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[Dynamic Zones] Store min and max players on dz (#1355)
This starts some changes that move storage of things from expeditions to dynamic zone class so other systems can possibly use them. This will also make it easier to move window packet creation methods to DynamicZone. For now these will remain on the expeditions table in the database. This can be re-evaluated once other components are moved and seeing how other systems may want to handle their player requirements.
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@@ -19,8 +19,6 @@ public:
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uint32_t GetID() const { return m_id; }
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uint32_t GetLeaderID() const { return m_leader.id; }
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uint32_t GetMinPlayers() const { return m_min_players; }
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uint32_t GetMaxPlayers() const { return m_max_players; }
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uint32_t GetMemberCount() const { return static_cast<uint32_t>(m_members.size()); }
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const std::string& GetName() const { return m_expedition_name; }
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const std::string& GetLeaderName() const { return m_leader.name; }
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@@ -41,14 +39,12 @@ public:
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protected:
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ExpeditionBase() = default;
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ExpeditionBase(uint32_t id, const std::string& uuid, const std::string& expedition_name,
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const DynamicZoneMember& leader, uint32_t min_players, uint32_t max_players);
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const DynamicZoneMember& leader);
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DynamicZoneMember GetMemberData(uint32_t character_id);
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DynamicZoneMember GetMemberData(const std::string& character_name);
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uint32_t m_id = 0;
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uint32_t m_min_players = 0;
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uint32_t m_max_players = 0;
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bool m_is_locked = false;
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bool m_add_replay_on_join = true;
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std::string m_uuid;
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