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

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@ -1,21 +0,0 @@
#pragma once
#include <cstdint>
#include <string>
#include "WorldObject.h"
namespace L2Bot::Domain::DTO
{
struct BaseItem
{
public:
const uint32_t itemId = 0;
const uint32_t amount = 0;
const bool isEquipped = 0;
const uint16_t enchantLevel = 0;
const int32_t mana = -1;
const std::string name = "";
const std::string iconName = "";
const std::string description = "";
const uint16_t weight = 0;
};
}

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@ -1,16 +0,0 @@
#pragma once
#include <cstdint>
#include <string>
#include "WorldObject.h"
namespace L2Bot::Domain::DTO
{
struct Drop : public WorldObject
{
public:
const uint32_t itemId = 0;
const uint32_t amount = 0;
const std::string name = "";
const std::string iconName = "";
};
}

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@ -0,0 +1,43 @@
#pragma once
#include "../Entities/EntityInterface.h"
#include "../Enums/EntityStateEnum.h"
namespace L2Bot::Domain::DTO
{
class EntityState
{
public:
Entities::EntityInterface* GetEntity() const
{
return m_Entity;
}
const Enums::EntityStateEnum GetState() const
{
return m_State;
}
void UpdateState(const Enums::EntityStateEnum state)
{
m_State = state;
}
EntityState(Entities::EntityInterface* object, Enums::EntityStateEnum state) :
m_Entity(object),
m_State(state)
{
}
EntityState() = default;
virtual ~EntityState()
{
if (m_Entity != nullptr)
{
delete m_Entity;
}
}
private:
Entities::EntityInterface* m_Entity = nullptr;
Enums::EntityStateEnum m_State = Enums::EntityStateEnum::none;
};
}

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@ -1,29 +0,0 @@
#pragma once
#include "WorldObject.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../ValueObjects/Phenotype.h"
#include "../ValueObjects/ExperienceInfo.h"
#include "../ValueObjects/PermanentStats.h"
#include "../ValueObjects/VariableStats.h"
#include "../ValueObjects/Reputation.h"
#include "../ValueObjects/InventoryInfo.h"
#include <cstdint>
namespace L2Bot::Domain::DTO
{
struct Hero : public WorldObject
{
public:
const ValueObjects::FullName fullName = ValueObjects::FullName();
const ValueObjects::VitalStats vitalStats = ValueObjects::VitalStats();
const ValueObjects::Phenotype phenotype = ValueObjects::Phenotype();
const ValueObjects::ExperienceInfo experienceInfo = ValueObjects::ExperienceInfo();
const ValueObjects::PermanentStats permanentStats = ValueObjects::PermanentStats();
const ValueObjects::VariableStats variableStats = ValueObjects::VariableStats();
const ValueObjects::Reputation reputation = ValueObjects::Reputation();
const ValueObjects::InventoryInfo inventoryInfo = ValueObjects::InventoryInfo();
const uint32_t targetId = 0;
const bool isStanding = true;
};
}

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@ -1,19 +0,0 @@
#pragma once
#include <cstdint>
#include "WorldObject.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../Enums/SpoilStateEnum.h"
namespace L2Bot::Domain::DTO
{
struct NPC : public WorldObject
{
public:
const bool isHostile = false;
const uint32_t npcId = 0;
const Enums::SpoilStateEnum spoilState = Enums::SpoilStateEnum::none;
const ValueObjects::FullName fullName = ValueObjects::FullName();
const ValueObjects::VitalStats vitalStats = ValueObjects::VitalStats();
};
}

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@ -1,13 +0,0 @@
#pragma once
#include "../Enums/ObjectStateEnum.h"
namespace L2Bot::Domain::DTO
{
template <typename T>
struct ObjectState
{
public:
T object;
Enums::ObjectStateEnum state = Enums::ObjectStateEnum::none;
};
}

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@ -1,14 +0,0 @@
#pragma once
#include "WorldObject.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../ValueObjects/Phenotype.h"
namespace L2Bot::Domain::DTO
{
struct Player : public WorldObject
{
public:
const ValueObjects::FullName fullName = ValueObjects::FullName();
const ValueObjects::Phenotype phenotype = ValueObjects::Phenotype();
};
}

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@ -1,22 +0,0 @@
#pragma once
#include <cstdint>
#include <string>
namespace L2Bot::Domain::DTO
{
struct Skill
{
public:
const uint32_t skillId = 0;
const uint8_t level = 0;
const bool isActive = false;
const uint8_t cost = 0;
const int16_t range = 0;
const std::string name = "";
const std::string description = "";
const std::string iconName = "";
const bool isToggled = false;
const bool isCasting = false;
const bool isReloading = false;
};
}

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@ -1,13 +0,0 @@
#pragma once
#include <cstdint>
#include "../ValueObjects/Transform.h"
namespace L2Bot::Domain::DTO
{
struct WorldObject
{
public:
const uint32_t id = 0;
const ValueObjects::Transform transform = ValueObjects::Transform();
};
}

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@ -2,55 +2,34 @@
#include <cstdint>
#include <string>
#include "WorldObject.h"
#include "../DTO/Drop.h"
namespace L2Bot::Domain::Entities
{
class Drop : public WorldObject
{
public:
const uint32_t GetItemId() const
void Update(const EntityInterface* other) override
{
return m_ItemId;
}
const uint32_t GetAmount() const
{
return m_Amount;
}
const std::string GetName() const
{
return m_Name;
}
const std::string GetIconName() const
{
return m_IconName;
}
void UpdateFromDTO(const DTO::WorldObject* dto) override
{
const DTO::Drop* castedDto = static_cast<const DTO::Drop*>(dto);
WorldObject::UpdateFromDTO(dto);
m_ItemId = castedDto->itemId;
m_Amount = castedDto->amount;
m_Name = castedDto->name;
m_IconName = castedDto->iconName;
const Drop* casted = static_cast<const Drop*>(other);
WorldObject::Update(other);
m_ItemId = casted->m_ItemId;
m_Amount = casted->m_Amount;
m_Name = casted->m_Name;
m_IconName = casted->m_IconName;
}
void SaveState() override
{
WorldObject::SaveState();
m_IsNewState = false;
}
const static Drop CreateFromDTO(const DTO::Drop& dto)
const bool IsEqual(const EntityInterface* other) const override
{
return Drop(dto.id, dto.transform, dto.itemId, dto.amount, dto.name, dto.iconName);
}
const bool IsEqual(const DTO::WorldObject* dto) const override
{
const DTO::Drop* castedDto = static_cast<const DTO::Drop*>(dto);
return WorldObject::IsEqual(dto) &&
m_ItemId == castedDto->itemId &&
m_Amount == castedDto->amount &&
m_Name == castedDto->name &&
m_IconName == castedDto->iconName;
const Drop* casted = static_cast<const Drop*>(other);
return WorldObject::IsEqual(other) &&
m_ItemId == casted->m_ItemId &&
m_Amount == casted->m_Amount &&
m_Name == casted->m_Name &&
m_IconName == casted->m_IconName;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override

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@ -0,0 +1,19 @@
#pragma once
#include <cstdint>
#include "../Serializers/Serializable.h"
namespace L2Bot::Domain::Entities
{
class EntityInterface : public Serializers::Serializable
{
public:
virtual const uint32_t GetId() const = 0;
virtual void Update(const EntityInterface* other) = 0;
virtual void SaveState() = 0;
virtual const bool IsEqual(const EntityInterface* other) const = 0;
EntityInterface() = default;
virtual ~EntityInterface() = default;
};
}

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@ -1,6 +1,5 @@
#pragma once
#include "WorldObject.h"
#include "../DTO/Hero.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../ValueObjects/Phenotype.h"
@ -16,60 +15,20 @@ namespace L2Bot::Domain::Entities
class Hero : public WorldObject
{
public:
const ValueObjects::FullName& GetFullName() const
void Update(const EntityInterface* other) override
{
return m_FullName;
}
const ValueObjects::VitalStats& GetVitalStats() const
{
return m_VitalStats;
}
const ValueObjects::Phenotype& GetPhenotype() const
{
return m_Phenotype;
}
const ValueObjects::ExperienceInfo& GetExperienceInfo() const
{
return m_ExperienceInfo;
}
const ValueObjects::PermanentStats& GetPermanentStats() const
{
return m_PermanentStats;
}
const ValueObjects::VariableStats& GetVariableStats() const
{
return m_VariableStats;
}
const ValueObjects::Reputation& GetReputation() const
{
return m_Reputation;
}
const ValueObjects::InventoryInfo& GetInventoryInfo() const
{
return m_InventoryInfo;
}
const uint32_t GetTargetId() const
{
return m_TargetId;
}
const bool IsStanding() const
{
return m_IsStanding;
}
void UpdateFromDTO(const DTO::WorldObject* dto) override
{
const DTO::Hero* castedDto = static_cast<const DTO::Hero*>(dto);
WorldObject::UpdateFromDTO(dto);
m_FullName = castedDto->fullName;
m_VitalStats = castedDto->vitalStats;
m_Phenotype = castedDto->phenotype;
m_ExperienceInfo = castedDto->experienceInfo;
m_PermanentStats = castedDto->permanentStats;
m_VariableStats = castedDto->variableStats;
m_Reputation = castedDto->reputation;
m_InventoryInfo = castedDto->inventoryInfo;
m_TargetId = castedDto->targetId;
m_IsStanding = castedDto->isStanding;
const Hero* casted = static_cast<const Hero*>(other);
WorldObject::Update(other);
m_FullName = casted->m_FullName;
m_VitalStats = casted->m_VitalStats;
m_Phenotype = casted->m_Phenotype;
m_ExperienceInfo = casted->m_ExperienceInfo;
m_PermanentStats = casted->m_PermanentStats;
m_VariableStats = casted->m_VariableStats;
m_Reputation = casted->m_Reputation;
m_InventoryInfo = casted->m_InventoryInfo;
m_TargetId = casted->m_TargetId;
m_IsStanding = casted->m_IsStanding;
}
void SaveState() override
{
@ -89,37 +48,20 @@ namespace L2Bot::Domain::Entities
false
};
}
const static Hero CreateFromDTO(const DTO::Hero& dto)
const bool IsEqual(const EntityInterface* other) const override
{
return Hero(
dto.id,
dto.transform,
dto.fullName,
dto.vitalStats,
dto.phenotype,
dto.experienceInfo,
dto.permanentStats,
dto.variableStats,
dto.reputation,
dto.inventoryInfo,
dto.targetId,
dto.isStanding
);
}
const bool IsEqual(const DTO::WorldObject* dto) const override
{
const DTO::Hero* castedDto = static_cast<const DTO::Hero*>(dto);
return WorldObject::IsEqual(dto) &&
m_FullName.IsEqual(&castedDto->fullName) &&
m_VitalStats.IsEqual(&castedDto->vitalStats) &&
m_Phenotype.IsEqual(&castedDto->phenotype) &&
m_ExperienceInfo.IsEqual(&castedDto->experienceInfo) &&
m_PermanentStats.IsEqual(&castedDto->permanentStats) &&
m_VariableStats.IsEqual(&castedDto->variableStats) &&
m_Reputation.IsEqual(&castedDto->reputation) &&
m_InventoryInfo.IsEqual(&castedDto->inventoryInfo) &&
m_TargetId == castedDto->targetId &&
m_IsStanding == castedDto->isStanding;
const Hero* casted = static_cast<const Hero*>(other);
return WorldObject::IsEqual(other) &&
m_FullName.IsEqual(&casted->m_FullName) &&
m_VitalStats.IsEqual(&casted->m_VitalStats) &&
m_Phenotype.IsEqual(&casted->m_Phenotype) &&
m_ExperienceInfo.IsEqual(&casted->m_ExperienceInfo) &&
m_PermanentStats.IsEqual(&casted->m_PermanentStats) &&
m_VariableStats.IsEqual(&casted->m_VariableStats) &&
m_Reputation.IsEqual(&casted->m_Reputation) &&
m_InventoryInfo.IsEqual(&casted->m_InventoryInfo) &&
m_TargetId == casted->m_TargetId &&
m_IsStanding == casted->m_IsStanding;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
@ -203,7 +145,7 @@ namespace L2Bot::Domain::Entities
virtual ~Hero() = default;
private:
struct State
struct GetState
{
ValueObjects::FullName fullName = ValueObjects::FullName();
ValueObjects::VitalStats vitalStats = ValueObjects::VitalStats();
@ -230,6 +172,6 @@ namespace L2Bot::Domain::Entities
ValueObjects::InventoryInfo m_InventoryInfo = ValueObjects::InventoryInfo();
uint32_t m_TargetId = 0;
bool m_IsStanding = true;
State m_PrevState = State();
GetState m_PrevState = GetState();
};
}

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@ -1,7 +1,6 @@
#pragma once
#include <cstdint>
#include "WorldObject.h"
#include "../DTO/NPC.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../Serializers/Serializable.h"
@ -12,40 +11,15 @@ namespace L2Bot::Domain::Entities
class NPC : public WorldObject
{
public:
const bool IsHostile() const
void Update(const EntityInterface* other) override
{
return m_IsHostile;
}
const uint32_t GetNpcId() const
{
return m_NpcId;
}
const bool IsSpoiled() const
{
return m_SpoilState == Enums::SpoilStateEnum::spoiled;
}
const bool CanBeSweeped() const
{
return !m_VitalStats.IsAlive() && m_SpoilState == Enums::SpoilStateEnum::sweepable;
}
const ValueObjects::FullName& GetFullName() const
{
return m_FullName;
}
const ValueObjects::VitalStats& GetVitalStats() const
{
return m_VitalStats;
}
void UpdateFromDTO(const DTO::WorldObject* dto) override
{
const DTO::NPC* castedDto = static_cast<const DTO::NPC*>(dto);
WorldObject::UpdateFromDTO(dto);
m_IsHostile = castedDto->isHostile;
m_NpcId = castedDto->npcId;
m_SpoilState = castedDto->spoilState;
m_FullName = castedDto->fullName;
m_VitalStats = castedDto->vitalStats;
const NPC* casted = static_cast<const NPC*>(other);
WorldObject::Update(other);
m_IsHostile = casted->m_IsHostile;
m_NpcId = casted->m_NpcId;
m_SpoilState = casted->m_SpoilState;
m_FullName = casted->m_FullName;
m_VitalStats = casted->m_VitalStats;
}
void SaveState() override
{
@ -58,27 +32,15 @@ namespace L2Bot::Domain::Entities
false
};
}
const static NPC CreateFromDTO(const DTO::NPC& dto)
const bool IsEqual(const EntityInterface* other) const override
{
return NPC(
dto.id,
dto.transform,
dto.isHostile,
dto.npcId,
dto.spoilState,
dto.fullName,
dto.vitalStats
);
}
const bool IsEqual(const DTO::WorldObject* dto) const override
{
const DTO::NPC* castedDto = static_cast<const DTO::NPC*>(dto);
return WorldObject::IsEqual(dto) &&
m_IsHostile == castedDto->isHostile &&
m_NpcId == castedDto->npcId &&
m_SpoilState == castedDto->spoilState &&
m_FullName.IsEqual(&castedDto->fullName) &&
m_VitalStats.IsEqual(&castedDto->vitalStats);
const NPC* casted = static_cast<const NPC*>(other);
return WorldObject::IsEqual(other) &&
m_IsHostile == casted->m_IsHostile &&
m_NpcId == casted->m_NpcId &&
m_SpoilState == casted->m_SpoilState &&
m_FullName.IsEqual(&casted->m_FullName) &&
m_VitalStats.IsEqual(&casted->m_VitalStats);
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
@ -129,7 +91,7 @@ namespace L2Bot::Domain::Entities
virtual ~NPC() = default;
private:
struct State
struct GetState
{
ValueObjects::FullName fullName = ValueObjects::FullName();
Enums::SpoilStateEnum spoilState = Enums::SpoilStateEnum::none;
@ -144,6 +106,6 @@ namespace L2Bot::Domain::Entities
Enums::SpoilStateEnum m_SpoilState = Enums::SpoilStateEnum::none;
ValueObjects::FullName m_FullName = ValueObjects::FullName();
ValueObjects::VitalStats m_VitalStats = ValueObjects::VitalStats();
State m_PrevState = State();
GetState m_PrevState = GetState();
};
}

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@ -1,6 +1,5 @@
#pragma once
#include "WorldObject.h"
#include "../DTO/Player.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../ValueObjects/Phenotype.h"
@ -10,21 +9,12 @@ namespace L2Bot::Domain::Entities
class Player : public WorldObject
{
public:
const ValueObjects::FullName& GetFullName() const
void Update(const EntityInterface* other) override
{
return m_FullName;
}
const ValueObjects::Phenotype& GetPhenotype() const
{
return m_Phenotype;
}
void UpdateFromDTO(const DTO::WorldObject* dto) override
{
const DTO::Player* castedDto = static_cast<const DTO::Player*>(dto);
WorldObject::UpdateFromDTO(dto);
m_FullName = castedDto->fullName;
m_Phenotype = castedDto->phenotype;
const Player* casted = static_cast<const Player*>(other);
WorldObject::Update(other);
m_FullName = casted->m_FullName;
m_Phenotype = casted->m_Phenotype;
}
void SaveState() override
{
@ -35,21 +25,12 @@ namespace L2Bot::Domain::Entities
m_Phenotype
};
}
const static Player CreateFromDTO(const DTO::Player& dto)
const bool IsEqual(const EntityInterface* other) const override
{
return Player(
dto.id,
dto.transform,
dto.fullName,
dto.phenotype
);
}
const bool IsEqual(const DTO::WorldObject* dto) const override
{
const DTO::Player* castedDto = static_cast<const DTO::Player*>(dto);
return WorldObject::IsEqual(dto) &&
m_FullName.IsEqual(&castedDto->fullName) &&
m_Phenotype.IsEqual(&castedDto->phenotype);
const Player* casted = static_cast<const Player*>(other);
return WorldObject::IsEqual(other) &&
m_FullName.IsEqual(&casted->m_FullName) &&
m_Phenotype.IsEqual(&casted->m_Phenotype);
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
@ -85,7 +66,7 @@ namespace L2Bot::Domain::Entities
virtual ~Player() = default;
private:
struct State
struct GetState
{
ValueObjects::FullName fullName = ValueObjects::FullName();
ValueObjects::Phenotype phenotype = ValueObjects::Phenotype();
@ -96,6 +77,6 @@ namespace L2Bot::Domain::Entities
private:
ValueObjects::FullName m_FullName = ValueObjects::FullName();
ValueObjects::Phenotype m_Phenotype = ValueObjects::Phenotype();
State m_PrevState = State();
GetState m_PrevState = GetState();
};
}

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@ -2,16 +2,14 @@
#include <cstdint>
#include <string>
#include <vector>
#include "../DTO/Skill.h"
#include "../Serializers/Serializable.h"
#include "../Serializers/Node.h"
#include "WorldObject.h"
namespace L2Bot::Domain::ValueObjects
namespace L2Bot::Domain::Entities
{
class Skill : public Serializers::Serializable
class Skill : public EntityInterface
{
public:
const uint32_t GetId() const
const uint32_t GetId() const override
{
return m_SkillId;
}
@ -19,23 +17,46 @@ namespace L2Bot::Domain::ValueObjects
{
return !m_IsCasting && !m_IsReloading;
}
void UpdateFromDTO(const DTO::Skill* dto)
const bool IsToggled() const
{
return m_IsToggled;
}
void UpdateReloadingState(const bool isReloading)
{
m_IsReloading = isReloading;
}
void UpdateCastingState(const bool isCasting)
{
m_IsCasting = isCasting;
}
void UpdateToggle(const bool isToggled)
{
m_IsToggled = isToggled;
}
void UpdateLevel(const uint8_t level)
{
m_Level = level;
}
void Update(const EntityInterface* other) override
{
const Skill* casted = static_cast<const Skill*>(other);
SaveState();
m_SkillId = dto->skillId;
m_Level = dto->level;
m_IsActive = dto->isActive;
m_Cost = dto->cost;
m_Range = dto->range;
m_Name = dto->name;
m_Description = dto->description;
m_IconName = dto->iconName;
m_IsToggled = dto->isToggled;
m_IsCasting = dto->isCasting;
m_IsReloading = dto->isReloading;
m_SkillId = casted->m_SkillId;
m_Level = casted->m_Level;
m_IsActive = casted->m_IsActive;
m_Cost = casted->m_Cost;
m_Range = casted->m_Range;
m_Name = casted->m_Name;
m_Description = casted->m_Description;
m_IconName = casted->m_IconName;
m_IsToggled = casted->m_IsToggled;
m_IsCasting = casted->m_IsCasting;
m_IsReloading = casted->m_IsReloading;
}
void SaveState()
void SaveState() override
{
m_PrevState =
{
@ -49,35 +70,20 @@ namespace L2Bot::Domain::ValueObjects
false
};
}
const static Skill CreateFromDTO(const DTO::Skill& dto)
const bool IsEqual(const EntityInterface* other) const override
{
return Skill(
dto.skillId,
dto.level,
dto.isActive,
dto.cost,
dto.range,
dto.name,
dto.description,
dto.iconName,
dto.isToggled,
dto.isCasting,
dto.isReloading
);
}
const bool IsEqual(const DTO::Skill* dto) const
{
return m_SkillId == dto->skillId &&
m_Level == dto->level &&
m_IsActive == dto->isActive &&
m_Cost == dto->cost &&
m_Range == dto->range &&
m_Name == dto->name &&
m_Description == dto->description &&
m_IconName == dto->iconName &&
m_IsToggled == dto->isToggled &&
m_IsCasting == dto->isCasting &&
m_IsReloading == dto->isReloading;
const Skill* casted = static_cast<const Skill*>(other);
return m_SkillId == casted->m_SkillId &&
m_Level == casted->m_Level &&
m_IsActive == casted->m_IsActive &&
m_Cost == casted->m_Cost &&
m_Range == casted->m_Range &&
m_Name == casted->m_Name &&
m_Description == casted->m_Description &&
m_IconName == casted->m_IconName &&
m_IsToggled == casted->m_IsToggled &&
m_IsCasting == casted->m_IsCasting &&
m_IsReloading == casted->m_IsReloading;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
@ -154,11 +160,26 @@ namespace L2Bot::Domain::ValueObjects
}
Skill(const Skill* other) :
m_SkillId(other->m_SkillId),
m_Level(other->m_Level),
m_IsActive(other->m_IsActive),
m_Cost(other->m_Cost),
m_Range(other->m_Range),
m_Name(other->m_Name),
m_Description(other->m_Description),
m_IconName(other->m_IconName),
m_IsToggled(other->m_IsToggled),
m_IsCasting(other->m_IsCasting),
m_IsReloading(other->m_IsReloading)
{
}
Skill() = default;
virtual ~Skill() = default;
private:
struct State
struct GetState
{
uint8_t cost = 0;
int16_t range = 0;
@ -183,6 +204,6 @@ namespace L2Bot::Domain::ValueObjects
bool m_IsToggled = false;
bool m_IsCasting = false;
bool m_IsReloading = false;
State m_PrevState = State();
GetState m_PrevState = GetState();
};
}

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@ -1,54 +1,43 @@
#pragma once
#include <cstdint>
#include "../ValueObjects/Transform.h"
#include "../DTO/WorldObject.h"
#include "../Serializers/Serializable.h"
#include "EntityInterface.h"
namespace L2Bot::Domain::Entities
{
class WorldObject : public Serializers::Serializable
class WorldObject : public EntityInterface
{
public:
const uint32_t GetId() const
virtual const uint32_t GetId() const override
{
return m_Id;
}
const ValueObjects::Transform& GetTransform() const
{
return m_Transform;
}
virtual void UpdateFromDTO(const DTO::WorldObject* dto)
virtual void Update(const EntityInterface* other) override
{
SaveState();
m_Id = dto->id;
m_Transform = dto->transform;
const WorldObject* casted = static_cast<const WorldObject*>(other);
m_Id = casted->m_Id;
m_Transform = casted->m_Transform;
}
virtual void SaveState()
virtual void SaveState() override
{
m_PrevState = { m_Transform, false };
}
virtual const bool IsEqual(const DTO::WorldObject* dto) const
virtual const bool IsEqual(const EntityInterface* other) const override
{
return m_Id == dto->id && m_Transform.IsEqual(&dto->transform);
}
const float_t GetSqrDistance(const WorldObject& other) const
{
return m_Transform.GetSqrDistance(other.m_Transform);
}
const float_t GetHorizontalSqrDistance(const WorldObject& other) const
{
return m_Transform.GetHorizontalSqrDistance(other.m_Transform);
const WorldObject* casted = static_cast<const WorldObject*>(other);
return m_Id == casted->m_Id && m_Transform.IsEqual(&casted->m_Transform);
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
virtual const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result;
result.push_back({ "id", std::to_string(GetId()) });
if (m_PrevState.isNewState || !GetTransform().IsEqual(&m_PrevState.transform))
if (m_PrevState.isNewState || !m_Transform.IsEqual(&m_PrevState.transform))
{
result.push_back({ "transform", GetTransform().BuildSerializationNodes() });
result.push_back({ "transform", m_Transform.BuildSerializationNodes() });
}
return result;
@ -64,7 +53,7 @@ namespace L2Bot::Domain::Entities
virtual ~WorldObject() = default;
private:
private:
struct State
struct GetState
{
ValueObjects::Transform transform = ValueObjects::Transform();
@ -74,6 +63,6 @@ namespace L2Bot::Domain::Entities
private:
uint32_t m_Id = 0;
ValueObjects::Transform m_Transform = ValueObjects::Transform();
State m_PrevState = State();
GetState m_PrevState = GetState();
};
}

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@ -2,7 +2,7 @@
namespace L2Bot::Domain::Enums
{
enum class ObjectStateEnum
enum class EntityStateEnum
{
none,
created,

View File

@ -1,14 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/Drop.h"
namespace L2Bot::Domain::Repositories
{
class DropRepositoryInterface : public ObjectRepositoryInterface<DTO::Drop>
{
public:
virtual const std::map<uint32_t, DTO::Drop> GetObjects() override = 0;
};
}

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@ -0,0 +1,14 @@
#pragma once
#include <vector>
#include "../Entities/WorldObject.h"
#include "../DTO/EntityState.h"
namespace L2Bot::Domain::Repositories
{
class EntityRepositoryInterface
{
public:
virtual const std::vector<DTO::EntityState*> GetEntities() = 0;
virtual void Reset() = 0;
};
}

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@ -1,14 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/Hero.h"
namespace L2Bot::Domain::Repositories
{
class HeroRepositoryInterface : public ObjectRepositoryInterface<DTO::Hero>
{
public:
virtual const std::map<uint32_t, DTO::Hero> GetObjects() override = 0;
};
}

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@ -1,14 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/BaseItem.h"
namespace L2Bot::Domain::Repositories
{
class ItemRepositoryInterface : public ObjectRepositoryInterface<DTO::BaseItem>
{
public:
virtual const std::map<uint32_t, DTO::BaseItem> GetObjects() override = 0;
};
}

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@ -1,14 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/NPC.h"
namespace L2Bot::Domain::Repositories
{
class NPCRepositoryInterface : public ObjectRepositoryInterface<DTO::NPC>
{
public:
virtual const std::map<uint32_t, DTO::NPC> GetObjects() override = 0;
};
}

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@ -1,13 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
namespace L2Bot::Domain::Repositories
{
template <typename T>
class ObjectRepositoryInterface
{
public:
virtual const std::map<uint32_t, T> GetObjects() = 0;
};
}

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@ -1,14 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/Player.h"
namespace L2Bot::Domain::Repositories
{
class PlayerRepositoryInterface : public ObjectRepositoryInterface<DTO::Player>
{
public:
virtual const std::map<uint32_t, DTO::Player> GetObjects() override = 0;
};
}

View File

@ -1,14 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectRepositoryInterface.h"
#include "../DTO/Skill.h"
namespace L2Bot::Domain::Repositories
{
class SkillRepositoryInterface : public ObjectRepositoryInterface<DTO::Skill>
{
public:
virtual const std::map<uint32_t, DTO::Skill> GetObjects() override = 0;
};
}

View File

@ -1,11 +1,10 @@
#pragma once
#include <vector>
#include "../DTO/ObjectState.h"
#include "../DTO/EntityState.h"
#include "Serializable.h"
namespace L2Bot::Domain::Serializers
{
template <typename T>
class SerializableStateContainer : public Serializers::Serializable
{
public:
@ -16,15 +15,15 @@ namespace L2Bot::Domain::Serializers
for (const auto& kvp : m_Objects)
{
std::string operationName = "";
switch (kvp.state)
switch (kvp->GetState())
{
case Enums::ObjectStateEnum::created:
case Enums::EntityStateEnum::created:
operationName = "created";
break;
case Enums::ObjectStateEnum::updated:
case Enums::EntityStateEnum::updated:
operationName = "updated";
break;
case Enums::ObjectStateEnum::deleted:
case Enums::EntityStateEnum::deleted:
operationName = "deleted";
break;
}
@ -34,7 +33,7 @@ namespace L2Bot::Domain::Serializers
result.push_back(
{
m_ContainerName,
std::vector<Serializers::Node>{ { operationName, kvp.object.BuildSerializationNodes() } }
std::vector<Serializers::Node>{ { operationName, kvp->GetEntity()->BuildSerializationNodes() } }
}
);
}
@ -43,7 +42,7 @@ namespace L2Bot::Domain::Serializers
return result;
}
SerializableStateContainer(const std::vector<DTO::ObjectState<T>> objects, const std::string containerName) :
SerializableStateContainer(const std::vector<DTO::EntityState*> objects, const std::string containerName) :
m_Objects(objects), m_ContainerName(containerName)
{
@ -51,7 +50,7 @@ namespace L2Bot::Domain::Serializers
SerializableStateContainer() = delete;
virtual ~SerializableStateContainer() = default;
private:
const std::vector<DTO::ObjectState<T>> m_Objects;
const std::vector<DTO::EntityState*> m_Objects;
const std::string m_ContainerName;
};
}

View File

@ -1,57 +0,0 @@
#pragma once
#include <vector>
#include "../DTO/ObjectState.h"
#include "Serializable.h"
namespace L2Bot::Domain::Serializers
{
template <typename T>
class SerializableStateContainerPtr : public Serializers::Serializable
{
public:
const std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result;
for (const auto& kvp : m_Objects)
{
std::string operationName = "";
switch (kvp.state)
{
case Enums::ObjectStateEnum::created:
operationName = "created";
break;
case Enums::ObjectStateEnum::updated:
operationName = "updated";
break;
case Enums::ObjectStateEnum::deleted:
operationName = "deleted";
break;
}
if (operationName != "")
{
result.push_back(
{
m_ContainerName,
std::vector<Serializers::Node>{ { operationName, kvp.object->BuildSerializationNodes() } }
}
);
}
}
return result;
}
SerializableStateContainerPtr(const std::vector<DTO::ObjectState<T>> objects, const std::string containerName) :
m_Objects(objects), m_ContainerName(containerName)
{
}
SerializableStateContainerPtr() = delete;
virtual ~SerializableStateContainerPtr() = default;
private:
const std::vector<DTO::ObjectState<T>> m_Objects;
const std::string m_ContainerName;
};
}

View File

@ -1,20 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/Drop.h"
#include "../Entities/Drop.h"
#include "../Repositories/DropRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class DropService : public ObjectService<Entities::Drop, DTO::Drop>
{
public:
DropService(Repositories::DropRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~DropService() override = default;
};
}

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@ -0,0 +1,34 @@
#pragma once
#include <cstdint>
#include <map>
#include <vector>
#include <math.h>
#include "../DTO/EntityState.h"
#include "../Entities/WorldObject.h"
#include "../Repositories/EntityRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class EntityService
{
public:
EntityService(Repositories::EntityRepositoryInterface& repository) : m_Repository(repository)
{
}
EntityService() = delete;
virtual ~EntityService() = default;
virtual const std::vector<DTO::EntityState*> GetEntities()
{
return m_Repository.GetEntities();
}
void Invalidate()
{
m_Repository.Reset();
}
private:
Repositories::EntityRepositoryInterface& m_Repository;
};
}

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@ -1,31 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/Hero.h"
#include "../Entities/Hero.h"
#include "../Repositories/HeroRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class HeroService : public ObjectService<Entities::Hero, DTO::Hero>
{
public:
const DTO::ObjectState<Entities::Hero> GetHero()
{
const auto map = GetObjects();
if (map.size() == 0)
{
return DTO::ObjectState <Entities::Hero>{};
}
return map[0];
}
HeroService(Repositories::HeroRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~HeroService() override = default;
};
}

View File

@ -1,20 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/BaseItem.h"
#include "../ValueObjects/BaseItem.h"
#include "../Repositories/ItemRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class ItemService : public ObjectService<ValueObjects::BaseItem, DTO::BaseItem>
{
public:
ItemService(Repositories::ItemRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~ItemService() override = default;
};
}

View File

@ -1,20 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/NPC.h"
#include "../Entities/NPC.h"
#include "../Repositories/NPCRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class NPCService : public ObjectService<Entities::NPC, DTO::NPC>
{
public:
NPCService(Repositories::NPCRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~NPCService() override = default;
};
}

View File

@ -1,100 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include <vector>
#include <math.h>
#include "../DTO/ObjectState.h"
#include "../Entities/Hero.h"
#include "../Repositories/ObjectRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
template <typename T, typename U>
class ObjectService
{
public:
ObjectService(Repositories::ObjectRepositoryInterface<U>& repository) : m_Repository(repository)
{
}
ObjectService() = delete;
virtual ~ObjectService() = default;
virtual const std::vector<DTO::ObjectState<T>> GetObjects()
{
UpdateObjectsFromRepository();
std::vector<DTO::ObjectState<T>> objects;
for (const auto& kvp : m_ObjectStates) {
objects.push_back(kvp.second);
}
return objects;
}
void Invalidate()
{
m_ObjectStates.clear();
}
protected:
virtual void UpdateObjectsFromRepository()
{
auto objects = m_Repository.GetObjects();
RemoveOutdatedStates();
for (const auto& kvp : objects)
{
const auto& dto = kvp.second;
if (m_ObjectStates.contains(kvp.first))
{
if (!m_ObjectStates[kvp.first].object.IsEqual(&dto)) {
m_ObjectStates[kvp.first].object.UpdateFromDTO(&dto);
m_ObjectStates[kvp.first].state = Enums::ObjectStateEnum::updated;
}
else
{
m_ObjectStates[kvp.first].state = Enums::ObjectStateEnum::none;
}
}
else
{
m_ObjectStates.emplace(kvp.first, DTO::ObjectState<T>{ T::CreateFromDTO(dto), Enums::ObjectStateEnum::created });
}
}
for (auto& kvp : m_ObjectStates)
{
if (!objects.contains(kvp.second.object.GetId()))
{
m_ObjectStates[kvp.first].object.SaveState();
kvp.second.state = Enums::ObjectStateEnum::deleted;
}
}
}
private:
void RemoveOutdatedStates()
{
auto it = m_ObjectStates.begin();
while (it != m_ObjectStates.end())
{
if (it->second.state == Enums::ObjectStateEnum::deleted)
{
m_ObjectStates.erase(it++);
}
else
{
it++;
}
}
}
private:
Repositories::ObjectRepositoryInterface<U>& m_Repository;
std::map<uint32_t, DTO::ObjectState<T>> m_ObjectStates;
};
}

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@ -1,99 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include <vector>
#include <math.h>
#include "../DTO/ObjectState.h"
#include "../Entities/Hero.h"
#include "../Repositories/ObjectRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
template <typename T, typename U>
class ObjectServicePtr
{
public:
ObjectServicePtr(Repositories::ObjectRepositoryInterface<U>& repository) : m_Repository(repository)
{
}ObjectServicePtr() = delete;
virtual ~ObjectServicePtr() = default;
virtual const std::vector<DTO::ObjectState<T>> GetObjects()
{
UpdateObjectsFromRepository();
std::vector<DTO::ObjectState<T>> objects;
for (const auto& kvp : m_ObjectStates) {
objects.push_back(kvp.second);
}
return objects;
}
void Invalidate()
{
m_ObjectStates.clear();
}
protected:
virtual void UpdateObjectsFromRepository()
{
auto objects = m_Repository.GetObjects();
RemoveOutdatedStates();
for (const auto& kvp : objects)
{
const auto& dto = kvp.second;
if (m_ObjectStates.contains(kvp.first))
{
if (!m_ObjectStates[kvp.first].object->IsEqual(dto.get())) {
m_ObjectStates[kvp.first].object->UpdateFromDTO(dto.get());
m_ObjectStates[kvp.first].state = Enums::ObjectStateEnum::updated;
}
else
{
m_ObjectStates[kvp.first].state = Enums::ObjectStateEnum::none;
}
}
else
{
//m_ObjectStates.emplace(kvp.first, DTO::ObjectState<T>{ T::CreateFromDTO(dto), Enums::ObjectStateEnum::created });
}
}
for (auto& kvp : m_ObjectStates)
{
if (!objects.contains(kvp.second.object->GetId()))
{
m_ObjectStates[kvp.first].object->SaveState();
kvp.second.state = Enums::ObjectStateEnum::deleted;
}
}
}
private:
void RemoveOutdatedStates()
{
auto it = m_ObjectStates.begin();
while (it != m_ObjectStates.end())
{
if (it->second.state == Enums::ObjectStateEnum::deleted)
{
m_ObjectStates.erase(it++);
}
else
{
it++;
}
}
}
private:
Repositories::ObjectRepositoryInterface<U>& m_Repository;
std::map<uint32_t, DTO::ObjectState<T>> m_ObjectStates;
};
}

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@ -1,20 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/Player.h"
#include "../Entities/Player.h"
#include "../Repositories/PlayerRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class PlayerService : public ObjectService<Entities::Player, DTO::Player>
{
public:
PlayerService(Repositories::PlayerRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~PlayerService() override = default;
};
}

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@ -1,20 +0,0 @@
#pragma once
#include <cstdint>
#include <map>
#include "ObjectService.h"
#include "../DTO/Skill.h"
#include "../ValueObjects/Skill.h"
#include "../Repositories/SkillRepositoryInterface.h"
namespace L2Bot::Domain::Services
{
class SkillService : public ObjectService<ValueObjects::Skill, DTO::Skill>
{
public:
SkillService(Repositories::SkillRepositoryInterface& repository) : ObjectService(repository)
{
}
virtual ~SkillService() override = default;
};
}

View File

@ -15,19 +15,19 @@ namespace L2Bot::Domain::ValueObjects
{
return m_ItemId;
}
void UpdateFromDTO(const DTO::BaseItem* dto)
void Update(const BaseItem* other)
{
SaveState();
m_ItemId = dto->itemId;
m_Amount = dto->amount;
m_IsEquipped = dto->isEquipped;
m_EnchantLevel = dto->enchantLevel;
m_Mana = dto->mana;
m_Name = dto->name;
m_IconName = dto->iconName;
m_Description = dto->description;
m_Weight = dto->weight;
m_ItemId = other->m_ItemId;
m_Amount = other->m_Amount;
m_IsEquipped = other->m_IsEquipped;
m_EnchantLevel = other->m_EnchantLevel;
m_Mana = other->m_Mana;
m_Name = other->m_Name;
m_IconName = other->m_IconName;
m_Description = other->m_Description;
m_Weight = other->m_Weight;
}
void SaveState()
{
@ -41,31 +41,17 @@ namespace L2Bot::Domain::ValueObjects
false
};
}
const static BaseItem CreateFromDTO(const DTO::BaseItem& dto)
const bool IsEqual(const BaseItem* other) const
{
return BaseItem(
dto.itemId,
dto.amount,
dto.isEquipped,
dto.enchantLevel,
dto.mana,
dto.name,
dto.iconName,
dto.description,
dto.weight
);
}
const bool IsEqual(const DTO::BaseItem* dto) const
{
return m_ItemId == dto->itemId &&
m_Amount == dto->amount &&
m_IsEquipped == dto->isEquipped &&
m_EnchantLevel == dto->enchantLevel &&
m_Mana == dto->mana &&
m_Name == dto->name &&
m_IconName == dto->iconName &&
m_Description == dto->description &&
m_Weight == dto->weight;
return m_ItemId == other->m_ItemId &&
m_Amount == other->m_Amount &&
m_IsEquipped == other->m_IsEquipped &&
m_EnchantLevel == other->m_EnchantLevel &&
m_Mana == other->m_Mana &&
m_Name == other->m_Name &&
m_IconName == other->m_IconName &&
m_Description == other->m_Description &&
m_Weight == other->m_Weight;
}
const std::vector<Serializers::Node> BuildSerializationNodes() const override
@ -132,7 +118,7 @@ namespace L2Bot::Domain::ValueObjects
virtual ~BaseItem() = default;
private:
struct State
struct GetState
{
uint32_t amount = 0;
bool isEquipped = 0;
@ -153,6 +139,6 @@ namespace L2Bot::Domain::ValueObjects
std::string m_IconName = "";
std::string m_Description = "";
uint16_t m_Weight = 0;
State m_PrevState = State();
GetState m_PrevState = GetState();
};
}

View File

@ -159,46 +159,26 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="Domain\DTO\BaseItem.h" />
<ClInclude Include="Domain\DTO\Skill.h" />
<ClInclude Include="Domain\Repositories\ItemRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\SkillRepositoryInterface.h" />
<ClInclude Include="Domain\Serializers\SerializableStateContainerPtr.h" />
<ClInclude Include="Domain\Services\ItemService.h" />
<ClInclude Include="Domain\Services\ObjectServicePtr.h" />
<ClInclude Include="Domain\Services\SkillService.h" />
<ClInclude Include="Domain\DTO\EntityState.h" />
<ClInclude Include="Domain\Entities\EntityInterface.h" />
<ClInclude Include="Domain\ValueObjects\BaseItem.h" />
<ClInclude Include="Domain\ValueObjects\Skill.h" />
<ClInclude Include="Domain\Entities\Skill.h" />
<ClInclude Include="Domain\ValueObjects\Vector3.h" />
<ClInclude Include="Domain\Enums\SpoilStateEnum.h" />
<ClInclude Include="Domain\Transports\TransportInterface.h" />
<ClInclude Include="Domain\DTO\Drop.h" />
<ClInclude Include="Domain\DTO\Hero.h" />
<ClInclude Include="Domain\DTO\NPC.h" />
<ClInclude Include="Domain\DTO\ObjectState.h" />
<ClInclude Include="Domain\DTO\Player.h" />
<ClInclude Include="Domain\DTO\WorldObject.h" />
<ClInclude Include="Domain\Entities\Drop.h" />
<ClInclude Include="Domain\Entities\Hero.h" />
<ClInclude Include="Domain\Entities\NPC.h" />
<ClInclude Include="Domain\Entities\Player.h" />
<ClInclude Include="Domain\Entities\WorldObject.h" />
<ClInclude Include="Domain\Enums\ClassEnum.h" />
<ClInclude Include="Domain\Enums\ObjectStateEnum.h" />
<ClInclude Include="Domain\Enums\EntityStateEnum.h" />
<ClInclude Include="Domain\Enums\RaceEnum.h" />
<ClInclude Include="Domain\Repositories\DropRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\HeroRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\NPCRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\ObjectRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\PlayerRepositoryInterface.h" />
<ClInclude Include="Domain\Repositories\EntityRepositoryInterface.h" />
<ClInclude Include="Domain\Serializers\Node.h" />
<ClInclude Include="Domain\Serializers\Serializable.h" />
<ClInclude Include="Domain\Serializers\SerializerInterface.h" />
<ClInclude Include="Domain\Services\DropService.h" />
<ClInclude Include="Domain\Services\HeroService.h" />
<ClInclude Include="Domain\Services\NPCService.h" />
<ClInclude Include="Domain\Services\ObjectService.h" />
<ClInclude Include="Domain\Services\PlayerService.h" />
<ClInclude Include="Domain\Services\EntityService.h" />
<ClInclude Include="Domain\ValueObjects\ExperienceInfo.h" />
<ClInclude Include="Domain\ValueObjects\FullName.h" />
<ClInclude Include="Domain\ValueObjects\InventoryInfo.h" />

View File

@ -24,12 +24,6 @@
<ClInclude Include="Domain\ValueObjects\Vector3.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\Drop.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\WorldObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Entities\Drop.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -51,12 +45,6 @@
<ClInclude Include="Domain\Enums\RaceEnum.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\DropRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\DropService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\ExperienceInfo.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -84,43 +72,13 @@
<ClInclude Include="Domain\ValueObjects\VitalStats.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\Hero.h">
<ClInclude Include="Domain\Services\EntityService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\NPC.h">
<ClInclude Include="Domain\Repositories\EntityRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\Player.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\ObjectService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\ObjectRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\NPCService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\NPCRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\PlayerRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\PlayerService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\HeroRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\HeroService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Enums\ObjectStateEnum.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\ObjectState.h">
<ClInclude Include="Domain\Enums\EntityStateEnum.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Serializers\Serializable.h">
@ -141,34 +99,16 @@
<ClInclude Include="Domain\Enums\SpoilStateEnum.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\Skill.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\Skill.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\SkillRepositoryInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\SkillService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\DTO\BaseItem.h">
<ClInclude Include="Domain\Entities\Skill.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\ValueObjects\BaseItem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Repositories\ItemRepositoryInterface.h">
<ClInclude Include="Domain\DTO\EntityState.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\ItemService.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Serializers\SerializableStateContainerPtr.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Domain\Services\ObjectServicePtr.h">
<ClInclude Include="Domain\Entities\EntityInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>

View File

@ -4,7 +4,6 @@
#include <string>
#include "Services/WorldHandler.h"
#include "Domain/Repositories/SkillRepositoryInterface.h"
#include "Serializers/JsonSerializer.h"
#include "Transports/NamedPipeTransport.h"

View File

@ -176,11 +176,14 @@
<ClInclude Include="Events\SpoiledEvent.h" />
<ClInclude Include="Application.h" />
<ClInclude Include="Serializers\JsonSerializer.h" />
<ClInclude Include="Versions\Interlude\Repositories\SkillRepository.h" />
<ClInclude Include="Services\WorldHandler.h" />
<ClInclude Include="Services\EntityHandler.h" />
<ClInclude Include="Versions\GameStructs\FNameInterface.h" />
<ClInclude Include="Versions\GameStructs\GameEngineInterface.h" />
<ClInclude Include="Versions\GameStructs\L2GameDataInterface.h" />
<ClInclude Include="Versions\Interlude\Factories\HeroFactory.h" />
<ClInclude Include="Versions\Interlude\Factories\NPCFactory.h" />
<ClInclude Include="Versions\Interlude\Factories\PlayerFactory.h" />
<ClInclude Include="Versions\Interlude\Factories\SkillFactory.h" />
<ClInclude Include="Versions\Interlude\GameStructs\GameEngineWrapper.h" />
<ClInclude Include="Versions\Interlude\GameStructs\L2GameDataWrapper.h" />
@ -192,19 +195,17 @@
<ClInclude Include="Versions\GameStructs\GameStructs.h" />
<ClInclude Include="Transports\NamedPipe.h" />
<ClInclude Include="Transports\NamedPipeTransport.h" />
<ClInclude Include="Versions\Interlude\Repositories\NPCRepository.h" />
<ClInclude Include="Versions\Interlude\Repositories\HeroRepository.h" />
<ClInclude Include="pch.h" />
<ClInclude Include="Versions\Interlude\Repositories\PlayerRepository.h" />
<ClInclude Include="Versions\Interlude\GameStructs\GameStructs.h" />
<ClInclude Include="Versions\Interlude\GameStructs\L2ParamStack.h" />
<ClInclude Include="Versions\Interlude\GameStructs\NetworkHandlerWrapper.h" />
<ClInclude Include="Versions\GameStructs\NetworkHandlerInterface.h" />
<ClInclude Include="Versions\Interlude\Factories\DropFactory.h" />
<ClInclude Include="Versions\Interlude\Factories\HeroFactory.h" />
<ClInclude Include="Versions\Interlude\AbstractFactory.h" />
<ClInclude Include="Versions\Interlude\Factories\NPCFactory.h" />
<ClInclude Include="Versions\Interlude\Factories\PlayerFactory.h" />
<ClInclude Include="Versions\Interlude\Repositories\HeroRepository.h" />
<ClInclude Include="Versions\Interlude\Repositories\NPCRepository.h" />
<ClInclude Include="Versions\Interlude\Repositories\PlayerRepository.h" />
<ClInclude Include="Versions\Interlude\Repositories\SkillRepository.h" />
<ClInclude Include="Versions\VersionAbstractFactory.h" />
</ItemGroup>
<ItemGroup>

View File

@ -30,21 +30,12 @@
<ClInclude Include="Versions\Interlude\GameStructs\NetworkHandlerWrapper.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\HeroRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\NPCRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\DropRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Transports\DebugViewTransport.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\PlayerRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Transports\NamedPipeTransport.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -66,15 +57,6 @@
<ClInclude Include="Versions\Interlude\Factories\DropFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\HeroFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\NPCFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\PlayerFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\AbstractFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -111,12 +93,6 @@
<ClInclude Include="Services\WorldHandler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\SkillFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\SkillRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\GameStructs\GameEngineInterface.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -150,6 +126,33 @@
<ClInclude Include="Serializers\JsonSerializer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Services\EntityHandler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\HeroFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\HeroRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\NPCFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\NPCRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\PlayerFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\PlayerRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Factories\SkillFactory.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Versions\Interlude\Repositories\SkillRepository.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="dllmain.cpp">

View File

@ -0,0 +1,89 @@
#pragma once
#include <map>
#include <functional>
#include "Domain/Repositories/EntityRepositoryInterface.h"
#include "Domain/DTO/EntityState.h"
using namespace L2Bot::Domain;
class EntityHandler
{
public:
template<typename T>
const std::map<uint32_t, DTO::EntityState*> GetEntities(const std::map<uint32_t, T> items, std::function<Entities::EntityInterface*(T)> callback)
{
RemoveOutdatedStates();
for (const auto& kvp : items)
{
const auto item = kvp.second;
const auto newObject = callback(item);
if (m_Objects.contains(newObject->GetId()))
{
if (!m_Objects[kvp.first]->GetEntity()->IsEqual(newObject)) {
m_Objects[kvp.first]->GetEntity()->Update(newObject);
m_Objects[kvp.first]->UpdateState(Enums::EntityStateEnum::updated);
}
else
{
m_Objects[kvp.first]->UpdateState(Enums::EntityStateEnum::none);
}
delete newObject;
}
else
{
m_Objects.emplace(
newObject->GetId(),
new DTO::EntityState{ newObject, Enums::EntityStateEnum::created }
);
}
}
for (auto& kvp : m_Objects)
{
if (!items.contains(kvp.second->GetEntity()->GetId()))
{
m_Objects[kvp.first]->GetEntity()->SaveState();
kvp.second->UpdateState(Enums::EntityStateEnum::deleted);
}
}
return m_Objects;
}
void Reset()
{
for (const auto& object : m_Objects)
{
delete object.second;
}
m_Objects.clear();
}
EntityHandler() = default;
virtual ~EntityHandler()
{
Reset();
}
private:
void RemoveOutdatedStates()
{
auto it = m_Objects.begin();
while (it != m_Objects.end())
{
if (it->second->GetState() == Enums::EntityStateEnum::deleted)
{
delete it->second;
m_Objects.erase(it++);
}
else
{
it++;
}
}
}
private:
std::map<uint32_t, DTO::EntityState*> m_Objects;
};

View File

@ -1,16 +1,11 @@
#pragma once
#pragma once
#include <cstdint>
#include <thread>
#include <Windows.h>
#include "Domain/Services/DropService.h"
#include "Domain/Services/HeroService.h"
#include "Domain/Services/NPCService.h"
#include "Domain/Services/PlayerService.h"
#include "Domain/Services/SkillService.h"
#include "Domain/Services/EntityService.h"
#include "Domain/Serializers/SerializableStateContainer.h"
#include "Domain/Serializers/SerializerInterface.h"
#include "Domain/Repositories/DropRepositoryInterface.h"
#include "Domain/Repositories/SkillRepositoryInterface.h"
#include "Domain/Repositories/EntityRepositoryInterface.h"
#include "Domain/Transports/TransportInterface.h"
using namespace L2Bot::Domain;
@ -19,19 +14,19 @@ class WorldHandler
{
public:
WorldHandler(
Repositories::HeroRepositoryInterface& heroRepository,
Repositories::DropRepositoryInterface& dropRepository,
Repositories::NPCRepositoryInterface& npcRepository,
Repositories::PlayerRepositoryInterface& playerRepository,
Repositories::SkillRepositoryInterface& skillRepository,
Repositories::EntityRepositoryInterface& heroRepository,
Repositories::EntityRepositoryInterface& dropRepository,
Repositories::EntityRepositoryInterface& npcRepository,
Repositories::EntityRepositoryInterface& playerRepository,
Repositories::EntityRepositoryInterface& skillRepository,
const Serializers::SerializerInterface& serializer,
Transports::TransportInterface& transport
) :
m_DropService(Services::DropService(dropRepository)),
m_HeroService(Services::HeroService(heroRepository)),
m_NPCService(Services::NPCService(npcRepository)),
m_PlayerService(Services::PlayerService(playerRepository)),
m_SkillService(Services::SkillService(skillRepository)),
m_HeroService(Services::EntityService(heroRepository)),
m_DropService(Services::EntityService(dropRepository)),
m_NPCService(Services::EntityService(npcRepository)),
m_PlayerService(Services::EntityService(playerRepository)),
m_SkillService(Services::EntityService(skillRepository)),
m_Serializer(serializer),
m_Transport(transport)
{
@ -120,11 +115,11 @@ private:
{
std::vector<Serializers::Serializable*> items
{
new Serializers::SerializableStateContainer<Entities::Hero>(m_HeroService.GetObjects(), "hero"),
new Serializers::SerializableStateContainer<Entities::Drop>(m_DropService.GetObjects(), "drop"),
new Serializers::SerializableStateContainer<Entities::NPC>(m_NPCService.GetObjects(), "npc"),
new Serializers::SerializableStateContainer<Entities::Player>(m_PlayerService.GetObjects(), "player"),
new Serializers::SerializableStateContainer<ValueObjects::Skill>(m_SkillService.GetObjects(), "skill")
new Serializers::SerializableStateContainer(m_HeroService.GetEntities(), "hero"),
new Serializers::SerializableStateContainer(m_DropService.GetEntities(), "drop"),
new Serializers::SerializableStateContainer(m_NPCService.GetEntities(), "npc"),
new Serializers::SerializableStateContainer(m_PlayerService.GetEntities(), "player"),
new Serializers::SerializableStateContainer(m_SkillService.GetEntities(), "skill"),
};
std::vector<Serializers::Node> result;
@ -146,19 +141,19 @@ private:
void Invalidate()
{
m_HeroService.Invalidate();
m_DropService.Invalidate();
m_HeroService.Invalidate();
m_NPCService.Invalidate();
m_PlayerService.Invalidate();
m_SkillService.Invalidate();
}
private:
Services::DropService m_DropService;
Services::HeroService m_HeroService;
Services::NPCService m_NPCService;
Services::PlayerService m_PlayerService;
Services::SkillService m_SkillService;
Services::EntityService m_DropService;
Services::EntityService m_HeroService;
Services::EntityService m_NPCService;
Services::EntityService m_PlayerService;
Services::EntityService m_SkillService;
const Serializers::SerializerInterface& m_Serializer;
Transports::TransportInterface& m_Transport;
bool m_Stopped = false;

View File

@ -9,7 +9,7 @@ class FindObjectsTrait
{
public:
template <typename T>
std::map<uint32_t, T> GetAllObjects(float_t radius, std::function<const T(float_t, int32_t)> getNextObject) const
std::map<uint32_t, T> FindAllObjects(float_t radius, std::function<const T(float_t, int32_t)> getNextObject) const
{
std::map<uint32_t, T> result;

View File

@ -1,13 +1,13 @@
#pragma once
#include "../VersionAbstractFactory.h"
#include "Factories/HeroFactory.h"
#include "Factories/DropFactory.h"
#include "Factories/HeroFactory.h"
#include "Factories/NPCFactory.h"
#include "Factories/PlayerFactory.h"
#include "Factories/SkillFactory.h"
#include "Repositories/HeroRepository.h"
#include "Repositories/DropRepository.h"
#include "Repositories/HeroRepository.h"
#include "Repositories/NPCRepository.h"
#include "Repositories/PlayerRepository.h"
#include "Repositories/SkillRepository.h"
@ -15,6 +15,7 @@
#include "GameStructs/GameEngineWrapper.h"
#include "GameStructs/L2GameDataWrapper.h"
#include "GameStructs/FName.h"
#include "../../Services/EntityHandler.h"
namespace Interlude
{
@ -32,18 +33,22 @@ namespace Interlude
HeroRepository& GetHeroRepository() const override
{
static auto factory = HeroFactory();
static EntityHandler handler;
static auto result = HeroRepository(
GetNetworkHandler(),
factory
factory,
handler
);
return result;
}
DropRepository& GetDropRepository() const override
{
static auto factory = DropFactory(GetL2GameData(), GetFName());
static EntityHandler handler;
static auto result = DropRepository(
GetNetworkHandler(),
factory,
handler,
m_Radius
);
return result;
@ -51,19 +56,36 @@ namespace Interlude
NPCRepository& GetNPCRepository() const override
{
static auto factory = NPCFactory();
static auto result = NPCRepository(GetNetworkHandler(), factory, m_Radius);
static EntityHandler handler;
static auto result = NPCRepository(
GetNetworkHandler(),
factory,
handler,
m_Radius
);
return result;
}
PlayerRepository& GetPlayerRepository() const override
{
static auto factory = PlayerFactory();
static auto result = PlayerRepository(GetNetworkHandler(), factory, m_Radius);
static EntityHandler handler;
static auto result = PlayerRepository(
GetNetworkHandler(),
factory,
handler,
m_Radius
);
return result;
}
SkillRepository& GetSkillRepository() const override
{
static auto factory = SkillFactory(GetL2GameData(), GetFName());
static auto result = SkillRepository(GetNetworkHandler(), factory);
static EntityHandler handler;
static auto result = SkillRepository(
GetNetworkHandler(),
factory,
handler
);
return result;
}
NetworkHandlerWrapper& GetNetworkHandler() const override

View File

@ -2,7 +2,9 @@
#include "../GameStructs/L2GameDataWrapper.h"
#include "../GameStructs/FName.h"
#include "../GameStructs/GameStructs.h"
#include "../../../Common/Common.h"
#include "Domain/Entities/Drop.h"
namespace Interlude
{
@ -18,13 +20,13 @@ namespace Interlude
DropFactory() = delete;
virtual ~DropFactory() = default;
const DTO::Drop Create(const Item* item) const
Entities::EntityInterface* Create(const Item* item) const
{
const auto itemData = m_L2GameData.GetItemData(item->itemId);
const auto nameEntry = itemData ? m_FName.GetEntry(itemData->nameIndex) : nullptr;
const auto iconEntry = itemData ? m_FName.GetEntry(itemData->iconNameIndex) : nullptr;
return DTO::Drop{
return new Entities::Drop{
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),

View File

@ -1,7 +1,8 @@
#pragma once
#include "../GameStructs/NetworkHandlerWrapper.h"
#include "../GameStructs/GameStructs.h"
#include "../../../Common/Common.h"
#include "Domain/Entities/Hero.h"
namespace Interlude
{
@ -11,11 +12,11 @@ namespace Interlude
HeroFactory() = default;
virtual ~HeroFactory() = default;
const DTO::Hero Create(const User* item) const
Entities::EntityInterface* Create(const User* item) const
{
const auto playerController = item->pawn ? item->pawn->lineagePlayerController : nullptr;
return DTO::Hero{
return new Entities::Hero{
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),

View File

@ -1,7 +1,7 @@
#pragma once
#include "../../../Common/Common.h"
#include "Domain/Entities/NPC.h"
namespace Interlude
{
@ -11,9 +11,9 @@ namespace Interlude
NPCFactory() = default;
virtual ~NPCFactory() = default;
const DTO::NPC Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
Entities::EntityInterface* Create(const User* item, const Enums::SpoilStateEnum spoiledState) const
{
return DTO::NPC{
return new Entities::NPC{
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),

View File

@ -1,6 +1,7 @@
#pragma once
#include "../../../Common/Common.h"
#include "Domain/Entities/Player.h"
namespace Interlude
{
@ -10,9 +11,9 @@ namespace Interlude
PlayerFactory() = default;
virtual ~PlayerFactory() = default;
const DTO::Player Create(const User* item) const
Entities::EntityInterface* Create(const User* item) const
{
return DTO::Player{
return new Entities::Player{
item->objectId,
ValueObjects::Transform(
ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),

View File

@ -5,6 +5,9 @@
#include "../GameStructs/L2GameDataWrapper.h"
#include "../GameStructs/FName.h"
#include "../../../Common/Common.h"
#include "Domain/Entities/Skill.h"
using namespace L2Bot::Domain;
namespace Interlude
{
@ -20,7 +23,7 @@ namespace Interlude
SkillFactory() = delete;
virtual ~SkillFactory() = default;
const DTO::Skill Create(const DTO::Skill source, const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
Entities::Skill* Create(const uint32_t skillId, const uint32_t level, const uint32_t isActive) const
{
const auto data = m_L2GameData.GetMSData(skillId, level);
@ -30,7 +33,7 @@ namespace Interlude
const auto description = data ? data->description : L"";
const auto iconEntry = data ? m_FName.GetEntry(data->iconNameIndex) : nullptr;
return DTO::Skill
return new Entities::Skill
{
skillId,
static_cast<uint8_t>(level),
@ -40,63 +43,9 @@ namespace Interlude
ConvertFromWideChar(name),
ConvertFromWideChar(description),
iconEntry ? ConvertFromWideChar(iconEntry->value) : "",
source.isToggled,
source.isCasting,
source.isReloading
};
}
const DTO::Skill UpdateToggle(const DTO::Skill source, const bool isToggled) const
{
return DTO::Skill
{
source.skillId,
source.level,
source.isActive,
source.cost,
source.range,
source.name,
source.description,
source.iconName,
isToggled,
source.isCasting,
source.isReloading
};
}
const DTO::Skill UpdateCastingState(const DTO::Skill source, const bool isCasting) const
{
return DTO::Skill
{
source.skillId,
source.level,
source.isActive,
source.cost,
source.range,
source.name,
source.description,
source.iconName,
source.isToggled,
isCasting,
source.isReloading
};
}
const DTO::Skill UpdateReloadingState(const DTO::Skill source, const bool isReloading) const
{
return DTO::Skill
{
source.skillId,
source.level,
source.isActive,
source.cost,
source.range,
source.name,
source.description,
source.iconName,
source.isToggled,
source.isCasting,
isReloading
false,
false,
false
};
}

View File

@ -38,7 +38,7 @@ namespace Interlude
User* NetworkHandlerWrapper::GetHero() const
{
const auto creatures = GetAllObjects<User*>(0.1f, [this](float_t radius, int32_t prevId) {
const auto creatures = FindAllObjects<User*>(0.1f, [this](float_t radius, int32_t prevId) {
return GetNextCreature(radius, prevId);
});

View File

@ -1,38 +1,49 @@
#pragma once
#include <map>
#include "Domain/Repositories/DropRepositoryInterface.h"
#include "Domain/Repositories/EntityRepositoryInterface.h"
#include "Domain/DTO/EntityState.h"
#include "../Factories/DropFactory.h"
#include "../../GameStructs/FindObjectsTrait.h"
#include "../GameStructs/NetworkHandlerWrapper.h"
#include "../../../Services/EntityHandler.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class DropRepository : public Repositories::DropRepositoryInterface, public FindObjectsTrait
class DropRepository : public Repositories::EntityRepositoryInterface, public FindObjectsTrait
{
public:
const std::map<uint32_t, DTO::Drop> GetObjects() override
const std::vector<DTO::EntityState*> GetEntities() override
{
const auto items = GetAllObjects<Item*>(m_Radius, [this](float_t radius, int32_t prevId) {
const std::map<uint32_t, Item*> items = FindAllObjects<Item*>(m_Radius, [this](float_t radius, int32_t prevId) {
return m_NetworkHandler.GetNextItem(radius, prevId);
});
const auto objects = m_Container.GetEntities<Item*>(items, [this](Item* item) {
return m_Factory.Create(item);
});
std::map<uint32_t, DTO::Drop> map;
auto result = std::vector<DTO::EntityState*>();
for (const auto& kvp : items)
for (const auto kvp : objects)
{
const auto item = kvp.second;
map.emplace(item->objectId, m_Factory.Create(item));
result.push_back(kvp.second);
}
return map;
return result;
}
DropRepository(const NetworkHandlerWrapper& networkHandler, const DropFactory& factory, const uint16_t radius) :
void Reset() override
{
m_Container.Reset();
}
DropRepository(const NetworkHandlerWrapper& networkHandler, const DropFactory& factory, EntityHandler& handler, const uint16_t radius) :
m_NetworkHandler(networkHandler),
m_Factory(factory),
m_Radius(radius)
m_Radius(radius),
m_Container(handler)
{
}
@ -44,5 +55,6 @@ namespace Interlude
const NetworkHandlerWrapper& m_NetworkHandler;
const DropFactory& m_Factory;
const uint16_t m_Radius;
EntityHandler& m_Container;
};
}

View File

@ -1,26 +1,24 @@
#pragma once
#include "Domain/Repositories/HeroRepositoryInterface.h"
#include "Domain/Repositories/EntityRepositoryInterface.h"
#include "../Factories/HeroFactory.h"
#include "../../../Events/EventDispatcher.h"
#include "../../../Events/HeroCreatedEvent.h"
#include "../../../Events/HeroDeletedEvent.h"
#include "../GameStructs/NetworkHandlerWrapper.h"
#include "../../../Services/EntityHandler.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class HeroRepository : public Repositories::HeroRepositoryInterface
class HeroRepository : public Repositories::EntityRepositoryInterface
{
public:
const std::map<uint32_t, DTO::Hero> GetObjects() override
const std::vector<DTO::EntityState*> GetEntities() override
{
std::map<uint32_t, DTO::Hero> map;
const auto hero = m_NetworkHandler.GetHero();
if (hero)
{
map.emplace(hero->objectId, m_Factory.Create(hero));
}
auto hero = m_NetworkHandler.GetHero();
if (hero != nullptr && m_PrevHero == nullptr)
{
@ -30,15 +28,38 @@ namespace Interlude
{
EventDispatcher::GetInstance().Dispatch(HeroDeletedEvent{});
}
m_PrevHero = hero;
return map;
std::map<uint32_t, User*> items;
if (hero)
{
items.emplace(hero->objectId, hero);
}
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;
}
HeroRepository(const NetworkHandlerWrapper& networkHandler, const HeroFactory& factory) :
void Reset() override
{
m_EntityHandler.Reset();
}
HeroRepository(const NetworkHandlerWrapper& networkHandler, const HeroFactory& factory, EntityHandler& handler) :
m_NetworkHandler(networkHandler),
m_Factory(factory)
m_Factory(factory),
m_EntityHandler(handler)
{
}
@ -50,5 +71,6 @@ namespace Interlude
const HeroFactory& m_Factory;
const NetworkHandlerWrapper& m_NetworkHandler;
User* m_PrevHero = nullptr;
EntityHandler& m_EntityHandler;
};
}

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@ -2,44 +2,61 @@
#include <map>
#include "../GameStructs/NetworkHandlerWrapper.h"
#include "Domain/Repositories/NPCRepositoryInterface.h"
#include "Domain/Repositories/EntityRepositoryInterface.h"
#include "../Factories/NPCFactory.h"
#include "../../../Events/EventDispatcher.h"
#include "../../../Events/SpoiledEvent.h"
#include "../../../Events/CreatureDiedEvent.h"
#include "../../GameStructs/FindObjectsTrait.h"
#include "../../../Services/EntityHandler.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class NPCRepository : public Repositories::NPCRepositoryInterface, public FindObjectsTrait
class NPCRepository : public Repositories::EntityRepositoryInterface, public FindObjectsTrait
{
public:
const std::map<uint32_t, DTO::NPC> 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::NPC> map;
std::map<uint32_t, User*> items;
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));
items.emplace(creature->objectId, creature);
}
}
return map;
const auto objects = m_EntityHandler.GetEntities<User*>(items, [this](User* item) {
const auto spoilState = m_Spoiled.find(item->objectId) == m_Spoiled.end() ? Enums::SpoilStateEnum::none : m_Spoiled.at(item->objectId);
return m_Factory.Create(item, spoilState);
});
auto result = std::vector<DTO::EntityState*>();
for (const auto kvp : objects)
{
result.push_back(kvp.second);
}
return result;
}
NPCRepository(const NetworkHandlerWrapper& networkHandler, const NPCFactory& factory, const uint16_t radius) :
void Reset() override
{
m_EntityHandler.Reset();
}
NPCRepository(const NetworkHandlerWrapper& networkHandler, const NPCFactory& factory, EntityHandler& handler, const uint16_t radius) :
m_NetworkHandler(networkHandler),
m_Factory(factory),
m_Radius(radius)
m_Radius(radius),
m_EntityHandler(handler)
{
EventDispatcher::GetInstance().Subscribe(SpoiledEvent::name, [this](const Event& evt) {
OnSpoiled(evt);
@ -93,5 +110,6 @@ namespace Interlude
std::map<uint32_t, Enums::SpoilStateEnum> m_Spoiled;
const NetworkHandlerWrapper& m_NetworkHandler;
const uint16_t m_Radius = 0;
EntityHandler& m_EntityHandler;
};
}

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@ -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;
};
}

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

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@ -1,10 +1,6 @@
#pragma once
#include "Domain/Repositories/HeroRepositoryInterface.h"
#include "Domain/Repositories/DropRepositoryInterface.h"
#include "Domain/Repositories/NPCRepositoryInterface.h"
#include "Domain/Repositories/PlayerRepositoryInterface.h"
#include "Domain/Repositories/SkillRepositoryInterface.h"
#include "Domain/Repositories/EntityRepositoryInterface.h"
#include "GameStructs/NetworkHandlerInterface.h"
#include "GameStructs/GameEngineInterface.h"
#include "GameStructs/L2GameDataInterface.h"
@ -20,11 +16,11 @@ public:
interlude
};
virtual Repositories::HeroRepositoryInterface& GetHeroRepository() const = 0;
virtual Repositories::DropRepositoryInterface& GetDropRepository() const = 0;
virtual Repositories::NPCRepositoryInterface& GetNPCRepository() const = 0;
virtual Repositories::PlayerRepositoryInterface& GetPlayerRepository() const = 0;
virtual Repositories::SkillRepositoryInterface& GetSkillRepository() const = 0;
virtual Repositories::EntityRepositoryInterface& GetHeroRepository() const = 0;
virtual Repositories::EntityRepositoryInterface& GetDropRepository() const = 0;
virtual Repositories::EntityRepositoryInterface& GetNPCRepository() const = 0;
virtual Repositories::EntityRepositoryInterface& GetPlayerRepository() const = 0;
virtual Repositories::EntityRepositoryInterface& GetSkillRepository() const = 0;
virtual NetworkHandlerInterface& GetNetworkHandler() const = 0;
virtual GameEngineInterface& GetGameEngine() const = 0;
virtual L2GameDataInterface& GetL2GameData() const = 0;