#pragma once #include #include #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::EntityRepositoryInterface, public FindObjectsTrait { public: const std::vector> GetEntities() override { const std::map items = FindAllObjects(m_Radius, [this](float_t radius, int32_t prevId) { return m_NetworkHandler.GetNextItem(radius, prevId); }); const auto objects = m_Container.GetEntities(items, [this](Item* item) { return m_Factory.Create(item); }); auto result = std::vector>(); for (const auto kvp : objects) { result.push_back(kvp.second); } return result; } 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_Container(handler) { } DropRepository() = delete; virtual ~DropRepository() = default; private: const NetworkHandlerWrapper& m_NetworkHandler; const DropFactory& m_Factory; const uint16_t m_Radius; EntityHandler& m_Container; }; }