feat: use unique_ptr in skill repository
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@ -21,7 +21,7 @@ namespace Interlude
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DropFactory() = delete;
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virtual ~DropFactory() = default;
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std::unique_ptr<Entities::EntityInterface> Create(const Item* item) const
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std::unique_ptr<Entities::Drop> Create(const Item* item) const
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{
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const auto itemData = m_L2GameData.GetItemData(item->itemId);
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const auto nameEntry = itemData ? m_FName.GetEntry(itemData->nameIndex) : nullptr;
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@ -13,7 +13,7 @@ namespace Interlude
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HeroFactory() = default;
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virtual ~HeroFactory() = default;
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std::unique_ptr<Entities::EntityInterface> Create(const User* item) const
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std::unique_ptr<Entities::Hero> Create(const User* item) const
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{
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const auto playerController = item->pawn ? item->pawn->lineagePlayerController : nullptr;
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@ -12,7 +12,7 @@ namespace Interlude
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NPCFactory() = default;
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virtual ~NPCFactory() = default;
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std::unique_ptr<Entities::EntityInterface> Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
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std::unique_ptr<Entities::NPC> Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
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{
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return std::make_unique<Entities::NPC>(
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item->objectId,
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@ -12,7 +12,7 @@ namespace Interlude
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PlayerFactory() = default;
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virtual ~PlayerFactory() = default;
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std::unique_ptr<Entities::EntityInterface> Create(const User* item) const
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std::unique_ptr<Entities::Player> Create(const User* item) const
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{
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return std::make_unique<Entities::Player>(
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item->objectId,
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@ -24,7 +24,7 @@ namespace Interlude
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SkillFactory() = delete;
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virtual ~SkillFactory() = default;
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std::unique_ptr<Entities::EntityInterface> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
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std::unique_ptr<Entities::Skill> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
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{
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const auto data = m_L2GameData.GetMSData(skillId, level);
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