L2Bot2.0/L2BotDll/Versions/Interlude/Repositories/PlayerRepository.h
2023-01-16 15:33:32 +04:00

50 lines
1.3 KiB
C++

#pragma once
#include <map>
#include "Domain/Repositories/PlayerRepositoryInterface.h"
#include "../Factories/PlayerFactory.h"
#include "../../GameStructs/FindObjectsTrait.h"
#include "../GameStructs/NetworkHandlerWrapper.h"
using namespace L2Bot::Domain;
namespace Interlude
{
class PlayerRepository : public Repositories::PlayerRepositoryInterface, public FindObjectsTrait
{
public:
const std::map<uint32_t, DTO::Player> GetObjects() override
{
const auto creatures = GetAllObjects<User*>(m_Radius, [this](float_t radius, int32_t prevId) {
return m_NetworkHandler.GetNextCreature(radius, prevId);
});
std::map<uint32_t, DTO::Player> map;
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));
}
}
return map;
}
PlayerRepository(const NetworkHandlerWrapper& networkHandler, const PlayerFactory& factory, const uint16_t radius) :
m_NetworkHandler(networkHandler),
m_Factory(factory),
m_Radius(radius)
{
}
PlayerRepository() = delete;
virtual ~PlayerRepository() = default;
private:
const PlayerFactory& m_Factory;
const NetworkHandlerWrapper& m_NetworkHandler;
const uint16_t m_Radius;
};
}