[refactor] Remaining ICombatant implementation

This commit is contained in:
gsemaj
2022-04-13 15:09:43 -04:00
committed by gsemaj
parent 07fe8ca367
commit 4b834579c5
19 changed files with 412 additions and 1196 deletions

View File

@@ -54,7 +54,7 @@ void Chunking::trackEntity(ChunkPos chunkPos, const EntityRef& ref) {
chunks[chunkPos]->entities.insert(ref);
if (ref.type == EntityType::PLAYER)
if (ref.kind == EntityKind::PLAYER)
chunks[chunkPos]->nplayers++;
}
@@ -66,7 +66,7 @@ void Chunking::untrackEntity(ChunkPos chunkPos, const EntityRef& ref) {
chunk->entities.erase(ref); // gone
if (ref.type == EntityType::PLAYER)
if (ref.kind == EntityKind::PLAYER)
chunks[chunkPos]->nplayers--;
assert(chunks[chunkPos]->nplayers >= 0);
@@ -89,19 +89,19 @@ void Chunking::addEntityToChunks(std::set<Chunk*> chnks, const EntityRef& ref) {
Entity *other = otherRef.getEntity();
// notify all visible players of the existence of this Entity
if (alive && otherRef.type == EntityType::PLAYER) {
if (alive && otherRef.kind == EntityKind::PLAYER) {
ent->enterIntoViewOf(otherRef.sock);
}
// notify this *player* of the existence of all visible Entities
if (ref.type == EntityType::PLAYER && other->isExtant()) {
if (ref.kind == EntityKind::PLAYER && other->isExtant()) {
other->enterIntoViewOf(ref.sock);
}
// for mobs, increment playersInView
if (ref.type == EntityType::MOB && otherRef.type == EntityType::PLAYER)
if (ref.kind == EntityKind::MOB && otherRef.kind == EntityKind::PLAYER)
((Mob*)ent)->playersInView++;
if (otherRef.type == EntityType::MOB && ref.type == EntityType::PLAYER)
if (otherRef.kind == EntityKind::MOB && ref.kind == EntityKind::PLAYER)
((Mob*)other)->playersInView++;
}
}
@@ -121,19 +121,19 @@ void Chunking::removeEntityFromChunks(std::set<Chunk*> chnks, const EntityRef& r
Entity *other = otherRef.getEntity();
// notify all visible players of the departure of this Entity
if (alive && otherRef.type == EntityType::PLAYER) {
if (alive && otherRef.kind == EntityKind::PLAYER) {
ent->disappearFromViewOf(otherRef.sock);
}
// notify this *player* of the departure of all visible Entities
if (ref.type == EntityType::PLAYER && other->isExtant()) {
if (ref.kind == EntityKind::PLAYER && other->isExtant()) {
other->disappearFromViewOf(ref.sock);
}
// for mobs, decrement playersInView
if (ref.type == EntityType::MOB && otherRef.type == EntityType::PLAYER)
if (ref.kind == EntityKind::MOB && otherRef.kind == EntityKind::PLAYER)
((Mob*)ent)->playersInView--;
if (otherRef.type == EntityType::MOB && ref.type == EntityType::PLAYER)
if (otherRef.kind == EntityKind::MOB && ref.kind == EntityKind::PLAYER)
((Mob*)other)->playersInView--;
}
}
@@ -155,7 +155,7 @@ static void emptyChunk(ChunkPos chunkPos) {
// unspawn all of the mobs/npcs
std::set refs(chunk->entities);
for (const EntityRef& ref : refs) {
if (ref.type == EntityType::PLAYER)
if (ref.kind == EntityKind::PLAYER)
assert(0);
// every call of this will check if the chunk is empty and delete it if so
@@ -268,14 +268,14 @@ void Chunking::createInstance(uint64_t instanceID) {
std::cout << "Creating instance " << instanceID << std::endl;
for (ChunkPos &coords : templateChunks) {
for (const EntityRef& ref : chunks[coords]->entities) {
if (ref.type == EntityType::PLAYER)
if (ref.kind == EntityKind::PLAYER)
continue;
int npcID = ref.id;
BaseNPC* baseNPC = (BaseNPC*)ref.getEntity();
// make a copy of each NPC in the template chunks and put them in the new instance
if (baseNPC->kind == EntityType::MOB) {
if (baseNPC->kind == EntityKind::MOB) {
if (((Mob*)baseNPC)->groupLeader != 0 && ((Mob*)baseNPC)->groupLeader != npcID)
continue; // follower; don't copy individually