refactor: remove unnecessary classes

This commit is contained in:
k0t9i
2023-10-16 00:03:43 +04:00
parent a7a9b626f4
commit 787f4969ed
57 changed files with 1651 additions and 1600 deletions

View File

@@ -1,7 +1,9 @@
#pragma once
#include <cstdint>
#include <functional>
#include "../ValueObjects/Transform.h"
#include "EntityInterface.h"
#include "../Helpers/HashCombiner.h"
namespace L2Bot::Domain::Entities
{
@@ -12,22 +14,16 @@ namespace L2Bot::Domain::Entities
{
return m_Id;
}
virtual void Update(const EntityInterface* other) override
virtual void Update(const ValueObjects::Transform& transform)
{
SaveState();
const WorldObject* casted = static_cast<const WorldObject*>(other);
m_Id = casted->m_Id;
m_Transform = casted->m_Transform;
m_Transform = transform;
}
virtual void SaveState() override
virtual const size_t GetHash() const override
{
m_PrevState = { m_Transform, false };
}
virtual const bool IsEqual(const EntityInterface* other) const override
{
const WorldObject* casted = static_cast<const WorldObject*>(other);
return m_Id == casted->m_Id && m_Transform.IsEqual(&casted->m_Transform);
return Helpers::CombineHashes({
std::hash<uint32_t>{}(m_Id),
m_Transform.GetHash()
});
}
virtual const std::vector<Serializers::Node> BuildSerializationNodes() const override
@@ -35,15 +31,12 @@ namespace L2Bot::Domain::Entities
std::vector<Serializers::Node> result;
result.push_back({ L"id", std::to_wstring(GetId()) });
if (m_PrevState.isNewState || !m_Transform.IsEqual(&m_PrevState.transform))
{
result.push_back({ L"transform", m_Transform.BuildSerializationNodes() });
}
result.push_back({ L"transform", m_Transform.BuildSerializationNodes() });
return result;
}
WorldObject(const uint32_t id, const ValueObjects::Transform transform) :
WorldObject(const uint32_t id, const ValueObjects::Transform& transform) :
m_Id(id), m_Transform(transform)
{
@@ -51,18 +44,9 @@ namespace L2Bot::Domain::Entities
WorldObject() = default;
virtual ~WorldObject() = default;
private:
private:
struct GetState
{
ValueObjects::Transform transform = ValueObjects::Transform();
bool isNewState = true;
};
private:
uint32_t m_Id = 0;
ValueObjects::Transform m_Transform = ValueObjects::Transform();
GetState m_PrevState = GetState();
};
}