feat: change dtos to entities

This commit is contained in:
k0t9i
2023-01-21 13:15:11 +04:00
parent 3c20df7683
commit 7637260d19
58 changed files with 704 additions and 1310 deletions

View File

@@ -1,40 +1,57 @@
#pragma once
#include <map>
#include "Domain/Repositories/PlayerRepositoryInterface.h"
#include "Domain/Repositories/EntityRepositoryInterface.h"
#include "../Factories/PlayerFactory.h"
#include "../../GameStructs/FindObjectsTrait.h"
#include "../GameStructs/NetworkHandlerWrapper.h"
#include "../../../Services/EntityHandler.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class PlayerRepository : public Repositories::PlayerRepositoryInterface, public FindObjectsTrait
class PlayerRepository : public Repositories::EntityRepositoryInterface, public FindObjectsTrait
{
public:
const std::map<uint32_t, DTO::Player> GetObjects() override
const std::vector<DTO::EntityState*> GetEntities() override
{
const auto creatures = GetAllObjects<User*>(m_Radius, [this](float_t radius, int32_t prevId) {
const auto creatures = FindAllObjects<User*>(m_Radius, [this](float_t radius, int32_t prevId) {
return m_NetworkHandler.GetNextCreature(radius, prevId);
});
std::map<uint32_t, DTO::Player> map;
std::map<uint32_t, User*> items;
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));
items.emplace(creature->objectId, creature);
}
}
return map;
const auto objects = m_EntityHandler.GetEntities<User*>(items, [this](User* item) {
return m_Factory.Create(item);
});
auto result = std::vector<DTO::EntityState*>();
for (const auto kvp : objects)
{
result.push_back(kvp.second);
}
return result;
}
PlayerRepository(const NetworkHandlerWrapper& networkHandler, const PlayerFactory& factory, const uint16_t radius) :
void Reset() override
{
m_EntityHandler.Reset();
}
PlayerRepository(const NetworkHandlerWrapper& networkHandler, const PlayerFactory& factory, EntityHandler& handler, const uint16_t radius) :
m_NetworkHandler(networkHandler),
m_Factory(factory),
m_Radius(radius)
m_Radius(radius),
m_EntityHandler(handler)
{
}
@@ -46,5 +63,6 @@ namespace Interlude
const PlayerFactory& m_Factory;
const NetworkHandlerWrapper& m_NetworkHandler;
const uint16_t m_Radius;
EntityHandler& m_EntityHandler;
};
}