refactor: format code
This commit is contained in:
@@ -8,9 +8,9 @@
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namespace td {
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namespace client {
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ClientGame::ClientGame(Client* client): protocol::PacketHandler(client->getConnexion().GetDispatcher()),
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game::Game(&m_WorldClient), m_Client(client), m_Renderer(client->getRenderer()), m_WorldClient(this),
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m_WorldRenderer(&m_WorldClient, this){
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ClientGame::ClientGame(Client* client) : protocol::PacketHandler(client->getConnexion().GetDispatcher()),
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game::Game(&m_WorldClient), m_Client(client), m_Renderer(client->getRenderer()), m_WorldClient(this),
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m_WorldRenderer(&m_WorldClient, this) {
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GetDispatcher()->RegisterHandler(protocol::PacketType::ConnectionInfo, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::PlayerJoin, this);
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GetDispatcher()->RegisterHandler(protocol::PacketType::PlayerList, this);
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@@ -23,113 +23,111 @@ ClientGame::ClientGame(Client* client): protocol::PacketHandler(client->getConne
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GetDispatcher()->RegisterHandler(protocol::PacketType::WorldData, this);
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}
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ClientGame::~ClientGame(){
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ClientGame::~ClientGame() {
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GetDispatcher()->UnregisterHandler(this);
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}
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void ClientGame::tick(std::uint64_t delta){
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void ClientGame::tick(std::uint64_t delta) {
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game::Game::tick(delta);
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m_WorldRenderer.update();
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if (m_GameState == game::GameState::Lobby && m_LobbyTime > 0){
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if (m_GameState == game::GameState::Lobby && m_LobbyTime > 0) {
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m_LobbyTime -= delta;
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}
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}
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void ClientGame::HandlePacket(protocol::PlayerJoinPacket* packet){
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void ClientGame::HandlePacket(protocol::PlayerJoinPacket* packet) {
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game::Player player(packet->getPlayerID());
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player.setName(packet->getPlayerName());
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m_Players.insert({player.getID(), player});
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m_Players.insert({ player.getID(), player });
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}
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void ClientGame::HandlePacket(protocol::PlayerLeavePacket* packet){
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void ClientGame::HandlePacket(protocol::PlayerLeavePacket* packet) {
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game::Player* player = &m_Players[packet->getPlayerID()];
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if (player->getTeamColor() != game::TeamColor::None){
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if (player->getTeamColor() != game::TeamColor::None) {
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m_Teams[(std::size_t)player->getTeamColor()].removePlayer(player);
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}
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m_Players.erase(player->getID());
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}
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void ClientGame::HandlePacket(protocol::PlayerListPacket* packet){
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for (auto pair : packet->getPlayers()){
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void ClientGame::HandlePacket(protocol::PlayerListPacket* packet) {
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for (auto pair : packet->getPlayers()) {
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std::uint8_t playerID = pair.first;
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protocol::PlayerInfo playerInfo = pair.second;
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game::Player player(playerID);
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player.setName(playerInfo.name);
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player.setTeamColor(playerInfo.team);
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m_Players.insert({playerID, player});
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if (player.getTeamColor() != game::TeamColor::None){
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m_Players.insert({ playerID, player });
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if (player.getTeamColor() != game::TeamColor::None) {
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m_Teams[(std::size_t)player.getTeamColor()].addPlayer(&m_Players[playerID]);
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}
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}
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m_Player = &m_Players[m_ConnexionID];
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}
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void ClientGame::HandlePacket(protocol::UpdatePlayerTeamPacket* packet){
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void ClientGame::HandlePacket(protocol::UpdatePlayerTeamPacket* packet) {
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game::Player* player = &m_Players[packet->getPlayerID()];
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if (player->getTeamColor() == game::TeamColor::None){ //join a team
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if (player->getTeamColor() == game::TeamColor::None) { //join a team
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getTeam(packet->getSelectedTeam()).addPlayer(player);
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}
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else if (packet->getSelectedTeam() == game::TeamColor::None){ // leave a team
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} else if (packet->getSelectedTeam() == game::TeamColor::None) { // leave a team
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getTeam(player->getTeamColor()).removePlayer(player);
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player->setTeamColor(game::TeamColor::None);
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}
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else{ // change team
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} else { // change team
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getTeam(player->getTeamColor()).removePlayer(player);
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getTeam(packet->getSelectedTeam()).addPlayer(player);
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}
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}
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void ClientGame::HandlePacket(protocol::UpdateGameStatePacket* packet){
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void ClientGame::HandlePacket(protocol::UpdateGameStatePacket* packet) {
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setGameState(packet->getGameState());
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}
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void ClientGame::HandlePacket(protocol::ConnexionInfoPacket* packet){
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void ClientGame::HandlePacket(protocol::ConnexionInfoPacket* packet) {
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m_ConnexionID = packet->getConnectionID();
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}
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void ClientGame::HandlePacket(protocol::UpdateLobbyTimePacket* packet){
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void ClientGame::HandlePacket(protocol::UpdateLobbyTimePacket* packet) {
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m_LobbyTime = packet->getRemainingTime();
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}
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void ClientGame::HandlePacket(protocol::UpdateMoneyPacket* packet){
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void ClientGame::HandlePacket(protocol::UpdateMoneyPacket* packet) {
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m_Player->setGold(packet->getGold());
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}
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void ClientGame::HandlePacket(protocol::DisconnectPacket* packet){
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void ClientGame::HandlePacket(protocol::DisconnectPacket* packet) {
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m_GameState = game::GameState::Disconnected;
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}
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void ClientGame::HandlePacket(protocol::WorldDataPacket* packet){
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void ClientGame::HandlePacket(protocol::WorldDataPacket* packet) {
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m_WorldRenderer.loadModels();
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// set cam pos to player spawn
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const game::Spawn& spawn = m_World->getTeam(m_Player->getTeamColor()).getSpawn();
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m_WorldRenderer.setCamPos(spawn.x + 0.5, spawn.y + 0.5);
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}
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void ClientGame::renderWorld(){
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if(m_GameState == game::GameState::Game || m_GameState == game::GameState::EndGame){
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void ClientGame::renderWorld() {
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if (m_GameState == game::GameState::Game || m_GameState == game::GameState::EndGame) {
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m_WorldRenderer.render();
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}
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}
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void ClientGame::PlaceTower(game::TowerType type, const glm::vec2& position){
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void ClientGame::PlaceTower(game::TowerType type, const glm::vec2& position) {
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protocol::PlaceTowerPacket packet(position.x, position.y, type);
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m_Client->getConnexion().sendPacket(&packet);
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}
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bool ClientGame::CanPlaceLittleTower(const glm::vec2& worldPos){
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bool ClientGame::CanPlaceLittleTower(const glm::vec2& worldPos) {
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game::TilePtr tile = m_WorldClient.getTile(worldPos.x, worldPos.y);
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if(tile == nullptr){
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if (tile == nullptr) {
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return false;
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}
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if(tile->getType() == game::TileType::Tower){
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for(int x = -1; x < 2; x++){
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for(int y = -1; y < 2; y++){
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if (tile->getType() == game::TileType::Tower) {
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for (int x = -1; x < 2; x++) {
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for (int y = -1; y < 2; y++) {
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game::TilePtr adjacentTile = m_WorldClient.getTile(worldPos.x + x, worldPos.y + y);
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if(adjacentTile == nullptr || adjacentTile->getType() != game::TileType::Tower){
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if (adjacentTile == nullptr || adjacentTile->getType() != game::TileType::Tower) {
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return false;
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}
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}
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@@ -140,18 +138,18 @@ bool ClientGame::CanPlaceLittleTower(const glm::vec2& worldPos){
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return false;
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}
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bool ClientGame::CanPlaceBigTower(const glm::vec2& worldPos){
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bool ClientGame::CanPlaceBigTower(const glm::vec2& worldPos) {
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game::TilePtr tile = m_WorldClient.getTile(worldPos.x, worldPos.y);
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if(tile == nullptr){
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if (tile == nullptr) {
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return false;
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}
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if(tile->getType() == game::TileType::Tower){
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for(int x = -2; x < 3; x++){
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for(int y = -2; y < 3; y++){
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if (tile->getType() == game::TileType::Tower) {
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for (int x = -2; x < 3; x++) {
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for (int y = -2; y < 3; y++) {
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game::TilePtr adjacentTile = m_WorldClient.getTile(worldPos.x + x, worldPos.y + y);
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if(adjacentTile == nullptr || adjacentTile->getType() != game::TileType::Tower){
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if (adjacentTile == nullptr || adjacentTile->getType() != game::TileType::Tower) {
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return false;
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}
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}
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