[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.
This commit is contained in:
hg
2021-05-12 20:59:48 -04:00
committed by GitHub
parent 4cc24dea75
commit c1c2d7b302
6 changed files with 30 additions and 23 deletions
+1 -5
View File
@@ -19,8 +19,6 @@ public:
uint32_t GetID() const { return m_id; }
uint32_t GetLeaderID() const { return m_leader.id; }
uint32_t GetMinPlayers() const { return m_min_players; }
uint32_t GetMaxPlayers() const { return m_max_players; }
uint32_t GetMemberCount() const { return static_cast<uint32_t>(m_members.size()); }
const std::string& GetName() const { return m_expedition_name; }
const std::string& GetLeaderName() const { return m_leader.name; }
@@ -41,14 +39,12 @@ public:
protected:
ExpeditionBase() = default;
ExpeditionBase(uint32_t id, const std::string& uuid, const std::string& expedition_name,
const DynamicZoneMember& leader, uint32_t min_players, uint32_t max_players);
const DynamicZoneMember& leader);
DynamicZoneMember GetMemberData(uint32_t character_id);
DynamicZoneMember GetMemberData(const std::string& character_name);
uint32_t m_id = 0;
uint32_t m_min_players = 0;
uint32_t m_max_players = 0;
bool m_is_locked = false;
bool m_add_replay_on_join = true;
std::string m_uuid;