refactor: format code
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@@ -7,21 +7,21 @@
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namespace td {
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namespace server {
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ServerWorld::ServerWorld(Server* server, ServerGame* game) : game::World(game), m_CurrentMobID(0), m_Server(server){
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ServerWorld::ServerWorld(Server* server, ServerGame* game) : game::World(game), m_CurrentMobID(0), m_Server(server) {
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}
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void ServerWorld::spawnMobs(game::MobType type, std::uint8_t level, game::PlayerID sender, std::uint8_t count){
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for (int i = 0; i < count; i++){
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void ServerWorld::spawnMobs(game::MobType type, std::uint8_t level, game::PlayerID sender, std::uint8_t count) {
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for (int i = 0; i < count; i++) {
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game::TeamColor senderTeam = m_Game->getPlayers().at(sender).getTeamColor();
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game::Spawn* enemyMobSpawn;
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if(senderTeam == game::TeamColor::Red){
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if (senderTeam == game::TeamColor::Red) {
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enemyMobSpawn = &getTeam(game::TeamColor::Blue).getSpawn();
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}else{
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} else {
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enemyMobSpawn = &getTeam(game::TeamColor::Red).getSpawn();
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}
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std::int32_t spawnCenterX = enemyMobSpawn->x;
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std::int32_t spawnCenterY = enemyMobSpawn->y;
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@@ -32,10 +32,10 @@ void ServerWorld::spawnMobs(game::MobType type, std::uint8_t level, game::Player
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std::int32_t maxSpawnX = spawnCenterX + 2;
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std::uint64_t randomX = utils::getRandomNumber(std::abs(minSpawnX - maxSpawnX) * MOB_SPAWN_PRECISION);
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float mobX = (float) randomX / MOB_SPAWN_PRECISION + (float) minSpawnX;
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float mobX = (float)randomX / MOB_SPAWN_PRECISION + (float)minSpawnX;
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std::uint64_t randomY = utils::getRandomNumber(std::abs(minSpawnY - maxSpawnY) * MOB_SPAWN_PRECISION);
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float mobY = (float) randomY / MOB_SPAWN_PRECISION + (float) minSpawnY;
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float mobY = (float)randomY / MOB_SPAWN_PRECISION + (float)minSpawnY;
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spawnMobAt(m_CurrentMobID, type, level, sender, mobX, mobY, enemyMobSpawn->direction);
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