.h"
#include "../Factories/PlayerFactory.h"
#include "../../GameStructs/FindObjectsTrait.h"
#include "../GameStructs/NetworkHandlerWrapper.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class PlayerRepository : public Repositories::PlayerRepositoryInterface, public FindObjectsTrait
{
public:
const std::map<uint32_t, DTO::Player> GetObjects() override
{
const auto creatures = GetAllObjects<User*>(m_Radius, [this](float_t radius, int32_t prevId) {
return m_NetworkHandler.GetNextCreature(radius, prevId);
});
std::map<uint32_t, DTO::Player> map;
for (const auto& kvp : creatures)
{
const auto creature = kvp.second;
if (creature->userType == L2::UserType::USER && creature->lvl == 0) {
map.emplace(creature->objectId, m_Factory.Create(creature));
}
}
return map;
}
PlayerRepository(const NetworkHandlerWrapper& networkHandler, const PlayerFactory& factory, const uint16_t radius) :
m_NetworkHandler(networkHandler),
m_Factory(factory),
m_Radius(radius)
{
}
PlayerRepository() = delete;
virtual ~PlayerRepository() = default;
private:
const PlayerFactory& m_Factory;
const NetworkHandlerWrapper& m_NetworkHandler;
const uint16_t m_Radius;
};
}

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#pragma once
#include <map>
#include <chrono>
#include <shared_mutex>
#include "Domain/Repositories/SkillRepositoryInterface.h"
#include "../Factories/SkillFactory.h"
#include "../../../Events/SkillCreatedEvent.h"
#include "../../../Events/SkillUsedEvent.h"
#include "../../../Events/SkillCancelledEvent.h"
#include "../../../Events/AbnormalEffectChangedEvent.h"
#include "../../../Events/HeroDeletedEvent.h"
#include "../GameStructs/NetworkHandlerWrapper.h"
#include "../../../Common/TimerMap.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class SkillRepository : public Repositories::SkillRepositoryInterface
{
public:
const std::map<uint32_t, DTO::Skill> GetObjects() override
{
std::unique_lock<std::shared_timed_mutex>(m_Mutex);
return m_Skills;
}
SkillRepository(const NetworkHandlerWrapper& networkHandler, const SkillFactory& factory) :
m_NetworkHandler(networkHandler),
m_Factory(factory)
{
EventDispatcher::GetInstance().Subscribe(SkillCreatedEvent::name, [this](const Event& evt) {
OnSkillCreated(evt);
});
EventDispatcher::GetInstance().Subscribe(SkillUsedEvent::name, [this](const Event& evt) {
OnSkillUsed(evt);
});
EventDispatcher::GetInstance().Subscribe(SkillCancelledEvent::name, [this](const Event& evt) {
OnSkillCancelled(evt);
});
EventDispatcher::GetInstance().Subscribe(AbnormalEffectChangedEvent::name, [this](const Event& evt) {
OnSkillToggled(evt);
});
EventDispatcher::GetInstance().Subscribe(HeroDeletedEvent::name, [this](const Event& evt) {
OnHeroDeleted(evt);
});
}
SkillRepository() = delete;
virtual ~SkillRepository() = default;
void OnHeroDeleted(const Event& evt)
{
std::shared_lock<std::shared_timed_mutex>(m_Mutex);
if (evt.GetName() == HeroDeletedEvent::name)
{
m_Skills.clear();
m_CastingTimers.StopAll();
m_ReloadingTimers.StopAll();
}
}
void OnSkillCreated(const Event& evt)
{
std::shared_lock<std::shared_timed_mutex>(m_Mutex);
if (evt.GetName() == SkillCreatedEvent::name)
{
const auto casted = static_cast<const SkillCreatedEvent&>(evt);
const auto skillInfo = casted.GetSkillInfo();
const auto skillId = skillInfo[2];
const auto alreadyExists = m_Skills.find(skillId) != m_Skills.end();
auto skill = m_Factory.Create(
alreadyExists ? m_Skills[skillId] : DTO::Skill(),
skillInfo[2],
skillInfo[1],
skillInfo[0]
);
UpdateSkill(skill);
}
}
void OnSkillUsed(const Event& evt)
{
std::shared_lock<std::shared_timed_mutex>(m_Mutex);
if (evt.GetName() == SkillUsedEvent::name)
{
const auto casted = static_cast<const SkillUsedEvent&>(evt);
const auto skillInfo = casted.GetSkillInfo();
const auto skillId = skillInfo[0];
if (m_Skills.find(skillId) == m_Skills.end())
{
//todo exception?
return;
}
auto skill = m_Factory.UpdateReloadingState(
m_Factory.UpdateCastingState(
m_Skills[skillId],
true
),
true
);
UpdateSkill(skill);
m_UsedSkillId = skill.skillId;
m_ReloadingTimers.StartTimer(skill.skillId, skillInfo[3], [this] (uint32_t skillId) {
std::shared_lock<std::shared_timed_mutex>(m_Mutex);
auto skill = m_Factory.UpdateReloadingState(
m_Skills[skillId],
false
);
UpdateSkill(skill);
});
m_CastingTimers.StartTimer(skill.skillId, skillInfo[2], [this] (uint32_t skillId) {
std::shared_lock<std::shared_timed_mutex>(m_Mutex);
auto skill = m_Factory.UpdateCastingState(
m_Skills[m_UsedSkillId],
false
);
UpdateSkill(skill);
});
}
}
void OnSkillCancelled(const Event& evt)
{
std::shared_lock<std::shared_timed_mutex>(m_Mutex);
if (evt.GetName() == SkillCancelledEvent::name)
{
const auto casted = static_cast<const SkillCancelledEvent&>(evt);
const auto hero = m_NetworkHandler.GetHero();
if (hero && hero->objectId == casted.GetInitiatorId())
{
if (m_Skills.find(m_UsedSkillId) == m_Skills.end())
{
//todo exception?
return;
}
auto skill = m_Factory.UpdateCastingState(
m_Skills[m_UsedSkillId],
false
);
UpdateSkill(skill);
m_UsedSkillId = 0;
m_CastingTimers.StopTimer(skill.skillId);
}
}
}
void OnSkillToggled(const Event& evt)
{
std::shared_lock<std::shared_timed_mutex>(m_Mutex);
if (evt.GetName() == AbnormalEffectChangedEvent::name)
{
const auto casted = static_cast<const AbnormalEffectChangedEvent&>(evt);
const auto skillInfo = casted.GetSkillInfo();
std::map<uint32_t, int32_t> ids;
for (size_t i = 0; i < skillInfo.size(); i += 3)
{
ids[skillInfo[i]] = skillInfo[i + 2];
}
for (auto it = m_Skills.begin(); it != m_Skills.end();)
{
const auto needToToggle = ids.find(it->second.skillId) != ids.end();
// buff time less than zero means this is a aura
const auto isAura = needToToggle ? ids[it->second.skillId] < 0 : false;
if (it->second.isToggled && !needToToggle)
{
auto skill = m_Factory.UpdateToggle(it->second, false);
it = m_Skills.erase(it);
m_Skills.emplace(skill.skillId, skill);
}
else if (!it->second.isToggled && needToToggle && isAura)
{
auto skill = m_Factory.UpdateToggle(it->second, true);
it = m_Skills.erase(it);
m_Skills.emplace(skill.skillId, skill);
}
else
{
++it;
}
}
}
}
private:
void UpdateSkill(const DTO::Skill skill)
{
m_Skills.erase(skill.skillId);
m_Skills.emplace(skill.skillId, skill);
}
private:
const SkillFactory& m_Factory;
std::map<uint32_t, DTO::Skill> m_Skills;
uint32_t m_UsedSkillId = 0;
const NetworkHandlerWrapper& m_NetworkHandler;
TimerMap m_ReloadingTimers;
TimerMap m_CastingTimers;
std::shared_timed_mutex m_Mutex;
};
}