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https://github.com/DarkflameUniverse/DarkflameServer
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d3eb5a56d9
Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers.
69 lines
1.6 KiB
C++
69 lines
1.6 KiB
C++
#include "PlayerManager.h"
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#include "Character.h"
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#include "Player.h"
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#include "User.h"
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#include "UserManager.h"
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#include "eReplicaComponentType.h"
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namespace {
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std::vector<Player*> m_Players;
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};
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const std::vector<Player*>& PlayerManager::GetAllPlayers() {
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return m_Players;
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}
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void PlayerManager::AddPlayer(Player* player) {
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const auto& iter = std::find(m_Players.begin(), m_Players.end(), player);
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if (iter == m_Players.end()) {
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m_Players.push_back(player);
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}
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}
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bool PlayerManager::RemovePlayer(Player* player) {
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const auto iter = std::find(m_Players.begin(), m_Players.end(), player);
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const bool toReturn = iter != m_Players.end();
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if (toReturn) {
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m_Players.erase(iter);
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}
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return toReturn;
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}
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Player* PlayerManager::GetPlayer(const SystemAddress& sysAddr) {
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auto* entity = UserManager::Instance()->GetUser(sysAddr)->GetLastUsedChar()->GetEntity();
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return static_cast<Player*>(entity);
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}
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Player* PlayerManager::GetPlayer(const std::string& name) {
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const auto characters = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
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Player* player = nullptr;
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for (auto* character : characters) {
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if (!character->IsPlayer()) continue;
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if (GeneralUtils::CaseInsensitiveStringCompare(name, character->GetCharacter()->GetName())) {
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player = dynamic_cast<Player*>(character);
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break;
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}
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}
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return player;
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}
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Player* PlayerManager::GetPlayer(LWOOBJID playerID) {
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Player* playerToReturn = nullptr;
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for (auto* player : m_Players) {
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if (player->GetObjectID() == playerID) {
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playerToReturn = player;
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break;
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}
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}
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return playerToReturn;
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}
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