#include "MoveTerritoryTask.h" #include #include #include #include #include using namespace Sapphire::World; using namespace Sapphire::World::Manager; MoveTerritoryTask::MoveTerritoryTask( Entity::Player& player, Common::WarpType warpType, uint32_t targetTerritoryId, Common::FFXIVARR_POSITION3 targetPos, float targetRot, uint64_t delayTime ) : Task( delayTime ) { m_playerId = player.getId(); m_warpInfo = { targetTerritoryId, warpType, targetPos, targetRot }; } void MoveTerritoryTask::onQueue() { Logger::debug( { __FUNCTION__ } ); } void MoveTerritoryTask::execute() { auto& server = Common::Service< WorldServer >::ref(); auto pPlayer = server.getPlayer( m_playerId ); if( !pPlayer ) return; pPlayer->setPos( m_warpInfo.m_targetPos, false ); pPlayer->setRot( m_warpInfo.m_targetRot ); auto& teriMgr = Common::Service< TerritoryMgr >::ref(); pPlayer->setOnEnterEventDone( false ); TerritoryPtr pZone; if( m_warpInfo.m_targetTerritoryId != 0 ) pZone = teriMgr.getTerritoryByGuId( m_warpInfo.m_targetTerritoryId ); if( !teriMgr.movePlayer( pZone, *pPlayer ) ) { // todo: this will require proper handling, for now just return the player to their previous area pPlayer->setPos( pPlayer->getPrevPos(), false ); auto pZone1 = teriMgr.getZoneByTerritoryTypeId( pPlayer->getPrevTerritoryTypeId() ); if( !teriMgr.movePlayer( pZone1, *pPlayer ) ) return; } } std::string MoveTerritoryTask::toString() { return fmt::format( "MoveTerritoryTask: Player#{}, TerritoryId#{}, ElapsedTimeMs: {}", m_playerId, m_warpInfo.m_targetTerritoryId, getDelayTimeMs() ); }