feat: change dtos to entities
This commit is contained in:
@@ -3,32 +3,47 @@
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#include <map>
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#include <chrono>
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#include <shared_mutex>
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#include "Domain/Repositories/SkillRepositoryInterface.h"
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#include "Domain/Repositories/EntityRepositoryInterface.h"
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#include "../Factories/SkillFactory.h"
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#include "../../../Events/SkillCreatedEvent.h"
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#include "../../../Events/SkillUsedEvent.h"
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#include "../../../Events/SkillCancelledEvent.h"
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#include "../../../Events/AbnormalEffectChangedEvent.h"
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#include "../../../Events/HeroDeletedEvent.h"
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#include "../../../Events/EventDispatcher.h"
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#include "../GameStructs/NetworkHandlerWrapper.h"
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#include "../../../Common/TimerMap.h"
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#include "../../../Services/EntityHandler.h"
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using namespace L2Bot::Domain;
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namespace Interlude
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{
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class SkillRepository : public Repositories::SkillRepositoryInterface
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class SkillRepository : public Repositories::EntityRepositoryInterface
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{
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public:
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const std::map<uint32_t, DTO::Skill> GetObjects() override
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const std::vector<DTO::EntityState*> GetEntities() override
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{
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std::unique_lock<std::shared_timed_mutex>(m_Mutex);
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return m_Skills;
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const auto objects = m_EntityHandler.GetEntities<Entities::Skill*>(m_Skills, [this](Entities::Skill* item) {
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return new Entities::Skill(item);
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});
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auto result = std::vector<DTO::EntityState*>();
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for (const auto kvp : objects)
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{
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result.push_back(kvp.second);
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}
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return result;
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}
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SkillRepository(const NetworkHandlerWrapper& networkHandler, const SkillFactory& factory) :
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SkillRepository(const NetworkHandlerWrapper& networkHandler, const SkillFactory& factory, EntityHandler& handler) :
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m_NetworkHandler(networkHandler),
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m_Factory(factory)
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m_Factory(factory),
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m_EntityHandler(handler)
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{
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EventDispatcher::GetInstance().Subscribe(SkillCreatedEvent::name, [this](const Event& evt) {
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OnSkillCreated(evt);
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@@ -45,17 +60,31 @@ namespace Interlude
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EventDispatcher::GetInstance().Subscribe(HeroDeletedEvent::name, [this](const Event& evt) {
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OnHeroDeleted(evt);
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});
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// TODO delete outdated skills: on hero change subclass?
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}
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SkillRepository() = delete;
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virtual ~SkillRepository() = default;
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virtual ~SkillRepository()
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{
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Reset();
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}
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void Reset() override
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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for (const auto kvp : m_Skills)
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{
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delete kvp.second;
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}
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m_Skills.clear();
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}
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void OnHeroDeleted(const Event& evt)
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{
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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if (evt.GetName() == HeroDeletedEvent::name)
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{
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m_Skills.clear();
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Reset();
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m_CastingTimers.StopAll();
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m_ReloadingTimers.StopAll();
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}
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@@ -69,16 +98,20 @@ namespace Interlude
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const auto skillInfo = casted.GetSkillInfo();
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const auto skillId = skillInfo[2];
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const auto alreadyExists = m_Skills.find(skillId) != m_Skills.end();
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if (m_Skills.find(skillId) == m_Skills.end())
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{
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auto skill = m_Factory.Create(
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skillInfo[2],
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skillInfo[1],
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skillInfo[0]
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);
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auto skill = m_Factory.Create(
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alreadyExists ? m_Skills[skillId] : DTO::Skill(),
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skillInfo[2],
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skillInfo[1],
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skillInfo[0]
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);
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UpdateSkill(skill);
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m_Skills.emplace(skill->GetId(), skill);
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}
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else
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{
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m_Skills[skillId]->UpdateLevel(skillInfo[1]);
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}
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}
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}
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void OnSkillUsed(const Event& evt)
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@@ -96,32 +129,19 @@ namespace Interlude
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return;
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}
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auto skill = m_Factory.UpdateReloadingState(
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m_Factory.UpdateCastingState(
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m_Skills[skillId],
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true
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),
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true
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);
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auto skill = m_Skills[skillId];
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skill->UpdateReloadingState(true);
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skill->UpdateCastingState(true);
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UpdateSkill(skill);
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m_UsedSkillId = skill.skillId;
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m_UsedSkillId = skill->GetId();
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m_ReloadingTimers.StartTimer(skill.skillId, skillInfo[3], [this] (uint32_t skillId) {
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m_ReloadingTimers.StartTimer(skill->GetId(), skillInfo[3], [this] (uint32_t skillId) {
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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auto skill = m_Factory.UpdateReloadingState(
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m_Skills[skillId],
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false
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);
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UpdateSkill(skill);
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m_Skills[skillId]->UpdateReloadingState(false);
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});
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m_CastingTimers.StartTimer(skill.skillId, skillInfo[2], [this] (uint32_t skillId) {
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m_CastingTimers.StartTimer(skill->GetId(), skillInfo[2], [this] (uint32_t skillId) {
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std::shared_lock<std::shared_timed_mutex>(m_Mutex);
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auto skill = m_Factory.UpdateCastingState(
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m_Skills[m_UsedSkillId],
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false
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);
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UpdateSkill(skill);
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m_Skills[skillId]->UpdateCastingState(false);
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});
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}
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}
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@@ -141,16 +161,12 @@ namespace Interlude
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//todo exception?
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return;
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}
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auto skill = m_Skills[m_UsedSkillId];
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skill->UpdateCastingState(false);
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auto skill = m_Factory.UpdateCastingState(
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m_Skills[m_UsedSkillId],
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false
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);
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UpdateSkill(skill);
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m_UsedSkillId = 0;
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m_CastingTimers.StopTimer(skill.skillId);
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m_CastingTimers.StopTimer(skill->GetId());
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}
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}
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}
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@@ -171,21 +187,19 @@ namespace Interlude
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for (auto it = m_Skills.begin(); it != m_Skills.end();)
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{
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const auto needToToggle = ids.find(it->second.skillId) != ids.end();
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// buff time less than zero means this is a aura
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const auto isAura = needToToggle ? ids[it->second.skillId] < 0 : false;
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auto skill = it->second;
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if (it->second.isToggled && !needToToggle)
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const auto needToToggle = ids.find(skill->GetId()) != ids.end();
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// buff time less than zero means this is a aura
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const auto isAura = needToToggle ? ids[skill->GetId()] < 0 : false;
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if (skill->IsToggled() && !needToToggle)
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{
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auto skill = m_Factory.UpdateToggle(it->second, false);
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it = m_Skills.erase(it);
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m_Skills.emplace(skill.skillId, skill);
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skill->UpdateToggle(false);
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}
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else if (!it->second.isToggled && needToToggle && isAura)
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else if (!skill->IsToggled() && needToToggle && isAura)
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{
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auto skill = m_Factory.UpdateToggle(it->second, true);
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it = m_Skills.erase(it);
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m_Skills.emplace(skill.skillId, skill);
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skill->UpdateToggle(true);
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}
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else
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{
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@@ -195,20 +209,14 @@ namespace Interlude
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}
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}
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private:
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void UpdateSkill(const DTO::Skill skill)
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{
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m_Skills.erase(skill.skillId);
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m_Skills.emplace(skill.skillId, skill);
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}
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private:
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const SkillFactory& m_Factory;
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std::map<uint32_t, DTO::Skill> m_Skills;
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std::map<uint32_t, Entities::Skill*> m_Skills;
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uint32_t m_UsedSkillId = 0;
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const NetworkHandlerWrapper& m_NetworkHandler;
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TimerMap m_ReloadingTimers;
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TimerMap m_CastingTimers;
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std::shared_timed_mutex m_Mutex;
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EntityHandler& m_EntityHandler;
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};
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}
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