L2Bot2.0/L2BotCore/Domain/Entities/Player.h
2023-01-16 15:33:32 +04:00

102 lines
2.4 KiB
C++

#pragma once
#include "WorldObject.h"
#include "../DTO/Player.h"
#include "../ValueObjects/FullName.h"
#include "../ValueObjects/VitalStats.h"
#include "../ValueObjects/Phenotype.h"
namespace L2Bot::Domain::Entities
{
class Player : public WorldObject
{
public:
const ValueObjects::FullName& GetFullName() const
{
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;
}
void SaveState() override
{
WorldObject::SaveState();
m_PrevState =
{
m_FullName,
m_Phenotype
};
}
const static Player CreateFromDTO(const DTO::Player& dto)
{
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 std::vector<Serializers::Node> BuildSerializationNodes() const override
{
std::vector<Serializers::Node> result = WorldObject::BuildSerializationNodes();
if (m_PrevState.isNewState || !m_FullName.IsEqual(&m_PrevState.fullName))
{
result.push_back({ "fullName", m_FullName.BuildSerializationNodes() });
}
if (m_PrevState.isNewState || !m_Phenotype.IsEqual(&m_PrevState.phenotype))
{
result.push_back({ "phenotype", m_Phenotype.BuildSerializationNodes() });
}
return result;
}
Player(
const uint32_t id,
const ValueObjects::Transform transform,
const ValueObjects::FullName fullName,
const ValueObjects::Phenotype phenotype
) :
WorldObject(id, transform),
m_FullName(fullName),
m_Phenotype(phenotype)
{
SaveState();
}
Player() = default;
virtual ~Player() = default;
private:
struct State
{
ValueObjects::FullName fullName = ValueObjects::FullName();
ValueObjects::Phenotype phenotype = ValueObjects::Phenotype();
bool isNewState = true;
};
private:
ValueObjects::FullName m_FullName = ValueObjects::FullName();
ValueObjects::Phenotype m_Phenotype = ValueObjects::Phenotype();
State m_PrevState = State();
};
}