[refactor] Refactor groups

This commit is contained in:
gsemaj
2022-04-22 21:13:00 -04:00
committed by gsemaj
parent 4b834579c5
commit 03d28bf4e4
11 changed files with 182 additions and 160 deletions

View File

@@ -268,17 +268,10 @@ void Combat::npcAttackPc(Mob *mob, time_t currTime) {
* single RNG roll per mission task, and every group member shares that same
* set of rolls.
*/
void Combat::genQItemRolls(Player *leader, std::map<int, int>& rolls) {
for (int i = 0; i < leader->groupCnt; i++) {
if (leader->groupIDs[i] == 0)
continue;
CNSocket *otherSock = PlayerManager::getSockFromID(leader->groupIDs[i]);
if (otherSock == nullptr)
continue;
Player *member = PlayerManager::getPlayer(otherSock);
void Combat::genQItemRolls(std::vector<Player*> players, std::map<int, int>& rolls) {
for (int i = 0; i < players.size(); i++) {
Player* member = players[i];
for (int j = 0; j < ACTIVE_MISSION_COUNT; j++)
if (member->tasks[j] != 0)
rolls[member->tasks[j]] = Rand::rand();
@@ -679,7 +672,7 @@ static void playerTick(CNServer *serv, time_t currTime) {
bool transmit = false;
// group ticks
if (plr->groupCnt > 1)
if (plr->group != nullptr)
Groups::groupTickInfo(plr);
// do not tick dead players