feat: use unique_ptr in skill repository

This commit is contained in:
k0t9i
2023-01-23 22:34:20 +04:00
parent c01d1c3549
commit 3ccdf1d9e4
9 changed files with 30 additions and 44 deletions

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@ -21,7 +21,7 @@ namespace Interlude
DropFactory() = delete;
virtual ~DropFactory() = default;
std::unique_ptr<Entities::EntityInterface> Create(const Item* item) const
std::unique_ptr<Entities::Drop> Create(const Item* item) const
{
const auto itemData = m_L2GameData.GetItemData(item->itemId);
const auto nameEntry = itemData ? m_FName.GetEntry(itemData->nameIndex) : nullptr;

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@ -13,7 +13,7 @@ namespace Interlude
HeroFactory() = default;
virtual ~HeroFactory() = default;
std::unique_ptr<Entities::EntityInterface> Create(const User* item) const
std::unique_ptr<Entities::Hero> Create(const User* item) const
{
const auto playerController = item->pawn ? item->pawn->lineagePlayerController : nullptr;

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@ -12,7 +12,7 @@ namespace Interlude
NPCFactory() = default;
virtual ~NPCFactory() = default;
std::unique_ptr<Entities::EntityInterface> Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
std::unique_ptr<Entities::NPC> Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
{
return std::make_unique<Entities::NPC>(
item->objectId,

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@ -12,7 +12,7 @@ namespace Interlude
PlayerFactory() = default;
virtual ~PlayerFactory() = default;
std::unique_ptr<Entities::EntityInterface> Create(const User* item) const
std::unique_ptr<Entities::Player> Create(const User* item) const
{
return std::make_unique<Entities::Player>(
item->objectId,

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@ -24,7 +24,7 @@ namespace Interlude
SkillFactory() = delete;
virtual ~SkillFactory() = default;
std::unique_ptr<Entities::EntityInterface> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
std::unique_ptr<Entities::Skill> Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
const auto data = m_L2GameData.GetMSData(skillId, level);