refactor: remove unnecessary classes
This commit is contained in:
@@ -9,80 +9,137 @@ namespace Interlude
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{
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class HeroFactory
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{
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private:
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struct Data
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{
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uint32_t id;
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ValueObjects::Transform transform;
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ValueObjects::FullName fullName;
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ValueObjects::VitalStats vitalStats;
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ValueObjects::Phenotype phenotype;
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ValueObjects::ExperienceInfo experienceInfo;
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ValueObjects::PermanentStats permanentStats;
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ValueObjects::VariableStats variableStats;
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ValueObjects::Reputation reputation;
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ValueObjects::InventoryInfo inventoryInfo;
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uint32_t targetId;
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bool isStanding;
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};
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public:
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HeroFactory() = default;
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virtual ~HeroFactory() = default;
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std::shared_ptr<Entities::Hero> Create(const User* item) const
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{
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const auto playerController = item->pawn ? item->pawn->lineagePlayerController : nullptr;
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const auto& data = GetData(item);
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return std::make_shared<Entities::Hero>(
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item->objectId,
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ValueObjects::Transform(
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ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
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ValueObjects::Vector3(
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static_cast<float_t>(item->pawn->Rotation.Pitch),
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static_cast<float_t>(item->pawn->Rotation.Yaw),
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static_cast<float_t>(item->pawn->Rotation.Roll)
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),
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ValueObjects::Vector3(item->pawn->Velocity.x, item->pawn->Velocity.y, item->pawn->Velocity.z),
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ValueObjects::Vector3(item->pawn->Acceleration.x, item->pawn->Acceleration.y, item->pawn->Acceleration.z)
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),
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ValueObjects::FullName(
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std::wstring(item->nickname),
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std::wstring(item->title)
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),
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ValueObjects::VitalStats(
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item->maxHp, item->hp,
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item->maxMp, item->mp,
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item->maxCp, item->cp
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),
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ValueObjects::Phenotype(
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(Enums::RaceEnum)item->raceId,
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item->gender == L2::Gender::MALE,
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(Enums::ClassEnum)item->classId,
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(Enums::ClassEnum)item->activeClassId
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),
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ValueObjects::ExperienceInfo(
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item->lvl,
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item->exp,
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item->sp
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),
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ValueObjects::PermanentStats(
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item->str,
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item->dex,
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item->con,
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item->int_,
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item->men,
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item->wit
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),
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ValueObjects::VariableStats(
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item->accuracy,
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item->critRate,
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item->pAttack,
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item->attackSpeed,
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item->pDefense,
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item->evasion,
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item->mAttack,
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item->mDefense,
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item->castingSpeed
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),
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ValueObjects::Reputation(
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item->karma,
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item->pkKills,
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item->pvpKills,
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static_cast<uint8_t>(item->recRemaining),
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static_cast<uint8_t>(item->evalScore)
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),
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ValueObjects::InventoryInfo(
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item->maxWeight,
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item->weight,
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item->invSlotCount
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),
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playerController ? playerController->targetObjectId : 0,
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playerController ? playerController->isStanding == 1 : true
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data.id,
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data.transform,
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data.fullName,
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data.vitalStats,
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data.phenotype,
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data.experienceInfo,
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data.permanentStats,
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data.variableStats,
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data.reputation,
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data.inventoryInfo,
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data.targetId,
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data.isStanding
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);
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}
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void Update(std::shared_ptr<Entities::Hero>& hero, const User* item) const
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{
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const auto& data = GetData(item);
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hero->Update(
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data.transform,
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data.fullName,
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data.vitalStats,
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data.phenotype,
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data.experienceInfo,
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data.permanentStats,
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data.variableStats,
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data.reputation,
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data.inventoryInfo,
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data.targetId,
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data.isStanding
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);
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}
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private:
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const Data GetData(const User* item) const
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{
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const auto playerController = item->pawn ? item->pawn->lineagePlayerController : nullptr;
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return {
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item->objectId,
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ValueObjects::Transform(
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ValueObjects::Vector3(item->pawn->Location.x, item->pawn->Location.y, item->pawn->Location.z),
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ValueObjects::Vector3(
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static_cast<float_t>(item->pawn->Rotation.Pitch),
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static_cast<float_t>(item->pawn->Rotation.Yaw),
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static_cast<float_t>(item->pawn->Rotation.Roll)
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),
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ValueObjects::Vector3(item->pawn->Velocity.x, item->pawn->Velocity.y, item->pawn->Velocity.z),
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ValueObjects::Vector3(item->pawn->Acceleration.x, item->pawn->Acceleration.y, item->pawn->Acceleration.z)
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),
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ValueObjects::FullName(
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std::wstring(item->nickname),
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std::wstring(item->title)
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),
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ValueObjects::VitalStats(
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item->maxHp, item->hp,
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item->maxMp, item->mp,
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item->maxCp, item->cp
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),
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ValueObjects::Phenotype(
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(Enums::RaceEnum)item->raceId,
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item->gender == L2::Gender::MALE,
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(Enums::ClassEnum)item->classId,
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(Enums::ClassEnum)item->activeClassId
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),
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ValueObjects::ExperienceInfo(
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item->lvl,
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item->exp,
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item->sp
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),
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ValueObjects::PermanentStats(
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item->str,
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item->dex,
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item->con,
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item->int_,
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item->men,
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item->wit
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),
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ValueObjects::VariableStats(
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item->accuracy,
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item->critRate,
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item->pAttack,
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item->attackSpeed,
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item->pDefense,
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item->evasion,
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item->mAttack,
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item->mDefense,
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item->castingSpeed
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),
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ValueObjects::Reputation(
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item->karma,
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item->pkKills,
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item->pvpKills,
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static_cast<uint8_t>(item->recRemaining),
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static_cast<uint8_t>(item->evalScore)
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),
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ValueObjects::InventoryInfo(
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item->maxWeight,
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item->weight,
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item->invSlotCount
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),
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playerController ? playerController->targetObjectId : 0,
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playerController ? playerController->isStanding == 1 : true
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};
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}
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};
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}
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