Added some boilerplate
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@@ -21,3 +21,81 @@
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*/
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#include "combat_instance_manager.hpp"
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CombatInstanceManager::CombatInstanceManager() {
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//EMPTY
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}
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CombatInstanceManager::~CombatInstanceManager() {
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UnloadAll();
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}
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//arg: a list of combats to be updated in the clients
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void CombatInstanceManager::Update() {
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for (auto& it : elementMap) {
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it.second.Update();
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}
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}
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int CombatInstanceManager::Create() {
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//implicitly create the new object
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elementMap.emplace( std::pair<int, CombatInstance>(counter, CombatInstance()) );
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//TODO: do various things like saving to the database
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return counter++;
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}
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//TODO: (1) combat load, save
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void CombatInstanceManager::Unload(int uid) {
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elementMap.erase(uid);
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}
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void CombatInstanceManager::UnloadAll() {
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elementMap.clear();
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}
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void CombatInstanceManager::UnloadIf(std::function<bool(std::pair<const int, CombatInstance const&>)> fn) {
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std::map<int, CombatInstance>::iterator it = elementMap.begin();
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while (it != elementMap.end()) {
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if (fn(*it)) {
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it = elementMap.erase(it);
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}
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else {
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++it;
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}
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}
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}
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CombatInstance* CombatInstanceManager::Find(int uid) {
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std::map<int, CombatInstance>::iterator it = elementMap.find(uid);
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if (it == elementMap.end()) {
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return nullptr;
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}
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return &it->second;
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}
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int CombatInstanceManager::GetLoadedCount() {
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return elementMap.size();
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}
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std::map<int, CombatInstance>* CombatInstanceManager::GetContainer() {
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return &elementMap;
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}
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lua_State* CombatInstanceManager::SetLuaState(lua_State* L) {
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return lua = L;
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}
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lua_State* CombatInstanceManager::GetLuaState() {
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return lua;
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}
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sqlite3* CombatInstanceManager::SetDatabase(sqlite3* db) {
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return database = db;
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}
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sqlite3* CombatInstanceManager::GetDatabase() {
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return database;
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}
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