VoxelEngine/src/objects/Players.cpp
2025-01-21 06:51:29 +03:00

108 lines
2.7 KiB
C++

#include "Players.hpp"
#include "Player.hpp"
#include "items/Inventories.hpp"
#include "world/Level.hpp"
#include "world/World.hpp"
#include "objects/Entities.hpp"
Players::Players(Level& level) : level(level) {}
void Players::add(std::unique_ptr<Player> player) {
players[player->getId()] = std::move(player);
}
Player* Players::get(int64_t id) const {
const auto& found = players.find(id);
if (found == players.end()) {
return nullptr;
}
return found->second.get();
}
Player* Players::create(int64_t id) {
int64_t& nextPlayerID = level.getWorld()->getInfo().nextPlayerId;
if (id == NONE) {
id = nextPlayerID++;
} else {
if (auto player = get(id)) {
return player;
}
nextPlayerID = std::max(id + 1, nextPlayerID);
}
auto playerPtr = std::make_unique<Player>(
level,
id,
"",
glm::vec3(0, DEF_PLAYER_Y, 0),
DEF_PLAYER_SPEED,
level.inventories->create(DEF_PLAYER_INVENTORY_SIZE),
ENTITY_AUTO
);
auto player = playerPtr.get();
add(std::move(playerPtr));
level.inventories->store(player->getInventory());
return player;
}
void Players::suspend(int64_t id) {
if (auto player = get(id)) {
if (player->isSuspended()) {
return;
}
player->setSuspended(true);
level.entities->despawn(player->getEntity());
player->setEntity(0);
}
}
void Players::resume(int64_t id) {
if (auto player = get(id)) {
if (!player->isSuspended()) {
return;
}
player->setSuspended(false);
}
}
void Players::remove(int64_t id) {
players.erase(id);
}
dv::value Players::serialize() const {
auto root = dv::object();
auto& list = root.list("players");
for (const auto& [id, player] : players) {
list.add(player->serialize());
}
return root;
}
void Players::deserialize(const dv::value& src) {
players.clear();
const auto& players = src["players"];
for (auto& playerMap : players) {
auto playerPtr = std::make_unique<Player>(
level,
0,
"",
glm::vec3(0, DEF_PLAYER_Y, 0),
DEF_PLAYER_SPEED,
level.inventories->create(DEF_PLAYER_INVENTORY_SIZE),
ENTITY_AUTO
);
auto player = playerPtr.get();
player->deserialize(playerMap);
add(std::move(playerPtr));
auto& inventory = player->getInventory();
// invalid inventory id pre 0.25
if (inventory->getId() == 0) {
inventory->setId(level.getWorld()->getNextInventoryId());
}
level.inventories->store(player->getInventory());
}
}