refactor: changed exp and money update
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@@ -18,12 +18,8 @@ private:
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std::uint8_t m_ID;
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std::uint8_t m_GoldPerSecond;
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bool m_GoldChanged;
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bool m_ExpChanged;
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public:
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Player(std::uint8_t id = 0) : m_TeamColor(game::TeamColor::None), m_Gold(0), m_Exp(0), m_ID(id), m_GoldPerSecond(5),
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m_GoldChanged(false), m_ExpChanged(false) {}
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Player(std::uint8_t id = 0) : m_TeamColor(game::TeamColor::None), m_Gold(0), m_Exp(0), m_ID(id), m_GoldPerSecond(5) {}
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const std::string& getName() const { return m_Name; }
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void setName(const std::string& name) { m_Name = name; }
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@@ -35,20 +31,14 @@ public:
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void setGoldPerSecond(std::uint8_t goldPerSecond) { m_GoldPerSecond = goldPerSecond; }
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std::uint32_t getGold() const { return m_Gold; }
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void setGold(std::uint32_t gold) { m_GoldChanged = true; m_Gold = gold; }
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void addGold(std::uint32_t gold) { m_GoldChanged = true; m_Gold += gold; }
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void removeGold(std::uint32_t gold) { m_GoldChanged = true; m_Gold -= gold; }
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void setGold(std::uint32_t gold) { m_Gold = gold; }
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void addGold(std::uint32_t gold) { m_Gold += gold; }
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void removeGold(std::uint32_t gold) { m_Gold -= gold; }
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std::uint32_t getExp() const { return m_Exp; }
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void setExp(std::uint32_t exp) { m_ExpChanged = true; m_Exp = exp; }
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void addExp(std::uint32_t exp) { m_ExpChanged = true; m_Exp += exp; }
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void removeExp(std::uint32_t exp) { m_ExpChanged = true; m_Exp -= exp; }
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bool hasGoldChanged() const { return m_GoldChanged; }
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bool hasExpChanged() const { return m_ExpChanged; }
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void updateGold() { m_GoldChanged = false; }
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void updateExp() { m_ExpChanged = false; }
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void setExp(std::uint32_t exp) { m_Exp = exp; }
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void addExp(std::uint32_t exp) { m_Exp += exp; }
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void removeExp(std::uint32_t exp) { m_Exp -= exp; }
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std::uint8_t getID() const { return m_ID; }
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};
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@@ -37,25 +37,19 @@ void ServerGame::startGame() {
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void ServerGame::updatePlayerStats() {
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m_GoldMineTimer.update();
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for (auto& pair : m_Server->getPlayers()) {
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game::Player& player = pair.second;
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if (player.hasGoldChanged()) {
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protocol::UpdateMoneyPacket packet(player.getGold());
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m_Server->getConnexions()[player.getID()].sendPacket(&packet);
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player.updateGold();
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}
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if (player.hasExpChanged()) {
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protocol::UpdateExpPacket packet(player.getExp());
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m_Server->getConnexions()[player.getID()].sendPacket(&packet);
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player.updateExp();
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}
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}
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}
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void ServerGame::updateGoldMines() {
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for (auto& pair : m_Server->getPlayers()) {
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game::Player* player = &pair.second;
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player->addGold(player->getGoldPerSecond());
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// Update player money and exp every second
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protocol::UpdateMoneyPacket moneyPacket(player->getGold());
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m_Server->getConnexions()[player->getID()].sendPacket(&moneyPacket);
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protocol::UpdateExpPacket expPacket(player->getExp());
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m_Server->getConnexions()[player->getID()].sendPacket(&expPacket);
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}
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}
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